Sword Coast Adventurer's Guide

(Nancy Kaufman) #1
Kendrick banner and are determined to hold on long
enough to see it.

NORLAND
North of Moray lies Norland, the stronghold of the
Northlanders of the Isles. Much has happened among
the Noris of late, weakening their grip on the Moon-
shaes, but I fear High King Kendrick lacks power to
capitalize on it.
In recent years, a Northlander woman calling herself
the Storm Maiden arose as a battle leader among them,
which was unusual because Northlanders don't allow
women to raid or fish. Said to blessed by both Valkur
and Umberlee at her birth, the Storm Maiden gathered
great numbers of Noris to her banner, and it seemed she
might contest the king for control of Norland. However,
a decade ago, she seemed to be consumed by the power
of Umberlee, and she drove her followers on a mad
quest to control the Sea of Swords. When at last she
was defeated at sea, she and her ship vanished into the
waves. She is known to be unable to drown, and many
people fear her return.
Rault the Wise, king of the Noris, lost both his elderly
son Olfgaut and grandson in battles against the Storm
Maiden, leaving succession in question. He has a
granddaughter of great spirit and wisdom, but in the
male-dominated Northlander society-and so soon after
the disastrous rise to power of the Storm Maiden-it is
unthinkable that rule should fall to her.


OMAN'S ISLE
The last time I set foot on Oman's Isle was just after the
Moonshaes had unified, and it was a peaceful, lovely
place. It had sheep, farms, and fishing boats, and plenty
of folk willing to trade the gold from their mines for
goods from the mainland or other islands. Now, Oman's
Isle is a blasted place is controlled by giants, especially
fomorians, that hurl huge stones at any ship that comes
too near the coast. If you do make it to shore, bring
friends, and plenty of weapons-it's a dangerous place,
but might be worth the risk. I can scarcely imagine the
reward Jar! Rault or High King Derid would offer to the
adventurers who reclaimed the ruins of Iron Keep, once
home to the isle's rulers.


SNOWDOWN
The little isle of Snowdown, south of Alaron, is a pos-
session of Arnn, where Lady Erliza rules from Caer
Westphal. She is the second of her name, noted for her
striking resemblance to her great-grandmother, the first
Amnian ruler of the isle.
Since taking possession of the place, Snowdown's
occupiers have cut down its woods, stripped its mines,
and choked its waterways with the refuse of the over-
worked Ffolk under their rule. Lady Erliza and her
soldiers have ruthlessly put down several rebellions,
and the Ffolk here refer to her as "Bloody Erliza." Some
Amnians believe the isle is becoming more trouble to
hold on to than its diminishing exports are worth, and
further uprisings are almost certainly brewing amongst
the Ffolk, quietly supported by Alaron.


NORTH LANDER ISLES
Well to the north of the Moonshaes and west of Faerun
are the home islands of the Northlanders, which exist
as they have for centuries. The greatest of these islands,
Ruathym, holds the oldest settlements the Northlanders
claim, and from there, all manner of northern kingdoms
and legends have sprung.
The Northlander Isles are scoured by strong winds
and powerful waves, and also suffer biting, bone-chilling
cold for most of the year. In deepest winter, the inlets
are choked with ice, and fog lingers late into the day, if
it breaks at all. Most wear furs to keep out the cold, and
those going to war supplement their protection with
thicker hides, and helms lined with wool or fur. They
disdain magic and glorify battle, to the point that most
communities grow restless when they don't have an
enemy to fight.
Because the Northlanders are good at fighting and
sailing, and perfectly willing to attack ships close to
their shores, best to be cautious around any North-
lander Isles, especially if you haven't been assured of
safe passage, and often even then.
Northlanders pay homage to several deities, but
they most honor Valkur, a hero-god of their own who
exemplifies the qualities their warriors hold most dear.
Take care not to question or insult this veneration in
their presence.

GUNDARLUN
The fisherfolk and merchants of Gundarlun are more
like their mainland cousins than most island folk.
Unlike other Northlanders, they are less apt to start a
fight with folk they don't recognize. Because of their
more peaceful bent, you're more likely to be able to
safely get fresh water and supplies in Gundarlun, though
you should be prepared to trade generously during
your stop.
More than a dozen settlements pay homage to the
king in Gundbarg. They profit from the island's reputa-
tion as a safe stopover. Though Gundarlun might not
provide the best seaworthy warriors, nevertheless ship
s that are looking to make repairs, take on sailors or
sail-menders, or store large cargoes are likely to find
their needs met here.

PURPLE ROCKS
If you seek shelter during a storm, you might find it
in the many islands of the Purple Rocks. It was once
my great fortune to find safe harbor at the port village
known as Ulf of Thuger. The welcome I received was
nearly as warm as I might have found among the Gunds,
and I found the Rocklanders to be a fine audience for
my tales of travel and adventure. However, something
makes me think I shouldn't return.
On the day that the storm broke, I emerged from
the longhouse in which I had been hosted and beheld
a well-tended and organized settlement with green
pastures and full fishing nets. The ship's crew and I
were dealt with cordially by everyone, and the ship was
already repaired and prepared for our leaving, the Rock-
landers having apparently worked through the night to
make it ready.

CHAPTER 2 I THE SWORD COAST AND THE NORTH
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