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The Lords' Alliance
The Lords' Alliance is a confederation among the rulers of various northern settlements. The number of members on the Council of Lords, the group's governing body, shifts depending on the changing status of member cities and political tensions in the region. Currently, the Lords' Alliance counts these individuals as council members:
Laeral Silverhand, the Open Lord of Waterdeep
Dagult Neverember, Lord Protector of Neverwinter
Taern Hornblade, High Mage of Silverymoon
Ulder Ravengard, Grand Duke of Baldur's Gate and Marshal of the Flaming Fist
Morwen Daggerford, Duchess of Daggerford
Selin Ramur, Marchion of Mirabar
Dowell Harpell of Longsaddle
Dagnabbet Waybeard, Queen of Mithra! Hall
Lord Dauner Ilzimmer of Amphail
Nestra Ruthiol, Waterbaron ofYartar
The Lords' Alliance includes the strongest mercantile powers of the North. In addition to providing military support and a forum for the peaceful airing of differences, the Alliance has always acted under the principle that communities with common cause that engage in trade are less likely to go to war with one another. By maintaining strong trade ties within the alliance as well as outside it, the Lords' Alliance helps to keep the peace.
source: Sword Coast Adventurer’s Guide pg. 7-8
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Locations in the Sword Coast: Yartar
Situated in the fork where the Rivers Surbrin and Dessarin join near the Evermoor Way, Yartar is a fortified town that, were it not for its own petty, internal squabbles, might wield more influence among its fellows in the North. Currently, it is most remarkable for its barge-building operation (and that industry's importance to the commerce of other settlements) and its annual fairs.
Each summer, except in years when Shieldmeet occurs, a vast Hiring Fair is held in Yartar, during which all sorts of undesirable folk gather north of the town looking for work as guards, miners, farmhands, guides, or other unskilled laborers. For the most part, those who attend this fa ir are brutes, bandits, freeholders whose lands can no longer sustain them, or Uthgardt who wish to be among "civilized" folk for a short time- but occasionally, a strong hand or a skilled warrior can be culled from the bunch. While this event is going on, Yartar is overrun with visitors it would rather not welcome, who steal goods, sell wares in the street (sometimes those they have just stolen), meet unscrupulous contacts to hand off coin, information, or purloined items, and engage in the occasional spell duel. It's quite common for a new adventuring company to come into being at one of these fairs, when those who stand out from the crowd because they have legitimate skills to sell gravitate toward one another and decide to form a group.
In those years when Shieldmeet falls, the town is instead treated to a great festival on that day, sponsored mainly by the local temple to Tymora, the Happy Hall of Fortuitous Happenstance. The Shieldmeet festival features a number of games of chance, skill, and bravery, from dice and darts, to drunken running, to wrestling and other physical contests. Occasionally, the Tymoran priests use this festival to identify adventurers whom the goddess has called to a particular task, selected for a blessing, or otherwise marked for some undetermined destiny.
Whether during the Hiring Fair or the Shieldmeet festival, each summer at least one adventuring band seems to get its start in Yartar. Most fall into obscurity, but the Smiling Company - the still -active portion of a larger band of warriors who gathered in Yartar nearly a decade ago-still enjoys moderate success, and makes annual contributions to the Happy Hall.
Yartar is ruled by a Waterbaron who is elected for life. The current Waterbaron is Nestra Ruthiol, a hot-tempered woman who is wickedly calculating; though she is free with her words and her insults, she seldom takes action against rivals unless she is sure such can be done to the most efficiently painful effect. During my last visit to Yartar, accusations arose against the Waterbaron that she had murdered a man, Kaidrod Palyr, who was later revealed to have been her lover. His body was found in the river, with the soaked remnant of what appeared to be Nestra Ruthiol's favourite cloak. That she loudly and publicly argued with Palyr's wife, Tiarshe, shortly before the accusations came to light did little to help her reputation, or the impression of her innocence. When she was finally cleared of the charges, Waterbaron Ruthiol made it clear that she didn't wish to speak of the matter again, and she would ensure that anyone who brought it up in official dealings would be quite unhappy with the results. Though there are whispers, it has not been mentioned in her presence since. Some blame the murder on the Hand of Yartar, the local thieves' guild, but I believe that Kaidrod was killed, and the Waterbaron was implicated, in order to free up the post for one of her rivals within the city.
It is conflicts and schemes such as this that keep Yartar from gaining prominence in the North. If the town can overcome its internal problems, take advantage of what its fellows in the Lords' Alliance can offer, and find a way to reap greater profit from its position along major trade routes - where it stands as the gateway to all the settlements of the northeast Yartar might soon grow in size, wealth, and influence. Physical growth would require clearing terrain for further settlement and building another encircling wall to protect settlers - and additional guards hired to protect those who do the work.
With its location near two great rivers and its proximity to a third (the Laughingflow, forming a trio the locals creatively call the Three rivers), Yartar is a fishing town, and its tables have fish as fare at every meal. Fresh crabs, eels, and other river life are available both to eat and to purchase, and serve as a primary means of income for the fisherfolk of the town.
The other major industry of Yartar is barge building. Most of the region's river barges are built, or at least begin their service, in Yartar, and the works of the town's barge wrights are famous all up and down the Dessarin and its tributaries. It is the importance of Yartar's barges to the commerce of the North that earned the town a place in the Lords' Alliance, to ensure that Yartar doesn't fall to enemies and cause upheaval in the trade network along the rivers.
What can't be transported to or from Yartar by barge comes and goes by caravan instead, and the town's location makes it a key stop for most caravans passing between Waterdeep and Silverymoon. In Yartar, a caravan can arrange for swift repairs, replacements of wagon wheels, carts, or full wagons, or the replenishment of tack and other accessories.
Because Yartar has so few industries, and fewer close neighbors, its merchants are often in direct competition with one another, and have neither the resources to seek new customers, nor the space or funds to explore new trades. As a result, a good deal of the gossip, thievery, and assault in Yartar has at its roots one merchant trying to get the upper hand on a rival, either through damage of goods, intimidation of workers, or theft of patrons and customers.
To curb and control rowdiness, the Waterbaron employs the Shields of Yartar, a mounted force of guards who police the town, keep order, and chase off the Uthgardt raids that occasionally menace the lands nearby. The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea. A fortified bridge connects the banks between the tower and the town proper.
More impressive than either the Shields or the Shield Tower is the Waterbaron's Barge. This massive vessel can carry two hundred soldiers or seventy-five Shields of Yartar with their horses. Its sides above the waterline are armoured with iron. Behind its walls stand multiple crossbow contraptions, each able to fire a dozen bolts at once. When brought to bear against a force on the riverbank, the Shields loose two volleys against their enemies, then bring the Barge ashore and charge. No raiders have stood firm against such an assault.
In the centre of town is the Waterbaron' Hall, a grand structure that is both the ruler's home and the location where she hears audiences. Feasts are often held here, though more often, the hall sees activity in its side rooms, where merchants dealing in large quantities of goods, or making deals and proposals that affect the entire community, can meet in comfort.
source: Sword Coast Adventurer’s Guide pg. 57-58, top map
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Fallen Dwarven Kingdoms and Their Marks
The North is littered with the remnants of many dwarven realms. Although much of the wealth at these sites has been plundered by monsters and adventurers over the centuries, evidence of the settlements and their borders remains graven on cavern walls, trail markings, and scattered coins. Some of these realms, and the marks that bear testimony to their presence, are detailed below.
Haunghdannar. The oldest evidence of dwarven settlement in the North comes from the former site of Haunghdannar. This small coastal realm arose nearly sixty-five centuries ago in the northern Sword Mountains and along the Sword Coast, then fell quickly and mysteriously some fifteen hundred years later. Some records suggest that many of the citizens, driven mad by the sea, sailed westward and never returned. Mark: A mountain, with a left-facing fish, surmounted by a seven-pointed star.
Gharraghaur. The dwarves of Gharraghaur were the original delvers beneath the earth at the site of present-day Mirabar. The kingdom was founded soon after Haunghdannar but didn't last as long; twelve hundred years later it succumbed to a horde of ravaging ores. Mark: Four vertical, diamond-shaped gems, three set in a triangle, with the largest in the center.
Besilmer. Nearly six thousand years ago, shield dwarves established an aboveground realm in the Dessarin valley that they named Besilmer. They were the builders of two noted landmarks on the Sword Coast: the Stone Bridge and the Halls of the Hunting Axe. Less than three hundred years after it came into being, Besilmer was overrun and destroyed by a horde of humanoids and giants. Mark: a wheel over a plow.
Delzoun. The great North kingdom of the dwarves, Delzoun was carved out of the rock beneath the area known until recently as the Silver Marches. Founded soon after the fall of Besilmer, Delzoun remained a great power for nearly four thousand years, until ore hordes and subterranean monsters did it in. Many of Delzoun's greatest works, citadels such as Sundbarr and Ad bar, survive and thrive yet today. Mark: a horizontal, double-headed hammer in a triangle of three sparkling gems.
source: Sword Coast Adventurer’s Guide pg. 58
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The Moonshaes
Cloaked in mists, the rocky cliffs of the Moonshae Isles rise high above the surf of the Sea of Swords, their tops clothed in ancient forests. The Moonshaes lie due west from Mintarn- and Baldur's Gate, and Candlekeep, and even Amn, for that matter: this great stretch of islands is nearly half as long as the Sword Coast, enclosing the Sea of Moonshae.
On the southern isles live the Ffolk, humans ruled by their High King, Derid Kendrick, from the fortress of Caer Callidyr on Alaron. The Ffolk worship a goddess they call the Earthmother; her druids gather in sacred groves on the islands. Some of these groves hold moonwells, magical pools that the druids say the goddess uses as her windows onto the world.
The northern isles are the territory of the Northlanders, who spread south from Ruathym to settle here, and have fought occasional wars with the Ffolk in the centuries that the two groups have uneasily shared the islands.
Alaron
The largest and most populous isle of the Moonshaes is Alaron. The Ffolk stronghold of Caer Callidyr overlooks a bay south of the Fairheight Mountains, at the northern edge of Dornall Forest. The forest is a perilous place, filled with goblins, worgs, and their ilk. The deeper one goes, the more otherworldly the woods become, with fey creatures leading travellers astray - or to their doom. Even the High King's rangers walk the forest with care.
Rumor has it the Rookoath dwarves of the Fairheight range-bolstered by Clan Rustfire of the isle of Gwynneth, and adventurers out of Callidyr-have won victories against the local ores and their shadow dragon master. High King Derid hopes to forge an alliance with the dwarves, but thus far they have spurned the aid of the crown.
Meanwhile, Kythyss, a port town on the Great South Head of Alaron, has been hiring mercenaries to guard caravans running north to Callidyr. Caravan masters there are always looking for help, if you're willing to brave the road for a while.
Gwynneth
Over my lifetime, the isle of Gwynneth has become ever more fey and mysterious, home to the elven realm of Sarifal, under the rule of High Lady Ordalf.
Sarifal shares the island with the reclusive mountain kingdom of Synnoria, the home of the Llewyr elves, plus a few small shield dwarf settlements, and the ruins of Caer Corwell, the former Ffolk settlement on Gwynneth. High King Derid wants to reclaim the old citadel and rebuild it as an embassy, but has yet to secure Lady Ordalf's consent to do so.
Gwynneth is also home to Myrloch Vale, a lush valley nestled in the mountains with the shimmering waters of the Myrloch to the south. Druid circles are active in the Vale, allied with the elves and the fey creatures of this area.
In the north of the island, High Lady Ordalf's son, Prince Araithe, leads the struggle against the darker fey of the forest of Winterglen. The prince is a pragmatist willing to accept aid in fending off his people's foes, and so has been known to allow adventuring companies to cross the Strait of Alaron and land on Gwynneth, if they pledge to aid the cause.
Korinn Archipelago
The Korinn Archipelago is dozens of rocky, rainy, and windswept islands populated mostly by Northlanders, who herd sheep, fish the nearby waters, and occasionally go raiding or pirating. Dozens of separate settlements are their own mini-kingdoms with little that unifies them besides a shared Northlander culture.
There's no safe harbour for outsiders; you just have no idea what you are dealing with. For other Northlanders, the settlement of Westhaven on Pandira serves as a neutral ground where Northlanders of all stripes who ply the waters of the Sea of Swords might come to port and wait out a storm or resupply.
Moray
To the west of Gwynneth, Moray is a land at war with itself. The embattled Ffolk of Caer Moray struggle to keep the port town open so that Dynnegall, farther inland, can receive vital goods and supplies.
These supplies sometimes include reinforcements to deal with the threats of the island, which are many and varied: the Black Blood tribe of Malar-worshiping werefolk, the giants of the Trollclaw Range in the north, and the ogres and ores of the Orcskill Mountains in the south.
The Ffolk of Moray are loyal to the High King. They hope for a return to a unified Moonshaes under the Kendrick banner and are determined to hold on long enough to see it.
Norland
North of Moray lies Norland, the stronghold of the Northlanders of the Isles. Much has happened among the Noris of late, weakening their grip on the Moonshaes, but I fear High King Kendrick lacks power to capitalize on it.
In recent years, a Northlander woman calling herself the Storm Maiden arose as a battle leader among them, which was unusual because Northlanders don't allow women to raid or fish. Said to blessed by both Valkur and Umberlee at her birth, the Storm Maiden gathered great numbers of Noris to her banner, and it seemed she might contest the king for control of Norland. However, a decade ago, she seemed to be consumed by the power of Umberlee, and she drove her followers on a mad quest to control the Sea of Swords. When at last she was defeated at sea, she and her ship vanished into the waves. She is known to be unable to drown, and many people fear her return.
Rault the Wise, king of the Noris, lost both his elderly son Olfgaut and grandson in battles against the Storm Maiden, leaving succession in question. He has a granddaughter of great spirit and wisdom, but in the male-dominated Northlander society- and so soon after the disastrous rise to power of the Storm Maiden - it is unthinkable that rule should fall to her.
Oman's Isle
The last time I set foot on Oman's Isle was just after the Moonshaes had unified, and it was a peaceful, lovely place. It had sheep, farms, and fishing boats, and plenty of folk willing to trade the gold from their mines for goods from the mainland or other islands. Now, Oman's Isle is a blasted place is controlled by giants, especially fomorians, that hurl huge stones at any ship that comes too near the coast. If you do make it to shore, bring friends, and plenty of weapons-it's a dangerous place, but might be worth the risk. I can scarcely imagine the reward Jar! Rault or High King Derid would offer to the adventurers who reclaimed the ruins of Iron Keep, once home to the isle's rulers.
Snowdown
The little isle of Snowdown, south of Alaron, is a possession of Arnn, where Lady Erliza rules from Caer Westphal. She is the second of her name, noted for her striking resemblance to her great-grandmother, the first Amnian ruler of the isle.
Since taking possession of the place, Snowdown's occupiers have cut down its woods, stripped its mines, and choked its waterways with the refuse of the overworked Ffolk under their rule. Lady Erliza and her soldiers have ruthlessly put down several rebellions, and the Ffolk here refer to her as "Bloody Erliza." Some Amnians believe the isle is becoming more trouble to hold on to than its diminishing exports are worth, and further uprisings are almost certainly brewing amongst the Ffolk, quietly supported by Alaron.
source: Sword Coast Adventurer’s Guide pg. 67-69, top map
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Ruathym
Ruathym is one of the islands that is part of the Northlander Isles. Northlander Isles are north of the Moonshae Islands.
The island of Ruathym is the ancestral homeland of all the Northlanders who live on the islands of the Sea of Swords and the humans who would go on to found old Illusk, now Luskan, and spread out as the Illuskan people. The warlike folk of Ruathym know they have this legacy, and they consider rule over other Northlanders and the cities of the coast to be their birthright.
Merchants can occasionally trade with Rauthym at its capital city, also called Ruathym, but I don't risk such a stopover if I can help it. One never knows when Ruathym is going to be at war, and any ship within sight of the island when it is will be fair prey.
source: Sword Coast Adventurer’s Guide pg. 57-58, top map
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Places in Sword Coast: Orlumbor
If you're looking to purchase or repair a ship, there is no better place to do it along the Sword Coast than in Orlumbor. The finest shipwrights in the world live here, and their joining work is among the reasons Waterdeep remained so strong for so many years. Even when much of the city's navy lay disabled in its harbour, the strong ships of Orlumbor proved sturdy enough that folk could live on and in them while the city recovered.
Orlumbor was once a simple shipwright island, supplying the city-states of the Sword Coast with vessels for their navies. Waterdeep in particular relied on Orlumbor to supply ships for its defence, making the island a wealthy and well-protected place in return. When Lord Neverember sank Waterdeep's navy in his fight against pirates, he arranged to hire mercenary ships to replace the force, funnelling ill-gotten proceeds into his own pockets, and leaving both the coffers and the shipyards of Orlumbor high and dry. After Neverember's ouster, Waterdeep's business returned, and with it much of the isle's prosperity.
Reaching Orlumbor by ship is tricky because of the rocky, cavernous approach to the harbour. Once a ship navigates the route properly, it can find a wider berth, and any minor damage to the new visitor is happily (and cheaply) repaired by the Orlumbor dockworkers. These are folk born and bred to work on ships. The homes on Orlumbor are built into the caverns of the island, and just as well defended as the docks that are its life's blood.
More than once down the years, Waterdeep's protection has kept Orlumbor from falling to Mintarn, Luskan, Arnn, or Baldur's Gate, all of which have sought to claim the islands and its shipyards for their own. None of these other places ever considered that Orlumbor might simply choose not to build ships for them, but thankfully, it's never come to that. Now, Orlumbor once again serves Waterdeep, in exchange for coin, foodstuffs, and other goods from Faerun.
source: Sword Coast Adventurer’s Guide pg. 57-58, top map
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Places in Faerun: Nimbral
Ever seen an island simply disappear? That is, supposedly, what happened to Nimbral at about the time Lantan drowned, or so they say. Four ship captains of my acquaintance claim to have seen it one moment, and then not seen it the next, and sailed straight through its former location as though it was never there.
Some claim that powerful magic moved or hid the island in a vast illusion. That I find believable, because the Lords of Nim bra! have long been known for illusion and trickery. If any isle were to vanish into thin air, it would be theirs. Likewise, Nimbral's return is certainly within their capabilities, and perhaps this event is the climax of a trick so long and complex that even a gnome can envy its scope.
Nimbral today is much as it has always been: far-flung and secretive. Where the island went, what it did while gone, and why it came back all seem to be facts the Lords of Nimbral prefer to keep to themselves. Nimbral is still ruled by its mysterious lords, a closely related family of archmages, master illusionists all. They in turn appoint the heralds, who proclaim the laws, and the Knights of Nim bra I, fabled hippogriff riders clad in armour clear .as glass but strong as steel. Don't let the fact that they are called knights fool you. The Knights of Nimbral have always acted as pirates when out on patrol over the seas, preying on ships that strayed close to their island.
What my captain friends were doing in waters so close to Nimbral they did not disclose. "Business" was all they'd say, but no one has business so far south as Nimbral, unless they expect to dock at the island. Alas, in the time since we last spoke, all those captains have died, and I can't question them further about what they know of the place.
If you have cause to sail south by ChuIt, keep a wary eye on the skies. It might not help, since the Knight of Nimbral have been known to appear out of nowhere, apparently invisible before they attacked, but it pays to be cautious when you're doing something foolish.
source: Sword Coast Adventurer’s Guide, top map
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Evermeet
What I tell you now is truth as pure as Garl's nugget, and the only reason I've written it in a book for all to see is that no one else shall ever achieve the feat: I stowed away on a ship bound for Evermeet, and my feet touched its blessed ground!
Any who're knowledgeable about the place might scoff at my claim, and those ignorant of it like as not think the deed not the feat of legend it was, so let me explain to those doubters among you what Evermeet is and why, by the end of my tale, you'll envy my boots.
A Little Piece of Heaven
Legend has it- and so believes every elf I've ever met that the island of Evermeet is not of this world, and that it never was. In ancient days, so long ago that even elves think of it as their mythic past, the elves of many nations sought a perfect homeland for their people. (That was the problem there, of course. You'll miss out on a wealth of beauty it you're always looking for the perfect gem.) Not finding it in the world, some elves (sun elves, I'd wager) looked beyond the world to create one. These High Mages gathered together to perform a mighty work of magic that would bring Tori! into contact with Arvandor- that's right, the mad fools actually wanted to bring into our world some of the lands in which their gods dwelt!
Tales differ on whether Corellon allowed this or was powerless to prevent it, but it happened, and calamity gripped Tori! as a result. This was the first Sundering, and elves have always said it echoed through time. Recent calamities would seem to prove them right. When things settled down, the elves realized their folly. For thousands of years, no elf dared set foot on Evermeet. But eventually Corellon must have forgiven his wayward children, for the oldest elves began to feel the call to the west.
Perhaps you've seen a moonbow hang over Selfine and heard the idea that it means an elf is being called to Evermeet. Well, that is no children's story. Ever met an elderly elf? How would you know, right? Well if you're ever honored to meet an elderly elf at such a time, you'll see a similar arc in each of the elf's eyes above the pupil. This is Sehanine Moonbow's way of guiding the elf to the afterlife. The arcs can blind the elf to this world, but they vanish when the elf enters the next, allowing sight of the elven heaven. Well that's exactly what happens in Evermeet, and the elf need not be dead to achieve it. Don't believe me? Well, I saw what I saw.
Some elves followed their aged kin to Evermeet, and soon a kingdom of elves dwelt in a heaven on Tori!. For ages Evermeet was protected by mighty beasts, mighty magic, and the might of the Seldarine themselves. Elves of all types from all over the world journeyed to Evermeet seeking solace. And when the elves declared their Retreat from the world, where do you think they went?
Then the Spellplague struck, and some of that old elven High Magic must have unraveled. Evermeet became unmoored from the world and found itself instead in a sea of the Feywild, that strange realm of faerie that touches the world in mystical places. For a century, it seemed Evermeet was lost to the world. Venerable elves tried to hold on, hoping that this echo of the first Sundering might echo Evermeet's connection to the world once the period of calamity ended. Their patience (who but an elf could have such patience?) was at last rewarded, when ships from Evermeet docked once more in Sword Coast ports.
Sailing to The West
Knowing all this and having just met a venerable elf who was preparing for the journey, how could I not take the opportunity to tag a long? I felt a little bad about taking advantage of the elf's blindness and forcing him to leave behind some of his baggage, but it was the opportunity of a lifetime!
I overheard it said by the captain of the ship that Evermeet now somehow straddles all three planes: our world, the Feywild, and Arvandor. It touches them all, but exists fully in none of them. To find it, you must follow a pattern of stars until the stars change and then follow new stars. (I swear by Garl's nugget that's what he said!) Those who stray from the path are lost. How I wish I could have asked the captain where the lost ships-went! But I couldn't give myself away.
I had brought some food with me, since I didn't know how long I'd have to remain hidden aboard the ship. At the start of the journey, I pricked my ears up at every creak of the boards and at each elven voice, but after a time, lulled by the rocking of the sea, I fell asleep. The journey after that has a dreamlike quality. I know I must have awoken, eaten, slept, and taken care of other necessities- at least my food was all eaten by journey's end-but I don't recall the specifics. I only know that at some point the ship stopped, and someone took the basket in which I was hidden and placed it on a sandy beach.
What I Saw
I felt it before I saw it. With the barest glimmer of golden light through the basket weave all that I could see, Evermeet took my breath way. Coiled in the basket like a snake, with cramps in every limb, I was desperate not to give myself away, yet I could feel the magic of Evermeet seep through my body, soothing aching limbs and easing guilty conscience. When I could breathe again, I gasped. And that was how the elf discovered me.
The blind elf, whose beloved treasures I'd displaced to take my journey, pulled me from his basket, and when he did so, his eyes were clear as diamonds and just as hard. I thought for sure that I was dead, and on seeing my surroundings, I can say with all my heart that I didn't care. Had the elf killed me on the spot, my soul would have gone to Gari and demanded a ship so that I could sail right back to Evermeet. My dumb wonderment caused the elf to turn and look, and he too was enraptured.
As to what we beheld, well, imagine a place of staggering natural beauty and impossible elven artifice, an alien realm as distant and beautiful as the stars, but as much a part of you as your own dreams - part heaven, part home.
I'd like to say we shared a moment there, the elf and I. Perhaps in recognition of that, he didn't kill me.
It was over all too soon. I was put back on the boat, returned to the world, and warned never to try anything so foolish again- on pain of death. And I don't think I will- at least not until I'm getting up there in years. Then I'll keep my eyes peeled for elves with cloudy eyes looking west!
Now, see? Wouldn't you have liked to have been a gnome's boots and touched Evermeet, even for just a few beats of the heart?
source: Sword Coast Adventurer’s Guide, top map
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Places in Faerun: Boareskyr Bridge
Boareskyr Bridge stands on the Trade Way and is the only consistently safe crossing over the Winding Water for more than a hundred miles in either direction. This alone makes it remarkable, but there, in the midst of a wilderness with nothing to set it apart for greatness, a mortal man murdered Bhaal, the god of murder. This is no tall tale. Even a century after Bhaal's blood was shed there, the river's waters run black and foul for miles west of the bridge.
Adding to the location's sacred nature, Cyric, the man who killed Bhaal, was himself elevated to godhood. Although he proved to be a malign power, statues of both Cyric and Bhaal were erected on the ends of the bridge, the two gods facing each other (though it is said Cyric stabbed Bhaal in the back). About a century ago, fanatics of Mystra tore down the statues and flung their stones in the river, but fearing retribution for such sacrilege, the merchants who use the bridge pooled funds to have them rebuilt in grander style than before. Now each god stands atop his own decorated archway that serves as entrance to the bridge.
Boareskyr Bridge is named for a long-ago adventurer who built the original bridge and used it as the center of a small kingdom, which also bore his name, north and east of the Trade Way, though it lasted only a few decades before falling to threats from the Fields of the Dead. The bridge serves as a connection between the lands of the North and the Western Heartlands.
The enormous black granite bridge is wide enough that two wagons can pass one another going opposite directions, and its waist-high ramparts are thicker than some castle walls. On most days of the summer and even during seasons Jess suitable for travel, merchant caravans cross the bridge and pilgrims come to pay homage, all beneath the protective gaze of the paladins of Elturgard stationed at nearby Fort Tamai.
source: Sword Coast Adventurer’s Guide pg. 73-74, top map
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Places in Faerun: Candlekeep
The great keep never fails to take my breath away: it stands on a volcanic crag a hundred or so feet from the coastline, a fiat-topped spur of rough stone out in the midst of the surging sea. Imagine, if you can, the top of this crag hemmed in entirely by a tall wall. This wall is interrupted by several towers all the way around, and it encloses a large space from which even more of these same towers rise. Those who have seen this vista from above have said that it looks like nothing so much as a cake decorated with too many candles. The mist of sea-spray fills the air nearest the western walls, and in winter, this moisture can cause treacherous build-ups of ice. Sometimes entire towers along the western edge of the keep have to be abandoned for the season, they become so overtaken by frost.
From the center rises the largest and thickest tower of Candlekeep. If the other towers are well-wrought branches and blossoms, then this surely is the bole of the tree: strong, massive, and rising well above the perimeter structures. About the central keep a garden spirals in rising steps, and those lucky enough to enter the library proper do so by passing around and up through this green space to the keep's main door. However, most folk who visit Candlekeep see this structure only from the courtyard east of it, where the facilities for arriving scholars lie.
The only gate into Candlekeep stands at the end of the Way of the Lion, which is the only road that provides access to and from the outside world. The route extends from Beregost, leagues away, and winds a lonely path out on the peninsula where Candlekeep stands.
The Great Library
Candlekeep is the largest repository of lore and writings in all the Realms (although my scholarly kin in Evereska don't like being reminded of that). It was once the home of the great prophet Alaundo the Seer, and within its walls were written the Prophecies of Alaundo. Its vaults, it is said, contain hidden knowledge enough to make any person with the ability to discover and absorb it all powerful beyond compare. The problem with doing that, of course, is the same as with secrets in any other location: one must know that a secret exists before its details can be sussed out.
To that end, Candlekeep's vast library is something of a defence in and of itself: for every bit of hidden lore of potentially great power that lies within, there are thousands of inconsequential recipes, old songs, bits of history, journals of Jong-dead folk, and myriad other pieces of writing of no lasting importance save to the monks of this place, and the sages who come seeking such trifles.
Of course, before this treasure trove can be plumbed, one must gain entry to its hallowed halls. The cloistered scholar-monks of Candlekeep, who are called the Avowed, guard this place and work tirelessly to ensure the library's protection and preservation. Though they are friendly enough in a workaday fashion, they are also suspicious of all visitors to the library.
There are a lot more information on Candlekeep but it is too long and I feel too lazy to write it down so I'm just gonna leave screenies.
source: Sword Coast Adventurer’s Guide, top map
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Places in Faerun: Darkhold
I don't suppose you've heard of Darkhold. It's been many years since folk whispered the name of the place in fear. After all, the Zhentarim, the organization that gave Darkhold its evil reputation, are by all accounts no longer the cadre of thieves, assassins, and evil wizards they once were. And strangely enough, according to my source among the Zhentarim, that change in character can be traced right back to Darkhold. As it was told to me, it came about like this…
Zhentil Keep was burning. The Citadel of the Ravens lay in ruins. The leadership of the Zhentarim died, were captured by the Shadovar of returned Netheril, or were in flight. The vaunted Black Network was shredded. Cells of Zhentarim agents were cut loose, and without connections or direction, they dissolved or were crushed by rivals. The Zhentarim was no more.
Or so it seemed. There was one stronghold of the Zhents that had not fallen and whose leader never wavered in his dedication to the organization. Darkhold stands deep in the mountains of the Western Heartlands, and there the remnants of the Zhentarim quietly gathered. There they swore allegiance anew to the leader who promised to reforge the organization into something stronger than before.
The man to whom this new Zhentarim owed fealty was a dark knight known only as the Pereghost. The Pereghost had long led the armed forces of the Zhentarim at Darkhold, and his vision for the revival of the organization was along military lines. After a time of recruitment and training, the Zhentarim emerged from Darkhold not as conquerors or as bullying capitalists but as mercenaries willing to serve others instead of forcing them to serve.
In the years that followed, the transformation served the Zhentarim well. They earned a reputation for sterling service, and their ranks swelled. Those who knew of Darkhold thought of it as the headquarters of this new version of the Zhentarim.
Membership in the Zhentarim is difficult to assess, but my source told me they might have greater numbers now than before their organization's fall. New leadership for this larger group has led to a shift in focus. While still a source of capable mercenaries, the Zhentarim have diversified into mercantile pursuits. Zhent guards now ride alongside caravans of their own. And whereas a military organization served it well in the chaotic period after its fall, my source frequently described the Zhentarim as a "family" and leaders as "my good friend."
My source also spoke in awed tones of the Pereghost, as though that figure were still alive and a leader of Darkhold. The Pereghost is never seen without his full armour and a face-covering helm. If it isn't an elf behind the mask, then I suspect a series of humans might have masqueraded as the Pereghost during the past century.
Darkhold Vale
I was curious about my source's tale, and so when I had cause to be in the region, I made my way toward Darkhold. An enormous mountain peak called the Gray Watcher of the Morning looms behind Darkhold to the east, casting a great shadow over the keep from sunrise until nearly midday. Darkhold sits in a cleft in the side of the Gray Watcher, the highest point of permanent occupation in a relatively fiat and defensible valley called Darkhold Vale.
Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high meadows of the Sunset Mountains, and a few farmers who coax fine crops from the soils that cling to the vale's fields. The settlement's main source of prosperity is the black stone quarry at the south-eastern edge of the vale; the heavy carts groaning with slabs of stone for sale and the large, muscled workhorses that pull them are common sights here. The common folk of Darkhold Vale tend to be surly and suspicious of outsiders, though they are careful to avoid offense.
This settlement of about a hundred or so is utterly under the dominion of Darkhold and has seen some benefit from the situation: the vale folk see a great deal more traffic and trade than the little hamlet would ever expect otherwise. Until recently, all the caravans bound for Darkhold could seek sanctuary only in the shadow of the keep itself. Now the people of the vale have recently built both an inn, called the Wyvern's Rest, and a separate tavern, called the Rookery.
Some of the locals send to market bales of the thick, rich wool they shear from their sheep. Others make a living hawking the dandelion wine that Darkhold Vale has always produced, but only recently begun to sell abroad. The vale has a small militia, technically under the command of the Pereghost, but which answers to a local captain named Sulvarn.
To those who've come into conflict with the Zhentarim, living in a place so firmly in their power seems unthinkable, but the reality is that life is sedate here. Certainly, the soldiers in the castle aren't to be trifled with, but they hardly ever engage in the acts of petty cruelty that one expects from warriors serving a local lord. Those who misunderstand the Zhentarim often do so because they imagine them to be cackling villains in the vein of the Zhents of yore. In reality, they are pragmatic, willing to do whatever necessary to achieve their ends. But they have no need to terrorize the folk of Darkhold Vale, for one simple reason: they already control them.
In years past, these folk lived in fear and suspicion, with a hearty helping of racial prejudice; my first visit to Darkhold nearly a century ago was occasion for me to hear some of the vilest epithets attached to my kind that I've ever heard-even worse than those that fall from the foul lips of ore raiders in the North. The attitudes of the vale folk have changed over the years, however, no doubt due in part to the orders of the Pereghost when he reengaged the Zhentarim with the wider world.
Darkhold Castle
When l first beheld the great black walls of Darkhold, I thought all the legends about it must be true. On my second visit, I thought I'd try to confirm my suspicions.
According to legend, Darkhold's story began more then a millennium ago, when it was known as the Keep of the Far Hills. It was built as a summer capitol for the so-called "giant empires." Situated in the Far Hills, the castle was in a position to dominate trade routes north out of the Iriaebor Valley. It could also dominate river trade down the Yellow Snake Gorge.
The role of the so-called Giant Emperors is still a matter of conjecture and discussion today. However, there are some, scattered among the giant tribes of the North, who claim to be heirs to the ancient thrones. Whatever the truth of the empires might be, the castle itself was definitely built for giants. Its size and construction support no other explanation.
Legend has it that Darkhold was lost to the giants due to internal strife-a pair of brothers quarrelling over their inheritance. Through poison, magic, and mercenaries, the brothers thinned the castle's population until only the brothers themselves were left. The two fought and mortally wounded each other, and each dragged himself off to die alone. The brothers' spirits are still said to stalk the castle, each still seeking his brother's destruction.
The keep was then occupied by a succession of owners, including a dragon of some repute, but it was not until a lich claimed it that the castle came to be known as Darkhold. The lich was called Varalla, and supposedly she conjured all manner of evil creatures to serve her, sending them out to dominate the lands beyond and establish an empire of evil. Varalla ruled Darkhold until the infamous leaders of the old Zhentarim- Manshoon and Fzoul- heard tales of her wealth in magic and gold. Lured by the promise of such rich rewards, the pair defeated her and claimed the castle for themselves.
Upon my arrival at the great gates to the fortress, I found that I was expected, as I must have been watched since entering Darkhold Vale-perhaps even before then. After a short wait, I was met by a seneschal, a forthright woman with a strong handshake, who warmly referred to the person who secretly supplied me with the history of the Zhentarim. I found myself taken aback by this because I had thought my source and I had spoken in confidence. As you no doubt have noticed, I've avoided mentioning the name, gender, or physical description of my source, for I swore an oath of secrecy. Besides my initial shock, my exchange with the seneschal was pleasant, and I was given a tour of some of the mighty castle.
When I asked about the legends of Darkhold's creation and occupation, she told much the same story as I have told, adding a few characters from its history that I hadn't heard of before. When asked about castle hauntings, the seneschal only smiled in reply. Although it seemed a genuine smile, I could wring no truth from it.
Of the castle's defences, I can say little. My tour was limited. But I did note that, while some things on the giants' scale have been modified to suit humans (such as stairs and most doors), other things remain titanic. For instance, I have no idea how they managed to open the gates for my entrance without the use of magic.
Denizens of Darkhold
I didn't see the Pereghost during my visit, so I can't confirm anything about the man. But the seneschal and everyone else with whom I conversed spoke of the Pereghost in awed tones. Whatever the truth of this saviour of the Zhentarim, he is apparently too busy to entertain curious visitors. While at Darkhold, I heard the name of another leader of some importance, Manxam, but my queries about this figure were redirected to other topics, and I didn't feel comfortable pressing the seneschal on the matter.
Of the rest of Darkhold I can relate only a little more. The Zhentarim maintain two war units within Darkhold: the Storm Watch, a cadre of veteran Zhentarim soldiers who act as heavy infantry, and the Gray Feathers, archers primarily responsible for the defence of the fortress.
These aren't the only forces Darkhold can bring to bear, however. The years when a contingent of giants lived in Darkhold are long gone, but in their place is an aerie of wyverns, bred and trained to defend Darkhold and to obey the Pereghost. Their trainer is a ranger named Grigarr, whose body is pocked with myriad scars from wyvern stings. The man is a greedy wretch who claims he is now immune to the wyverns' venom, after having been stung so many times. He loves telling stories in the Rookery about how he got his many stings, and thinks himself an entertaining storyteller because people listen and applaud. The truth is that the locals are terrified of him, so they humour him while he is in his cups.
source: Sword Coast Adventurer’s Guide pg. 77-79
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FOR A CENTURY AND A HALF, AND MORE, THE LORDS' Alliance has stood as the most important and influential group in the North. Its power has kept towns safe from the predations of larger powers, has kept the ambitions of Luskan in check, and has taught the rulers of many cities that it is better to cooperate, even for a time, then to merely shut one's doors and allow the storms to rage outside. It was this philosophy that led to the founding of Luruar, and when the lesson was lost, so too were the Silver Marches. But it serves no purpose to dwell on the folly of the past. Better instead to look to the future, repair the walls, and wait for word from the watching sentries.
-Andwe Cururen, agent of the Lords' Alliance
source: Sword Coast Adventurer’s Guide pg. 43
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Places in the North: Luskan (part 1)
Anyone who goes to Luskan should know about its ruling Ships and the Arcane Brotherhood. The Ships of Luskan have been described as bands of pirates, but that characterization misses how deeply ingrained the Ships are to the society of Luskan and the mentality of its citizens. Attack a Ship member and you might incur not just the wrath of the Ship, but of much of the city as well. As for the Arcane Brotherhood, one member of it may or may not come to another's aid, but know that each of these egotistical mages is eager to prove his or her magical prowess, and none can afford to show weakness before the folk of Luskan.
Luskan, the City of Sails, spans the icy River Mirar, which tumbles from the Spine of the World, races past Mirabar, and then plunges toward the sea. The swift river has cut deep here, and Luskan rests atop two escarpments on either side, with sheer, forty-foot bluffs of gray stone rising above the water. Around the city's perimeter, thick stone walls with squat towers provide defense. The southern gate, called the Twin Teeth, boasts the most impressive towers, standing twice as tall as the city walls, and bedecked with crenellations and arrow slits enough for numerous defenders, in a show of strength toward the southern approach.
The Ships
Within the city walls and on the nearby waters, Luskan is ruled by its Ships and their five High Captains:
First High Captain Beniago Kurth
Second High Captain Barri Baram
Third High Captain Dagmaer Suljack
Fourth High Captain Throa Taerl
Fifth High Captain Hartouchen Rethnor
The five High Captains take the names of their Ships when they ascend to leadership. The captains are the highest authorities in Luskan; they and the members of their Ships conduct themselves as a sort of nobility, albeit one that isn't hereditary.
Despite the name, each Ship is not a single vessel, but an organization of stalwarts owing allegiance to one another and to their captain, whom they elect for life. To be a member of a Ship is a select privilege, one that only one in ten of Luskan's residents can claim.
The five Ships of Luskan are more than gangs of pirates. They are fellowships of people who live, train, work, make love, and go to war with each other. To join one is a mark of honour and continues a grand tradition that Luskar associate with democracy, self-determination, and individuality.
Each Ship has its own symbol and colours. Members of a Ship often wear their colours, decorate their round shields with the symbol and colors, and tattoo themselves with the symbol. Like their Northlander relations, Luskar Ship members regularly tattoo their faces, but instead of representing their island, the tattoos are either personal marks or tattoos of their allegiance to their Ship.
Membership in a Ship is voluntary, but once undertaken it is until death. To join a Ship, a Luskar must be of fighting age (fourteen or so, for humans), and possess at least one sword or axe, one spear, and three of the sturdy, bossed shields the Northlanders prefer. Each Ship accepts new candidates from time to time to fill vacancies caused by death, but as a rule, the Ships don't expand their ranks by taking on a large number of new members at one time.
Each Ship has some number of sailing vessels, the size, crew, and type of which help to determine the influence of the Ship's High Captain and its rank within the city. The current First Ship, Kurth, has so many vessels that it nearly outnumbers the next two Ships combined, and its membership is so numerous that Ships Suljack, Taerl, and Rethnor could merge and still not equal it.
The laws of the city govern the behaviour of the Ships and their captains, decreeing the Ships responsible for the city's defence, its administration, and the management of its resources. Beyond these universal tasks, each captain takes on other duties as desired in order of that Ship's standing in the hierarchy, leaving less glamorous and less lucrative tasks to the captains and Ships of lower rank.
Since each of the Ships has the ability to take what it likes and leave what it doesn't want to the lesser Ships, a strict division of duties has arisen among them.
Ship Kurth controls the city's docks and activity occurring thereupon. Among the most profitable of the merchandise that passes through the port are weapons and tools from Ironmaster, and ambergris for the perfume trade.
Ship Baram operates Luskan's fishing industry. The food it provides is so vital to the city's welfare nowadays that Baram has risen to Second Ship on the strength of its successful forays out to sea.
Ship Suljack holds sway over, and conducts most of, the piracy and raiding that originates out of Luskan. It occasionally passes the more meager opportunities down to Taerl.
Ship Taerl, recently elevated from Fifth Ship, had been accustomed to taking the hindmost. Now its workers and sailors happily accept chances for profit handed down from above, and just as happily delegate the most menial and undesirable chores to Rethnor.
Ship Rethnor engages in few worthwhile activities aside from guard duty, which is a poor source of income. Rethnor toughs sometimes roam the streets of Luskan, looking for a quick and perhaps violent way to grab some coin.
People and Laws
Without question, the people of Luskan show their Northlander heritage. They raid ships and coastal settlements, engage in interdiction and piracy, and value strength of arms above most other qualities. During Luskan's long history on the Sword Coast, however, the city has adopted many of the attitudes of mainland folk. Luskar don't kidnap people from other settlements or tribes, and they hold that women have social standing equal to men (two of the High Captains, Suljack and Taerl, are women). They don't distrust magic, as their island brethren do. Slavery is, at least nominally, illegal in Luskan, though a slave taken and sold at sea is usually overlooked by authorities.
The law in Luskan is supposed to be upheld by soldiers of the Ships, who are empowered to arrest criminals and bring them before the Magistrates of the city. In practice, arrests are as often made by mobs, but the result is the same: an appearance before the Magistrates. Each of the five Magistrates is chosen by a High Captain, but need not be a member of that captain's Ship. The Magistrates are, at least officially, neutral. Most citizens have their cases decided by a single one of these judges, but a dispute involving a Ship member is heard by all five.
Trade and Commerce
Luskan doesn't officially tax its citizens; the city makes its money through trade, fishing, piracy, and raiding. The defense of the city comes at the expense of the Ships, paid for by the profits of those activities as well as the protection money the Ships extort from businesses and homes to keep the thieves and gangs at bay. Bribery is a common practice, a seemingly accepted means of gaining the favor of one of the High Captains to obtain fishing rights, earning an advantageous decision from the Magistrates, or having a business rival or undesired suitor arrested, accosted, or roughed up.
Given its status as the harbour that feeds the goods of Mirabar to the Sword Coast, bridging the coast with the utter north, and offers the only convenient crossing of the River Mirar for many miles, Luskan makes considerable coin as a crossroads. Merchants wishing to avoid Luskan can choose to use the Blackford Crossing, some thirty miles upstream, eventually connecting with the Blackford Road on the northern bank, but the savvy know that Luskan's Ships control the cable-guided ferries at the crossing, and demand tolls based on the size and contents of the goods being ferried across. The Blackford Road still bears the ancient marks of the dwarven realm of Gharraghaur, reminding travellers of whose wealth sustains the region.
North of the city, the Northern Means heads up toward Icewind Dale. Not many take this route without purpose, but scrimshaw from the dale finds its way into Luskan, where those who would purchase it can do so without going any farther into the frozen terrain.
The north side of the city, known as North Bank, is devoted almost entirely to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar's trading interest in Luskan. Mirabar uses it as a base to trade with the Sword Coast and the islands of the Trackless Sea.
The main city stands on the southern side of the River Mirar. North of Reaver's Run is the Reach, where most of the homes and smaller businesses are located. South of the Run are the slums, the "bad" area of town. Near the slums is the Captain's Close, where the residences of High Captains Taerl and Suljack stand, but the area is otherwise quite poor.
The Islands
Five islands stand in the bay formed by the River Mirar and are claimed by Luskan:
Blood Island is filled with Ships' soldiers tasked with guarding the city; it holds a guard tower, barracks, an armory, and little else of interest.
Closeguard Island is the home of High Captain Kurth.
Cutlass Island has two rocky heights split by a pebble-strewn beach. The southern peak is surmounted by the Sea Tower, where Luskan's first pirates built their stronghold, while the northern one is home to the Hosttower of the Arcane and the stables it shares with Ship Kurth.
Fang Island has no inhabitants, and is named for its propensity for destroying vessels swept down the River Mirar.
Harbor Arm Island is a tall spire sheltering Whitesails Harbor from the worst of the storms and waves that wash in from the south.
The Bridges
The North and South Banks are spanned by three bridges: the Upstream Span, from the South Bank straight to the North Gate; Dalath's Span, the middle bridge with a name none can place in legend, and Harbor Cross, split between the Short Span that runs from the South Bank to Blood Island, and the Long Span that continues on to North Bank. Only Ship members and those authorized by a High Captain may traverse Harbor Cross.
Dark Arch connects South Bank with Closeguard Island, and only members of Ship Kurth and the Arcane Brotherhood may cross that span unchallenged. The same is true of Sword Bridge, which crosses from Closeguard Island to Cutlass Island. Although Closeguard Island is officially unguarded, it's still true that only members of the Arcane Brotherhood or Ship Kurth are expected to be there, so anyone out of place is aggressively questioned about their presence.
The Arcane Brotherhood
In the last decade or so, two great changes have come over Luskan. The first was the plague that crippled the gangs that had controlled the city, allowing the High Captains to reclaim the power they had long held in Luskan. The other, far more sudden, was the return of the Arcane Brotherhood and its five-spired tower. A few years ago, the ruined Hosttower of the Arcane began regenerating its damaged stone, climbing into the sky once more. Shortly thereafter, mages of the Arcane Brotherhood emerged, almost immediately began cleansing the Luskar ruins of undead, and fought off a dragon menacing the city. Cheered by the citizens, they swore to keep themselves out of the politics of the High Captains and the city at large, but the notion that powerful wizards closely aligned with one another can truly remain neutral is laughable to anyone familiar with such things.
Now, the Arcane Brotherhood again walks the streets of Luskan, marked by the distinctive colors and patterns of their cloaks. From a distance, these cloaks all bear the same cut and silhouette, but each wizard of the Hosttower chooses a color or a design, and a moniker to match it. The leadership of the Arcane Brotherhood is the archmage and the four overwizards of the other spires of the Hosttower:
Cashaa n the Red, Archmage Arcane
Zelenn the White, Overwizard of the West
Jendrick the Blue, Overwizard of the South
Teyva the Gray, Overwizard of the East
Druette the Raven, Overwizard of the North
Other notable members of the Brotherhood include Vaelish the Brown and Maccath the Crimson.
source: Sword Coast Adventurer’s Guide pg. 95-98, top map
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The Forgotten Realms Standard Elvish Grammar
Below is a compilation of all of my notes on Standard Elvish as it appears in the Forgotten Realms setting. Much of this information is grammar/vocabulary I was able to deduce from data found in the Candlekeep Elvish Dictionary. Other parts, such as the pronouns and past/future verb endings, are things I invented myself in order to make this language more coherent and actually functional. I tried to organize everything so that this information is more accessible to people who only know basic grammar concepts. This is an ongoing project. Feel free to make suggestions or point out things I haven’t accounted for in my rules. My goal is to make a more complete Elvish language for everyone to use and enjoy.
Okumaya devam et
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Let's talk about the Nautiloid
image source
What is the technology/arcana behind the illithid ships? I don't think it's touched upon much in the game but they are quite marvellous vessels. They can travel between planes and traverse long distances in seconds... is it possible to learn this power replicate it in smaller proportions?
Are nautiloid ships like the Star Destroyers? Do they have Starfighter equivalents? Can the travelling technology/arcana be utilized in a smaller ship for personal use, something of the size of Twilight?
And the most important question of all - what is the energy source? Is it living matter considering the nature of these ships? Could that be replicated with something more morally acceptable?
From our conversation with Omeluum, nautiloids sounded like forgotten technology of the illithids. Did Gortash found the schematics of it along with the brain and have them built a few for his invasion? If he has a fleet of these ships and control of the brain he could easily conquer the Sword Coast because they seem very powerful.
However, they need starfighter equivalents to fight against attacks like the githyanki on dragons. Maybe once upon a time, Illithid had a design for those as well but they are now forgotten and lost.
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Places in Faerun: Luskan (part 2)
Part 1 here
The City of Sails is a proud and dangerous place, and an important port of the North. It straddles the mouth of the river Mirar. Despite the unnavigable nature of its swift, icy, and rocky water, the port of Luskan is the main shipyard for the mineral wealth of Mirabar.
Luskan is supposedly ruled by five high captains: Taerl, Baram, Kurth, Suljack, and Rethnor. However, I suspect that the real power in Luskan is held by the Arcane Brotherhood, who dwell in a tower on an island at the mouth of the river.
The Brotherhood doesn't welcome visitors to this city of 16,000. In fact, anyone who doesn't appear to be pure human can expect to be slain on sight. Any humans who do enter the City of Sails are treated as thieves or spies. They are also followed constantly by agents of the Arcane Brotherhood. The Brotherhood usually assigns the task of following visitors to thieves and mages of little power but much ambition.
The seafaring merchants of Luskan have always been fierce, proud, and warlike. They carry on active, armed feuds with the inland city of Mirabar, the coastal city of Neverwinter, and the island realm of Ruathym. They sponsor pirates who prey on ships and ports up and down the Sword Coast. They also trade with Amn, Calimshan, and many other towns that prefer not to be associated with them, but will meet them on the neutral ground of offshore Mintarn.
Waterdeep's navy is constantly skirmishing with Luskanite ships because Luskan vessels have orders to harass any shipping that uses the ports of Neverwinter and Waterdeep, which Luskan regards as its chief trading rivals. When Luskan is officially at peace, its warships act as unsanctioned pirates. That is, the high captains supply, aid, and direct them, but pretend they're independent freebooters, acting in defiance of the law of Luskan. The pirate warships try to force all shippers to use Luskanite boats and to use Luskan as their only Sword Coast port of trade.
Luskan wages almost constant war against naval powers that the captains think they can defeat. They've been wrong in the past about Mintarn, Orlumbor, Gundarlun, Tuern, and Lantan. The latter was such a humiliating defeat that Luskanites won't speak of Lantan or even admit that it exists. Persistent talk of the Lantanna is likely to result in an attack from any Luskanite. However, Luskan did crush Ruathym. Only when faced by the combined fleets of all the Lords' Alliance did Luskan relinquish control of that plundered realm.
When patrolling enemies make coastal raids difficult, the warriors of Luskan turn inland, attacking the miners of Mirabar and any Uthgardt barbarians they can find. These actions are performed just to keep their neighbors weak and respectful.
There are persistent rumors of an alliance between Luskan and the Zhentarim, but no word or clear sign of this has ever come to light.
The city has a standing army of 300 spearmen, and a navy of 19 dragonships, each armed with 70 archers. It is building more dragonships as fast as it can and has armed hastily in recent years, fearing retaliation from Waterdeep for the war with Ruathym.
Luskan's traders, it is rightly said, always wear furs, haughty expressions, and ready swords. They can be found up and down the Sword Coast wherever trade is conducted in a port. They are dangerous folk, always alert and well armed. Their city remains the perennial trouble spot of the Sword Coast.
The Arcane Brotherhood keeps a close watch on visitors to the city. If one wishes to walk about freely, without spies in tow, it is advisable to enter by way of the sewers, in the hold of a Luskanite ship, or magically disguised.
Landmarks
The Mirar River divides the city into two major parts. The northern section is a walled enclave, consisting almost entirely of warehouses. The southern half of the city is much alder. This heavily fortified section of the city is surrounded by outlying walled caravan compounds.
There are three bridges that connect the two halves of the city. They are the Harbor Cross, Dalath's Span, and the Upstream Span. The Harbor Cross is broken into two spans, known as the Short and Long spans.
Five major islands crowd the mouth of the Mirar, and the three closest to the south bank are developed. I'm detailing these districts or islets separately for the convenience of travelers.
North Bank
This warehouse district includes a fortified compound known as the Mirabar District or the Mirabar Shield. The area is owned and guarded by mercantile companies operating out of Mirabar. Two places here should be avoided upon pain of capture, torture, and then death. The first is Luskan's main watertower, called the Throat. It rises out of a fenced grazing area for sheep destined for the tables of the five captains. Any intruder seen in the fenced pasture is assumed to be an enemy of Luskan trying to poison the city's water supply. Guards armed with crossbows that fire paralyzation-venomed bolts will try to capture the intruder for ungentle questioning. Defiantly painting the sheep various hues used to be something of a rite of passage among dwarves in Mirabar, but this practice was bloodily put down by the Luskanites.
The second area to avoid is crowded Whitesails Harbor. This is off limits to all except Luskanite naval personnel (and other pirates, as the joke goes in Neverwinter but don't repeat it here, if you value your head). Watchful garrisons in the towers at the end of the breakwater and at the upstream end of the northernmost island have instructions to shoot down any unauthorized people entering the harbor. They receive a bounty for each person struck, so they regularly shoot into the windows of the closest buildings in the fortified Mirabar District, hoping to make a little blood money.
The northernmost reach of the harbor, which is entirely unprotected against the full fury of sea storms, is called the Open Shore. It's the only place that foreign vessels are allowed to berth. The Open Shore docks are outside the city walls. Luskanites ignore brigand and monster raids there, but they don't bother firing at crew members, either.
The Mirabar District is situated between Whitesails Harbor and the rest of the mainland. It's firmly enclosed by high stone walls topped by iron spikes and thorns. Three major companies trade here: the Anvilfist Banner, Thalorin's Manymetals, and the Golden Hand. Between them, they can muster some 90 men at arms to guard the compound from Luskanite accidents. (If my tone leads you to suspect this city isn't a pleasant place to visit, you've reached the right conclusion.)
The rest continues to describe the city which I am skipping because it is a lot and will only mention a few more places that I find interesting.
The Ruins of Illusk
The remnants of the ancient city of Illusk stand on the southern shore of the Mirar, in the lee of Closeguard Island. All that remains to be seen of that once proud city are a few shattered towers and toppled statues enshrouded in creepers and choked with thick brush in the shade of a few old and gnarled trees. This small, thickly forested city block of half visible ruins is bounded to the north by Luskan's busy market and to the south by the city's noisy slums. The Ruins are bisected by the Darkwalk, the street that leads to the Dark Arch. The Darkwalk is named for the haunted reputation that clings to the ruins of Illusk.
...
Fear of the magical traps and guardian monsters, as well as the sleepless undead, has kept most of the buried dead and their treasure undisturbed. Spell books, scrolls, magical items, and rich gem caches have been recovered from the ruins. Almost all of the rich dead were buried in magical armor of one sort or another. The loss rate among graverobbers remains high, however. Luskanites have a saying: Only the most desperate try to rob the dead of Illusk. Outlanders invading Luskan and fugitives from the city's rough justice have tried to hide in the ruins, but they are usually driven out or slain by the undead in short order.
The edges of the overgrown ruins serve as a refuse dump for the market (mainly rotting produce) and the slums (mainly excrement and dead bodies). No known maps of the underground chambers and passages exist, and no Luskanite will admit to knowing their ways.
The Cutlass
Tavern/Inn/Festhall
This notorious pirate dive discreetly but dearly rents a few rooms. These are usually patronized by professional escorts and their clients, and by the extremely desperate or the extremely deaf, since the surroundings are usually a bedlam of rowdy, raucous violence from about noon to after dawn!
The Cutlass has a rough fieldstone street level, a raised entry porch, and clapboard sheathed upper floors. There are balconies overhanging Half Moon Street and extensive cellars. Except for kitchens, a jakes, and various stairs and secret climbing shafts, the entire ground floor is taken up by the tavern. This consists of a common room with a large corner bar. A wine rack and beer kegs crowd behind it, flanking a dumbwaiter large enough for folk to make hasty exits when Luskanite soldiers come in unexpectedly. The roof of the Cutlass is a mix of patched slate and cedar shakes, and is adorned with several trapdoors, swinging laundry poles, and scars where entire gables have been blown or burnt away in spell duels.
This place is always cheerfully noisy a sort of brawling fun house for pirates. If you want to hurl people into tables or punch them through stair rails to the floor below, this is the place to come and do it. Just watch out for all the others waiting to do it to you.
The fatalities recently grew so numerous that the high captains decreed a no weapons policy at the Cutlass. The intention was to drive it out of business, as no one would dare walk through the slums to get to it unarmed. The anonymous but numerous staff (including some mages) now takes any steel weapons you may have as you enter, keeping them behind the bar. Hatpins, garrotes, and small concealed daggers often get past them, but not much else. If you don't pay your bill at the Cutlass, you don't get your weapons back. In the event of soldiers arriving, the staff try to disarm them too, delaying them long enough for wanted patrons to get behind the bar, snatch up their weapons, and flee down into the cellars.
There's a tunnel that rises up from the cellars to the surface several alleys over, but it's guarded by a stone golem belonging to the Cutlass. The golem is large enough to block entry, which it will do unless a gold piece is put into its hand by each person who wishes to pass. The golem also prevents soldiers from coming into the cellars unannounced. Years ago, some wag dubbed this sentinel Captain Reaper, and the name has stuck.
Most of the time, the Cutlass is one long, boisterous party with uninhibited female escorts leading the singing, dancing, and other acrobatics.
There is more of course but the book is easy to find 🏴☠️ if you would like to read all of it but this is all I am going to add to this post as it had gone long enough.
Volo's Guide to the North pg. 111-130
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The Inner Planes
Welcome to another post on the series "Coreene gets distracted while she's doing research for a fic" but look how pretty! I want to print this and frame it
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Transcript 👇✂
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four Elemental Planes- Air, Earth, Fire, and Water- form a ring around the Material Plane, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right.
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble places in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. But the dominant element exerts a strong influence on the environment, reflecting its fundamental qualities.
The inhabitants of this inner ring include aarakocra, azers, dragon turtles, gargoyles, genies, mephits, salamanders, and xorn. Some originated on the Material Plane, and all can travel to the Material Plane (if they have access to the magic required) and survive there.
As they extend farther from the Material Plane, the Elemental Planes become increasingly alien and hostile. Here, in the outermost regions, the elements exist in their purest form: great expanses of solid earth, blazing fire , crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outermost reaches of the Plane of Earth, and earth is all but impossible to find in the outermost reaches of the Plane of Fire. These areas are much less hospitable to travellers from the Material Plane than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region.
The outermost regions are largely the domains of elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental spirits that spellcasters can bind into galeb duhrs, golems, invisible stalkers, magmin, and water weirds. These elemental creatures don't need food or other sustenance on their home planes, because they are sustained by the elemental energies that saturate those planes.
source: Dungeon Master's Guide 5th Edition, pg. 52
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