Page 10 - D&D - Player's Handbook
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The Lords' Alliance includes the strongest mercantile   ance of cities that provided mutual protection across the
          powers of the North. In addition to providing military   North. Disagreements and failed obligations during a
          support and a forum for the peaceful airing of differ-  war with the ore kingdom of Many-Arrows destroyed the
          ences, the Alliance has always acted under the principle   remaining trust between members of the Marches, and
          that communities with common cause that engage in   that pact is no more. The dwarfholds still ally with one
          trade are less likely to go to war with one another. By   another, and individually with nearby human realms,
          maintaining strong trade ties within the alliance as well   but no longer pledge to stand unified with all their
          as outside it, the Lords' Alliance helps to keep the peace.   neighbors.
          DWARFHOLDS  OF THE  NORTH                         ISLAND  KINGDOMS
          The various dwarven communities of the North are the   Off the western coast of Faen1n are a number of island
          heirs and survivors of Delzoun, the great Northkingdom   realms of varying size. The most distant, and yet per-
          of long ago. Despite continually warring over the centu-  haps the most symbolically important to the mainland,
          ries with the ores and goblinoids of the region, and hav-  is Evermeet, the island paradise of the elves, reputed to
          ing to fight off assaults from below by duergar and drow,   be a part of the divine realm of Arvandor. Much closer
          the shield dwarves have stood fast, determined to hold   to Faen1n are the Whalebones and Ruathym, ancient
          their halls against all threats- and, when necessary,   homes of the ancestors of the Illuskan people, and the
          reclaim them.                                     Moonshaes, where many of those same people now
            Holds that survive from the days of Delzoun include   share the islands with the Ffolk and an elf offshoot
          Mithra! Hall, Citadel Adbar, and Citadel Felbarr. The   known as the Llewyr. The free port of Mintarn lies
          fabled city of Gauntlgrym, built by the Delzoun dwarves   nearby, a neutral site for meetings between enemies
          and recently taken back from the drow, stands as a   and a recruitment spot that offers abundant jobs for
          beacon of resurgent dwarven strength in the North.   sailors. Despite its size, the tiny island of Orlumbor,
          Stoneshaft Hold and Ironmaster are lonely settlements   with its treacherous harbor and its skilled, in-demand
          continually girding themselves for threats real and   shipwrights, is an independent and influential nation
          imagined. Sundabar and Mirabar are also generally   unto itself.
          considered dwarfholds, despite their substantial human   In the seas to the south, pirates of many races and pre-
          populations.                                      dilections sail from the Nelanther Isles, preying on trade
            Until recently, many of the dwarfholds were members   running north and south along the coasts. Since the
          of the Silver Marches (also known as Luruar), an alli-  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 dis-
                                                            appearance.

                                                            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 forti-
                                                            fied 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 inde-
                                                            pendent realms, as are the High Moor, the Trollclaws,
                                                            and the High Forest.




          CHAPTER 1  I WELCOME TO THE  REALMS
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