This is the very powerful book on dnd. Reynolds, Matthew Sernett, Rodney Thompson. You might have encountered by some of the below question like all other fimiliars has gotten by this The Sword Coast Adeventure Guide.
You can check the below:. The Dragon Magazine is one of the two official magazines for the source material for the Forgotten Realms. Jeremy Crawford- He is a game designer who works for the Wizards of the Coast who published this book and have also worked on the 5th edition of Dungeons and Dragons.
With the new class and subclass archetypes, new background spells to customize your characters and a lot of other newer additions. Click Here To Download. After these tribesfolk were defeated, some of the fierce, mounted warriors who survived the conflict gathered to form the sma ll nation ofYalmunnahar. Some others cling to the old ways, mastering the sword and the bow and riding across the steppes on their short-legged horses.
Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage are fewer than they once were.
With the rising of the waters of the S ea of Fallen S tars, some of Impiltur's wealth and influence is returning, leading to whis pers a mong the populace that a lost king of the line of old will rise up to lift Impiltur out of its woes and back to the great nation it once was.
Impiltur is a nation of huma ns with pockets of dwarves a nd halflings among its populace. Where once a long royal line sat its throne and ruled over a unified kingdom, now a Grand Council sits around a table and struggles to combat the presence of demons, and demon worship, within the nation's borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to overextend themselves and fall- sometimes crumbling over time, and sometimes dropping like stones from the sky.
Phlan, Teshwave, Thentia, and Voonla r-all Moonsea cities where greater powers jockeyed for influence- now work to find their own identities before an unchecked or malevolent realm swallows them , one by one.
This region is also home to the ruins of the Citadel of the Raven and Zhentil Keep, former strongholds of the Zhentarim, which the Black Network shows occasional interest in restoring. Since the Chosen of the gods began to appear in the last few years, Mulhorand has become a la nd transformed.
Its deities manifested fully in the forms of some of their descendants, and swiftly rallied the Mulan to overthrow the Imaskari. Aided by the mighty wizard Nezram, known as the World-Walker, the Mulhorandi overthrew the rulers of High Imaskar, who fl ed into the Plains of Purple Dust or to extra planar safeholds. When the upheaval ended and the Chosen began to disappear, the gods of Mulhorand remained to rule their people, focusing their attention on defending their restored homela nd to keep the war in Unther a nd Tymanther from s pilling over its borders.
For the first time in centuries, the people in Mulhorand are free, with the gods declaring that slavery shall no longer be practiced among the Mulan since their return. A harsh, cold land fill ed with hardy folk, Rashemen is a fiercely traditional nation.
It is ruled by its Iron Lord, Mangan Uruk, who speaks for the power behind the throne: the Wychlaran , the society of masked witches that determine Rashemen's course.
These witches wield great powers tied to the land and its magic and guard against evil fey and vengeful spirits. A s mall number of male s pellcasters, known as the Old Ones, create magic items a nd weave arcane rituals for the witches.
Over the centuries, scholars in other lands have s peculated that these deities might be faces of Chauntea, Mielikki , and Mystra, respectively. The nation's warriors are a fierce, stoic lot, famed for their strength , endurance, and stubbornness in battle. Rash em en is a long-standing enemy of Thay, and has often thwarted that nation's ambitions to rule Faerun.
Little pleases a Rashemi wa rrior more than the chance to strike down a Red Wizard in battle. Following a period of s ubjugation at the hands of Netheril, S embia is already on its way to becoming the economic power it was in prior years. Although relations are cool with the Da les and Cormyr followin g the most recent war, S embian merchants are quick to dismiss previous conflicts as the work of the Netherese, and remind their former trading partners of the long and mutually profitable relationships they previous ly enjoyed.
To prove its good intentions, S embia has "allowed" Featherdale and Tasseldale to regain their independence, even though S embian investors had owned much of Featherdale for nearly seventy years when the war came to an end. Before Netheril claimed Sembia as a vassal state, mercenary work and adventuring were popular livelihoods among Sembians who didn't have local families to feed. Those endeavors are even more popular now among veterans of the war, who are better trained than their predecessors were.
A few of Sembia's less scrupulous former soldiers have taken to banditry, which offers other Sembians more opportunities for guard work. For centuries one of the greatest concentrations of magical might in Faerfin, Thay is ruled by the ancient lich, Szass Tam , and the nation's Council of Zulkirs in a ruthless magocracy. The council's will is enacted by regional tharchions and bureaucrats, leaving the ruling Red Wizards to focus on magical study and more important arcane matters.
For a time, living mages couldn't hope to advance to prominence in Thay: Szass Tam promoted undeath as a means of existence with boundless possibilities, and held back those who didn't agree with this philosophy. The recent battles with the demon Eltab, however, have prompted Szass Tam to loosen this stricture- the living now have hope of ascending within the Red Wizards, even if that hope is merely to advance to a high station within the cadre of Tam's servants.
Reminders of the century-old war with the Tuigan horde remain throughout Thesk, in the many and varied features of its present-day inhabitants, particularly the half-ore descendants of the mercenaries who fought in that great conflict. Thesk is known to many as the Gateway to the East because it is the western terminus of the Golden Way, which runs through the Hordelands and into Kara-Tur.
Because their city is a crossroads of sorts between Faerfin and the east, it should come as no surprise that Theskians don't judge outsiders quickly, and don't bristle at visitors who demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby ores and goblins that are willing to treat with them peacefully.
They aren't fools, however, and have no patience for violent or raiding humanoids of all sorts. On the southern shore of the Sea of Fallen Stars, Turmish is a nation of mercantile cities ruled by its Assembly of Stars, representatives of each of its cities in a parliamentary democracy.
After being much diminished by the devastation wrought in this area a century ago, Turmish is currently enjoying a revival of its fortunes, as the rising of the waters of the Inner Sea has returned some of the trade that was lost in the cataclysm.
Turmish is the birthplace of the Emerald Enclave, which has proudly taken credit for the rebirth of Turmishan agriculture, the cessation of the great rains that plagued the region a few years ago, and the restoration of the god Lathander. In decades past, the land of the dragonborn claimed as its territory part of what had been the vanished nation of Unther.
Then Unther suddenly returned to Faerfin a few years ago and promptly went to war against Tymanther. Most coins of pure composition and standard weight are accepted at face value across the continent, though not every city-state or nation bothers to mint every sort of coin.
Some of the most commonly found, and widely accepted, currency in the Realms is summarized below. Each grouping is arranged in order of value: copper, silver, electrum, gold, and when present platinum. Most people across FaerOn refer to co ins by whatever name the issuing government uses, regardless of origin, except for Zhentil Keep-for some reason, all Zhent coins have unflattering epithets associated with them.
The moon is a crescent-shaped, shining blue coin of electrum, valued at 2 unicorns in Silverymoon and nearby settlements, and 1 unicorn everywhere else. The eclipsed moon stamps an electrum moon with a darker si lver wedge to comp lete a round coin.
It is worth 5 unicorns within the city, but only 2 unicorns elsewhere. Waterdeep has its own coins. The taol is a square piece of brass, worth 2 dragons in the city-and virtual ly worthless to anyone not trading with Waterdeep. Most traders exchange their taols for standard coins before traveling. The " harbor moon" is a palm-sized crescent of platinum inset with electrum, and is worth 50 dragons in the city, 30 dragons elsewhere.
Its name comes from its common use in buying large amounts of cargo. Both taols and harbor moons are pierced to enable the bearer to string multiple coins together.
Baidu r's Gate sets the standard for minting trade bars-ingots of metal usually silver of an accepted size and weight used in lieu of great piles of coins or gems for larger transactions.
The most common such trade bar is a 5-pound bar 6 inches long, 2 inches wide, and 1 inch thick, valued at 25 gp. Alamber Sea and Ash Lake. The dragonborn that have withdrawn to those areas have lost none of their military tradition , and their ability to hold this sma ller amount of te rritory ma kes it unlikely that Unther will pus h farther any time soon- particularly since the Untherite navy has been unable to overcome the great beast that guards the harbor of Djerad Kethendi and the nearby waters of the Ala mber.
Some of Tyma nther's dragonborn have spread across FaerGn and ga ined reputations as competent, highly s ought-after mercenaries. Trapped in another world , the people of Unther had succumbed to domination by others. Then among them arose one who called himself Gilgeam, and he reminded them of their former greatness. Under the leadership of this reincarnated god, the people of Unther rose up as an army to face their masters.
On the eve of a great battle, the people of Unther were miraculously returned to their home, and Gilgeam wasted no time in leading them against the dragonborn occupying their an ces tral la nds.
The Unth cri tcs ha ve r e lake u rnucl1 uf the land they form erly held, while seeking to wipe out the "godless lizards" they blame for their time of oppress ion in Abeir. Gilgeam wants nothing short of a complete return to Unther's former glory. This achievement will require utterly destroying Tymanther, of course, and eventual war with Mulhorand to reclaim la nds lost centuries ago, but as every Untherite knows, the great God-King is patient, for he is eternal.
The dismal city of Westgate isn't a romantic place, but someone s eeking employment for shady work, or looking to hire someone for th e sa me, will find few places better s uited in a ll of FaerGn. Westgate is considered by some FaerGnia ns as a harbinger of the eventual fate of places like Arnn and S embia, where coin rules over a ll other considerations. As in many such places, one's moral outlook is less important in Westgate tha n one's attitude toward bribery. The city's proximity to Cormyr makes it a breeding ground for that nation's enemies, including the Fire Knives, a guild of thieves and assassins that the na ive pretend doesn't exist.
To most people of FaerGn, Kara-Tur is like another world, a nd the tales told by travelers from its nations seem to confirm it. The gods that humans worship in FaerGn are unknown there, as are common peoples s uch as gnomes a nd ores.
Oth er dragons, neither chromatic nor metallic, dwell in its la nds and fly its skies. And its mages practice form s of magic mysterious even to a rchwizards of FaerGn. S tories of Ka ra-Tur tell of gold and jade in great abundance, rich s pices, silks, a nd other goods rare or unknown in western lands- alongside tales of shapechanging spirit-people, horned giants, and nightmare monsters absent in FaerGn.
S urrounded by waters thick with pirates a nd corsai rs, Zakha ra is a place less hospitable than most, but still braved by travelers who hope to profit from its exotic goods and strange magics. It is thought of as a vast desert, sprinkled with glittering cities like scattered gems. Roma ntic tales abound of scimitar-wielding rogues riding flying carpets a nd of genies bound in service to humans.
Their mages, called sha'ir, practice their magic with the aid of genies and, it is said, might carry the lineage of these elemental beings in their blood. Many explorers have visited s uch lands, a nd some have even returned, bea ring rales that change fro m generation to generation about exotic locales, from isla nd cha ins that a re the sites of countless shipwrecks, to fearsome feat her-clad warriors, a nd vast continents that s uddenly appeared where nothing- or something very much d ifferent- had rested only seasons prior.
Even the cultures a nd races that don't favo r this method of marking time are aware of it, with the result that it is recognized across nearly all races, languages, a nd cultures.
A year on Tori! In the Calendar of Harptos, the yea r is divided into twelve months of thirty days, loosely following the synodic cycle of S elGne, the moon. A month is made up of th ree tendays, als o known as rides. Five annual holidays, fa lling between the months, complete the day calendar. Once every four yea rs , the Calendar of Harptos includes Shieldmeet as a "leap day" following Midsummer.
Individual days of a tenday have no s pecial na mes. Instead, they are denoted by counting from the beginning of the period "first day," "second day," and so on. Days of the month are designated by a number and the month name.
For example, sages would record an event as occurring on "1 Mirtul" or "27 Ukta r. In addition, the Calendar of Ha rptos specifies five annua l festivals keyed to the cha nging of the seasons and one quadrennial festival that a re observed in almost every land, with particula r celebrations va rying based on local traditions and popular faiths. The' first festival day of the year is known generally as Midwinter, though some people name it differently. Nobles a nd monarchs of the Heartlands look to the High Festival of Winter as a day to commemorate or renew alliances.
Commoners in the North , the Moonsea , a nd other, colder climes celebrate Deadwinter Day as a marking of the midpoint of the cold season, with hard times still ahead, but some of the worst days now past. The traditiona l beginning of s pring, Greengrass is celebrated by the dis play of freshly cut flowers grown in special hothouses wherever the climate doesn't permit flowers so early that are given as gifts to the gods or s pread among the fi elds in hopes of a bountiful a nd s peedy growing season.
The midpoint of summer is a day of feasting, carousing, betrothals , and basking in the pleasant weather. S torms on Mids ummer night a re seen as bad omens and signs of ill fortune, and s ometimes interpreted as divine disapproval of the romances or ma rriages s parked by the day's events. The great holiday of the Calendar of Harptos , Shieldmeet occurs once every four years immediately after Midsummer. It is a day for plain speaking and open council between rulers and their s ubjects, for the renewal of pacts and contracts , and for treaty ma king between peoples.
Ma ny tournaments a nd contests of skill are held on S hieldmeet, and most faiths mark the holiday by emphasizing one of their key tenets. The next S hieldmeet will be observed in DR. A day of fe asting a nd thanks, Highharvestide marks the fall ha rvest. Most humans give tha nks to Chauntea on this day fo r a plentiful bounty before winter approaches. Many who make their living by traveling road or sea set out immediately following the holiday, before winter comes on in full force and blocks mounta in passes and harbors.
The Feast of the Moon. As nights lengthen and winter winds begin to approach, the Feast of the Moon is the time when people celebrate their ancestors and their honored dead. During festivals on this day, people gather to s hare stories and legends, offer praye rs for the fallen, and prepare for the coming cold. The concept of hours and minutes exists mainly where wealthy people use clocks , but mechanical clocks are often unreliable, and rarely are two set to the s ame time. If a local temple or civic structure has a clock that tolls out the passing of the hours, people refer to hours as "bells ," as in "I'll meet you at seven bells.
Astronomers and navigators who closely watched the stars couldn't fail to see that there were nights when they seemed to hang in the sky. The winter of lasted longer than normal. It was then noted that the solstices and equinoxes had somehow shifted, beginning with the s pring equinox fallin g on Greengrass of DR. The seasons followed suit, with each starting later and ending later. This shift in seasons has caused some sages, and the priests of Chauntea, to consider changing the marking of s ome of the annual feast days, but most folk counsel patience, believing that the seasons will fall back to their previous cycle over the coming years.
Comparatively recent history is the story of the rise and deeds of humans and other younger races. Much of what follows in this section is known mainly by sages, some of whom have been alive for the last few centuries of Faerfm's history. The common folk across the continent have little knowledge of, and little use for, events that have transpired far away in time and s pace. News does travel, of course, so even people who live in a village along the Sword Coast might get wind of happenings in distant lands.
Those were the Days of Thunder. The age of the creator races came to a sudden end some thirty thousand years ago. Perhaps their wars reached a terrible and inevitable crescendo, or they tampered with forbidden forces. For whatever reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world. The elves raised up the nations of Aryvandaar, Ardeep, and Ilythiir.
Wood elves and moon elves founded the kingdom of Eaerlann in the Delimbiyr Valley and the High Forest, and separatists from Aryvandaar settled Miyeritar in the lands of the present-day High Moor and Misty Forest. The dwarf clans united as the nation of Delzoun, named for its forge-founder, with dwarfholds built on sites ranging from the Ice Mountains to the Nether Mountains and the Narrow Sea, and settlements and halls westward to the Crags and the Sword Mountains.
The Proud People regularly defended their homelands against ore hordes that arose from the mountains of the Spine of the World and surged southward to attack and pillage. The spell succeeded, but it rippled backward and forward in time, and the land was sundered, changing the face of the world.
The largest continent of this new world is now called Faert1n. Far from its western shores rose the isle of Evermeet, considered a part of Arvandor, the home of the elven gods on the plane of Arborea, and a bridge between worlds. Lasting some three thousand years, these conflicts culminated in the Dark Disaster, in which terrible storms engulfed Miyeritar, turning it into a wasteland within a single season, leaving behind the area now known as the High Moor.
The high mages of Aryvandaar are blamed for the destruction, although no proof was ever produced. The vengeful dark elves of Ilythiir turned to corrupt and demonic powers, unleashing them against Aryvandaar. In the centuries of destruction that followed , elf priests and high mages fervently prayed to Corellon Larethian and the gods of the elven pantheon for salvation.
Now finding themselves pained by exposure to daylight, the drow-in a mere two months' time- retreated from the sunlit lands of the World Above into the Underdark. They abandoned all loyalty to the elven gods who betrayed and banished them , turning instead to Lolth, the Demon Queen of Spiders, as their patron. Wars soon began between the drow and the underground cities of the dwarves.
Deep in the Underdark, the drow fought wars of survival and conquest in their new domain. The Netherese learned the use of magic from the Eaerlanni elves and became renowned wizards. Centuries later, they discovered the arcane texts known as the Nether Scrolls in the ruins of Aryvandaar and subsequently abandoned the practices of the Eaerlanni in order to procure even greater magical power.
Netheril grew to become an invincible nation of magic and wonders, dominating much of the North for three thousand years. Then the power-mad Netherese arcanist Karsus attempted to usurp the role of the goddess of magic. The resulting disruption in the fabric of magic sent Netheril's floating cities crashing to the ground, destroyed a host of other wards and enchantments, and brought about the end of the great empire. Nearly fifteen hundred years ago, the human settlers of the Dalelands and the elves of Cormanthor pledged their alliance in an agreement known as the Dales Compact.
A monument called the Standing Stone was erected to mark the occasion, and the advent of Dalereckoning was decreed, beginning with the year 1 DR. This method of numbering the years in Toril's history has spread across Faert1n and is commonly understood if not universally accepted. The city of Neverwinter- called Eigersstor when it was a mere settlement-was founded in 87 DR.
On the banks of the River Raurin, the humble community of Silverymoon Ford came into being in DR, and less than two centuries later it had grown to become the city of Silverymoon. In DR, a village and trading post on the shore of a deep bay in the shadow of a great mountain was named Nimoa r's Hold , a fter the Uthgardt chieftain who claimed the area a nd forti fied it.
T he place became known to sea capta ins as "Waterdeep," a name that dis placed the original within a few generations. In DR, Ahghairon, heir to the arts of Netheril , saved the city from itself by unseating Waterdeep's wa rlord and would-be emperor, Raurlor.
Ahghairon declared that wisdom , not strength of a rms , wo uld rule in the city from now on, and created the Lords of Waterdeep. These and other nations and great city-states rose to prominence along the Sword Coast, fo rming a cha in along the Trade Way from Illusk in the fa r nor th to Baldur's Gate in the south, nea r the borders of Arnn. Like their elven a nd dwa rven predecessors , they fo ught off attacks by savage hu ma noids, including ore hordes from the S pine of the World.
Waterdeep, guided by its mysterious Lords, became a rising power, while old Illusk fell to the ores for decades, until it was eventually reclaimed and the city of Luskan built upon its ruins. Throughout this period, civilization struggles against the savage fo rces of chaos, and life attempts to persevere against the agents of death and strife, sometimes in places where even the gods themselves have not been exempt from destruction.
The last one hundred fifty yea rs have comprised one of the most cataclysmic periods in Faeriln's history. On no fewer than three occasions, Tori! In seeking to recover their divinity, they wa rred among themselves. Magic became unpredictable, and the praye rs of the fa ithful went unanswered. Some of the gods-turned-mortal were slain, while a handful of mortals ascended to godhood, assuming the responsibilities of the dead deities. The shadow-touched nobles of the city almost immediately began hunting for ancient Netherese ruins and artifacts and preparing for a restoration of their once-great empire.
This act ripped asunder the fabric of magic in the world, unleashing its raw power in a catastrophe called the S pell plague. Thousands of prac- titioners of the Art were driven mad or killed, while the face of Faer iln was reshaped by waves and veils of mystic blue fi re. Entire nations were displaced or exchanged with realms from other worlds , a nd pa rts of the ea rth were torn free to float in the a ir. The fi rst indication of new turmoil ca me in DR, when Bhaa l, the long-dead god of murder, was reborn in Baldur's Gate amid chaos a nd bloodshed, leaving two of the city's dukes a nd many of its citizens dead.
The return of Bhaal and his appa rent recla mation of the doma in of murder fro m Cyric led some scholars a nd sages to believe that the rules by which all deities must abide were in flu x. In , strange cala mities began to occur throughout Faeril n. An earthquake s truck Iriaebor. A plague of locusts afflicted Arnn. Dro ughts gripped the southern la nds as the sea steadily receded in places. Amid this tumult, conflict broke out in many regions of the continent.
The ores of Many-Arrows warred agains t the dwarfholds of the North and their a llies. Sembia invaded the Dalela nds , and Cormyr raised an army to come to the aid of the Dalesfolk. Netheril brought forces to Cormyr's border, a nd Cormyr was drawn into a wa r on both fronts.
Throughout this period, ta les began to s pread of individuals who had been touched by the gods and granted stra nge powers. Some of these so-called Chosen were at the root of the conAicts that gri p the land. S ome seemed driven by divine purpose, while others claimed to be mystified as to why they would be singled out.
In Anauroch, seeing that Netherese fo rces were s pread thin, the long-subjugated Bedine people rebelled. Having defeated or besieged the dwarfholds of the North, ores ma rch on Silverymoon.
In Cormyr and S embia, the Netherese and the Cormyreans traded ground, while the Dalelands became a war zone. As if to offset the drought in the south , in the autumn of 5 the Great Ra in began to fa ll around the Sea of Fallen S ta rs a nd continued unceasingly.
W hile the waters rose to the east in early , the tide turned against the ores in the North, and by the end of the year their a rmies were broken a nd scattered. Also during that year, the elves of Myth Drannor came to the aid of the Dalelands and helped push back Sembian forces.
In Waterdeep a nd Neverwinter, efforts were made to clear those cities of century-old rubble a nd neglect. Cormyr repulsed the last of the S embian a nd Netherese forces from the nation, reclaiming its territory, a nd recalled its forces, turning inwa rd to address issues of rebuilding. Late in , the Great Rain finally abated, but this event didn't signify an end to the chaos. The S ea of Fallen Stars had grown, submerging great swaths of land beneath its waves.
Early in , earthqua kes and volcanic eruptions abounded for months, as if the whole world was convulsing. Terms and Conditions. Press ESC to close.
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