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Elminster's Ecologies, Appendix II: The High Moor/The Serpent Hills
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The High Moor
Table of Contents
Common Flora.................................. 14
Trees and Shrubs .......................... 14
Grasses and Mosses.. ................... .14
Berries and Miscellaneous .......... .15
Uncommon Flora ............................. 15
Lets Talk Fungus .............................. 16
The Common Animals ..................... 18
Mammals .......................................... 18
Birds .................................................. 19
Insects ............................................... 20
Miscellaneous ................................... 21
The Monsters ................................. 22
Tribal Creatures............................... 22
Goblins ........................................ 22
Hobgoblins................................... 23
Humans ........................................ 23
Orcs .............................................. 25
Other Goblinkin.......................... 25
Elves ............................................. 26
Other Monsters................................. 26
Leucrotta ...................................... 26
Trolls ............................................ 26
In the Fire Marshes ........................... 27
In the Undermoor ............................ 27
The Abominations ............................ 28
Baatezu .............................................. 28
Dragons ............................................. 28
Undead ............................................. 29
Adventurers: Too Stupid to Live...... 30
Miscellaneous ................................... 30
Rumors and Legends ........................ 31
Credits
Design: Tim Beach
Editing: Julia Martin
Cover Art: Fred Fields
Interior Art: Matthew Cavotta
Cartography: Dennis Kauth
Typography: Angelika Lokotz
Production: Dee Barnett
I Think Not .......................................... 1
The Environment ................................ 3
Geography .......................................... 3
The Moors ..................................... 3
The Fire Marshes ........................... 4
The Red Cliffs ................................ 4
The Misty Forest ............................ 5
The South Wood ........................... 6
Highstar Lake................................. 6
The Rivers ..................................... 6
The Serpent Hills .......................... 7
The Underdark .............................. 7
Weather .............................................. 8
Arcane Forces ..................................... 8
Ruins ................................................. 10
Dragonspear Castle ...................... 10
The Dungeon of the Hark ........... 11
Halls of the Hammer ................... 11
Hammer Hall ............................... 11
Ruins of Highstar Lake ................ 12
Orogoth ........................................ 12
Ruins Beneath Secomber ........... .12
Ruins of the Undermoor.. ........... .12
Nearby Ruins ............................... 12
Nearby Settlements .......................... 13
Secomber ..................................... 13
Daggerford .................................... 13
Soubar .......................................... 13
The Flora ............................................ 14
Special Thanks: Barb Emmerich
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I Think Not
want to state something very important right
now: I dont like people. Well, at least I dont
like very many of them. There have been a
few I have come to know and to respect in a
limited fashion. For instance, I met an inter-
esting rogue several months ago and spent some time with
him. And theres a barbarian warrior whom I enjoy talking
tobecause he reminds me of me.
And then theres Elminster. Hes a special case. I would
have to say that I like the old rascal a little and I respect him a
great deal. That, and nothing else, is the reason I agreed to
write this treatise on the ecology of the High Moor. Elminster
told me what he wanted, and I agreed to do it, but heres the
deal: What you learn, you use the right way. Okay?
And whats the right way, you ask? Well, youre not as dumb
as you look. No, I cant see you, but I know you must look
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dumb, because to me all adventurers look pretty silly. And
according to the Grand Old Mage, youre probably poring
through this book because you want to go adventuring.
Thats one of the reasons I dont like people. (Lets be clear
here: I mean all peoplehumans, elves, dwarves, and so
forth.) See, there are living things all around this world of
ours. I live in a place that happens to have a lot of unusual life
forms that some people call monsters because they dont
understand them or dont see how they fit into the grand
scheme of things. Im not saying there arent true monsters
aroundcreatures that are evil and destructive. Its just that if
youre going to go around killing things, you ought to know
what impact its going to have on everything else.
And dont worry, I didnt forget. Ill tell you the right way
to use my information in a minute. You just read right
nowdont be jumping ahead to the important parts.
Heres a little note on what youre going to read. Its about
ecology. That might be an unusual word for you, so Im going
to explain what it means. Ecology is the relationship
between organisms and the environment. An organism is
usually defined as any living thingplants, animals, and
those creatures usually called monsters. The environment is,
to put it roughly, the place where those organisms live. The
environment includes such things as geography, weather,
and natural and arcane forces. All these elementseach
part of the environment and each organismform a tapes-
try known as the ecology. And like a tapestry of cloth, this
one can suffer severe damage if a single thread is removed,
no matter how ugly the thread.
For example, suppose you come by the High Moors and
kill a troll. Most people would say thats a good thing, and Id
be hard pressed to disagree. Trolls are vicious and destruc-
tive, and theyre just smart enough to be really annoying.
On the other hand, suppose you came in and killed all the
trolls. Then there would be no control on the population of
sheep, and their numbers would grow. Theyd eat all the
vegetation they could findand there isnt that much vege-
tation in the High Moor to start with. When they eat the
vegetation, it takes away food from the moor rabbits, and
they die in droves. Then, the lesser carnivores that live on
rabbitslike the swamp ferretsdie out because they
havent any food. Meanwhile, the wolf population increases
because there are more sheep. Then the sheep population
reaches its maximum; the wolves arent able to keep up, so
the sheepbeing too dumb to know any betterovergraze
and destroy their own food supply, and they die too. This
leaves a surplus of wolves to venture out and start raiding
livestock.
Dont miss my irony here: Sheep dont know any better
than to destroy their food supply because they are dumb ani-
mals. Im trying to educate you past this level so that you
arent so stupid as to destroy your own food supply.
Im going to do this by telling you about the environment
of the High Moor, the plants and animals that live there,
and how they all fit together. Thats what Elminster said to
do, and thats what Im doing. Get this straight, though: Im
doing this to show you the balance of nature, not to guide
you to which animals need killing, where there are hidden
treasures, or anything like that. Im telling you this so that
you can preserve the ecology, not wreck it.
Incidentally, part of Elminsters standard format includes
a little bit about me. Im Bara, Im female, and Im a druid.
Im human, but please dont hold that against meand Ill
try to do the same for you. Im young for this profession since
Ive not yet seen 25 wintersbut I have seen a lot of other
things.
Ill be watching for you, so dont traipse around like you
own the place and expect me to fall for the handsome war-
rior in your group. Im thinking thats unlikely to happen.
So you want to learn about the High Moor so that you
can come by and kill whatever you see there?
I think not.
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The Environment
o reiterate, in case you werent paying atten-
tion before, an environment is what sur-
rounds us. This includes physical features of
the land, the weather and other forces in the
area, and anything external that affects the
organisms living within it. Unfortunately, in the case of the
High Moor it includes several settlements of people as well.
This part of my treatise covers the most important facets of the
environment of the High Moor. The area is simply too large to
cover in great detail in the space here.
The size of the High Moor is important: It is as big as
most nations of Faerûn, if not bigger. Fortunately, most of its
terrain is of a similar typea dreary moorso it isnt diffi-
cult to describe. However, the size of the area does mean
that the tapestry of life within it is large, too. What some-
one does in one small area probably wont have too much of
an impactbut if something major occurs (like wiping out
all the trolls in an area), the impact can be incredibly far-
ranging. Be careful.
building materials. These early peoples were mostly human
tribes. Dwarves contributed a little to the clearing but werent
interested in building except in stone, goblinkin werent
much interested in either building or farming, and elves have
never been ones to clear forests. In other words, the High
Moor is an environment created by humans. It is not a very
pleasant place, and it clearly demonstrates the negative
impact that humans can have on an environment.
Anyway, the High Moor region is now mostly moor, but
it also encompasses some other terrain features such as the
fire marshes. The Misty Forest borders the High Moor on the
northwest, and the Serpent Hills lie to the southeast. In the
northern portion of the High Moor, Highstar Lake sits in a
bowl upon the plateau.
The Moors
The High Moor is the largest moor region on the continent of
Faerûn and perhaps the largest such area in the world. The
majority of the High Moor sits on a large plateau composed
mainly of limestone. To the east, south, and west, the plateaus
edges slope rather gently to the level of the surrounding area
though in the southeast, the land slopes down only a short dis-
Geography
he High Moor is located not far from the Sword Coast
in the region of Faerûn called the Western Heartlands
by most humans. (Incidentally, dont confuse this region
with the High Moors, an area south of Anauroch and near
the Stoneland. Thats a much smaller region.) From the city
of Waterdumpexcuse me, Waterdeepto the High Moor
is a journey of almost 600 miles east-southeast. Dont mis-
take this for an invitation to visit.
The most obvious geographical feature of the High Moor
region is the moor itself. For those who havent traveled very
much, a moor is an expanse of open land broken up by peat
bogs and patches of low shrubs and other herbage. Or, to put
it another way, a moor is a desolate wasteland with some
scrub vegetation and some swampy places. At least thats the
way it appears on the surface. However, a moor, and espe-
cially the High Moor, is not as desolate as it may first appear.
The High Moor is full of life, if one knows whereand
howto look.
Take note of something here: The High Moor wasnt
always a desolate moor. Quite a lot of evidence suggests that
the High Moor (and indeed, any other moor) was once cov-
ered with rich woodlands. However, early peoples cleared the
forest to make fields for crops and to provide themselves with
Sinkholes
inkholes are almost perfectly round holes into
which the surrounding earth (and other materials)
has collapsed because the underlying rock beneath the
surface material has been eroded away. They may be par-
tially or completely filled with water.
Water erodes limestone, and an underground stream
erodes limestone from the inside. A sinkhole forms when
such a stream hollows out a great cave with no access to the
surface except, perhaps, through the stream that created it.
The cavern grows close to the surface, leaving only a thin
shell of rock between the surface above and the cavern
below. Over the years, this shell gets thinner and thinner. A
heavy weight or simple erosion eventually breaks through
this crust, causing it to collapse into the cavern beneath.
Sinkholes, incipient or fully formed, present a hazard to
safe travel. Even a fully formed sinkhole can be difficult to
see until one is right on top of it. It is also possible for a per-
son or large animal to be trapped in the collapse of earth
inherent in the formation of the sinkhole if the timing is
right, but this is a rare occurrence at best.
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tance before rising again into the Serpent Hills. On the north,
the plateau is bordered by cliffs of pink granite. Granite also
protrudes through the limestone in various places, especially in
the northern part of the moor, so various crags dot the other-
wise flat highland here and there.
I have an acquaintance, Vincin, the Gray Druid of the
High Moor, who claims this arrangement is unnatural. Like
most other gray druids, he lives in caverns. In his case the cav-
erns spread out beneath the broad plateau of the High Moor.
(I never really understood wanting to live in a cave instead of
a forest, but I suppose fungus and lichen might occasionally
need druidic protection, too.) Having lived in a cave for most
of his life, he knows a little about rocks. According to him,
limestone results from sediments collecting in oceans, while
granite is produced by pressures within the earth. Vincin says
the granite might have been formed beneath an ocean. After
the granite formed, the limestone might have formed above it
on the ocean floor, and then geological pressures could have
caused both types of rock to rise. But according to Vincin, this
would be unusual, and besides, a lot of odd things have formed
from time to time beneath the High Moorlike rivers that
flow upward. Vincin suspects one of the ancient magical civi-
lizations in the area is responsible for the odd mixture of rock
types. I dont really know. If you have a question about ani-
mals, I can answer it, but if you want to know rocks, ask
Vincin.
So most of the plateau is limestone. Over the centuries,
water has cut through the limestone, forming a lot of ravines
and canyons. Springs bubble forth out of nowhere through
the limestone, and streams disappear and reappear in the
ravines. Occasional waterfalls flow into short streams that dis-
appear into deep holes. A lot of sinkholes dot the countryside,
too, offering many entrances to the Underdark.
On top of the great limestone shelf of the plateau lies a thin
layer of soil. This topsoil is too thin for decent farming, but just
thick enough to support the growth of various grasses and shrubs
in patches. At one time, there was better topsoil on the moor,
but the long-ago removal of the forests allowed the earth to
erode and exposed the ground to the regions cool, damp, windy
weather, which leaches nutrients from the soil. The moors are
therefore mostly barren and rocky. In places where some soil has
accumulated and enough water collects to support plant life, a
marsh is the usual result. Few of the marshlands of the High
Moor still support much life, however. Most marshes have
degenerated into cold bogs clogged with peat. (Peat is formed
from the remains of many generations of plants, mostly mosses.)
These soft, waterlogged strips of land are another hazard for trav-
elers in the region.
The Fire Marshes
A long time ago, the fire marshes were just normal, natural
marshlands. However, under certain conditions, plant matter
turns into peat after it dies. Peat is a muddy, gritty substance
that can burn. A while back, a person named Daeros Dragon-
spear decided he would wipe out all the trolls in the moors.
(Remember the example of wrecking an ecology that I men-
tioned before?) One of the things he and his friends did was to
use some sort of magic to create occasional flames in several of
the peat bogs. Their logic, of course, was that the fire would kill
the trolls or at least drive them out into the open where they
would be easier to hunt. Well, this strategy worked, and Daeros
and his friends killed a lot of trolls.
Unfortunately, the spells or items these people used had
permanent effects. Ever since Daeros meddled with the peat
in the fire marshes, flame has tended to shoot up whenever a
living creature walks by certain areas in these peat bogs.
Theres usually a brief intake of air, then some of the peat
catches on fire and a small jet of flame comes out. This flame
lasts for only a second, after which the peat burns calmly for as
long as a minute before dying out. (Ive marked the locations
of the fire marshes on the map at right.)
In the Fire Marshes
he fire marshes can be quite dangerous. In game
terms, for each turn spent in a fire marsh, an individ-
ual has a 1-in-6 chance of tripping a flame jet. Check for
each member of a party once per turn. If the die roll indi-
cates a flame jet, the character is allowed a saving throw
vs. paralyzation to avoid the jet because of the telltale
sound that precedes it. If the saving throw is successful, the
character takes no damage; if the saving throw fails, the
character suffers 1d6 points of damage and some of that
individuals flammable possessions might catch on fire at
the DMs discretion. (Consult the item saving throws table
in the D UNGEON M ASTER ® Guide.
A dispel magic can affect an area of fire swamp, render-
ing that area incapable of producing flame jets for 1d4
rounds. The area affected is equal to the area of effect for
the dispel magic (a 30-foot cube). For the purposes of
resisting the dispel magic, the fire swamps are considered
12th-level magic.
The Red Cliffs
As I mentioned, the northern side of the High Moor plateau
is composed mainly of granite cliffs. Though they are called
red, their color is really more pinkbut I suppose Pink
Cliffs just doesnt have the same ring to it as Red Cliffs
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