Regions
of the North
The
Savage North
The
North, known also as the Savage North and the Savage Frontier,
is a wild, untamed, and dangerous land located north and
east of Waterdeep. The very definition of the North depends
on the definer - to a merchant from Calimport, everything
north of Tethyr, including all of the Heartlands, is the
Barbarian North, while to a native of Silverymoon, the
North begins beyond that reasonable city's walls.
The
North is a land of barbarians and goblin tribes, and is
dotted by walled cities and ancient dwarven fastnesses.
The highest mountains in Faerun, the Spine of the World,
form the North's uppermost border. Most of its forests
are still virgin and untrammeled by human settlement.
As
such, it attracts both adventurers and settlers. Adventurers
seek the wreckage of the lost kingdoms, the abandoned
dwarf holds, and the wizard towers. The settlers look
for new lands to farm and new opportunities. As in the
Western Heartlands, the region is dotted with the small
holds and settlements of this retired adventurer and that
petty lord. Some, like Loudwater and Leilon, grow into
full-fledged cities, while others perish quietly, leaving
ghostly reminders of humankind's passage this way.
Barbarian
Peoples
When
the first civilized humans emigrated into the Savage North,
they found the land already inhabited by humans. These
were a dark-haired, blue-eyed people, a large and hardy
folk descended from savages, outcasts and refugees of
Netheril, and early explorers. These people took their
name from their legendary founder, Uthgar, and call themselves
the Uthgardt.
The
Uthgardt roam the North in the land between the citadels
and fortress towns. Civilization is viewed as a weakness
among these people, and magic - as opposed to priestly
spells - a sin. They maintain a nomadic life, living by
hunting (and among evil tribes, by plundering). Leathers
and furs are common dress, and male warriors tattoo the
image of their totem, the symbol of their tribe, on themselves.
The
Uthgardt venerate Uthgar, their founder, who in their
mythology is the son of Tempus and the husband of Chauntea
(both of whom they also venerate). However, the Beast
Cults are also very strong within the Uthgardt tribes,
such that each tribe has its own totem and individual
quasi-power.
Relationships
between the Uthgardt and the civilized towns vary according
to season and whim. Civilized people and unprotected caravans
are often considered fair game by the Uthgardt barbarians.
Citadel
Adbar
A
large and powerful dwarven community in the North, Adbar
properly, Adbarrim) is the last shard of the dead dwarven
kingdom of Delzoun. Only the gate tower is visible above
the surface, for this is an underground city, with miles
of granite corridors snaking beneath the Ice Mountains.
Citadel
Adbar is ruled by King Harbromm, son of Thalbromm (LN
dm F13), who has held his community together in the face
of threats from the orcish tribes and the rising power
of Hellgate Keep.
Hellgate
Keep
Of
old, the elven kingdom of Eaerlann founded the tower of
Ascalhorn on a jutting crag commanding the valley below.
The elves' purpose was to protect their lands from orcish
invasions and the refugees created by the fall of Netheril.
Ascalhorn served its purpose well, for it guaranteed the
peace for a century.
Ascalhorn
developed into an awe-inspiring city of magic and wonder,
rivaling even Myth Drannor in power and majesty.
In
the end, Ascalhorn fell victim to an assault from within.
A foolish and/or evil mage opened a gate to the lower
planes and welcomed the forces of darkness in. Creatures
of the Abyss infiltrated the city, and in one hellish
night slew the majority of the inhabitants in their beds.
The remaining people fled to Sundabar, Silverymoon, and
Citadel Adbar, and told of the horrors that had visited
Ascalhorn. Hellgate Keep was born.
Hellgate
Keep is a foulspawn city, and its patrols and minions
regularly threaten its neighbors. Its commander is Grintharke,
a tanar'ri of great power who is served by magically altered
dinosaurlike creatures.
High
Forest
The
greatest forest in the North is the High Forest, and it
has remained untouched by woodcutters' blades for centuries.
It is the home of powerful druids, half-elves, and elven
refugees. Treants dominate the northern quarter, known
as the Woods of Turlang. Drow and ores are said to dwell
in the earth deep beneath the forest. Aarakocra nest in
the high mountains at the center, which are known as the
Star Mounts. A series of escarpments and gorges created
by the flow of the Unicorn Run, called the Sisters, lies
to the south of the Star Mounts.
The
High Forest was part of the old elven kingdom of Eaerlann,
but great stretches of it have never seen a ruler of any
race. The woods are regarded as magical, and wizard weather
is relatively common within their borders - blood-red
snow, boiling rain, and explosive hailstones being not
unknown occurrences. It is said that the Dire Wood, an
enchanted section of the forest that once housed ruined
Karse, is responsible for the destructive weather.
Icewind
Dale
The
most northerly civilized area in the Realms, Icewind Dale
is literally at the end of the earth, pressed hard against
the Spine of the World and the Sea of Moving Ice. It comprises
a collection of trading communities known as Ten Towns
that trade with the northern barbarians and in local crafts.
The Icewind Dale also has a reputation as a hide-out for
those seeking to lose themselves or other pursuers.
Each town is has its own government, but all look to Cassius
as their spokesperson. The best-known native of Icewind
Dale, however, is the hero Wulfgar, son of Beornegar (CG
hm F8).
Llorkh
Formerly
a sleepy mining community, Llorkh has become a base of
Zhentarim operations in the Savage North. The old lord
of the community was mysteriously murdered, and the wizard
Geildarr (LE hm W7) installed himself as the new ruler.
Most
of the inhabitants have thrown in with the new regime
(though they have no great affection for its leader),
and the town is the endpoint of caravans up from Darkhold.
Geildarr has multiplied his personal wealth several times
over. He has been known to hire adventurers to loot the
remains of Netheril, looking for magic to improve his
standing in the Black Network.
Geildarr
is served by a force of 400 purple-cloaked Lord's Men
who protect the town from ores and protect Geildarr from
townsmen who think they can do the job better than him.
The greatest threat to the Black Network's growth in the
area is another evil force in the region, Hellgate Keep.
Llorkh
has a thriving temple to Cyric. It is presided over by
Mythkar Leng (late of Bane) (LE hm P12).
Luskan
The
City of Sails is, with Neverwinter, the dominant coastal
city north of Waterdeep. It is the home of fierce, proud,
and warlike Northmen who engage in trade and raiding up
and down the Sea of Swords. It is a pirate haven for raiders,
under the direction of their captains. Luskan ships have
been involved in conflicts with Ruathym, Mintarn, and
Orlumbor. They give the ships of Amn and Waterdeep a wide
berth, and have unsuccessfully attempted to raid Lantanese
ships on a number occasions.
Luskan
is ruled by a council of five high captains, all of whom
are assumed to be former pirates. There are temples to
Auril, Tempus, and Umberlee within the city walls.
Mirabar
Mirabar
is the mining center for the Sword Coast, sending its
forged metal bars, fine gems, and exquisite metalwork
south to Waterdeep or overland to Luskan. It is home to
a combined population of humans and dwarves living in
relative harmony. The area around Mirabar is littered
with mines, open quarries, and discarded talus.
Mirabar
is ruled by a marchion, but the true power is in the Council
of Sparkling Stones, an assemblage that meets each fall
to plan out the amount of metal and stone to be hauled
out in the next year, and more important, who those materials
will be sold to. Many a petty tyrant building his own
empire has discovered that his supplies have dried up
if the miners of Mirabar do not approve of his attitude
and actions.
Shrines to Tymora and Chauntea can be found in Mirabar,
but most of religious sites, and all of the temples, are
underground in the dwarven communities, and are dedicated
to the dwarven powers.
Neverwinter
Neverwinter
is a bustling city located further north along the coast
from Waterdeep along the High Road. It is a friendly city
of craftsmen who trade extensively via the great merchants
of Waterdeep. Their water-clocks and multihued lamps can
be found throughout the Realms.
Neverwinter
gained its name not from its craftsmen, but from the skill
of its gardeners, who have contrived ways to keep flowers
blooming throughout the months of snow - a practice they
continue with pride.
"By the clocks of Neverwinter" is a watchword
for accuracy and delicate precision. The water-clocks
produced here are accurate to within five minutes over
a year, provided that sufficient water is available. These
clocks sell for 150 gp each, can be carried by a single
person (using both hands), and are quite in fashion in
city and town homes of the more civilized regions.
The
multihued lamps are the result of carefully mixed and
blown glass, and are designed to produce pleasing colors
against the walls at night. These lamps sell throughout
the Realms, and are usually priced at 5 gp each.
Neverwinter
is ruled by Lord Nasher (NG hm F12), a retired adventurer
known to have stockpiled a great deal of magic in his
time. An amiable and fearless balding man who enjoys news
of the outside world, Nasher is protected by his own personal
bodyguard, the Neverwinter Nine - nine 5th-level fighters
packing as much magical protection as he does.
Neverwinter
features temples of Helm, Tyr, and Oghma. Helm's Hold
is presided over by its founder, Dumal Erard (LN hm P12).
The Hall of Justice, the temple of Tyr, is controlled
by Reverend Judge Olef Uskar (LN hm P10), who aids Lord
Nasher in civil cases. The Halls of Inspiration venerate
Oghma, and their chief priest is Sandrew the Wise (LN
hm P11).
Silverymoon
The
Gem of the North and its largest inland city, Silverymoon
is an echo of lost Myth Drannor. It is a beautiful city
of ancient trees and beautiful towers that crouches on
the northern shore of the River Rauvin. It is the center
of learning and culture in the North. Elves, dwarves,
humans, and representatives of other races live in peace
and exchange ideas freely.
The
city is ruled by High Lady Alustriel (CG hf W22), a powerful
force in the North and a senior member of the Harpers.
Alustriel is a powerful spellcaster, but her greater talents
are in her natural kindness and graceful diplomacy, talents
that have served her well in preserving her city against
the ravages of the North and, in particular, the rising
power of Hellgate Keep.
Silverymoon
is protected by a number of magical spells and wards,
including the Moonbridge, the main span across the Rauvin.
The bridge is made of invisible force, and its crest may
be turned off, sealing the city from attack in that direction.
Silverymoon
has temples to Helm, Lathander, Milil, Oghma, and Selune
within its walls, along with a shrine to Mielikki. It
is also home to a temple to Shiallia, the Golden Oak Inn
and Temple, tended by Izolde (CG hf P7), proprietress
and high priestess. In addition, Silverymoon holds a music
conservatory and a school of thaumaturgy within its gates.
Sundabar
Sundabar
was an abandoned dwarven hold resettled by human refugees
from Ascalhorn, which is now Hellgate Keep. The city is
known for both its excellent woodworkers and its extensive
trade with various dwarf clans. It is also the home of
the Bloodaxe Mercenary Company. Sundabar is ruled by Helm
Dwarf-friend (NG hm F14), a former member of the Bloodaxes.
Sundabar
has temples of Helm (no relation to Helm Dwarf-friend)
and Tyr within its walls.
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