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Post by DM Leverage on Jun 8, 2013 5:24:01 GMT -5
The North
Despite settlements and civilizations that have endured for a thousand years, the constant orc invasions, harsh weather, and unyielding wilderness prove that the North is still a frontier. “The North” is a term Cormyrians and Dalesfolk use to refer to the lands west of Anauroch and north of the High Moors.
The North can be divided into five separate areas: The High Forest, the greatest existing forest in all Faerûn; the Savage Frontier, which encompasses the lands outside the High Forest and Silverymoon; the Silver Marches, a new confederation of cities, towns, and fortresses centered around the shinning city of Silverymoon; the Sword Coast North, the lands west of the Dessarin River; and Waterdeep, the City of Splendors, virtually a nation unto itself.
- Source: Forgotten Realms Campaign Setting
This region includes the humans who live in the upper vales of the Delimbiyr and Dessarin rivers, from Daggerford to Llorkh and from Red Larch to Mirabar. The folk of Neverwinter, Luskan, and Baldur’s Gate are described by the Sword Coast region, Silverymoon describes the people of the Silver Marches, and Waterdeep includes the lower Dessarin Vale.
- Source: Players Guide to Faerûn
The High Forest, Silverymoon and the Silver Marches are detailed in their own sections.
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Post by DM Leverage on Jun 8, 2013 5:27:26 GMT -5
The Savage Frontier
Capital: None Population: 564,480 (humans 55%, orcs 20%, dwarves 5%, half-elves 5%, elves 4%, half-orcs 4%, halflings 4%, gnomes 2%) Government: Free cities, tribes, clans Religions: Nearly all Imports: Books, manufactured items, magic items, miners, pottery, spices Exports: Furs, gems, leather goods, mercenaries, precious metals, timber Alignments: All
The Savage Frontier includes the lands north of the Delimbiyr that are not strictly part of the High Forest, the Silver Marches, the Sword Coast North, or Waterdeep.
Compared to the well-cleared lands of the south, much of the Savage Frontier is either rugged mountains or virgin forest. Nonhuman races still hold sway here, and vast regions are virtually unraveled by humans. The elves and dwarves who occupied this land before the humans still make their presence felt--in songs, in attitudes, in place names…and in deeds. Many elves and half-elves remained in the North instead of retreating to Evermeet, and the dwarves are reclaiming their ancient kingdoms.
And the orcs? As the folk of the North say, “The orcs are always with us.” Centuries of assaults from the Spine of the World do not appear likely to end any time soon.
Life and Society
The Savage Frontier is home to rough-and-tumble free cities, armed mining camps, trading outposts, fiercely independent freest ads, and wandering tribes of barbarians. This is a wilderness only lightly touched by human settlement, home to bloodthirsty marauders and terrible beasts that can descend on a settlement with no warning whatsoever. All able-bodied folk go armed here, even in sigh of their stockades and city walls.
The folk of the frontier are alert, serious, and self-reliant. Most owe fealty to no lord and prize their hard lifestyle. The lands of the North temper folk to steel. The comforts, vanities, and decadence of the southern cities have no place in this cold, hard realm.
While some settlers come to these lands in search of territory to call their own, most are drawn by the great wealth of the frontier--valuable furs, vast forests, and rich ores in the snowy mountains. Ore and timber flow down the vast rivers of this land to the cities of the Sword Coast, or over the Black Road of the Zhents and across Anauroch to the Moonsea and the Dales.
Major Geographical Features
Some of Faerûn’s most rugged and difficult terrain lies in the region west of Anauroch. The broad river valleys give way to range upon range of snow-covered mountains and seemingly endless forests. In winter, blizzards lasting weeks halt travel for hundreds of miles about, and the spring melts transform the great highways of this land--its broad rivers--into torrents of icy destruction impassable to anything without wings or magic.
The Evermoors: A region of bog-pocked hills, long rolling vistas, rocky ridges, and small peaks hiding deposits of valuable ores, the Evermoors are notorious for their numerous troll bands. Few humans have ever tried to tame this region, though it might be good land for sheep herding or prospecting.
In recent years, giants from the frigid lands to the north of the Spine of the World have taken up residence in these wild lands. Most are savage hill giants little better than overgrown ogres. The citizens of Nesme, and as many adventurers as they can recruit, are too busy fending off the trolls displaced by the new arrivals to deal with the giant trouble.
The Fallen Lands: A strip of rugged terrain on the western border of Anauroch, the Fallen Lands still bristle with magical energy left over from Netheril’s fall. No doubt Anauroch will swallow the area if the Great Desert continues to expand for another hundred years.
The Fallen Lands serve as a refuge for monstrous beings who do not wish to be disturbed, including a gigantic beholder performing breeding experiments on captured enemies and its own kin. Rogue phaerimms lurk here as well.
Graypeak Mountains: This mountain range separates the Fallen Lands from the Delimbiyr River valley beside the High Forest. The range is named for is ubiquitous gray-skinned stone giants, some of whom are smart enough not to attack all travelers on sight. The Graypeaks also offer bad weather, goblin keeps, numerous young dragons, and large packs of worgs led by barghest chieftains allied with the goblins.
River Dessarin: This great river carves the rough hills of the central North into a broad, gentle valley. It is the principal route for trade and commerce in this region, linking Waterdeep near its mouth with Yartar and Silverymoon hundreds of miles upstream.
The Spine of the World: To Faerûnians, the Spine of the World is simply an endless, nigh impassable wall of tall, frozen mountains that marks the end of the world. Beyond it lies the Endless Ice Sea, a howling frigid waste where nothing can live, which eventually stretches through deadly white mists to divine realms. Citizens of Scornubel refer to this mountain range simple as the Wall. The propensity of the monstrous inhabitants of these peaks to raid the lands below keeps the conifer-cloaked, stag-roamed rolling foothills of the Wall relatively uninhabited, though fierce and hostile barbarian human tribes wander here.
Icewind Dale and other sites of interest to miners, collectively known as the Frozenfar, lie beyond the western Wall. Few of the ways across involve climbing or flying: Hill giants roam the mountain slopes, and the peaks and frozen high valleys are home to frost giants, white dragons, and yeti. Instead, those determined to reach the Frozenfar endure perilous underground scrambles through abandoned dwarf holds, some of which lead into mines that pierce through the massive range. Countless tribes of orcs, hobgoblins, bugbears, goblins, and giants call the dwarf holds and mountain caverns home, and darker things lurk in the lightless levels of the mines.
Important Sites
The wilderness itself is the most important feature of this region. Its weather and terrain are more dangerous than monsters, and its vast distance serve to isolate remote towns and settlements from all but the most determined travelers.
Griffon’s Nest (Small City, 6,713): Kralgar Bone snapper (NE male human Bbn5/Ftr6), the ruler of the Uthgardt settlement of Griffon’s Nest, dreams of crushing a walled city beneath the weapons of his barbarian horde and ruling as its master. He is not particular which city falls to him: Everlund, Neverwinter, or Waterdeep would suit his plans.
While preparing for his war of conquest, Kralgar has created the most prosperous and well-organized settlements of Uthgardt barbarians in the North. Unlike other Uthgardt tribes, the Griffon tribe welcomes contact with outsiders, particularly adventurers who can teach them tricks to use against civilized fighters. Kralgar may eventually realize his dream by building a mighty wall around his holdings and proclaiming himself lord, since Griffon’s Nest is already the equal of most of the small cities of the North.
Llorkh (Large Town, 3,051): Situated at the west end of the Black Road across Anauroch, Llorkh is a major caravan stop for the Zhents. In addition to the Zhent soldiery, the Lord Mayor Geildarr (CE male human Wiz7/Dev3 of Cyric) commands an army of three hundred purple-cloaked Lord’s Men who protect the city against orcs, adventurers, and townspeople who do not appreciate the overt rule of the Zhents.
Loudwater (Small City, 8,137): Originally built by a master dwarven artisan for his elven friends, this pleasant and prosperous city of humans and half-elves offers a well-defended rest stop for caravans and riverboats. Merchants and travelers who pass through twice eventually come back to stay. Zhent ttade passing to and from Llorkh is enriching the leading merchants of the town, and Zhentarim agents based in Llorkh are scheming to subvert this city as well.
Regional History
Out of the mists of ages long forgotten arose three great elven kingdoms--Illefarn, where Waterdeep now stands; Miyeritar, where the High Moor now lies: and Eaerlann, which lay along the valley of the River Delimbiyr. Under the Nether, Rauvin, Ruathym, and Ice Mountains and the valleys in between, the might dwarven kingdom of Delzoun stood. For thousands of years these realms held fast against the hordes of goblins, orcs, and worse that roamed the cold wilds and bitter mountains unclaimed by dwarf or elf.
Thousands of years before the beginning of Dalereckoning, bands of barbaric humans began to migrate north along the Sword Coast and establish kingdoms of their own. While this new threat to the elven realms grew stronger, the elves themselves turned on each other in the legendary Crown Wars. Miyeritar was destroyed by a terrible magic that slew every elf of the kingdom, leaving only the open, blasted High Moor behind, and the Ilythiiri elves were cursed by Corellon Larethian and banished to the Underdark, becoming the ebon-hued drow.
East of these elven realms, along the shores of what was then the Narrow Sea, the human empire of Netheril arose and grew mighty. The archwizards of Netheril dominated northern Faerûn until the catastrophic fall of their kingdom, roughly three hundred years before the raising of the Standing Stone in the Dales. Netherese fleeing the deserts growing in their once fair land and the magical dooms sweeping across it fled to all corners of Faerûn, and many came to the North. Their settlements became the progenitors of cities such as Everlund, Loudwater, and Sundabar.
The dwarven realm of Delzoun fell soon after Netheril, inundated in the greatest outpouring of orcs ever seen in the North. And the elves of the North began to withdraw to Evermeet, abandoning their graceful cities and magical holds. To complete the fall of the great realms of the North, demons invaded Ascalhorn and transformed that place to the infamous Hellgate Keep, precipitating the final fall of Eaerlann.
Meanwhile, the steady trickle of human settlers north along the Sword Coast led to the founding of Nimoar’s Hold, the settlement that would eventually grow into Waterdeep. The folk of Nimoar’s Hold and other young human settlements battled the monstrous denizens of the region in the Trollwars of old. Cities and farmlands grew where stockades and forests had once stood, as year by year the new human cities tamed the great wilderness.
In the last ten years, the city of Silverymoon has become the capital of a new kingdom of humans, elves, and dwarves known as the Silver Marches. Dwarves have reclaimed Mithral Hall, one of the great dwarf-realms of old, and driven the orcs out of the Citadel of Many Arrows, renaming it Citadel Felbarr. The wood elves of the High Forest have set about driving the orcs from their lands as well. The North is changing, and the dark forces and powerful monsters of the Savage Frontier don’t like what they see. A great storm is brewing in these lands.
- Source: Forgotten Realms Campaign Setting
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Post by DM Leverage on Jun 8, 2013 5:30:10 GMT -5
The Sword Coast North
Capital: None Population: 660,960 (humans 65%, dwarves 10%, orcs 8%, half-orcs 5%, elves 4%, halflings 4%, gnomes 2%, half-elves 1%) Government: Diverse city-states Religions: Nearly all Imports: Books, manufactured items, magic items, miners, pottery, spices Exports: Gems, leather goods, mercenaries, Neverwinter’s crafts, precious metals, timber Alignments: All
A region of coastal mountains, forests, and cities of smoke-wreathed ironworks, the Sword Coast North is dominated by Waterdeep at its southernmost end. The Lords’ Alliance, a loose league of like-minded rulers led by Waterdeep, allies the good cities and small settlements of the Dessarin valley in this region. The Arcane Brotherhood of Luskan and the insidious Kraken Society oppose their efforts, seeking to rule this region by spell, sword, and trade.
Major Geographical Features
Between Waterdeep and the Spine of the World lies a wedge-shaped land along the coast of the Sea of Swords, roughly six hundred miles north to south and more than three hundred miles east to west at its uppermost extent. Around the westernmost end of the Spine of the World is Icewind Dale, the northernmost settled land in this part of Faerûn, which lies between the Sea of Moving Ice and the Reghed Glacier. The Long Road stretching from Waterdeep to Mirabar defines the eastern extent of the Sword Coast North.
Ardeep Forest: A short day’s ride outside the walls of Waterdeep, Ardeep was the home of moon elves who could remember when their forest had stretched all the way to the High Forest and beyond. Some echo of elven power still remains in the woods, and evil creatures do not feel comfortable among its tall blue leaf, dusk wood, and weirwood trees.
Mere of Dead Men: Centuries ago, thousands of human, dwarven, and elven warriors died in this salt marsh beneath the swords of an invading orc army. Between infestations of bullywugs, sivs, lizardfolk, and the black dragon twins Voaraghammanthar and Waervaerendor, the mere has gone from bad to terrifying. Drawn by tales of treasures sunk in half-submerged castles, adventuring parties continue to trickle into the area, emerging somewhat reduced in number.
Neverwinter Wood: This charmed forest to the east of the city of Neverwinter is perpetually warmed by the Neverwinter River that flows from beneath the dormant volcano Mount Hotenow. Humans, and even orcs, fear the wood and tend to avoid it.
Unlike other forests with dangerous reputations, the Neverwinter seldom disgorges great monsters or evil forces--the unease felt by those who know they do not belong in Neverwinter Wood stems partly from a terrible anticipation that the wood could do them damage it if chose.
The Sea of Moving Ice: Arctic ice floes pivot around permanent rocky outcroppings in the Trackless Sea. The floes are home to orc tribes, animals, and other creatures who can or must survive in the cold.
Important Sites
Roads and trails crisscross this corner of Faerûn. Few of them are entirely safe. Banditry and brigandage threaten travelers, especially on the wilder stretches of the road.
Goldenfields (Small City, 7,988): Tolgar Anuvien of Waterdeep (NG male human Clr16/Dis3 of Chauntea) founded this city thirteen years ago as an abbey to his deity. Under his careful administration, Goldenfields has grown into a fortified farmland covering more than thirty square miles, making it by far the North’s largest city in terms of area.
Unlike the great fields of Amn and Sembia that seek only profit, Goldenfields is an ongoing act of devotion to Chauntea. Waterdeep and other cities of the North depend on Goldenfields for grain and produce. Tolgar relies on adventurers and alliances with powerful wizards for defense against frequent barbarian raids, orc attacks, and worse.
Icewind Dale (Confederation, 10,436): The northernmost human land below the great glaciers and the sea of ice, Icewind Dale is a collection of ten towns and villages populated by former nomads, tundra barbarians, rangers, hardy craftspeople, ice fishers, dwarves who live beneath the ice, and merchants willing to brave its harsh climate to purchase ivory and gems unavailable in the south. Reindeer, polar bears, elk, and yeti are more numerous than people. White dragons are thankfully not as numerous, but any number of dragons counts as a lot.
Luskan (Large City, 14,173): Also known as the City of Sails, Luskan is one of the dominant cities of the northern Sea of Swords. It is populated by Northlanders from Ruathym, most of whom sailed as pirates in the past. A council of five High Captains, all former pirate lords, rules the city, but the true power lies in the hands of the evil mage society called the Arcane Brotherhood. The Brotherhood generally avoids conflicts with Waterdeep and Amn, preferring to pick on smaller cities and merchants who cannot defend themselves.
In 1361 DR, folk of Luskan conquered the native isle of the Northlanders, Ruathym. They were forced to withdraw by the Lords’ Alliance, and are so bitter about their loss of face that they now turn a blind eye when pirates who dock in their waters attempt to prey on Waterdeep’s shipping.
Mirabar (Small City, 10,307): Mirabar is the mining center for the Sword Coast. The city’s shield dwarves live underground to oversee their workshops. The humans above cooperate with the dwarves to handle the mining, move the ore to market, and defend the city against magical threats. The nominal ruler of Mirabar is a hereditary marchion, but the true power is an assembly called the Council of Sparking Stones, a dwarven and human group that meets once a year to determine target production quotas and whether or not to threaten current clients with reduced output.
Neverwinter (Large City, 23,192): A walled city of humans and half-elves, Neverwinter is cultured without being arrogant, bustling without being greedy, and charming without being quaint. The city is best known for the products of its master craftsfolk: lamps of multicolored glass, precision water clocks, and exquisite jewelry. It is also famous for its garden, heated by the supernaturally warm waters of the Neverwinter River. The gardens fill the markets with fruit in the summer and enliven winter with flowers.
The city’s tree architectural marvels are its bridges: the Dolphin, the Winged Wyvern, and the Sleeping Dragon. Each bridge is intricately carved into a likeness of the creature it is named after. Neverwinter and its ruler, Lord Nasher Alagondar (LG male human Ftr7/Chm4 of Tyr( nearly always side with Waterdeep against Luskan and the orcs.
Stone Bridge: This massive stone arch, a mile long and one hundred feet wide, reaches a height of one hundred fifty feet as it arches over the River Dessarin. The massive stone statues of four dwarves, two at either end, stand fifty feet tall. Dwarves built the bridge five thousand years ago to give themselves a walkway over the river no matter how high it flooded. Something in the magic of the bridge pinned the Dessarin in place: No matter how the river has snaked and changed its course, it always runs under the Stone Bridge at exactly the same point. The dwarves say the Stone Bridge has survived thousands of years of earthquakes, floods, and battles because it is sacred to Moradin.
Regional History
The story of the Sword Coast North is the story of the vanishing of old, nonhuman realms and the establishment of Waterdeep and the Northlander cities. The first great realm to rise in this part of the world was Illefarn, a kingdom of elves and dwarves that existed thousands of years ago. The first dungeons under Mount Waterdeep were delved by these folk.
Illefarn was a contemporary of Netheril and survived its fall, lasting until its elven rulers abandoned Faerûn for Evermeet a few hundred years before the beginning of Dalereckoning. After the fall of the great realms, humans migrated into these lands and built freeholds, towns, and keeps along the river valleys and at the harbors. The first Northlander longships arrived in the region during the last centuries of the Illefarn empire. The Northlanders colonized the island of Ruathym and spread to all the islands in the northern seas. Others migrated north, past the Spine of the World, and became the founders of Icewind Dale.
In the wake of Eaerlann’s fall in the 9th century DR, elves, dwarves, Northlanders, and Netherese descendants from Ascalhorn formed Phalorm, the Realm of Three Crowns, which attempted to mirror the accomplishments of Myth Drannor to the east. It lasted only a century before orc hordes swept it away. Its successor, the Kingdom of Man, had an even briefer existence. Civilization lost its grip on these lands until Waterdeep grew strong enough to drive the orcs back to the Spine of the World. The city of Luskan was founded on the wreckage of the orc realm of Illuskan, and the towns of the Dessarin valley--Triboar, Longsaddle, Secomber, and others--were settled.
With prosperity and civilization come new threats. No orc horde can sweep away the well-established cities of this region, but powerful forces conspire to rule this land in other ways.
- Source: Forgotten Realms Campaign Setting
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