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Waterdeep and the North (AD&D Fantasy Roleplaying, Forgotten Realms, FR1) PDF

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OFFICIAL GAME ADVENTURE WATERDEEP And The NORTH by Ed Greenwood Table of Contents How to Use This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Chapter 1: AN INTRODUCTION TO THE NORTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Chapter 2: AN INTRODUCTION TO THE CITY OF WATERDEEP ................................... 11 Chapter 3: THE CITY WARDS ................................................................. .21 Chapter 4: LIFE IN THE CITY ................................................................. .29 Chapter 5: THE GUILDS AND FACTIONS OF THE CITY ............................................... . 35 Chapter 6: NOBLE FAMILIES OF WATERDEEP .................................................. .45 Chapter 7: SELECTED NON-PLAYER CHARACTERS OF WATERDEEP .................................. 50 Chapter 8: BEGINNING A CAMPAIGN IN WATERDEEP ............................................. 59 Chapter 9: ADVENTURES IN WATERDEEP .......................................................... 60 Maps: The City of Waterdeep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . outside gatefold Known Sewers ........................................................... inside front cover Basic Floorplans ........................................................... inside back cover Credits: Design and Development: Ed Greenwood Maps: Frey Graphics and David Sutherland Product Coordination: Jeff Grubb Heraldic Escutcheons: David E. Martin Editing: Karen S. Martin Typography: Kim Janke Cover Art: Keith Parkinson Keylining: Stephanie Tabat lnterior Art: Chris Miller TSR, Inc. TSR UK Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB1 4AD WI 53147 USA United Kingdom TSR, Inc. PRODUCTS OF YOUR IMAGINATION(cid:153) ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, FIEND FOLIO, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are tradrmarka owned by TSR, Inc. Distributed to the book trade in the United States by Random House Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distribu- tors. Distributed in the United Kmgdom by TSR UK Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of thematerialor artwork presentedherein isprohibited without the express written permission of TSR, Inc. ©1987 TSR, Inc. All Rights Reserved. Printed in U.S.A. ISBN 0-88038-490-5 $7.95 US 9213 9213XXX1501 How To Use This Book Whether you are a veteran player of the life in Waterdeep, some important inhabit- fied to better suit their own adventures. ADVANCED DUNGEONS & DRAGONSfi ants, and the layout of the City wards, but The next chapter tries to give you some- game or a novice playing a character for leaves room for DMs to develop their own thing of the (cid:147)feel(cid:148) of life in Waterdeep, and your first time, this book can be of help in characters and local details. For those describes money and commerce, some of AD&Dfi game play. A campaign can be set in employing the FORGOTTEN REALMS cam- the natural hazards of City life, and current the sprawling City of Splendors itself, or paign setting, a section on the City(cid:146)s sur- events of interest. Waterdeep can be used as a model of a fan- roundings is included, and for all AD&D The sections that follow detail in turn the tasy city by DMs wishing to create their game players, a number of possible adven- various Factions and Guilds active in the own large port cities without using the FOR- tures set in the City, or beginning within its City; the Noble Families of Waterdeep; and GOTTEN REALMS(cid:153) campaign setting. walls, are described. These are largely pre- individual Non-Player Characters (NPCs) Waterdeep is a city of intrigue and won- sented in outline form, so that DMs can suitable for use in play. ders; in its streets and buildings can be change characters, settings, treasures, and Suggested adventures involving the City found almost every variety of beings and the pacing to suit their own campaigns. of Splendors are then given, and our book activities, goods, and interests. Carefully We begin with brief summaries of the closes with a description of the City(cid:146)s imme- handled, the City will come to life, and give geography and history of the North, and diate surroundings. players and Dungeon Masters a continuing, then of the City of Splendors, providing an Well met, all! I give you Waterdeep; my ever-developing locale in which characters understanding of why Waterdeep is the city. Let it now be your city, too, and if you can adventure, to return to as a base while way it is, and a guide for DM innovations. A treat Waterdeep as a real place, as I have adventuring up and down the Sword Coast summary of the government, laws, and how done, it will live for you, too. Many happy by ship or in the wilderland of the North. I justice is enforced and administered in the hours of AD&D game play in a campaign know. Waterdeep can serve such a long- City of Splendors follows. can use only those details of the City(cid:146)s lasting role in a campaign, because the City Each of the districts, or (cid:147)wards(cid:148) of the streets and people contained herein. Fur- of Splendors was the beginning of my origi- City is then viewed. DMs should note that ther development of Waterdeep(cid:146)s sewers, nal FORGOTTEN REALMS campaign, and many buildings remain (cid:147)open(cid:148) for use in dungeons, and intrigue could even keep a has been used continuously in play since their own adventures, and most structures campaign going for years without any play- then, providing delights and challenges for in Waterdeep are three or four storeys in er character ever setting foot outside the characters from levels 0 through 16 down height, containing private apartments or City walls. So read on, and walk the streets the years from 1975 and the original D&Dfi offices (not detailed herein) above the of Waterdeep the Great, Crown of the boxed set through the multi-volume street-level shops. DMs should bear in mind North, with (of course) the standard warn- AD&Dfi rule books of today. that many minor features of Waterdeep ing: keep weapon to hand and eyes atten- This book describes the major features of change with time, and can readily be modi- tive... 2 Chapter 1: AN INTRODUCTION TO THE NORTH (cid:147)The North(cid:148) is a term applied to many dif- The North remains a land of riches, mineral great for the available territory, the orcs issue ferent areas of Faerßn, depending upon wealth equalled nowhere else in the known forth in great hordes and sweep south. They who(cid:146)s speaking. In these pages, and in trade- Realms, and seemingly endless strands of tim- have taken one city, The Citadel of Many talk over much of the Realms, it refers to ber of a size not often found elsewhere. Game Arrows, and their numbers are more than that area between the Sword Coast and is plentiful, and the landscape is beautiful. But sufficient to hold it. Anauroch (the Great Desert). The southern danger is always lurking; for the most part, The (cid:147)mithril mines(cid:148) (the richest delvings boundary of this region is the cause of the law of the North is the law of the sword. known to exist in all Faerßn) keep the much dispute. To many a satrap of Calim- Traveler, you have been warned. dwarves in the northeast, where their shan, the (cid:147)cold land of savages and beasts(cid:148) mighty fortress, Citadel Adbar, and savage begins at the northern border of Amn. To a TRADE AND TRAVEL IN courage keep the orcs at bay. A trade-road Waterdhavian (a native of Waterdeep), (cid:147)the built by the ancient dwarven King Adbar THE NORTH North(cid:148) begins at the City and stretches due brings the wealth of the dwarves south, and east to the Desert, taking in everything then the road branches east to Ascore and There are fortunes to be made in the North, north of that line. Most sages agree that (cid:147)the west to the fortified city of Sundabar. for those willing to risk its dangers. Sword North(cid:148) begins somewhere to the south of From Sundabar trade can go west over- Coast shipping is imperilled by the often that, but they disagree on just where. Most land to Silverymoon, largest city of the far fierce weather and by piracy (sometimes use the Winding Water as a boundary. This North, and (for the warmest months of the covertly supported by Luskan, a city which book uses the Waterdhavian boundary. summer) by river (the Rauvin) to Everlund. would like to control all waterborne trade). The North has been known as (cid:147)the Savage Silverymoon is a strong, bustling city, the Overland travel is menaced by many mon- Frontier(cid:148) for many years. It is a rugged, height of human culture in the Northern sters, an as a result is usually in the form of heavily wooded wilderness only lightly interior. To its west lies The Heralds(cid:146) Hold- large, well-armed caravans, accompanied by ruled by humans. Such civilization envelops fast, along on a crag. To its south lies clerics and magic-users if possible. The terrain the coastal regions (as far inland as the Everlund, and beyond it the vast and myste- and the need for constant vigilance keeps car- (cid:147)Long Road(cid:148) that runs from Mirabar to rious High Forest, little visited by men. It is avan travel slow. Twenty-five miles a day is a Waterdeep) securely; the vast, open rolling drained to the south by the Unicorn Run. very respectable pace. Horses and draft oxen valley lands of the river Dessarin less Far to the east of the Run, the Forest ends cannot be used to exhaustion when one might securely; and the eastern region, dominated at the banks of Delimbiyr, the River Shining, be attacked at any moment. Naval travel aver- by the High Forest and mountains, only as which is navigable as far as the fortified ages twice that daily rate. far as the points of their ready swords. town of Loudwater. Long ago, wagons took The northernmost settlements of the Sword One thousand years ago, the North con- trade around the Shining Falls and back Coast exist because of rich mines, and sent sisted of a number of civilized elven and onto the river, which is navigable from their ores south by ship. Mirabar, inland, is the dwarvish realms surrounded by a wilder- there up to its headwaters. Here of old elves richest of these, and must send its metals over- ness roamed by fearsome monsters, and lived in numbers in the eastern High Forest. land to its Southern markets via the Long such races as orcs, trolls, hobgoblins, and The remains of an old road and a ruined Road, or by road to the port of Luskan (the riv- bugbears. Human tribes were few and port, names forgotten with time, mark the er Mirar is not navigable). From Luskan, the primitive, dwelling along the coast. The site of their now-abandoned land. older, (cid:147)High Road(cid:148) runs along the coast to Port lower birth rates of the demi-human races The elves of Eaerlann (for so the aban- Llast and Neverwinter. It continues through rendered them less able to replace casual- doned elven kingdom was known) were Leilon, cutting east around the Mere ofDead ties suffered in their almost continual fight- few, and embittered by long strife with Men, and thence to Waterdeep ing with the aggressive humanoids, and orcs. When Ascalhorn fell to evil, becoming The Long Road runs south from Mirabar with the years their number dwindled. Hellgate Keep, the elves left, traveling through the desolate Crags, to the village of They have been steadily pushed southward southwest, and vanished(cid:151)over the sea to Longsaddle, past Berun(cid:146)s Hill, and thence to by the ever-expanding, fecund orc tribes, Evermeet, the first realm of elves in Faerßn Triboar. The Dessarian grasslands open out abandoning realm after realm, or being known to have done so. to the east of the Road here, stretching overwhelmed by numbers and slaughtered. Druids came into the deserted woodlands south to the sea at Waterdeep. The Long The many resulting, largely-empty dwar- to preserve the old, lovingly-cared-for trees, Road continues beside the Dessarin to the ven delves and holds are what human the Tall Trees, and remain there yet, defying City, through a series of small settlements adventurers refer to as (cid:147)dungeons.(cid:148) the strength of Hellgate Keep. Strong garri- spaced a day(cid:146)s travel or so apart. The demi-humans, although they sons of men and dwarves from Everlund, To the east, in the Dessarian valley lies achieved many splendid victories in battle, Silverymoon, Sundabar, and Citadel Adbar NesmØ, the only settlement in an area roamed could not stem the humanoid tide even now together hold Turnstone Pass, barring by trolls. The lands to the east of the valley are when they united (see (cid:147)the Fallen Kingdom,(cid:148) the forces of Hellgate Keep from the lands largely uncivilized, although they once held page 5). Today, the dwarves remain only to the west, but there is constant fighting great kingdoms of dwarves and men and around the richest (cid:147)mithril mines(cid:148) in the merely to hold the Pass. elves. From the Ice Mountains (known to be North, and no known elven settlements of home to remorhaz and frost giants) to the any size exist north of Evereska. The rise of BERUN(cid:146)S HILL north, this region descends into lesser peaks human power in the North outstripped This local landmark is a bare-topped, coni- where orcs dwell in uncounted thousands. even the growth of the orcs, and prevented cal hill that commands a splendid view of Whenever their numbers grow intolerably the collapse of civilization in the area. the valley of the river Dessarin to the east. 3 This lookout has often been used in times of Fifty years later, an orc horde of awesome memory today. Once it stretched from the Ice trouble to watch for advancing orc tribes size poured down from Dead Orc Pass to Mountains in the utter north to the Nether coming down from the north and east. It is the east, and surrounded the Citadel. The Mountains in the south, bordered on the east named for the famous ranger Berun, who orcs attacked heedless of losses, and after by the Narrow Sea (now vanished; the Great met his end here at the hands of such a four months The Battle of Many Arrows (so- Desert lies there today), and on the west by Sil- horde. He failed to stop the orcs, but slew called because of the defenders fired every very Moon Pass (just east of present day over three hundred singlehanded ere he arrow they possessed down into the massed Silverymoon). The world was two thousand was overwhelmed. Bandits sometimes orcs below, and the orcs ignored their casu- years younger then. watch from the hilltop for the approach of alties and kept climbing, until the walls Delzoun was a rich and proud land, per- likely victims. Northern legend has it that a were heaped about the dead) ended with haps the height of dwarven power; its smiths dwarven tomb lies under the Hill, rich in the fall of the Citadel and the slaughter of its crafted intricate and beautiful mechanisms to golden armor and treasures, but none have garrison. The orcs moved in, in strength. ease every task; the great dwarven families ever found it, and no dwarves of today Today, some 40,000 orcs are crammed into grew rich and famous, and gold shown every- know any more of it than the legend. the fortress-city, and their patrols regularly where about the persons and homes of the harry travelers on the road between dwarves of Delzoun. The dwarves ranged CITADEL ADBAR Silverymoon and Sundabar, and test the across the North building holds for them- This mighty fortress is named for the very gates of those two cities. The orcs are selves and (for hire) for men, and their work ancient dwarven King Adbar, who built it over far too numerous to dislodge, and constant- endures still. They were a happy and hearty a thousand years ago when the lands about ly threaten to overwhelm Sundabar, or people. That is all gone now. were Delzoun, the Northkingdom of the Silverymoon, or both. The leader of the orcs Today, Citadel Adbar (q.v.) guards the dwarves. Quarried of granite, the Citadel can of the Citadel is thought to be one Obould, a richest mines still known to the Longbeards house up to 60,000 dwarves in comfort; men giant orc of considerable fighting prowess. (dwarven elders), and orcs menace men and will find its defensive tunnels and hallways dwarves on all sides. A trade-road built by too dark and too cramped. The Citadel today CITADEL OF THE MISTS, THE the ancient dwarven king Adbar runs south holds around 14,000; the savage courage of This isolated castle lies in the northern from the Citadel to the Fork, once the site of these dwarven warriors, under King fringes of the High Forest. It is the home of the the grand mansion of the dwarven hero Harbromm, protects the mithril mines in the Mistmaster, an illusionist of great power. Some Ghaurin, but today merely a meeting of mountains nearby from the endless orcs that believe him to be of the 26th level of achieve- roads in the wilderness. One road runs east threaten to sweep this last hold of the ment. There he dwells with a small household to ruined Ascore, once a port on the Narrow dwarves away. Citadel Adbar still produces staff, including the 8th level monk Iltmul (cur- Sea. It is still rumored to contain treasures(cid:151) the finest metals (sword-blades, (cid:147)forge-bars,(cid:148) rently the Green Master of Dragons, once the and some feel evil that keeps even orcs and axe-and-pick heads are the most numer- White Master of Dragons) and the pegasi he away from it. The other road runs west to ous forms in which trade leaves the Citadel) in loves to raise and train. Great treasure is Sundabar (q.v.), now a city of men(cid:151)and the North. The dwarves(cid:146) output has dwindled rumored to lie in the Mistmaster(cid:146)s vaults, but that, save for some forgotten dwarven in recent years, however, as the number of few have even seen the Citadel, let alone tombs tunnelled into the mountains about, miners grow fewer and orc raids upon the passed within. It does have some sort of magi- is all that remains of the Northkingdom. trade-caravans (which travel west from cal, monstrous guardians, by all reports, and King Harbomm probably rules 16,000 Adbar to the city of Sundabar) grow fiercer. (when the Mistmaster wishes) is cloaked in dwarves from Citadel Adbar, no more, and The banner of Citadel Adbar bears the Forge- thick, swirling mists. the numbers of his people dwindle each Mark of the King in red upon a silver field: an year; the births of young dwarves do not upright single-bladed handaxe enclosed by a DELIMBIYR, THE RIVER keep pace with the battle losses. circle of flames. SHINING DESSARIN, RIVER This clear, cool river forms the eastern and CITADEL OF MANY ARROWS, The cold and deep River Dessarin flows southern boundaries of the High Forest, as it THE runs over a thousand miles from its headwa- into the sea just south of Waterdeep, at Zundbridge. Its waters are home to the sil- This fortified city was once the dwarven ters in the Nether Mountains to the sea west of ver shalass, fish that are a delicacy across hold of Felbarr, part of the realm of Delzoun Daggerford. The River Shining is fast-flowing, the North. The Dessarin itself rises in the (q.v.). It stands on a rocky mount in the cen- and its waters are mint-sweet and safe to drink. Lost Mountains, two isolated peaks in the ter of a wide mountain valley, and was once It is home to many szorp, a brown, trout-like High Forest, barely five hundred miles home to 25,000 dwarves. When the fish whose white flesh is tasty and which forms northeast of the City of Splendors, but the dwarves began to withdraw from the much of the daily diet of the inhabitants of Dessarin is fed by many other rivers and North, Felbarr(cid:151)far from any still- Loudwater. Delimbiyr is navigable from its streams. The waters of the Surbrin come productive mines(cid:151)was the first settlement mouth to Loudwater, and from above The down from the Endless Ice Sea, north of the to be abandoned. Some three hundred win- Shining Falls to its headwaters. Wall (the mountain range that marks the ters ago the dwarves left it, and humans northern edge of habitable land in the from Silverymoon garrisoned it with over DELZOUN North). Two rivers join the Surbrin from the threethousand troops. Skirmishes with orc The Northkingdom of the dwarves, named east: the (cid:147)Laughingflow(cid:148) (the original elven raiders began almost immediately. for its founder, Delzoun is only a shining name has been forgotten; only its rough 4 translation survives), and the Rauvin, FALLEN KINGDOM, THE blade, pick, and shovel at the base of an named for a legendary dwarven explorer, This now-vanished realm was a short-lived orange, leaping flame on an ice blue field. which runs east into the heart of the old effort to stem the demi-human decline in the dwarven kingdom of Delzoun (q.v.). A small North by uniting elves and dwarves and GAUNTLGRYM boat can take travelers from the sea all the humans in a common realm. The realm was Gauntlgrym is a large underground city way to icy falls east of Dead Orc Pass if orc- smashed by the repeated attacks of vast orc built by dwarves for men in the early years of attacks and Tymora(cid:146)s blessing allow. hordes, although the slaughter done to the the amicable existence of dwarves, elves, and This network of rivers is fordable at Iron- orcs drove them back north for some genera- men in the North. It is now abandoned and ford and at Dead Horse Ford, east of Yartar. tions. The Fallen Kingdom had many names; holds great riches. All who have ever heard It is bridged at The Stone Bridge, Yartar, the (cid:147)real one(cid:148) is lost with time, among the the ballads and tales of bards in the North NesmØ, Silverymoon, Everlund and Sunda- names of its various districts (such as Ardeep). know this; what none have known is the pre- bar. Its upper reaches form a vast, open, The term (cid:147)Fallen Kingdom(cid:148) today refers to the cise location of this potential treasure-trove. grassy basin, rising in the east into the rolling wilderlands due east to the City of The dwarves themselves know only that it lies moors. These lands are still roamed by trolls Splendors, although this was only the north- north of the Dessarin and its tributaries, near today; in the past, (cid:147)the everlasting ones(cid:148) west end of the long-ago united realm. the valley of Khedrun. (Khedrun, pronounced were so numerous that the fires set to burn (cid:147)Ka-hed-ROON,(cid:148) was a famous dwarven hero their corpses raged so often that men FALLEN LANDS, THE who in legend carved out the homeland of the thought the land would never be green This is the present-day name for the strip dwarves in the North with his axe from lands again. The (cid:147)Evermoors(cid:148) have proven not to of habitable land west of Anauroch, stretch- dark with wolves, orcs, and bugbears; he be forever barren, however. ing between (cid:147)the Far Forests(cid:148) (now overrun really existed, but so long ago that none know by evil things out of Hellgate Keep) and what of his story is fancy and what is fact.) EAERLANN Weathercote Wood. The Fallen Lands are A few adventurers returned to Water- Even this elven kingdom(cid:146)s name is forgot- now home only to monsters, it seems, deep in triumph with news of Gauntlgrym(cid:146)s ten to all but a few in the North. Once, it although rumors persist of powerful mages discovery a season ago, set out once more to stretched from Turnstone Pass in the north inhabiting the southern end, and hurling recover its treasures, and have not been to The Shining Falls in the south, holding back the evil creatures of Hellgate Keep heard from since. the upper valley of the River Shining and with their art. This was once part of the The High Forest to a hundred miles west of realm of Netheril, a kingdom of mages who HELLGATE KEEP the Delimbiyr. could not stem the expansion of the Great In olden days, when the elven kingdom of Its peoples and deeds are lost with time Desert; some sages say that many of them Eaerlann began to suffer attacks from orcs gone over the sea to fabled Evermeet. set out south across the Realms to find a coming down from the north, and the human Today, the remains of an old road and an new home, and founded the present-day realm of Netheril to the east across the moun- abandoned, ruined port mark the site of realm of Halruaa. Reports from the adven- tains was passing away under the onslaught Eaerlann(cid:146)s trade-link to the lands west and turers Vanthorm and Haladan indicate that of the Great Desert, the elves built a great for- south of it(cid:151)once, wagons took trade when they visited The Fallen Lands some tress in the head-valley of the river Delimbiyr, around The Shining Falls and back onto the five winters ago, they observed a beholder commanding Turnstone Pass to the northwest river, and up and down the River Shining of awesome size directing hobgoblin ser- and their own northern borders. That citadel, Eaerlann(cid:146)s slim barges were seen often. vants to capture monstrous beasts and con- and its task of defending against orcs, the Today, not even treasures remain, or at least duct a strange bestial breeding program. elves turned over to men. none have yet reported finding any. Adven- Over hundreds of years of success, fol- turers, it should be noted, do still go look- FIRESHEAR lowed by a generation of peace, when no ing, as do forces from Hellgate Keep (q.v.) An isolated mining city on the frigid north- orcs came, the city(cid:146)s people grew proud and ern arm of the Sword Coast, this cold and splendid. The fortified city, known as EVERLUND grim human city is the site of extremely rich Ascalhorn (it was built on a jutting crag Lying to the south of Silverymoon and the veins of copper and silver, exposed in an unu- known as Ascal(cid:146)s Horn), was thought of, as river Rauvin, the walled city of Everlund is sual rift caused by a long-ago volcanic explo- Silverymoon is today, as another Myth home to many human caravan-masters, sion (or perhaps a meteor strike) that blasted Drannor. The folk of Ascalhorn dabbled in adventurers, and tradesmen. A council of six out a large bowl-like crater, shearing away sorcery, planning to recapture Myth Dran- Elders rules here. The population, always tons of rock (hence, (cid:147)Fireshear(cid:148)) to expose the nor(cid:146)s splendor and power(cid:151)and succeeded changing with the travel trade demands, is metallic ores for easy discovery and mining. only in destroying themselves. usually around 12,000, of all non-evil races. Fireshear is ruled by three Senior Merchants One ambitious dabbler opened a gate to the Everlund is an (cid:147)open city,(cid:148) tolerant like (one of Mirabar, one of Neverwinter, and one Nine Hells in secret, seeking aid, and received Waterdeep, but it must he ever-vigilant of Waterdeep) who ensure that the city falls it. The city was slowly infiltrated by devils, at against trolls to the west, orcs from the under the control of no other city of the first only as skulking servitors, quiet and mountains to the northeast, and the fell North. Fireshear(cid:146)s 15,000 inhabitants are all quick, but subsequently as schemers and go- power of Hellgate Keep to the east. The miners; all else(cid:151)goods, food, and services(cid:151) betweens, subverting many mages to Council hires adventurers to patrol outside comes by ship during the summer, when the embrace lichdom and then rising to torture the city, and to bolster its defenses when ice allows. Fireshear(cid:146)s arms are a crossed and devour the citizenry with cruel ease. In large-scale attacks are feared. desperation, many turned to arcane books of 5 lore and summoned demonkind to battle the stone Pass). The High Forest is home to most out to sea, to drift south amid the great ice- servants of the Hells(cid:151)a strategy that worked known races of intelligent woodland crea- bergs from the Sea of Moving Ice. far too well, as hordes of demons poured into tures. Treants, the (cid:147)wood-rulers,(cid:148) are closest to Remorhaz are known to lair in the vicinity, Ascalhorn and overwhelmed humans, devils, Everlund, and that part of the High Forest is and great horrors known as (cid:147)ice spiders(cid:148) or and liches alike (a few liches remain as ser- known as (cid:147)The Woods of Turlang(cid:148) after the (cid:147)snow spiders(cid:148) have also been encountered vants, intrepid adventurers report). treants(cid:146) aeons-old leader, Turlang (cid:147)the here. Human prospectors who made it back Ascalhorn became a ghoul-hold, guarded by Thoughtful.(cid:148) Men know little of the interior of found no rich ores in what they could reach cambion troops, and ruled by at least one the High Forest, although korred are known of the walls, but there are persistent Type VI demon. The city(cid:146)s troops are com- to inhabit the headwaters of the Dessarin, and rumors of ancient ruins and buried riches manded by a deathknight, who leads or several networks of subterranean caverns in secret places in the gorge. directs many patrols in the lands about. The underlie the Forest(cid:146)s western edge. city, now known as Hellgate Keep, is shunned The Unicorn Run (q.v.) enters the interior of IRONMASTER by men. Human and dwarven forces have sev- The High Forest from the south. To the east, This isolated, stone-towered city of moun- eral times failed to take the city, but its troops along the western bank of the upper Delim- tain dwarves is built into the rock walls of a have been likewise rebuffed in attacks on Cita- biyr, elves of old had a realm, Eaerlann (q.v.), frozen valley; many of its storage chambers del Adbar, Sundabar, and Silverymoon. Those now abandoned. They left when Ascalhorn and passageways are tunnelled out of cities, reinforced by the open city of Everlund, became Hellgate Keep (q.v.), but druids moved never-melting ice, so that the buildings hold Turnstone Pass, albeit shakily, against into that region known as the Tall Trees, to merge directly into the valley-side. Ironmas- Hellgate Keep(cid:146)s forces to prevent unchecked preserve and defend the forest, and may be ter is home to around 9,000 hard-working and unheralded attacks throughout the North encountered there yet. dwarves; no non-dwarven races are wel- by the Keep(cid:146)s armies. The Forest is so vast that travelers can, and come in this city. From the deepest tunnel- have, found every sort of woodland creature passages of the city mine-shafts lead down HELM(cid:146)S HOLD in its green, shadowed depths. Rumors of lost to extensive iron deposits(cid:151)not rich or rare, Southeast of Neverwinter lies an isolated cities and treasure regularly surface in tav- but far greater in extent than found else- monastery dedicated to the worship of the erns about the North but the truth is, few where. The dwarves refine this, and fash- god Helm. Founded some eight winters ago by dare to investigate. Of the most powerful ion it into pots, pans, and (cid:147)forge-bars(cid:148) (flat a retired member of the famed Company of adventurers who dwell in seclusion in the bars that a smith elsewhere can readily Crazed Venturers (of Waterdeep), the monas- North most have avoided The High Forest forge into something). Ironmaster(cid:146)s arms tery was at first a single farm known as Helm(cid:146)s (the Mistmaster and the Nine being the only are a red anvil on a grey, diamond-shaped Stead. It has grown greatly, and been fortified exceptions, and in both cases they have not field, the long points of the diamond verti- (hence its new name) against bandit and mon- settled in the Forest(cid:146)s interior). Archmages of cal. Its ruler is Lord Clanmaster Strogue ster attacks, and now numbers some 700 power great enough to rival demigods have Sstar (LG dwarf, 9th level fighter). devout worshipers of Helm. The founder, chosen the orc-infested regions of the far Dumal Erard, became the White Master of North (The Lonely Tower, on the shore of The LEILON Dragons by defeating Iltmul at The Citadel of Endless Ice Sea, for example, and Tulrun(cid:146)s This small human mining town sprawls Mists (q.v.). Dumal has had to defend his own Tent, usually to be found in the eastern Col- along the High Road, on the Sword Coast. It title many times (see Hlam, in the (cid:147)Selected dwood, near the Ice Mountains) rather than lacks walls (an earthen bank surmounted by Non-Player Characters(cid:148) section). settle in the High Forest. Lesser men have a wooden palisade shields it from the land- been much slower to cut trees and carve ward side, but where the road pierces these HERALD(cid:146)S HOLDFAST, THE roads into these woods than they have in the works there are no gates), and also lacks a Dragonreach lands. There is something about West of Silverymoon is the spell-guarded proper harbor. A dozen massive, battered this vast green land that warns civilization citadel of Old Night, one of the five High barges are loaded in the shallows in the away...Tapann, god of the korred, perhaps? Heralds of western Faerßn. The Herald(cid:146)s spring and summer, and are poled and then Silvanus? Only time(cid:151)and with it, intrepid Holdfast is a precious library of heraldry rowed out to meet ships and unload by exploration(cid:151)still tell. and genealogy of the known human, elven, means of rickety cranes that rise from the dwarven, halfling, and gnomish peoples as stems of the barges into their holds. Need- ICEFLOW, THE far back as records can be traced. It is said less to say, this is a fair-weather operation to be an invincible fortress, and is respected This, chilling, fast-rushing river thunders only, and tricky even then if the wind is by both good and evil races of the North(cid:151) down out of the icy interior of the northern fresh and the seas high. Increasingly, even some details of the histories and arm of the Sword Coast. It is not navigable Waterdhavian entrepreneurs have sent badges of orcs. hobgoblins, and goblins are by any normal means. Its waters are just wagons north to buy the copper, nickel, and said to be preserved within its walls. above freezing, and travel at terrifying silver of Leilon at bargain prices and take it speed down through a great ice gorge. In south to sell at Waterdeep(cid:146)s harbor. Leilon(cid:146)s HIGH FOREST, THE spring and high summer, great slabs of ice mines are guarded by (cid:147)the Lances of This vast woodland covers much of the east- break off the gorge walls and fall into the Leilon,(cid:148) a force of some two hundred fully- ern central North, stretching for almost five waters, shattering with the force of a triple- armed, mounted lancers used to fighting off hundred miles from its southern edges (near strength ice storm as they spray the vicinity pirates, orcs, bugbears, and trolls. Each Secomber) to its northern end (near Turn- with boulders of broken ice. These chunks lancer carries an axe and knife, usually a of ice are then swept down the gorge and sword of some sort, his lance, and a light 6 crossbow which he is experienced in firing who is a 9th level NG; magic-user, and lives in mereza Sulphontis (q.v., Chapter 2) once from horseback. Leilon(cid:146)s total population is (cid:147)the Ivy Mansion,(cid:148) Harpell House, on the hill put it, and can be found all down the Sword some 3,000; its ruler is Pelindar Filmarva, in the center of Longsaddle. Coast. The city(cid:146)s population is approxi- Lord of Leilon. Leilon is a firm ally of Water- mately 16,000, exclusively human, and they deep, and considered a friend of the Lords(cid:146) LOUDWATER do not welcome visitors. The only known Alliance. In the mountains east of Leilon(cid:146)s This town of 4,000 lies almost at the mid- accommodations for travelers presently in mines is at least one important abandoned point of the River Shining, and spans the riv- the fortified City of Sails are The Cutlass, a dwarf-hold, (cid:147)Southkrypt,(cid:148) said to be home er with a spectacular arching bridge made notorious dive on the docks, and the Seven to many strange and dangerous creatures. over a thousand years ago by the dwarf Sails Inn. Iirkos Stoneshoulder for the elves who lived Luskan is ruled by five High Captains, LLORKH there at the time. Few elves are left here who command a standing army of two hun- Many old nearly-worked-out mines tun- today, although almost a quarter of the dred spearmen, and at least fourteen war- nel the mountains to the east and north of town(cid:146)s inhabitants are half-elven (the rest ships (each with a crew of seventy archers). this isolated town. Two thousand humans are human). Here the river has been cut into In peacetime, these warships operate as live here, and perhaps three hundred a wide pool to skirt around unthrusting (cid:147)unsanctioned(cid:148) pirates (the High Captains dwarves. Llorkh was once ruled by a suc- rocks and to provide a loading and unload- direct them, but pretend they are indepen- cession of human lords, respected retired ing area forcargo that ofold went overland dents operating in defiance of Luskan law) miners or fighters, but recently the last of to north of The Shining Falls (and back to up and down the Sword Coast, trying to these, Phintarn (cid:147)Redblade,(cid:148) was found dead the river), and today goes east to Llorkh, for make all shippers use only Luskan ships or at the base of the Lord(cid:146)s Keep, and over- assembly into caravans there. only Luskan as a port, by preying on all oth- night a new Lord seized the Keep and the Loudwater is a beautiful place, where er ships, and on all shipping that visits throne: the mage Geildarr. Since his arrival, green, grassy banks line the river, and great Waterdeep (Waterdeep(cid:146)s fighting ships are Zhentarim caravans have begun to arrive in trees overhang it; the many wooden build- on constant patrol because of this). Luskan(cid:146)s Llorkh from the east, bringing much- ings of the town are of all shapes and sizes, (cid:147)pirates(cid:148) have no connection with the needed wealth to the town. Dwarves have overgrown by hanging plants and ivy until pirates of the Pirate Isles south and west of begun to quietly disappear since Geildarr they seem to blend almost back into the for- Amn. Luskan has waged almost constant became Lord, and it is whispered that some est itself. Loudwater is defended by patrols war against naval powers its Captains feel have been murdered as Phintarn was, and of warriors, usually twenty strong, who they can defeat; recently, they crushed that Geildarr is a member of the Zhentarim. muster some three hundred in all, under Ruathym. In the past, they have raided but The caravans spend much gold as they take the command of two (cid:147)gauntlets(cid:148): Harazos been defeated by Mintarn and Orlumbor on men and beast of Llorkh for their last Thelbrimm (LN, 5th level fighter) and Kala- (supported by Waterdeep and Amn) and overland trek to Loudwater, where trade- har Twohands (CG, half-elven, 6th level slaughtered on the seas by the ships of Lan- barges will take their wares on to Secomber fighter), who is under the command of the tan, whom they no longer molest or even or the Coast. The Lord has declared one High Lord of Loudwater (ruler of the town speak of. The Zhentarim are said to have aged dwarf, Thianos (cid:147)Ironskull,(cid:148) a cleric of and its (cid:147)claimed lands,(cid:148) which extend for tried to negotiate an alliance with Luskan Moradin (8th level, LG) outlaw, and is said to two days ride up and down the river). The several times (it is not known if they have at have men searching for him. The Lord has present High Lord is Nanathlor Greysword last succeeded), and adventurers are brought with him almost four hundred an 11th level NG cavalier of the nobility of advised to keep an eye on this perennial purple-cloaked (cid:147)Lord(cid:146)s Men(cid:148): chain- Nimbral, which he left in his youth some fif- trouble spot of the North. armored men-at-arms, fully armed and ty years ago to found his own land in the experienced in battle, to defend the town savage North; instead, he rose to rule a MERE OF DEAD MEN, THE and enforce the Lord(cid:146)s will. The Lord(cid:146)s Men place that needed him. A vat salt swamp stretches along the have already fought one major battle with Sword Coast shore here for over a hundred the evil forces of Hellgate Keep, on the LUSKAN miles, reaching a width of over thirty miles at banks of the Delimbiyr above The Shining A maritime merchant city, Luskan is its greatest extent. It is a desolate, insect- Falls, forcing the Hellgate Keep forces back. fierce, warlike, and proud. An important haunted place, seldom visited by men, and port (lying at the mouth of the unnavigable home to many fell creatures. The Mere of LONGSADDLE river Mirar), Luskan serves as the chief Dead Men was named for the thousands of This tiny agricultural village (population: transfer point for the mineral wealth of the men slain here when orc hordes that outnum- 130) is notable as the home of the Harpell mines of Mirabar (q.v.). The Mirar is fast, icy bered them overwhelmed and routed them family. Many Harpells have been mages of cold, and rocky, but a road parallels it inland by striking south from the present-day site of influence in the North (such as the present- to Mirabar, and down this road come many Triboar and east across The Stone Bridge and day adventurer Malchor Harpell, detailed in wagons of forge-bars for the markets of all Ironford. The orcs pursued the men west- (cid:147)Selected Non-player Characters(cid:148)). Faerun. The perils of both the (cid:147)High Road(cid:148) wards between the coastal peaks, and slaugh- Longsaddle is the local daily farmers(cid:146) mar- (along the coast) and the (cid:147)Long Road(cid:148) (in the tered the human army as it was forced back ket, and boasts a waystables, an inn, The interior) south from Mirabar relegate most into the icy waves. Gilded Horseshoe, and a stirrup-maker and metal trade to ships out of Luskan. Travelers on the High Road, which skirts bell-caster. The village Elder (ruler) is Luskan(cid:146)s traders (cid:147)wear furs, haughty the Mere to the east, have been known to Adanac Harpell, present head of the family. expressions, and ready swords,(cid:148) as Sam- travel for three days and nights without 7 stopping to avoid camping near the Mere. Marchion of Mirabar. His bodyguards all hold the majority of the voting-stones of the Will-o-(the)-wisps bobbing over the Mere sport armor plated with platinum, number Council. They are usually opposed on Coun- are common sights by night on this stretch sixty-four, and are commanded by four cil by Tessarin (cid:147)Longtresses(cid:148) Alaraun, a of the High Road. Legends speak of floating (cid:147)hammers(cid:148) (6th level fighters), Djassar, wizardess (NG, 13th level magic user) who islands in the midst of the Mere, of lizard- Hulmm, Kriiador, and Turvon. believes priests have no business running men commanded by liches, and even of a The city is noted for its ever-hot forges and any government, particularly not that of the penanggalan of monstrous size that haunts fine gems, and is crowded with grim men place that was her home first. Jygil needs the area, but few are moved to investigate (some 19,000) and even grimmer dwarves Tessarin(cid:146)s support in times of attack; the the dark water of the swamp to learn dire (4,000 strong). The Royal Badge of Mirabar is storms she summons have often proved truth for themselves. an upright double-bladed axe with a pointed crucial to the disruption of attacking orc haft and a flaring, flat base, of rust red hue. It hordes, and the two women have a grudg- is usually displayed on a black field, but some- ing respect for each other, so they maintain MIRABAR (MEER-ah-barr) times on a purple field, and (on ship pennants) an armed truce in Council. The richest city north of Waterdeep is Mira- on white. Mirabar(cid:146)s merchants own many The Riders of NesmØ, based in the stables bar, chief mining center of the North. The ships based in Luskan. on the west bank of the Surbrin, are 400 Mines of Mirabar provide almost all known strong. Besides patrolling the Evermoors metals, in vast quantities, and are guarded NESM(cid:201) (NEEZ-may) for two days ride on either bank around from orcs and the monsters of the peaks by a This trading-town is the only settlement NesmØ, they defend the city when the orcs standing army of almost a thousand men who in the Evermoors. A circular, fortified settle- come (at least once every ten years; usually ride mountain ponies in summer and trained ment of some six thousand residents, more often). They also police the population rothe in winter. The rich, cold grey stone city NesmØ is ruled by the priests and priest- of NesmØ, which has a higher turnover than is surrounded by mines. The worked-out esses of Waukeen, and welcomes all who most settlements due to the total dominance mines to the west and south of the city, across come to carry on honest trade. On its west, of trade (which in the North always involves the Mirar, are now used to quarry building NesmØ has a fortified bridge over the river travel). stone and rubble to shore up the ever- Surbrin, and fortified stables, paddocks, crumbling gravel roads that carry Mirabar(cid:146)s and stock-pens; to the east, beyond the NETHERIL metal wealth south and west to the rest of walls, lie forty or so farms under the protec- This long-ago realm lay to the east of the Faerun. Mirabar(cid:146)s Councillors meet each fall tion of the Riders of NesmØ. In the center of river Delimbiyr, stretching from the Nether in the Hall of Sparkling Stones to determine the city rises the spired temple of Waukeen; Mountains (which gained their name from where and when to sell their metal, mindful of the First Speaker of the city council is the this realm) to Evereska in the south, and who will use it to forge weapons to make war High Priestess Jygil Zelnathra (N, 10th east to the Narrow Sea, whose shores once on whom. level), and the lesser clergy of the temple ran southeast from Ascore (see Delzoun, Over the Council rules Elastul Raurym, 8 above) for hundreds of miles ere the Great 09, CHA 17, 12th level fighter), a former SILVERYMOON Desert swallowed it. Netheril was a realm of adventurer who gained much magic in his The largest city of the North (that is, north mages, and many items of wondrous magic career, and now employs it to defend himself of Waterdeep), Silverymoon is home to 26,000 were crafted here, still to be found in trea- and his bodyguard, the (cid:147)Neverwinter Nine.(cid:148) men, elves, half-elves, dwarves, gnomes, and sure hordes and tombs across the Realms. Nasher is an amiable but fearless balding man halflings. All live in harmony under the wise Dekanter is the only known surviving ruin who enjoys music and hearing of other lands rule of Alustriel, High Lady of Silverymoon of Netheril, although it holds no magic any and peoples. He rules some 17,000 subjects. (CG, IN 18, WIS 17, DEX 16, CHA 17, 22nd longer. Legend holds that the mages of The water-clocks and multi-hued lamps of the level magic user). Alustriel uses her magic Netheril tried by titanic efforts of art to city are known and sought throughout the sparingly but her natural kindness and stem the advancing desert, and failing(cid:151) Realms, as is the reputation of the city(cid:146)s gar- grace(cid:151)and acquired shrewd diplomacy(cid:151) whereupon they took to the air on carpets deners, who in summer fill the city with fruit- often, to keep the demi-humans and humans and other magical conveyances, and on bes- bearing trees and hanging plants, and of the North largely at peace with each other. tial steeds of many rare and wondrous contrive to keep flowers blooming through- Some say Silverymoon(cid:146)s values and pres- forms, and searched for a new home. Most out the severe winter. Most say the city got its ervation of music, learning, and the arts sages believe that Netheril(cid:146)s culture was at name from this feat; others hold that it is due (cid:147)echo lost Myth Drannor(cid:148)(cid:151)the fabled lost its height some four thousand years ago, to the Neverwinter river that flows through city where elves, dwarves and men worked and that it was the earliest human civiliza- the city from the deep woods to the east; its together to bring knowledge(cid:151)particularly tion in the North. It was abandoned approx- waters are so warm that Neverwinter(cid:146)s har- magical knowledge(cid:151)and the arts to a pinna- imately three thousand years ago. Others bor never freezes. cle never elsewhere achieved, before or hold that those dates are far too old; The Neverwinter woods have never been since. Certainly its armies of men and half- Netheril(cid:146)s fall cannot be more than a thou- logged by men, and even today are largely elves persist in behaving as though no orc sand years ago, at the most. Hard evidence, unknown. The depths are said to harbor fear- threat existed in their gallantry and enthusi- thus far, does not exist to support or deny some creatures, and locally are shunned and asm, and have won several (cid:147)impossible(cid:148) bat- any conjecture on the issue. It is known that feared. Orc hordes always go around the tles due to their boldness, persistence, and adventuring band after bandit band after woods, never through them. To the southeast the timely magical aid of the Mistmaster and mercenary company searches The Fallen of Neverwinter lies Helm(cid:146)s Hold (q.v.); on the the one known only as Shadowcloak. They Lands and the Desert(cid:146)s Edge in hopes of eastern edge of the Neverwinter woods rises are known as (cid:147)The Knights In Silver,(cid:148) for gaining some of Netheril(cid:146)s lost magic. Few The Tower of Twilight (q.v.). their appearance in a battle as described by admit any success. The Royal Badge of Neverwinter consists of the bard Mintiper Moonsilver in a ballad. a white swirl connecting three white snow- Silverymoon lies on the northern bank of NEVERWINTER (see also flakes. Silver and blue haloes encircle the the river Rauvin, its walls curving in a half- entry in THE FORGOTTEN flakes. circle from the river(cid:146)s waters. It has exten- sive docks and an arching magical REALMS(cid:153) Campaign Set) PORT LlAST (cid:147)moon-bridge(cid:148) of invisible force fields This friendly city of craftsmen bustles with On the High Road some thirty-five miles across the Rauvin. The bridge is visible only business, but does it quietly; it avoids contro- north of Neverwinter stands Port Llast, a in moonlight, and its central arch can be versy and warfare, keeping within its walls small town (of 700 inhabitants) now known reduced to nothingness by magical means, and dealing with the outside world largely mainly for its skilled stonecutters. Port Llast spilling attackers into the river, or allowing through merchants of Waterdeep. On the rare is ruled by a First Captain, and is closely tall-masted ships to pass. occasions when armed men (from Luskan) or allied to Neverwinter (largely to avoid being Silverymoon(cid:146)s Royal Badge is a thin crescent orcs (not so rare) have shown up outside the conquered by Luskan, who would like to moon curving to the right, a single star shel- city walls, explosive missiles lobbed among have a more southerly harbor for its war- tering under its uppermost horn. The moon them (cid:147)in such numbers that it seemed a hail- ships). The current First Captain is Haero- and star are both of silver, and the whole is storm,(cid:148) as one observer put it, have sent them mos Dothwintyl, a retired stonemason (LN, displayed on a royal blue field (or graven on away again, in much reduced numbers. Cata- 0 level fighter ST 17, WIS 17). grey stone to mark the boundaries of Silvery- pults and missiles alike were devised by the Port Llast was once of great importance to moon(cid:145)s claimed lands). Alustriel(cid:146)s palace is just hard-working craftsmen of the city. The city men. When orc tribes and hostile duergar within the eastern arc of the city walls, east of also has more conventional forces; an army of held the lands where Luskan now stands, it the vast open market, and is heavily guarded 400 archers and spearmen who guard the city was the (cid:147)last port(cid:148) (hence its name), the north- by magic-users of all ranks loyal to her, and walls and harbor, and patrol the High Road as ernmost human access to the mineral riches warriors of skill. There are major temples to far as Port Llast (q.v.) to the north, and a hun- of the North. Then, it was twenty times as Helm, Lathander, Milil, Oghma, and Selune in dred miles south towards Leilon on the other. populous as it is today, and much larger; much Silverymoon. In peacetime, sixty of these are always retrain- of the City walls were battered down by orcs, ing, sixty are on leave, for rest and relaxation, or plundered since for use in repairing local STONE BRIDGE, THE and sixty are serving as the city(cid:146)s Watch homes, but the shattered remnants can still be This massive stone arch spans the River (police). Like all else in (cid:147)The City of Skilled seen circling around the town to the east, in Dessarin without ceremony or accompanying Hands,(cid:148) they are efficient, quiet, and make lands now used as gardens and burial settlement, rising lonely and weathered in the sure their work gets done properly. The city is ruled by Lord Nasher (NG, ST 18/ grounds or let to go back to forest. midst of rolling grasslands without a road or building to be seen as far as the eye can scan. 9

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