Start here: the short pitch, session zero and your character. A player handout, no spoilers.
Setting: Corvane, in the Forgotten Realms
Rules: D&D 2024
Party: four characters, starting at level 3
The short version
Four hundred and twelve years ago, every bell in Corvane fell silent in a single night. The dawn went grey. Winter froze into glass. The dead stopped resting. People learned to live without bells, and they paid for their forgetting in memories.
Thirty years ago, ships from the Sword Coast found a way through the storm that had hidden Corvane for centuries. They land at Pellmoor Landing, a busy port on a drowned lake.
Now something bronze is humming under that lake, and a fourteen-year-old girl can hear it. You are the people who find out why.
What you'll be doing
You'll be looking for the bells' Hearts: the bronze clappers that make each bell ring. Some are hidden. Some are guarded. Some are in the hands of people who want very different things from them.
Ringing a bell restores something that was lost. It also costs the person who rings it something of their own: the Toll. The DM tells you the price before you ring, and you can always walk away.
The question at the heart of the game: what do you want to ring, and what will it cost you? There is no single right answer. The story goes where your choices take it.
Tone
Expect
How much
What that means
Mystery
A lot
Why did the bells stop? What is humming in the lake?
Hard choices
A lot
Every bell has a price, and there is no single right answer.
Roleplay
Plenty
Tired, careful people who are sometimes kind when you least expect it.
Exploration
Plenty
Glass forests, bronze mountains, a drowned lake, a sleeping hill.
Combat
Some
It happens, but it's rarely the only answer.
Mood
Melancholy, not hopeless
Cold, mist and long quiet moments. Pellmoor is the loud exception.
Session zero
Before the first game we'll agree what the game should include and what it should leave out. Everyone gets a say, and you can answer in private.
Word
What it means
Example
Off-limits
Never in the game, not even mentioned.
"Spiders are off-limits."
Off-screen
Can happen in the story, but we skip past it without describing it.
"Torture stays off-screen."
Anyone can say "off-limits" or "off-screen" at any time, even mid-scene, and we change course without asking why. The campaign touches on drowning, harm to children, memory loss and family separation; say so if any of those should be off-limits or off-screen.
Your character
Any class, species and background from the 2024 Player's Handbook works. You start at level 3 with your subclass chosen, as one of four characters. You can be a newcomer who just arrived by ship, a Faerûnian who settled in Pellmoor years ago, or someone born in Corvane (The Ringing Land has more on each).
Some ideas, if you want a starting point:
Bell-touched. You can hear one silent bell, and you can't stop hearing it.
Already paid. You've sold or given away a memory, and you know something is missing.
Ferry-hand or pilot. You know the Mere and the names it has taken.
Court clerk or Dawn knight. Orderly, sworn, and starting to have doubts.
Bellwright's apprentice. You learned a hunted craft.
Sailor or trader from the Sword Coast. Your ship sailed without you, or you came to buy memories.
Bring to session zero
A level 3 character, with your subclass chosen.
One reason your character is in Pellmoor.
Anything you want off-limits or off-screen (you can tell the DM privately).
Someone your character would pay to remember, or would forget on purpose.
Questions to think about. You don't have to share your answers.
What would your character give up to remember someone they lost?
Is there a person your character would forget on purpose?
What do you owe a stranger who is suffering?
When would your character break an oath?
Would your character ring a bell that might end the world, if it might also save one person?
The Seventh Bell
How the campaign works: the bells, their Hearts, the Toll, magic, and who's who. A player handout, no spoilers.
Setting: Corvane, in the Forgotten Realms
Year: 412 since the Silence (1492 DR)
Rules: D&D 2024
Party: four characters, starting at level 3
The story
Corvane is a land far out in the Trackless Sea, hidden for centuries behind a wall of storm. Seven great bells once kept its world in shape: dawn, memory, winter, harvest, storm, dreams and sleep.
Four hundred and twelve years ago, every bell fell silent in a single night, the Quiet Night. The dawn went grey. Winter froze into glass. The dead stopped resting. People learned to live without bells, and they paid for their forgetting in memories.
Thirty years ago a way through the storm opened, and ships from the Sword Coast began to arrive at Pellmoor Landing, a port on a still, drowned lake called the Mute Mere.
Now something bronze is humming under that lake, and a fourteen-year-old girl can hear it. You are the people who find out why.
The seven bells
Each bell kept one part of life in its proper form. The days of the week are still named for them, though nobody alive has heard one ring.
Bell
What it kept
Since the silence
Its day
Vaer
Dawn, law and beginnings
The sky never fully brightens over the capital. Lamps burn in the streets all day.
Vaerday: good for oaths and contracts
Ossa
Memory, ancestors and rest
The dead cannot rest. Their memories bleed into still water.
Ossday: people visit graves
Hieme
Winter and endurance
Winter froze into glass in Glassreach, and hasn't moved since.
Hiemeday: cold; shops close early
Calla
Harvest and generosity
Harvests fail. Farmland north of the capital has gone to ash.
Calladay: market day
Thrane
Storm and courage
No storm has reached Brassfall since the Quiet Night.
Thranday: travel is thought unlucky
Mirel
Dreams and hope
Nightmares walk the roads.
Mirelday: people share their dreams
Ysh
Sleep and peace
Nobody you know can say where the seventh bell hangs.
Hushday: nobody starts anything important
Hearts and the Toll
A bell rings only with its Heart: the heavy bronze clapper that swings inside it. Some bells still hang without theirs. The Hearts are scattered across Corvane: some hidden, some guarded, some in the hands of people who want very different things from them. You'll be looking for them.
Ringing a bell restores something that was lost. It also costs the person who rings it something of their own: the Toll.
How a ringing works
You find a bell's Heart and bring it to its bell.
The DM tells you the price before you ring.
You choose. Pay it and the bell rings, or walk away and nothing is taken.
Toll
What it means
A memory
You forget one memory you name. You still know it happened.
A year
You age one year, for good.
A sense
Sight, hearing, taste, smell or touch, gone for a day.
A name
One person forgets your name.
A fear
One fear is gone for a day. You may walk where you never could.
A gift
Something you value, given freely to someone in need.
Tolls add up, and you'll feel them later. A Toll can never be bought back. Some bells you'll want to ring; some you'll want to leave silent.
Magic
Your spells work as written. In Corvane every spell hums faintly as it's cast; locals call magic Tonework. It adds no new costs. Divine magic from the Faerûnian gods works here too.
Silence-stones stop magic. The Quiet Court uses grey silence-stones. Spells fail within about 10 feet of one. You always see the edge first: the light dims and your ears feel pressure.
Stones can be broken. A stone isn't a spell, so dispelling won't help. Smash it (AC 12, 10 hit points), carry it off, or step out of its range.
The gloves don't stop you. The Court's Hushmen wear silence-stone gloves that only muffle their own blows. You can cast right next to one.
Be discreet inland. In Pellmoor, cast as loudly as you like. Inland, Hushmen call loud magic “bell-work”, and open spellcasting in the capital draws attention like a drawn sword.
Who's who
Group
Who they are
What they want
The Quiet Court
The government, ruled from Hallowmere. Orderly, polite, and very good at making people forget.
The bells never ringing again
The Dawn Order
Hallowmere's own knights, sworn to Vaer by old tradition. They keep watch under a sky that never brightens.
Oaths kept, and the dawn back
The Bellwrights
A secret network of bell-makers, outlawed and hunted for three hundred years.
The bells rung
The Drowned Choir
The restless dead of the Mute Mere, singing their grief.
To be remembered by name
The Ironhorn Compact
Horse-clans of the northern steppe. Proud, blunt, wary of anyone after their bronze.
Their bronze, and their freedom
The Ferry-folk
The old families of Pellmoor. They pilot every foreign ship across the drowned town and keep a ledger of every name the water has taken.
Their dead remembered properly
The Landing
Merchants and travellers from the Sword Coast who trade at Pellmoor.
Profit, mostly in bottled memories
Where you'll go
The map handout shows where each place is and how many days it takes to get there.
Place
What it is
Pellmoor Landing
Where the story begins. Corvane's only port for foreign ships, with the old ferry village at its edge.
The Mute Mere
A vast, perfectly still lake over a drowned town. Its water remembers the dead.
Hallowmere
The grey capital on the Ninefold Shore. The Quiet Court and the Dawn Order.
Kell's Crossing
A fork in the North Road. The farmland around it has gone to ash.
Glassreach
A forest in the northwest where winter froze into glass. Bring a warm cloak.
Brassfall
Eastern mountains of bronze, full of old lightning that no longer strikes.
Vael Tor
A lone high hill with a hall full of sleepers. Dreams go there to walk.
The Ironhorn Steppe
Northern grasslands. Riders greet strangers with a wager.
What do you want to ring, and what will it cost you?
The Ringing Land
The world guide: Corvane, Pellmoor Landing, and how memory works as money. A player handout, no spoilers.
Now: 412 SS (since the Silence) = 1492 DR
Rules: D&D 2024
The story begins in: Pellmoor Landing
Where Corvane is
Corvane is a continent called Hesk, part of the Forgotten Realms, far out in the Trackless Sea past the edge of every Sword Coast chart.
A permanent band of storm circles it at sea, thirty to sixty miles deep. Sailors call it the Stormwall. For four hundred years no ship crossed it, and nobody on either side knows what made it. Sword Coast sailors only had stories of "the Ringing Land" beyond the storm.
There is one way through: the Seam, a lane of calm water a mile or two wide. It opens at the mouth of the river Pell, which runs inland to the Mute Mere and Pellmoor Landing.
The voyage: Sword Coast → about six weeks at sea → the Seam (about a day, with a pilot) → the river Pell (two days) → Pellmoor Landing.
Ships sail from spring to early autumn.
Thirty years of ships
What everyone in Pellmoor knows.
When
What happened
0 SS (about 1080 DR)
The Quiet Night. Every bell in Corvane falls silent at once.
382 SS (1462 DR)
The Wrongweather. For one night a storm comes up the river onto the Mute Mere, the first weather the Mere has seen in nearly four hundred years. People drowned. At dawn a battered Baldur's Gate ship, the Gull's Wager, drifts onto the lake: the first Faerûnians in Corvane in four centuries.
384 SS (1464 DR)
The Landing Charter. The Quiet Court makes Pellmoor the only harbour where foreign ships may anchor. Foreigners may trade there freely but need a Court writ of passage to travel inland.
412 SS (1492 DR)
Now. Forty to sixty ships a season. The old ferry village has become a port of about four thousand people. In summer, nearly twice that many crowd the waterfront.
Pellmoor Landing
The Mute Mere is so still that the ships look painted on it. A drowned town lies just under the water, its rooftops like the backs of sleeping animals, so every ship needs a local pilot to reach the quays.
The four districts
District
What's there
The Old Shore
The original ferry village: reed-roofed houses, the ferry-dock, a small chapel with a silent bell, the Inn of the Shuttered Bell, and the Memory Shore, where names are scratched on stones. The ferry-folk keep it theirs.
The Quays
Piers built over the drowned town, warehouses and a dry-dock. The Pilots' Hall, and the Landing House (the Court's customs office).
The Tally
The market square, where both kinds of money change hands. The Reckoning House posts the day's rate by its door.
Strangers' Row
The Faerûnian quarter: foreign inns (the Brass Lantern is the best known), merchant houses, a temple mission of Lathander, and a clockmaker who sells silent clocks.
People you might hear about
Name
Who they are
Dorra Pell
Keeps the Inn of the Shuttered Bell. Doesn't like questions. Remembers every face.
Brannagh Wick
Pilot-Mistress of the Pilots' Hall. No ship moves on the Mere without one of her pilots.
Sela Maunt
A licensed Reckoner at the Reckoning House. Patient with newcomers.
Orsolo Venn
A rich Amnian merchant, the biggest buyer of memories in Pellmoor. Calls everyone "friend."
Sister Aurelie
A priestess of Lathander who runs the mission on Strangers' Row.
Tobias Quill
The Landing House's Tithe officer. Polite, grey-gloved, always carrying a form.
Rules of the Landing
Foreigners pay a 5 gp landing fee and register at the Landing House.
Without a writ of passage, a foreigner may go no further than the Mere road.
Clocks must be silent. The Landing House removes every chime.
The Court's grey-gloved officers, the Hushmen, walk the Old Shore every week.
There are no gulls on the Mere, and ferry-folk children don't play near the water.
Memory is money
In Corvane a memory can be taken out of you, sealed in a small glass vial, and spent. Gold arrived with the ships thirty years ago, and in Pellmoor most stalls take either.
How it works
Drawing. A licensed Reckoner draws the memory out with a tuning fork. It takes about a minute and only ever happens with your consent.
Sealing. The sealed vial is called a keep. It glows faintly and hums when you hold it. Nobody knows what's inside unless it's opened.
Spending. Keeps are passed from hand to hand, still sealed, like banknotes.
Opening. If you open your own keep, the memory comes back to you. If someone else opens it, they live the memory as a guest, without becoming you. It fades each time; after three strangers have opened it, it is spent.
What memories are worth
Kind
What it holds
In Pellmoor
In the capital
Mote
A passing memory: last week's supper, a stranger's coat
about 1 sp
about 8 cp
Keep
A memory with feeling: a good afternoon, a small win
about 1 gp 2 sp
about 8 sp
Heartkeep
A defining memory: a parent's face, a wedding day
25–100 gp
20–80 gp
Knowing
A memory that holds knowledge: a route, a recipe, a password. Whoever sells it forgets it.
depends on use
depends on use
Good to know
Some things can't be sold: skills, spells, languages, anything you can do. "You can sell the day you learned to swim, but never the swimming."
The Tithe. The Quiet Court takes its tax in memories and says it protects people in return. A Tithed memory goes into a jar in the Court's vaults. People who give away too much stop recognising their own families; they're called Blanks.
Gold and the Court. Corvanese must pay their Court taxes in memory; foreigners pay in gold. Paying someone's tax for them in gold is called gilding. It's illegal, and it happens every day.
The capital's gate. Hallowmere asks every visitor for a small "courtesy memory" at the gate, and won't take gold instead.
At our table
You can pay with a memory anywhere coin is accepted in Corvane, at the posted rate. A Reckoner who buys a memory for gold keeps a tenth as a fee.
You always choose the memory. Write one line about it on your sheet, and tell the DM.
Motes and keeps change nothing on your character sheet.
If you sell a heartkeep, rewrite one thing it held up for your character: a belief, a bond, a fear.
Giving a memory freely to someone who needs it may earn Heroic Inspiration.
Ringing a bell costs a Toll, which is different: you always hear the price first, and a Toll can never be bought back.
Three ways to arrive
Pick the one that suits your character. All three start in Pellmoor.
Stormborn
Lander
Bellfolk
Who
A Faerûnian who just arrived by ship, maybe this morning
A Faerûnian who came years ago and stayed
Born in Corvane
You know
The Sword Coast. Almost nothing about Corvane.
Both worlds, a little. How to pay in memory.
The Tithe, the Hushmen, the old customs
Languages
Common
Common, and Hesk if you've been here a year
Hesk, and Common if you work the quays
Watch for
You need a writ to travel inland past the Mere road
Neither side thinks you quite belong
Foreigners treat your home as a curiosity
Species. Most Corvanese are human, with halfling ferry families and old dwarven mining clans. Elves are rare. Dragonborn, tieflings, orcs, goliaths, gnomes and aasimar came with the ships, and people stare (more curious than hostile).
Faith. Corvane's own church, the Ninefold Church, worships the Silence and calls the Faerûnian gods "the loud gods." Their priests work freely in Pellmoor. In the capital, the Court forbids foreign dawn-worship. Divine magic works normally.
Backgrounds. Any 2024 background works. Sailor, Merchant, Guide, Scribe, Sage, Acolyte, Wayfarer and Guard fit a port town naturally.
Some reasons to be in Pellmoor
Your ship sailed without you, and the next one is a month away.
You came to buy memories, or to sell yours.
You heard of a city where the sun never rises, and your god wants it to.
Someone you love sailed into the Stormwall and never came out.
You sold a memory years ago and you want it back.
You're ferry-folk, and a pilot you knew drowned six weeks ago.
You hear a hum at night that nobody else can hear.
Words you'll hear
Bellfolk
What Faerûnians call people born in Corvane.
Blank
Someone who has given away so many memories they no longer know their family.
Gilding
Paying a Corvanese person's tax in gold. Illegal.
Hesk
The land's own name for itself, and its language.
Hushman
An officer of the Quiet Court. Grey stone gloves. Very quiet.
Knowing
A sealed memory that holds knowledge. Whoever sells it forgets it.
Lander
A Faerûnian who has settled in Pellmoor.
Mote, keep, heartkeep
Sealed memories used as money, from least to most valuable.
Reckoner
The only person allowed to draw a memory out of someone.
The Seam
The one safe lane through the Stormwall.
SS
Years "since the Silence." 412 SS is 1492 DR.
Stormborn
The polite word for a Faerûnian. The rude one is "Loudfolk."
The Tithe
The Quiet Court's tax, paid in memories.
Tonework
What Corvanese call magic. Every spell hums as it's cast.
Writ of passage
The Court paper a foreigner needs to travel inland past the Mere road.
The Map of Corvane
Where everything is, and how long it takes to get there. A player handout, no spoilers.
Land: Hesk, in the Trackless Sea
Way in: the Seam, then the river Pell
The story begins in: Pellmoor Landing
The map
Solid lines are roads, dashed lines are tracks, dotted lines are steppe paths. Days are on foot. Bell symbols mark where six of the seven bells hung; nobody knows where the seventh hangs. On a phone, scroll the map sideways.
Travel times
Roughly, on foot.
From
To
Time
How
The Sword Coast
The Seam
about 6 weeks
By sea, spring to early autumn
The Seam
Pellmoor Landing
about 3 days
A day through the Seam with a pilot, then two up the river Pell
Pellmoor
Vael Tor
3 days
Through the Mere's eastern marsh
Pellmoor
Kell's Crossing
3 days
The old Pellmoor track
Pellmoor
Hallowmere
6 days
Via Kell's Crossing; 3 by ferry across the Mere and then road
Kell's Crossing
Hallowmere
3 days
The North Road
Kell's Crossing
Glassreach
5 days
The North Road through the Ninefold hills
Vael Tor
Brassfall
4 days
The Thrane Road
Glassreach
Brassfall
6 days
Around the Ironhorn foothills
Brassfall
Ironhorn Steppe
2 days
Up into the foothills camps
Foreigners need a Court writ of passage to travel inland past the Mere road.
The places
Your characters know this much and no more.
Pellmoor Landing
Where the story begins. Corvane's only harbour for foreign ships: a busy port of quays, warehouses and foreign inns on the Mute Mere, with the old reed-roofed ferry village still standing at its edge.
Sounds like: a dozen languages arguing on the quays, and a hum under the water that some people pretend not to hear.
The Mute Mere
A vast, perfectly still lake with a drowned town beneath it. Its water remembers the dead. Spend a night on its shore and you may wake with a memory that was never yours.
Sounds like: nothing at all. Not even waves.
Hallowmere
The grey capital, on the Ninefold Shore. Terraces, archives and shuttered windows. Home of the Quiet Court and the Dawn Order.
Sounds like: footsteps, whispered business, and church bells that ring false.
Kell's Crossing
A fork in the North Road, where the old Pellmoor track comes in. The farmland around it has gone to ash.
Sounds like: wind over the fields, and a harvest-song nobody is allowed to sing.
Glassreach
A forest in the northwest where winter froze into glass. The people inside are still waiting for spring. Bring a warm cloak.
Sounds like: glass branches chiming against each other.
Brassfall
Eastern mountains of bronze, full of old lightning that no longer strikes. Miners pick their stones very carefully.
Sounds like: picks on bronze, and a crackle before a storm that never comes.
Vael Tor
A lone high hill in the middle of the land, with a hall full of sleepers. Dreams go there to walk.
Sounds like: breathing. Too many people breathing, slowly, all at once.
The Ironhorn Steppe
Northern grasslands held by the horse-clans of the Ironhorn Compact. Riders greet strangers with a wager.
Sounds like: hooves, laughter, and someone asking what you'll bet.
The Stormwall and the Seam
A ring of storm, thirty to sixty miles deep, circles the whole land at sea. For four hundred years nothing crossed it. Thirty years ago a calm lane opened at the mouth of the river Pell: the Seam. It drifts with the seasons, so every ship takes a pilot.
Sounds like: thunder that never stops, a long way off.
The wiki
What your characters have learned so far. Entries unlock as you discover them.
Blanks are people who have given away so many memories that they no longer know their own families. They are common in Hallowmere. They are the human cost of the Tithe.
They are not dangerous by nature, only lost. Most are gentle. A few lash out when frightened.
A person can become a Blank slowly, one heavy memory at a time. It is why Pellmoor sellers are careful about which memories they let a Reckoner draw.
Brassfall
Place
Brassfall is a range of eastern mountains veined with bronze. Old lightning is trapped in the stone, but no storm has reached these mountains since the Quiet Night. The sky sometimes crackles before a storm that never comes.
Miners pick their stones very carefully. Some stones carry a charge and will discharge if mishandled.
The Thrane Road runs to Vael Tor in four days. The Ironhorn foothills lie two days up into the hills, and the way around to Glassreach takes six.
Corvane and Hesk
Place
Corvane is a continent called Hesk, far out in the Trackless Sea, past the edge of every Sword Coast chart. It is part of the Forgotten Realms, but for four hundred years nobody on either side knew the other was there. Sword Coast sailors only told stories of "the Ringing Land" beyond the storm.
Corvanese call the land and its language Hesk. Inland you will hear almost nothing else. At Pellmoor, Common is the second language.
The year is 412 SS (since the Silence), which is 1492 DR. Faerûnians count by Dalereckoning, Corvanese by the Silence. Both are in use on the quays.
Dorra Pell and the Inn of the Shuttered Bell
Person
The Inn of the Shuttered Bell is a low room on the Old Shore, with a fire that is never too hot and an ale that tastes faintly of river. The bell above the bar has been wrapped in cloth for longer than anyone remembers.
Dorra Pell keeps it. She does not like questions. She remembers every face, and now every ship that brought one. The ferry-folk drink here. Stormborn are served politely and not invited back.
If you want to know who came ashore last week, ask her. She may tell you.
Glassreach
Place
Glassreach is a forest in the northwest where winter froze into glass. The trees are glass, and the people caught inside are still waiting for spring. It is bitterly cold. Bring a warm cloak.
Glass branches chime against each other. The frost has not moved in four centuries.
It is five days on foot from Kell's Crossing, through the Ninefold hills. Nobody goes there without a reason.
Hallowmere
Place
Hallowmere is the grey capital, built on terraces on the Ninefold Shore. Its streets are lit by lamps all day, because the sky never fully brightens. The houses are pale stone with shuttered windows.
It is the seat of the Quiet Court and of the Dawn Order. Visitors give a small "courtesy memory" at the gate. The city will not take gold instead.
Church bells ring here, and they ring false. Open spellcasting draws attention like a drawn sword, and Hushmen call loud magic "bell-work." It is six days on foot from Pellmoor, or three by ferry across the Mere and then road.
Hearts
Thing
A bell rings only with its Heart, the heavy bronze clapper that swings inside it. Some bells still hang without theirs. Without its Heart, a bell cannot be rung.
The Hearts are scattered across Corvane. Some are hidden, some are guarded, and some are in the hands of people who want very different things from them. You will be looking for them.
Each Heart is named for its bell: Ossa's Heart, Vaer's Heart, and so on. Ringing a bell with its Heart restores something that was lost, and it costs the Ringer a Toll.
Ila Harrow
Person
Ila Harrow is fourteen. She stands on the oldest ferry-dock on the Old Shore, thin and grey-eyed, in her father's ferry coat, several sizes too big. She greets you with a blunt question: "Are you here for the heart, or for the bell?"
She is direct. She counts things when she is nervous. She trusts people who tell her the truth about hard things, and she has no patience for "don't worry about it."
Her father, Tam Harrow, was a ferry pilot who drowned six weeks ago. Ila hears the Heart humming, and she says she hears the Drowned. Nobody believes her except Mother Sallow.
Kell's Crossing
Place
Kell's Crossing is a fork in the North Road, where the old Pellmoor track comes in. The farmland around it has gone to ash. The fields are black and cracked, and the harvest has failed for four centuries.
The old harvest-songs are forbidden here. Nobody is allowed to sing them, and the wind carries them anyway.
It is three days on foot from Pellmoor, three from Hallowmere, and five from Glassreach by the North Road.
Memory Money and Reckoners
Lore
In Corvane a memory can be drawn out of you, sealed in a small glass vial and spent. The vial is called a keep. A licensed Reckoner draws it with a tuning fork, only with your consent, in about a minute.
Keeps pass from hand to hand still sealed, like banknotes. The sizes are a mote (a passing memory), a keep (a memory with feeling), and a heartkeep (a defining memory). A knowing holds knowledge, and whoever sells it forgets it.
If you open your own keep, the memory returns. If a stranger opens it, they live it as a guest, and it fades. Skills, spells and languages cannot be sold.
Mother Sallow
Person
Mother Sallow is the reed-witch and memory-keeper of the Old Shore. She is small and wiry, in her seventies, with hands stained green from reed-dye and a pipe she never lights. She speaks in short sentences and proverbs she half-invents, and she is sarcastic about authority.
She has kept the ferry ledger for forty years: every name the Mere has taken, every name the Court has Tithed. Her husband, Davin Sallow, a net-maker, drowned in the Wrongweather. His name is carved on the Memory Shore, and she cannot recall his face.
She serves bitter reed tea, offers a three-day bargain to keep the Heart safe, and teaches the response to the Night Song.
Ossa's Heart
Thing
Ossa's Heart is a bronze clapper, wrapped in an oilskin that belonged to Ila's father. It is warm, not like a hot pan but like something alive that has been asleep.
It hums when Ila holds it, and the hum fades when she sets it down. When it hums, the water on the far shore ripples in the shape of a bell.
Mother Sallow says it belongs to Ossa, the memory bell under the Mere. The Court will want it. Ila wants to keep it safe.
Pellmoor Landing
Place
Pellmoor Landing is Corvane's only harbour for foreign ships. It stands on the Mute Mere, which is so still that the ships look painted on it. A drowned town lies just under the water, so every ship needs a local pilot to reach the quays.
About four thousand people live here year-round. In summer nearly twice that many crowd the waterfront. Forty to sixty ships come each season.
There are four districts: the Old Shore, the Quays, the Tally and Strangers' Row. The Quiet Court is present through the Landing House and its Hushmen, but Pellmoor is not a Court city. There are no gulls on the Mere, and ferry-folk children do not play near the water.
Sela Maunt
Person
Sela Maunt is a Court-licensed Reckoner at the Reckoning House on the Tally. She is Corvanese, in her forties, in a grey apron with three tuning forks in the breast pocket. Her reading lenses came from a Lantanese tinker.
She is precise, kind and slightly tired. She taps a fork on the counter when she is thinking. She is the person who explains memory money to newcomers, and she is patient with them.
She buys memories at the posted rate and keeps a tenth as her fee.
Strangers' Row
Place
Strangers' Row is the Faerûnian quarter. The ferry-folk call it the Loud Quarter. It has foreign inns (the Brass Lantern is the best known), merchant houses, a temple mission of Lathander, a smithy, and a clockmaker who sells silent clocks.
Music plays at all hours. Waterdhavian ale is served in exactly one place in Corvane, and it is here.
The quarter is Stormborn ground. Locals come to trade and stay to stare. Some of the deals struck here are not quite legal, and everyone knows it.
The Bellwrights
Group
The Bellwrights are the makers and tuners of bells. Bell-making has been illegal for centuries. They survive as a secret network, outlawed and hunted for three hundred years.
They want the bells rung. Nobody in Pellmoor admits to knowing one, and nobody can say how many there are.
A craftsman who makes, repairs or tunes bells and Hearts is breaking the law. The Court's agents hunt them. If you are looking for the people who can ring a bell, they are who you want.
The Dawn Order
Group
The Dawn Order is Hallowmere's own knighthood, sworn to Vaer by old tradition. They keep watch over the city under a sky that never brightens.
The Court tolerates the Order's oaths. The knights want oaths kept and the dawn back. They are formal, they like paperwork, and they respect a challenge made in public.
In Hallowmere you will find them on watch at the gates and the terraces, in cloaks the colour of a dawn that has not happened for four hundred years.
The Drowned Choir
Group
The Drowned Choir is the restless dead of the Mute Mere, singing their grief. At night they sing names from under the water. They want to be remembered by name.
They do not seem to hurt the grieving. Villagers hum back at night to keep them quiet, and ferry-folk children keep away from the water.
The water of the Mere remembers the dead, and the Choir is how it does so.
The Ferry-folk
Group
The ferry-folk are the old families of Pellmoor. For centuries they worked the ferries of the Mere. Now they pilot every foreign ship across the drowned town, and no ship moves without one of them.
They keep a ledger of every name the water has taken. They want their dead remembered properly and the Pilots' Hall kept free of the Court and the trading houses.
They are guarded with strangers, but loyal once trust is earned. They keep their debts and their promises.
The Ironhorn Compact
Group
The Ironhorn Compact is a confederation of horse-clans on the northern steppe, led by a Thane. They are proud, blunt, and wary of anyone after their bronze.
They want their bronze and their freedom. They resent the Court's Tithe-taxes on the steppe and fear its march north. They deal in raids, trade and alliances, and strangers meet them in that order.
They offer trade first. If trade fails they offer a challenge. Alliance comes last, and only to those who earn it.
The Ironhorn Steppe
Place
The Ironhorn Steppe is the northern grassland, held by the horse-clans of the Ironhorn Compact. The grass runs in waves to the horizon.
Riders greet strangers with a wager. Expect to be asked what you will bet. They are proud, blunt, and wary of anyone after their bronze.
The steppe lies two days up from the Brassfall foothills. Paths across the grass are faint and unmarked, and you will want a guide.
The Landing
Group
"The Landing" is what Pellmoor calls its community of foreign traders and settlers from the Sword Coast. Faerûnians who have stayed for years are Landers.
Their big names include the Vennmark Coster of Athkatla, the Corvane Venture of Waterdeep, Baldurian factors who still toast the Gull's Wager every Wrongweather night, Lantanese gnome tinkers, and dwarves from Mirabar who want Brassfall bronze.
They trade clocks, steel, paper, wine and lenses, and they ship home bottled memories. They want profit, mostly in memories.
The Landing Charter and Writs of Passage
Event
In 384 SS (1464 DR) the Quiet Court made Pellmoor the only harbour where foreign ships may anchor. This is the Landing Charter. Foreigners may trade freely at Pellmoor.
To travel inland, past the Mere road, a foreigner needs a writ of passage. It is a grey paper sealed in grey wax, issued from Hallowmere. Without one you may go no further than the Mere road.
Foreigners also pay a 5 gp landing fee and register at the Landing House. Forging a writ is possible and illegal.
The Mute Mere
Place
The Mute Mere is a vast, perfectly still lake at the middle of Corvane. There are no waves, no wind and no sound. A drowned town, Old Pellmoor, lies under it.
The water remembers the dead. Spend a night on the shore and you may wake with a memory that was never yours. After dark, voices sing from the water. The Drowned Choir lives here.
Ships limp onto the Mere to mend after the Stormwall, because it is the only calm water for miles. Without a ferry-folk pilot, the drowned rooftops just under the surface are a maze.
The Old Shore
Place
The Old Shore is the original ferry village, a huddle of reed-roofed houses at the edge of the port. It holds the ferry-dock, the net-racks, a small chapel with a silent bell, the Inn of the Shuttered Bell, and the Memory Shore, where names are scratched on stones.
The ferry-folk keep it theirs. Foreigners are tolerated here, not welcomed. It is quiet and careful and a little mournful, a different town from the noisy Quays.
The Court's grey-gloved Hushmen walk the Old Shore every week.
The Quays
Place
The Quays are piers driven into the roofs of the drowned town. They hold warehouses, chandlers and a dry-dock. A dozen languages argue here over the price of a memory.
Two buildings matter most. The Pilots' Hall is where ferry-folk pilots are hired to take every ship across the Mere. The Landing House is the Court's customs office. Foreigners pay the 5 gp landing fee and register there. It also issues writs of passage, and it removes the chime from every clock before the clock leaves the quay.
A post of Court Hushmen watches the Quays daily.
The Quiet Court
Group
The Quiet Court is the government of the Ninefold Shore, ruled from Hallowmere. It is orderly, polite and very good at making people forget. It collects the Tithe, runs the Landing House, and issues writs of passage.
Its officers are Hushmen. They wear grey silence-stone gloves that muffle their own blows. They are very quiet. In Pellmoor, a post of Hushmen watches the Quays, and others walk the Old Shore each week.
The Court believes the bells must never ring again. Its church is the Ninefold Church, which worships the Silence and calls the Faerûnian gods "the loud gods."
The Quiet Night
Event
Four hundred and twelve years ago, every bell in Corvane fell silent in a single night. The Corvanese call it the Quiet Night. The years are counted from it: 0 SS.
After it, the dawn went grey. Winter froze into glass. The dead stopped resting. Harvests failed. Nightmares walked the roads. The Quiet Court rules the capital, and the Tithe is its tax.
Nobody in Pellmoor will tell you with confidence why it happened. The Court holds that the bells must never ring again.
The Seven Bells
Lore
Seven great bells once kept Corvane's world in shape. Each kept one part of life. Vaer kept dawn, law and beginnings. Ossa kept memory, ancestors and rest. Hieme kept winter and endurance. Calla kept harvest and generosity. Thrane kept storm and courage. Mirel kept dreams and hope. Ysh kept sleep and peace.
The days of the week are named for them: Vaerday, Ossday, Hiemeday, Calladay, Thranday, Mirelday and Hushday. Nobody alive has heard one ring.
Six of the bells are known to hang at Hallowmere, Old Pellmoor, Glassreach, Kell's Crossing, Brassfall and Vael Tor. Nobody knows where Ysh, the seventh, hangs.
The Stormwall and the Seam
Place
A permanent band of storm, thirty to sixty miles deep, circles all of Corvane at sea. Sailors call it the Stormwall. For four hundred years no ship crossed it, and nobody on either side knows what made it.
Thirty years ago a lane of calm water opened at the mouth of the river Pell. This is the Seam, a mile or two wide. It drifts with the seasons, so every ship takes a pilot through. The voyage is about six weeks at sea from the Sword Coast, about a day through the Seam, then two days up the Pell to Pellmoor.
Ships sail from spring to early autumn. From inside the wall, the storm sounds like thunder a long way off.
The Tally
Place
The Tally is Pellmoor's market square, where both kinds of money change hands: gold and sealed memories. Most stalls take either.
The Reckoning House stands here. By its door hangs a slate with the day's rate. Reckoners in grey aprons carry tuning forks and work inside. The rate floats from day to day. A keep is worth a little over a gold piece at Pellmoor, and noticeably less in the capital.
If you want to buy, sell or learn what a memory is worth, this is where you come.
The Tithe
Lore
The Tithe is the Quiet Court's tax, paid in memories. The Court says it protects people in return. A Tithed memory goes into a jar in the Court's vaults.
Corvanese subjects must pay in memory. Foreigners pay in gold. Paying someone's Tithe in gold for them is called gilding. It is illegal, and it happens every day.
Hushmen collect the Tithe. People who give too much stop recognising their own families. They are called Blanks. The Tithe is the reason gold is both useful and dangerous in Corvane.
The Toll
Lore
Ringing a bell restores something that was lost. It also costs the person who rings it something of their own. This is the Toll.
You find a bell's Heart and bring it to its bell. The DM tells you the price before you ring. You choose to pay it, or to walk away, and nothing is taken if you walk away.
The Tolls are a memory, a year of your life, a sense for a day, a name, a fear for a day, and a gift. A Toll can never be bought back, and Tolls add up.
The Wrongweather
Event
In 382 SS (1462 DR) a storm came up the river Pell and onto the Mute Mere. It was the first weather the Mere had seen in nearly four hundred years. People drowned.
The ferry-folk call it the Wrongweather. At dawn a battered ship from Baldur's Gate, the Gull's Wager, drifted onto the lake. Its crew were the first Faerûnians in Corvane in four centuries.
When the storm passed, a calm channel through the Stormwall remained. That channel is the Seam.
Tobias Quill
Person
Tobias Quill is the Quiet Court's Tithe officer at the Landing House. He is pale, with grey gloves, a sharp smile and a silence-stone pendant. He is polite and always has a form.
He walks over from the Quays to collect the Old Shore's memory quota and to look for "unlicensed bell-work." The quota is short every season, because Pellmoor pays its way in gold and gold cannot pay a Corvanese subject's Tithe.
He keeps a ledger, and he notes down the faces of the people he meets.
Tonework and Silence-stones
Lore
Tonework is what Corvanese call magic. Every spell hums faintly as it is cast. It adds no new costs. Divine magic from the Faerûnian gods works here too.
Silence-stones stop magic. The Quiet Court uses grey ones. Spells fail within about ten feet. You see the edge first: the light dims and your ears feel pressure.
A stone can be smashed, carried off, or avoided. Dispelling does not help. Hushmen wear silence-stone gloves that only muffle their own blows.
In Pellmoor, cast as loudly as you like. Inland, be discreet.
Vael Tor
Place
Vael Tor is a lone high hill in the middle of the land. A hall full of sleepers stands on it, and dreams go there to walk.
From a distance you hear breathing: too many people, breathing slowly, all at once. At night, faint lights move among the stones that ring the crown of the hill.
It is three days from Pellmoor through the Mere's eastern marsh, and four days from Brassfall along the Thrane Road.