Lost Lands

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Though it has never been densely popu¬lated, the North has seen numerous realms rise to power, then disappear into the mists of history, their deeds the stuff of legends, their ruins the seed¬beds of adventure! DeLzoun The Northkingdom of the dwarves, named for its founder, Delzoun, is only a shining memory. Once it stretched from the Ice Mountains in the Utter North to the Nether Mountains in the south, bordered on the east by the Nar¬row Sea (now vanished into the Great Desert), and on the west by Silvery Moon Pass (east of present day Silvery- moon). The world was 2,000 years younger then. Delzoun was a rich and proud land, perhaps the height of dwarven power; its smiths crafted intricate and beauti¬ful mechanisms to ease every task; the great dwarven families grew rich and famous, and gold shown everywhere about their persons and homes. The dwarves ranged across the North, building holds for themselves. They were a happy people, but that is all gone now and much of their labor rests in orcish hands. Today Citadel Adbar guards the rich¬est mines known to the dwarves and orcs menace the dwarves on all sides. Ruins like Ascore and Ghaurin's Man¬sion hint at the lost glory of Delzoun. BaenLann This elven realm once controlled the eastern High Forest (see chapter 8). The FaLLen Kingdom This vanished realm was a short-lived effort to stem the demi-human decline in the North by uniting the remaining elves of Eaerlann, the dwarves outside of Delzoun and humans in a common realm. Though noble in purpose, it nev¬er had a solid unity and was smashed out of existence by the repeated attacks of vast orc hordes. Even so, the orcs were slaughtered too and driven back north for many generations. The Mere of Dead Men (see chapter 7) is the site of the last clash of this conflict. The Kingdom had many names, but the "real one" is lost with time. Now the term "The Fallen Kingdom" refers to the rolling wilderlands due east of Waterdeep. Present day remnants include A r d e e p f o r e s t, Castle Zundbridge, the ruins of The Stone  House, and the predecessor to the town of Secomber. Illefarn Like Eaerlann in the east, this ancient elven realm left little mark of its pass¬ing. Illefarn existed in the forest that once stood where Waterdeep does now (only the Ardeepforest now remains). The growing concentration of humans in the North drove out the elves of Ille¬farn long ago. Netheril Long ago, even as elves record time, this realm of men lay east of the Delim- biyr, stretching from the Nether Moun¬tains in the north to Evereska in the south, and east to the Narrow Sea, whose shores ran southeast from the port of Ascore for hundreds of miles (before it became the Great Desert). Netheril was a realm of wizards, and many wondrous magical items were crafted here. Yet even these masters of magic could not save their own land. When the titanic efforts of the Netheril mages were ineffective against the advancing desert, those wizards fled the land on wondrous magical carpets, wings, and steeds, leaving lesser folk behind to survive as best they could. The desert advanced and Netheril became but another notation in history as refugees fled westward into elven Eaerlann, southward to what would become Baldur's Gate and northward into dwarven Delzoun. The cities of Ascalhorn (Hellgate Keep), Sundabar, Karse (ruins in the High Forest), Silverymoon, Llorkh, Illusk (now Luskan) and Gauntlgrym (lost somewhere in the Spine of the World) were founded by refugees from Netheril. According to the best estimations of sages, Netheril was the earliest human civilization in the North and was at its height some 4,000 years ago only to be abandoned some 1,000 to 3,000 years later. However, there is no solid evi¬dence to support an exact date. Dekanter, near Weathercote Wood, is the only documented ruin of this ancient land —though it has been thor¬oughly stripped of its ancient treasures. In all likelihood, others exist, hidden in the Fallen Lands, the Graypeaks, the Great Desert, or the Far Forest. Strongholds, Ruins & Dungeons Strongholds are fortresses, castles, dwarfholds, and towers. Too small to be called towns or cities, they are often home to powerful lords and their troops. Ruins are relics from the past, now abandoned and crumbling into the dust of history. In the North, most are infest¬ed with orcs and monsters. Many still contain untouched burial chambers and treasure vaults of ancient races... and the guardians that they left behind. The adventurers' term "dungeon" is used generically to refer to the under¬ground remnants of dwarfholds, such as Mithril Hall, the Hall of Four Ghosts, and the Stronghold of the Nine; or even lost cities like Karse and Ascarle. Ascore Once a thriving port on the Narrow sea, Ascore served as the gateway to the dwarven nation of Delzoun. Here, humans, dwarves and elves conducted trade with nations like Eaerlann, Netheril, Nimbral and Myth Drannor. Now it is sand-swept ruins with mighty stone docks thrust proudly into the advancing desert. The empty hulks of colossal stone ships lie half-covered in the desert beyond, the remnants of lost Delzoun's dwarven navy. From the west, an ancient road leads to the cliffs above Ascore. Here, a pair of gigantic stone griffon statues crouch¬es, grimly guarding the dark, yawning entrance to Ascore —a door in a hill that leads down into the rock before exiting into the ruins at the base of the cliff. GAME INFORMATION: The ruins of Ascore are said to contain great trea¬ sure. Yet even the orcs avoid the city. It may have something to do with the cir¬cle of 13 tall, five-sided red pyramids in the heart of the ruins. Whatever, some¬thing evil lurks in Ascore, something that has been here for 2,000 years... waiting. Desert creatures like dunestalkers and pernicon are found here, as well as many kinds of undead. Castle of Illusion When lost Ascalhorn was in its prime, droll little Fitzmilliyun Sparkledrim, a powerful gnome illusionist from the lost Shinglefell Gnome Burrow, built the Castle of Illusion in the Fell Pass. He crafted grand puzzles like Milliyun's Mirror Maze, the Crystal Cube and Ten Doors, No-Way-Out around, within, and below the castle, combining mechanical gimmickery with magical illusions to fool even the most perceptive. Within a century of Sparkledrim's death, greedy orcs overran the castle and put its inhabitants to the sword. No treasure was ever found, but the illusions drove the orcs mad. The castle sat empty for centuries, protected by its illusions. It is now occu¬pied by dour MacBec Maclyon (NE 12th level magic-user). MacBec and his min¬ions (orcs, of course) have sealed off the lower mines. GAME INFORMATION: MacBec's fol-lowers number 30, including a 4th level magic-user, a 6th level fighter body¬guard, and a 3d level orcish witch doc¬tor. The puzzles to be found here include a hall of mirrors (possibly with a mirror of lifetrapping and a mirror of opposi¬tion built into it), a 10-foot cube of apparently indestructible crystal in which valuable treasure can be seen, along with at least three skeletons, and a room with ten doors that appears to spin each time a door is opened. Only one door leads out, the rest release traps or magical guardians. The gnomes' treasures are all hidden in the puzzles and traps.  The Crumbling Stairs In all likelihood, a fine mansion once stood here, harking back to good times during the years of the Fallen Kingdom. Now, only this marble stair and a mouldering foundation remain. A ghost or haunt is said to lurk in the ruins around the stair. The Dungeon of Death This ruined dwarfhold at the headwa¬ters of the Shining Creek is not lightly named. Many believe the ruins to be cursed, for the dungeon depths seem to demand a toll of blood and lives from those who pry into its secrets —it's a rare adventuring band which returns from here with all members still breathing. The Dungeon of Death was once a dwarven gem mine. The upper levels, the old dwarven habitats open onto a deep lava "bubble." Here the dwarves mined diamonds, rubies, emeralds and other gems. The bubble is quite deep and even the dwarves never delved into its greatest depths. GAME INFORMATION: The above¬ground ruins are patrolled by barbari¬ans of the Blue Bear tribe, personal servants of the evil annis Tanta Hagara. Hagara provides human victims for the young Nabassu demons who lair in the dungeon. The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. The Dungeon of the Hark "The Hark" is the name of the leader of a were-rat bandit gang operating out of these ruins. They attack travelers on the Delimbiyr River, then retreat to the dungeon. If attacked in their strong¬hold, the rat men retreat farther into the subterranean complex below the ruins, where more fearsome things are said to lie in wait. GAME INFORMATION: The Hark, a 5th level were-rat thief, leads a band of 15 were-rats, mostly thieves and fight¬ers. Above-ground, they live in recon¬ structed houses that were once quite fine. Below ground, they can retreat through territory controlled by Xuchal- lit, a roper, and about a dozen ogres. The roper is an agent of the illithid Beast Lord on a long-term assignment. The Dungeon of the Ruins Unlike most ancient dwarfholds, this ruin is primarily above ground. Passing barbarian hunters have noted "great frog-like forms" dancing around huge pyres amidst the ruins. The Endless Caverns These are deep caverns in the center of the High Forest (see chapter 8). The Fork The Fork is located at the "Y" where the trail east from Sundabar splits to go north and east. Here are found ruins (a mossy foundation) of the mansion of the ancient dwarven hero Ghaurin. Legend says that when the heavens are right, the air shimmers and the man¬sion reappears as it was so long ago, giv-ing Ghaurin a chance to right an ancient mistake. Gate As its name suggests, the ruins of Gate hide a gate between planes. The under¬ground gate takes the form of an immense black cube, with a single door. Inside, a number of colored stone slabs are doorways to other planes, including several alternate Prime Material Planes. GAME INFORMATION: Gate is guarded by powerful bugbears in the service of Zythalarlr, a smallish behold¬er, which fancies itself as "the gatekeep¬er" or just "the keeper." Gauntlgrym Gauntlgrym is a large underground city built by dwarves of Delzoun for men in the early years of an amicable existence of dwarves, elves, and men in the North (long before the Fallen Kingdom). It is now abandoned and holds great riches. All who have heard the ballads and tales of bards in the North know this, but the location of this potential trea¬sure trove is long lost. Even dwarves only know that it lies north of the Des¬sarin and its tributaries, near the valley of Khedrun. Adventurers returned to Waterdeep in triumph with news of Gauntlgrym's discovery a season ago, then set out once more to recover its treasures, and have not been heard from since. GAME INFORMATION: Gauntlgrym housed 30,000 men and dwarves in its day. Now, not even goblin races dwell here. Dripping water echoes eerily throughout the cold empty halls bro¬ken infrequently by the wails of ban¬shees. Gauntlgrym touches on the Deepearth realms and a powerful illithid (mindflayer) clan controls part of the city. Although the way is long and deadly, Gauntlgrym also connects with Great Worm Caverns, which house the ances¬tor mound of the Great Worm Uthgardt tribe. The Hall of Four Ghosts This ruined dwarfhold draws its name from its sole standing building, the great hall of the lord's palace. The hall is haunted by four ghosts, tragic lovers who caused each other's deaths. The citadel here was a lumbering town, harvesting mighty trees from the High Forest for dwarves throughout the North. The everpresent dwarven mine tunnels burrow deep beneath the High Forest. Giant trolls are known to lair here along with their normal rela-tives. GAME INFORMATION: The Hall of Four Ghosts connects with a vast tunnel complex that extends for tens of miles beneath the western High Forest. This complex is mostly unexplored, but is known to connect with caves in the Dessarin and Unicorn Run river val¬leys. Clusters of rooms were once  dwarven camps, but many tunnels pre¬date even the Hall of Four Ghosts. Halls of the Hunting Axe The tumbled stones of this ancient dwarfhold are visible from atop the Stone Bridge. This colony of Delzoun succumbed to ruin long before its homeland disappeared. The few cathedral-like halls that do stand have no equal in the North. Fragments of col¬ored glass amidst the rubble hint at the stained glass that may have adorned the towering windows. Hellgate Keep In ancient days, when the elven king¬dom of Eaerlann began to suffer under orc attacks from the north, and the human kingdom of Netheril to the east across the Graypeak Mountains was passing away under the onslaught of the Great Desert, the elves built a great fortress in the head-valley of the river Delimbiyr. The fortress commanded Turnstone Pass to the northwest and defended their own northern border. Upon its completion, the elves turned over the citadel, and its task of defend-ing against orcs, to human refugees from Netheril. The fortified city, known as Ascalhorn (it was built on a jutting crag known as Ascal's Horn), was thought of as another Myth Drannor. Over hun¬dreds of years of success, followed by a generation of peace when no orcs came, the city's people grew proud and splendid. Their wizards nearly attained the power and skill of their Netherese forebears. Possibly they planned to recapture the splendor and power of Netheril or even Myth Drannor —but succeeded only in destroying them¬selves. One ambitious dabbler in sorcery named Wulgreth (possibly the Wul- greth who destroyed Karse) opened a gate to the Nine Hells in secret, seeking aid, and received it. The city was slowly infiltrated by devils, at first only as ser¬vitors, quiet and quick, but subsequent¬ ly as schemers and go-betweens, subverting many mages to embrace lichdom, then rising to torture and devour the citizenry with cruel ease. In desperation, many turned to arcane lore books and summoned demonkind to battle the servants of the Hells —a strategy that worked far too well, as hordes of demons poured into Ascalhorn and overwhelmed humans, devils, and liches alike (a few liches remain as servants, intrepid adventur¬ers report). Ascalhorn became a ghoul-hold, guarded by cambion troops, and ruled by at least one Type VI demon. The city's troops are commanded by a deathknight, who leads or directs many patrols in the surrounding lands. The city, now known as Hellgate Keep, is shunned by men. Human and dwarven forces have failed on several occasions to take the city, but the evil troops have been likewise rebuffed in attacks on Citadel Adbar, Sundabar, and Silvery- moon. Those cities, reinforced by the open city of Everlund, hold Turnstone Pass, albeit shakily, against Hellgate Keep's forces to prevent unchecked attacks throughout the North by the Keep's armies. GAME INFORMATION: Grintharke, the type VI demon who rules here, was once the master of a city at the base of a dead volcano (later called the Great Pit of Northending) during the age of dino¬saurs on another world. He brought his special pets with him: magically modi¬fied pterosaurs with manticore-like tail spikes. Shan Nikkoleth, the deathknight commander, also has an other-worldly origin. The forces of Hellgate Keep scour the wilderness for treasure for their mas¬ter and the Keep has become a store¬house for the treasure of many lost realms. Helm’s Hold Southeast of Neverwinter lies an iso¬lated monastery, dedicated to the wor¬ship of the god Helm. Founded some eight winters ago by a retired member of the famed Company of Crazed Ven¬turers (of Waterdeep), the monastery was first a single farm known as Helm's Stead. It has grown greatly, and been fortified (hence its name) against bandit and monster attacks, and now numbers some 700 devout worshippers of Helm. The founder, Dumal Erad, became the White Master of Dragons by defeating Iltmul at the Citadel of Mists (see chap¬ter 8). The Herald’s Holdfast West of Silverymoon is the spell- guarded citadel of Old Night, one of the five High Heralds of western Faerun. The Herald's Holdfast is an invaluable library of heraldry and genealogy of known human, dwarven, elven, half- ling, and gnomish peoples as far back as records can be traced. It is said to be an invincible fortress, respected by both good and evil races of the North —even details of the histories and badges of goblinkind are said to be preserved within its walls. The House of Stone This sprawling ruin is said to be a relic of the Fallen Kingdom. Although it is nearly as large as a small town, it seems to be a single building. Hundreds of rooms, atri¬ums, halls, temples, and towers are inter¬connected in a maze-like manner. Some chambers are open to the sky, others are roofed over, while still more are crum¬bled ruins. Stairs, shafts and wells descend to subterranean areas. Most rooms contain lifelike statues of men, elves, orcs, and minotaurs. The House seems to operate in some kind of reverse time effect. Rather than crumbling to rubble, ruined areas rebuild themselves unaided and room connections constantly change. The adventurer Kelvin Nikkelbane described a vast undergound room that contained a forest of enormous silvery trees and another is said to have seen spectral images of elves, dwarves, and men flitting about the rooms.  Karse Karse is a ruined city within the High Forest (see chapter 8). Kelvin’s Cairn This lone peak in Icewind Dale rises above an odd valley in the tundra which contains a dwarfhold. Here, a small, dwindling clan of dwarves, the descen¬dants of refugees from Mithril Hall, mine beneath the tundra for miles in all directions. Only 250 or so dwarves remain, under the leadership of Grim- feld Silverstrike, a former miner who acts as regent, ruling in place of his predecessor, Bruenor Battlehammer. The entrances to the dwarfhold are known only to the dwarves and those to whom they reveal it. The Lonely Tower From the top of this tall white tower, it is possible to glimpse the glacier far to the north. The Lonely Tower is the dwelling of Ssessibil Istahvar a power¬ful archmage and his small entourage. Ssessibil seeks solitude from humanity which he both fears and loathes. Here, he conducts magical experiments and manufactures potions and magical items. A small army of orcs keeps visi¬tors away. It is difficult for wizards of Ssessebil's power to keep their whereabouts entirely secret, yet he manages quite well. Rumor has it that Ssessebil is not as human as he appears. GAME INFORMATION: Ssessebil is a 27th level, LE magic-user. The tower has no visible entrance. In fact, it has only four internal rooms connected by magical "airlock-type" doors. An ele¬mental being and enough of its element to make it truly dangerous guards each room. One contains earth, another fire, the third water and the final one air. In the air room, a pool of silvery liquid (like mercury) acts as a gate which Sses- sebil uses to travel to and from his true home on an alternate Prime Plane (where most normally non-sentient creatures are intelligent and can cast spells of low level). The predominant life form is a giant cat-like reptilian biped —Ssessebil's true form. Ssessebil has a vast selection of potions, at least one of each listed in the DMG and Unearthed Arcana. Ssessebil dwells in Faerun to obtain supplies for his potions, things not readily found in his home plane. Mines of Mirabar Mirabar is the chief mining city of the northern Sword Coast. The mountains and hills around the city are pocked with countless mine shafts. Each major mine entrance is fortified and defended year-round by troops loyal to the mine's merchant owners. Mithril Hall Located somewhere in the northeast¬ern mountains, this dwarfhold is said to have the richest deposits of mithril known in the North. The dwarves of Mithril Hall were forced out 175 years ago by "dark creatures" when they dug too deep and their mines opened upon dark, seemingly endless caverns. When they fled, their gold, silver, and mithril treasures stayed behind. The chambers of Mithril Hall are always poorly illu¬med by flickering torches or enchanted devices. GAME INFORMATION: Shim- mergloom, the greatest shadow dragon in Faerun (a large Great Wyrm with 11 pips per die), claimed Mithril Hall when the dwarves broke in upon his domain. Unlike others of his kind, Shim- mergloom is surrounded by an entou¬rage of shadowy followers, including shadows, drelbs, shades, shadow mas¬tiffs, a shadow demon, and a tribe of enslaved derro. Shimmergloom is clev¬er and his forces attack with guile, not brute strength. Morueme’s Cave Morueme is the clan name for a family of blue dragons who have laired in this cavern complex for over a thousand years. Usually a family grouping of three to six dragons dwell here. Kizzap Morueme, the eldest, is a very old dragon. He lives with a younger mate and two adult offspring —each dragon has its own lair and jealously guarded treasure within the caves. The Morueme clan has a particular hatred of orcs, ogres, and the creatures of Hellgate Keep. They judiciously avoid mankind, but consider orcs and demons fair and entertaining game. GAME INFORMATION: All Morueme dragons can speak and use magic. Their spell selection is usually exotic, taken from ancient Netherese and Ascorian spell books in their trea¬sure (including at least one page of the Nether Scrolls). In addition to the dragons, the treasure is guarded by hobgoblin mercenaries of the Red Flay¬ers tribe, who have served the dragons for generations. The hobgoblins live in a small fortified encampment outside the caves, protected by catapults and ballistae. The Nameless Dungeon This is an elven ruin in the High Forest (see entry in chapter 8). The Ruins of Dekanter More correctly, these are the Mines of Dekanter, the only known ruins of lost Netheril. In ancient days, the mines of Dekanter provided that realm with iron. As the mines were worked out, Netherese mages used them for research, to isolate the effects of new spells and to store magical paraphernal¬ia. When Netheril fell, all was aban¬doned, becoming an extensive crumbling ruin surrounded by low hills (talus piles from the mines). Above the hills, gaping holes and hidden entrances open on the dark mysteries within. The magic that once filled Dekanter is long depleted. It now serves as home to goblins, gargoyles... and others.  GAME INFORMATION: A tribe of over 200 goblins (75 males) and 30 huge wolves lives in the mines, led by their chieftain Ghistspok. The tribe ranges east of the Graypeak Mountains, avoid¬ing Llorkh and Loudwater. Gargoyles lair in the ruins, which are also patrolled by bands of monster zombies and mongrel men. A portion of the mines are the lair of the Beast Lord, the folk-name for a magic-user who creates and breeds unnatural monsters like bulette, stegocentipedes, peryton, beholders, and so forth. This new Beast Lord is an illithid, a powerful mind flay¬er who seeks to build an army of crea¬tures to aid it in conquering part of the dark realms of the Deepearth. The Ru)ws of Iniarv’s Tower A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come. Though the tower is usually uninhabit¬ed, attempts by the Lords' Alliance to rebuild it always end in failure. Southkrypt This abandoned dwarf-hold east of Leilon is the lair of many strange and dangerous creatures. Adventurers probing the upper levels have encoun¬tered norkers and bands of ravening gibberlings. Deeper forays have uncov¬ered xaren, vilstrak, vargouilles and storopers. GAME INFORMATION: In addition to the creatures mentioned, the lower halls of Southkrypt are lair to a vampire hill giant shaman (6th level) and his three vampire hill giant slaves. The Stone Bridge Surrounded by rolling grasslands with¬out a road or building visible as far as the eye can see, this high, massive stone arch spans the River Dessarin, a stark, weathered, and lonely reminder of ancient days long gone. Built by dwarves over five thousand years ago to link the now-ruined Halls of the Hunting Axe with now-forgotten dwar- ven holds to the Northwest (like Southkrypt). The loo-foot-wide bridge was built to span the broadest imagina¬ble spring flood and rises in a great arc some two miles long and 400 feet high above the wates of the Dessarin — without supporting pillars. Equally impressive are the four pylon-like sculptures, two flanking each end of the bridge, that rise 500 above the val¬ley. Each weathered pylon depicts a grim, wary dwarven warrior, waiting, watching. The dwarves explain the awesome size of the bridge and its continued sur¬vival, despite armies clashing on it and mages hurling mighty spells to and from it, over the years —to the fact that it was built in homage to Moradin the Soulforger, and is in fact a temple to him. It is true that some lawful good dwarves do make pilgrimages there, and that at least once in times of dark¬ness for the dwarves, Moradin appeared on the bridge. The Stronghold of The N)we An ancient dwarfhold in the High For¬est now controlled by former adventur¬ers (see chapter 8). The Tower of Twilight On the eastern edge of the Neverwinter Woods, a day's ride west of Longsaddle, stands The Tower Twilight. This lone tower rises from an island in a small lake that drains into the woods to the west. The Tower is home to Malchor Harpell, an 18th level, NG magic-user, a former aide of Khelben "Blackstaff" Arunsun (a Lord of Waterdeep). Mal¬chor often trains lesser magic users — for a fee. Tulrun’s Tent Towering above the trees of northern forests on five enchanted stone legs, the home of the reclusive 25th level arch¬mage Tulrun avoids unwelcome visi¬tors. Tulrun's Tent consists of a stone platform large enough to hold a small gaily colored silken tent nestled within a dozen gnarly oaks. Inside, the tent is much, much larger than it appears. It is possible to wander its elegant corri¬dors for hours and never see a familiar hall or chamber. Zundbridge This double-walled castle, situated on a rocky outcropping above the river gorge southeast of Waterdeep, guards the High Road bridge across the River Dessarin. An inner wall protects the garrison buildings and an outer encir¬cles a vast field where caravans rest while being inspected by Waterdeep customs officers. Most trading costers own permanent "yards" here for their caravans. The outer bailey's north gate opens onto a drawbridge, controlled from within the gate towers. "Judge" Kazardun, a former dwarv- ish mercenary (7th level, LG fighter), commands the Waterdeep troops here. He is the Lord's Alliance law as far south as Daggerford and east to Secom- ber. Zundbridge is home to the Red Rune Inn, claimed by many to make the finest shalass (fish) stew in all Faerun. "9 Eleint. Near Secomber Have traded all A. A.'s Waterdeep junk to an odd group of adventurers who call them¬selves the Fellowship of the Hall. I guess the stuff was valuable. I don't think the old dwarf or the drow bought my story about needing help to return a stolen statue, but they agreed to take it to Secomber anyway. Still don't know what I'm going to do with Amelior when I get him back home. Maybe stand him up in the garden for a few months while I finish his book." RIVERS, MOUNTAINS, AND ROUGH LANDS                       "1 Marpenoth. The house and lab were in shambles upon our return, with clothing, chairs, and lab equipment strewn everywhere in a chaotic fash¬ion. I breathed a sigh of relief to see that things were as we had left them. I plan to bring A. A. in from the garden before a hard frost hits, though it seems a shame to disappoint the pigeons. Can't find any stone to flesh potions. Laeral of the Nine usually has quite a few on hand. After I finish next chapter, I'll make a trip up into the High Forest and visit her in the Stronghold." Ardeep forest Once a district of the Fallen Kingdom and before that part of the vast forest that was elven Illefarn, this wood is now home to a small clan of elderly moon elves, adventurers who chose to remain behind when their brethren crossed over the sea to Evermeet. GAME INFORMATION: A well- manicured clearing in the Ardeepforest surrounded by unusually tall and thick¬trunked elms is a relic of ancient Ille¬farn. The refreshing glade radiates constant protection from evil and it is always spring here, regardless of the season. Cure disease spells cast here gain a +1 bonus. Elves feel an incredible, restful aura of peace here, but other races can only vaguely sense the clearing's calmness. Non-magical wood brought into the glade will come alive and magically begin to sprout leaves and roots. Berun’s HILL This local landmark is a bare-topped, conical hill that commands a splendid view of the valley of the river Dessarin to the east. This lookout has often been used in times of trouble to watch for advancing orc or barbarian tribes com¬ing down from the north and east. It is named for the famous ranger Berun, who met his end here at the hands of such a horde. He failed to stop the orcs, but slew over 300 singlehandedly before he was overwhelmed. Bandits watch here for the approach of likely victims. Northern legend has it that a dwarven tomb lies under the hill, rich in golden armor and treasures, but none has ever found it, and dwarves know nothing more of it than legend. BLackraven River This tributary of the River Mirar flows out of canyons in the foothills of The Wall and is named for the gigantic rav¬ens said to lair at its headwaters. Black¬raven raiders, mounted on gigantic ravens will not allow outsiders upriver where their ancestor mounds lie. BLeached Bones Pass This pass once connected Dekanter with Illefarn to the west, but few use it now. The pass draws its name from piles of sun-whitened bones that line the trail. Numerous small, crude orc strongholds dot the slopes of the pass, warring constantly with one another. The CoLd RUN From the Iceflow north to Icewind Dale, this bleak tundra is home to rein¬deer, wolves, tundra yeti, and a few Ice Hunter villages which cling to the rocky coast. Warm winds off the Trackless Sea bring a mild summer to the Run, but come winter those same winds shriek bitter, deadly cold. The CoLd Wood This pine, spruce, and birch forest is all but untouched by humankind. Snow cats (red tigers), ettin, and orcs roam the wood. The Cold Wood is the usual site of Tulrun's Tent, a wizard's strong¬hold. The Crags These hills south of Mirabar, infested with goblins, hobgoblins and bugbears, contain the worked-out mines that orig¬inally brought men to the area.  Dawntreader Gap This pass through the Graypeaks east of Llorkh is regularly traveled by Zhen- tarim caravans. It is steeper and more demanding than Bleached Bones Pass to the south, but it is easier to defend. A garrison of 30 purple-cloaked "Lord's Men" from Llorkh guard here. Dead Horse Ford This ford across the Dessarin near the High Wood draws its name from a bat¬tle fought here in which the hero Des- tril Longtracker had three horses slain beneath him. Dead Orc Pass A steep, rocky gorge northeast of Sun- dabar. The River Rauvin roars through here in a series of cataracts, rapids, and falls, filling the valley with mist and making the narrow trails wet and slip¬pery. The orc-king Graul is thought to have his stronghold here. DeLimbiyr, 'the River Shining This clear, cool river forms the eastern and southern boundaries of the High Forest as it runs over a thousand miles from its headwaters in the Nether Mou- tains to the sea west of Daggerford. The River Shining is fast-flowing with mint- sweet, drinkable water and is home to many szorp: brown, trout-like fish with tasty white flesh. It is navigable from its mouth to Loudwater, and from above the Shining Falls to its headwa¬ters. The Desert’s Edge Parched scrublike growth along the edge of the Great Desert often hides ruins, relics and desperate creatures waiting for their next meal. Dessarin, River The cold and deep River Dessarin flows into the sea south of Waterdeep at Zundbridge. Its waters are home to the silver shalass, fish that are a delicacy across the North. The Dessarin itself rises in the Lost Mountains, isolated peaks on the western High Forest. The Dessarin is bridged at Zundbridge and at The Stone Bridge farther north. It is fordable at Ironford and Dead Horse Ford east of Yartar. The Dessarin is fed by many other rivers and streams. Its network, which includes the "Laughingflow," the icy River Surbrin, and the River Rauvin, is generally navigable through most of its length. A small boat can take travelers from the sea all the way to the icy falls east of Dead Orc Pass. The Dessarin itself can be negotiated to Dancing Falls at the base of the Lost Peaks. The upper reaches of the network form a vast, open, grassy basin, rising in the east into the Evermoors. The Evermoors (Trollmoors) Also known as the "Trollmoors," this barren upland area still shows the scars of the huge bonfires set to burn the corpses of the trolls, or "everlasting ones," that once roamed here in hordes. Trolls still lurk in the hills and bogs, but not in vast numbers as of old. The Fallen Lands This is the present-day name for the strip of uninhabitable land west of Anauroch, stretching between "the Far Forests" (now overrun by evil things out of Hellgate Keep) and Weathercote Wood. This was once a part of the realm of Netheril, a kingdom of mages who fled when they could not stem the expansion of the Great Desert. The Fallen Lands are now home only to monsters, though rumors persist of great mages inhabiting its southern reaches, hurling back the fiends of Hellgate Keep with their art. Adventur¬ers have seen a beholder of awesome size here, directing hobgoblin servants to capture monstrous beasts. At the eastern edge of the Fallen Lands, shifting desert sands have uncovered a ring of nine gigantic statues who are apparently peering down into a wide hole of unknown pur¬pose. 'The Far Forests" Once, this was a fair wood of healthy trees and frolicing forest creatures. Now it is the lair of fiendish, other- planar creatures from Hellgate Keep. The trees themselves have taken on horrific aspect, parodies of the mon¬sters who stalk their gloomy glades. '■'■The Fell Pass" This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. Goblintide River This branch of the Surbrin is named for a long-ago battle in which goblin corpses drifted downriver for weeks. Chillingly beautiful cold nymphs frolic in the waters here, garbed in simple tunics bedecked with gems and gold. Graypeak Mountains This eastern mountain range separates the Fallen Lands from the Delimbiyr river valley. The range is named for the tribes of gray-skinned stone giants who dwell here. Its mineral wealth was removed thousands of years past dur¬ing the reign of lost Netheril. The Great Desert Anauroch, the Great Desert, is a barren wasteland that forms the eastern bor¬der of the Savage Frontier —a vast mass of steppeland, rocky wastes and sandy desert that runs from the Uttermost North almost to the lake of Dragons. Over the millennia, it has crept south, swallowing the Narrow Sea and destroying ancient civilizations. Desert creatures and monsters often wander into the eastern fringes of the Savage  Frontier. Nomad tribes from the desert visit Sundabar and Llorkh on occasion, though such visits are few. The men of the desert often trade for goods with relics of ancient design. The High Forest This giant forest, its contents and occu¬pants are described beginning on p. 49. The High Moor Though it is mostly outside the North, stonecutters from Secomber occasion¬ally uncover ancient tombs here. The last crypt discovered yielded a suit of mithril chainmail +4 and a sun blade, but not before mummies within it slew two unlucky stone masons. The High Road This carefully maintained highway con¬nects Waterdeep with Nevrerwinter, Port Llast, and Luskan to the north, and extends to Baldur's Gate and beyond in the south. It is heavily patrolled by forces of the Lords' Alliance. The Ice Flow This chilling, fast-rushing river thun¬ders down out of the icy interior of the Sword Coast's northernmost extent, marking the beginning of the Cold Run. Its unnavigable waters are just above freezing and travel at terrifying speed through a great ice gorge. In spring and high summer, great slabs of ice break off the gorge walls and fall into the water, shattering with the force of a tri¬ple strength ice storm, spraying the vicinity with boulders of broken ice. These chunks are swept down the gorge and out to sea, to drift south amid great icebergs from the Sea of Moving Ice. Remorhaz are known to lair nearby and great horrors known as "ice or snow spiders" have also been encoun¬tered. No rich ores have been found here, but there are persistent rumors of incredibly ancient ruins and buried riches in secret places in the gorge. The Ice Mountains This snowcapped range far to the northeast contains the remnants of dwarven power in the North, Citadel Adbar and the underground realm of Adbarrim. Few humans are found here, other than the wild hunters of the Red Tiger (snow cat) barbarian tribe or merchants from Sundabar. Frost giants, orcs, verbeeg, devil dogs, remorhaz, ice lizards and white dragons dwell here. It is said that an ancient silver dragon and his bronze dragon companion roam the mountains in the guise of an old hunter and his hound. Icewind Dale In this bleak tundra is the farthest bas¬tion of civilization in the Savage Frontier, a loose confederation of 10 towns and villages known collectively as the Ten Towns (see chapter 4). The towns are located on or near the three deadly-cold lakes of Maer Dualdon, Lac Dinneshere and Redwaters, the habitat of the knucklehead trout (found nowhere else in Faerun). The tundra of the Dale is surrounded by ice, with high-walled glaciers to the east and the Sea of Moving Ice to the west and north. Icewind Dale is home to a few tribes of tundra barbarians, reindeer, polar bears, wolves, elk, the fierce tundra yeti, and a white dragon or two. Ironford This ford across the Dessarin is not a particularly shallow or easy crossing. The Bargewright Inn is located here. ”Laughingflow” The original elven name for this tribu¬tary of the Surbrin has been lost; only its rough translation survives. The Laughingflow drains the southern Evermoors, its happy name a stark con¬trast to the bleak barrens along its course. The Riders of Nesme maintain a number of palisade and earthworks base camps along its banks and call the river by their own name: "Trollflow." The Lonely MOOR South of Weathercote Wood, this deso¬late dusty waste of scrub and rock stretches from the Great Desert to the foothills of the Graypeaks. Here can be found the ruins of Dekanter, leucrotta and worse monsters, and secretive Zhentarim caravans enroute to Llorkh. The Long Road This less-traveled road connects Mira¬bar in the far north with Longsaddle, Triboar and Waterdeep to the south. Although it is regularly patrolled by troops from Waterdeep, bandit raids are frequent and they always seem to know what goods are carried and the defenses to be encountered in mer¬chant caravans. Mere of Dead Men This vast salt swamp stretches along the shore of the Sword Coast for over a 100 miles, reaching inland over 30 miles at its greatest width. It is a desolate, foetid, insect-infested place, seldom vis¬ited by men and home to numerous deadly creatures. The Mere of Dead Men was named for the thousands of men, elves, and dwarves of the Fallen Kingdom who were slain here when orc hordes rout¬ed them here from the present-day site of Triboar. Travelers on the High Road, which skirts the Mere to the east, have been known to travel for three days and nights without stopping to avoid camp¬ing near the Mere. Will-o-(the)-wisps bobbing over the Mere are a common sight at night from the High Road. Tales are told of floating islands, of eerie pools of magical aspect, of lizard men commanded by liches, and even of a penanggalan of monstrous size that haunts the area. Understandably, few folk are moved to investigate the dark, scummy waters of the Mere to learn the dire truths for themselves.  River Mirar This icy, unnavigable river races south from the Spine of the World, tumbles through rapids in the Valley Khedrun, swirls rapidly past grim Mirabar and its countless mines until it at last reaches the port city of Luskan in the Illusk Fjord. It is the site of the annual Mirar Run, a 20-mile white water khyek (sealed leather canoe) race during the Mirabar Midsummer festival. The Nether Mountains This dark, brooding mountain range once marked the northern boundary of ancient Netheril and the southern boundary of Delzoun. It is home to orcs of the Ripped Gut and Thousand Fists tribes, bands of verbeeg, a small com¬munity of pech who are constructing a huge granite cube supposedly filled with gems, the Morueme clan of blue dragons and their hoards, and the Mon¬astery of Loviatar which guards a trove of secret volumes taken from a lost Netherese college of magic. Neverwinter Woods This forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. The always-warm Neverwinter river, which flows out of the wood, has its source deep beneath Mount Hotenow, a sleepy volcano in the northern wood. Fire ele- mentals are said to live deep within Hotenow. The steep mountains to the north of Hotenow hide griffon lairs. These woods have never been logged by men (they are feared and shunned by the locals), and even today are large¬ly unknown. The depths are said to har¬bor dire creatures. Orc hordes always go around the woods, never through them. Other Woods This is not the name of a single forest, but includes the Lurkwood, Southkrypt garden, Southwood, Moonwood and Westwood. These edges of these forests are logged by men, though their dark depths are largely a mystery. Rauvin, River The lazy Rauvin winds slowly through the North to join the icy Surbrin near Nesme. The Rauvin, which takes its name from a ancient dwarf hero, is bridged at Silverymoon (the legendary moonbridge), Everlund, and Sundabar. Its headwaters are in the Ice Mountains northeast of Dead Orc Pass. Although there is much traffic on the Rauvin, it is not a "safe" river. Orcs, trolls, and bar¬barians constantly harass travelers. Shining Falls These spectacularly beautiful falls on the river Delimbiyr halt river traffic north. Once the elven kingdom of Eaerlann had an outpost here, but little remains; even the once-busy portage road around the falls is little more than a deer trail now. The Spine of the World This extensive mountain range, which separates the North from the Uttermost North, has many of the highest peaks in all Faerun, all eternally snow-capped. "The Wall" is its other name, used more commonly south of Waterdeep. Though it was once riddled with dwarfholds, now it is home to fierce, cold-loving monsters, countless tribes of orcs, gob-lins, hobgoblins, bugbears and verbeeg. Hill giants prowl the foothills, and frost giants, white dragons, yeti, and taer claim the high peaks and frigid valleys. If the mines of Mirabar are any indi¬cation, it is also contains the richest mineral deposits in the North, yet due to its monstrous inhabitants, only the smallest fraction of that wealth is exploited. The heart of the range is uncharted, but is said to hide lost cities, abandoned dragon lairs, and even fro¬zen dinosaurs! Surbrin River This tributary of the River Dessarin originates on the frigid shores of the Endless Ice Sea, the vast glacier pack north of the Wall. The waters of the Surbrin lose little of their chill before they dump into the Dessarin. The Sur¬brin is bridged at Yartar and Nesme and is navigable to where the Rauvin joins it, northeast of Nesme. Turnstone Pass In olden days, this wide pass in the Nether Mountains witnessed constant strife between the allied forces of men and elves against waves of orc invasions from the north. Now it is the front line of the North's defense against the fiends of Hellgate Keep. The rough terrain here is frequently patrolled by war¬riors from Sundabar and bands of armed undead who follow in the wake of demon commanders. The Uttermost North Also called the "Utter North," this refers to that area beyond The Spine of the World mountain range, including Ice¬wind Dale and the glaciers of The Endless Ice Sea. Few humanoid races live this far north. The Valley of Khedrun (ka-hed-ROON) Named for a dwarven hero who in legend carved out the homeland of the dwarves in the North from lands dark with wolves, orcs, and bugbears with only his axe, this valley of the upper Mirar is the supposed site of legendary lost Gauntl- grym, an underground city. It is also the site of the Great Worm Caverns. Weathercote Wood Elves say that gates to other worlds lie in the depths of Weathercote, and that oth¬erworldly mages of awesome power have come to Faerun to dwell in the Wood and guard the gates to prevent oth¬ers of their kind from using them. The truth of this is not known; neither spells nor psionics are able to penetrate the Wood's interior, and those who enter to investigate do not come out again.

 
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