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Those endeavors are even more popular now among veterans of the war, who are better trained than their predecessors were. A few of Sembia's less scrupulous former soldiers have taken to banditry, which offers other Sembians more opportunities for guard work. For centuries one of the greatest concentrations of magical might in Faerfin, Thay is ruled by the ancient lich, Szass Tam , and the nation's Council of Zulkirs in a ruthless magocracy. The council's will is enacted by regional tharchions and bureaucrats, leaving the ruling Red Wizards to focus on magical study and more important arcane matters. For a time, living mages couldn't hope to advance to prominence in Thay: Szass Tam promoted undeath as a means of existence with boundless possibilities, and held back those who didn't agree with this philosophy.

The recent battles with the demon Eltab, however, have prompted Szass Tam to loosen this stricture- the living now have hope of ascending within the Red Wizards, even if that hope is merely to advance to a high station within the cadre of Tam's servants. Reminders of the century-old war with the Tuigan horde remain throughout Thesk, in the many and varied features of its present-day inhabitants, particularly the half-ore descendants of the mercenaries who fought in that great conflict. Thesk is known to many as the Gateway to the East because it is the western terminus of the Golden Way, which runs through the Hordelands and into Kara-Tur. Because their city is a crossroads of sorts between Faerfin and the east, it should come as no surprise that Theskians don't judge outsiders quickly, and don't bristle at visitors who demonstrate strange quirks in speech or behavior.

The people of Thesk trade readily with any folk, even nearby ores and goblins that are willing to treat with them peacefully. They aren't fools, however, and have no patience for violent or raiding humanoids of all sorts. On the southern shore of the Sea of Fallen Stars, Turmish is a nation of mercantile cities ruled by its Assembly of Stars, representatives of each of its cities in a parliamentary democracy. After being much diminished by the devastation wrought in this area a century ago, Turmish is currently enjoying a revival of its fortunes, as the rising of the waters of the Inner Sea has returned some of the trade that was lost in the cataclysm. Turmish is the birthplace of the Emerald Enclave, which has proudly taken credit for the rebirth of Turmishan agriculture, the cessation of the great rains that plagued the region a few years ago, and the restoration of the god Lathander.

In decades past, the land of the dragonborn claimed as its territory part of what had been the vanished nation of Unther. Then Unther suddenly returned to Faerfin a few years ago and promptly went to war against Tymanther. The realm has since been reduced to small tracts mainly along the coast of the COIN OF THE REALMS Nearly every major power of FaerOn has its own currency: coins minted within its borders that represent both its influence. and material wealth. Most coins of pure composition and standard weight are accepted at face value across the continent, though not every city-state or nation bothers to mint every sort of coin.

Some of the most commonly found, and widely accepted, currency in the Realms is summarized below. Each grouping is arranged in order of value: copper, silver, electrum, gold, and when present platinum. Most people across FaerOn refer to co ins by whatever name the issuing government uses, regardless of origin, except for Zhentil Keep-for some reason, all Zhent coins have unflattering epithets associated with them. The moon is a crescent-shaped, shining blue coin of electrum, valued at 2 unicorns in Silverymoon and nearby settlements, and 1 unicorn everywhere else. The eclipsed moon stamps an electrum moon with a darker si lver wedge to comp lete a round coin. It is worth 5 unicorns within the city, but only 2 unicorns elsewhere. Waterdeep has its own coins. The taol is a square piece of brass, worth 2 dragons in the city-and virtual ly worthless to anyone not trading with Waterdeep. Most traders exchange their taols for standard coins before traveling.

The " harbor moon" is a palm-sized crescent of platinum inset with electrum, and is worth 50 dragons in the city, 30 dragons elsewhere. Its name comes from its common use in buying large amounts of cargo. Both taols and harbor moons are pierced to enable the bearer to string multiple coins together. Baidu r's Gate sets the standard for minting trade bars-ingots of metal usually silver of an accepted size and weight used in lieu of great piles of coins or gems for larger transactions. The most common such trade bar is a 5-pound bar 6 inches long, 2 inches wide, and 1 inch thick, valued at 25 gp. Alamber Sea and Ash Lake. The dragonborn that have withdrawn to those areas have lost none of their military tradition , and their ability to hold this sma ller amount of te rritory ma kes it unlikely that Unther will pus h farther any time soon- particularly since the Untherite navy has been unable to overcome the great beast that guards the harbor of Djerad Kethendi and the nearby waters of the Ala mber.

Some of Tyma nther's dragonborn have spread across FaerGn and ga ined reputations as competent, highly s ought-after mercenaries. Trapped in another world , the people of Unther had succumbed to domination by others. Then among them arose one who called himself Gilgeam, and he reminded them of their former greatness. Under the leadership of this reincarnated god, the people of Unther rose up as an army to face their masters. On the eve of a great battle, the people of Unther were miraculously returned to their home, and Gilgeam wasted no time in leading them against the dragonborn occupying their an ces tral la nds.

The Unth cri tcs ha ve r e lake u rnucl1 uf the land they form erly held, while seeking to wipe out the "godless lizards" they blame for their time of oppress ion in Abeir. Gilgeam wants nothing short of a complete return to Unther's former glory. This achievement will require utterly destroying Tymanther, of course, and eventual war with Mulhorand to reclaim la nds lost centuries ago, but as every Untherite knows, the great God-King is patient, for he is eternal. The dismal city of Westgate isn't a romantic place, but someone s eeking employment for shady work, or looking to hire someone for th e sa me, will find few places better s uited in a ll of FaerGn. Westgate is considered by some FaerGnia ns as a harbinger of the eventual fate of places like Arnn and S embia, where coin rules over a ll other considerations. As in many such places, one's moral outlook is less important in Westgate tha n one's attitude toward bribery.

The city's proximity to Cormyr makes it a breeding ground for that nation's enemies, including the Fire Knives, a guild of thieves and assassins that the na ive pretend doesn't exist. KARA-TUR Fa r to the east, past the wastes of the Hordelands, lie the empires of S hou Lung, Kozakura, Wa, a nd the other lands of the vast continent of Kara-Tur. To most people of FaerGn, Kara-Tur is like another world, a nd the tales told by travelers from its nations seem to confirm it. The gods that humans worship in FaerGn are unknown there, as are common peoples s uch as gnomes a nd ores. Oth er dragons, neither chromatic nor metallic, dwell in its la nds and fly its skies. And its mages practice form s of magic mysterious even to a rchwizards of FaerGn. S tories of Ka ra-Tur tell of gold and jade in great abundance, rich s pices, silks, a nd other goods rare or unknown in western lands- alongside tales of shapechanging spirit-people, horned giants, and nightmare monsters absent in FaerGn.

C HAPTER I I WELC OME TO THE REALMS ZAKHARA Fa r to the south of FaerGn, beyond Calimshan a nd even the jungles of Ch ult, are the La nds of Fate. S urrounded by waters thick with pirates a nd corsai rs, Zakha ra is a place less hospitable than most, but still braved by travelers who hope to profit from its exotic goods and strange magics. Like Kara-Tu r, Zakhara seems a world away to Fae rGnians. It is thought of as a vast desert, sprinkled with glittering cities like scattered gems. Roma ntic tales abound of scimitar-wielding rogues riding flying carpets a nd of genies bound in service to humans. Their mages, called sha'ir, practice their magic with the aid of genies and, it is said, might carry the lineage of these elemental beings in their blood. BEYOND THE TRACKLESS SEA Fa rther to the west, past even Evermeet, are untold , unknown lands beyond the Trackless Sea. Many explorers have visited s uch lands, a nd some have even returned, bea ring rales that change fro m generation to generation about exotic locales, from isla nd cha ins that a re the sites of countless shipwrecks, to fearsome feat her-clad warriors, a nd vast continents that s uddenly appeared where nothing- or something very much d ifferent- had rested only seasons prior.

TIME IN THE REALMS Although a number of means exist for marki ng the days and the passage of time during a yea r, nearly all folk in FaerGn have adopted the Calendar of Harptos. Even the cultures a nd races that don't favo r this method of marking time are aware of it, with the result that it is recognized across nearly all races, languages, a nd cultures. A year on Tori! cons ists of days. In the Calendar of Harptos, the yea r is divided into twelve months of thirty days, loosely following the synodic cycle of S elGne, the moon. A month is made up of th ree tendays, als o known as rides. Five annual holidays, fa lling between the months, complete the day calendar.

Once every four yea rs , the Calendar of Harptos includes Shieldmeet as a "leap day" following Midsummer. Individual days of a tenday have no s pecial na mes. Instead, they are denoted by counting from the beginning of the period "first day," "second day," and so on. Days of the month are designated by a number and the month name. For example, sages would record an event as occurring on "1 Mirtul" or "27 Ukta r. SPECIAL CALENDAR DAYS Every nation, fa ith, a nd culture across FaerGn has its own s pecial festivals a nd holidays, the observances of which are governed by the cycles of the s un, the moon, the stars, or some other event. In addition, the Calendar of Ha rptos specifies five annua l festivals keyed to the cha nging of the seasons and one quadrennial festival that a re observed in almost every land, with particula r celebrations va rying based on local traditions and popular faiths. The' first festival day of the year is known generally as Midwinter, though some people name it differently.

Nobles a nd monarchs of the Heartlands look to the High Festival of Winter as a day to commemorate or renew alliances. Commoners in the North , the Moonsea , a nd other, colder climes celebrate Deadwinter Day as a marking of the midpoint of the cold season, with hard times still ahead, but some of the worst days now past. The traditiona l beginning of s pring, Greengrass is celebrated by the dis play of freshly cut flowers grown in special hothouses wherever the climate doesn't permit flowers so early that are given as gifts to the gods or s pread among the fi elds in hopes of a bountiful a nd s peedy growing season. The midpoint of summer is a day of feasting, carousing, betrothals , and basking in the pleasant weather. S torms on Mids ummer night a re seen as bad omens and signs of ill fortune, and s ometimes interpreted as divine disapproval of the romances or ma rriages s parked by the day's events. The great holiday of the Calendar of Harptos , Shieldmeet occurs once every four years immediately after Midsummer.

It is a day for plain speaking and open council between rulers and their s ubjects, for the renewal of pacts and contracts , and for treaty ma king between peoples. Ma ny tournaments a nd contests of skill are held on S hieldmeet, and most faiths mark the holiday by emphasizing one of their key tenets. The next S hieldmeet will be observed in DR. A day of fe asting a nd thanks, Highharvestide marks the fall ha rvest. Most humans give tha nks to Chauntea on this day fo r a plentiful bounty before winter approaches. Many who make their living by traveling road or sea set out immediately following the holiday, before winter comes on in full force and blocks mounta in passes and harbors. The Feast of the Moon. As nights lengthen and winter winds begin to approach, the Feast of the Moon is the time when people celebrate their ancestors and their honored dead. During festivals on this day, people gather to s hare stories and legends, offer praye rs for the fallen, and prepare for the coming cold.

KEEPING TIME FROM DAY TO DAY Most people don't keep track of the time of day beyond notions such as "mid-morning" or "nigh sunset. The concept of hours and minutes exists mainly where wealthy people use clocks , but mechanical clocks are often unreliable, and rarely are two set to the s ame time. If a local temple or civic structure has a clock that tolls out the passing of the hours, people refer to hours as "bells ," as in "I'll meet you at seven bells. drifted apart in and DR. In some places this change was accompanied -~~--~~~"""'"' THE CALENDAR OF HARPTOS Month l Name Common Name H ammer Deepwinter Annual Holiday: Midwinter 2 3 4 Alturiak The Claw of Winter Ches The Claw of Sunsets Tarsahk The Cla w of Storms Annual Holiday: Greengrass 5 Mirtul The Melting 6 Kythorn The Time of Flowers 7 Flamerule Summertide Annual Holiday: Midsummer Quadrennial Holiday: Shieldm eet 8 Eleasis Highsun 9 Elient The Fadin g Annual Holiday: Highharvestide 10 Marpenoth Leaffall 11 Uktar The Rotting Annual Holiday: Th e Feast of the Moon 12 Nightal The Drawing Down by cataclysm , while in others the shift went without notice.

Astronomers and navigators who closely watched the stars couldn't fail to see that there were nights when they seemed to hang in the sky. The winter of lasted longer than normal. It was then noted that the solstices and equinoxes had somehow shifted, beginning with the s pring equinox fallin g on Greengrass of DR. The seasons followed suit, with each starting later and ending later. This shift in seasons has caused some sages, and the priests of Chauntea, to consider changing the marking of s ome of the annual feast days, but most folk counsel patience, believing that the seasons will fall back to their previous cycle over the coming years. A BRIEF HISTORY The known history of the Sword Coast region spans thousands of years , extending back into the misty epochs of the creator races and the ages of the first nations of the elves and dwarves.

Comparatively recent history is the story of the rise and deeds of humans and other younger races. Much of what follows in this section is known mainly by sages, some of whom have been alive for the last few centuries of Faerfm's history. The common folk across the continent have little knowledge of, and little use for, events that have transpired far away in time and s pace. News does travel, of course, so even people who live in a village along the Sword Coast might get wind of happenings in distant lands. THE DAYS OF THUNDER Tens of thousands of years ago, empires of reptilian, amphibian, and avian peoples- known in Elvish as Jqua'Tel'Quessir, the creator races- dominated the world. Those were the Days of Thunder. The age of the creator races came to a sudden end some thirty thousand years ago.

Perhaps their wars reached a terrible and inevitable crescendo, or they tampered with forbidden forces. For whatever reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world. THE FIRST FLOWERING From the ruins of the Days of Thunder arose the first nations of the Proud People- the elves and dwarves- in the region. The elves raised up the nations of Aryvandaar, Ardeep, and Ilythiir. They settled Illefarn along the Sword Coast, from the Spine of the World to the River Delimbiyr- its capitol Aelinthaldaar in the shadow of what is now Mount Waterdeep. Wood elves and moon elves founded the kingdom of Eaerlann in the Delimbiyr Valley and the High Forest, and separatists from Aryvandaar settled Miyeritar in the lands of the present-day High Moor and Misty Forest.

The dwarf clans united as the nation of Delzoun, named for its forge-founder, with dwarfholds built on sites ranging from the Ice Mountains to the Nether Mountains and the Narrow Sea, and settlements and halls westward to the Crags and the Sword Mountains. The Proud People regularly defended their homelands against ore hordes that arose from the mountains of the Spine of the World and surged southward to attack and pillage. THE FIRST SUNDERING Thousands of years after the rise of the great elven nations, hundreds of elf high mages united to cast a spell intended to create a glorious homeland for their race.

The spell succeeded, but it rippled backward and forward in time, and the land was sundered, changing the face of the world. The largest continent of this new world is now called Faert1n. Far from its western shores rose the isle of Evermeet, considered a part of Arvandor, the home of the elven gods on the plane of Arborea, and a bridge between worlds. THE C ROWN WARS Some thirteen thousand years ago, war broke out between the elven nations of Aryvandaar and Miyeritar, begin ning a series of conflicts known as the Crown Wars. Lasting some three thousand years, these conflicts culminated in the Dark Disaster, in which terrible storms engulfed Miyeritar, turning it into a wasteland within a single season, leaving behind the area now known as the High Moor. The high mages of Aryvandaar are blamed for the destruction, although no proof was ever produced.

The vengeful dark elves of Ilythiir turned to corrupt and demonic powers, unleashing them against Aryvandaar. In the centuries of destruction that followed , elf priests and high mages fervently prayed to Corellon Larethian and the gods of the elven pantheon for salvation. THE DESCENT OF THE DROW Corellon interceded in the Crown Wars and cursed the dark elves so that they might never dwell comfortably under the sun. Now finding themselves pained by exposure to daylight, the drow-in a mere two months' time- retreated from the sunlit lands of the World Above into the Underdark. They abandoned all loyalty to the elven gods who betrayed and banished them , turning instead to Lolth, the Demon Queen of Spiders, as their patron.

Wars soon began between the drow and the underground cities of the dwarves. THE AGE OF HUMANITY For millennia following the end of the Crown Wars, humans spread and settled throughout Faert1n as the elven and dwarven nations stagnated and then began a long, slow decline. Deep in the Underdark, the drow fought wars of survival and conquest in their new domain. THE RISE AND FALL OF NETHERIL More than five thousand years ago, a group of human fishing villages on the shores of the Narrow Sea joined under the rule of the shaman-king Nether, becoming known as the empire of Netheril. The Netherese learned the use of magic from the Eaerlanni elves and became renowned wizards. Centuries later, they discovered the arcane texts known as the Nether Scrolls in the ruins of Aryvandaar and subsequently abandoned the practices of the Eaerlanni in order to procure even greater magical power.

Netheril grew to become an invincible nation of magic and wonders, dominating much of the North for three thousand years. Then the power-mad Netherese arcanist Karsus attempted to usurp the role of the goddess of magic. The resulting disruption in the fabric of magic sent Netheril's floating cities crashing to the ground, destroyed a host of other wards and enchantments, and brought about the end of the great empire. THE GREAT CITIES In the decades and centuries following the collapse of Netheril, many cities of the Sword Coast and the North, such as Illusk and Citadel Sundbarr, took in refugees from the fallen empire, and new settlements made up entirely or primarily of human survivors from Netheril and their descendants were established throughout the North and in the Western Heartlands.

Nearly fifteen hundred years ago, the human settlers of the Dalelands and the elves of Cormanthor pledged their alliance in an agreement known as the Dales Compact. A monument called the Standing Stone was erected to mark the occasion, and the advent of Dalereckoning was decreed, beginning with the year 1 DR. This method of numbering the years in Toril's history has spread across Faert1n and is commonly understood if not universally accepted. The city of Neverwinter- called Eigersstor when it was a mere settlement-was founded in 87 DR. On the banks of the River Raurin, the humble community of Silverymoon Ford came into being in DR, and less than two centuries later it had grown to become the city of Silverymoon.

In DR, a village and trading post on the shore of a deep bay in the shadow of a great mountain was named Nimoa r's Hold , a fter the Uthgardt chieftain who claimed the area a nd forti fied it. T he place became known to sea capta ins as "Waterdeep," a name that dis placed the original within a few generations. In DR, Ahghairon, heir to the arts of Netheril , saved the city from itself by unseating Waterdeep's wa rlord and would-be emperor, Raurlor. Ahghairon declared that wisdom , not strength of a rms , wo uld rule in the city from now on, and created the Lords of Waterdeep.

These and other nations and great city-states rose to prominence along the Sword Coast, fo rming a cha in along the Trade Way from Illusk in the fa r nor th to Baldur's Gate in the south, nea r the borders of Arnn. Like their elven a nd dwa rven predecessors , they fo ught off attacks by savage hu ma noids, including ore hordes from the S pine of the World. Waterdeep, guided by its mysterious Lords, became a rising power, while old Illusk fell to the ores for decades, until it was eventually reclaimed and the city of Luskan built upon its ruins. THE PRESENT AGE The fo ur and a half centuries since the establishment of the Lords of Waterdeep have been tumultuous times fo r the Sword Coast and the world.

Throughout this period, civilization struggles against the savage fo rces of chaos, and life attempts to persevere against the agents of death and strife, sometimes in places where even the gods themselves have not been exempt from destruction. The last one hundred fifty yea rs have comprised one of the most cataclysmic periods in Faeriln's history. On no fewer than three occasions, Tori! has been sha ken to its core by fo rces that have repeated ly rewritten the laws of reality. THE TIME OF TROUBLES In DR, the gods were cast out of their otherworldly domain a nd made to wa nder the land incarnated as mortals. In seeking to recover their divinity, they wa rred among themselves. Magic became unpredictable, and the praye rs of the fa ithful went unanswered. Some of the gods-turned-mortal were slain, while a handful of mortals ascended to godhood, assuming the responsibilities of the dead deities. THE RETURN OF NETHERIL In DR, the Empire of Nether il rose again when the floating city of Thultantha r, commonly known as S hade, returned from a nearly two-thousand-year-long excursion in the S hadowfell, to hover above the Anauroch desert.

The shadow-touched nobles of the city almost immediately began hunting for ancient Netherese ruins and artifacts and preparing for a restoration of their once-great empire. This act ripped asunder the fabric of magic in the world, unleashing its raw power in a catastrophe called the S pell plague. Thousands of prac- titioners of the Art were driven mad or killed, while the face of Faer iln was reshaped by waves and veils of mystic blue fi re. Entire nations were displaced or exchanged with realms from other worlds , a nd pa rts of the ea rth were torn free to float in the a ir. THE SECOND SUNDERING A century a fter the S pellplague, the lands and peoples of Faeriln had become accustomed to the state of thingsjust in time for everything to cha nge again.

The fi rst indication of new turmoil ca me in DR, when Bhaa l, the long-dead god of murder, was reborn in Baldur's Gate amid chaos a nd bloodshed, leaving two of the city's dukes a nd many of its citizens dead. The return of Bhaal and his appa rent recla mation of the doma in of murder fro m Cyric led some scholars a nd sages to believe that the rules by which all deities must abide were in flu x. In , strange cala mities began to occur throughout Faeril n. An earthquake s truck Iriaebor. A plague of locusts afflicted Arnn. Dro ughts gripped the southern la nds as the sea steadily receded in places. Amid this tumult, conflict broke out in many regions of the continent. The ores of Many-Arrows warred agains t the dwarfholds of the North and their a llies. Sembia invaded the Dalela nds , and Cormyr raised an army to come to the aid of the Dalesfolk.

Netheril brought forces to Cormyr's border, a nd Cormyr was drawn into a wa r on both fronts. Throughout this period, ta les began to s pread of individuals who had been touched by the gods and granted stra nge powers. Some of these so-called Chosen were at the root of the conAicts that gri p the land. S ome seemed driven by divine purpose, while others claimed to be mystified as to why they would be singled out. In , in Icewind Da le, the Chosen of Auril foments war with Ten-Towns and was defeated. In Anauroch, seeing that Netherese fo rces were s pread thin, the long-subjugated Bedine people rebelled. Having defeated or besieged the dwarfholds of the North, ores ma rch on Silverymoon. In Cormyr and S embia, the Netherese and the Cormyreans traded ground, while the Dalelands became a war zone. As if to offset the drought in the south , in the autumn of 5 the Great Ra in began to fa ll around the Sea of Fallen S ta rs a nd continued unceasingly. W hile the waters rose to the east in early , the tide turned against the ores in the North, and by the end of the year their a rmies were broken a nd scattered.

Also during that year, the elves of Myth Drannor came to the aid of the Dalelands and helped push back Sembian forces. On the Sword Coast, the Hosttower of the Arcane rose again in Luskan, a long with the Arcane Brotherhood. In Waterdeep a nd Neverwinter, efforts were made to clear those cities of century-old rubble a nd neglect. Cormyr repulsed the last of the S embian a nd Netherese forces from the nation, reclaiming its territory, a nd recalled its forces, turning inwa rd to address issues of rebuilding. Late in , the Great Rain finally abated, but this event didn't signify an end to the chaos. The S ea of Fallen Stars had grown, submerging great swaths of land beneath its waves. Early in , earthqua kes and volcanic eruptions abounded for months, as if the whole world was convulsing. Rumors spread of chasms caused by the Spellplague suddenly vanishing, and stories circulated of known destinations being farth er away from one another, as if the world had quietly added miles of wilderness to the dista nce between them.

Word began to s pread of places and peoples not heard from s ince the S pell plag ue. It became appa rent that some of the effects of that terrible time had been reversed. During the year, ships cla iming to be from Evermeet, Lantan , and Nimbra l- nations thought vanished or destroyed- sailed into ports on the Sword Coast and in the Shining South. Ta les spread of the legendary skyships of Halruaa being spotted in southern skies. No longer engaged in Cormyr, Netheril attacked Myth Drannor by floating the City of Shade over it. In a struggle for control of Myth Drannor's my thal and the Weave itself, the flying capital of Netheril was brought crashing down on Myth Drannor, resulting in the cataclysmic destruction of both.

As the year drew to a close, there were nights when the heavens seemed to ha ng motionless. Throughout much of Faeriln , the winter of and lasted longer than any on record. The solstices and equinoxes had somehow drifted. Later seasons followed suit, with each starting and ending later tha n expected. Prayers to the gods for knowledge and mercy seemed to go unacknowledged, apart from the presence of their Chosen. Although the ores were defeated in the North, the League of Silver Ma rches was dis banded in , as fo rmer allies blamed one a nother for failures in the wa r. Sembia divided into separate city-states only nominally allied with one another.

While a handful of settlements s urvived, the Netherese Empire was no more. The rema inder of the Netherese forces battle with the Bedine over control of the Memory S pire, thought to be a tomb of the phaerimm , Netheril's ancient enemies. The battle awakens what turns out to be a hive of the creatures , and they use the life and magic-draining power of the s pire against the la nds below. By , many of the wars th at began during the Sundering had ground to a close. Other conflicts arose, and mighty threats s till imperiled the world, but the deities ceased interfering with the world through their Chosen. The gods were no longer silent but quiet, and in ma ny places new priesthoods arose to interpret the gods' now s ubtle signs. The world today seems a place filled with new lands and opportunities , where those who dare can leave their ma rk. S tudents of history and those elves and dwarves who recall the past that short-lived humans see as distant perceive a world much like it was over a century ago.

For most folk, wild tales of people empowered by the gods, and of far-off lands returned to the world, are the s ubjects of fireside chatter. Daily concerns and the da ngers and opportunities just beyond their doors take precedence, and plenty of both remain on the Sword Coast and in the North. CHAPTER l I WELCOME TO THE REALMS MAGIC IN THE REALMS From the simplest cantrip to the mightiest workings of High Magic, from the blessings of healing mercy to the raising of mighty heroes from the dead, magic permeates the Realms. Any understanding of magic begins, and ends, with an understanding of the Weave. THE WEAVE The Weave is an essentia l element of the universe, running through everything in unseen threads.

Some creatures, objects, and locations have deep, intrinsic ties to the Weave and can perform extraordinary feats that come naturally to them a beholder's flight, a va mpire's cha rming gaze, a dragon's breath weapon , and so forth. Creatures with the necessary talent and s kill can also manipulate the Weave to perform magic by casting spells. The Weave isn't norma lly visible or detectable, even through the use of s pells. Detect magic doesn't let you perceive the Weave, for instance. The Weave isn't magic, precisely, any more than a collection of threads is a garment; it's the raw material from which the tapestry of magic is woven. In two senses , both the metaphorical and the real, the goddess Mystra is the Weave. She is its keeper and tender, but a ll three times the goddess of magic has died or been separated from her divinity twice as Mystra , a nd once as her predecessor, Mystryl , magic has been twis ted or has fail ed entirely. With Mystra's last death and the coming of the Spellplague, the Weave was thought destroyed, and the term lost its significa nce.

Since the end of the most recent Sundering, both Mystra and the Weave have returned to their roles of centuries past, and s pells and magic items a re more reliable tha n they had been while the Spellplague raged. The mental state of the user is vita lly important: monks and some psionics-users train long and hard to attain the right frame of mind , while creatures with supernatural powers have that mind-set in their nature. How these abilities are related to the Weave remains a matter of debate; many students of the arcane believe that the use of the so-called Unseen Art is an aspect of magical talent that can't be directly studied or taught. MAGIC ITEMS Where a s pell effect is brought to life by manipulating the threads of the Weave, the creation of a magic item ties some of those threads together in a specific way, to produce the desired effect for as long as the item lasts.

The Weave provides immediately available energy for spells and also enables those who know the craft to har- ness that energy inside an object until it is called forth by its user who, of course, need not be a spellcaster. In some cases, the magic of an item must be tied to its wielder; representing an entwining of the threads of the Weave between wielder and object known as attunement. As with all matters related to magic, the number of items to which a s ingle being can be attuned is limited , but the benefits of such a relationship can be considerable. MYTH A LS Mythals are some of the most powerful magic in the world of Tori! A m ythal is a permanent field of overlapping magical wards and effects tied to a specific location. In its original usage, this term applied to the works of High Magic that protected ancient elven cities.

It has since been expanded to cover all manner of similar protections, from the immense floating cities of fallen Netheril to the wards of Silverymoon to the smaller- but no less effective- workings of magic that keep safe important locations like Candlekeep. Even the many-layered wards and effects of Undermountain, beneath Waterdeep, are considered a mythal by some. Most my thals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation and conjuration magic.

Evereska's mythal influences the weather of the area and wards its inhabitants against disease, while the mythal of undersea Myth Nantar makes its waters breathable and more comfortable for creatures not s uited to underwater life. In many ways, a mythal is less like a spell or a magic item than a living creation of magic, capable of growing stronger or weaker, absorbing damage, or dying. Mythals can also sometimes heai themselves, as did the mythal of Silverymoon, blossoming out of the Moonbridge following Mystra's most recent return. Each active mythal has one or more beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of the mythal, and can teach others of appropriate s kill how to access its secrets.

Except in cities such as Silverymoon and Evereska, adventurers are most likely to encounter damaged or failing mythals in ruined locations where magic once had great influence. Although an identify spell might reveal some of the simplest effects of a mythal, active restrictions on spellcasting can be discovered only by trying and failing to cast a prohibited spell. A powerful spellcaster might learn how to access or repair a mythal without assistance, but s uch feats are legendary, and rarely attempted by even the most renowned of mages. Any elven city with Myth in its title Myth Drannor, Myth Glaurach , Myth Nantar, and others has, or had, a mythal protecting it. The ruins of such places are certain to have unpredictable effects related to their damaged or destroyed my thals. WEAVE-AFFECTING MAGIC Certa in spells allow casters to perceive or manipulate the effects of the Weave in particular ways.

The Weave itself also has irregularities that affect spells. Detect Magic. Detect magic reveals threads of the Weave woven together through spellcasting, or the "knots " of the Weave in a magic item. A magic item appears enmeshed in the silvery-blue threads of the Weave, and the way the threads are arranged revea ls what type of magic is used necromancy, abjuration, and so on. Similarly, active spells and areas imbued with magic are limned in a silvery network of threads, which might twist and reknit themselves depending on the magic involved. Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.

Antimagic effects can dispel existing spells and unravel any magic woven from the Weave. Permanent effects, such as those from magic items , are usually suppressed by anti magic: while the effect is within an area of anti magic, the construct of the Weave unravels, but the threads snap back into place once the magic is outside the area. Dead Magic. In rare areas of dead magic, the Weave is absent. Not only do spells and magic items cease to function, but even the supernatural abilities of creatures that are innately tied to the Weave might fail as the knot of the Weave they carry with them unravels. Wild Magic. In an area of wild magic, the Weave becomes "tangled ," spontaneously forming its own constructs and resulting magic.

It also tends to twist the constructs of the Weave created by spellcasting, causing unexpected results. RELIGION IN THE REALMS Though wizards work wonders with their Art, and adventurers take their fates into their own hands, it is on the gods that most folk in the Forgotten Realms depend when they have need. The gods play a role in the lives of nearly everyone, from the mightiest lord to the meanest urchin. The various races of Tori! worship their pantheons, which remain largely the same from region to region , with different cultures and societies emphasizing some deities over others. Although exceptions exist- the gods of Mulhorand, for example- all the gods are revered across all of FaerCm. FORMS OF WORSHIP The average person worships different gods in different contexts. Most vocations have a patron deity: farmers make offerings to Chauntea for the prosperity of their crops, clerks sharpen their quills with a prayer to Deneir, while pious merchants remember to set coins aside for Waukeen at the end of the day.

Most people worship a deity associated with their livelihood, family, or home, while others feel called to a particular god for a variety of reasons. Individuals often carry or wear a small token of thei r favored deity: a pendant or a pin in the image of the god's holy symbol, or some other personal keepsake. In addition, people regularly venerate gods based on their needs and circumstances: a farmer whose favored deity is Chauntea would pray to Amaunator for a few clear, sunny days, and a Waterdhavian noble who habit- ually worships Denier would give thanks to Sune after a successful coming-out party for her son. Even priests of particular gods acknowledge the roles that other deities play in the world and in their lives. In general, worshipers view their relationships with the gods as practical and reciprocal: they pray and make offerings because that is how one invites the blessings of the gods and turns away their wrath.

These prayers and other acts of devotion are generally performed quietly at the shrine in one's household or community, or occasionally in a temple dedicated to one's deity, when a worshiper feels the need to "come knocking upon a god's door" to ask for attention. Forms of worship are often acts of veneration: giving thanks for favor shown, making requests for future blessings, and offering praise for the deity's intercessions, large and small. Because most folk in FaerO. n don't want to attract the ire of the cruel or savage gods, beseeching them to keep the peace is also an act of worship.

A hunter or a farmer might make offerings to Malar in hopes of keeping predators at bay, and a sailor might pray to Umberlee that she withhold her wrath for the duration of a voyage. NEW AND FOREIGN Goos The FaerO. nian pantheon isn't the only one known on Tori!. Nonhuman races honor their own gods, for example, and people in faraway lands are known to worship altogether different gods. Occasionally, foreigners bring the worship of these gods to FaerO. In addition, on rare occasions a new god comes into being, perhaps a mortal elevated to godhood or a deity whose arrival was foretold by prophets and leaders of new religions. In cosmopolita n places such as Waterdeep and Calimshan, small shrines and temples to strange gods spring up from time to time.

The burgeoning worship of a new deity is rarely a concern to the other gods of the FaerO. nian pantheon, and the people who revere those deities, except when the newcomer's a rea of concern directly competes with that of an established deity. The methods of resolving such conflicts range from friendly dueling festivals or rites meant to emphasize the glory of one god over another, to campaigns of outright religious bloodshed. Over generations, a new god might become a settled-in member of the pantheon. Indeed, some scholars posit that FaerO. n has many "immigrant" gods, who joined the pantheon's ranks so long ago that their foreign origins are lost in antiquity. Gods were struck down during the Time of Troubles, when the Spellplague wrought its destruction, and most recently when Netheril fell. Some deities have even been slain by mortals wielding impossibly powerful magic.

To the deity's worshipers in the world, CHAPTER l I WELCOME TO THE REALMS it is immaterial whether the god is truly dead or merely dormant- the consequences for them are the same either way. Yet, as recent events have borne out, a god who is gone might not remain absent forever. More than a few supposed ly dead gods have returned and amassed a new body of worshipers. Indeed, the legends of some gods speak of a cycle of death and resurrection. As the Sage of Shadowdale once noted, "If the gods can grant the power to raise mortals from death, why do ye assume they should be laid low by it forever? The servants of the gods come to collect such souls and, if they are worthy, they are taken to their awaited afterlife in the deity's domain. Occasionally, the faithful are sent back to be reborn into the world to finish work that was left undone. Souls that are unclaimed by the servants of the gods are judged by Kelemvor, who decides the fate of each one. Some are charged with serving as guides for other lost souls, while others are transformed into squirming larvae and cast into the dust.

The truly false and faithless are mortared into the Wall of the Faithless, the great barrier that bounds the City of the Dead, where their souls slowly dissolve and begin to become part of the stuff of the Wall itself. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely see "Divine Magic" below. The work of a priest is to serve one's deity and that deity's faithful, a task that doesn't necessarily require the use of magic. The kind of person attracted to a deity's priesthood depends on the tenets of that god: the cunning rogues who venerate Mask have little in common with the upright law-keepers of Tyr, and the delightful revelers who revere Lliira are different from both. TEMPLES AND SHRINES The core religious institutions of FaerO. n are temples and shrines.

Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land, each temple operates according to the traditions of its faith, although powerful or charismatic figures who rise to prominence within the temple hierarchy might motivate or inspire changes to those traditions. Temples in FaerO. n don't have regular services as such. Group observances in a temple occur only at specific festival times, and priests also go out into the community to perform rites such as marriages and funerals. Temples are places where worshipers go either to spend personal or family time in a space consecrated to a deity or to seek the aid of the priests for some reason. Small shrines and private chapels , as distinct from full-fledged temples, are common throughout FaerO. n, particularly in areas where a temple doesn't exist. A shrine might be as modest as a roadside well, where traveling merchants can drop a coin to request good fortune from Waukeen, or as grand as a statue of Amaunator surrounded by braziers in a pavilion in the middle of a village.

Traveling priests often seek out and visit these sites, and they act as meeting places for the faithful. When word gets around that a traveling priest of Elda th has come into town, the fait hful seek her out at the holy spring dedicated to the goddess at the edge of town. A family or business might maintain a shrine or a chapel to its favored deity, perhaps a set of wind chimes consecrated to Akadi hung from the high branches of a tree in the garden, or a wooden symbol shaped like the hand of Azuth in miniature displayed on a prominent wall with a space nearby to burn a candle or some incense. COMMUNING WITH THE GODS Though many tales are told of times past when the gods appeared in physical form and walked the land, occasions of that sort are few and far between.

For the most part, the gods communicate with their faithfu l through signs and omens, appreciated by those able to interpret them. Of course, some signs are more subtle- and thus more open to interpretation- than others. The most common kind of communion that worshipers and priests find with their deities is in prayer, song, or meditation. S uch experiences are intensely personal, and it is common wisdom to keep them that way. After all, "advice" from one's god that appears during morning prayer and gives one a good turn to the day is worthwhile only for oneself. Let each worshiper commune in their own way, as the saying goes. Divine magic also provides a means of communing with the gods and can be used to call upon their guidance. Divine pronouncements of this sort are often personal in scope and brief, and those edicts that concern broader matters tend to be open to interpretation or debate. At a small temple, a novice or an acolyte might study under the only priest available.

Larger temples can accommodate groups of acolytes, each learning under the direction of one or more mentors responsible for training them in the duties and skills of the priesthood. Once acolytes complete their education, they are often ordained in a ritual in which a successful candidate is invested with the responsibilities of the priesthood. n run the gamut, representing all the outlooks that their mortal followers demonstrate, from the principled agents of good to the vicious proponents of evil. Most cultures and societies aren't nearly as cosmopolitan as the population of FaerO.

n taken as a whole; as a result, religious persecution from the viewpoint of those who garner the attention is practiced in places where worship of certain deities is frowned on. Most governments that engage in persecution limit such restrictions to the establishment of formal temples, priesthoods, and organized festivals. On a practical level, it's impossible to prevent individuals from innocuously or secretly worshiping whichever deities they choose. For instance, although worship of Talona- like that of many evil gods- is forbidden in Waterdeep, this prohibition extends only to the creation of a temple and the presence of her priesthood within the city.

Individual citizens or families who revere Talona might be viewed as misguided, but they aren't taken into custody or punished as long as they obey the laws of the city. Some places take this form of persecution a step further, for a variety of reasons. A tyrant might outlaw worship of Torm, lest it inspire rebellion, and an otherwise fair-minded mayor of a river-mill community might demand that worshipers of Silvanus find elsewhere to TO T H E REALMS ~~~ DIVINE MAGIC The gods show their favor toward mortals in myriad ways. A chosen few have their minds and souls opened to the power of magic. There is no formula for who does and doesn't receive this divine insight, as the gods keep their own counsel concerning their selections. Some who are favored seek to ignore or deny their gift, while others embrace it wholeheartedly. Some who display the potential for divine magic develop and practice their abilities in a temple, a sacred grove, or some other spirit ual place, perhaps in the company of other students.

Other practitioners of divine magic discover and nurture their gods-given power entirely on their own. THE GODS OF FAERUN The gods that make up the pantheon of Faerun are much like the population of some of the Realms' greatest cities: an eclectic blend of individuals from a variety of sources. The makeup of the pantheon has shifted over the ages, as a result of changes in the Realms and its people or vice versa, depending on which scholars you believe. The following pages describe the most prominent members of the pantheon. The deities of the Faerunian pantheon are by no means the only powers worshiped in the Realms. The nonhuman races have pantheons of their own described in chapter 3 , and scattered other cults and local divinities can be found across Faerun. His priests help establish bureaucracies and lawful order in communities. They often witness contracts and signed agreements, stamping such documents with the sun-symbol of Amaunator to signify their validity.

His priests teach that Amaunator has died and been reborn time and again. Like the s un, he might pass into the realm of darkness, but inevitably his bright gaze will fall on the world once again. Amaunator is seen as a stern and unforgiving deity, not unlike Silvanus in comportment, but his concern isn't for the balance of life- he cares that things proceed according to the celestial order, that promises are kept, and that the rule of law persists. Farmers and travelers beseech him when they pray for rain or sun, as do any others looking for a favorable change in the weather. But the most common form of propitiation to Amaunator is the practice of swearing oaths, signing contracts, and declaring laws under the light of the sun.

So ingrained in the common perception is the connection between a solemn oath and the sun that those engaged in closing deals or issuing edicts often pause and wait for a passing cloud to clear the sun before completing the transaction or pronouncement. ASMODEUS The Lord of the Ninth, The Cloven, Old Hoof and Horn Open worship of Asmodeus began roughly a century ago when small cults with charismatic leaders sprang up in the aftermath of the Spell plague. That catastrophe left many asking why the gods were angry or had abandoned them. To those questioners, the faithful of Asmodeus provided answers and a god who would forgive all SYMBOL OF AMAUNATOR SYMBOL OF AsMODEus their faults. Still, for the next few decades, the cult of Asmodeus struggled for acceptance. In the beliefs of the people of the North- which coincide with many tales told by dwarves, elves, and others- Asmodeus is Lord of the Ninth, the leader of all devils of the Nine Hells.

People know devils to be iron-minded and silver-tongued purveyors of temptation, whose price for their boons can be as dear as one's soul. It's said that when a soul waits on the Fugue Plane for a deity to take it to its appropriate afterlife, devils approach the soul·and offer it a chance at power and immortal pleasures. All a soul needs to do is take one step out of the dust and the milling crowd and put a foot on the first rung of the infernal ladder that represents the hierarchy of the Nine Hells. The faithful of Asmodeus acknowledge that devils offer their worshipers a path that's not for everyonejust as eternally basking in the light of Lathander or endlessly swinging a hammer in the mines of Moradin might not be for everyone. Those who serve Asmodeus in life hope to be summoned out of the moaning masses of the Fugue Plane after death.

This is the very powerful book on dnd. Book Name: The Sword Coast Adeventure Guide Publisher: Wizards of the coast. Publication Date: 3 November , Pages: Language: English. Author: Steve Kenson, Joseph Carriker, Brian Coetijo, Jeremy Crawford, Peter Lee, Jon Leitheusser, Mike Mearls, Jack Norris, Sean K. Reynolds, Matthew Sernett, Rodney Thompson. Just click on the link given below to Download the PDF of The Sword Coast Adventure Guide Free Download. CLICL ME TO DOWNLOAD PDF. You might have encountered by some of the below question like all other fimiliars has gotten by this The Sword Coast Adeventure Guide. You can check the below:. This book have clocks in at pages.

Home Add Document Sign In Register. CREDITS - s book was 'a collaboration between Wizards of the Coast and C-een Ronin Publishing. Members of the Green Roni Download PDF. Members of the Green Ronin creative ea rn are marked with an asterisk below. Here are the Forgotten Realms works that most influenced this book. Engle, Randy Gallegos, llich Henriquez, David Heuso, Tyler Jacobson , Mclean Kendree, Howard Lyon , William O'Connor, Claudio Pozas, Bryan Syme, Eva Widermann Cartographers: Jared Blando, Mike Schley Font Designer: Daniel Reeve Project Management: Neil Shinkle, john Hay Production Services: Cynda Callaway, Jefferson Dunlap, David Gershman Brand and Marketing: Nathan Stewart, Liz Schuh , Chris Lindsay, Shelly Mazzanoble, Hilary Ross, john Feil, Greg Tito, Kim Lundstrom, Trevor Kidd Playtesters: Adam Hennebeck, Anthony Caroselli, Arthur Wright, Bill Benham, Bryce Haley, Christopher Hackler, Claudio Pozas, Daniel Oquendo, David "Oak " Stark, Gregory L. Harris, Jason Baxter, Jason Fuller, jay Anderson, Jeff Greiner, Jonathan Longstaff, Jonathan Urman , josh Dillard, Karl Resch, Ken j Breese, Keoki Young, Kevin Neff, Krupa!

Desai , Kyle Turner, Liam Gulliver, Logan Neufeld , Lou Michelli, Matt Maranda, Mik Calow, Mike Mihalas, Naomi Kellerman -Bernard, Paul Hughes, Paul Melamed, Richard Green, Robert Alaniz , Rory Madden, Shane Leahy, Shawn Merwin, Stacy Bermes, Teos Abadia, Tom Lommel , Travis Brock, Yan Lacharite Athans , Philip. A Reader's Guide to R. Salvatore's Legend of Drizzt. Baker, Richard, Ed Bonny, and Travis Stout. Lost Empires of FaerCm. Boyd , Eric L. City of Splendors: Waterdeep. Drizzt do'Urden 's Guide to the Underdark. Connors, William W. Hordes of Dragonspear.

Cordell, Bruce R. Forgotten Realms Campaign Guide. Crawford, Jeremy, and Christopher Perkins. Ghosts of Dragon spear Castle. Cunningham, Ela ine. Greenwood, Ed. Dwarves Deep. Waterdeep and the North. City of Splendors. Greenwood , Ed, and Jason Carl. Silver Marches. Greenwood, Ed, Matt Sernett, and others. Murder in Baldur's Gate. Greenwood, Ed, Sean K Reynolds, Skip Williams, and Rob Heinsoo. Forgotten Realms Campaign Setting. Grubb, Jeff, Kate Novak, and others. Hall of Heroes. jaquays, Paul. The Savage Frontier. Leati , Tito, Matt Sernett, and Chris Sims. Scourge of the Sword Coast. Perrin, Steve. Salvatore, R. The Crystal Shard. Rise of the King. Legacy of the Crystal Shard. Sernett, Matt, Erik Scott de Bie, and Ari Marmell. Neverwinter Campaign Setting. slade, Ed Greenwood , Jeff Grubb, and others. The North: Guide to the Savage Frontier. In the event of a catastrophic encoun ter with any or all such entities, blame your Dungeon Mas ter.

If that doesn't wo rk, blame Ed Gree nwood, bu t don't tell him we told you that. He knows more archmages than we do. ON THE COVER Tyler Jacobson illustrates this band of adventurers as they engage in aggressive negotiations with a fierce delegation of ores. Featured left to right : Skip Brickard , a halfling fighter with an ore-sized chip on his shou lder; lll ydia Maethellyn , an aged moon elf cleric of Sehanine Moonbow; Hitch, a brash rogue whose shady past tie s him to the Zhentarim ; Makos, a tiefling warlock hell -bent on revenge against his infernal father; and Nayeli Goldflower, a powerful human paladin driven by an oath of vengeance. All characters and thei r distinc t ive likenesses are property of Wizards of the Coast.

This material is protected under the copyright laws of the United States of America. Any reproduction or unauthori zed use of t he mater ia l or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Green Roni n Pu blishing and t he Green Roni n Pu blishi ng logo are tra dema rks of Green Roni n Publishing. Printed in the USA. Manufactured by Hasbro SA , Rue Emile -Boechat 31, Delemont, CH. Represente d by Hasbro Europe 4 The Square Stockley Park Uxbri d ge Mid d lesex UBJ J J ET lJK CONTENTS Preface and Its Lands es of the Golden Hills WELCOME to a world of magic and adventure.

A year later, author R. Salvatore introduced readers to the adventures of the drow outcast Drizzt Do'Urden in his first novel, The Crystal Shard, establishing the Underdark as an essential part of the Realms. In the years since, the Forgotten Realms have played host to a vast number of game products, novels, video games, and more, making it one of the most widely visited fantasy settings ever created. The lost portals to the Realms have returned and remained open in the depths of our imaginations and do so to this day, as more and more visitors find their way there. Already, new heroes have accomplished great deeds and saved Faerun from terrible evil and will continue to do so, as long as the flame of imagination draws them there. This book is further fuel for the fire sparked by those adventures and the glimpses of the Realms you can find in the fifth edition Player's Handbook, Dungeon Master's Guide, and Monster Manual.

It gives you a broad look at the continent of Faerun and the world ofToril in general, and the regions of the Sword Coast and the North in particular. In these pages, you'll learn about the history, lands, and peoples of Faerun, of the great city-states of the Sword Coast and the North, of the world's gods, and of the factions and forces that support and threaten civilization. Chapter 1 of this book gives an overview of the Sword Coast and nearby lands, its history, the role of magic, and its religions. Chapter 2 goes into detail about the cities and other locations of the Sword Coast.

Chapter 3 gives history and some game material for various races and subraces, both common and uncommon, that can be met on the Sword Coast and in the North. Chapter 4 shows how the character options in the Player's Handbook fit into this region and presents new character class options specific to the Forgotten Realms. Chapter 5 gives backgrounds designed to link your characters to the great places, people, and events of Faerun. The Realms are a place to create and tell your stories, about your adventurers and their deeds. The lands and peoples of Faerun welcome you, traveler, for it is a place of peril sorely in need of the heroes you will bring forth. Go now, through the portal of imagination and into vast and wonderful realms awaiting beyond. CHAPTER 1: WELCOME TO THE REALMS N TH E WORLD OF TORIL , BETWEEN THE windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerun.

A place of varied cultures and races, Faerun is domina'ted by human lands, be they kingdoms , city-states, or carefully maintained alliances of rural communities. Interspersed a mo ng the lands of humans are old dwarven kingdoms and hidden elven enclaves, assimilated populations of gnomes a nd halflings, and more exotic folk. A great deal of adventure is to be had in th e Realms, fo r those willing to seek it out. The routes between cities a nd nations often cross into the territory of brigands or ma rauding humanoids.

Every forest, swamp, and mounta in range has its own perils , whether lurking bandits, savage ores and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treas ures of every living race- and a number of dead ones - wait for adventurers intrepid enough to come and claim them. Faerfin is filled with rich history and wondrous tales of adventure and magic, but the lifeblood of its common people is agriculture and trade. Most rural folk depend on fa rming to eat, and Faerunians who live in cities ply s kil led trades or use brawn to earn their keep, so they can purchase the goods and food provided by others. J ews and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount or invent stories to inform and entertain people in taverns, inns , and castles. Adventurers also spread newswhile also creating it!

The common folk of Faerun look on adventurers with a mixture of admiration , envy, and mistrust. Folk believe that any sta lwarts willing to risk their lives on behalf of complete s trangers should be lauded and rewarded. But such adventurers, if they become successfu l, amass wealth and personal status at a rate that some people find alarming. Even people who admire these adventurers for their energy and their acts of valor might have misgivings: what horrors will be unleashed if adve nturers , heedless or unknowing of the da nger, unlock a ruin or a tomb and release an ancient evi l into the world?

Most of the people who populate the continent have little or no knowledge of lands outside Faerun. The most educated among the populace agree that Faerun is but one continent and that Tori! is the whole of the world, but for the majority of people, who don't experience intercontinental travel or extraplanar exploration, "Faerun" is more than la rge enough of a concept for them to comprehend. Except in the most remote or insular places, Faerunians are accustomed to seeing people of different cultures, ethnicities, and races.

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Those who lived their lives most in keeping with a deity's outlook are taken first. Few dare to take Beshaba as a patron. The council's will is enacted by regional tharchions and bureaucrats, leaving the ruling Red Wizards to focus on magical study and more important arcane matters. Ruined Mezro stands across the sea from Calimshan, waiting for explorers and its displaced people to cleanse the city of its undead inhabitants and uncover the treasures that lie hidden there. The Savage Frontier. CHAUNTEA The Great Mother, the Grain Goddess Chauntea is goddess of agriculture: sowing and reaping, seeding and harvest, breeding and butchery, shearing and weaving.

They yearn for the chance to master their own fates, with all of eternity to achieve their goals. DENE IR The Lord of All Glyphs and Images, the First Scribe, the Scribe of Oghma Deneir is the god of literature and literacy, the patron of the artist and the scribe. It was then noted that the solstices and equinoxes had somehow shifted, beginning with the s pring equinox fallin g on Greengrass of DR, d&d 5e sword coast adventurers guide pdf free download. The ruins of ancient kingdoms and countless smaller settlements litter the countryside, waiting for the right explorers to happen upon them. In addition, the Calendar of Ha rptos specifies five annua l festivals keyed to the cha nging of the seasons and one quadrennial festival that a re observed in almost every land, with particula r celebrations va rying based on local traditions and popular faiths.