Sample file Table 1: Average Temperature by Month and Region

Average Coldest Average Warmest Temperature Subarctic Arctic Temperature Temperature Temperature Tropical -40° and lower 1 ------39° to -30° 12 ------29° to -20° 2, 11 1 - - - - -19° to -10° 3, 10 2, 12 1- - - -9° to 0° 4, 9 11 2, 12 1, 2 - - 1° to 9° 5, 8 3, 10 3, 11 3, 12 1, 12 - 10° to 19° 6 4, 5 4, 10 4, 11 2, 11 - 20° to 79° 7 6, 9 5, 9 5, 10 3, 10 1 80° to 89° - 7, 8 6, 8 6, 9 4 2, 12 90° to 99° - - 7 7, 8 5, 9 3, 11 100° to 109° - --- 6, 8 4, 10 110° to 119° ---- 7 5, 9 120° to 129° ---- - 6, 8 130° + ----- 7 1 Hammer, 2 Altruriak, 3 Ches, 4 Tarsakh, 5 Mirtul, 6 Kythorn, 7 Flamerule, 8 Eleasias, 9 Elient, 10 Marpenoth, 11 Uktar, 12 Nightal

Table 2: Caravel Travel Times by Sea in Days

To From Fireshear Gundarlun Ice Peak Leilon Luskan Neverwinter Port Llast Purple Rocks Ruathym Tuern Waterdeep Fireshear - 2 1 5 ½ 1 4 ½ 1 ½ 6 ½ 5 6 ½ 6 Gundarlun 2 -2½4 3 3 ½ 3 ½ 3 3 4 ½ 5 ½ Ice Peak 1 2 ½ - 6 ½ 2 5 ½ 3 ½ 5 ½ 5 ½ 6 8 ½ Leilon 5 ½ 4 6 ½ - 6 1 4 ½ 6 5 ½ 8 ½ 2 Luskan 1 3 2 5 - 3 ½ 2 6 5 7 8 Neverwinter 4 ½ 3 ½ 5 ½ 1 3 ½ - 1 ½ 6 ½ 5 8 3 Port Llast 1 ½ 3 ½ 3 ½ 2 ½ Sample1 ½ 1 ½ file - 6 ½ 5 ½ 8 6 Purple Rocks 6 ½ 336 6 6 ½ 6 ½ - 4 2 ½ 10 Ruathym 5 3 3 5 ½ 5 5 5 ½ 4 - 75 Tuern 6 ½ 4 ½ 4 ½ 8 ½ 7 8 8 2 ½ 7 - 11 Waterdeep 6 5 ½ 8 ½ 2 7 3 4 ½ 10 511-

Table 3: Merchant Pricing

Daily Chance Chance of % Cost Parameter Average Price/Day for Ambush Loss Loss Very Cheap 5 gp/ton 6 in 20 50% 3d20 Inexpensive 10 gp/ton 5 in 20 40% 2d20 Moderate 15 gp/ton 4 in 20 30% 3d20 Expensive 20 gp/ton 3 in 20 25% 2d10 Very Expensive 25 gp/ton 2 in 20 20% 2d10 Extremely Costly 35 gp/ton 1 in 20 15% 2d10 The Wilderness

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1142XXX1501 Table of Contents

INTRODUCTION ...... 4 GEOGRAPHY ...... 35 USING THIS BOOK ...... 4 SWORD MOUNTAINS ...... 35 OVERVIEW ...... 4 Iniarv’s Tower ...... 35 WEATHER ...... 5 Kryptgarden Forest ...... 35 Arctic Climate ...... 5 Mere of Dead Men ...... 35 Subarctic Climate ...... 5 Helimbrar and Sar ...... 36 Temperate Climate ...... 5 Old Owl Well ...... 36 Inland Climates ...... 6 Phandalin ...... 36 ENCOUNTERS ...... 6 Place of the Unicorn ...... 37 WILDLIFE ...... 6 Southkrypt Garden ...... 37 Sword Coast ...... 37 HISTORY...... 7 Trackless Sea ...... 37 R ECENT HISTORY ...... 10 Westwood ...... 38 1368: Year of the Banner ...... 11 NEVERWINTER WOODS ...... 38 1369: Year of the Gauntlet ...... 11 Berun’s Hill ...... 38 1370: Year of the Tankard ...... 12 Crags ...... 38 Gauntlgrym ...... 38 NORTHERN RACES ...... 13 Helm’s Hold ...... 38 NONHUMANS ...... 13 Morgur’s Mound ...... 39 Dwarves ...... 13 Tower of Twilight ...... 39 Elves and Half-Elves ...... 13 THE FROZENFAR ...... 39 Gnomes...... 13 Cold Run ...... 39 ...... 14 Evermelt ...... 39 Half- ...... 14 Frost Keep ...... 40 Lizardmen ...... 14 Gundarlun Island ...... 40 Orcs ...... 14 Ice Lakes ...... 40 Trolls ...... 14 Ice Peak Island ...... 40 HUMANS ...... 14 ...... 40 Ice Hunters ...... 14 Mines of Mirabar ...... 41 Northmen ...... 15 Purple Rocks Islands ...... 41 Reghedmen ...... Sample.15 fileRaven Rock ...... 42 Uthgardt Barbarians...... 15 Ruathym Island ...... 42 CHARACTER CLASSES ...... 19 Sea of Moving Ice ...... 43 Spine of the World ...... 43 RELIGION...... 21 Tuern Island ...... 43 NORTHMEN DEITIES ...... 21 UTTERMOST NORTH ...... 43 UTHGARDT DEITIES ...... 21 The Endless Ice Sea ...... 43 ICEWIND DALE DEITIES ...... 22 Nchaser's Legacy ...... 45 ICE HUNTER DEITIES ...... 22 Valley of Khedrun ...... 45 Ice Hunter Beast Cult Shamans ...... 22 FROST HILLS ...... 45 Specialty Priests (Iceguardians) ...... 24 Castle of Illusion ...... 45 MONSTROUS DEITIES ...... 25 Dungeon of Death ...... 45 CIVILIZED DEITIES ...... 25 Dungeon of the Ruins ...... 45 DEITIES ...... 25 Fell Pass ...... 45 SHAMANS ...... 25 Gate ...... 45 Shaman Spirit Powers ...... 26 Great Worm Cavern ...... 45 Calling Spirits ...... 28 Lurkwood ...... 45 UTHGAR ...... 29 Mithral Hall ...... 46 Uthgar's Avatar ...... 30 Moondark Mountains...... 46 Other Manifestations ...... 30 Shining White ...... 46 The Church ...... 30 THE EVERMOORS ...... 46 Specialty Priests ...... 32 Flintrock ...... 46 Uthgardt Spell ...... 34

2 THE DESSARIN VALLEY ...... 46 POLITICS & MERCENARIES ...... 66 Ardeep Forest ...... 47 POWER GROUPS ...... 66 Calling Horns ...... 47 Arcane Brotherhood ...... 66 Crumbling Stair ...... 47 Beast Lord ...... 66 Dead Horse Ford ...... 47 Captains’ Confederation ...... 67 Goldenfields ...... 47 Druids of the Tall Trees ...... 67 Halls of Hunting Axe ...... 49 The Harpers ...... 67 House of Stone ...... 49 The Heralds ...... 67 Ironford ...... 49 The Kraken Society ...... 67 Jundar’s Hill ...... 49 The Lords’ Alliance ...... 68 Maiden’s Tomb Tor ...... 49 Treants of Turlang Wood ...... 68 Sarcrag ...... 49 Zhentarim ...... 68 Stone Bridge ...... 50 MERCANTILE COMPANIES...... 69 Stump Bog ...... 50 Merchant Pricing ...... 69 Zundbridge ...... 50 Perfectone Mercantile ...... 69 THE HIGH FOREST ...... 50 Other Trading Companies ...... 71 The Secrets of the Forest ...... 51 PERSONALITIES ...... 71 Locations ...... 52 Amphail ...... 71 Deeper Secrets ...... 58 Bargewright Inn ...... 71 THE COLDWOOD...... 58 Calling Horns ...... 72 Beorunna’s Well ...... 58 Conyberry ...... 73 Ice Mountains ...... 60 Everlund ...... 73 Lonely Tower ...... 60 Griffon’s Nest ...... 73 Tulrun’s Tent ...... 60 Grunwald ...... 73 THE MOONWOODS ...... 60 Kheldell ...... 73 Herald’s Holdfast ...... 60 Longsaddle ...... 74 One Stone ...... 60 Luskan...... 74 THE DELZOUN REGION ...... 61 Mirabar ...... 75 Ascore ...... 61 Mornbryn’s Shield ...... 75 Citadel of Many Arrows ...... 61 Nesmé ...... 75 Dalagar’s Dagger ...... Sample 61 Neverwinter file ...... 75 Dead Orc Pass ...... 61 Port Llast ...... 76 Everfire...... 61 Red Larch ...... 76 The Fork...... 62 Secomber ...... 76 Nether Mountains ...... 62 Silverymoon ...... 76 TRIANGLE OF TREES ...... 62 The Ten Towns ...... 77 Far Forest ...... 62 Thundertree ...... 78 Southwood ...... 62 Triboar ...... 78 Weathercote Wood ...... 62 Westbridge ...... 78 THE FALLEN LANDS ...... 62 Xantharl’s Keep ...... 78 Anauroch ...... 62 Yartar ...... 78 Bleached Bones Pass ...... 63 Dawntreader Gap ...... 63 MAGIC ...... 80 Dekanter ...... 63 NEW MAGICAL ITEMS...... 80 Forgotten Forest ...... 63 Chardalyn ...... 80 Lonely Moor ...... 63 Firepot ...... 80 THE DELIMBIYR VALE ...... 63 Jewels of Neverwinter ...... 81 Dungeon of the Hark ...... 64 Nether Scrolls ...... 81 Halls of Hammer/Hammer Hall ...... 64 Spellbattle Ring ...... 81 The High Moor ...... 65 Storm Star ...... 82 Laughing Hollow ...... 65 Tome of Twelve Seals ...... 82 Lizard Marsh ...... 65 Misty Forest ...... 65 INDEX ...... 83

3 Introduction

epending upon where you’re at, you hear a different version of exactly where the begins and where it ends. Waterdeep considers everything east and north of the city walls the North. To Silverymoon, the North begins at their north- ern walls. The merchants of Calimport believe everything north of Tethyr is the Barbaric North. But by most definitions, the Savage North’s southern border is a line stretching from the coast through Daggerford and the Ruins of Dekanter to Anauroch. This area’s northern border is the Spine of the World and beyond. The North attracts adventurers and settlers. Adventurers delve into the cavernous wreckage of dwarven and strongholds and explore mysterious ruins of ancient cultures, while settlers look for new and untamed lands—untrampled by human footsteps—to eke out an existence unfettered by laws, taxes, and the prying eyes and gossipy mouths of nosy neighbors. Wherever in Faerûn a traveler roams, each area knows the North by a different name, and these names are used inter- changeably throughout this text. The terms are: the Barbaric or Barbarian North, the Barbaric Lands, the Frontier, the North, the Northern Barbarian Territory, , the Savage Coast North, the Savage North, and the Wildlands. Using this Book

hese booklets are intended to be read by DMs only, since much of this material would not be T known to players and their PCs. Read the contents in its entirety before running a cam- paign: It describes major features of the North, details its history, and is riddled with plot ideas. In between, it looks at geography, climate, creatures, peoples, religions, politics, areas of mystery, and personalities. This book only scratches the surface of adventure opportunities. The rest is left to the most potent force in the North: the DM’s imagination. Overview Sample file hen the average person thinks of the North, they think of a rugged land of jagged, snow- W capped peaks, endless alpine forests, lawlessness, and monsters, with rich mines scattered over a lot of untamed wilderness. Before delving into this huge area in any depth, let’s begin with an overview. Beginning in the northwest corner, we find tiny, frigid villages clinging desperately to the coastline. Icewind Dale and its neighbors of Fireshear, Ironmaster, and Hundelstone endure be- yond the capacity for southern folk to imagine. In winter, these communities are bathed in 88 days of perpetual darkness; their relief comes mid-spring when the sun peaks above the horizon and brightens the sky, bringing cherished warmth and sunshine. Only during the summer months can the residents of these villages see, farther to the west across the Great Ice Sea, the Ice Peak, where a small fishing village of thick-skinned humans live. These rugged people are known for the prey they hunt every year: the huge blue whales. These beasts pass through the strait, and they give chase in kayaks. East and north of Icewind Dale is the Endless Ice Sea, a trackless and desolate landscape ruled by glaciers, remorhaz, orcs, and goblins. This tortured land is visited only by crazed human adven- turers looking for legendary sites of power and magic. East of Hundelstone, where the Iceflow plunges to the sea, the Spine of the North—the tallest peaks in Faerûn—stand like sentinels, pro- tecting much of the Frontier from the unbearable chill of the far north. This line of mountains stretches from the Sea of Moving Ice almost to Anauroch. To the south are the temperate hard- wood forests of the High Forest, Lurkwood, Moonwood, and Neverwinter Woods. Moors—the Evermoors and High Moor—dot the landscape like scattered ink upon parchment. Along the Sword Coast, one finds the strongest elements of civilization. Here, the great trade towns of Leilon, Luskan, Neverwinter, Port Llast, and Waterdeep keep the area from falling into complete chaos. The central portion of the northern Sword Coast is underlain by several cavern systems; the Endless Caverns of the High Forest, the Underground River system of the High Moor (accessed from Dragonspear Castle far to the south), and the caverns under Mount Waterdeep that dwarves expanded into Undermountain.

4