Page 9 - D&D - Player's Handbook
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CHAPTER 1:  WELCOME TO THE REALMS

                     N THE WORLD OF TORIL, BETWEEN THE      drow- to say nothing of even more dangerous creatures.
                     windswept Sea of Swords to the west    Adventurers tend to be more tolerant, accepting exiles,
                     and the mysterious lands of Kara-Tur   misfits, and redeemed folk from strange lands and with
                     to the east, lies the continent of Faerun.   unusual shapes.
                     A place of varied cultures and races,
                     Faerun is domina'ted by human lands, be   THE  SWORD  COAST AND
                     they kingdoms, city-states, or carefully
          maintained alliances of rural communities. Interspersed   THE NORTH
          among the lands of humans are old dwarven kingdoms   Running along the Sea of Swords from north of Arnn
          and hidden elven enclaves, assimilated populations of   to the Sea of Moving Ice, the Sword Coast is a narrow
          gnomes and halflings, and more exotic folk.       band of territory dominated by the city-states of the area
            A great deal of adventure is to be had in the Realms,   that use the sea for trade. For most who care about such
          for those willing to seek it out. The routes between cities   things, the area is delimited by Neverwinter in the north
          and nations often cross into the territory of brigands or   and Baldur's Gate in the south, but territory farther to
          marauding humanoids. Every forest, swamp, and moun-  the north and south that isn't under the sway of a more
          tain range has its own perils, whether lurking bandits,   influential power is usually also included in maps of the
          savage ores and goblinoids, or mighty creatures such   Sword Coast.
          as giants and dragons. Ruins dot the landscape and the   More broadly, the North refers to all the territory
          caverns that wind beneath the surface. In these places,   north of Arnn, split into two general regions: the West-
          treasures of every living race- and a number of dead   ern Heartlands and the Savage Frontier. The Western
          ones- wait for adventurers intrepid enough to come and   Heartlands encompasses a narrow strip of civiliza-
          claim them.                                       tion running from the Sunset Mountains to the Sea
            Faerfin is filled with rich history and wondrous tales   of Swords, and northward from the band of territory
          of adventure and magic, but the lifeblood of its common   marked by the Cloud Peaks and the Troll Mountains to
           people is agriculture and trade. Most rural folk depend   the Trade Way. The Savage Frontier is the name given
          on farming to eat, and Faerunians who live in cities ply   to the rest of the unsettled or sparsely settled territory
          skilled trades or use brawn to earn their keep, so they   in the North, not including the major cities and towns
          can purchase the goods and food provided by others.   and any settlements in their immediate spheres of
          J  ews and gossip are carried between population cen-  influence.
           ters by caravans and ships that bring in supplies for   Most of the communities, nations, and governments of
           trade and by traveling bards and minstrels who recount   the North can be grouped into five categories: the cities
          (or invent) stories to inform and entertain people in tav-  and towns that are members of the Lords' Alliance, the
          erns, inns, and castles. Adventurers also spread news-  dwarfholds that have been built throughout the area, the
          while also creating it!                           island kingdoms off the coast, the independent realms
            The common folk of Faerun look on adventurers   scattered up and down the coast, and the subterranean
          with a mixture of admiration, envy, and mistrust. Folk   environs of the Underdark. Each category is discussed
           believe that any stalwarts willing to risk their lives on   briefly here; more details can be found in chapter 2.
           behalf of complete strangers should be lauded and re-
          warded.  But such adventurers, if they become success-
           fu l, amass wealth and personal status at a rate that
          some people find alarming. Even people who admire   The Lords' Alliance is a confederation among the rulers
           these adventurers for their energy and their acts of   of various northern settlements. The number of mem-
          valor might have misgivings: what horrors will be un-  bers on the Council of Lords, the group's governing
                                                            body, shifts depending on the changing status of mem-
           leashed if adventurers, heedless or unknowing of the
          danger, unlock a ruin or a tomb and release an ancient   ber cities and political tensions in the region. Currently,
                                                            the Lords' Alliance counts these individuals as coun-
           evil into the world?
            Most of the people who populate the continent have   cil members:
           little or no knowledge of lands outside Faerun. The   •  Laeral Silverhand, the Open Lord of Waterdeep
           most educated among the populace agree that Faerun   •  Dagult Neverember,  Lord Protector of Neverwinter
           is but one continent and that Tori! is the whole of the   •  Taern Hornblade, High Mage of Silverymoon
           world, but for the majority of people, who don't experi-  Ulder Ravengard, Grand Duke of Baldur's Gate and
           ence intercontinental travel or extraplanar exploration,   Marshal of the Flaming Fist
           "Faerun" is more than large enough of a concept for   •  Morwen Daggerford, Duchess of Daggerford
           them to comprehend.                              •  Selin Ramur, Marchion of Mirabar
            Except in the most remote or insular places,      Dowell Harpell of Longsaddle
           Faerunians are accustomed to seeing people of different   Dagnabbet Waybeard, Queen of Mithra! Hall
           cultures, ethnicities, and races. Only in the most cos-  •  Lord Dauner Ilzimmer of Amphail
           mopolitan areas does such casual acceptance extend   •  Nestra Ruthiol, Waterbaron ofYartar
           to evil humanoid races-such as goblinoids, ores, and


                                                                           CHAPTER 1  I WELCOME TO THE REALMS
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