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SWORD COAST ADVENTURER'S GUIDE. CREDITS BIBLIOGRAPHY

- s book was 'a collaboration between and Here are the works that most influenced this book. C-een Ronin Publishing. Members of the Green Ronin creative Athans, Philip. A Reader's Guide to R.A. Salvatore's Legend of Drizzt. ea rn are marked with an asterisk below. 2008. lead Designer: Steve Kenson* Baker, Richard, Ed Bonny, and Travis Stout. Lost Empires of FaerCm . Designers: Joseph Carriker,* Brian Cortijo,* Jeremy Crawford, 2005. Peter Lee , Jon Leitheusser,* , jack Norris,* Sean K Boyd , Eric L. City of Splendors: Waterdeep . 2005. Reynolds, Matt Sernett, Rodney Thompson ---. Drizzt do 'Urden 's Guide to the . 1999. Managing Editor: Jeremy Crawford Connors, William W. Hordes of Dragonspear. 1992. Editor: Kim Mohan* Cordell, Bruce R., , and Chris Sims. Forgotten Realms Editorial Assistance: Chris Sims, Matt Sernett, Dan Helmick Campaign Guide. 2008. Producer:. Greg Bilsland Crawford, Jeremy, and Christopher Perkins. Ghosts of Dragon spear D&D lead Designers: Mike Mearls, Jeremy Crawford Castle. 2013. Cunningham, Ela ine. Thornhold. 2001. Art Directors: Kate Irwin, Hal Mangold,* Shauna Narciso Greenwood, Ed. Dwarves Deep. 1990. Graphic Designer: Emi Tanji ---. Vo/o's Guide to Baldur's Gate II . 2000. Cover Illustrator: Tyler Jacobson - --. Vo/o 's Guide to the North . 1993. Interior Illustrators: Conceptopolis, Olga Drebas, Jason A. Engle, ---. Vo/o's Guide to the Sword Coast. 1994. Randy Gallegos, llich Henriquez, David Heuso, Tyler Jacobson, --- .Vo/o's Guide to Waterdeep. 1992. Mclean Kendree, Howard Lyon, William O'Connor, Claudio --- . Waterdeep and the North . 1987. Pozas, Bryan Syme, Eva Widermann ---. Waterdeep. 1989. Cartographers: Jared Blando, Mike Schley - --.City of Splendors. 1994. Font Designer: Daniel Reeve Greenwood, Ed, and Jason Carl. Silver Marches. 2002. Project Management: Neil Shinkle, john Hay Greenwood, Ed, Matt Sernett, and others. Murder in Baldur's Gate. Production Services: Cynda Callaway, Jefferson Dunlap, 2013 . David Gershman Greenwood, Ed, Sean K Reynolds, Skip Williams, and Rob Heinsoo. Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Forgotten Realms Campaign Setting. 2001 . Shelly Mazzanoble, Hilary Ross, john Feil, Greg Tito, Kim Grubb, Jeff, Kate Novak, and others. Hall of Heroes. 1989. Lundstrom, Trevor Kidd jaquays, Paul. The Savage Frontier. 1988. Leati, Tito, Matt Sernett, and Chris Sims. Scourge ofthe Sword Playtesters: Adam Hennebeck, Anthony Caroselli, Arthur Wright, Coast. 2014. Bill Benham, Bryce Haley, Christopher Hackler, Claudio Pozas, Perrin, Steve. Under 11/efarn . 1987. Daniel Oquendo, David "Oak" Stark, Gregory L. Harris, Jason Salvatore, R.A. The Crystal Shard. 1988. Baxter, Jason Fuller, jay Anderson, Jeff Greiner, Jonathan ---. Rise of the King. 2015. Longstaff, Jonathan Urman, josh Dillard, Karl Resch, Ken j Salvatore, R.A., James Wyatt, and Jeffrey Ludwig. Legacy ofthe Breese, Keoki Young, Kevin Neff, Krupa! Desai, Kyle Turner, Liam Crystal Shard. 2013. Gulliver, Logan Neufeld, Lou Michelli, Matt Maranda, Mik Calow, Sernett, Matt, Erik Scott de Bie, and Ari Marmell. Neverwinter Mike Mihalas, Naomi Kellerman-Bernard, Paul Hughes, Paul Campaign Setting. 2011 . Melamed, Richard Green, Robert Alaniz, Rory Madden, Shane slade, Ed Greenwood, , and others. The North: Guide to Leahy, Shawn Merwin, Stacy Bermes, Teos Abadia, Tom Lommel, the Savage Frontier. 1996. Travis Brock, Yan Lacharite

Disclaimer: Wizards of the Coast cannot be held responsible for any actions undertaken by entities native to or currently inhabiting the Forgotten Realms, including necromancer lords of distant magocracies, resident mages of any or afl Dales but especially Shadowda/e, draw rangers wielding one or more scimitars and accompanied by one or more panthers, mad wizards inhabiting sprawling dungeons accessible via a well in the middle of a tavern, beholders who head up criminal cartels, and anyone with the word Many-Arrows in their name. In the event of a catastrophic encounter with any or all such entities, blame your Dungeon Mas ter. If that doesn't wo rk, blame Ed Gree nwood, but don't tell him we told you that. He knows more archmages than we do.

ON THE COVER Tyler Jacobson illustrates this band of adventurers as they engage in aggressive negotiations with a fierce delegation of ores. Featured (left to right): Skip Brickard, a fighter with an ore-sized chip on his shoulder; lllydia Maethellyn, an aged moon cleric of Sehanine Moonbow; Hitch, a brash rogue whose shady past ties him to the Zhentarim; Makos, a warlock hell-bent on revenge against his infernal father; and Nayeli Goldflower, a powerful human paladin driven by an oath of vengeance.

620B2438000001 EN ISBN: 978-0-7869-6580-9 First Printing: November 2015 CE 987654321

DUNGEONS & DRAGO N S, D&D, Wizards of the Coast, Fo rgotten Realms, the dragon ampersand, Sword Coast Adventu rer's Guide, Player's Handbook, , 's Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and thei r distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthori zed use of the materia l or artwork contained herein is prohibited without the express written pe rmission of Wizards of the Coast.

Green Roni n Pu blishing and the Green Roni n Pu blishing logo are tradema rks of Green Roni n Publishing.

Printed in the USA. ©201 5 Wizards of the Coas t LLC , PO Box 707, Renton , WA 98057-0707, USA. Manufactured by Hasbro SA , Rue Emile-Boechat 31, 2800 Delemont, CH . Represented by Hasbro Europe 4 The Square Stockley Park Uxbridge Midd lesex UBJ J J ET lJK CONTENTS

Preface .... .'...... 4 Chapter 5: Backgrounds ...... 145 City Watch ...... 145 Chapter 1: Welcome to the Realms ...... 7 Clan Crafter...... 145 The Sword Coast and the North ...... 7 Cloistered Scholar ...... 146 Tori! and Its Lands ...... 9 Courtier ...... 146 Time in the Realms ...... 14 Faction Agent ...... 147 A Brief History ...... 15 Far Traveler ...... 148 Magic in the Realms ...... 18 Inheritor ...... 150 Religion in the Realms ...... 19 Knight of the Order ...... 151 The Gods of Faen1n ...... 23 Mercenary Veteran ...... 152 Urban Bounty Hunter ...... 153 Chapter 2: The Sword Coast and the North ...... 43 Uthgardt Tribe Member ...... 153 The Lords' Alliance ...... 43 Waterdhavian Noble ...... 154 Dwarfholds of the North ...... 58 Island Kingdoms ...... 66 Appendix: Class Options in Other Worlds ...... 155 Independent Realms ...... 73 ...... 155 The Underdark ...... 99 ...... 155 ...... 156 Chapter 3: Races of the Realms ...... 103 Homemade Worlds ...... 157 Dwarves ...... 103 Elves ...... 105 Index ...... 158 ...... 108 Humans ...... 110 Sidebars Dragonborn ...... 112 Regions of the Realms ...... 11 Gnomes ...... 114 Coin of the Realms ...... 13 Half-Elves ...... 116 The Calendar of Harptos ...... 15 Half-Ores ...... 117 Weave-Affecting Magic ...... 19 ...... 118 The Earthmother ...... 27 The Legend of Knucklebones, Skull Bowling, Chapter 4: Classes ...... 121 and the Empty Throne ...... 31 Barbarians...... 121 The Legend ofTyche and Her Twin Daughters ...... 40 Primal Paths ...... 121 The Gods of Mulhorand ...... 41 Bards ...... 122 Note to the DM: Making the Realms Yours ...... 44 The Harpers ...... 123 Ruined Kingdoms of the North ...... 48 Bardic Colleges ...... 123 Everbright ...... 50 Musical Instruments...... 124 The Wards of Waterdeep ...... 54 Clerics ...... 125 Fall en Dwarven Kingdoms and Their Marks ...... 58 Divine Domain ...... 125 The Dirge ofDelzoun ...... 60 Druids ...... 126 The Canticle of Gauntlgrym ...... 61 Druid Circles ...... 126 Va lkur, Hero-God of the Northlanders ...... 68 Fighters ...... 127 Fort Morninglord ...... 80 Martial Archetype ...... 128 The Uthgardt Tribes and Their Territori es ...... 93 Monks ...... 129 Lost Trib es of the Uthgardt...... 94 Monastic Orders ...... 129 The Cavern of Menzoberranzan ...... 101 Monastic Traditions ...... 130 Dwarf Clans of the North ...... 103 Paladins ...... 131 Rare Elf S u braces ...... 106 Paladin Orders ...... 132 Ghostwise Halflings ...... 110 Sacred Oath ...... 132 Option: Human Languages ...... 112 Rangers ...... 133 Ladi.es of the Golden Hills ...... 114 Rogues ...... 134 Deep Gnome Feat...... 115 Roguish Archetypes ...... 135 Half-Elf Variants ...... 116 Sorcerers ...... 136 Tiefling Variants ...... 118 Sorcerous Origin ...... 137 Aasimar ...... 119 Warlocks ...... 138 Spiked Armor ...... 121 Patrons in the Realms ...... 138 Uthgardt Totems ...... 122 Otherworldly Patron ...... 139 The Moonstars ...... 124 Wizards ...... 140 The Harpers and Druids ...... 127 Wizardly Groups...... 140 Swashbucklers and Two-Weapon Fighting ...... 136 Arcane Tradition ...... 141 Arcane Spellcasters ...... 137 Cantrips for Sorcerers, Warlocks, and Wizards ..... 142 Mage Sigils ...... 141 Bladesin ger Styles ...... 142 Knightly Orders of FaerO.n ...... 151 Mercenaries of the North ...... 152 Barbarian Tribes of FaerO. n ...... 154 PREFACE

AIL AND WELL MET, TRAVELER! WELCOME When TSR, the company that owned D&D at the to a world of magic and adventure. Origi• time, sought a new campaign world to expand the D&D nally created by Ed Greenwood, the For• multiverse, they chose the Forgotten Realms, and in gotten Realms setting has been home to 1987, the gates were flung wide for players and Dungeon Dungeons & Dragons stories and games Masters all over the world to come to Faerun and create J for decades. Built for tales of swords and their own heroic tales. A year later, author R.A. Salva• sorcery, the Realms initially grew and tore introduced readers to the adventures of the flourished in Ed's D&D campaign, which featured he• outcast Drizzt Do'Urden in his first novel, The Crystal roes like the Knights of Myth Drannor in the Dalelands. Shard, establishing the Underdark as an essential part Ed also shared glimpses of the Realms in the pages of of the Realms. Dragon magazine, giving D&D players their first tales In the years since, the Forgotten Realms have played from the wizard , the old sage of Shadowdale, host to a vast number of game products, novels, video who occasionally found his way through a portal be• games, and more, making it one of the most widely vis• tween Faen1n and our world and into Ed's living room. ited fantasy settings ever created. The lost portals to the Realms have returned and remained open in the depths of our imaginations and do so to this day, as more and more visitors find their way there. It is no surprise, then, that the Forgotten Realms be• came the setting for the first adventures for fifth edition Dungeons & Dragons. Already, new heroes have accom• plished great deeds and saved Faerun from terrible evil and will continue to do so, as long as the flame of imagi• nation draws them there. This book is further fuel for the fire sparked by those adventures and the glimpses of the Realms you can find in the fifth edition Player's Handbook, Dungeon Master's Guide, and Monster Manual. It gives you a broad look at the continent of Faerun and the world ofToril in general, and the regions of the Sword Coast and the North in particular. In these pages, you'll learn about the history, lands, and peoples of Faerun, of the great city-states of the Sword Coast and the North, of the world's gods, and of the fac• tions and forces that support and threaten civilization. Chapter 1 of this book gives an overview of the Sword Coast and nearby lands, its history, the role of magic, and its religions. Chapter 2 goes into detail about the cities and other locations of the Sword Coast. Chapter 3 gives history and some game material for various races and subraces, both common and uncommon, that can be met on the Sword Coast and in the North. Chapter 4 shows how the character options in the Player's Handbook fit into this region and presents new character class options specific to the Forgotten Realms. Chapter 5 gives back• grounds designed to link your characters to the great places, people, and events of Faerun. While the body of Realms lore is vast, and this book is only an introduction, the Forgotten Realms setting- like D&D itself- is yours, and has been ever since Ed opened that first portal and invited us to come and visit. The Realms are a place to create and tell your stories, about your adventurers and their deeds. The lands and peoples of Faerun welcome you, traveler, for it is a place of peril sorely in need of the heroes you will bring forth. Go now, through the portal of imagination and into vast and wonderful realms awaiting beyond.

PREFACE

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 exil es, 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 S ea 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 fo r 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 fa rming to eat, and Faerunians who live in cities ply to the rest of the unsettled or sparsely settled territory skil led 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 The Lords' Alliance is a confederation among the rulers some people find alarming. Even people who admire of various northern settlements. The number of mem• these adventurers for their energy and their acts of bers on the Council of Lords, the group's governing valor might have misgivings: what horrors will be un• body, shifts leashed if adventurers, heedless or unknowing of the depending on the changing status of mem• ber cities and political tensions in the region. Currently, danger, unlock a ruin or a tomb and release an ancient the Lords' Alliance counts these individuals as coun- evi l into the world? cil members: Most of the people who populate the continent have 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 The Lords' Alliance includes the strongest mercantile ance of cities that provided mutual protection across the powers of the North. In addition to providing military North. Disagreements and failed obligations during a support and a forum for the peaceful airing of differ• war with the ore kingdom of Many-Arrows destroyed the ences, the Alliance has always acted under the principle remaining trust between members of the Marches, and that communities with common cause that engage in that pact is no more. The dwarfholds still ally with one trade are less likely to go to war with one another. By another, and individually with nearby human realms, maintaining strong trade ties within the alliance as well but no longer pledge to stand unified with all their as outside it, the Lords' Alliance helps to keep the peace. neighbors. DWARFHOLDS OF THE NORTH ISLAND KINGDOMS The various dwarven communities of the North are the Off the western coast of Faen1n are a number of island heirs and survivors of Delzoun, the great Northkingdom realms of varying size. The most distant, and yet per• of long ago. Despite continually warring over the centu• haps the most symbolically important to the mainland, ries with the ores and goblinoids of the region, and hav• is Evermeet, the island paradise of the elves, reputed to ing to fight off assaults from below by duergar and drow, be a part of the divine realm of Arvandor. Much closer the shield dwarves have stood fast, determined to hold to Faen1n are the Whalebones and Ruathym, ancient their halls against all threats- and, when necessary, homes of the ancestors of the Illuskan people, and the reclaim them. Moonshaes, where many of those same people now Holds that survive from the days of Delzoun include share the islands with the Ffolk and an elf offshoot Mithra! Hall, Citadel Adbar, and Citadel Felbarr. The known as the Llewyr. The free port of Mintarn lies fabled city of Gauntlgrym, built by the Delzoun dwarves nearby, a neutral site for meetings between enemies and recently taken back from the drow, stands as a and a recruitment spot that offers abundant jobs for beacon of resurgent dwarven strength in the North. sailors. Despite its size, the tiny island of Orlumbor, Stoneshaft Hold and Ironmaster are lonely settlements with its treacherous harbor and its skilled, in-demand continually girding themselves for threats real and shipwrights, is an independent and influential nation imagined. Sundabar and Mirabar are also generally unto itself. considered dwarfholds, despite their substantial human In the seas to the south, pirates of many races and pre• populations. dilections sail from the Nelanther Isles, preying on trade Until recently, many of the dwarfholds were members running north and south along the coasts. Since the of the Silver Marches (also known as Luruar), an alli- beginning of the Sundering, fabled Lantan and Nimbral have returned. Both the center of invention and the isle of Leira-worshiping illusionists are even more secretive and less welcoming of strangers than before their dis• appearance. INDEPENDENT REALMS Interspersed among the fortresses of the dwarves and the settlements protected by the Lord's Alliance are significant sites that have no collective character, except that they exist largely outside the protection or purview of the great powers of the region. Even the civilized locales among these places, such as Elturgard, exist, at best, in an uneasy tension with the denizens of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable locations is encompassed within the wild lands of the North. Among them are the great library of Candlekeep, home of the greatest collection of written lore in FaerO.n; the imposing, giant-scale castle of Darkhold; the forti• fied abbey of Helm's Hold; sites of great battles such as Boareskyr Bridge and the Fields of the Dead; realms of some security, such as Elturgard and Hartsvale; and the yuan-ti realm of Najara. The lands of the Uthgardt, the towns of frigid Icewind Dale, the quiet Trielta Hills, the cutthroat city of Luskan, and the legendary Warlock's Crypt, dominion of the great lich Larloch, are all inde• pendent realms, as are the High Moor, the Trollclaws, and the High Forest.

CHAPTER 1 I WELCOME TO THE REALMS There is much danger and adventure to be had in the but beyond the areas that each rules, their families and free places of the North, and a great deal of wealth and businesses compete with one another and with the lo• treasure. as well. The ruins of ancient kingdoms and cals of far-flung places. countless smaller settlements litter the countryside, The use of arcane magic is illegal in Arnn, meaning waiting for the right explorers to happen upon them. that the only authorized spellcasters in the nation are wielders of divine magic who enjoy the support and THE UNDERDARK patronage of a temple, and users of arcane magic who Extending miles downward and outward beneath the have been given special dispensation by one of the oli• surface of FaerO.n, and reaching to other continents as garchs. So pervasive is the sway of Amn's oligarchy that well, the great network of subterranean caverns known few crimes merit physical punishment but those that as the Underdark is home to all manner of strange and involve the use of arcane magic or an offense against deadly creatures. Duergar and drow- dark reflections one of the council's merchant houses. Other infractions of dwarves and elves-live in these sunless lands, as do are forgiven after the miscreant makes payment of an the svirfneblin, or deep gnomes. Most surface-dwelling appropriate fine. Calimshan. folk aren't threatened or even disturbed by denizens This southern land has long been the of the deep places, but the creatures occasionally battleground for warring genies. After years of strug• emerge to raid or to seek some kind of goal in the sur• gling beneath their genasi masters, human slaves arose face world. to follow a Chosen of Ilmater, at first using nonviolent Among the lands of the Underdark beneath the North resistance, and then erupting in full rebellion following are the svirfneblin city of Blingdenstone, the duergar his disappearance. They overthrew the genie lords of city of Gracklstugh, and the infamous drow city of Men• Calimport and Memnon, casting the remaining genies zoberranzan. Also prominent is Mantol-Derith, a trading out of the cities and back to their elemental homes or post for Underdark merchants. into the depths of the deserts. Much of Calimshan is a chaotic place dominated by TORIL AND ITS LANDS wealth, political influence, and personal power. Many pray for the return of the Chosen and the completion of Tori! is a vast and wondrous world, filled with an im• his work. Others are learning to live together without mense diversity of peoples and a rich, full history. For genie masters, and to grudgingly accept the remaining most folk of the Sword Coast, however, knowledge genasi among them. doesn't extend much beyond the confines of the North, Chult. The vast, choking jungles of Chult hide what and anything "known" outside of FaerO.n proper is based many believe to be great mineral wealth, including large more in rumor than in fact. gemstones and veins of ore. Poisonous flora and fauna riddle the jungles, but some still brave the dangers to FAERUN The vast central continent of Tori!, FaerO.n is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are.

LANDS TO THE SOUTH To the south of the Sword Coast lie ancient nations, a tremendous, forbidding jungle, and all manner of lands destroyed or transformed by magical cataclysms and up• heavals. Amid the ruin and the distress in these realms are signs of renewal and hope, as tenacious civilizations and peoples rebuild, reclaim, and create anew. Amn. A nation led by the representatives of five noble families, Arnn is a place where the wealthy rule, openly and without pretense. Shrewd traders and ruthless in business, Amnians believe that the end of a successful transaction is justified by any means, ethical or oth• erwise. Although the nation is richer by far than even the northern metropolises of Baldur's Gate and Water• deep, its influence is curtailed by the unwillingness of its rulers to work together in the nation's best interest. The members of the Council of Five are fairly unified and tight-fisted in their control of Arnn, but their ability to affect events outside their own borders is limited be• cause they can't agree enough on major matters of for• eign policy. The oligarchs utterly control their nation,