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By Karzen Wgnn Foostad

By Karzen Wgnn Foostad

Tbe

Atlas

by Karzen Wgnn Foostad

Sample file TSR, Inc. PRODUCTS OF YOUR IMAGINATION'" —TD daughter Kristi—

May she grow in the wisdom, courage, and love of the heroines of the

Acknowledgments

While the accuracy (or inaccuracy) of the product gled with me as time became all too short. Special thanks within these pages rests entirely with the author, the are due to J. Eric Severson, who has been a very pleasant work could not have been completed without the encour- and patient editor; , who kept me on track; agement, assistance, and endurance of many people: Dave "Diesel" LaForce and Steve Beck, for their city over- My husband, Tbdd, associate professor of geography, lays and expert cartographic assistance; Dee Barnett, for who has grown increasingly familiar and helpful with the her graphic help; and Angelika Lokotz and Tracey numerous questions of how the workings of our real Zamagne, for every typeset word. world may be applied to those of an imaginary world. My The many authors and illustrators of the FORGOTTEN son, Mark, and daughter, Kristi, who helped with the in- REALMS™ books and related products; all have been de- dex as well as the housework. Mark also designed the map lightful people with whom to deal, but those who put up on which the Ivy Mansion was based. My sister, Marsa with the most questions were Doug Niles, Bob Salvatore, Crissup, for typing the index, and Lisa Richardson, for let- , David "Zeb" Cook, Jim Lowder, Troy tering the many maps. Denning, and "traffic cop" . Without them the The personnel of TSR who answered questions, pro- atlas would have been impossible. vided a deluge of materials in a timely manner, and strug-

The FORGOTTEN REALMS™ Atlas

8Copyright 1990 TSR, Inc. All Rights Reserved.

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the mate- rial or artwork contained herein is prohibited without the express written permission of TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. All FORGOTTEN REALMS characters and the distinctive likenesses thereof are trademarks of TSR, Inc. , DUNGEONS & DRAGONS, ADVANCED DUNGEONS &. DRAGONS, D&D, AD&D, AND DRAGON are registered trade- marks owned by TSR, Inc. FORGOTTEN REALMS and the TSR logo are trademarks owned by TSR, Inc. First Printing: June 1990 Printed in the United States-of America. Library of Congress Catalog Card Number: 90-70812

987654321

ISBN: 0-88038-857-9 All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.

TSR, Inc. TSR Ltd. P.O. Box 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB SampleWI 53147 United Kingdom file Contents

Introduction vii Part Three: The North and West The Geography of the Realms Lands of 61 The Format of the Atlas Icewind Dale Conclusions The North Legend xi Icewind Dale Paths 64 Ten-Towns 66 Kelvin's Cairn 68 Part One: Regions The Verbeegs' Lair 70 The Forgotten Realms 1 The Barbarians' Camp 70 The Western Realms 1 Icingdeath's Lair 72 The North Cryshal-Tirith 74 The South The Battle of Ten-Towns 75 The Hordelands 12 The Battle of Icewind Dale 76 The Eastern Realms 12 Luskan 77 The Heartlands: Longsaddle 79 Shou Lung and T'u Lung Silverymoon 80 The Border Lands The Herald's Holdfast 80 Mithril Hall 82 Part Two: The Isles The Path The Moonshaes 27 The Hall The Lands of the Northmen The Gorge The Lands of the Ffolk Neverwinter Wood 86 Moonshae Paths 30 Baldur's Gate 87 Corwell Town 32 Calimport 88 Caer Corwell 34 The Sewers 90 Corwell Keep 36 Pook's Palace 91 The Big Cave 38 The Guildhall The Sacred Grove 40 Pook's Penthouse Synnoria 41 The Plane of Tarterus 94 The Darkwalker 42 The Battle of Freeman's Down Part Four: The Western Heartlands The Battle of Caer Corwell The Lands of 97 Caer Allisynn 46 Shadowdale 100 Callidyrr 48 Sites of Shadowdale 101 The City The Tbwer of Ashaba The Fortress 's Tbwer The Caverns of Callidyrr 52 The Old Skull Inn Doncastle 54 The Temple of Lathander The Battle of the High Kings 56 The Battle of Shadowdale 104 The Battle of Doncastle The Tale of Spellfire 105 The Last Redoubt The Rising Moon 106 ThSamplee Battle of Bhaal 58 file Shandril's Capture 108 Rauglothgor's Lair 110 The Tale of the ... 112 Sokol Keep 112 Denlor's Tower 114 The Cadorna Textile House 115 Valhingen Graveyard and Valjevo Castle 116 The Tale of 118 Suzail 119 Mist's Lair 120 Shadow Gap . . 121 Yulash 122 Westgate 124 Immersea 126 Giogi's Tbwnhouse Redstone Castle The Avatar Tales 128 Zhentil Keep 130 The City The Tbwers The Temple of Bane Arabel 133 Castle Kilgrave 134 Tilverton 136 Scardale 137 139 The Temple and the Tower 140 The Haunted Halls 142 High Horn 142 Yellow Snake Pass 144 Dragonspear Castle 146 The Underground River 148 Murkul's Realm 150 152 The Setting The Wards The Battle Blackstaff Tower 156 Mount Waterdeep 157 End Notes 158 ReferenceSamples 166 file Index 167

iv elcome to The Forgotten Realms world, and well met! In these pages you will see its lands and roads and buildings on paper, many for the first time. We who walk the Realms have seen them in our minds, but this book is a magic casement into the Realms for everyone to see them—to marvel at and love them as we do. WYou will see the Realms come alive in these pages through Karen's magic—the same wonders she has worked for other worlds. She's done it again, bringing the Realms to us all, where once only one man—with one sage as his guide—knew the Realms. Now they belongs to all of us, and their splendors shine as a certain sage wanted them to. The Realms have seen more than a few winters since Elminster first peered suspiciously around the front door of TSR's headquarters and the gaming world got its first full look at the world of Abeir-Tbril. More than twenty sum- mers have fallen on Faerun since it first came to life and Elminster came striding out of the mists and into a certain Canadian cottage, angrily informing its owner that said owner was getting things wrong and that he'd best sit and listen a while before he made too many blunders. Now, Elminster's read an awesome amount in his hundreds of years, and seen a lot, in and between several worlds, too. There isn't much in any of our libraries—even gamers' libraries—to interest him. Most shelves earn a two-second scan at most, a puff or two at the pipe, and a snort, or (more rarely) a chuckle. Maps, however, are a different thing altogether. Whether they're old school maps of colored corners of our world, maps, or little bits of Europe covered with hexes for wargaming tank units to fight over, the old mage is mightily interested. We've even caught him peeking at road maps, when he thought we wouldn't notice. He chuckles, now, when we say, "Quick, Elminster, check the map!" He's even paid several secret visits to Wiscon- sin to peek at Karen's work . . . and who can blame him? Maps of strange, exotic places are best. New places you've not seen before; forbidden territories, unknown lands . . . forgotten realms. They have a magic all their own. You'll find the magic of the Forgotten Realms here, expertly and lovingly captured by a cartographer royal whose skill and attention to detail matches the best work of Waterdeep, Neverwinter, and Suzail. This book retraces the action in the novels that first explored Faerun and pokes around in many hidden corners and important crossroads of this vast world that so many ADVANCED DUNGEONS &. DRAGONS® game players have come to call their own. Know ye that it is a work that Elminster approves of. Several copies of this atlas, both in the wilds of Ontario and in the beautiful heartland of Wisconsin, will no doubt reek of a very strange scent—a malodorous pipe smoke that is not wholely tobacco—all too soon. You see, Elminster loves maps as much as we do. Ed Greenwood, March 1990

he heart of the AD&D® game is its maps—from the smallest scribbling of an underground lair to world- straddling continents, maps have held a fascination for the players and Dungeon Masters of the game. More informative than ornamental art, but with a direct and clear presentation that surpasses text description, maps are the first and best tool used by DMs in communicating with their players. Anyone can describe a ten- Tfoot-wide corridor leading to a fountain guarded by stone statues, but a clear and concise map defines the details and sets everything in its proper place. The heart of the Forgotten Realms lies in the maps as well, starting with the twenty-four 8-1/2 by 11-inch sheets of paper that appeared on my desk early into the project, photocopies of Ed's hand-scrawled originals. Laboriously taped together, they became the Realms' "first" map, reproduced on pages 4 to 11. Little did I know that this was merely the tip of the iceberg. Ed Greenwood was a continual cartographer, a species of DUNGEONS &, DRAGONS® game player noted for his prodigious and continual supply of graph paper, notes, scraps, details, and footnotes scat- tered over maps of the cities, nations, buildings, and dungeons of the Realms. Many of these originals of Waterdeep and Shadowdale (and other places) have seen their way into a number of projects from TSR over the years, and many are enclosed herein. Ed's foundations were just the beginning—as the Realms were a shared world—and others began to work their magic within the confines already set down. Doug Niles altered the outline of the Moonshaes and helped drain part of a glacier for Vaasa and Damara, while Zeb Cook wheeled up the massive second half of the continent, known as Kara-TUr. Bob Salvatore played extensively with the northlands, working off Ed's original maps and expanding them further, giving them more depth and detail. My role in most of this was as an ever patient (and often bewildered) traf- fic cop, trying to keep the trains running on time. But it all began with Ed's original creation, with the maps set out to amuse, entertain, and inform his fellow players. 's creation here represents an enormous amount of research, not only into Ed's mind and what he envisioned for the Realms but in the stories created by him and Doug and Bob, by and me, by and , and by and Jane Cooper Hong. Karen found out what we meant when we placed a particular building in a particular fashion, and she realigned and rectified divergent views of the same city or region. It is an impressive accomplishment, though not a complete one, through no fault of its capable cartographer. The Realms continue to grow and develop with each new product, with the arrival of and the discovery of MazticSamplea and the new world, with greater detail as to various cities and towns, and with ne w adventurefiles and achieve- ments of their populations. The Realms are a living entity, feeding on the creative energies of all its contributors, writers, artists, and map-makers. Enjoy. Jeff Grubb, May 1990 Sample file