Page 45 - D&D - Player's Handbook
P. 45

CHAPTER 2:  THE SWORD  COAST AND THE NORTH


                      HIS  CHAPTER DETAILS MANY OF THE       and their agents, all of whom owe allegiance first to
                      locales of the Sword Coast and the North,   their homelands, and second to the Lords' Alliance.
                      as seen through the eyes and recollections   In the harsh lands of the North, where winters are
                      of a person living in Faen1n. Rather than   cold and monsters and human barbarians regularly
                      being exhaustive descriptions, what    stream out of the mountains to pillage outlying settle-
                      follows are snippets of information drawn   ments, large nations are rare indeed, particularly in the
                      from the experience of five individuals   current state of the world. Instead, great city-states have
           who have traversed, lived in, and explored these areas.   emerged, enriched by trade and protected by stout walls
           Like any other narrators, they have opinions and biases,   and loyal defenders. Such cities- including Baldur's
           and may be drawing conclusions from incomplete    Gate, Mirabar, Neverwinter, Silverymoon, and Water-
           information. No one in the Realms knows everything   deep-extend their influence into nearby regions, often
           about any subject, even its oldest and most learned   creating or accepting vassal settlements, but in the end,
           sages, and the views formed from such incomplete   these realms are cities, driven to consider their own pro-
           information can often suggest an inaccurate conclusion.   tection and future before other concerns.
           This is not to say that any of the information the   In the years soon after its founding more than one
           narrators provide is false, only that they may not be   hundred fifty years ago, there was more interest in mem-
           entirely knowledgeable in their declarations.     bership, and the Alliance accepted some members from
             The details given here only begin to scratch the   farther south. Since then, events such as the growth of
           surface of the adventuring possibilities in the North.   Elturgard into a power in its own right, and the recent
           Although some of these locales are virtually unknown   fall of the Silver Marches, have caused the group to
           to outsiders, entire books longer than this one could be   draw in on itself, restricting its membership to powers
           (and have been) written about others. If the descriptions   in the North. The current members of the Alliance are
           leave you wanting to know more, consider them an   Amphail, Baldur's Gate, Daggerford, Longsaddle, Mira-
           inducement for you and your companions to visit these   bar, Mithra! Hall, Neverwinter, Silverymoon, Waterdeep,
           places and experience them firsthand.             and Yartar. There is some doubt that Mithra! Hall will
             Be aware, also, that there is a great deal more to the   be part of the alliance for much longer, but until ruler-
           North than what is presented here. There are ruins   ship of the dwarven city is more firmly established, it
           without names, and settlements so small as to not   remains a member.
           even warrant mention in this tome. What lurks in the   It is impossible to ascribe an overall character to
           uncharted areas, waiting to tantalize or perhaps ter-  the individual members of the alliance. As a group,
           rorize, is all the more formidable because it can't be   the agents of the members are interested in the pres-
           anticipated.                                      ervation of civilization in the North, and they share
                                                             what information they can- and oppose what threats
           THE LORDS' ALLIANCE                               they must- to further that goal. In the end, though, a
                                                             merchant of Waterdeep and one of Baidu r's Gate are
           F O R A CENTURY AND A HALF, AND  MORE, THE LORDS'   concerned mainly for their own purses and the welfare
           Alliance has stood as the most important and influential   of their home cities, and are unlikely to care what hap-
                                                             pens to the other, except inasmuch as it affects trade.
           group in the North. Its power has kept towns safe from the
                                                               The advice and insights in this section come from
           predations of larger powers,  has kept the ambitions of Lus-
                                                             Andwe Cururen, a half-elf native of Silverymoon who
           kan in check, and has taught the rulers of many cities that   was once a Knight in Silver (a member of the city's
           it is better to cooperate, even for a time, then to merely shut   army), and now serves as an emissary and, when neces-
                                                             sary, an active agent for the Lords' Alliance. She travels
           one's doors and allow the storms to rage outside. It was this
                                                             the North on behalf of the Alliance, representing its
           philosophy that led to the founding of Luruar, and when the   interests and gathering and updating information on its
           lesson was lost, so too were the Silver Marches. But it serves   settlements for her superiors, fellow agents, and poten-
            no purpose to dwell on the folly of the past.  Better instead   tial recruits, including adventurers who might serve the
                                                             Alliance or one of its members.
           to look to the f uture, repair the walls, and wait for word
           from the watching sentries.                       AM PH AIL
                 - Andwe Cururen, agent of the Lords' Alliance   Named for its founder, a former warlord of Waterdeep,
                                                             the small town of Amphail is home to just over seven
           The Lords' Alliance isn't a nation unto itself, but a   hundred souls, yet it sought and received membership
           partnership of the rulers of towns and cities across   in the Lords' Alliance just under a century ago, thanks
           the North, who have pledged peace with one another   to the maneuverings of the noble families that control
           and promised to share information and effort against   its lands. Where once it was simply an example of
           common threats such as ore hordes and Northlander   the extent ofWaterdeep's reach, Amphail became the
           pirates. It is a loose confederation of those settlements   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
   40   41   42   43   44   45   46   47   48   49   50