Page 9 - D&D - Player's Handbook
P. 9
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

