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1) Sea of Moving Ice

1) A sea of icebergs and frozen islands. Te constant shif of the ice makes it impossible to
chart and deadly for all but the most skilled sailors. Tere are ships from every age here,
locked permanently within the ice, flled with who knows what. Te lairs of ice trolls and
white dragons may be found somewhere in this chaos.
2) Ironmaster
1) Ironmaster is built into spires and cave walls, connected by narrow bridges and cliffside
walkways, above a mighty frigid underground river. Te dwarves of Ironmaster are
supremely unwelcoming, atacking on sight any who go past the markers that defne their
territory. Te unending tunnels of Ironmaster have reached those of the duergar and
brought underground war. Ironmaster’s mines are rich with adamantium and the smiths
there know how to bring silvered and adamantine metalwork into a single potent weapon.
3) Icewind Dale
1) A frozen tundra flled with scatered communities and outlanders running from something
in the south.
4) Ten Towns
1) A community of villages clustered around 3 lakes which sit beneath Kelvin’s Cairn. Te
setlements are based around the native knucklehead trout, which both feeds the
frontiersmen and provides its uniquely hard, ivoryflike bones. Te bones are used in the
scrimshaw which is traded across the Sword Coast and beyond and are made into
extremely sturdy tools such as fsh hooks, arrowheads, needles, and more. Te towns
carefully divide the water and cultivate the lakes to keep the trout population thriving.
Bryn Shander is the largest of the towns, protected by wooden pallisades, and the place
where travelers come to trade.
5) Kelvin’s Cairn
1) A great mount with a deep crack running all the way down its south face. A tiny
community of dwarves still work mines in the mountain.
6) Raven Rock
1) A mound of stones built to honor the ancestors of the Black Raven tribe of the Uthgardt
barbarians. Located at the headwaters of the Black Raven River.
7) Reghed Glacier
1) Home of the Reghed barbarian tribes. Tey live in rings of hide tents, designed to be
quickly broken down and set up to follow the reindeer herds. Tey are largely friendly
with the people of TenfTowns and Icewind Dale, sometimes using their martial skill to
keep them safe in exchange for payment or barter.
8) Te Spine of the World
1) A mountain range stretching from the Sea of Swords to the High Ice. Te tallest
mountains reach more than 20,000 f high, and nearly all of them are perpetually covered
in snow. Te only established route through the range leads to Icewind Dale. Te
mountains are flled with enough dangerous creatures that even the foothills are only
sparsely populated by barbarian tribes.
9) Te Endless Ice Sea
1) An enormous glacier north of the Spine of the World.
10) Kingdom of Many Arrows
1) An orc kingdom in the north. King Obould saw the kingdom establish peace and be
ofcially recognized by other realms of the Sword Coast. However the orcs remain easy to
incite to war. Te king’s seat is Dark Arrow Keep, a fortress flled with twisting
passageways that make it easy to defend. Te Pit is where accused traitors and criminals
were judged and if found guilty executed. Dark Arrow Keep is also the trading and
industrial center of the kingdom.
11) Beorunna’s Well
1) A large setlement of the Black Lion tribe of the Uthgardt. It is built around a botomless
pit that leads down to the Underdark. Te town is surrounded by a stockade, and
merchants may make the dangerous journey to trade with the tribe for furs or resources
the tribe wins from their expeditions to the Underdark.
12) Cold Wood
1) A dense forest whose wildness has prevented any setlements. Te Uthgardt who hunt
within it will not cut any living tree or start any fre within it out of superstition. It is said
to be roamed by a bebilith, a massive spider demon, among other more common monsters.
13) Ice Spires
1) A range of mountains. Te fre giant stronghold and forge of Ironslag is located under one
of the mountains and some dwarves claim to know where. Te surface of the mountains
are inhabited by yakffolk.
14) Castle Hartwick
1) Te stronghold of Hartsvale, built on a great island between a split of the Clear Whirl
River. Most who come to trade come to the castle.
15) Hartsvale
1) A fertile mountain valley where human tribesmen and giants live in peace. A crystal clear
and ice cold river fows through it and one end of the valley leads directly onto the High
Ice. It is still a wild place where most inhabitants live in a tribal community. Te legend of
the vale is that Hartkiller, a giant, united humans and enslaved giants to overthrow the
cruel ruling giants and establish a peaceful haven. Te humans live in the center of the
valley and the giants on the edges and the mountain slopes, with titanic cairns marking
the boundary and thus helping keep the peace. Earls lead each small human encampment
within the valley and House Hartwick rules the tribe. Members of House Hartwick all
stand over 7 feet tall, supporting their claim that they descend from giant blood.
Merchants and other who would visit Hartsvale must contend with treacherous mountain
passes and dangerous monster, including exceptionally large and organized packs of ogres.
16) Fireshear
1) A mining community on a frozen plain north of Luskan. Te buildings are made of stone
and ice. Te town sits at the top of a clif, with ramps leading down to its harbor. From late
fall to early summer the bay freezes over, a time the locals call “lockfin”. Te town gets its
name the great scorched rif where the copper and silver mines begin. Te town is lead by
the heads of the 3 merchant houses who operate there, and who freely accept bribes.
17) Luskan
1) Luskan spans the icy River Mirar as it tumbles from the Spine of the World and plunges
towards. Luskan sits divided on a sheer 40 foot bluf on either side of the water. Te city is
surrounded by a thick wall of gray stone doted with low towers. Te city is ruled and
protected by the fve Ships, each representing an armada and the sailors, pirates, and shore
workers who operate it. Te members of each Ship are fercely loyal to their brethren and
each Ship is loyal to Luskan. Each Ship elects a High Captain who leads for life. To be a
member of a Ship is voluntary, but joining is considered a great honor and membership is
for life. Each Ship is represented by its own symbol, colors, and tatoos. Te Ships, in order
of the size of their feet and crew, and thus preeminence, are Kurth, Baram, Suljack, Taerl,
and Rethnor. Te Ships are responsible for the defense and administration of Luskan.
Currently Kurth controls and profts from the docks of Luskan, Baram the fshing, Suljack
the most valuable and important raiding, Taerl the less lucrative piracy opportunities, and
Rethnor the relatively poor and inglorious work of guard duty. Luskan has adapted to
working with its land based neighbors though. Tey do not kidnap or practice slavery and
accused criminals are brought before 5 magistrates, one chosen by each of the Ships. With
no ofcial taxation the funding for the defense of the city is the responsibility of the Ships.
Tey make their money trading weapons and tools from Ironmaster and ambergris from
the sea, piracy, fshing, and protection money from residents of the city. Bribery is
common in Luskan. Luskan controls both its own bridges and the Blackford Crossing
allowing them to charge tolls for all goods traveling to or from the north. Te north bank
of the city is the home of most warehouses, marketplaces, workshops, and caravansaries.
Te south bank holds small businesses and residences of both the rich and the poor. 5
islands sit in the mouth of the river, helping enclose the city’s harbors and holding
fortifcations defending against atack from the sea. Only members of Ships may use the
Harbor Cross, the fnal bridge connecting the north and south banks. Te Arcane
Brotherhood is a league of powerful wizards based in the Hostower of the Arcane, located
on one of the islands in the mouth of the river. Tey are led by an archmage and 4
overwizards. Although they have sworn not to interfere in the politics of the city their
goals are unknown.
18) Blackford Crossing
1) A place to cross the River Mirar on cablefdrawn ferries. It is controlled by Luskan.
19) Mirabar
1) A human city built atop a system of dwarven caverns. Te city is a mix of races
throughout transitioning from mostly human to mostly dwarven as you go down. Almost
all residents worship the dwarven god Moradin, giving all races in the city a dwarven
spirit. Mirabar maintains fortifed harbors on many islands in the Sea of Swords. Mirabar’s
place as the armory of the North is being challenged by Mithral Hall and Gauntlgrym.
Mierren dwarves embrace the other races of the city, causing them to ofen be diplomats
between dwarves and nonfdwarves. Mierrens of all races love art and culture.
20) Great Worm Cavern
1) A monument to the ancestors of the Great Worm tribe of the Uthgardt. Beyond it lies a
vast series of caves and according to legend there a mighty altar to a giant winged snake
somewhere in their depths.
21) Te Lurkwood
1) A forest known to be flled with botomless bogs and quicksand. Only the edges are logged
by civilized human setlements. Te depths of the forest are roamed by etins and giants,
but several Uthgardt tribes live there as well, including one composed mostly of
lycanthropes.
22) Mithral Hall
1) A mine founded on a grand vein of mithral. Its great King Bruenor slew the shadow
dragon that was unleashed there and made peace with the orcs before abdicating to retake
Gauntlgrym. It is defended in part by the Gutbuster Brigade, the greatest host of
batlerager barbarians. Guests are allowed in but housed within a labyrinth of chambers
called Te Maze.
23) Settlestone
1) A village above Mithral Hall setled by barbarians of the north in alliance with the
dwarves. Te ancient dwarven buildings are made of massive slabs of stone and are now
interspersed with the tents of additional residents. In the center is Hengorot, a great mead
hall that can hold up to 400 barbarians and guests. Te barbarians handle the trading of
dwarven goods. Te road to Setlestone is rigged with rock falls, collapsing bridges, and
rivers with can be released to wash it away, all of which can be triggered by defenders in
case of an atack.
24) One Stone
1) A massive engraved boulder honoring the ancestors of Golden Eagle and Sky Pony tribes
of the Uthgardt. According to legend the boulder was placed there by a god to seal a portal
to the Nine Hells. Some say the evil sealed within caused the demise of the tribes that
worshiped there.
25) Menzoberranzan
1) A mammoth cavern that holds a great city of the drow. Teir buildings are carved into the
sides of the stalactites and stalagmites and gently lit with magic or bioluminescent fungi.
Te nobles live in the largest spires, with House Baenre and its Matron Mother ruling in
Lolth’s name. All surface dwellers they can capture serve as slaves within the city, control
with fear and torture. On a plateau above the cavern foor is the Tier Breche academy,
where drow priestess, mages, and warriors are trained.
26) Citadel Felbarr
1) Felbarr is an acient dwarf stronghold that was recently retaken. Outsiders can see only a
winding road leading between the barbicans Hammer and Anvil and into the Runegate.
27) Citadel Adbar
1) Te seat of the dwarven Northkingdom. From the surface it is a mountain, enhanced a
mighty chimney fanked by two spiked towers and surrounded by many more lesser
batlements. Adbar has never been conquered. In recent years the cost to defend it has
been great though. Within the endless mines beneath the citadel there are many traps and
natural hazards for the unguided. Te city’s Great Wheel, a colossal water wheel, provides
power throughout the mines and foundries. Te Hall of Moradin’s Forge, his high temple
is within Adbar. Adbar is highly suspicious of visitors, and they must prove their worth to
be allowed through the giant Caravan Door.
28) Te High Ice
1) A vast glacier expanded beyond its natural extent by ancient magic. It is inhabited by a
wide variety of creatures and monsters adapted to the cold, many completely unique to
the High Ice. Any organized atempts to setle the glacier have failed, even those made by
frost giants. Somewhere within the ice are the Smokeholes, a region of volcanic vents and
hot springs. Legend has it that the northernmost part of the High Ice is a titanic white
pudding, miles across, that simply waits for prey to fall into it and be consumed.
29) Mount Hotenow
1) A volcano which heats the river that runs through Neverwinter
30) Gauntlgrym
1) When the dwarves reached the furthest depths of Gauntlgrym they discovered a great
being of fame and bound it to the eternal Great Forge. It was lost until the ghosts of its
ancient dwarves called to the living and they mounted an expedition to retake it from the
drow and other abominations which had infested it. Behind great mithral doors lies the
Iron Tabernacle, a temple honoring all the gods of the dwarves. Every part of the city has
a road which leads back to this place. Te deep and otherworldly Great Forge allows
smiths to create wonders of magic and exotic metals.
31) Morgur’s Mound
1) A monument to the ancestors of the Tunderbeast tribe of the Uthgardt. It is said to be the
burial mound of Morgur, Uthgar’s mortal brother. Te mound is marked by the massive
skeleton of a dinosaur, or thunderbeast. Te Tunderbeast tribe claim to be able to animate
the skeleton when the tribe is in grave danger.
32) Longsaddle
1) A row of buildings on either side of the road. Tis small town serves as the center for a
spread out ranching community. It was founded by the Harpell family centuries ago who
still reside in the Ivy Mansion, well outside the town. Te Harpells are a family made
entirely of wizards who live together in their grand house, performing magical
experiments and teaching apprentices. Te house is known for producing all sorts of
strange magical efects, caused by the cheerful Harpell family. Whatever internal
disagreements they may have, the Harpells protect each other and the town.
33) Te Evermoors
1) A number or rocky plateaus surrounded by a deep bog. Te poor terrain discouraged any
atempts to setle the land by civilized races but they ofen buried honored dead there in
deep pits carved into the rock and covered with a heavy slab of stone. A recent setlement
of giants on the moor has pushed many of the native trolls out into the surrounding
setled lands.
34) Silverymoon
1) A great and peaceful city. Te buildings are mostly built into the living trees. Buildings
made of other material are still elegantly designed and grown over with living plants. Te
city has schools of music, magic, and bardic lore, libraries, and great temples. Silverymoon
is a place to fnd all sorts of obscure knowledge. Te great silvery Moonbridge spans the
nearby river. Te High Palace in the east of the city is a beautiful fortress with
crenelations in the shape of unicorn heads. Silverymoon was long led by a high mage but
recently handed leadership to the High Marshal, with the high mage serving as the chief
diplomat and representative to the Lord’s Alliance. It is defended by the Knights in Silver
and the Spellguard. Te city’s mythal, ancient magic tied to the land, prevents spells that
conjure fre, summon creatures, or teleport and allows the Moonbridge to be temporarily
dispelled. Silverymoon is a safe haven for the Harpers.
35) Sundabar
1) Sundabar was dwarven setlement atop which a human city was built. Te setlement
originally grew around the Everfre, a mystic source of endless heat. It was led by the
Forgemaster, the dwarf with the greatest skill in working the Everfre. One Forgemaster
allowed human refugees to setle above the city and for a time the humans and dwarves
grew prosperous together. Te city fell to an orc horde and a handful of survivors escaped
only by barricading themselves within the dwarven mines. In time the orcs were driven
of but the human setlement never returned, leaving only a diminished dwarven remnant.
Tey blame the Lord’s Alliance, which sent no aid, and Silverymoon whose aid was too
litle to late.
36) Stone Stand
1) A holy site of the Treeghost tribe of the Uthgardt. It is a large oak tree, grown from a
cuting from the Grandfather Tree, surrounded by a stone circle. Te site is guarded by the
ghosts of ferce warriors of the tribe.
37) Nether Mountains
1) A range of black stone mountains. Te Moon Pass through the mountains is controlled by
several allied orc tribes. A clan of blue dragons lives on one of the highest peaks, served
and worshiped by a large batalion of hobgoblins. Teir mountaintop citadel, called the
Doomspire, is carved from the rock itself.
38) Arn Forest
1) A pine forest doted with swamps. Tere is a hidden setlement of rock gnomes
somewhere within. Tere are a number of overgrown ruins to be found in the forest, now
occupied by bands of kobolds.
39) Ascore
1) A deserted dwarven city that was once a port on a now dry sea. Te ruins of this once rich
city now lie half buried in sand. Rumors hold that the place is ruled by a coven of hags and
their undead legion and also that the city is the lair of an ancient blue dragon. Te road
that leads to Ascore from the west is fanked by a pair of massive grifon statues before the
road descends into the earth. Te docks and ships carved entirely of stone now lie still on
the eastern edge of the city. Tirteen strange red stone pyramids stand in a circle in the
center of Ascore and seem to be a focus for the casting of epic spells or for summoning
beings of immense power. Te depths of Ascore allow passage to the Underdark.
40) Neverwinter
1) A large city on the rise. A decade ago the city was devastated by the explosion of Mount
Hotenow and orc atacks Lord Protector Dagult Neverember has returned the city to
prosperity. Forces from this plane and others still make moves to gain control of a city in
fux. Te city is once again the home of the faith of Tyr, god of justice. Te House of
Knowledge, the center of the faith of Oghma, is also in Neverwinter. Te city is protected
by an uneasy alliance of mercenaries from Mintarn and local militias. A large portion of
the city still sits empty, and anyone who wants can plunder stone from the ruins of claim
a portion of land for themselves.
41) Helm’s Hold
1) A stronghold of the followers of Helm, known as the Order of the Gilded Eye. Tis
organization is dedicated to discovering evil threatening the material world from other
planes of existence and stopping it before it can gain strength. Tey employ both covert
and direct means to fght this fght. Helm’s Hold still has a reputation for being a truly
safe place for travelers to take shelter. Tere is a large marketplace in the town and an inn
where storytelling is the main atraction. Dominating the city is the Cathedral of Helm, a
fortifed temple. It has a hospital and an orphanage, and can shelter a large number of
people and defend itself in case of an atack. Te city is ruled by the Holy Watcher of
Helm, who is advised by 9 laypeople called the Speakers. Te city is occasionally
threatened by monsters from the wild Neverwinter Woods and it is rumored that the Holy
Watcher has had vision of an unspeakable horror rising from the deepest catacombs
beneath the hold.
42) Neverwinter Wood
1) A forest with a strong connection to the fey. It is protected by the Ring of Swords, a druid
circle, who work to drive out hobgoblins, bugbears, gnolls, and evil fey and protect ancient
sites from treasure hunters.
43) Triboar
1) A town on the Long Road. Horses, ponies, wagons, and guides can be acquired here. It was
once atacked by an astral ship of the gith, claiming an elder brain lived beneath the town.
44) Yartar
1) A fortifed town that sits within the fork where two rivers meet. It is known for its barge
building and its great fairs. Each summer there is an enormous Hiring Fair where those
desperate for work or too suspicious to be trusted with any other job gather to fnd work
as guards, miners, guides, or other dangerous and expendable positions. During this event
Yartar is overrun and becomes a temporary haven for crime, scheming, and business,
legitimate or not. In years of the Shieldmeet the town instead holds a great festival led by
the Happy Hall of Fortuitous Happenstance, the high temple of Tymora, goddess of luck.
Te festival involves games and contests of all sorts and occasionally the goddess uses the
festival to summon those who have been chosen for some special destiny. All heroes who
begin at festival in Yartar are called part of the Smiling Company. Yartar relies on fshing
to feed itself. Te intense rivalries within the town prevent it from rising to prominence.
Te town is defended by the Shield of Yartar and the Shield Tower, which sits across a
fortifed bridge on the other side of the river. Te Waterbaron’s Barge is the town’s most
impressive weapon, a massive vessel with deadly crossbow artillery, capable of carrying
and then unleashing an amphibious cavalry charge.
45) Flint Rock
1) An ancestral mound of the Elk tribe of the Uthgardt.
46) Grandfather Tree
1) A titanic oak tree which is the holy site of Uthgardt tribe of Treeghost. It is surrounded by
4 other massive oaks which form the boundary of the holy site. Within the site healing
magic is strengthened, teleportation is unreliable, and caverns beneath the tree lead deep
underground, supposedly to magic portals.
47) Te High Forest
1) A vast and ancient forest. Populated sparsely by nomadic elven tribes. It was once the
home of several mighty elven nations. A wood elf known as the Red Lady seeks to reunite
the scatered tribes. Fey creatures of all sorts populate the forest.
48) Hellgate Dell
1) A mishapen hill now covered in moss and climbing plants. Te hill is the remains of
Hellgate Keep, which was destroyed to defeat the hordes of demons that had been
summoned there and conquered the city. It is now guarded by the treant Turlang and his
allies to defend against any lingering evil.
49) Te Far Forest
1) A forest broken up by small lakes. In the heart of the forest there are many strange
creatures which appear to be the result of magical experiments.
50) Te Frozen Sea
1) A vast, hard desert of frigid sand. Te scouring wind has lef mazes of sandstone caverns
and strange smooth outcroppings.
51) Turnback Mountains
1) Unknown
52) Te Frozen Forest
1) Unknown
53) Mere of Dead Men
1) A saltwater swamp that clings to the western edge of the High Road between Neverwinter
and Waterdeep. Te mere and the road are believed to be bound together by ancient
magic. Te swamp covers the site of a great batleground between orcs and the southern
humanoids. It is treacherous but can be navigated by shallow boats. Te mere is full of
mangroves, vines, and islands shrouded by fog. Te fooded ruins of castles within the
swamp are heavy with strange magic wards that strengthen certain magics and weaken
others. Te lich responsible for the creation of the swampland is rumored to still be there,
as are a pair of black dragons and many other monstrosities.
54) Sword Mountains
1) A mountain range controlled by several united bands of orcs.
55) Star Mounts
1) A mountain range within the High Forest. Its peaks are surrounded by constant high
winds and only the native aarakocra knowing how to navigate in and out of the range.
Enormous crystals visible from miles away line the mountainsides. Te mountains are the
source of several rivers, which fow down in misty, layered waterfalls.
56) Unicorn Run
1) A trail leading along a river which leads up to wooded plateaus within the High Forest. A
large tribe of centaurs lives on these heights and there are rumors of pegasi and unicorns
as wells.
57) Karse
1) Te ruins of a city built at the base of a tall bute of red stone. In the center of the city is
the Black Glade, a ring of thirteen massive evilflooking oak trees with an arcane
connection to Ascore. A thousand year old lich may still occupy the ruins.
58) Te Tortured Land
1) A twisted, odd land shaped by smooth lava fows and then carved long ago by glaciers.
Giant stone pillars jut above the ground, smoothed by centuries of wind. Te city of
Frozen Flindyke is the capital of a civilization of gnolls that inhabit the area.
59) Tornhold
1) Te enclave of the Stoneshaf Clan, who conquered it afer being nearly wiped out. Te
dwarves within listen eagerly to the news and rumours of nearby Waterdeep. Te fortress
above ground it uterly pragmatic, an unadorned squat stone keep. Certain humans covet
the location, worrying the dwarves. Te residents of Tornhold are best known for their
delicat metal and gem work. Tey desire to share in the commerce of Waterdeep without
being tricked out of their ancestral home. Stoneshafs follow the fashion and culture of
Waterdeep, make plate armor that conceal’s the wearer’s identity and protects them even
when knocked down, and like spicy food.
60) Sword Mountains
1) See 54
61) Amphail
1) Country resort for nobles of the Sword Coast. Part of the Lord’s Alliance. Nobles scheming
and black sheep of the family. Home of horse breeding.
62) Greypeak Mountains
1) A mountain range on the western edge of the Anauroch desert and the origin of several
rivers. Te mountains are mostly inhabited by a large tribe of stone giants who keep to
themselves, but is also known to hide the stronghold of a beholder and is roamed by many
young dragons.
63) Te Plain of Standing Stones
1) A desert plain that slowly rises to an enormous plateau. Te terrain is gravely and flled
with large jagged rocks. Te ravines here are ofen hideouts for bands of humanoid and
monstrous outlaws. Te magical crystal chardalyn can be found here. Each shard of
chardalyn allows a single spell to be cast into it and then released when the crystal is
broken.
64) White Peaks
1) A mountain range in east Faerun. Te mountains are dominated by large tribes of frost
and stone giants. Hippogrifs and giantfsized mammals also live there. Somewhere hidden
in the range is a forest gnome city called Forharn. Tis city has a pathway to the ethereal
plane and beyond called the Trail of Mists.
65) Vercy Wood
1) Unknown
66) Waterdeep
1) Te greatest metropolis on the Sword Coast. It rises from its might harbor onto the sides
of an enormous mountain. Te rarest goods can be found here and there is always work to
be had. It is an extremely wealthy city protected by a city watch, army, navy, and Grifon
Cavalry. Te city is ruled by the Masked Lords whose identities are obscured by masks,
robes, and magic amulets when they are siting in council or speaking in public. Teir
policies are executed by the one Open Lord of Waterdeep. No one is sure which prominent
citizens sit on the council at any time. Beneath the Masked Lords a great many noble
families and merchants maneuver for wealth and power.
67) Daggerford
1) A small pastoral community built into a hill side ruled by Lady Morwen. A Council of
Guilds also meets imitating the Lords of Waterdeep by wearing robes and masks. However
they have litle power and it is easy to determine who each member is. Te Sword Coast
Trader’s Bank allows merchants to deposit and retrieve money in Daggerford, Waterdeep,
or Baldur’s Gate via supposedly impenetrable magic.
68) Misty Forest
1) A forest covered in the fog rolling of the High Moor just to the east. Melandrach rules the
elves within the woods, and they zealously punish anyone who hunts their game or uses
living plants to start a fre.
69) Secomber
1) A small river town just north of the High Moor. A quiet place flled with hunters and
fshermen. Skilled guides who know the moor can be found here. A small clan of dwarves
operates a pink granite quarry on the northern face of the moor.
70) Southwood
1) A forest inhabited by a large tribe of goblins.
71) Te Ride
1) An open steppe land inhabited by mounted barbarians. Te scatered tribes are known as
the Eraka and speak their own language not found outside the Ride. Although the tribes
are prone to infghting they band together and become a deadly force when their home is
threatened by organized outsiders. Tere are lucrative mines on the northern edge of the
mine if you can defend against the frequent tribal raids.
72) Te High Moor
1) A raised expanse of wilderness. Miles and miles of rocky terrain, covered with heath and
lichen, and flled with outcroppings and hidden gullies. Ages ago it was a forest now
destroyed by ancient magic. It is now populated by herds of grazing animals, and wolves,
goblinoids, and trolls which prey on them and each other. An ancient city carved of
smooth, dark stone called Rhymanthiin is rumored to appear on the High Moor to those
with noble hearts, concealed to all others by magic or artifce. None living have ever seen
it, so such stories seem like pure wishful thinking.
73) Orogoth
1) A ruined estate of a once great noble family within the High Moor. Legend says they
atempted to bind dragons to their service and a dracolich now lives beneath the ruins.
74) Serpent Hills
1) A range of red clay hills, treacherous ravines, winding ridges, and tall mesas. Only scrub
bushes survive in the dry clay. Beneath this arid land lie the Serpent Ways, a series of
twisting, wellfguarded tunnels and chambers that the yuanfti of Najara use to navigate the
region. Te serpents care litle for who walks over the surface of the hills as long as they
do not enter the tunnels. Te capital of Najara, Ss’khanaja, is found in the northwest of the
hills on the river with much of the city hidden underground.
75) Marsh of Chelimber
1) A sulfurous swamp inhabited by lizardfolk. Te leaders of each tribe have sworn
allegiance to the kingdom of Najara.
76) Greycloak Hills
1) A set of high hills surrounding Evereska. Tey are constantly shrouded in mist, which is
allegedly an enchantment that deadens magic and warns the elves of intruders. Te hills
contain many ancient barrows of human and elven warriors and kings. Te hills are said
to be flled with banshees and a golem formed from the mist itself.
77) Evereska
1) A hidden mountain vale within the Greycloak Hills. A secret elven village lies there,
obscured by twisting mountain passes and magical disguises. Any who could fy over the
freezing and windy peaks would be met by the guardians of Evereska, riding giant eagles.
Te village is composed of small groups of building spread throughout the valley and
connected by winding forest paths. It is a sunny valley, surrounded by misty hills and
mountains. No outsiders are allowed in Evereska except in extraordinary circumstances.
Any outsiders who wish to meet a citizen or trade with the artisans of Evereska must meet
at the Halfway Inn, surrounded by wilderness at the foot of the Greycloak Hills. Some
human and orc barbarian tribes inhabit the western edges of the moor.
78) Anauroch
1) A vast desert that holds the ruins of the ancient Netherese Empire. When their empire
failed, their fying cities fell and were buried beneath the sands. Te desert is now
inhabited only by a small number of nomadic tribes. A race of aberration mages called the
phaerimm are said to be imprisoned beneath the desert by an ancient magic ward. An
order of Netherese wizards, trapped on another plane when there empire fell and driven
mad in their exile, are said to have returned and to be atempting to rebuild their lost
home.
79) Border Forest
1) A long forest that connects several areas in the east of Faerun. Te woods are a mix of
deciduous and coniferous trees. Te woods are roamed by large packs of wolves. Tere are
orc and trolls hideouts in the forest. Te fey presence is known to be abnormally hostile
because of the heavy logging of the forest. Several cells of the Eldreth Veluuthra, fanatical
elves bent on eliminating all human presence in Faerun, are based in the Border Forest.
Te Flaming Tower, a former fre giant fortress, is now held by a beholder and its minions.
A fallen Netherese foating city is rumored to have crashed in the forest as well but its
location has never been discovered.
80) Zhentil Keep
1) Te former stronghold of the Zhentarim. Te city was destroyed and the Zhentarim were
driven out afer it was revealed that had made a pact with dark beings. Some notable
locations in the ruins are the temple of Bane, the city’s arcane center the Tower of the Art,
and the barracks and command post of the Zhentarim. Parts of the city may still be
protected by longfstanding petrifcation spells.
81) Tar
1) A rocky moor stretching hundreds of miles from the east of Faerun. It is inhabited by
mounted and nomadic tribes of ogres and orcs.
82) Orlumbor
1) An island just of the coast that is home to the greatest ship builders on the Sword Coast.
If you need a ship built or repaired this is the place to go. Ironically the approach to its
harbor is treacherous and rocky. Orlumbor primarily services Waterdeep, and relies on
them for protection and trade.
83) Warlock’s Crypt
1) A set of talon shaped towers surrounded by shatered rubble, half broken buildings, and
deep, jagged craters. Tose who get dangerously close can see that one of the towers has
crack running down one side. Tey will also see fickering lights in the windows and some
sort of creature crawling on the sides. Te towers appear to be built of overlapping plates
of black metal. A smooth black stone wall surrounds the towers and bridges without
railings connect them, spiraling in to the central tower. Te lichfking Larloch rules from
the central tower. Defending his domain are several liches in his service, monstrosities
twisted and strengthened by their magic, other undead enchanted to savor the sufering of
their victims, and webs of magical energy waiting to unleash spells on those who trigger
them.
84) Trollbark Forest
1) A dense marshy forest flled with thorny underbrush, poisonous snakes, and monsters
adapted to these conditions.
85) Dragonspear Castle
1) Te crumbled ruins of a castle perpetually shrouded in mist. Built above an even older
dwarven ruin by an explorer who looted its treasure. A portal to the Nine Hells was
opened within the castle. For a time a fortifed temple of good held the devils at bay, but it
was destroyed and now the castle stands quiet but the dark plots that brew within are
unknown.
86) Najara
1) A kingdom of yuanfti and naga ruled by the ancient spirit naga Jarant. Te serpent king
recently sent out ambassadors declaring Najara as an ofcial nation, promising that
merchants and travelers would be allowed to travel through unharmed as long as they
stayed on the main road and other nations did not interfere with Najara. Najara is built on
slave labor, using slaves of other races for much of their kingdom. Jarant is seen reverently
by the inhabitants of Najara and is aided in his rule by a magic crown called the Marlspire
of Najara. He is advised by Dhosun Silverscale, yuanfti pureblood who sent out the envoys
establishing Najara to the other powers of the Sword Coast. A young green dragon called
Emikaiwufeg also schemes in service of the king. A trio of yuanfti warlocks also claims to
have gained the power of an ancient serpent god.
87) Ss’thar’tiss’ssun
1) A ruined templefcity on the northern fringe of the Forest of Wyrms. It was built in honor
of a great serpent god and the faithful of Najara still journey to the Shrine of the Cowled
Serpent within its heart. Tere was once a predictably shortflived human setlement built
on the ruins. Some in Najara claim to have reawakened the power of this god.
88) Desertsmouth Mountains
1) A range of windy, baking hot mountains on the edge Anauroch desert. A dwarven
kingdom once ran throughout the peaks but the area is now inhabited by orcs, ogres,
goblins, and dragons. Te tomb of a legendary magic weaponsmith lies in one of the high
mountain vales.
89) Spiderhaunt Woods
1) A forest infested with etercaps, chitines, and spiders large and small. A single trail runs
through the woods. It is a good place to gather rare spider components for alchemy or
spells.
90) Myth Drannor
1) An elven city once called Cormanthor or the City of Song and Love before it fell into
ruins. It was once the high point of elven civilization before it fell to an onslaught of
demons. It still holds many artifacts of ancient elven artisans. Te ruins are full of
monsters but the remainder of the city’s mythal still keeps the climate pleasant and seems
to call plants and animals from miles around. Te remnants of the broken mythal
sometimes cause magic to work in unexpected ways. A Netherese fying city crashed into
the western edge of the town, mixing the two cities’ artifacts and magic there.
91) Hillsfar
1) A powerful walled cityfstate on the coast of the Moonsea. Te city is ruled by the wizard
Maalthiir who places two great decrees on the city. First that legitimate trade may not be
interfered with in any way, and second that no race other than humans is allowed within
the city.
92) Cormanthor
1) A mighty forest that was once the home of the elven empire Cormanthyr. Te trees
routinely reach over 100 feet high and the woods remain flled with many old secrets. Te
Rimwood is a sunny forest with the trees spread quite far from each other. In the
Midwood leafer trees grow close together and begin to form an unbroken canopy. In the
center the Starwood allows only dark green light through the densely packed trees, which
now reach up to 400 feet. During the summer patches of magical interference called the
Edgelands appear in parts of the forest, causing unusual weather efects to appear and
spells to go wrong. Several deep, wide rivers run through the forest, flled with fsh that
can grow larger than a man. It is rumored that there are portals within the forest leading
to diferent parts of Faerun and even to Evermeet. Afer the elves lef parts of the forest
were claimed by the drow. Animated plants lef by the elves still guard much of the forest.
Semberholme was a secret refuge of the elves on a lake that protected the weak and gave
the elves a place to retreat. Tangled Trees is a base for elves who wish to see all nonfelves
in or near the forest killed.
93) Te Trollclaws
1) A range of thickly forested hills home to a great many trolls. It is unknown why so many
trolls congregate here, but it is dangerous to travel through and the troll raids threaten
nearby communities. Mysteriously, even other creatures within these hills seem to have
trollflike properties.
94) Trollclaw Ford
1) Te only safe crossing on the Winding Water within the Trollclaws. It has been occupied
by various forces over the years, but each has been driven out by the trolls and had their
fortifcations lef in ruins.
95) Boareskyr Bridge
1) A mighty bridge carved of black granite that provides the only safe crossing over the
Winding Water for hundreds of miles. Tis bridge is key part of the Trade Way,
connecting Waterdeep to the center and south of the Sword Coast. A century ago the god
of murder was slain upon this bridge and the water still runs black and foul for miles
downriver. Fort Tamal is a small keep with a bit of a village surrounding it that stands
near the bridge’s southern bank.
96) Forest of Wyrms
1) A thick pine and redwood forest in the kingdom of Najara overrun with snakes of all
kinds. Te snakes which seem magically called to these woulds are ofen unnaturally large
or venomous. Ralionate, an ancient green dragon not yet aligned with Najara, makes her
lair somewhere within the forest. Toltzin, an ancient citadel rumored to have once held a
lich, now serves as a market where outsiders come to sell slaves to Najara.
97) Fields of the Dead
1) A grassy plain doted by low hills. A batleground that has hosted centuries of wars, many
of the hillocks are in fact barrows. Te salt wind constantly rustles through the grass and
is rumored to be the whispers of the dead. Only a few shepherds choose to graze these
lands, builing stout farmhouses on its edges and ofen adding what stone walls they can to
their setlements as well. Deeper in there are rumors of barrows treasure, undead
awakened from their rest, and monsters who roam the plains or make their burrows in the
hillsides.
98) Trielta Hills
1) Rolling hills flled with peaceful pastoral setlements of gnomes and halfings. Te races
seem to prosper together, as the halfings farm the hills and gnomes work small surface
mines of gold and silver. Members of both races also work as shepherds and artisans. Teir
dwellings are built into the sides of the hills. Each community is managed and protected
by a sherif, a role that comes more naturally to halfings. Mines that have been exhausted
may become residences for halfings once fxed up or turned into inns and
accommodations for the big folk. Occasionally a particularly rich strike may trigger a gold
rush bringing in outside prospectors and temporarily disrupting the peaceful rhythms of
the hills.
99) Northdark Wood
1) An eerie forest with a passage to the Underdark.
100) Hardbuckler
1) A walled gnome setlement on the southeast edge of the Trielta Hills. Ringing the walls
are several banks of clockwork ballistae that can fre nearly constantly. Although seldom
tested this fortifcation discouages those who would prey on Hardbuckler or the Trielta
Hills. Tere are only 3 streets in Hardbuckler, one circular street along the inside of the
wall, one running northfsouth, and one intersecting it in the center of the city running
eastfwest. Any buildings designed for big folk are located along these streets, typically
near the center of the city. Te rest of the city consists of buildings densely packed
together up to 2 stories above ground and 3 below ground. Narrow twisting pathways lead
under, over, and through the spaces between these buildings. Typically dwellings are
above ground with taprooms and workshops for artisans below ground. Te furnishings
for these spaces are carefully crafed to ft perfectly inside. Tere is a wizard in
Hardbuckler who specializes in storing and protecting magic items.
101) Te Dalelands
1) A confederacy of small agricultural states called dales. While they are united by an honest
work ethic and a quiet, reserved demeanor of the people, each dale has its own
government, militia, and culture. Te area is made up of bountiful, rolling farmlands
interspersed with dense forest groves. Te Dales Council brings the leaders of each dale
together once a year at Midwinter and in times of emergency. Te economy of each dale
might rely on potery, textiles, mining, logging, fshing, farming, or trading.
102) Baldur’s Gate
1) Large city. Meeting of a bay, a road, and a river. Ruled by the Council of Four. 4 dukes, one
of whom is chosen as the grand duke to break ties. Te Parliament of Peers, a group of 50
nobles and powerful commoners who make recommendations to the dukes. Te Watch
defends the upper city where the patriars(nobles) live and the Flaming Fist mercenary
company enforces laws in the rest of the city. Te Guild controls the underworld of the
city, allowing smaller gangs to claim specifc territory. Te upper city is physically full,
leaving no way for new families to become nobles. Tere is 1 dwarf noble family, the
Shatershields, who are as haughty as the humans. Te lower city contains the port, and
everything from wealthy commoner merchants to beggars. Te outer city sprawls beyond
the walls, containing poverty and business best conducted outside the city. In the outer
city a Calishite district has built its own walls, and constructed a dense community with
raised walkways above the slow cart trafc. Te bridge that crosses the river near Baldur’s
Gate is covered with shops and taverns, along it, hanging from it, and built on it supports.
103) Fort Morninglord
1) A fort in Elturgard. Several years ago a regiment of paladins at the fort simply
disappeared. Te fort is now sealed and the paladins of the realm now maintain a camp
surrounding it.
104) Elturel
1) Elturel sits on a hill surrounded by a bend in the River Chionthar. Above a clif face above
the river sits the High Hall, the center of government in the capital of Elturgard. A stream
runs from a spring in the basement of the castle formin a series of dancing waterfalls
down the cliffface. Along the stream lies water garden crisscrossed by a series of narrow
wooden paths.
105) Elturgard
1) A small, blessed kingdom. In the city of Elturel a vampire cabal held power, preying on the
citizens. Te last of the noble living warriors were nearly beaten during a midnight atack
by the vampire and its spawn. Ten a second sun appeared overhead, turning the black of
night into daylight and searing the vampires to dust. Each night since the second sun has
remained steadfastly in the sky, now called Te Companion by the people. Tis miracle
has atracted both the devout and those desperate for divine aid. Te paladins drawn by
the blessing of the new sun call themselves the Companions and swear to work as one
regardless of their individual faith. Te nonfdivine militant who defend this nation are
called the Hellriders, afer a local legend. Te nation is ruled by the High Observer, chosen
from among the ranks of clerics and paladins. Te nation relies greatly on these defenders
as it is beset by many enemies, including the YuanfTi of Najara. Te constant illumination
of Elturgard can be offputing for newcomers and inns are designed to accommodate
them. Te work day is governed by bells ringing the time and the bright nights make
crime difcult to pull of.
106) Triel
1) A small farming village in Elturgard located on the edge of the Fields of the Dead. It is
protected by a rough log and boulder stockade.
107) Scornubel
1) A city of Elturgard, known as the City of Caravans. A hub of trading and source of great
wealth for the nation, it also atracts outsiders, trouble, and crime because of its riches and
constant fow of travelers.
108) Te Reaching Woods
1) A damp, hilly forest in Elturgard with many pools and streams leading down into the
River Chionthar. Te forest has been a traditional burial ground for local humans, elves,
and halffelves. Within the woods hobgoblins, gnolls, and the allied satyrs and centaurs
fght for control.
109) Te Far Hills
1) A range of rocky hills and valleys and thick groves of trees under the frm control of the
Zhentarim of Darkhold.
110) Darkhold
1) Darkhold Castle was built by giants. Its scale is titanic with doors and stairs impossible for
humans to use and a set of gates that defy belief. It has been eons since the giants ruled
from this seat of power and it is now base of operations for the Zhentarim. Te Zhentarim
is a coalition of merchants and mercenaries, who have might and subtle infuence
throughout the Sword Coast and beyond. Teir aims and the identity of their members are
largely unknown. Tey are led by the Pereghost, a seemingly immortal fgure who is
always shrouded within his armor. Darkhold Vale is small village full of sullen suspicious
peasants who supply the castle. Te castle is defended by veteran heavy infantry and
archers of the Zhentarim and by a fock of wyverns commanded by a ranger immune to
their poison.
111) Sunset Mountains
1) A pair of mountain ranges separated by the Far Hills. Tere are several small, secretive
dwarven mines within the mountains as the range is also populated with yetis, gnolls,
ogres, and drow. Te ice caves near the peaks are sometimes home to frost giants and their
pet displacer beasts.
112) Te Storm Horns
1) A jagged and craggy range of mountains. Te mountains are flled with ruins from an
ancient goblin empire. A few human setlements protected by log pallisades stand along
the High Horn Pass through the mountains.
113) Te High Moors
1) Unknown given that there is a more important location called the High MOOR.
114) Arabel
1) A fortifed city that guards a crossroads in northern Cormyr and is a major trade center.
Unlike the rest of Cormyr weapons may be worn unbound.
115) Cormyr
1) A prosperous nation in the east of Faerun. It is currently beset by bandits and orc and
goblin armies. Although it is the home of the Purple Dragon Knights and the War
Wizards, their ranks are not large and there is proftable work for adventurers here. Te
regent may even ofer land in exchange for extraordinary services. Everyone entering
Cormyr must register with border ofcials, weapons must be secured and unusable except
for those with a royal charter, and harming cats is forbidden. Te noble houses of Cormyr
meet with the king, queen, or regent at the start of each summer to discuss the state of the
kingdom and renew allegiances. Te kingdom is flled with several rich forests, used for
logging but carefully maintained, has a large lake in the center, and sits on a part of the
Sea of Fallen Stars called the Lake of Dragons.
116) Hullack Forest
1) A dense forest in Cormyr. Although the edges are inhabited and important hunting and
logging grounds the interior is dark and flled with hidden valleys. Few travel to the center
and it is rumored to be flled with ghosts and monsters. A ruined city from before the
founding of Cormyr is located somewhere within, and bands of lycanthropes and viciously
antifhuman elves control parts of the woods.
117) Tunder Peaks
1) A mountain range in Cormyr known for its violent rainstorms which seem to appear out
of nowhere. Te mountains hold several tribes of orcs and goblins and a dracolich who is
rumored to be able to tell the future.
118) Mulhessen
1) A setlement in Sembia. Otherwise unknown
119) Archwood
1) A forest in the Dalelands. It is known for its large packs of lycanthropes and owlbears, and
is rumored to hold the remains of an ancient elven school of wizardry.
120) Saerloon
1) A large city in Sembia known for its distinctive gothic architecture. Te city is a proftable
trading port on the Sea of Fallen Stars, and that wealth is seen in its extravagantly
embellished buildings. Te city has a large and highly trained force of guards, as the trade
atracts a great deal of thievery and intrigue. Te city is ruled by a mayor elected by a
council of merchants, typically one of themselves.
121) Selgaunt
1) A large and decadently wealthy city that is the capital of Sembia. A bustling port on the
Sea of Fallen Stars, the city is controlled by a cartel of merchant families and the Scepters,
the force of guardsmen under their control. Selgaunt has a large foreign district to
comfortably host travelers and traders from other realms. Tere is a large but unused
temple to Shar, an evil god, that is a remnant of the city’s past occupation by a larger
empire.
122) Sembia
1) A wealthy nation unifed from a former alliance of cityfstates. Te nation is known for
preferring bargaining and diplomacy to warfare. Te nation was a vassal of the Netherese
empire before it collapsed.
123) Ordulin
1) Te former capital of Sembia now destroyed and consumed by a great maelstrom of
shadow unleashed by the Netherese empire. Te cloud of shadow constantly surrounds
the former city. Above the cloud there is a chunk of foating earth which holds a citadel
with a mystic connection to the Shadowfell.
124) Yhaunn
1) A coastal city of Sembia built at the botom of a former quarry. A century ago the walls
broke away then became earthmotes, foating chunks of earth hovering above the city. At
the time this destroyed large swaths of the city, killing many inhabitants, but the city has
recovered and regrown expanding the city onto the earthmotes to gain a unique
advantage.
125) Te Cloakwood
1) A thick, overgrown forest. Te forest is crisscrossed with deep narrow ravines cut into the
rocky earth by streams and overhung by densely packed trees. Te wooded shoreline of
the Cloakwood is a potential landing point for ships, but few choose it due to the vicious
monsters and fey which inhabit the wood. Te forest holds a large manor and clocktower
that served as the main base for a large band of marauders led by a necromancer. Te
scholars of nearby Candlekeep say that the Cloakwood holds several portals to other
planes or other places in Faerun.
126) Candlekeep
1) Te keep stands on a crag of volcanic rock juting hundreds of feet out of the coastline. A
wall, irregularly interrupted with towers, defnes the keep. Within towers stand clustered
asymmetrically around the central tower, taller and broader than any other. Spirally up
around this centerpiece is a stairway that doubles as a garden, overfowing with greenery.
Ocean spray mists the seaward towers, coating them in frost in the winter. Te road
leading out to this lonely fortress is known as the Way of the Lion. Within the towers is
the Great Library which contains writings of all sorts. Tose who can sort through the
inconsequential can fnd bits of lore known nowhere else and even works of true
prophecy. Te scholarfmonks of Candlekeep guard the library closely, though they are
friendly enough to those allowed inside. To gain entrance a seeker must present
Candlekeep with a work of writing not already present, or unique in some other way.
Clerics or mages who serve gods of knowledge or are otherwise known as friends of the
keep may be allowed admission without an ofering. Te massive doors at the entrance of
Candlekeep seem to ward the libraries against lightning and divination magic. Within are
the libraries and rooms for visitors to rest and monks to guide pilgrims’ searches. Te
towers extend down into the rock as well. Te monks may occasionally commission others
to hunt down particular knowledge in the outside world and will sell copies of books of
lore or of spellbooks.
127) Wood of Sharp Teeth
1) A forest near Elturgard containing Vehlarr, a city of united werewolf packs. Tese packs
control the forest, giving it its name. Te woods are flled with moist, rich soil and large
bentfover trees like oak and willow. On the southern edge of the forest is Durlag’s Tower,
which held the riches of an ancient dwarf. He built the tower of volcanic stone and flled it
with traps to protect his horde. Te tower is now said to be the lair of a great fend and
even the werewolves avoid it.
128) Berdusk
1) A town in Elturgard known for its skilled artisans. Its native nobility have made a great
show of supporting Elturgard’s divine calling, giving the town a reputation for false piety.
129) Iriaebor
1) A city on the River Chionthar that connects the Sword Coast to the east of Faerun. It is
also called the City of a Tousand Spires. Te space within the walls of the city is small, so
as it became prosperous and grew citizens built up. Manyfstoried towers rise from nearly
every building in the city, connected by bridges of varying quality of construction. Te
city streets are now narrow and winding and ofen covered in shadow.
130) Sunset Mountains
1) See 111
131) Easting
1) A small village notable for its above ground dwarven population. Tey are excellent
smiths and breeders of horses. It is also the home of a sage who is an expert in the uses of
rare plants. Easting is known to trade with all customers regardless of allegiance.
132) Proskur
1) A city just outside the border of Cormyr. It is known for doing a great deal of trade in
substances and materials that are illegal in most other realms and cities. Te leaders of the
city are former criminals and have a reputation for snifng out and coming down hard on
crime deemed unacceptable.
133) Priapurl
1) A small town in Cormyr. It is the home of the Mindulgulph Mercenary Company. Te
company is formed of monstrous humanoids and monsters they control.
134) Elversult
1) A successful town at the crossing of several trade roads. Instead of walls the city is
surrounded by a thick ring of trees overlooked by towers. Wooded glades and spring fed
pools are scatered throughout the city. Several temples stand on a rocky tor in the center
of the city. Caravan builders and stockyards can be found just outside the city’s limits.
135) Marsember
1) A city of Cormyr built on the shore and the sandy isles in the mouth of a river that feeds
into the Sea of Fallen Stars. Te many small parts of the city are connected by bridges and
a feet of skifs which run chaotically between various isles and points on the shore. Te
city’s population could grow up to 20% during fshing season. All mages entering the city
had to register with ofcials. Te garrison within the city is built in the shell of a
dragonturtle. Tere are a large number of shipbuilders at the port here and the frst ship to
enter the port each year afer the ice thaws begins a festival called the Breaking.
Marsember is called the City of Spices for both the spices grown in the nearby marshes
and for the spices shipped from across the Sea of Fallen Stars to be sold there.
136) Lake of Dragons
1) Also call the Dragonmere, a lake connected to the Sea of Fallen Stars.
137) Westgate
1) A seedy and squalid metropolis. Te crime syndicates of the city prosper of trade,
legitimate and black market, protection rackets, and piracy on the Sea of Fallen Stars.
Tef and crime of all type is rampant in the city. Outsiders are welcome as long as they
have coin they can be robbed or swindled out of. Westgate is an independent city and the
crime families atempt to play the nations of Cormyr and Sembia against each other to
keep the city from being annexed and reformed. A pair of assassin’s guild wage a secret
war with each other and an order of paladins labors fruitlessly to clean up the city.
138) Sea of Fallen Stars
1) A land locked sea in the center of Faerun. It connects more than a dozen nations and
many more city states. Tis allows for constant trade and frequent piracy. Te Ship of the
Gods is a volcano in the eastern part of the sea. Te are several underwater kingdoms of
aquatic elves, merfolk, and sahuagin.
139) Te Cloud Peaks
1) A narrow range of tall mountains marking the northern border of Amn. Te passes
through the mountains are quite treacherous with high winds and many hidden ravines.
Ogres, hill giants, cloud giants, and remorhazes are believed to live here. A great temple to
an evil god is rumored to be hidden somewhere in the mountains.
140) Greenest
1) Te largest town in the Green Fields area. It was founded by a halfing who saw herself as
Qeen of the Greenfelds. Although this unifcation never happened, the town remains
prosperous.
141) Te Green Fields
1) A pleasant grassland with many streams running through it. A number of minor warlords
and merchants have atempted to build a kingdom here but none have ever lasted more
than a generation.
142) Te Snakewood
1) A small forest named for the black and green snakes unique to the woods. A small band of
elves live there, allegedly to protect and serve a group of seven unicorns.
143) Troll Mountains
1) A range of low mountains, home to exceptionally intelligent groups of trolls. In the past
humans have atacked and slaughtered the trolls, and the trolls have sometimes launched
raids in retaliation. Te trolls have always survived by retreating deep into the mountains
and the magical items they have created have never been successfully stolen by the
humans.
144) Te Giant’s Plain
1) Unknown
145) Giant’s Run Mountains
1) A range of mountains in the south of the Sword Coast occupied by several dwarven
mines. Te range is rumored to occupied by gemstone dragons and at least one mine
accidentally punctured the Underdark releasing drow and illithids, although the dwarves
will not admit it.
146) Gulthmere
1) An overgrown forest of pine and cedar, sacred to the lion god Nobanion and touched by
his presence. A small but unusually organized community of druids live there honoring
him.
147) Te Small Teeth
1) A small range of short mountains. Te hills on the southern face of the range are known
for growing wine grapes. In the mountains there are several hideouts of a tough gang of
human outlaws known as the Skeletal Finger. In a series of interconnected caves beneath
the mountain there is a makeshif empire of monstrous creatures, including goblinoids,
ogres, and hill giants, ruled by a pair of ogre magi. Te trails through these mountains are
exceptionally twisty and easily confuse the inexperienced.
148) Murann
1) A large port city of Amn. Te second largetst city of Amn and key to its wealth because of
large trading, whaling, and shipbuilding operations. Murann has established trader routes
with the far of continent of Maztica. Te city is currently the site of a ferce competition
between two merchant families for control of the spice trade, both using any imaginable
tactics short of open batle to gain an edge. Te city is also known for a large and
exceptionally knowledgeable alchemist’s guild. Tere is a temple to Selune in Murann
made from the bow of a great ship.
149) Amn
1) A fabulously wealthy nation south of the Sword Coast. It controls trade between the
Sword Coast and the southern nations and holds colonies on the Moonshaes in the Sword
Sea and on the distant continents of Chult and Maztica. Its population is mostly human
with a large minority of halfings. Fairly small in size but capable of growing a diverse
variety of crops. Lake Esmel in the center of the nation is warmed by hot springs year
round. Spellhold is a now abandoned prison that once held unlawful mages.
150) Tejarn Hills
1) A rural, agricultural region of Amn. Urban citizens of Amn frequently look down on those
living in the hills. Te southern edge of the hills is also the southern border of Amn.
151) Riatavin
1) A city that seceded from Amn to join Tethyr. Prior to leaving Amn it had been shrinking
in population and wealth, and seeing a resulting rise in crime. Tese problems have not
immediately ceased upon joining Tethyr. Te largest college dedicated to the study of
psionics is located here.
152) Shilmista Forest
1) A forest beginning on the plain and climbing into the foothills of the Snowfake
Mountains. Te forest is currently considered part of Tethyr but has been controlled by
Amn in the past. Te woods once held a kingdom of wild green elves and the trees are
rumored to still be enchanted in mysterious ways to defend the small population of
remaining green elves.
153) Snowfake Mountains
1) A range of tall mountains in Tethyr. Separate rumors tell of a lich’s lair and of a carefully
hidden citadel of an evil cleric somewhere within the mountain range.
154) Te Shining Plains
1) An open plain named for the appearance of sunlight on the ground across the vast
expanses. Tere are several human cityfstates on the edges of the plain. Te interior of the
plain is controlled by tribes of centaurs and wemics, a race with humanoid torso and the
mane and four legs of a lion. Tere is also a powerful enclave of druids that wander the
plain.
155) Ormath
1) A cityfstate on the edge of the Shining Plains. It has a reputation for frequently instigating
small conficts and batles. Tey patrol and protect the trade roads leading around the
Shining Plains. Tere are large temples to Silvanus and Tempus in the city. Te ruler of the
city is concerned with reports of lizardfolk in nearby Flooded Forest.
156) Te Flooded Forest
1) A wooded marshland flled with many standing dead trees prone to unexpected collapse.
Tese trees can stand a century afer death. Trees both living and dead are covered in
mushrooms and mosses. Te swamp is flled with lizardfolk, carnivorous plants, fungal
creatures, stirges, vampiric pixies, and other monsters unique to the area. Some locals
believe that certain monsters are being brought in and released in the swamp, although
they don’t know who is doing it or to what purpose. Te swamp is connected to the Sea of
Fallen Stars by a river and some pirates make their hideout here. Te ruins of cities,
temples, and crypts can be found where the swamp swallowed them from formerly dry
ground. Tere is a tower in the south of the forest said to be the home of a being called the
Mage Who Never Dies.
157) Orsraun Mountains
1) Te largest range of mountains south of the Spine of the World. Te northeastern
mountains are the domain of the dwarves of Ironfang Deep. Te dwarves here are
frequently beset from below by duergar. Te rest of the mountains are controlled by a
large tribe of hill giants led by a shaman. A mercenary company of ogres who use obsidian
weapons also have their stronghold in these mountains. Mount Andrus is an active
volcano in the Orsrauns, the home on an ancient evil according to legend. Tere is also
said to be a gate though time within the volcano, protected from its heat with powerful
magic, although where in time it leads is unknown.
158) Hlondeth
1) An independent cityfstate in the south with long association with yuanfti and other
serpent creatures. Te ruling family is said to be part snake themselves and consort with
nagas. Despite this the laws of the city are known for being relatively light. Te city is
dominated by two large buildings. First is the Great Aviary of Extaminos, which has no
equal anywhere in Faerun. Te second is the Cathedral of Emerald Scales, a massive
temple built over centuries and dedicated to the yuanfti snake god.
159) Turmish
1) A peaceful and prosperous republic on the southwest side of the Sea of Fallen Stars. Te
inhabitants are primarily humans but large numbers of all the civilized humanoids can be
found here. A ruling council, the Assembly of Stars, and a Lord of Turmish are elected
from among the citizens. Citizens may be elected whether they choose to run for ofce or
not and they serve for three years. During this time they travel the realm and make
decisions about the defense and interests of the realm as a whole. Individual cities are very
diferent and have great freedom in how they rule themselves as long as they pay the
national taxes. Te nation has a strong defensive position, being surrounded by several
mountain ranges. Te nation is known for crafing uniquely enhanced and ornate armor.
Merchants and visitors to other’s home are expected to bring a gif of unique or exotic
food. Many guesthouses are maintained along the roads for travelers in Turmish. Te
Feast of the Moon is a festival held the night afer Midsummer where many got married
and lovers agreed to meet each other in strange places. Te Reign of Misrule is a festival
10 days afer Highharvestide where people are allowed to break the oaths of their guild or
faith as long as they do no serious harm.
160) Forest of Tethir
1) A rainy forest of large trees that extends out onto a peninsula past the southern border of
Amn. Tere are many cascading streams and ponds flled with lilies. Of the protected
Trade Way running through the forest there are a wide variety of creatures and monsters
in the woods. Small towns stand near the Trade way just north and south of the forest.
Pirates from the Nelanther use the peninsula as a hideout and source of wood for building
and repairing ships Te woods hold many secrets including an ancient elven necropolis,
an elven city built into the treetops, a hideout for goodfaligned drow, and an archdevil
gathering evil forces.
161) Deepwing Mountains
1) A small range of hills and mountains. Te tombs of important lizardfolk are built there.
Te mountains are mostly populated with large fying monsters.
162) Te Vilhon Reach
1) A southern arm of the Sea of Fallen Stars. Te reach is important for trade in the area but
plagued by merrows and underwater goblinoids.
163) Te Aphrunn Mountains
1) A range of volcanic mountains on the north shore of the Vilhon Reach.
164) Tuern
1) An Northlander island of reavers and slavers. Tey have an intense distrust of magic and
they pillage to ofer tribute to the red dragons and giants who live in the mountains along
to norther shore.
165) Uttersea
1) A town built into the side of a collapsed dormant volcanic caldera. Te caldera’s walls
shield the town from the harshest weather and the heat from below warms the town and
the water of the nearby bay, to the point of boiling in some places. It is the largest
setlement on Tuern.
166) Ruins of Ascarl
1) An abandoned underwater city of the elves. Its mythal still flls the city with air. Te
buildings and walkways are carved from crystal and red coral. Since being abandoned by
the elves it has been ruled by a kraken, a drow banshee, and now a mind fayer named
Vestress. She has an army of merrow, sea ogres, evil nereids, and marine gargoyles
defending the city.
167) Trisk
1) Westernmost isle of the Purple Rocks. Otherwise unknown.
168) Ulf of Tuger
1) Te largest village in the Purple Rocks.
169) Utherall
1) A setlement in the Purple Rocks.
170) Te Purple Rocks
1) A seemingly peaceful island of the Northlanders. Although friendly and flled with green
pastures and rich fshing waters, the island is flled only with men of a young but
indeterminate age. Te islanders depict all humanoid fgures in their art with tentacles
where there arms should be and seem eager to help outsiders be able to leave as quickly as
possible.
171) Vilkstead
1) A setlement in the Purple Rocks
172) Gundarlun
1) Te merchant isle of the Northlanders. A more peaceful and pragmatic place where a ship
can trade, resupply, or purchase repairs.
173) Gundbarg
1) Capitol of Gundarlun.
174) Trackless Sea
1) A section of the ocean running from the Sea of Swords to the continent of Maztica.
175) Ruathym
1) Te ancestral birth place of the Northlanders. When they go to war any ship on the high
seas becomes fair game.
176) Te Whale Bones
1) An archipelago of scores of tiny islands and atolls. It is known for the bafing number of
giant sea creatures that wash up there, leaving their valuable bones behind, and for the
microscopic wars between the various islands over these ivory prizes.
177) Finback
1) A setlement on the Whale Bones. Otherwise unknown
178) Northlander Isles
1) A cold and windy archipelago and the ancestral home of the Northlanders. Tey are ofen
wrapped in fog and in the winter the inlets can freeze over. Te natives wear many layers
of fur and live for raiding and batle. Northlanders most fervently worship Valkur, a
culturefhero of their nation.
179) Korinn Archipelago
1) Dozens of small, rocky, rainy islands. Each island’s Northlander setlement is selff
sufcient with litle allegiance to the others. It’s always uncertain how a setlement will
react to outsiders but the island of Pandira serves as a neutral ground between the
Northlanders.
180) Skadaurak
1) Te mountain island of home of Hoondarrh, Red Rage of Mintarn. Tere are sea caves
with sandy shores where tribute is lef for the dragon, and litle more is known of this
place.
181) Mintarn
1) Mintarn is a neutral place where anyone who sails the Sea of Swords can fnd a friendly
port. It is a place where treaties are signed and a source of mercenaries as well. In recent
years it has become rich selling its services to Waterdeep and Neverwinter. However
Hoondarrh, the ancient red dragon, has reawakened and seen the wealth of Mintarn.
Although they have been careful in keeping up his tribute the dragon has decided that
their greater wealth means he is owed a greater gif. Mintarn is ruled by a tyrant who
preserves its status as a neutral ground and free port. Each tyrant lasts 5 to 6 years before
being replaced. Outside the harbor and its inns with Mintarn’s unique green wine the
island is loosely setled with farms.
182) Norland
1) Te stronghold of the Northlanders. Weakened afer a mysterious leader called the Storm
Maiden led them on a disastrous campaign to rule the Sea of Swords. Now ruled by the
aging Jarl Rault.
183) Rogarsheim
1) Te largest setlement on Norland. Inhabitants who are not Northlanders, including
dwarves, are allowed to live here.
184) Moonshae Isles
1) Te Moonshaes rise high and sheer to misty forested plateaus. Te Southern Isles are the
land of the Ffolk, humans ruled by High King Derid Kendrick. Tey worship the
Earthmother, led by druids who use moonwells, magic pools within sacred groves, to see
into her world. Te Northern Isles are now ruled by the setlers who traveled south from
Ruathym. Tese groups share the isles uneasily and not always peacefully.
185) Sea of Moonshae
1) A calm sea sheltered by the Moonshae Isles.
186) Fairheight Range
1) Te mountain range on Alaron in the Moonshae Isles. See 188
187) Dernal Forest
1) A forest on Alaron in the Moonshae Isles. A circle of druids atempts to purge it of evil.
See 188
188) Alaron
1) Te largest and most populous of the Moonshaes. Caer Callidyr, the seat of the High King
of the Ffolk, sits over a bay to the south of the mountains. Te forest along the southern
coast is a mysterious and deadly place, flled with goblins and worgs, and otherworldly
creatures and fae deeper within. In the high peaks of the central mountain range the
Rookoath dwarves do batle with the orcish armies of a shadow dragon master, cryptically
refusing the aid of the Ffolk. Kythyss, a port town, sits on the far southern tip of the
island.
189) Oman’s Isle
1) A ruined, desolate island now ruled by fomorians and other giants. Once a peaceful
farming and gold mining island.
190) Iron Keep
1) Now in ruins, it was once the seat of the ruler of Oman’s Isle.
191) Trollclaw Range
1) A mountain range on Moray infested with giants.
192) Caer Moray
1) Te port that connects Moray to the outside world.
193) Fairview
1) Located on Moray in the Moonshae isles. Otherwise unknown
194) Dynnegall
1) Te fortifed town which serves as a staging point for the Ffolk’s defense of the isle of
Moray.
195) Moray
1) An island the Ffolk strive valiantly to defend. Tey are beset by the Black Blood tribe of
werefolk, the giants of the Trollclaw Range, and the orcs and ogre of the Orcskill
Mountains in the south.
196) Gwynneth
1) Gwynneth becomes ever more fae and mysterious under the rule of its eleven queen, the
High Lady of the kingdom of Sarifal. In the mountains is the tiny kingdom of Synnoria,
home of the Llewyr elves and dwarves. Te High Lady’s son leads a batle against the
darker fae of the northern forest.
197) Myrloch Vale
1) A lush valley surrounding the shimmering Myrloch. Druid circles seek this place out in
alliance with the elves and fae of the island.
198) Caer Corwell
1) Te ruins of a former Ffolk stronghold. High King Derid wishes to use it as an embassy to
the elves of Gwynneth, but they have so far refused.
199) Snowdown
1) A colony of Amn, who have brutally subjugated the Ffolk living there and stripped the
island bare for its resources.
200) Caer Westphal
1) Te seat of power in Snowdown.
201) Sea of Swords
1) A cold and stormfwracked sea of the coast of Faerun aka the Sword Coast.
202) Evermeet
1) Elves believe that far to the west is the island of Evermeet, which lies in Arborea and the
Faewild as much as in this world. Te isle was lost for ages but once again elves who have
at last grown old go blind with moonbows hanging in their eyes, calling them to the west.
Who knows what truly awaits them?
203) Te Nelanther
1) A string of islands that are the home of countless pirates and raiders. Full of both
monstrous and common humanoids the islands follow no code, even common sense. Tey
are as likely to fght among themselves as they are to atack other ships. Tribes and crews
form and disband unpredictably and alliances shif rapidly. Any crew hired here are likely
to stage a mutiny and claim a new pirate vessel if they believe they have the chance.

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