(ENG) D&D 5a Ed. - Sword Coast Adventurer Guide - Flip eBook Pages 1-50 (2024)

SWORD COAST ADVENTURER'S GUIDE.

CREDITS - s book was 'a collaboration between Wizards of the Coast and C-een Ronin Publishing. Members of the Green Ronin creative earn are marked with an asterisk below. lead Designer: Steve Kenson* Designers: Joseph Carriker,* Brian Cortijo,* Jeremy Crawford, Peter Lee, Jon Leitheusser,* Mike Mearls, jack Norris,* Sean K Reynolds, Matt Sernett, Rodney Thompson Managing Editor: Jeremy Crawford Editor: Kim Mohan* Editorial Assistance: Chris Sims, Matt Sernett, Dan Helmick Producer:. Greg Bilsland D&D lead Designers: Mike Mearls, Jeremy Crawford Art Directors: Kate Irwin, Hal Mangold,* Shauna Narciso Graphic Designer: Emi Tanji Cover Illustrator: Tyler Jacobson Interior Illustrators: Conceptopolis, Olga Drebas, Jason A. 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 BIBLIOGRAPHY Here are the Forgotten Realms works that most influenced this book. Athans, Philip. A Reader's Guide to R.A. Salvatore's Legend of Drizzt. 2008. Baker, Richard, Ed Bonny, and Travis Stout. Lost Empires of FaerCm. 2005. Boyd, Eric L. City of Splendors: Waterdeep. 2005. ---. Drizzt do'Urden's Guide to the Underdark. 1999. Connors, William W. Hordes of Dragonspear. 1992. Cordell, Bruce R., Ed Greenwood, and Chris Sims. Forgotten Realms Campaign Guide. 2008. Crawford, Jeremy, and Christopher Perkins. Ghosts of Dragon spear Castle. 2013. Cunningham, Ela ine. Thornhold. 2001. Greenwood, Ed. Dwarves Deep. 1990. ---. Vo/o's Guide to Baldur's Gate II. 2000. - --. Vo/o's Guide to the North. 1993. ---. Vo/o's Guide to the Sword Coast. 1994. --- .Vo/o's Guide to Waterdeep. 1992. --- . Waterdeep and the North. 1987. ---. Waterdeep. 1989. - --.City of Splendors. 1994. Greenwood, Ed, and Jason Carl. Silver Marches. 2002. Greenwood, Ed, Matt Sernett, and others . Murder in Baldur's Gate. 2013. Greenwood, Ed, Sean K Reynolds, Skip Williams, and Rob Heinsoo. Forgotten Realms Campaign Setting. 2001 . Grubb, Jeff, Kate Novak, and others. Hall of Heroes. 1989. jaquays, Paul. The Savage Frontier. 1988. Leati, Tito, Matt Sernett, and Chris Sims. Scourge of the Sword Coast. 2014. Perrin, Steve. Under 11/efarn. 1987. Salvatore, R.A. The Crystal Shard. 1988. ---. Rise of the King. 2015. Salvatore, R.A., James Wyatt, and Jeffrey Ludwig. Legacy of the Crystal Shard. 2013. Sernett, Matt, Erik Scott de Bie, and Ari Marmell. Neverwinter Campaign Setting. 2011 . slade, Ed Greenwood, Jeff Grubb, and others. The North: Guide to the Savage Frontier. 1996. Disclaimer: Wizards of the Coast cannot be held responsible for any actions undertaken by entities native to or currently inhabiting the Forgotten Realms, including necromancer lords of distant magocracies, resident mages of any or afl Dales but especially Shadowda/e, draw rangers wielding one or more scimitars and accompanied by one or more panthers, mad wizards inhabiting sprawling dungeons accessible via a well in the middle of a tavern , beholders who head up criminal cartels, and anyone with the word Many-Arrows in their name. In the event of a catastrophic encoun ter with any or all such entities, blame your Dungeon Master. If that doesn't work, blame Ed Greenwood, but 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 shoulder; lllydia Maethellyn , an aged moon elf cleric of Sehanine Moonbow; Hitch, a brash rogue whose shady past ties 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. 620B2438000001 EN ISBN: 978-0-7869-6580 -9 First Printing: November 2015 987654321 CE DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Sword Coast Adventu rer's Guide, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries . All characters and their distinctive 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 the materia l or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Green Roni n Pu blishing and the Green Roni n Pu blishing logo are tradema rks of Green Roni n Publishing. Printed in the USA. ©201 5 Wizards of the Coast LLC , PO Box 707, Renton , WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boechat 31, 2800 Delemont, CH . Represented by Hasbro Europe 4 The Square Stockley Park Uxbridge Midd lesex UBJ J JET lJK

CONTENTS Preface .... .' ..................................................................................... 4 Chapter 5: Backgrounds ...................................................... 145 City Watch ............................. ......................... ................... 145 Chapter 1: Welcome to the Realms ...................................... 7 Clan Crafter ................. ......... ................ ............................ 145 The Sword Coast and the North .... ................................. 7 Cloistered Scholar .............. .................. ... .. ..................... 146 Tori! and Its Lands ............................................................. 9 Courtier ............................................................................. 146 Time in the Realms .......................................................... 14 Faction Agent ................................................................... 147 A Brief History ................................................................... 15 Far Traveler ................. ... .. .... .................................. .......... 148 Magic in the Realms ......... .. ............................................. 18 Inheritor ............................................................................ 150 Religion in the Realms ....................................... ....... ...... 19 Knight of the Order ........................................................ 151 The Gods of Faen1n ......................................................... 23 Mercenary Veteran ....................................................... .. 152 Chapter 2: The Sword Coast and the North .................... 43 The Lords' Alliance .......................................................... 43 Urban Bounty Hunter .. .................................................. 153 Uthgardt Tribe Member ............ .................................... 153 Waterdhavian Noble ....................................................... 154 Dwarfholds of the North ................................................. 58 Island Kingdoms ........................................... .................... 66 Appendix: Class Options in Other Worlds ..................... 155 Independent Realms ........................................................ 73 Dragonlance ...... ................... .................................. ........ .. 155 The Underdark ... ............................................................... 99 Eberron ............................................................................. 155 Chapter 3: Races of the Realms .............................. .......... 103 Greyhawk ........................................ .................................. 156 Homemade Worlds ......................................................... 157 Dwarves ............................................................................ 103 Elves ................................................................................... 105 Index ..................... ........ ............................................................. 158 Halflings ............................................................................ 108 Humans ............................................................................. 110 Sidebars Dragonborn ............................................................ .......... 112 Regions of the Realms ................ ..................................... 11 Gnomes ........................................................... .................. 114 Coin of the Realms .... ....................................................... 13 Half-Elves ......................................................................... 116 The Calendar of Harptos ................................................ 15 Half-Ores .......................................................................... 117 Weave-Affecting Magic ............. ....................................... 19 Tieflings ............................................................................ 118 The Earthmother .............................................................. 27 Chapter 4: Classes ................................................................. 121 Barbarians .............................................. .......................... 121 Primal Paths ................................................................ 121 The Legend of Knucklebones, Skull Bowling, and the Empty Throne ..................................................... 31 The Legend ofTyche and Her Twin Daughters ......... 40 The Gods of Mulhorand .................................................. 41 Bards .............................. ....... .................................... ........ 122 The Harpers ............ .............. .................... .................. 123 Bardic Colleges ........................................... .. .............. 123 Musical Instruments .................................................. 124 Clerics .. .............................................................................. 125 Divine Domain ......... ..................................... .............. 125 Druids ................................................................................ 126 Druid Circles .. ............................................................. 126 Note to the DM: Making the Realms Yours ................ 44 Ruined Kingdoms of the North ..................................... 48 Everbright ........................................................................... 50 The Wards of Waterdeep ................................................ 54 Fallen Dwarven Kingdoms and Their Marks ............ 58 The Dirge ofDelzoun ...................................................... 60 The Canticle of Gauntlgrym ........................................... 61 Valkur, Hero-God of the Northlanders ........................ 68 Fighters ................................................... .......................... 127 Martia l Archetype ...................................................... 128 Monks ........... .................................... ....... .......................... 129 Monastic Orders ......................................................... 129 Fort Morninglord .............................................................. 80 The Uthgardt Tribes and Their Territories ................ 93 Lost Tribes of the Uthgardt... ......................................... 94 The Cavern of Menzoberranzan ................................. 101 Monastic Traditions ........ .. ......................................... 130 Dwarf Clans of the North .. .. ......................................... 103 Paladins ......................... ........ ........................................... 131 Rare Elf S u braces ......................... ................................. 106 Paladin Orders ............................................................ 132 Sacred Oath ................................. ................................. 132 Rangers ............................................................................. 133 Ghostwise Halflings .... ........ .. ................................ ........ . 110 Option: Human Languages ................................. ......... 112 Ladi.es of the Golden Hills ................................... ......... 114 Rogues ............................................................................... 134 Roguish Archetypes ................................. ................. 135 Deep Gnome Feat... .. ... .......................... ........ ........ .. ...... . 115 Half-Elf Variants .................. ............. ............. ................ . 116 Sorcerers .......................................................................... 136 Sorcerous Origin ........................................................ 137 Tiefling Variants .. ......................................... ................... 118 Aasimar ......... .................................. ....... .. ......................... 119 Warlocks ........................................................................... 138 Patrons in the Realms ............................................... 138 Otherworldly Patron .................................................. 139 Spiked Armor ......................... ......................................... 121 Uthgardt Totems ............... .............................................. 122 The Moonstars ................................................................ 124 Wizards ......... .......................... .......................................... 140 Wizardly Groups ......................................................... 140 Arcane Tradition ......................................................... 141 Cantrips for Sorcerers, Warlocks, and Wizards ..... 142 The Harpers and Druids .............................. ................. 127 Swashbucklers and Two-Weapon Fighting .............. 136 Arcane Spellcasters ..................... ................... .. ............. 137 Mage Sigils ....................................................................... 141 Bladesinger Styles ........................ .. ................. ............... 142 Knightly Orders of FaerO.n ........................................... 151 Mercenaries of the North ................................ .............. 152 Barbarian Tribes of FaerO. n ....... .. ................................ 154

PREFACE J AIL AND WELL MET, TRAVELER! WELCOME to a world of magic and adventure. Originally created by Ed Greenwood, the Forgotten Realms setting has been home to Dungeons & Dragons stories and games for decades. Built for tales of swords and sorcery, the Realms initially grew and flourished in Ed's D&D campaign, which featured heroes like the Knights of Myth Drannor in the Dalelands. Ed also shared glimpses of the Realms in the pages of Dragon magazine, giving D&D players their first tales from the wizard Elminster, the old sage of Shadowdale, who occasionally found his way through a portal between Faen1n and our world and into Ed's living room. PREFACE When TSR, the company that owned D&D at the time, sought a new campaign world to expand the D&D multiverse, they chose the Forgotten Realms, and in 1987, the gates were flung wide for players and Dungeon Masters all over the world to come to Faerun and create their own heroic tales. A year later, author R.A. 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. It is no surprise, then, that the Forgotten Realms became the setting for the first adventures for fifth edition Dungeons & Dragons. 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. While the body of Realms lore is vast, and this book is only an introduction, the Forgotten Realms setting- like D&D itself- is yours, and has been ever since Ed opened that first portal and invited us to come and visit. 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 THE 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 among the lands of humans are old dwarven kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The routes between cities and 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, treasures 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 skilled 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 strangers 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 adventurers, heedless or unknowing of the danger, unlock a ruin or a tomb and release an ancient evil 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. Only in the most cosmopolitan areas does such casual acceptance extend to evil humanoid races-such as goblinoids, ores, and drow- to say nothing of even more dangerous creatures. Adventurers tend to be more tolerant, accepting exiles, misfits, and redeemed folk from strange lands and with unusual shapes. THE SWORD COAST AND THE NORTH Running along the Sea of Swords from north of Arnn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that use the sea for trade. For most who care about such things, the area is delimited by Neverwinter in the north and Baldur's Gate in the south, but territory farther to the north and south that isn't under the sway of a more influential power is usually also included in maps of the Sword Coast. More broadly, the North refers to all the territory north of Arnn, split into two general regions: the Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of territory marked by the Cloud Peaks and the Troll Mountains to the Trade Way. The Savage Frontier is the name given to the rest of the unsettled or sparsely settled territory in the North, not including the major cities and towns and any settlements in their immediate spheres of influence. Most of the communities, nations, and governments of the North can be grouped into five categories: the cities and towns that are members of the Lords' Alliance, the dwarfholds that have been built throughout the area, the island kingdoms off the coast, the independent realms scattered up and down the coast, and the subterranean environs of the Underdark. Each category is discussed briefly here; more details can be found in chapter 2. 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, duch*ess 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 CHAPTER 1 I WELCOME TO THE REALMS

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. DWARFHOLDS OF THE NORTH The various dwarven communities of the North are the heirs and survivors of Delzoun, the great Northkingdom of long ago. Despite continually warring over the centuries with the ores and goblinoids of the region, and having to fight off assaults from below by duergar and drow, the shield dwarves have stood fast, determined to hold their halls against all threats- and, when necessary, reclaim them. Holds that survive from the days of Delzoun include Mithra! Hall, Citadel Adbar, and Citadel Felbarr. The fabled city of Gauntlgrym, built by the Delzoun dwarves and recently taken back from the drow, stands as a beacon of resurgent dwarven strength in the North. Stoneshaft Hold and Ironmaster are lonely settlements continually girding themselves for threats real and imagined. Sundabar and Mirabar are also generally considered dwarfholds, despite their substantial human populations. Until recently, many of the dwarfholds were members of the Silver Marches (also known as Luruar), an alliCHAPTER 1 I WELCOME TO THE REALMS ance of cities that provided mutual protection across the North. Disagreements and failed obligations during a war with the ore kingdom of Many-Arrows destroyed the remaining trust between members of the Marches, and that pact is no more. The dwarfholds still ally with one another, and individually with nearby human realms, but no longer pledge to stand unified with all their neighbors. ISLAND KINGDOMS Off the western coast of Faen1n are a number of island realms of varying size. The most distant, and yet perhaps the most symbolically important to the mainland, is Evermeet, the island paradise of the elves, reputed to be a part of the divine realm of Arvandor. Much closer to Faen1n are the Whalebones and Ruathym, ancient homes of the ancestors of the Illuskan people, and the Moonshaes, where many of those same people now share the islands with the Ffolk and an elf offshoot known as the Llewyr. The free port of Mintarn lies nearby, a neutral site for meetings between enemies and a recruitment spot that offers abundant jobs for sailors. Despite its size, the tiny island of Orlumbor, with its treacherous harbor and its skilled, in-demand shipwrights, is an independent and influential nation unto itself. In the seas to the south, pirates of many races and predilections sail from the Nelanther Isles, preying on trade running north and south along the coasts. Since the beginning of the Sundering, fabled Lantan and Nimbral have returned. Both the center of invention and the isle of Leira-worshiping illusionists are even more secretive and less welcoming of strangers than before their disappearance. INDEPENDENT REALMS Interspersed among the fortresses of the dwarves and the settlements protected by the Lord's Alliance are significant sites that have no collective character, except that they exist largely outside the protection or purview of the great powers of the region. Even the civilized locales among these places, such as Elturgard, exist, at best, in an uneasy tension with the denizens of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable locations is encompassed within the wild lands of the North. Among them are the great library of Candlekeep, home of the greatest collection of written lore in FaerO.n; the imposing, giant-scale castle of Darkhold; the fortified abbey of Helm's Hold; sites of great battles such as Boareskyr Bridge and the Fields of the Dead; realms of some security, such as Elturgard and Hartsvale; and the yuan-ti realm of Najara. The lands of the Uthgardt, the towns of frigid Icewind Dale, the quiet Trielta Hills, the cutthroat city of Luskan, and the legendary Warlock's Crypt, dominion of the great lich Larloch, are all independent realms, as are the High Moor, the Trollclaws, and the High Forest.

There is much danger and adventure to be had in the free places of the North, and a great deal of wealth and treasure. as well. The ruins of ancient kingdoms and countless smaller settlements litter the countryside, waiting for the right explorers to happen upon them. THE UNDERDARK Extending miles downward and outward beneath the surface of FaerO.n, and reaching to other continents as well, the great network of subterranean caverns known as the Underdark is home to all manner of strange and deadly creatures. Duergar and drow- dark reflections of dwarves and elves-live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk aren't threatened or even disturbed by denizens of the deep places, but the creatures occasionally emerge to raid or to seek some kind of goal in the surface world. Among the lands of the Underdark beneath the North are the svirfneblin city of Blingdenstone, the duergar city of Gracklstugh, and the infamous drow city of Menzoberranzan. Also prominent is Mantol-Derith, a trading post for Underdark merchants. TORIL AND ITS LANDS Tori! is a vast and wondrous world, filled with an immense diversity of peoples and a rich, full history. For most folk of the Sword Coast, however, knowledge doesn't extend much beyond the confines of the North, and anything "known" outside of FaerO.n proper is based more in rumor than in fact. FAERUN The vast central continent of Tori!, FaerO.n is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. LANDS TO THE SOUTH To the south of the Sword Coast lie ancient nations, a tremendous, forbidding jungle, and all manner of lands destroyed or transformed by magical cataclysms and upheavals. Amid the ruin and the distress in these realms are signs of renewal and hope, as tenacious civilizations and peoples rebuild, reclaim, and create anew. Amn. A nation led by the representatives of five noble families, Arnn is a place where the wealthy rule, openly and without pretense. Shrewd traders and ruthless in business, Amnians believe that the end of a successful transaction is justified by any means, ethical or otherwise. Although the nation is richer by far than even the northern metropolises of Baldur's Gate and Waterdeep, its influence is curtailed by the unwillingness of its rulers to work together in the nation's best interest. The members of the Council of Five are fairly unified and tight-fisted in their control of Arnn, but their ability to affect events outside their own borders is limited because they can't agree enough on major matters of foreign policy. The oligarchs utterly control their nation, but beyond the areas that each rules, their families and businesses compete with one another and with the locals of far-flung places. The use of arcane magic is illegal in Arnn, meaning that the only authorized spellcasters in the nation are wielders of divine magic who enjoy the support and patronage of a temple, and users of arcane magic who have been given special dispensation by one of the oligarchs. So pervasive is the sway of Amn's oligarchy that few crimes merit physical punishment but those that involve the use of arcane magic or an offense against one of the council's merchant houses. Other infractions are forgiven after the miscreant makes payment of an appropriate fine. Calimshan. This southern land has long been the battleground for warring genies. After years of struggling beneath their genasi masters, human slaves arose to follow a Chosen of Ilmater, at first using nonviolent resistance, and then erupting in full rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the deserts. Much of Calimshan is a chaotic place dominated by wealth, political influence, and personal power. Many pray for the return of the Chosen and the completion of his work. Others are learning to live together without genie masters, and to grudgingly accept the remaining genasi among them. Chult. The vast, choking jungles of Chult hide what many believe to be great mineral wealth, including large gemstones and veins of ore. Poisonous flora and fauna riddle the jungles, but some still brave the dangers to

IO seek their fortunes. Some of the exotic plants that grow only in Chult fetch high prices in mainland markets. 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. Eastward along the Chultan peninsula lie the remains of Thindol and Samarach. Despite the apparent fall of both civilizations, Thindol remains infested with yuan-ti, while the illusions cloaking Samarach's mountain passes conceal the activities in that nation. Dambrath. Situated on a warm plain on the shore of the Great Sea, Dambrath is ruled by nomadic clans of human horse riders who revere Silvanus, Malar, and occasionally Seh1ne. Given the Dambrathans' history of domination by the Crinti, a ruling caste of half-drow, it is no surprise that they reserve their greatest hatred for the drow. The clans meet twice a year at a sacred site known as the Hills of the Kings, where dozens of totem sculptures are preserved. At these gatherings, each clan updates its totem with an account of its exploits over the previous seasons. Many Dambrathans seek out lycanthropy as a means of showing reverence for their favored deity and honoring their heritage. CHAPTER 1 I WELCOME TO THE REALMS El/harrow. A blasted near-desert north and east of the North Wall mountains bordering Halruaa, Elfharrow isn't a name bestowed by its residents, but rather the sobriquet that travelers use for this violent region. The tribes of xenophobic elves that claim this area don't hesitate to discourage uninvited guests by any means necessary. A simple group of pilgrims might be scared off with some arrows, while a band of hunters or explorers is likely to be killed outright. Food is sparse in this region, with the forests long since vanished, and as a result the elves of Elfharrow fiercely protect the herds of animals they have cultivated. The elves have no interest in looting the cities of fallen Lapaliiya, but neither are they willing to allow "adventurers" free access to those lands through their territory. Halruaa. Once believed destroyed in the conflagration of the Spellplague, Halruaa has largely been restored to the insular, magic-mighty nation it once was. Because of the foresight of their divinations, Halruaan wizards were able to use the raging blue fire that followed Mystra's death to propel their nation safely into the realm of Toril's twin, Abeir (displacing part of that world into the Plane of Shadow). Now that the events of those times have mostly been undone, the famed Halruaan skyships and waterborne

vessels have spread out from their home once again, seeking to establish trading routes and political connections, as well as to learn what has changed of the world in their century of absence. The Lake of Steam. Far to the south and east of the Sword Coast, the Lake of Steam is more accurately an inland sea, its waters tainted by volcanism and undrinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting domains known as the Border Kingdoms. Here, along the southern shore of the lake, explorers and fortune seekers squander their amassed wea lth building castles, founding communities, and drawing loyal vassals to them- only to have all those good works disappear within a generation or two. In some cases, one of these realms is fortunate to be saved from its inevitable decline by another group of successful adventurers, who inject enough wealth and wisdom to keep the enterprise going a few more decades. Luiren. Long the homeland of halflings and thought to be the place where their race had its genesis, Luiren was lost during the Spellplague to a great inundation of the sea. In the century since that great disaster, the waters receded, and now stories told by travelers from the south tell of halfling communities that survived as island redoubts. Tethyr. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darroma r. The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm, appoint sheriffs over their counties, and generally maintain order. The farmlands of Tethyr are abundant, and its markets flow freely with trade from the Western Heartlands. Tethyr has seen more than its share of noble intrigue and royal murder, and adventurers who are native to Tethyr or merely passing through that land are often drawn into such plots, either as unwitting accomplices or as easy scapegoats. LANDS TO THE EAST To the east lie many of the older nations of the Realms, including the Western Heartlands of Faen1n- those civilizations centrally located on the continent, and thereby best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the Sword Coast, one moves from lands not so different from one's own to places so foreign they might as well exist on other continents or worlds- which a few of them actually have done. Aglarond. The great peninsula of Aglarond juts out into the Inner Sea, and that body of water and the forests of the Yuirwood define much of the nation's character. A rea lm of humans living in harmony with their elf and half-elf neighbors, Aglarond has been a fo e of Thay for centuries, in part due to the temperament of its former ruler, the Simbul. The nation is now ruled by a Simbarch Council, which has backed away from open hostilities with Thay. With the restoration of the Weave, the ongoing changes to the political landscape, and calls for elven independence within the nation, it is unclear what REGIONS OF THE REALMS Just as "the North " describes an area that includes a number of nations and governments, a number of collective terms exist for other regions across FaerOn. Not all such names are used universally, and opinions vary as to which lands qualify in which groups. Here are some currently recogn ized regional groupings: The Cold Lands: Damara, Narfell, Sossal, and Vaasa The Heartlands: Cormyr, the Dalelands, the Moonsea, and Sembia The Lands of Intrigue: Arnn , Calimshan, and Tethyr, also known as the Empires of the Sands The Old Empires: Chessenta, Mulhorand, and Unther sort of place Aglarond will be in a generation's time, except that its potential for great change will be realized. Chessenta. A collection of city-states bound by common culture and mutual defense, Chessenta isn't truly a nation. Each city boasts its own heroes, worships its own gladiatorial champions, and spends as much time insulting and competing with the other cities as it does on any other activity. The city of Luthcheq is dominated by worship of the bizarre deity known as Entropy, while Erebos is ruled by the latest incarnation of the red dragon known as Tchazzar the Undying. Heptios contains the largest library in Chessenta, a center of learning where all nobles aspire to send their children for tutoring. That city is looked on with disdain by the people of Akanax, whose militant contempt for the "fat philosophers" of Heptios is widely known. Toreus welcomes all visitors, even those from lands that are despised or mistrusted, and foreign coin can buy nearly anything there. The floating city of Airspur still flies somehow, its earthmotes unaffected by the fall of its fellows when the Sundering came to a close. Cormyr. For most folk in central Faen1n, the notion of a human kingdom is inextricably linked to Cormyr. A strong realm bolstered by its loyal army (the Purple Dragons), a cadre of magical defenders and investigators (the War Wizards), and numerous wealthy and influential nobles, Cormyr is recovering from its war with Sembia and Netheril- a conflict that cost the nation much, but left the kingdom standing, and which, in the end, Netheril didn't survive. The pride of that victory rema ins strong in Cormyr's collective consciousness, even as Queen Raedra draws back from plans to permanently welcome into the realm towns that lie beyond Cormyr's traditional borders. Cormyreans are justly proud of their homeland, and go to great lengths to guard it and its honor. Still, there is no shortage of danger in the Forest Kingdom, whether from scheming, treacherous nobles, monsters out of the Hull a ck Forest or the Stonelands, or some ancient, hidden magic. Corm yr is many things, but dull isn't one of them. The Cold Lands. The nations of Damara, Narfell, Sossal, and Vaasa, known collectively to most Faerunians as the Cold Lands, rest near the Great Glacier in the cold, dry environs of the northeast. Few outside the region have much interest in what goes on here, except for those in the immediately surrounding lands, who fear a resurgence of the ancient evils of the region- though they ar-

en't fearful enough to do more than send an adventuring party or two into the area to investigate. In Damara, the usurper King Yarin Frostmantle sits on the throne of the Dragon bane dynasty, while his people complain about his tyranny and the growing threat from demons across the country. In Narfell, skilled riders and archers hunt, raid, and are gradually reclaiming their heritage as a great nation of mages who treated with devils. The Warlock Knights of Vaasa threaten to break the bounds of their nation and invade Damara, the Moonsea, or both, while some of its members suspiciously eye the ominously silent Castle Perilous, perhaps planning another excursion to the place. The tiny nation of Sossal trades with its neighbors, but shares little of itself with the wider world. The Dale/ands. The humans who call the Dalelands home want nothing more than lives untroubled by the concerns of larger nations. They take great pride in their peaceful coexistence with the elves of Cormanthor, and in their ability to remain largely self-sufficient and autonomous even when their homeland was used as a battlefield by Cormyr, Netheril, S embia, and Myth Drannor in the recent conflicts. Featherdale and Tasseldale have reasserted their independence since the end of the war, and rejoined Archendale, Battledale, Daggerdale, Deepingdale, Harrowdale, Mistledale, Scardale, and Shadowdale on the Dales Council. The High Dale did the same shortly afterward. Dalesfolk are mistrustful of anyone unwilling to sacrifice for the common good, but those who put in good work- whether in defense or labor- are accepted as equals, entitled to share in the rewards from their toil. The Horde/ands. Formerly known as the Endless Wastes, this land has gained a new name among Faerunians, styled after the vast Tuigan horde that roared out of the east and rode against Faerun more than a century ago. After these tribesfolk were defeated, some of the fierce, mounted warriors who survived the conflict gathered to form the sma ll nation ofYalmunnahar. Some others cling to the old ways, mastering the sword and the bow and riding across the steppes on their short-legged horses. Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage are fewer than they once were. lmpiltur. With the rising of the waters of the Sea of Fallen S tars, some of Impiltur's wealth and influence is returning, leading to whispers among the populace that a lost king of the line of old will rise up to lift Impiltur out of its woes and back to the great nation it once was. Impiltur is a nation of humans with pockets of dwarves and halflings among its populace. Where once a long royal line sat its throne and ruled over a unified kingdom, now a Grand Council sits around a table and struggles to combat the presence of demons, and demon worship, within the nation's borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to overextend themselves and fall- sometimes crumbling over time, and sometimes dropping like stones from the sky. CHAPTER 1 I WELCOME TO THE REALMS Now that Netheril and Myth Drannor have fallen, those two great powers can no longer exert their influence over the Moonsea, allowing the city of Hillsfar to spread its wings and eye southward expansion, and Mulmaster to once aga in further the worship of Bane. Phlan, Teshwave, Thentia, and Voonla r-all Moonsea cities where greater powers jockeyed for influence- now work to find their own identities before an unchecked or malevolent realm swallows them, one by one. This region is also home to the ruins of the Citadel of the Raven and Zhentil Keep, former strongholds of the Zhentarim, which the Black Network shows occasional interest in restoring. Mulhorand. Since the Chosen of the gods began to appear in the last few years, Mulhorand has become a land transformed. Its deities manifested fully in the forms of some of their descendants, and swiftly rallied the Mulan to overthrow the Imaskari. Aided by the mighty wizard Nezram, known as the World-Walker, the Mulhorandi overthrew the rulers of High Imaskar, who fl ed into the Plains of Purple Dust or to extra planar safeholds. When the upheaval ended and the Chosen began to disappear, the gods of Mulhorand remained to rule their people, focusing their attention on defending their restored homeland to keep the war in Unther and Tymanther from spilling over its borders. For the first time in centuries, the people in Mulhorand are free, with the gods declaring that slavery shall no longer be practiced among the Mulan since their return. Rashemen. A harsh, cold land fill ed with hardy folk, Rashemen is a fiercely traditional nation. It is ruled by its Iron Lord, Mangan Uruk, who speaks for the power behind the throne: the Wychlaran, the society of masked witches that determine Rashemen's course. These witches wield great powers tied to the land and its magic and guard against evil fey and vengeful spirits. A small number of male spellcasters, known as the Old Ones, create magic items and weave arcane rituals for the witches. Rashemi witches revere the Three, a triumvirate of goddesses they call Bhalla (the Den Mother), Khelliara (the Forest Maiden), and the Hidden One. Over the centuries, scholars in other lands have speculated that these deities might be faces of Chauntea, Mielikki, and Mystra, respectively. The nation's warriors are a fierce, stoic lot, famed for their strength, endurance, and stubbornness in battle. Rash em en is a long-standing enemy of Thay, and has often thwarted that nation's ambitions to rule Faerun. Little pleases a Rashemi wa rrior more than the chance to strike down a Red Wizard in battle. Sembia. Following a period of subjugation at the hands of Netheril, S embia is already on its way to becoming the economic power it was in prior years. Although relations are cool with the Da les and Cormyr following the most recent war, Sembian merchants are quick to dismiss previous conflicts as the work of the Netherese, and remind their former trading partners of the long and mutually profitable relationships they previously enjoyed. To prove its good intentions, S embia has "allowed" Featherdale and Tasseldale to regain their independence, even though S embian investors had owned

much of Featherdale for nearly seventy years when the war came to an end. Before Netheril claimed Sembia as a vassal state, mercenary work and adventuring were popular livelihoods among Sembians who didn't have local families to feed. 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. Thay. 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. Thesk. 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. Turmish. 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. Tymanther. 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. Arnn: fander, taran, centaur, danter, roldon Cormyr: thumb, falcon, blue eye, golden lion, tricrown Sembia: steel pence (an iron coin), hawk, blue eye, noble Silverymoon: glint, shield, sword, dragon, unicorn Waterdeep: nib, shard, sambar, dragon, sun Zhentil Keep: fang ("dung-piece"), talon/naal ("flea-bit"), tarenth ("hardhammer"), glory ("weeping wolf"), platinum glory ("flat metal gem") Silverymoon also mints two special coins: the moon and the eclipsed moon. 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 complete 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 territory makes it unlikely that Unther will push 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 Alamber. Some of Tymanther's dragonborn have spread across FaerGn and ga ined reputations as competent, highly sought-after mercenaries. Unther. 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 ancestral la nds. The Unthcritcs have r e lake u rnucl1 uf the land they formerly held, while seeking to wipe out the "godless lizards" they blame for their time of oppression 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 lands lost centuries ago, but as every Untherite knows, the great God-King is patient, for he is eternal. Westgate. The dismal city of Westgate isn't a romantic place, but someone s eeking employment for shady work, or looking to hire someone for the same, will find few places better s uited in a ll of FaerGn. Westgate is considered by some FaerGnians as a harbinger of the eventual fate of places like Arnn and Sembia, where coin rules over a ll other considerations. As in many such places, one's moral outlook is less important in Westgate than 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, and the other lands of the vast continent of Kara-Tur. To most people of FaerGn, Kara-Tur is like another world, and 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 such as gnomes and ores. Other dragons, neither chromatic nor metallic, dwell in its lands and fly its skies. And its mages practice forms of magic mysterious even to a rchwizards of FaerGn. S tories of Ka ra-Tur tell of gold and jade in great abundance, rich spices, silks, and 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 WELCOME TO THE REALMS ZAKHARA Fa r to the south of FaerGn, beyond Calimshan and even the jungles of Ch ult, are the Lands of Fate. S urrounded by waters thick with pirates and corsairs, 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 FaerGnians. It is thought of as a vast desert, sprinkled with glittering cities like scattered gems. Romantic tales abound of scimitar-wielding rogues riding flying carpets and 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, and some have even returned, bea ring rales that change from generation to generation about exotic locales, from island cha ins that a re the sites of countless shipwrecks, to fearsome feat her-clad warriors, and vast continents that suddenly appeared where nothing- or something very much different- had rested only seasons prior. TIME IN THE REALMS Although a number of means exist for marking the days and the passage of time during a year, nearly all folk in FaerGn have adopted the Calendar of Harptos. Even the cultures and races that don't favor this method of marking time are aware of it, with the result that it is recognized across nearly all races, languages, and cultures. A year on Tori! consists of 365 days. In the Calendar of Harptos, the year is divided into twelve months of thirty days, loosely following the synodic cycle of SelGne, the moon. A month is made up of three tendays, also known as rides. Five annual holidays, fa lling between the months, complete the 365-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 special names. 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 Uktar." People might also refer to a given day by its relationship to the current date ("two tendays from today") or the nearest holiday ("three days past Greengrass"). SPECIAL CALENDAR DAYS Every nation, fa ith, and culture across FaerGn has its own special festivals and 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 changing of the seasons and one quadrennial festival that a re observed in almost every land, with particula r

celebrations varying based on local traditions and popular faiths. Midwinter. The' first festival day of the year is known generally as Midwinter, though some people name it differently. Nobles and 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, and 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. Greengrass. The traditiona l beginning of spring, Greengrass is celebrated by the display 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 spread among the fi elds in hopes of a bountiful and speedy growing season. Midsummer. The midpoint of summer is a day of feasting, carousing, betrothals, and basking in the pleasant weather. Storms on Midsummer night a re seen as bad omens and signs of ill fortune, and sometimes interpreted as divine disapproval of the romances or ma rriages sparked by the day's events. Shieldmeet. 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 subjects, for the renewal of pacts and contracts, and for treaty making between peoples. Many tournaments and contests of skill are held on S hieldmeet, and most faiths mark the holiday by emphasizing one of their key tenets. The next Shieldmeet will be observed in 1492 DR. Highharvestide. A day of fe asting and thanks, Highharvestide marks the fall ha rvest. Most humans give thanks to Chauntea on this day for 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 share stories and legends, offer prayers 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." If people plan to meet at a particular time, they tend to base their arrangements around such expressions. 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." THE SHIFTING OF THE SEASONS The worlds of Abeir and Tori! drifted apart in 1487 and 1488 DR. In some places this change was accompanied THE CALENDAR OF HARPTOS Month l 2 3 4 Name Common Name Hammer Deepwinter Annual Holiday: Midwinter Alturiak The Claw of Winter Ches The Claw of Sunsets Tarsahk The Claw of Storms Annual Holiday: Greengrass 5 Mirtul The Melting 6 Kythorn The Time of Flowers 7 Flamerule Summertide Annual Holiday: Midsummer Quadrennial Holiday: Shieldmeet 8 Eleasis Highsun 9 Elient The Fading 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 1487- 1488 lasted longer than normal. It was then noted that the solstices and equinoxes had somehow shifted, beginning with the spring equinox falling on Greengrass of 1488 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 some 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 space. 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. They built great cities of stone and glass, carved paths through the wilderness, tamed the great lizards, worked mighty magics, shaped the world around them, -~~--~~~"""'"' ____________________________ CHAPTER ,..._ I I WELCOME TO THE REALMS

and warred upon each other. 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, beginning 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 384 DR, and less than two centuries later it had grown to become the city of Silverymoon.

In 882 DR, a village and trading post on the shore of a deep bay in the shadow of a great mountain was named Nimoar's Hold, after the Uthgardt chieftain who claimed the area and fortified it. The place became known to sea capta ins as "Waterdeep," a name that displaced the original within a few generations. In 1032 DR, Ahghairon, heir to the arts of Netheril, saved the city from itself by unseating Waterdeep's warlord and would-be emperor, Raurlor. Ahghairon declared that wisdom, not strength of a rms, would 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, forming a cha in along the Trade Way from Illusk in the fa r north to Baldur's Gate in the south, near the borders of Arnn. Like their elven and dwarven predecessors, they fought off attacks by savage huma 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 four and a half centuries since the establishment of the Lords of Waterdeep have been tumultuous times for the Sword Coast and the world. Throughout this period, civilization struggles against the savage forces 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 years have comprised one of the most cataclysmic periods in Faeriln's history. On no fewer than three occasions, Tori! has been shaken to its core by forces that have repeatedly rewritten the laws of reality. THE TIME OF TROUBLES In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover their divinity, they warred among themselves. Magic became unpredictable, and the prayers of the faithful 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 1374 DR, the Empire of Netheril 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. THE SPELLPLAGUE In 1385 DR, the ascended deity Cyric, aided by S har, murdered Mystra, the goddess of magic, in her domain of Dweomerheart. This act ripped asunder the fabric of magic in the world, unleashing its raw power in a catastrophe called the Spell plague. Thousands of practitioners of the Art were driven mad or killed, while the face of Faeriln was reshaped by waves and veils of mystic blue fire. Entire nations were displaced or exchanged with realms from other worlds, and pa rts of the ea rth were torn free to float in the a ir. THE SECOND SUNDERING A century after the S pellplague, the lands and peoples of Faeriln had become accustomed to the state of thingsjust in time for everything to change again. The first indication of new turmoil came in 1482 DR, when Bhaa l, the long-dead god of murder, was reborn in Baldur's Gate amid chaos and bloodshed, leaving two of the city's dukes and many of its citizens dead. The return of Bhaal and his apparent reclamation of the doma in of murder from Cyric led some scholars and sages to believe that the rules by which all deities must abide were in flu x. In 1484, strange calamities began to occur throughout Faeril n. An earthquake struck Iriaebor. A plague of locusts afflicted Arnn. Droughts gripped the southern lands 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 against the dwarfholds of the North and their a llies. Sembia invaded the Dalelands, and Cormyr raised an army to come to the aid of the Dalesfolk. Netheril brought forces to Cormyr's border, and Cormyr was drawn into a war on both fronts. Throughout this period, ta les began to spread of individuals who had been touched by the gods and granted strange powers. Some of these so-called Chosen were at the root of the conAicts that grip the land. S ome seemed driven by divine purpose, while others claimed to be mystified as to why they would be singled out. In 1485, in Icewind Da le, the Chosen of Auril foments war with Ten-Towns and was defeated. In Anauroch, seeing that Netherese forces were spread thin, the long-subjugated Bedine people rebelled. Having defeated or besieged the dwarfholds of the North, ores ma rch on Silverymoon. In Cormyr and Sembia, 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 1485 the Great Ra in began to fa ll around the Sea of Fallen Sta rs and continued unceasingly. While the waters rose to the east in early 1486, the tide turned against the ores in the North, and by the end of the year their a rmies were broken and 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 and Neverwinter, efforts were made to clear those cities of century-old rubble and neglect. Cormyr repulsed the last of the Sembian and Netherese forces from the nation, reclaiming its territory, and recalled its forces, turning inwa rd to address issues of rebuilding. Late in 1486, the Great Rain finally abated, but this event didn't signify an end to the chaos. The Sea of

Fallen Stars had grown, submerging great swaths of land beneath its waves. Early in 1487, earthquakes 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 farther away from one another, as if the world had quietly added miles of wilderness to the distance between them. Word began to spread of places and peoples not heard from since the Spell plague. 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 Nimbral- 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 hang motionless. Throughout much of Faeriln, the winter of 1487 and 1488 lasted longer than any on record. The solstices and equinoxes had somehow drifted. Later seasons followed suit, with each starting and ending later than 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 disbanded in 1488, as former allies blamed one another for failures in the wa r. Sembia divided into separate city-states only nominally allied with one another. While a handful of settlements survived, the Netherese Empire was no more. The rema inder of the Netherese forces battle with the Bedine over control of the Memory Spire, 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 spire against the lands below. By 1489, many of the wars that began during the Sundering had ground to a close. Other conflicts arose, and mighty threats still imperiled the world, but the deities ceased interfering with the world through their Chosen. The gods were no longer silent but quiet, and in many places new priesthoods arose to interpret the gods' now subtle signs. The world today seems a place filled with new lands and opportunities, where those who dare can leave their mark. Students 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 subjects of fireside chatter. Daily concerns and the dangers 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 vampire's cha rming gaze, a dragon's breath weapon, and so forth). Creatures with the necessary talent and skill 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 spells. 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, and once as her predecessor, Mystryl), magic has been twisted 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 significance. 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 than they had been while the Spellplague raged. SUPERNATURAL POWERS AND PSIONICS The inborn magical abilities of certain creatures, the acquired supernatural powers of people such as monks, and psionic abilities are similar in that their users don't manipulate the Weave in the customary way that spellcasters do. 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 spell 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 single 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!, constructs that bind and shape the Weave in a particular location, sometimes so powerfully that the rules of magic or even reality can be bent or rewritten. A mythal 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 suited 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 skill 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. Anti magic 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 their 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 circ*mstances: 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.n. 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 cosmopolitan 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. DEAD AND RESURRECTED Goos Over and over, mourning bells have tolled for some of the deities of the Realms. 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. \ hen a god withdraws from a pantheon, divine magic tops flowing to the faithful, and miracles and omens a ociated with that god cease, that deity's priesthood lo es faith, and holy sites are abandoned or taken over by other faiths. 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 supposedly 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 AFTERLIFE Most humans believe the souls of the recently deceased are spirited away to the Fugue Plane, where they wander the great City of Judgment, often unaware they are dead. 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. RELIGIOUS INSTITUTIONS Those who serve as priests of a god aren't necessarily clerics. 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.

r - ~ THE FAERUNIAN PANTHEON '~ Deity Alignment Domains Symbol Akadi, goddess of air N Tempest Cloud Amaunator, god of the sun LN Life, Light Golden sun Asmodeus, god of indulgence LE Knowledge, Trickery Three inverted triangles arranged in a long triangle Auril, goddess of winter NE Nature, Tempest Six-pointed snowflake Azuth , god of wizardry LN Arcana, Knowledge Left hand pointing upward , outlined in fire Bane, god of tyranny LE War Upright black hand , thumb and fingers together Beshaba, goddess of misfortune CE Trickery Black antlers Bhaal, god of murder NE Death Skull surrounded by ring of bloody droplets Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst Deneir, god of writing NG Arcana , Knowledge Lit candle above an open eye Eldath, goddess of peace NG Life, Nature Waterfall plunging into a still pool Gond, god of craft N Knowledge Toothed cog with four spokes Grumbar, god of earth N Knowledge Mountain Gwaeron Windstrom, god of tracking NG Knowledge, Nature Paw print with a five-pointed star in its center Helm, god of watchfulness LN Life, Light Staring eye on upright left gauntlet Hoar, god of revenge and retribution LN War A coin with a two-faced head llmater, god of endurance LG Life Hands bound at the wrist with red cord lstishia, god of water N Tempest Wave )ergal, scribe of the dead LN Knowledge, Death A skull biting a scroll Kelemvor, god of the dead LN Death Upright skeletal arm holding balanced scales Kossuth, god of fire N Light Flame Lathander, god of dawn and renewal NG Life, Light Road traveling into a sunrise Leira, goddess of illusion CN Trickery Point-down triangle containing a swirl of mist Lliira, goddess of joy CG Life Triangle of three six-pointed stars Loviatar, goddess of pain LE Death Nine-tailed barbed scourge Malar, god of the hunt CE Nature Clawed paw Mask, god of thieves CN Trickery Black mask Mielikki, goddess of forests NG Nature Unicorn's head Milil, god of poetry and song NG Light Five-stringed harp made of leaves Myrkul, god of death NE Death White human skull Mystra, goddess of magic NG Arcana, Knowledge Circle of seven stars, nine stars encircling a flowing red mist, or a single star Oghma, god of knowledge N Knowledge Blank scroll The Red Knight, goddess of strategy LN War Red knight lance board piece with stars for eyes Savras, god of divination and fate LN Arcana, Knowledge Crys tal ball containing many kinds of eyes SelOne, goddess of the moon CG Knowledge, Life Pa ir of eyes surrounded by seven stars Shar, goddess of darkness and loss NE Death, Trickery Black disk encircled with a purple border Silvanus, god of wild nature N Nature Oak leaf Sune, goddess of love and beauty CG Life, Light Face of a beautiful red-haired woman Talona, goddess of poison and disease CE Death Three teardrops in a triangle Talos, god of storms CE Tempest Three lightning bolts radiating from a point Tempus, god of war N War Upright flaming sword Torm, god of courage and se lf-sacrifice LG War White right gauntlet Tymora , goddess of good fortune CG Trickery Face-up coin Tyr, god of justice LG War Balanced scales resting on a warhammer Umberlee, goddess of the sea CE Tempest Wave curling left and right Valkur, North lander god of sailors CG Tempest, War A cloud and three lightning bolts ~ Waukeen, goddess of trade N Knowledge, Trickery Upright coin with Waukeen's profi le facing left ~ -"')

22 THE DWARVEN PANTHEON Deity Abbathor, gad of greed Berronar Truesilver, goddess of hearth and home Clangeddin Silverbeard, god of war Alignment NE LG LG Domains Trickery Life, Li ght War Symbol jeweled dagger, point-down Intertwined silver rings Deep Duerra, duergar goddess of LE Arcana, War Crossed si lver battleaxes Mind fl ayer sku ll conquest and ps ionics Dugmaren Brightmantle, god of discovery CG Knowledge Open book Dumathoin, god of buried secrets N Death, Knowledge Mountain si lhouette with a central gemstone Gorm Gulthyn, god of vigilance LG Wa r Bronze half-mask H aela Brightaxe, goddess of war-luck CG War Laduguer, duergar god of magic and LE Arcana, Death Upright sword whose blade is spiraled in flame Broken arrow slavery Marthammor Duin , god of wanderers NG Nature, Trickery Upright mace in front of a tall boot Moradin, god of creation LG Knowledge Hammer and anvil Sharindlar, goddess of healing CG Life Vergadain, god of luck and wealth N Trickery Shrines tend to be unstaffed, kept up by the locals and visitors who use the place for prayer. 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 faithful 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. CHAPTER 1 I WELCOME TO T H E REALMS Burni ng needle Gold coin with the face of a dwarf PRIESTHOOD Priesthood is a vocation like any other, with those who undertake it often honing their abilities through a system of apprenticeship. 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. CONFLICTS AND PERSECUTION The moral and ethical values of the deities in FaerO.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 ~----~------~----..-~--"'°!""'--~'

THE ELVEN PANTHEON Deity Alignment Domains Symbol Aerdrie Faenya, goddess of the sky CG Tempest, Trickery Bird si lhouetted again st a cloud Angharradh, triple goddess of wisdom CG Knowledge, Life Triangle with three interlocking circles with in and protection Corellon Larethian, god of art and magic CG Arcana , Li ght Crescent moon Deep Sashelas, god of the sea CG Dolphin Erevan llesere, god of mischief CN Fenmarel Mestarine, god of outcasts CN Hanali Celanil, goddess of love and beauty CG Nature Trickery Trickery Life As ymmetrical eight-armed star Two peering elven eyes Golden heart Labelas Enoreth , god ofome, history, and CG Arcana, Knowledge Setting sun phi losophy Rillifane Rallathil, god of nature CG Nature Oak Sehanine Moonbow, goddess of CG Knowledge Fu ll moon under a moon bow divination, dreams, travel , and death Shevarash, god of vengeance CN War Broken arrow over a tear Solonor Thelandira, god of archery CG War Si lver arrow with green fl etching THE DROW PANTHEON Deity Alignment Domains Symbol Eilistraee, goddess of song and moonlight CG Li ght, Nature Sword-wielding dancing drow fema le si lhouetted agai nst the ful l moon Kiaransalee, goddess of necromancy Lolth , goddess of spiders Selvetarm, god of warriors Vhaeraun, god of thieves THE HALFLI NG PA NTH EON Deity Arvoreen, god of vigi lance and wa r Brandobaris, god of thievery and adventure CE CE CE CE Alignment LG N LG Arcana Tri ckery Wa r Trickery Domains Wa r Trickery Life Female drow hand wea rin g many sil ver rings Spider Spider over crossed sword-and -mace Black mask with blue glass lenses inset over eyes Symbol Crossed short sword s Halfling footprint Cyrrollalee, goddess of hearth and home An open door Sheela Peryroyl, goddess of agri cu lture and weather N Nature, Tempest Flower Urogalan , god of earth and death Yondalla, goddess offertility and protection LN Death, Knowledge Silhouette of a dog's head LG Life live because of recent problems the timber-cutters have had with local druids. 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 spiritual place, perhaps in the company of other students. Other practitioners of divine magic discover and nurture their gods-given power entirely on their own. Cornucopia on a shield 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.

THE GNOMISH PANTHEON Deity Domains Nature Symbol Baervan Wildwanderer, god of woodlands Face of a raccoon Baravar Cloakshadow, god of il lusion and deception Alignment NG NG Arcana , Trickery Dagger against a hooded cloak Callarduran Smoothhands, god of mining and carving stone N Knowledge, Nature Golden signet ring with six-pointed star Flandal Steelskin, god of metalwork Gaerdal Iron hand, god of protection Knowledge War Trickery Flaming hammer Iron band Gari Glittergold, god of trickery and gems Gold nugget Nebelun, god of invention and luck Segojan Earthcaller, god of earth and the dead NG LG LG CG NG Knowled ge, Trickery Light Bellows and a lizard tail Glowing gemstone Urd len, god of greed and murder CE Death, War White clawed mole emerging from ground THE O RC PANTHEON Deity Bahgtru, god of strength Alignment LE Domains Symbol Wa r Gruumsh, god of storms and war llneval , god of strategy and hordes Luthic, mother-goddess offertility and healing CE Tempest, War Broken thigh bone Unblinking eye LE Wa r LE Life, Nature Upright blood -s pattered sword Orcish rune meaning "cave entrance" Shargaas, god of stea lth and darkness NE Yurtrus, god of death and disease NE AMAUNATOR The Keeper of the Eternal Sun, the Light of Law, the Yellow God Trickery Death The rule of law and the glory of the sun are both in Amaunator's dominion. 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 sun, 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. SYMBOL OF AMAUNATOR Red crescent moon with a skull between the moon's horns White hand, palm outward 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 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. They yearn for the chance to master their own fates, with all of eternity to achieve their goals. To those not so dedicated, priests of Asmodeus offer the prospect of a reprieve in the afterlife. All souls wait on the Fugue Plane for a deity's pleasure, which determines where a soul will spend the rest of eternity. Those who lived their lives most in keeping with a deity's outlook are taken first. Others, who have transgressed in the eyes of their favored god or have not followed any particular ethos, might wait centuries before Kelemvor judges where they go. People who fear such a fate can pray to Asmodeus, his priests say, and in return a devil will grant a waiting soul some comfort. Today, shrines to Asmodeus are still rare and temples are almost unheard of, but many folk have adopted the habit of asking Asmodeus for reprieve from their sins. After transgressing against a god in some way, a person prays to Asmodeus for something to provide respite during the long wait. Asmodeus is known to grant people what they wish, and thus people pray for all the delights and distractions they desire most from life. Those who transgress in great ways often ask Asmodeus to hide their sins from the gods, and priests say that he will do so, but with a price after death. S Y MBOL O F AURI L AURIL The Frostmaiden, Lady Frostkiss, Icedawn Auril, the merciless goddess of cold and winter, is worshiped mostly in regions that are affected by deep winters. Folk propitiate Auril with offerings and prayers for mercy. Her priests warn others to prepare for winter, and to stock extra provisions in order to have some to spare as offerings to the goddess. Few favor Auril except for those who make their livelihood from winter or those who truly love the season. Her rare priests tend to be folk who would, but for their status, likely be outcasts from their communities. They practice celibacy and remain aloof from others when not serving in their official capacity. Luskan has a temple dedicated to Auril, the whitespired Winter Palace. The structure is a roofless array of pillars and arches carved of white stone. The rituals of Auril's worship often seem cruel to outsiders. In Luskan, visitors gather at the temple to watch the frequent "wet parades," a ritual in which supplicants don garments packed with ice. They then journey between six white pillars known as the Kisses of Auril, which are dispersed throughout the city. The worshipers move from pillar to pillar, chanting prayers to the goddess. Upon reaching a pillar, a supplicant must climb it and then "kiss the lady," touching lips to a rusty iron plate at the top. In winter, these events resemble frantic footraces, with the added risk of frostbite and injuries caused by falling from the slippery pillars. The parade runners are cheered on by patrons who come out of nearby taverns to place bets on the stamina of the participants. Those who finish the race are thought to have helped make the winter easier, and they rarely have to pay for food or ale all winter long. AZUTH The High One, the Lord of Spellcraft, the First Magister Few pay homage to Azuth aside from wizards. For them, the High One is the ultimate embodiment of all that they hold dear. Mystra serves as goddess of magic; Oghma is god of knowledge; and Deneir is god of writing and language. Azuth takes aspects of these general fields and applies them to the specific practices of wizards. For instance, while Mystra is the deity who represents the soul, art, and wonder of magic, Azuth is god of a wizard's long hours of study, exacting standards of movement and S Y MBO L OF Al:UTH

speech, and cramped, ink-stained fingers. Wizards invoke Azuth when they scribe scrolls, inscribe magic circles, attempt to memorize spells, and even when they cast spells. Often this acknowledgment comes in the form of silently forming Azuth's holy symbol, pointing the index finger of the left hand to the sky. For many wizards, the gesture is so commonplace in their lives that it becomes an unconscious habit. Temples dedicated to Azuth are scarce, and clerics of the deity are extremely rare. Even in magic-saturated Halruaa, only a handful of holy places are dedicated to Azuth. Sometimes a statue or a shrine dedicated to him stands in a corner of a temple to Mystra or another deity. More often, a wizard has a personal shrine at home. Azuth is represented at such sites as a hooded and bearded figure with left hand held high, finger pointed up. Sometimes he is represented by merely the hand. In either case, the finger often serves as a candleholder or as the point of origin for a light spell. BANE The Black Hand, the Lord of Darkness Bane has a simple ethos: the strong have not just the right but the duty to rule over the weak. A tyrant who is able to seize power must do so, for not only does the tyrant benefit, but so do those under the tyrant's rule. When a ruler succumbs to decadence, corruption, or decrepitude, a stronger and more suitable ruler will rise. Bane is vilified in many legends. Throughout history, those who favor him have committed dark deeds in his name, but most people don't worship Bane out of malice. Bane represents ambition and control, and those who have the former but lack the latter pray to him to give them strength. It is said that Bane favors those who exhibit drive and courage, and that he aids those who seek to become conquerors, carving kingdoms from the wilderness, and bringing order to the lawless. At many times and in many places in Faen1n, the faithful of Bane have been seen as saviors for their efforts in slaughtering raiders, throwing down corrupt rulers, or saving armies on the brink of defeat. But in just as many other places, the worship of Bane has created or supported cruel dictatorships, aided mercantile monopolies, or brought about the practice of slavery where before it didn't exist. S Y MBO L O F BAN E CHAPTER 1 I WELCOME TO THE REALMS BESHABA The Maid of Misfortune, Lady Doom, Black Bess Beshaba is the counterpoint to Tymora and is just as frequently acknowledged in daily life as is her more benevolent "sister." She is seen as a cruel and capricious goddess who must be propitiated to avoid attracting her attention and interest in a negative way. Beshaba's name is invoked when someone is beset by bad luck-which could be as minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in which good luck wouldn't play a part but bad luck might. For example, someone rolling dice would invoke Tymora because they want random chance to fall in their favor, but someone about to cross a rickety bridge would ask Beshaba to keep the bridge intact. Folk make the symbol of Beshaba by folding in their thumbs and extending their fingers on one or both hands (mimicking the horns of her holy symbol) to ward off misfortune. The same gesture raised to the head signifies a salute; when pointed at someone, the "horns" indicate ill favor directed toward that individual. Many druids worship Beshaba as one of the First Circle. They propitiate her with dances while wearing fire-blackened antlers dipped in blood. According to these druids, her holy symbol is the horns of a stag because when Beshaba was first worshiped, humans were simple hunter-gatherers and she was believed to bring misfortune to hunters, such as being gored by a stag. Although most people tremble in fear at the prospect of Beshaba's attendance at any event (even in spirit), Beshaba is almost always invoked and welcomed formally in the opening speeches or ceremonies of formal functions such as marriages and coronations, contests of sport or martial prowess, and at the naming ceremonies of children. If she isn't invited to such an event, she might take offense and wreak misfortune on those involved. Temples to Beshaba are virtually unknown. It's common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by and murders and accidents more prevalent, the fashion is to draw the black antlers of Beshaba with charcoal on a nearby wall, leaving the symbol on display until weather scours it away. These "shrines," in either form, serve as warnings to others about places of ill fortune.

More formal shrines to Beshaba exist in places where folk frequently hope to ward off misfortune. These sites tend to be posts or stones painted red with blackened antlers attached to them, or a red, triangular wallmounted plaque with attached antlers. Both types have a stone or bronze bowl where coins can be tossed or burnt offerings made. The Red Wizards of Thay commonly erect such shrines outside their ritual chambers to guard against unfortunate mistakes. Few dare to take Beshaba as a patron. The rare clerics of the Maid of Misfortune are those who have been deeply affected by great misfortunes and who seek to warn others of the essential unfairness of life- or to inflict that unfairness upon them. BHAAL The Lord of Murder The folk of Faerfm don't normally pray to or acknowledge Bhaal. He is seen as a deeply evil and destructive deity who hungers for death- meaning the death of any sentient beings through unlawful means. Some people pray to Bhaal when they want to commit murder. A person might have good reason to resort to murder, such as when one is unable to redress some injustice through lawful means. But it's far more common for prayers to Bhaal to be uttered by those who seek to kill someone out of jealousy, greed, or wrath. It's rare for anyone but assassins or compulsive killers to take Bhaal as a patron, and clerics who revere Bhaal often qualify on both counts. Murder cults of Bhaal have arisen in the past, each led by a charismatic, self-styled priest of Bhaal, but organized worship of the Lord of Murder is extremely uncommon. Temples and shrines are similarly rare. Those who erect a shrine to Bhaal usually do so to thank him for a successful murder. Such shrines typically feature a skull or a severed head surrounded by drops of blood (often both from the murdered victim). CHAUNTEA The Great Mother, the Grain Goddess Chauntea is goddess of agriculture: sowing and reaping, seeding and harvest, breeding and butchery, shearing and weaving. In this aspect she is a rural deity rarely prayed to behind the walls of a city except by kitchen gardeners. But Chauntea is also the Great Mother, a goddess of crib, hearth, and home. And as such she is SYMBOL O F B HAAL THE EARTHMOTHER The druids of the Moonshae Isles worship the Earthmother, she who is the generative power of the land itself. To some mainlanders, the Earthmother is an aspect or manifestation of Chauntea, but to the Ffolk, she is simply the Earth mother, and always will be. The moonwells of the isles are her sacred sites and her windows onto the world. See "Druids" in chapter 4 for more information. welcomed into all homes at mealtimes and at the birth of children, and folk give her thanks whenever they experience the pleasure of settling by a fire and feeling safe and loved. Chauntea's faith is one of nurturing and growth. Agricultural aphorisms and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common theme in the faith. Destruction for its own sake, or leveling without rebuilding, is anathema to her. Temples of Chauntea maintain a great body of lore about farming and cultivation. Her priests work closely with communities in rural areas, and they are willing to roll up their sleeves and dig their hands into the dirt. CYR IC The Prince of Lies, the Dark Sun The worship of Cyric derives directly from the story of his ascension to godhood. Cyric was a mortal during the Time of Troubles and the key to how that chaotic period resolved, but he was also a selfish traitor and a murderer. When he became a god, Cyric continued to work various plots of deceit and murder- the most famous of which is that, according to legend, Cyric murdered Mystra and thus caused the Spellplague over a century ago. Those who don't worship Cyric see him as a god of madness, strife, and deceit, although his priests consider such claims to be heresy. Their Prince of Lies isn't a twisted madman, but a god of dark majesty who proves that, ultimately, all bonds between folk corrupt and wither away. Cyric's church works openly in Arnn, where the citizens espouse the principles of ambition, self-reliance, and "buyer beware." Those who take Cyric as their patron tend to be sad*sts, con artists, power-mad connivers, and worse. Other folk pray to Cyric when they want to do wrong but don't want others to find out about it. "The Dark Sun," originally one of Cyric's epithets, has become a metaphor for strife in the Realms. "A Dark Sun has risen o'er this court" might be spoken as a SYM BO L OF (HAU N TEA SYM BOL OF CYRIC

warning that intrigues and infighting have gotten out of hand in a noble household; and married couples know to seek advice .from others if "a Dark Sun shines through the window" in their relationship. 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. His is the power to accurately render and describe, to write and to read, and to pass on information. In legend, Deneir is often portrayed as being a scribe in service to Oghma, and he is sometimes thought of as Oghma's right hand. It's common practice for someone who writes a letter or records information to say a prayer to Deneir to avoid mistakes. Similarly, artists acknowledge Deneir before beginning and upon completing paintings, particularly illuminations on manuscripts, tapestries that relate stories, and any such attempt to use art to capture the truth. Followers of Deneir believe that information not recorded and saved for later use is information lost. They consider literacy an important gift of the gods, one that should be spread and taught. His followers are scribes and scholars devoted, like their patron, to preserving written works, and also to experiencing them, for they say that Deneir himself is hidden within the lines, shapes, and passages of all written works. Priests of Deneir take an oath of charity as well, compelling them to accept the requests of others to write letters and transcribe information. The god's followers tend to be individualists, united by their shared faith but not overly concerned with religious hierarchy and protocol. This behavior is supported by the fact that Deneir's blessings of divine magic are more often bestowed on those who lose themselves in written works than on those who fancy themselves part of any temple or religious order. Contemplation of the faith's most holy book, the Tome of Universal Harmony, is the most effective way to become deserving of Deneir's blessings. SYMBOL OF D ENEIR CHAPTER 1 I WELCOME TO THE REALMS ELDA TH The Quiet One, the Guardian of Groves, the Mother of the Waters Eldath is the goddess of waterfalls, springs, pools, stillness, peace, and quiet glades. She is thought to be present at many such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring typically serves as a repository of offerings. If the holy site is a glade, a stream one crosses along the way might serve as the repository, or a prominent bush or tree in the glade might be the place where people tie offerings. Typical offerings are broken weapons or items that are remembrances of arguments, which the faithful discard while making a wish for peace in the future. Many of those who favor Eldath are pacifists or people who are troubled by violence they have witnessed or experienced. Eldath's priests don't organize into large sects. Indeed, many are itinerant, wandering between various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count Eldath among the First Circle. It is taboo to strike a priest of Eldath, and killing one is said to bring great misfortune. Despite the measure of protection that this belief affords them, most priests of Eldath avoid conflicts rather than attempting to quell them. Those who serve Eldath are happy to preside over peaceful negotiations and to certify treaties, but they can't force others to engage in harmony. GOND The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors. Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful. Priests of Gond wander the North dressed in saffron vestments, adorned with sashes that contain within SYMBOL OF ELDATH ----------------~--------..,.. , •

their folds gears, locks, hooks, and bits of steel, tin, and wood that might prove useful in a pinch. They also wear belts of large, linked metal medallions and enormous s un hats. A traveling priest of Gond offers services to distant villages as a tinker, a carpenter, and a civil engineer rolled into one, ready to help build a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors' labs. Wandering priests turn their journals over to the resident scribes at such temples, who then record the priests' observations for posterity and the benefit of all. Most who favor G9nd practice time-honored crafting professions: they are smiths and engineers, architects and weavers, leatherworkers and jewelers. Even so, this fa ith has a well-earned reputation as a haven for crackpot inventors and visionaries. The center of Gond's worship on the Sword Coast lies in Baldur's Gate, where the faithful have erected two huge structures in honor of the Wonderbringer: a temple called the High House of Wonders and a museum of craft and design called the Hall of Wonders. Lantan had been the preeminent place of Gond's worship in the world until a century ago, when the island nation disappeared, and since its return the few Lantanese merchants seen in Sword Coast ports have said little about the present state of their homeland. GWAERON WINDSTROM The Mouth of Mielikki, the Master Tracker, the Tracker ever Led Astray Few aside from rangers of the North pray to Gwaeron Windstrom. Said to have been a mortal man elevated to godhood by Mielikki, Gwaeron serves rangers as their intercessor with Mielikki. He is seen as a master ranger, the perfect tracker, a peerless animal handler, and a dedicated foe of rapacious creatures such as trolls and ores. He is said to look like an old man with a long white beard who is still hale and mighty, and he is believed to take rest and sleep in a stand of trees near Triboar. Rangers pray to Gwaeron because he represents much of the work they do, and because he can speak to Mielikki on their behalf. In the North, most rangers view Mielikki as too mysterious, holy, and wild to be SYMBOL OF" 11ELM SYMBOL OF GoND addressed directly with their requests, but they consider Gwaeron Windstrom to be one of them and thus understanding of their needs. Gwaeron has no temples, but shrines dedicated to him can be found in many places that serve wilderness wanderers as trail markers. Each one is denoted by a carving of Gwaeron's symbol, a paw print with a star on the palm, on a prominent tree or stone. HELM The Watcher, He of the Unsleeping Eyes, the Vigilant One The god of vigilance and protection, Helm is seen as the epitome of the guardian, the watcher, and the guard. He is venerated by those who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards of a treasury vault. Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial stairways during the Time of Troubles, preventing the gods from ascending them and continuing the chaos of that period, until the Tablets of Fate were found . Although his faith has known dark days, worship of Helm never truly faded away. Most of his followers believe that the Watcher can never be vanquished utterly, and recent events have borne out that assertion. Helm's priests teach that one must be ever vigilant, ever aware, ever prepared for one's enemies. Patience, clear thought, and careful planning will always defeat rushed actions in the end. Those who favor Helm strive to be alert, clear-headed, and true to their word. These traits don't necessarily make them nice people, however, and as such many consider the faithful of Helm to be inflexible and merciless. HOAR The Doombringer, Poet of justice Hoar, known in the lands along the Inner Sea as Assuran, is a god of revenge and retribution. He isn't typically worshiped habitually, but his name is invoked by those who seek vengeance. When a guilty party falls prey to fate- such as when a murderer escapes prosecution, but is then accidentally slain himself- the hand of Hoar SYMBOL OF" 11oAR CHAPTER I I WELCOME TO THE REALMS

is given credit. When one hears three rolls of thunder in succession, it is thought to be a sign from Hoar that some act of.vengeance has been performed. Many human societies have the custom of ringing a bell or a gong three times when judgment of a crime is rendered or an execution takes place. Folk speak Hoar's name when they want revenge, particularly when they are incapable of avenging themselves. This invocation might be in response to a petty slight or a true injustice, and the acknowledgment of Hoar might be a short prayer said aloud or might be written down somewhere. It's generally believed that the more permanent the form of the prayer, the more likely it is to be fulfilled. For this reason, some etch their prayers in lead and bury it or hide their prayers inside diaries. Aside from bounty hunters and those on crusades of vengeance, few truly revere Hoar, and he is served by fewer still who would call themselves priests. Temples or shrines of Hoar are almost nonexistent except for ancient sites in Chessenta and Unther. Hoar became a member of the Faerfinian pantheon when his worship extended beyond the lands that originally revered him. Most consider Tyr to be the arbiter of laws, and Hoar to be the god who metes out punishment that comes as a result of breaking those codes. A judge might favor the worship of Tyr, while a jail or or a headsman is more likely to pray to Hoar. lLMATER The Crying God, the Rack-Broken Lord, He Who Endures Ilmater is the god of suffering, martyrdom, and perseverance, renowned for his compassion and endurance. It is he who offers succor and calming words to those who are in pain, victimized, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and the unjustly treated. It is said that if he had his way, the Crying God would take all the suffering in the world onto himself, so as to spare others. Since he can't, he blesses those who endure on others' behalf, and he alleviates suffering when he can. Martyrs who die that others may live are always blessed by II mater with a final rest and reward in the god's afterlife, should they so choose. Ilmater's priests take in the ill, the starving, and the injured, and his temples give most of what they receive to help offset the suffering of the world. His followers SYMBOL OF lLMATER CHAPTER 1 I WELCOME TO THE REALMS provide succor when they can, but also use force to put an end to torture and suffering inflicted on others. Ilmater's priests travel to places where the worst possible conditions exist, ministering to the needs of the oppressed, the deceased, and the poor. They put others ahead of themselves, are sharing of all they have, and emphasize the spiritual nature of life over the welfare of the material body. Priests of Ilmater who are on a quest to aid others can be recognized by their hair shirts, vests of coarse fur worn against the bare skin. It is taboo to harm such priests as they go about their duties, such as when they administer to the wounded on a battlefield. The taboo is so strongly felt among humans that other races respect the custom. Even ores and goblinoids will avoid directly attacking a peaceful priest of Ilmater, as long as the priest administers to their fallen warriors as well. Most folk deeply respect the work and the sacrifice of Ilmater's faith, and lend aid to such endeavors where they can. When a temple of Ilmater sends its faithful to help refugees of war or victims of plague, their willingness to sacrifice their own well-being always prompts ordinary people to support them, whether they are inspired or shamed into action. ERG AL The Final Scribe, the Pitiless One, the Bleak Seneschal Legend has it thatJergal is an ancient deity. The story goes that in the time of Netheril he was worshiped as the god of death, murder, and strife. Yet with the passing of time, he became bored with his position. Then one day three mortals, each a powerful adventurer, metJergal in the lands of the dead, determined to destroy him and take his power. Instead,Jergal calmly abdicated his throne of bones and allowed each of the three mortals to take part of his divinity. Thus it was that Bane assumed the portfolio of strife, Myrkul the rulership of the dead, and Bhaal the portfolio of murder.] ergal lost his former stature and became a scribe of the dead. Jergal is now seen as an uncaring custodian of the dead. He is thought to record the passing of the living and to aid Kelemvor in seeing that souls are properly bound to their appropriate afterlife. He is rarely acknowledged directly, except for being mentioned at funerals and among those who practice the custom of writing the name of the deceased on a sheet of parchment and placing it in the corpse's mouth. This rite is SYMBOL OF JERGAL

THE LEGEND OF KNUCKLEBONES, SKULL BOWLING, AND THE EMPTY THRONE Long ago there was but one god of strife, death, and the dead, an.d he was known as jergal, Lord of the End of Everything. jergal fomented and fed on the discord among mortals and deific entities alike. When beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he built a kingdom unchallenged by any other god. But he grew tired of his duties, for he knew them too well, and without challenge there is nothing-and in nothingness there is only gloom. In such a state, the difference between absolute power and absolute powerlessness is -undetectable. During this dark era arose three powerful mortals-Bane, Bhaal, and Myrkul-who lusted after the power jergal possessed. The trio forged an unholy pact that they would gain such ultimate power or die in the attempt. Over the length and breadth of the world they strode, seeking powerful magic and spells and defying death at every turn. No matter what monster they confronted or what spells they braved, the three mortals emerged unscathed at every turn. Eventually, the trio journeyed into the Gray Waste and sought out the Castle of Bone. Through armies of skeletons, legions of zombies, hordes of wraiths, and a gauntlet of liches they battled. Eventually they reached the object of their lifelong quest- the Bone Throne. "I claim this throne of evil," Bane the tyrant shouted to jergal. "I'll destroy you before you can raise a finger," threatened Bhaal the assassin. "And I shall imprison yo ur essence for eternity," promised Myrkul the necromancer. jergal arose from his throne with a weary expression and said, "The throne is yours. I have grown weary of this empty power. Take it if you wish-I promise to serve and guide you as your seneschal until you grow comfortable with the position." Then, before the stunned trio could react, the Lord of the Dead asked, "Who among you shall rule?" The trio immediately fell to fighting among themselves while jergal looked on with indifference. When eventually it appeared that either they would all die of exhaustion or common in places where an individual's grave or tomb isn't marked with the person's name. Few people favor Jergal as a deity, and most who do are concerned with the dispensation of the dead in some way. Priests ofJergal serve communities as undertakers and caretakers of gravesites. Jergal has no temples dedicated to him aside from abandoned places devoted to his old, darker incarnation, but his priests are welcome in the temples of Kelemvor, Deneir, and Myrkul. His SYMBOL OF KELEMVOR battle on for an eternity, the Lord of the End of Everything intervened. "After all you have sacrificed, would you come away with nothing? Why don't you divide the portfolios of the office by engaging in a game of skill for them?" asked jergal. Bane, Bhaal, and Myrkul considered the god's offer and agreed to it. So jergal took the skulls of his three most powerful liches and gave them to the trio so they could compete in skull bowling. Each mortal rolled a skull across the Gray Waste, having agreed that the winner would be he who bowled the farthest. Malar the Beastlord arrived to visit jergal at this moment. After quickly ascertaining that the winner of the contest would receive all of jergal's power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to participate for part of the prize. Bane, Bhaal, and Myrkul again fell to fighting, as it was obvious their sport had been ruined, but again jergal intervened. "Why don't you allow Lady Luck to decide, so you don't have to share with the Beast?" The trio agreed to this alternative, and jergal broke off his skeletal finger bones and gave them to the contestants. When Malar returned from chasing the skulls, he found that the trio had just finished a game of knucklebones. Bane cried out triumphantly, "As winner, I choose to rule for all eternity as the ultimate tyrant. I can induce hatred and strife at my whim, and all will bow down before me while in my kingdom." Myrkul, who had won second place, declared, "But I choose the dead, and by doing so I truly win, because all that you are lord over, Bane, will eventually be mine. All things must dieeven gods." Bhaal, who finished third, proclaimed, "I choose death, and it is by my hand that all that you rule, Lord Bane, will eventually pass to Lord Myrkul. Both of you must pay honor to me and obey my wishes, since I can destroy your kingdom, Bane, by murdering your subjects, and I can starve your kingdom, Myrkul, by staying my hand." Malar growled in frustration, but could do nothing, and so yet again only the beasts were left for him. And jergal merely smiled, for he had been delivered. faithful send their annual recordings of mortality to holy sites where records of that sort are kept. KELEMVOR The Lord of the Dead, the judge of the Damned Kelemvor is seen as a just, fair, and comforting god of death. Death comes to all, and when it occurs Kelemvor is there to take each soul by the hand and lead it to the

proper afterlife. Kelemvor's priests teach that those who revere the gods according to the rites of their religion have done t,heir proper service and will be offered the afterlife they seek. The faithful of Kelemvor provide people with peaceful transitions into the care of the Lord of the Dead. They help the dying put their affairs in order, and they officiate at funeral rites for those who can't afford the lavish ceremonies of their faith. The tenets of Kelemvor's faithful compel them to forestall or prevent untimely deaths whenever possible. Different sects and worshipers define "untimely" in different ways. One group might concentrate on stopping the spread of disease, another on the prevention of murder, and yet another on eliminating the scourge of the undead. In fact, all the faithful of Kelemvor despise the undead and work to some degree to eliminate them, for undead of any sort are seen as an abomination of the natural order. This belief obviously puts Kelemvor's faithful at odds with necromancers, priests of Myrkul, and others who promote the creation of the undead, and it also causes conflict from unexpected sources. For instance, priests of Kelemvor routinely destroy any writings about the creation of the undead that they find-an act that offends those who value knowledge for its own sake, such as the faithful of Oghma and Deneir. And there also exist undead that aren't evil, such as the baelnorn, which the elves consider holy. Kelemvor's devotees seek the end of such beings regardless of that fact. LATHAN DER The Morninglord, Inspiration's Dawn, the Rose-andGold God Lathander is the god of the spring, birth, and renewal, a deity of conception, vitality, youth, renewal, and self-perfection. He is god not of the sun but of the dawn, which represents the start of a new day filled with potential. Lathander is a god of beginnings. People commonly offer a prayer to him before undertaking any journey or endeavor. Lathander's name is invoked to seal alliances and christen new ventures or companies. As a result, the god is very popular among the merchant classes, and the church has benefited accordingly. The rising sun is his symbol, and his colors are the rose, gold, and violet of the dawn. Lathander's temples and shrines host a wide range of functions both municipal and personal. At such places folk get married in dawn ceremonies, announce the start of civic projects, SYMBOL OF LATHAN D ER CHAPTER 1 I WELCOME TO THE REALMS and even give birth when possible, to provide the baby good fortune. The faithful of Lathander embrace the founding of new communities and the growth of civilization, as long as that civilization gives everyone the potential to succeed. They despise the undead, seeing them as both a corruption of the natural order and a disavowal of new beginnings, because undead cling to their old existence rather than moving on. LEI RA The Lady of the Mists, Mistshadow, the Lady of Deception Leira has worn many masks, and more than once has been thought to be dead or to be another deity altogether. Perhaps such a reputation is only natural for the goddess of illusion and deception. Her faithful agree that whatever the "truth" might be, their Lady takes great delight in the confusion sown by her various incarnations. Even the faithful of Cyric once taught that their god killed Leira, but now they espouse the strange idea that somehow she is his daughter. Leira isn't viewed as malicious or as a trickster but is seen as enigmatic, quiet, and retiring. She is credited with inventing Ruathlek, the language of illusionists and the spoken tongue of Nimbral. The faithful of Leira seem to be scarce, although it is difficult to know this for certain, because those who favor her rarely make their inclinations known. Leira is the patron of illusionists and liars. She receives little regular worship except from illusionists, who pray to the Mistshadow for potency in their magic, and con artists, for whom she is a kind of champion. Most people pray to her when they hope to keep something secret, or placate her with a prayer before making an important decision when they fear being deceived. Some folk perform a swirling motion with a finger behind their backs when telling a lie as a way of beseeching her for aid. Her priests wear vestments of white and mist-gray, and their faces are covered by smooth, featureless masks. Only in Nimbral do temples to Leira exist, and shrines dedicated to her found across the continent are usually disguised as-other kinds of sites, marked with signs that only the faithful would recognize. SYMBOL OF LEIRA

LLIIRA Our Lady of joy, joybringer, the Mistress of Revels Lliira is a beloved goddess, a deity of contentment, release, joy, happiness, dance, and freedom. As the patron of festivals, she is honored at any celebration, and dance is the primary way to worship her. The Mistress of Revels is said to abhor violence, and any fighting or drawing of weapons (except in ceremony) at a celebration will cause her to withhold her favor. Her priests and priestesses, known as joybringers, take it as their mission to make other people happy, even if just for a moment. Her faithful a lways wear at least one clothing item of a bright, cheerful color, and her priests' vestments have more in common with festival attire than with somber ecclesial garments. Rubies and sapphires are sacred to Our Lady of Joy, and her priests bless anyone they see wearing s uch adornments. Lliira's followers aren't frivolous, however. To them, divine joy is a very real gift to the world of mortals, and one much needed. To that end, they fight those who would bring misery to others. They are fierce against their foes, and joyous revelers when their work is done. LOVIATAR The Maiden of Pain, the Scourge Mistress, the Willing Whip Pain isn't a means to an end for Loviatar's faithful, but an end unto itself. To them, nothing is as transcendent as suffering, and all pain is holy, from the crudest barbarism, to the most sublime torture, to the emotional suffering of the heartbroken or the betrayed. The pain that one feels is proof of the Lady's attention, and so her faithful are notorious self-flagellants. Pain is also a path to power, in terms of both one's ability to inflict it and one's ability to endure it. A cold, cruel demeanor is considered ideal because it best emulates the Scourge Mistress, and for the same reason her faithful appreciate beauty, cultural refinement, and a certain adeptness at manipulation. Though temples to Loviatar are rare, her faithful are more numerous than might be expected. Loviatar is the chosen deity of those who inflict pain as a matter of course, including torturers and others who need to break the will of their victims. She is favored by sad*sts and masoch*sts, and some of her followers form cultish cells of secret adherents. Each of these groups is led by someone who takes pleasure in administering pain and SYMBOL OF LLllRh dominating others, supported and backed up by a number of submissive sycophants. Worshipers of Loviatar rarely gather in numbers except in the more populous cities. When small cadres of faithful operate quietly in such places, few citizens take notice or raise a fuss if they do witness cult activity. The sufferers who endure the lash, however, aren't always willing participants, and Lovatar's cults sometimes operate secret slavery rings, which can draw the attention of the authorities. The open worship of Loviatar and temples clearly dedicated to her are rarely seen except in lands where slavery is an accepted practice. MALAR The Beastlord, the Black-Blooded One Malar epitomizes the dark side of nature, the world that is red in tooth and claw. His faithful believe the hunt is the center point between life and death- the facing off of hunter and prey, forcing the issue of who lives and who dies. People believe that Malar can't be propitiated and knows no mercy, so he receives prayers only from those engaging in a hunt. Such supplicants pray to Malar for two reasons: to beg the aid of his peerless skill as a hunter, or to adopt his fearsome mantle and thus ward off other predators. Malar is the god of those who delight in the hunt, don't shy from bloodshed, and savor the fear of their prey. Many lycanthropes consider Malar to be their divine father, as do some other intelligent predators. He has many devotees who are druids and rangers of particularly savage inclination, and many barbarians take Malar as a patron for his ferocity and cruelty. His priests use claw bracers, impressive gauntlets bedecked with stylized claws that jut out from the ends of the fists, as ceremonial weapons. MASK The Lord of Shadows, the Master of All Thieves Mask is a trickster god, the patron of ne'er-do-wells, spies, and thieves. All that occurs within shadow is in the purview of Mask. People whisper a prayer to Mask whenever stealth is required or intrigue is afoot. Courtiers and diplomats invoke the god's name in hopes of a smooth negotiation. Those who favor Mask usually pursue thievery and other forms of acquisition of what belongs to others, such as pickpocketing, burglary, mugging, and con SYMBOL OF Mt.LhR

games. Ordinary folk pray to him to avert his eyes from their valuables, but the cautious sometimes employ "Mask's purse," a small, cheap cloth pouch worn in plain sight (thus easily cut or lifted) containing a small offering of coin. By convention, a pickpocket pilfers Mask's purse when encountering another person wearing one, and considers the gain a gift from the god, while the one who lost the purse is grateful to the Lord of Shadows for accepting a respectful sacrifice of a small portion of his goods. Of course, nothing prevents another pickpocket from targeting someone who has lost Mask's purse, but anyone with the ill luck to attract multiple pickpockets in a single outing has probably earned Mask's ire anyway. Priests of Mask are usually thieves by profession, and often serve as higher-ups in the local underworld or criminal syndicate. They go by the title of demarche or demarchess, and wear veil-masks when acting in their priestly capacity. MIELIKKI Our Lady of the Forest, the Forest Queen People rarely speak of Mielikki except in quiet forest spaces. Woodlands that evoke wonder are where she reigns supreme, but she is said to keep watch over good folk in any forest, not matter how dark or cruel. When children are lost in the woods, people beseech Mielikki to protect them until they are found. Mielikki is the goddess of the forest and the creatures that live within it. She is seen as a remote and spiritual deity- less human-like than many other gods. She's not unmindful of people, but her attention and favor are difficult to attract. She is the patron of rangers in the same way that Milil is the patron of bards, but even rangers rarely pray to her directly. They instead pray to Gwaeron Windstrom, who they believe will carry their words to the goddess by tracking her to whichever forest she hides in. Mielikki's symbol is a unicorn, which prompts some to think of her as such and conflate her with Lurue, Queen of the Unicorns and the actual goddess of their kind. But most tales depict Mielikki as a beautiful woman whom Lurue allows upon her back as a rider, and the two are thought to be boon companions. Mielikki's relationships with other deities of the natural world are more complex. Silvanus is sometimes thought of as her father and Eldath is considered her sister, but Mielikki walks her own path through the wilds. SYMBOL OF MASK CHAPTER l I WELCOME TO THE REALMS She has many shrines, particularly in the Savage Frontier. Most consist of a dead tree trunk into which has been carved a likeness of her holy symbol, a unicorn's head. Alternatively, the likeness might be carved on a separate piece of wood and tacked to a living tree. These shrines typically mark the point in a forest beyond which locals know not to cut timber or hunt. Often these tributes are created by loggers at the end of a logging excursion as a mark of thanks to the goddess for providing the wood and for keeping the timber cutters safe during the work. MI LIL The Lord of Song, the One True Hand of All-Wise Oghma Milil is the god of poetry, eloquence, and song. He is a god of creativity and inspiration, of the entire song more than just the lyrics or the music. He represents the finished thought, the result of the process that takes an idea from conception to realization. Milil is most venerated by bards, troubadours, and other entertainers, but anyone preparing to entertain or speak before a crowd might offer Milil a brief prayer for a successful performance. Those who seek inspiration in a creative endeavor also pray to Milil. His icons depict him as a handsome male, sometimes a human, sometimes an elf, and even a half-elf in places (such as Aglarond) that have a large half-elf population. He is variously depicted as young or old, but his identity is always apparent because of his five-stringed harp made of silvery leaves, which he carries constantly. He is the ideal to which all performers aspire: poised and confident, winningly charismatic, and a source of inspiration for those who listen to him. He is said to have total recall of anything he hears or that is spoken while music plays, as well as utmost skill at improvisation. Holy sites dedicated to Milil are often found in performance venues and schools of music. Whether the site is a vast concert hall or a small choral chamber, it must have excellent acoustic qualities. Milil's priests are patrons of the arts in addition to being performers themselves, and they frequently act as tutors in the arts of performance at his shrines and temples. Like Deneir, Milil is sometimes thought of as being in service to Oghma. In these portrayals of the deity, Milil is the god's left hand, also referred to as the One True Hand. This expression isn't meant to denigrate the right hand (Deneir); rather, it stems from the fact SYMBOL OF MIELIKKI

that left-handedness is more often associated with great artistic ability and the belief that the greatest a rt comes from the ~cc pt ce of truth. MYRKUL The Lord of Bones, Old Lord Skull, the Reaper Myrkul is an ancient god, one of three former mortals who were raised to deityhood whenJergal grew weary of his divine duties and distributed his influence between them. Myrkul became the god of death and the dead, and ruled over the City of the Dead for centuries until he, in turn, was slain. In time Myrkul returned, for can death itself truly ever die? Myrkul's faithful see him as the Reaper, who lays claim to souls and brings them to Kelemvor to be judged. Myrkul is a deity of death, decay, old age, exhaustion, dusk, and autumn. He's the god of the ending of things and hopelessness, as much as Lathander is the god of beginnings and hope. Folk don't pray to Myrkul so much as dread him and blame him for aching bones and fading vision. Myrkul is thought to be passionless and uncaring even of his most devout worshipers. Those who take Myrkul as a patron tend to be morose, taciturn, and obsessed with the dead and the undead. Like many followers ofKelemvor andJergal, priests ofMyrkul serve as undertakers and typically keep their patron's identity secret. Shrines to Myrkul or engravings of his holy symbol appear in many places where humans bury their dead, but full-fledged temples are rare. The few that exist are hallowed places where the dead from hundreds of miles around a re brought for internment, even if they were not of Myrkul's fa ith. There is little space set aside for the living in such a location, usually a single modest shrine, but its catacombs and ossuaries are vast. In the deepest chamber of each temple rests a throne, and upon that throne sits the doomwarden- the preserved corpse of the most revered saint in the history of the temple (often its founder). Initiates to the faith are brought to kneel before a temple's doomwarden, where they must spend a night and a day fasting and meditating in complete darkness. MYSTRA The Lady of Mysteries, Our Lady of Spells, the Mother of All Magic Mystra is the goddess of magic, and with that the goddess of possibilities. She is venerated by mages and by those who use magic or magical objects in their da ily lives. She a lso receives the prayers of those who find magic wondrous or encounter magic they fea r. Mystra is the goddess of the essentia l force that makes a ll spellcasting possible. She provides and tends the Weave, the conduit through which mortal spellcasters and magical crafters can safely access the raw force of magic. The faith of Mystra is pervasive in FaerOn, which is to be expected for a land as touched by magic as it is. Her worshipers include those who use magic or work closely with it, such as alchemists and s ages. The blue-clad priests of Mystran temples count wizards and sorcerers among their numbers, as well as the occasional bard. The goal of Mystra's faithful is simple: that magic be preserved and promulgated throughout the Realms. It isn't unusual for her followers to keep an eye out for those who demonstrate high potentia l for using magic and help arrange for such persons to find tutelage with a suitable mentor. OGHMA The Binder, the Lord of Knowledge Oghma is the god of inspiration, invention, and knowledge. Above all else, Oghma represents knowledge in its most supreme, raw form- the idea. An aphorism cited by his faithful about this concept serves them as a prayer when it is repeated aloud: "An idea has no heft but it can move mountains. An idea has no authority but it can dominate people. An idea has no strength but it can push aside empires. Knowledge is the greatest tool of the mortal mind, outweighing anything made by mortal hands. Before anything else can exist, the idea must exist." Oghma's faithful spread knowledge and literacy as widely as possible, believing that minds ought never to be shackled by ignorance and thus not be able to bequeath the benefit they might otherwise provide their fellows. Not surprisingly, those who follow Oghma oppose those who fo ster deceit, trickery, and ignorance. Folk of many professions favor the Binder: wizards, cartographers, artists, bards, clerks, inventors, sages, scribes, and all manner of others who uncover, preserve, and create knowledge and learning. The worship of Oghma was, at one point, one of the few organized faiths in FaerOn that had an established orthodoxy and a complete network of temples that adhered to that orthodoxy. Schisms during the Time of Troubles shattered that network, and now the structures that house the SvMBOL O F 0GHMll SvM BO L OF M vsTR ll CHAPTER l I WELCOME TO THE REALMS

faith are individual temples or small networks of allied temples, much in the manner of other faiths. THE RED KNIGHT The Lady of Strategy, the Crimson General, the Grandmaster of the Lanceboard The Red Knight is the goddess of planning and strategy. Those who favor her call themselves the Red Fellowship. They believe wars are won by the best planning, strategy, and tactics. The worship of the Red Knight is fi lled with doctrine about strategy, such as: "Every war is a series of battles. Losing one doesn't mean losing the war." "In war, plan for peace. In peace, plan for war." "Seek allies among your enemy's enemies." Worship of the Red Knight arose among a hero-venerating monastic order of Tempus in Tethyr shortly after the Time of Troubles. The Red Knight has since grown in popularity because of what her followers call the Great Stratagem: for decades, her priests have been traveling to places of warfare to educate generals and kings in the arts of strategy and battlefield tactics. Many of the leaders they approached turned them away at first, but it soon became apparent that those who accepted the counsel of the Crimson General's followers gained a distinct benefit. Grateful victors built temples to the Lady of Strategy, and gradua lly her faith spread. Today, followers of the Red Knight can be found in nearly any land that has seen warfare in the past century. Worshipers of the Red Knight are rare in the general population, but those who revere her can frequently be found among high-ranking commanders of armies, instructors in colleges of war, quartermasters, and the authors of tomes of strategy. Each temple to the Red Knight includes an altar dedicated to Tempus, and so such a place is likely to be frequented by mercenaries and soldiers. A temple is surrounded by a vast pavilion and courtyard, which can be rented by companies of soldiers and mercenaries for practice and training. Her priests believe that drilling one's troops in a temple courtyard is a form of propitiation that the Red Knight looks upon with special favor. SAVRAS The All-Seeing, the Third Eye, Divination's Lord Savras is a god of divination and fortunetelling. Few people worship him, but many pray to him when performing small rituals of foresight. For example, young SYM BOL OF T HE Reo KNI GH T CHAPTER 1 I WELCOME TO THE REALMS men and women sometimes attempt to divine the names of their future spouses by saying a rhyming chant that calls upon Savras while gazing in a mirror. Savras has no currently active temples in Faerun, and his shrines are few and far between, tucked away in the corners of libraries and scriptoria. Despite this lack of prominence, certain folk pay regular homage to Savras, including investigators, diviners, judges, and others who have a need to uncover the truth. S uch individuals can sometimes be identified by the elaborate staffs they carry in homage to Savras. According to legend, Savras was trapped in Azuth's staff for ages. Azuth eventually freed Savras so long as Savras swore fealty, and today the staff is a potent symbol for those who revere Savras. Devout worshipers take great pains to decorate and embellish their staffs, each hoping that Savras might find it a welcoming place to stop for a time. SELUNE Our Lady of Silver, the Moonmaiden, the Night White Lady Selune is thought to be among the most ancient of Faerun's deities. Most humans in Faerun consider the moon in the sky to literally be the goddess gazing down on the world, and the trailing motes of light behind it her tears. She is also a goddess of stars and navigation as well as motherhood and reproductive cycles. She is seen as a calm power, frequently venerated by female humans as well as by a mix of other folk: navigators and sailors, those who work honestly at night, those seeking protection in the dark, the lost, and the questing. There are many legends about Selune, chief among them being the tale of the battle at the beginning of time between Selune and her sister, Shar. The Tears of Selune, the cluster of starry lights that follow the moon around the sky, are thought to be brought about by the goddess's joy, sorrow, or both. Milk, a symbol of motherhood, is used in many rites performed by the worshipers of Selune, as are trances and meditation. Those who favor her typically set a bowl of milk outside on each night of the full moon. SHAR The Mistress of the Night, the Dark Lady, Our Lady of Loss The dark twin of Selfine, Shar is the goddess of darkness, both in its physical form and as it exists in the minds and souls of mortals. People worship Shar as

the goddess of night, secrets, loss, and forgetfulness. She represents pains hidden but not forgotten, and vengeances .carefully nurtured away from the light. She is said to have the power to make folk forget their pain or become inured to a loss, and many people in distress pray to Shar for such a blessing. Shar is revered by those who must venture into dark places and so pray to her for protection, such as miners, as well as by those who have fallen into melancholy and despair, who wish to forget something, or who have lost something and wish to recover it. Priests drawn to serve Shar often nurture their own deep wounds or dark secrets, which in their minds makes them best suited to console those who suffer from a simila r ill. Throughout the world's history, many followers of Shar have done dark deeds in her name- most notably the shadovar of Netheril, an entire society dedicated to Shar. The tragedies and losses brought about by the fanaticism of her followers have caused many places to outlaw her worship and thus driven most of her priests into secrecy, but such prohibitions only heighten the priests' umbrage at authorities and make the faithful a focal point for rebellion and revenge against whoever rules. SILVANUS Oak Father, the Old Oak, Old Father Tree Silvanus represents the entirety of nature, deserts as well as forests, sharks as much as deer. But folk in the North, who contend with the dangers of forests, mountains, and plains, see Silvanus more as a god of those places. Silvanus is thought of as a grim and severe father fi gure who metes out flood and drought, fire and ice, and life and death in the wilderness. In legends he often commands other nature deities, dealing out rewards and punishments to them as is fitting. Nature and its impartial fairness is central to the dogma of Silvanus's faith. His priests seek to know the total situation, to view the macrocosm; their viewpoint isn't confined to one person's or one nation's idea of what is best. The loss of a farming community to goblin raids is a tragedy for some, but the event provides an opportunity for the wilderness to grow up and make the land fertile again, which in turn provides new challenges for those who would return to tame it. The creed of Silvanus dictates that nature's glory must be preserved not merely because nature is beautiful, but because wild nature is the true state of the world. Its expanses refresh and revitalize the mortal soul, and give SYM BOL OF SILVA NU S breath to all the world. Many of his faithful oppose the expansion of settlements into wild places, and consider excessive consumption of natural resources to be not only wasteful but blasphemous. Silvanus often receives veneration from travelers in wild lands, explorers, and residents of rural communities far from the protection of a local lord or a great city. The oak leaf is Silvanus's symbol, and a grove of oak trees within a village or on its outskirts is often dedicated as a shrine to him. In rural places where oak trees don't grow, an oak leaf etched into the bark of another kind of tree signifies a sacred site. SUNE Lady Firehair, the Lady of Love, the Princess of Passion S une Firehair is a deity of passion and the delights of the senses. She is the goddess of beauty in all its forms-not just pleasing sights, but also enchanting sounds, luxurious tastes and scents, and the exquisite pleasures of the flesh, from a lover's caress to the brush of silk on the skin. Her worshipers seek out these pleasures in life, not out of mere decadence, but because the experience of pleasure is the touch of Sune herself. The followers of Sune have a reputation as hedonists, and so they are, to a degree. More than that, her priests foster beauty in the world. They do so by creating art, by acting as patrons for promising talents, and by investing in merchants who bring luxuries to far-off places that have never seen satin or tasted a luscious wine. Her priests consider loveliness to be one of their greatest callings, and all are trained in comportment, fashion, and cosmetics. Indeed, so ta lented are Sune's priests in the creation of beautiful appearances that many take pride in their ability to present themselves as stunningly attractive examples of either gender. But beauty is more than skin deep, say the Sunites; it issues from the core of one's being and s hows one's true face to the world, whether fair or foul. The followers of Sune are believers in romance, true love winning over all, and following one's heart to one's true destination. Fated matches, impossible loves, and ugly ducklings becoming swans are all in the purview of Sune. Temples dedicated to Sune are common in human lands, and they frequently serve as public baths and places of relaxation. A temple usually features a mirrored and well-lit salon where folks can primp, as well as see others and be seen. Where a temple doesn't exist, or in a large city where the nearest temple might be too S YMB O L O F SU NE

far to walk to, a small shrine to Sune often stands near a street corner. These sites consist of a mirror hung beneath a small roof where one can say a prayer while checking one's appearance. The spot might feature a shelf or a cupboard holding various perfumes and cosmetics so that those without the funds to purchase such items can still make themselves feel beautiful. TALON A Lady of Poison, Mistress of Disease, the Plague-crone One of the most often beseeched of FaerO.n's deities, Talona is the goddess of disease and poison, blamed for everything from common illnesses to crop failure to brackish wells to plague. Depicted in temple iconography as a withered crone with a cup or a vase that holds all the varieties of disease and poison, Talona is a fearsome goddess, and many are the prayers that beg her for protection from illness and poison. Various rituals to placate her involve the use of three drops of blood or three tears- to be dropped into a well that has gone bad, dripped into the handkerchief of someone beset by coughing, dropped into a fire made by burning a withered crop, dripped into the mouth of a plague sufferer, and so on. It's common practice to mark a container of poison with her holy symbol, three droplets in a triangle, and during epidemics folk paint the same image on the homes of the infected. Though she is often the recipient of prayers, Talona has almost no temples and few cults dedicated to her. A cult or a shrine to her might arise in an area after it suffers from pestilence, when some of those who survived decide to revere her or even become priests. TALOS S tormlord, the Destroyer Talos is the dark side of nature, the uncaring and destructive force that might strike at any time. He is the god of storms, forest fires, earthquakes, tornadoes, and general destruction. He counts the ravager, the raider, the looter, and the brigand among his followers. Those who favor him see life as a succession of random effects in a sea of chaos, so the devout should grab what they can, when they can-for who can say when Talos will strike and send them into the afterlife? Talos is portrayed as a broad-shouldered, bearded young man with a single good eye, the other covered by a dark patch. He is said to carry a collection of three staffs, made from the first tree cut down in the world, SYM B OL OF T ALONA CHAPTER 1 I WELCOME TO THE REALMS the first silver smelted, and the first iron forged. He uses these staffs to raise destructive winds, cause terrible storms, and split the land in acts of rage. The three lightning bolts of his holy symbol represent these staffs, and when he vents his wrath on the world, he is thought to hurl them down from the sky as lightning strikes. Although Talos is a popular deity, his name is invoked more often out of fear than out of reverence. He does have priests, mostly traveling doomsayers, who warn of disasters to come and accept charity in exchange for blessings of protection. Many of his faithful wear a black eyepatch, even if both eyes are intact. TEMPUS The Foehammer, the Lord of Battles Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war is random in his favors, meaning that his chaotic nature favors all sides equally. Lord Tempus might be an army's ally one day, and its enemy the next. He might seem to manifest before a battle, appearing to one side or the other. If he is seen riding a white mare (Veiros), then the army will succeed. If he rides a black stallion (Deiros), then defeat is certain. Most often he appears to be riding with one foot in each mount's stirrup, signifying the unpredictable nature of battle. In such visions, Tempus is always a powerfully built warrior dressed for battle in the style of those who envision him. Tempus's favor might be randomly distributed, but over the centuries his priests have made an effort to spread and enforce a common code of warfare-to make war a thing of rules, respect for reputations, and professional behavior. This code, called Tempus's Honor, has the purpose of making conflicts brief, decisive, and as safe as possible for those not directly involved. The rules in the code include the following: arm anyone who has need of a weapon; disparage no foe; acquit oneself with bravery; train all for battle; and don't engage in feuds. Those who poison wells, taint fields, kill noncombatants, or engage in torture in the name of war are all considered sinners. Worshipers of Tempus are legion, and his name is often on the lips of soldiers. His priests are tacticians, often skilled in the art of war. Many of his ordained don't serve in temples, but as battlefield chaplains with armies and mercenary companies, encouraging their fellow soldiers with both word and blade. Priests of SvMBOL OF TALCS

Tempus teach that war conducted properly is fair in that it oppresses all sides equally, and that in any given battle,a mortal might be slain or might become a great leader among his or her companions. Mortals shouldn't fear war but should see it as a natural force, the storm that civilization brings about by its very existence. TORM The Loyal Fury, the True, the Hand of Righteousness Torm is the god of duty and loyalty, revered by those who face danger to bring about a greater good. Those who favor Torm believe that one's salvation can be found through service, that every fa ilure to perform one's duty diminishes Torm, and that every success adds to his luster. Those who take Torm to heart must strive to fulfill his commandment to go out into the world and be an active force for good, to right wrongs, and to help the hopeless. They must strive to maintain peace and order while opposing unjust laws. Followers of Torm stand ever alert against corruption and are expected to strike quickly and hard against any evidence of rot in the hearts of mortals. As the sword arm of justice, Torm's fa ithful are expected to bring quick deaths to betrayers. Considering these tenets, it should be no surprise that most human paladins have Torm as their patron. Most temples dedicated to Torm are fortresses built on heights. These structures offer austere quarters for residents and visiting knights, drilling grounds, and stables. White granite, lion statues, and armored figures predominate in the architecture, with the coats of arms of fa llen heroes decorating the walls of the great halls. Torm is seen as the good right hand of Tyr, and a such his symbol is a white gauntlet made for the right hand. It represents Tyr's sword hand, but it is also a symbol of forbearance. Torm is frequently depicted with his right gauntlet extended palm forward, which worshipers call the Hand Resolute. It signifies the principle that the just and true must pause before acting to judge whether their intentions uphold Torm's ideals. Temples, civic structures, and the homes of the faithful are often decorated with images of the Hand Resolute as a constant reminder of this principle. Worshipers of Torm come from most walks of life, for he welcomes any who seek the best in themselves and others, who uphold his tenets of loyalty, responsibility, duty, and kindness, or who are willing to sacrifice to keep evil from gaining ascendancy in the world. The faithful know that all of them will stumble from time SYMBOL OF T E MPUS to time while following in Torm's footsteps, but Torm's priests teach that the shame of a minor fa ll from grace is far less severe than declining to rise oneself up to Torm's standards. TYMORA Lady Luck, Our Smiling Lady Tymora is the bright-faced goddess of fortune , the one to whom gamblers and game-players pray in Faerun. Our Smiling Lady is said to love none so much as those who gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes. The battle cry of the followers of Tymora is "Fortune favors the bold." Someone might say words to Tymora before any endeavor in which a little good luck would help, but not when an incidence of bad luck might occur. (On such occasions folk pray to Beshaba to spare them from bad luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it's heads. If it is, the coin is left with the stranger as payment for Tymora's favor. If it's not, the stranger can choose to keep it (and the bad luck) or return it. Those who favor Tymora- as distinct from folk who invoke her name by mumbling over the dice-tend to be daring sorts. Adventurers and gamblers make up much of their ranks. They all have the belief that what is good about their lives is the result of having both good luck and the bravery to seek it out. Tymora has worshipers among all sorts of folk: the dashing young noble, the risk-taking merchant, the daydreaming field hand, and the scheming ne'er-do-well. Priests of Tymora and temples devoted to Lady Luck are scarce, since her faith tends not to stress a need for intermediaries: "Let the lucky man and the Smiling Lady suss it out," as the old saying goes. Shrines to Tymora at gambling parlors aren't unusual, however, and sometimes such establishments attract a priest and effectively become temples. SYMBOL OF T ORM CHAPTER 1 J WELCOME TO THE REALMS

40 THE LEGEND OF TYCHE AND HER TWIN DAUGHTERS Before the Dawn Cataclysm, there was but one goddess of luck, Tyche. Ever flirting with fortune and disaster, Lady Luck bestowed and withdrew her favor at a whim. When her current paramour, Lathander, started a fight among the gods, Tyche kissed the Morninglord with misfortune and wandered off to explore the world. During her travels, Lady Luck discovered a budding rose of unequaled beauty. Delighted with this fortuitous happenstance, Tyche reached to pluck this delightful token, which she assumed was a peace overture from Lathander, who sought to regain her good graces. Much to her amazement, Lady Luck couldn't pluck the rose from its bush no matter how hard she tried. Frustrated , she cursed the rose with bad luck, and the flower's stem broke in her hands. Tyche put the plucked rose behind her ear and continued on her way. Unknown to Tyche, the rose was a manifestation of Moander, god of corruption and decay. The severed rose stem crept into Tyche's ear and subtly began to rot her from the inside out. When Tyche returned home, she came across her dear friend , the goddess SelCme, waiting to speak with her. Also waiting for her were Lathander, who wished to regain her affections, and Azuth, who had come to mediate the dispute between the two. Selune wept great tears as she saw the corruption destroying her friend from within, and before Tyche could discern her intent, Selune lashed out with a bolt of purifying light. Tyche's rotted core split down the middle and a smal ler, brighter version of the goddess of luck stepped out, allowing the goddess of the moon to save that which was good and pure in her friend. However, following this first figure out of the rotten shell was another form stunning to behold, but full of dark malice and capricious ill wi ll. As the two forms emerged, they immediately fell upon each other in hate, struggling madly, and were separated only by the combined efforts of all three visitors. It is said that Tymora, Tyche's Fair-Haired Daughter, embodies all the grace and kindness of her mother, while Beshaba, Tyche's Unpleasant Daughter, got only her looks. Since their birth, the twin aspects ofTyche-Tymora, Lady Luck, and Beshaba, Maid of Misfortune-have battled each other, contesting matters as great as the fate of nations and as sma ll as the flip of a coin. TYR Grimjaws, the Maimed God, the Evenhanded wound dealt to him by Ao when he questioned the justice of the Overgod's actions. Tyr's followers devote themselves to the cause of justice, to the righting of wrongs and the deliverance of vengeance. This devotion isn't necessarily concerned with equality or fairness, but rather the discovery of truth and the punishment of the guilty. Those who favor Tyr tend to be stiff-necked about matters of theology and laws, seeing things in terms of black and white. Tyr's credo of lawfulness and honesty is a demanding one, and his priests remind the faithful not to hold in contempt others who can't live by it- it wouldn't be an honorable calling if everyone could muster the strength of will to follow it. Many orders of knighthood are devoted to Tyr, including the Knights of Holy Judgment and the Knights of the Merciful Sword. Such knights-as well as judges and priests, clerics, and paladins who worship Tyr- sometimes wear thin strips of diaphanous cloth over their eyes to remind others of the blindness of justice. UMBERLEE The Bitch Queen, the Queen of the Depths, the Wavemother No community that lives by the sea can ignore the influence of Umberlee, the furious goddess whose tempestuous nature reflects and is reflected by the waters of the deep. Any such community makes sure to host festivals to propitiate the Wavemother and seek her favor. Although mercurial in temperament, she can be generous to those who do her honor, as is any great queen. The Bitch Queen is worshiped out of fear instead of adoration, and ship crews offer her gems, tossed over the side, to calm storm-tossed waters. As her most common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her domain. There is little in the way of an organized clergy of Umberlee. Her priests roam coasta l cities, warning of doom and demanding free passage on ships in return for ensuring the goddess's pleasure. Often they wear the colors of waves and storms, and they decorate themselves Tyr Grimjaws, Tyr the Evenhanded, Wounded Tyr, the Maimed God, the Blind, Blind Tyr, the Lord ofJusticeall of these names speak to the nature of the Faerunian god of justice. Tyr appears as a noble warrior missing his right hand, which he lost to Kezef the Chaos Hound in an act of bravery and sacrifice, and with his eyes wrapped in cloth to signify his blindness, caused by a ,4 /I SvMBOL OF TvR CHAPTER 1 I WELCOME TO THE REALMS

with items that remind others of the sea's dangerous nature- a necklace of shark teeth, seaweed wrapped about a h1,1man bone, and so on. The preserved hand of a drowned person is thought to be a pa rticularly holy object, and some of her few clerics use such severed hands as holy symbols. Umberlee does have a large number of shrines in the coastal cities, and sailors often leave flowers or small candies at them in hopes that she will spare them on their next voyage. Both Waterdeep and Baldur's Gate have true temples dedicated to Umberlee, staffed largely by the widows of sailors lost at sea. WAUKEEN Our Lady of Gold, the Coinmaiden, the Merchant's Friend Waukeen is the goddess of wealth and trade, on both sides of the law. Her most a rdent worshipers include shopkeepers, members of trading costers, wealthy merchants, caravan guides, itinerant peddlers, moneychangers, and smugglers. She is interested in anything that increases trade and the flow of money, whether new trade routes, new inventions, or the whim of changing fashion. Those who take Waukeen as a patron can be reliably thought of as greedy, but the Coinmaiden is s aid to frown upon misers and smile upon the industrious and the profligate, and thus priests who bear her holy symbol find themselves welcome in many towns and cities. Temples ofWaukeen resemble guildhalls and often serve as meeting places for trade consortiums. Those who follow Waukeen's ethos seek to create more opportunity for all and see competition for wealth as one of society's main means of progress. Thus, the faithful of Our Lady of Gold often find themselves at odds with trade guilds and others who would form monopolies. It's common practice among those who seek Waukeen's favor to set aside a tithe of ten percent of their profits, but rather than being given to a temple, the money is meant to be spent to help a struggling business, to finance a new endeavor, or, if all else fails, on frivolous fun. SYMBOL OF' U MBERLEE THE Goos OF MULHORAND People of Faerun refer to M ulhorand as one of the Old Empires, but most don 't know that Mulhorand is in fact the oldest human empire still in existence on the continent. Mulhorand's pantheon of deities, sometimes called god-kings or pharaohs, can trace their lineage even farther back. According to the demigods enthroned in Mu lhorand, the ancestors of the Mu lhorandi people were brought from another world and enslaved by the lmaskari in an ancient empire deep in what is now Raurin, the Dust Desert. When the gods of those ancestors heard the pleas of their distant fa ithful, they set out in a great celestial ark gu ided by the entity known as Ptah. Upon arriving in the world, two of the deities, Re and En Ii i, set about empowering the slaves and fomenting rebellion. The revolt succeeded, but Re and Enlil couldn't keep peace with one another. Each then founded a separate dynasty of divine mortals, Re in Mulhorand, and Enlil (father of Gi lgeam) in Unther. Re and his related deities ruled Mulhorand through morta l incarnations for thousands of years. Time took its toll, and the attention the deities of Mu lhorand paid to their fo llowers wavered and diminished. Each new incarnation of Isis, Osiris, and Thoth was a little more human and a little less divine. When the magically powerful lmas kari returned with a vengeance a little over a century ago, they stole the scepter of rulership from a grasp so weak it barely had any strength left. Although Mulhorand's conquerors outlawed slavery in the area they now called High lmaskar, the Mulhorandi people recognized the yoke they now bore. The lmaskari were the new coming of the slavemasters of old, as depicted in the carvings in the pharaohs' tombs. Many prayed that the vanished gods would return and once again free them from lmaskari rule, and during the Sundering, that is what happened. What were referred to as Chosen in other lands were recognized in Mulhorand as living gods, come to lead the Mulhorandi in an uprising. Today Mulhorand is ru led by demigods that call themselves by such names as Re , Anhur, Horus, Isis, Nephthys, Set, and Thoth . They take different forms, some human and others tieflings or aasimar, but all speak and act like the gods of legend come to life, which they must be. This famil y of deities bears the scars of all the past loves, riva lries, and wars between them, but for now they have set their differences aside for the betterment of Mulhorand and its people, and the people of Mulhorand love them for it. SYM B OL OF' W AUKEEN CHAPTER 1 I WELCOME TO THE REALMS

CHAPTER 2: THE SWORD COAST AND THE NORTH HIS CHAPTER DETAILS MANY OF THE locales of the Sword Coast and the North, as seen through the eyes and recollections of a person living in Faen1n. Rather than being exhaustive descriptions, what follows are snippets of information drawn from the experience of five individuals who have traversed , lived in, and explored these areas. Like any other na rrators, they have opinions and biases, and may be drawing conclusions from incomplete information. No one in the Realms knows everything about any subject, even its oldest and most learned s ages, and the views formed from such incomplete information can often suggest an inaccurate conclusion. This is not to say that any of the information the narrators provide is false, only that they may not be entirely knowledgeable in their declarations. The deta ils given here only begin to scratch the s urface of the adventuring possibilities in the North. Although some of these locales are virtua lly unknown to outsiders, entire books longer than this one could be (and have been) written about others. If the descriptions leave you wanting to know more, consider them an inducement for you and your companions to visit these places and experience them firsthand. Be aware, a lso, that there is a great deal more to the North than what is presented here. There a re ruins without names, and settlements so small as to not even wa rrant mention in this tome. What lurks in the uncharted a reas, wa iting to ta nta lize or perhaps terrorize, is all the more formidable because it can't be anticipated. THE LORDS' ALLIANCE F O R A CENTURY AND A HALF, AND MORE, THE LORDS' Alliance has stood as th e most important and influential group in th e No rth. Its power has kept towns safe from th e predations of larger powers, has kept th e ambitions of Luskan in check, and has taught th e rulers of many cities that it is better to cooperate, even for a time, then to merely shut one's doors and allow th e storms to rage outside. It was this philosophy that led to th e founding of Luruar, and when the lesson was lost, so too were th e Silver Marches. But it serves no purpose to dwell on the folly of the past. Better instead to look to the f uture, repair the walls, and wait for word from th e watching sentries. - Andwe Cururen, agent of the Lords' Alliance The Lords' Alliance isn't a nation unto itself, but a partnership of the rulers of towns and cities across the North, who have pledged peace with one another and promised to share information and effort against common threats such as ore hordes and Northlander pirates. It is a loose confederation of those settlements and their agents, all of whom owe allegiance first to their homelands, and second to the Lords' Alliance. In the ha rsh lands of the North, where winters are cold and monsters and human barbarians regularly stream out of the mountains to pillage outlying settlements, large nations are rare indeed, particularly in the current state of the world. Instead, great city-states have emerged, enriched by trade and protected by stout wa lls and loyal defenders. Such cities- including Ba ldur's Gate, Miraba r, Neverwinter, Silverymoon, and Waterdeep-extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms a re cities, driven to consider their own protection and future before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. S ince then, events such as the growth of Elturgard into a power in its own right, and the recent fall of the Silver Marches, have caused the group to draw in on itself, restricting its membership to powers in the North . The current members of the Alliance a re Amphail, Baldur's Gate, Daggerford, Longs addle, Mirabar, Mithra! Hall, Neverwinter, Silverymoon, Waterdeep, and Yartar. There is some doubt that Mithra! Hall will be pa rt of the alliance for much longer, but until rulership of the dwarven city is more firmly established, it remains a member. It is impossible to ascribe an overall cha racter to the individual members of the alliance. As a group, the agents of the members a re interested in the preservation of civilization in the North, and they share what information they can- and oppose what threats they must- to further that goal. In the end, though, a merchant of Waterdeep and one of Baidu r's Gate are concerned mainly for their own purses and the welfare of their home cities, and a re unlikely to care what happens to the other, except inasmuch as it affects trade. The advice and insights in this section come from Andwe Cururen, a half-elf native of Silverymoon who was once a Knight in Silver (a member of the city's army), and now serves as an emissa ry and, when necessary, an active agent for the Lords' Alliance. She travels the North on behalf of the Alliance, representing its interests and gathering and updating information on its settlements for her superiors, fellow agents, and potential recruits, including adventurers who might serve the Alliance or one of its members. AM PH AIL Named for its founder, a former warlord of Waterdeep, the small town of Amphail is home to just over seven hundred souls, yet it sought and received membership in the Lords' Alliance just under a century ago, thanks to the maneuverings of the noble families that control its lands. Where once it was simply an example of the extent ofWaterdeep's reach, Amphail became the playground of that city's noble families, a place where they can scheme against their rivals and send their CHAPTER 2 I THE SWORD COA T AND THE NORTH

NOTE TO THE OM: MAKING THE REALMS YOURS The information in this chapter is intentionally nonspecific with respect to threats, monsters, and statistics. While you can use these details to flavor your descriptions of the towns and cities your players might visit, you should in no way consider these pieces of narration definitive. They're meant to provide touchstones , not to constrain your players to a narrow conception of the world. You might decide to change some of the details, either to surprise your players or to account for events that have transpired since they obtained the information herein. You're encouraged to take what's presented here and make it, and the Forgotten Realms , your own. more rambunctious offspring to unleash some of their destructive tendencies without harming the family's reputation in proper society. As a result of being a member of the Lords' Alliance, Amphail is the equal of such great cities as Neverwinter and Baldur's Gate in matters that concern the other powers of the region, despite its clear inferiority in size and strength. Amphail's sovereignty means that, although patrols from the Waterdeep City Guard sometimes ride north to check on matters in Amphail, the only true authority in the town is the will of the noble families that control it. The primary business of Amphail is horse ranching, and the town is a fine place to find replacement mounts, and all manner of tack, bridle, feed, and other goods necessa ry to keep up one's horse. Most farms have farriers, or at least hands that can swiftly shoe a horse, and spare shoes all but litter the town. Visitors to Amphail often get a polite admonishment to "mind the high born" or "ware silver saddles" from the locals, but those who ignore such warnings should expect no help if they get into trouble with the nobility. Amphailans are by their nature suspicious of and quiet around folk who openly display wealth or status, having learned early in their lives that nobles are folk who like to throw their weight arou nd, to the detriment of anyone nearby without enough coin or a grand enough title to stand up to them. I find that these common folk are ideal sources of information about the very people they distrust. For their part, the young nobles that litter the town seem to make mischief mainly because they can. The feuds and rivalries that would generate only carefully worded insults in the city can escalate into brawls when these miscreants are far from the watchful eyes of their parents. Duels have long been prohibited by mutual agreement, due to the blood feuds they provoked in the past, but hands often drift to sword hilts when heated words are exchanged. Nearly every other sort of noble indiscretion is foisted on the residents of Amphail. Those who suffer property damage or worse at the nobles' hands are forced to forgive the offense in exchange for the application of coin or a promise made in the transgressor's name (suggesting that the youngster's relatives will handle any obligations). Some businesses survive entirely by bringing the comforts of Waterdeep to Amphail, creating gathering places where young nobles can feel at home. The three greatest families with significant interests in Amphail are Houses Amcathra, Ilzimmer, and CHAPTER 2 I THE SWORD COAST AND THE NORTH Roaringhorn; and most coin and business eventually passes through the hands one of those houses or its intermediaries. When Amphail joined the Lords' Alliance, these three houses were the loudest and most influential voices, and now control the rulership of the town, with the controlling family changing each Shieldmeet. The current Lord Warder is Dauner Ilzimmer, who speaks for the town to the Lords' Alliance. House Amcathra has yet to choose its successor for next Shieldmeet. Houses Jhansczil and Tarm have smaller breeding concerns in the area, and House Eagleshields has holdings near Amphail that it uses to continue its long tradition of caring for unhealthy animals from nearby farms, and offers fine tack and other gear for sale. Among the common folk, the Oglyntyr family has the largest and oldest cattle and horse farm in Amphail, and supplies some of the finest Amphail grays (loyal, intelligent steeds favored as personal mounts) to nobles and travelers in the region. A new family, not noble but possessing much wealth, has purchased the old Baldasker ranch. We suspect that the Hemzar family, who were unknown in either Amphail or Waterdeep before the purchase, like most of the mysterious matters in Amphail, may have the secret backing of one noble house or another. My contacts say the Oglyntyrs have petitioned the Ilzimmers to help crush this upstart business, a move that they are considering. I visited the Hemzar ranch, and I'd consider such a move inadvisable. A large family of Tashlutar descent, they seemed capable and confident of their position, despite my warning. I wasn't allowed the opportunity to explore the property fully, but I did note signs that the Hemzars are prepared to rear and train far more dangerous beasts than horses and cattle. I was then tempted to warn the Oglyntyrs, but that family can be as odious as the worst nobles. These things tend to sort themselves out. The noble families ofWaterdeep who send their children to Amphail, or allow them to go there, hope that their sons and daughters will learn some lessons about life while away from Waterdeep. If they are going to cause damage or hurt feelings in the process, at least they will do so far away from the watchful eyes of the other nobility of the city. To the young nobles, there is no one in Amphail of any real consequence who might be permanently ha rmed by any improprieties. They also believe there is no one of note nearby to hear these hotheaded youngsters issue their boasts and proclaim their schemes- I have tnore than once learned of a threat simply by listening to children of different houses brag to one another about matters that were meant only for the family. Aside from the excesses of its nobl es, Amphail is a peaceful town, with the threat of full-scale retaliation from both Waterdeep and the Lords' Alliance casting a long, dark shadow over any plans to disturb matters there. The nobles of Waterdeep have heavy purses, and are willing to spend as much coin as necessary to protect their favored playground- and to punish anyone that might disrupt their control over it. The only thing the nobles don't seem to be able to spend

away is the smell of manure, which in the summer months hangs thick over the town. It is that manure that helps to feed the true business of Amphail: feeding Waterde~p with the produce from the many farms that surround the town. Because so many of Amphail's farms are owned by House Ammakyl, members of that noble family are by far the most enriched by the commerce there. They consider themselves good landlords to the folk that farm their lands, and are sure to bring any threats to honest, hard-working commoners to the attention of both the Lord Warder and the Lords of Waterdeep. Anything that threatens farming in Amphail threatens the City of Splendors directly, and such situations are dealt with swiftly and surely by the city's Guard. As a result, even the most rebellious nobles are careful not to tread too heavily on Ammakyl turf in Amphail, as a house that does so might swiftly find its favorite foods suddenly difficult to procure for a revel or some other event where the family's status is at risk. BALDUR's GATE ------- On the Coast Way, some forty miles upstream along the River Chionthar from the Sword Coast, lies the bustling city of Baidu r's Gate. Home to tens of thousands, the harbor city has poor soil, but its sheltered bay, well away from the tides that batter the coast, make it an ideal location for trading goods from locations to the west in the Sea of Swords, inland along the river, and up and down the coast. Baldur's Gate is a place of commerce, and the city enjoys great success handling the coins of other powers and making them its own. Sadly, Baldur's Gate has a storied connection with the dark god, Bhaal. Just a few years ago, the city saw the terrifying return of the Lord of Murder. Following a number of deaths, one of the city's dukes, Torlin Silvershield, was revealed as the Chosen of Bhaal, and underwent a monstrous transformation, turning many citizens into bloodthirsty killers and inspiring a riot and much death before finally being put down by brave adventurers. Even now, murderous echoes ripple through the city and beyond, and reports of unexplainable, gruesome killings flow out of Baldur's Gate. Baldur's Gate is ruled by the Council of Four, dukes who vote among themselves on matters of law and policy for the city. A single grand duke is chosen from among the four, and is empowered to break ties when the council is deadlocked. The current Grand Duke is Ulder Ravengard, who is joined by Dukes Thalamra Vanthampur, Belynne Stelmane, and Dillard Portyr, the former grand duke, who ceded the post to Ravengard after the city's recent troubles. Below the council sits the Parliament of Peers, a group of about fifty Baldurians who meet daily (though almost never in full number) to discuss the future of the city and recommend actions for the dukes to take on all matters, great and small. At any given time, roughly one-quarter of the peers are powerful members of Lower City society, with the rest drawn from the Upper City's noble families, called patriars. Defense of the Upper City is handled by the Watch, the official constabulary of the city's elite. Their duty is to defend the patriars and enforce their laws, and little .:::::.- ·' else. For the rest of Baidu r's Gate, security is enforced and order maintained by the Flaming Fist mercenary company, a supposedly neutral force which is free to fight in external conflicts, so long as it doesn't side against Baldur's Gate. By tradition, the highest officer of the Flaming Fist is one of the city's dukes, and Grand Duke Ulder Ravengard fulfills that tradition proudly. Membership in the Flaming Fist is fairly easy to achieve, and adventurers with much experience swiftly advance in rank (and, consequently, political influence) once they become permanent members. Many ranking officers are former adventurers who have "retired" to military life. In both the Upper and Lower Cities, the underworld is controlled by a shadowy group known merely as the Guild. The dukes don't acknowledge the power of this group in any meaningful way- at least not publicly- but try (at least nominally) to curb its influence where and how they can. I lost count of how many gangs claim territory in the Lower and Outer City, and all of them seem to owe allegiance to the Guild. Efforts to destroy the Guild have thus far failed, due in part to the inability of outsiders to identify a clear leader of the group, but in no small measure to the shameful lack of effort on the part of the rulers of the city to protect its people. UPPER CITY The Upper City of Baldur's Gate is the enclosed haven of the city's nobility- the patriars. Sitting atop their hill, the patriars look down on the rest of Baldur's Gate in every real sense, wielding their wealth and influence to push the Council of Four to protect their lifestyle. Though at one time a wealthy merchant or powerful adventurer might hope to advance to the ranks of the patriars, there is no longer room, physically or otherwise, for the class of the Upper City to grow. Now, only those born into the patriar families inhabit the manors of this oldest part of Baldur's Gate. The poorest among these go so far as to sell furnishings and decorations from inside their homes in order to keep up appearances with their fellow patriars. Most would say that the lives of patriars are marked by luxury and decadence, and for a great many of them, this is likely true. However, some families do make an honest attempt at improving the city, and nearly every family has at least one member who engages in major CHAPTER 2 I THE SWORD COAST AND THE NORTH

commerce- no matter one's heritage, everyone must have coin in order to eat. There is but one nonhuman family among the patriars, the dwarven Shattershields, who have been in Baldur's Gate for long enough that they are just as accomplished as their human peers at looking down on the rest of the citizenry. A number of gates divide the Upper City from the Lower City, but the one to note is the famous Baldur's Gate, from which the city takes its name. Trade passes only through this gate, and is taxed by the city-despite the fact that it was just such taxes that led to the city's being overthrown by its first dukes and the Lower City enclosed by its ring wall. The other gates exist solely for the convenience of the patriars and their retinues. Any who aren't in the presence of a patriar, wearing a patriar's livery, or bearing a letter of proof of employment by a patriar must use Baldur's Gate to pass between the Upper and Lower Cities. Bear this in mind when trying to sneak from one part of the city to the next. LOWER CITY Hard against the harbor lies the Lower City, where stone, slate-roofed houses stand (sometimes unsteadily), and the folk who have long performed the real work of the city reside. Baldur's Gate depends on trade, and that trade flows in and out of the Gray Harbor. The hands that load and unload ships, that tally cargo and haul goods, that repair keels and mend sails, all live here. The damp clings heavily in this portion of the citysome say it's held in by the Old Wall-and lamps (lit and CHAPTER 2 I THE SWORD COAST AND THE NORTH filled by citizens, not the city) pierce the fog. Most locals are wise enough to carry lanterns or lamps, and visitors that have not learned to do so can usually hire a young Baldurian to guide them through the streets. The Lower City was long ago walled in to benefit from the protection of the city, but the divide between the two wards is as stark as it has ever been. The Flaming Fist is responsible for keeping order in the Lower City, and do so with brutal efficiency, deterring most from engaging in bold, public acts of theft, vandalism, or violence. Where merchants in other cities might hope to one day join the nobility, in Baldur's Gate the best one can hope for is to become an absurdly wealthy and influential merchant. Becoming a patriar is out of the question. Still, the wealthiest Baldurians live as much like the patriars as they can, buying up adjacent properties in the hopes of demolishing them in order to build la rge homes to echo the manors of the Upper City. The Bloomridge district has a number of such homes, and some of the patriars grumble that these merchants are growing too comfortable with their new status. OUTER CITY Outside the walls, there are no laws barring construction or settlement, and so those who are too poor to reside within the city or to purchase property have slowly built up a third ward of the city, living in the shadow of its walls, paying its taxes, and covering both sides of the roads leading into Baldur's Gate. Here, the poorest of the poor live in the Outer City, but so too do

those whose businesses are considered too troublesome, noisy, or foul-smelling to operate within the walls, so tanners, smiths, masons, dyers, and other tradesfolk abound. The city does woefully little to help the folk here, and charitable souls (myself included) sometimes start at one end of the road with a full purse, only to see it empty by the time they reach the other end. The lack of laws in the Outer City has led to two strange phenomena, unrelated to one another. A walled Calish*te district has grown up to the east of the city proper, known by Baldurians as Little Calimshan. Within the district, neighborhoods are divided by walls, but these walls have walkways atop them so that foot traffic can proceed unimpeded by the gates that slow carts and mounts. Here, refugees from Calimshan have found a home away from that southern nation, and largely depend on themselves for trade, culture, and defense. Buildings have also been constructed along Wyrm's Crossing over the Chionthar. Shops, taverns, and tenements choke the bridge, hanging from both spans, and even in some cases built to hang from the supports that hold it up. Folk must pay a toll to cross on foot or by cart or wagon, but many swear they would pay yet more to be able to use the bridge without having to dodge the hawkers and urchins that infest the area. DAGGERFORD Built against the side of a low hill on the floodplains of the Delimbiyr, this small, walled town is dominated by the keep of the local duch*ess, Lady Morwen Daggerford. Counting the town itself and the nearby hamlets and farms that look to it for protection and guidance, some twelve hundred people call the area home. Lady Morwen is the sister of the previous duke, Maldwyn Daggerford, and she seems a capable and charismatic leader. The Daggerford family's authority over the area dates back to the ancient Kingdom of'Man that succeeded Phalorm in the region. Though that realm has been dust for centuries, there are those that see Daggerford as the last bastion of a better time of peace, wealth, and influence- a time that, given the right leadership, has the smallest of chances of being restored. Daggerford is a pastoral haven. Wide, sprawling hills nearby offer peaceful vistas, but are sometimes overrun by raiding ores or goblins. The frequent caravans heading north to Waterdeep or south to Baldur's Gate need escort or guarding, and can offer news of both of those cities (and the settlements between them). Several inns stand ready to accept visitors, except in the busiest of trade or festival periods, when they fill swiftly, and many locals open up their homes to lodgers. Warriors in need of coin can help their purses by offering their services as trainers for the local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town's informal trade groups. These guildmasters believe themselves more powerful and influential than they truly are, imitating the Lords ofWaterdeep by going robed and masked to council meetings. This charade, in the eyes of most, borders on farce, as everyone in Daggerford knows precisely who the council members are, and no magic disguises the forms, voices, or mannerisms of the guild leaders, and a trained spy can learn which guildmaster is which after only an evening or two of proper observation. The largest and oldest building in Daggerford is the ducal castle, a three-level keep enclosed by a two-story wall that contains its own smithy, a wide parade ground, and stabling for a large number of animals. The dukes of Daggerford have always kept a well-stocked larder, capable of feeding the castle's inhabitants and any citizens that might shelter inside during a siege. Three gates lead into the town of Daggerford: River Gate, which provides access to the river, and through which shipping cargo is carted into the town proper; Caravan Gate, which handles most landgoing traffic, including land-based trade; and Farmers' Gate, which remains open at nearly all times, but is wide enough only to let one wagon or cart pass at a time. A militia guards Daggerford. Militia service is mandatory for all able-bodied adults, and lasts for twenty years. All citizens living within the town receive instruction from the duch*ess's own soldiers in the use of spears and other weapons, and must spend at least one day a month in defense of the town, standing sentry on its walls or patrolling the nearby roads. Their training means that the common citizens of Daggerford aren't easily cowed by armed folk demanding goods, coin, or passage, and are slightly more likely to take up work as mercenaries, caravan guards, or adventurers. Although she is less amiable than her brother was, Lady Morwen is acknowledged as more capable of ruling Daggerford than Duke Maldwyn had been. She is well liked by the people, who understand that she has an honorable heart, and wishes what is best for Daggerford. She regularly trains with the militia, and is seen in the town wearing armor just as often as she is adorned in the finery befitting her station. She often visits the local shrine to Tempus, which only enhances her reputation as a pious woman. Lady Morwen's features are only now starting to age, as though catching up with her white hair. Most folk of Daggerford know one another, at least casually, by sight. Strangers are usually welcome, especially if they have coin to spend, unless such folk come armed and belligerent through the town. Guards stationed at each gate make note of new faces, but don't take action against those they don't recognize unless they are given reason to do so. The largest of the town's inns, the River Shining Tavern, is the second biggest building in Daggerford, and the site of many local celebrations and gatherings. Here, the wealthy come to eat and relax. The inn is old- many locals claim it to be older even than the ducal castle- and to many, is the very soul of Daggerford. The Silver Flood Inn and Lizard's Gizzard also offer rooms, though the latter has no food to provide its guests, only beds. One of Daggerford's most unusual businesses is the Sword Coast Traders' Bank, which accepts deposits from traveling merchants and enables them to receive these funds at a similar location in either Waterdeep CHAPTER 2 I THE SWORD COAST AND THE NORTH

RUINED KINGDOMS OF THE NORTH Many folk consider the start of civilization in the North to be marked by the founding ofWaterdeep. More learned folk are aware of the deeper history of the region , and know of at least some of the kingdoms that have been built by the residents of the North down the centuries. Ruins of these kingdoms are scattered throughout the North, and many present-day cities and towns are built atop their remains, sometimes with their residents ignorant of what lies just beneath their boots. Eaerlann. The elven kingdom of Eaerlann, a survivor of the ancient Crown Wars, stretched from the High Forest to the Delimbiyr Vale . Weakened by the retreat of much of its populace to Evermeet and by ore attacks, Eaerlann finally fell six hundred years ago to the demons that burst forth from Ascalhorn (once known as Hellgate Keep and now as Hellgate Dell). 11/efarn. Ten thousand years ago, the capital city of lllefarn occupied the site where Waterdeep stands today. A kingdom of elves that accepted both humans and dwarves in its lands, lllefarn stood intact for seven millennia. It was eventually fragmented by increasing human settlement of the area, and repeated ore attacks spelled its doom. Athalantar. The short-lived human kingdom of Athalantar lay south of the High Forest in territory claimed by its self-styled Stag King thirteen centuries ago. Its rulers were briefly supplanted by magelords, but then reclaimed the throne, only to be wiped out by ores within a few generations. Phalorm. Dwarf, elf, and human monarchs all shared the rule of Phalorm, also known as the Realm of Three Crowns, which was founded nearly a thousand years ago in the High Moor. Phalorm lasted barely a century before repeated ore and goblin attacks overcame it. Kingdom of Man. When Phalorm fell, the surviving humans of the kingdom established the Kingdom of Man, formally known as Delimbiyran, which lasted only two generations. Its dissolution left behind a number of petty "kingdoms" that welcomed new human settlers in several locations, leading to the founding of new cities and towns on the Sword Coast and in its environs. Netheril. For centuries, the legend of Netheril served as a lesson of human hubris and a lure for treasure hunters too prideful to learn from its story. Long before the Dales Compact and the advent of Dalereckoning, Netheril arose as a human empire founded on the might of magic learned from the golden Nether Scrolls, artifacts at least as old as the creator races. Flying Netherese cities drifted through the skies all over the North, but primarily they hung high over a verdant land that is now the desert of Anauroch. Then Karsus, one of the mighty mages of Netheril, dared to believe that he could wrest control of the Weave and become a god himself. He almost succeeded, but in his failure Karsus killed the goddess of magic, shredded the Weave, and sent the floating enclaves that couldn't flee to other planes crashing to the ground. From the moments after the crash when the spilt blood was still fresh to the present day's moss-covered or dune-buried stones, the ruins of Netheril and its arcane secrets have drawn many to their doom. or Baldur's Gate. Lady Belinda Anteos (of the Waterdeep noble house) promises that her business is secure and that the bank's magical means of communicating precise amounts of currency between cities can't be tampered with. CHAPTER 2 I THE SWORD COAST AND THE NORTH Members of local guilds that do business outside the town don't entirely trust the Traders' Bank, preferring instead to borrow coin from the Hardcheese family of halfiings that run the Happy Cow tavern. The Alliance officially has no preference, but I find Lady Anteos trustworthy enough to be an alternative to carrying large sums on the road. It's easier to part with a small portion of one's purse than to lose everything to a band of brigands during a journey through the wilds. Visitors to Daggerford are advised both to avoid the tannery to the west and to swiftly cross Tyndal's Bridge when approaching from the south. The tannery's location, up on the hill, does little to contain the stink of the process, and the Watermen's Guild dumps the city's waste over the side of the bridge. On hot days, the scents exuded from both sites can be overwhelming, which is why I have again asked the Alliance to assign a different agent to visit on next summer's rounds. Tyndal's Bridge is a low stone structure over which travelers pass when approaching from the west, where a local boy named Tyndal held off a number of lizardfolk with only a dagger. He grew to manhood, married the local ruler's daughter, named himself duke, and built Daggerford atop the ruins of an older castle. This story, and most of the area's history, is happily related to any who ask by Sir Darfin Floshin, an elf older than Daggerford itself. He longs to see a rise in cooperation between humans, dwarves, and elves in the region, such as was once embodied in the realm of Phalorm. Darfin has been advisor to many dukes of Daggerford through the yea.rs. Though he was rebuffed by Duke Maldwyn during his reign, there are signs that Lady Morwen may be more receptive to the advice of a gold elf who has witnessed the fall of the human kingdom of Delimbiyran, the founding of Daggerford, and all the days since. LONGSADDLE The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar. A path leaves the road here and winds to the Ivy Mansion, the great house of the wizards of the Harpell family. Since the Harpells founded the town more than four centuries ago, they have brooked little nonsense and less mayhem. Their own behavior sometimes borders on the bizarre and can be disturbing- they once turned two rival sects of Malarites into rabbits for disturbing Longsaddle with their squabbles, leaving them at the mercy of the predators they had honored- but they are one of the most potent gatherings of mages anywhere in the North. The Harpells are a jovial, if insular, lot. All wizards, they tend to marry wizards as well, and the elder women of the family (by blood or marriage) set the course for the house and utterly rule matters within the Ivy Mansion. The family takes on a number of apprentice wizards, using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the Harpells. It is likely this spirit of experimentation that caused the Harpells to found their town so far away from other settlements. Young wizards with oddly sized or shaped

limbs, strange hair color, or shifting forms are fairly common sights in Longsaddle, not surprising to locals though they might give visitors pause. Given the Harpells' reputation as powerful wizards, and the sheer number of them, there is no shortage of folk poking around Longsaddle and the nearby lands hoping to discover caches of magic, hidden like children's treasures. Of course, few, if any, such bundles exist, but the locals draw no shortage of entertainment from sending would-be thieves on grand chases for wands, rings, and other magic trinkets that any prudent person would realize simply don't exist. After all, if the average trader in Longsaddle knew where powerful magic was located, he would be more likely, down the years, to try to claim it. The primary business of Longsaddle is ranching, and the lands surrounding the village are dominated by hundreds of ranches and farms of every sort and size, from tiny horse farms to great fi elds of cattle. During those days that livestock are brought in for trading, Longsaddle is a dusty, noise-filled place, with the sounds of the animals competing with the shouts of farmers hoping to sell their goods. At a ll other times, it's a quiet, almost sleepy hamlet, except when the booming reverberation of a Harpell-crafted spell breaks the silence. The family is constantly researching magic both old and new, and twisting spells and rituals into interesting (to them) innovations. This proclivity has prompted them to surround Ivy Mansion with as many magical wards as the family can muster, in order to protect the populace from an errant explosion, terrifying illusion, or the odd, galloping horse of lightning speeding by. Several businesses designed to attract travelers stand in Longsaddle, if for no other reason than travel along the well-named Long Road can be tiresome. The first is the Gilded Horseshoe, an old inn to the west of the road that serves fine food and drink, offers comfortable beds, and is close enough to the Ivy Mansion that no one would dare disturb it or its guests. The owners have access to some of the choicest cuts of meat in Longsaddle, and as a result, their roasts and stews are exquisite. Across the road, the Ostever family serves as the local slaughterer and butcher for folk wishing to take meat, rather than live animals, away from Longsaddle. Rumor holds that the sausages have much improved down the years but buyers are advised to "mind the tusks" by locals, a reference to an old joke that none remember. Folk willing to wait can have the able hands of the Ostevers perform a slaughter, hanging, dressing, and packing for them, though this process is likely to take days longer than most travelers can spare. There is entertainment to be had at the Gambling Golem, where cheaters in the card or dice games are tossed out into the street, and a local ma rbles game known as scattershields is popular. Dry goods, candles, lanterns, saddles, rope, and wagon wheels are available from a number of other shops. It can't be stressed enough that while the Harpetls have little interest in the daily running of Longsaddle, it is undeniably their town. They rarely suffer insults, and never tolerate violence against themselves, their family, or the locals. A conflict involving the Harpetls is likely to end swiftly and bloodily, and (unless the offender is convincingly apologetic, unconscious, dead, or forgiven of the wrongdoing) will often draw additional Harpells to support their kin. Harpell supports Harpell in all public matters, and no one bothers to record the numbers and names of those that forgot that fact. Aside from the Harpells, the dominant families of Longsaddle are ranchers: the Cadrasz, Emmert, Kromlor, Mammlar, Sharnshield, Suldivver, and Zelorrgosz families have ranched in or nea r Longsaddle for generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle smaller matters and keep the peace as best they can, knowing full well that if the Harpells need to get involved in a dispute, there is always the possibility of an offender's being blasted into nothingness. These families are also the ones most likely to hire outsiders to deal with matters on the ranches, whether an ore raid or the appearance of lycanthropes in the area (though it's rumored that the latter creatures may be the descendants of one of the Harpells). The major ranching interests often hire adventurers not only to further their own aims or provide for defense, but to secretly hinder or harm one another and gain an advantage in their ongoing competition. Adventurers that go too far on such a mission can be explained away as foolish outlanders, and if they offend a Harpell and get blasted in the middle of the Low Road, there will be no one left to ask about the matter. My best advice is to be mindful of the scent of magic in the air and act accordingly.


(ENG) D&D 5a Ed. - Sword Coast Adventurer Guide - Flip eBook Pages 1-50 (2024)

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