Chapter 2: The Sword Coast and the North
HIS CHAPTER DETAILS MANY OF THE
locales of the Sword Coast and the North,
as seen through the eyes and recollections
of a person living in Faen1n. Rather than
being exhaustive descriptions, what
follows are snippets of information drawn
from the experience of five individuals
who have traversed, lived in, and explored these areas.
Like any other narrators, they have opinions and biases,
and may be drawing conclusions from incomplete
information. No one in the Realms knows everything
about any subject, even its oldest and most learned
sages, and the views formed from such incomplete
information can often suggest an inaccurate conclusion.
This is not to say that any of the information the
narrators provide is false, only that they may not be
entirely knowledgeable in their declarations.
The details given here only begin to scratch the
surface of the adventuring possibilities in the North.
Although some of these locales are virtually unknown
to outsiders, entire books longer than this one could be
(and have been) written about others. If the descriptions
leave you wanting to know more, consider them an
inducement for you and your companions to visit these
places and experience them firsthand.
Be aware, also, that there is a great deal more to the
North than what is presented here. There are ruins
without names, and settlements so small as to not
even warrant mention in this tome. What lurks in the
uncharted areas, waiting to tantalize or perhaps ter-
rorize, is all the more formidable because it can't be
anticipated.
The Lords' Alliance
FOR A CENTURY AND A HALF, AND MORE, THE LORDS'
Alliance has stood as the most important and influential
group in the North. Its power has kept towns safe from the
predations of larger powers, has kept the ambitions of Lus-
kan in check, and has taught the rulers of many cities that
it is better to cooperate, even for a time, then to merely shut
one's doors and allow the storms to rage outside. It was this
philosophy that led to the founding of Luruar, and when the
lesson was lost, so too were the Silver Marches. But it serves
no purpose to dwell on the folly of the past. Better instead
to look to the future, repair the walls, and wait for word
from the watching sentries.
- Andwe Cururen, agent of the Lords' Alliance
The Lords' Alliance isn't a nation unto itself, but a
partnership of the rulers of towns and cities across
the North, who have pledged peace with one another
and promised to share information and effort against
common threats such as ore hordes and Northlander
pirates. It is a loose confederation of those settlements
and their agents, all of whom owe allegiance first to
their homelands, and second to the Lords' Alliance.
In the harsh lands of the North, where winters are
cold and monsters and human barbarians regularly
stream out of the mountains to pillage outlying settle-
ments, large nations are rare indeed, particularly in the
current state of the world. Instead, great city-states have
emerged, enriched by trade and protected by stout walls
and loyal defenders. Such cities-including Baldur's
Gate, Mirabar, Neverwinter, Silverymoon, and Water-
deep-extend their influence into nearby regions, often
creating or accepting vassal settlements, but in the end,
these realms are cities, driven to consider their own pro-
tection and future before other concerns.
In the years soon after its founding more than one
hundred fifty years ago, there was more interest in mem-
bership, and the Alliance accepted some members from
farther south. Since then, events such as the growth of
Elturgard into a power in its own right, and the recent
fall of the Silver Marches, have caused the group to
draw in on itself, restricting its membership to powers
in the North. The current members of the Alliance are
Amphail, Baldur's Gate, Daggerford, Longsaddle, Mira-
bar, Mithra! Hall, Neverwinter, Silverymoon, Waterdeep,
and Yartar. There is some doubt that Mithra! Hall will
be part of the alliance for much longer, but until ruler-
ship of the dwarven city is more firmly established, it
remains a member.
It is impossible to ascribe an overall character to
the individual members of the alliance. As a group,
the agents of the members are interested in the pres-
ervation of civilization in the North, and they share
what information they can-and oppose what threats
they must-to further that goal. In the end, though, a
merchant of Waterdeep and one of Baidu r's Gate are
concerned mainly for their own purses and the welfare
of their home cities, and are unlikely to care what hap-
pens to the other, except inasmuch as it affects trade.
The advice and insights in this section come from
Andwe Cururen, a half-elf native of Silverymoon who
was once a Knight in Silver (a member of the city's
army), and now serves as an emissary and, when neces-
sary, an active agent for the Lords' Alliance. She travels
the North on behalf of the Alliance, representing its
interests and gathering and updating information on its
settlements for her superiors, fellow agents, and poten-
tial recruits, including adventurers who might serve the
Alliance or one of its members.
AM PH AIL
Named for its founder, a former warlord of Waterdeep,
the small town of Amphail is home to just over seven
hundred souls, yet it sought and received membership
in the Lords' Alliance just under a century ago, thanks
to the maneuverings of the noble families that control
its lands. Where once it was simply an example of
the extent ofWaterdeep's reach, Amphail became the
playground of that city's noble families, a place where
they can scheme against their rivals and send their
CHAPTER 2 I THE SWORD COA T AND THE NORTH