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Wheloon
| Wheloon | |||||||||||||||||||||||||||||
| Geographical information | |||||||||||||||||||||||||||||
| Size | Small city | ||||||||||||||||||||||||||||
| Area | Cormyr | ||||||||||||||||||||||||||||
| Societal information | |||||||||||||||||||||||||||||
| Races |
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| Population | 6692 | ||||||||||||||||||||||||||||
| Imports | perishable goods | ||||||||||||||||||||||||||||
| Exports | perishable goods | ||||||||||||||||||||||||||||
| Political information | |||||||||||||||||||||||||||||
| Ruler | Lord Sarp Redbeard | ||||||||||||||||||||||||||||
Wheloon is a settlement, at the junction of the Wyvernflow River and the Way of the Manticore, in southeastern Cormyr. It acts as a port for merchant ships out of Sembia and operates ferries over the Wyvernflow River. Until the Goblin War Wheloon was only lightly populated but refugees from Arabel changed that, causing a small population explosion. Most of the city's inhabitants are hardworking craftsfolk who, though not rich, earn enough money and have enough time on their hands to enjoy their lives. They build their own houses and operate small businesses out of them. These houses are roofed with bright green slate from the nations largest quarry situated not far to the north of the city.[1]
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History
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Early History
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In 900 DR, King Galaghard III's troops fought the Battle with the Witch Lords here.[2].
Time of Troubles
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By 1374 DR, an ageing Lord Sarp Redbeard, once considered headstrong and independent of the crown has proved his loyalty though a combination of trade deals and military actions.[1]
In 1374 DR a Temple to Mystra was completed, [3]but was soon discovered to be a front for Sharran cultists to kidnap magically gifted citizens in an effort to create a rift in the Weave. Adventurers foiled said plot on Eleint 13, and helped open up trade agreements between Cormyr and the Sharptooth tribe of lizardfolk in the Vast Swamp.[4][5]
After the Spellplague
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By 1479 DR, Wheloon had been transformed into a Prison City, all those inside sealed in by brick and magic.[6] Suspected worshipers of Shar were held here indefinately by royal decree and the streets were controlled by gangs of thugs.[7]
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References
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- ↑ 1.0 1.1 Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave, p. 148. Wizards of the Coast. ISBN 07-8694-119-7.
- ↑ Ed Greenwood, Jeff Grubb (July 1996). Cormyr: A Novel, p. 294. Wizards of the Coast. ISBN 0-7869-0710-X.
- ↑ Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave, p. 4. Wizards of the Coast. ISBN 07-8694-119-7.
- ↑ Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave, p. 119. Wizards of the Coast. ISBN 07-8694-119-7.
- ↑ Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms, p. 156. Wizards of the Coast. ISBN 978-0-7869-4731-7.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 106. Wizards of the Coast. ISBN 978-0-7869-4924-3.
- ↑ Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide, p. 88. Wizards of the Coast. ISBN 978-0-7869-4929-8.
Maps
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- Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave, p. 149. Wizards of the Coast. ISBN 07-8694-119-7.
Sources
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3rd Edition D&D
- Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (March 2007). Cormyr: The Tearing of the Weave, p. 148-151. Wizards of the Coast. ISBN 07-8694-119-7.