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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. 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 share the islands with the Ffolk and an elf offshoot Holds that survive from the days of Delzoun include known as the Llewyr. The free port of Mintarn lies Mithra!

Hall, Citadel Adbar, and Citadel Felbarr. The nearby, a neutral site for meetings between enemies fabled city of Gauntlgrym, built by the Delzoun dwarves and a recruitment spot that offers abundant jobs for and recently taken back from the drow, stands as a sailors.

Despite its size, the tiny island of Orlumbor, beacon of resurgent dwarven strength in the North. Sundabar and Mirabar are also generally considered dwarfholds, despite their substantial human In the seas to the south, pirates of many races and pre- populations. Since the Until recently, many of the dwarfholds were members beginning of the Sundering, fabled Lantan and Nimbral of the Silver Marches also known as Luruar , an alli- 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.

5E Sword Coast Adventurer's Guide .pdf

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. 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.

The ruins of ancient kingdoms and cals of far-flung places. The use of arcane magic is illegal in Arnn, meaning that the only authorized spellcasters in the nation are THE UNDERDARK wielders of divine magic who enjoy the support and 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.

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. This southern land has long been the emerge to raid or to seek some kind of goal in the sur- battleground for warring genies. After years of strug- face world. 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. Many Tori! For his work. Others are learning to live together without most folk of the Sword Coast, however, knowledge genie masters, and to grudgingly accept the remaining doesn't extend much beyond the confines of the North, genasi among them. The vast, choking jungles of Chult hide what many believe to be great mineral wealth, including large FAERUN gemstones and veins of ore.

Poisonous flora and fauna riddle the jungles, but some still brave the dangers to The vast central continent of Tori! 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. 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.

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 , seek their fortunes.

A blasted near-desert north and east of the only in Chult fetch high prices in mainland markets. Ru- North Wall mountains bordering Halruaa, Elfharrow ined Mezro stands across the sea from Calimshan, wait- isn't a name bestowed by its residents, but rather the ing for explorers and its displaced people to cleanse the sobriquet that travelers use for this violent region.

The city of its undead inhabitants and uncover the treasures tribes of xenophobic elves that claim this area don't hes- that lie hidden there.

A simple group of pilgrims might be scared off Eastward along the Chultan peninsula lie the remains with some arrows, while a band of hunters or explorers of Thindol and Samarach. Despite the apparent fall of is likely to be killed outright. The Dambrath. Situated on a warm plain on the shore of elves have no interest in looting the cities of fallen Lapa- the Great Sea, Dambrath is ruled by nomadic clans of liiya, but neither are they willing to allow "adventurers" human horse riders who revere Silvanus, Malar, and free access to those lands through their territory.

Given the Dambrathans' history of domination by the Crinti, a ruling caste of half-drow, Halruaa. Once believed destroyed in the conflagration it is no surprise that they reserve their greatest hatred of the Spellplague, Halruaa has largely been restored to for the drow.

Because of the foresight of their divinations, Halruaan wizards The clans meet twice a year at a sacred site known as were able to use the raging blue fire that followed Mys- the Hills of the Kings, where dozens of totem sculptures tra's death to propel their nation safely into the realm of are preserved. At these gatherings, each clan updates its Toril's twin, Abeir displacing part of that world into the totem with an account of its exploits over the previous Plane of Shadow.

Many Dambrathans seek out lycanthropy as a means of showing reverence for their favored deity and Now that the events of those times have mostly been honoring their heritage. Not all such The Lake ofSteam.

Far to the south and east of the names are used universally, and opinions vary as to which Sword Coast, the Lake of Steam is more accurately lands qualify in which groups.

Here are some currently an inland sea, its waters tainted by volcanism and un- recogn ized regional groupings: drinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting The Cold Lands: Damara , Narfell, Sossal, and Vaasa domains known as the Border Kingdoms.

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Here, along The Heartlands: Cormyr, the Dalelands, the Moonsea, the southern shore of the lake, explorers and fortune seekers squander their amassed wea lth building cas- and Sembia tles, founding communities, and drawing loyal vassals The Lands of Intrigue: Arnn , Calimshan , and Tethyr, also to them- only to have all those good works disappear within a generation or two.

In some cases, one of these known as the Empires of the Sands realms is fortunate to be saved from its inevitable de- The Old Empires: Chessenta, Mulhorand, and Unther cline by anot her group of s uccessful adventurers, who inject enough wealth and wisdom to keep the enterprise sort of place Aglarond will be in a generation's time, ex- going a few more decades. Long the homeland of halflings and thought Chessenta.

A collection of city-states bound by com- to be the place where their race had its genesis, Luiren mon culture and mutual defense, Chessenta isn't truly was lost during the Spellplague to a great inundation a nation. Each city boasts its own heroes, worships its of the sea. In the century since that great disaster, the own gladiatorial champions, and spends as much time waters receded, and now stories told by travelers from insulting and competing with the other cities as it does the south tell of halfling communities that survived as on any other activity.

The city of Luthcheq is dominated island redoubts. Tethyr is a feudal realm ruled by Queen Anais dragon known as Tchazzar the Undying.

Sword Coast Adventurer's Guide

Heptios con- from its capital of Darroma r. The queen commands tains the largest library in Chessenta, a center of learn- her dukes, who in turn receive homage from the counts ing where all nobles aspire to send their children for tu- and countesses of the realm, appoint sheriffs over their toring.

That city is looked on with disdain by the people counties, and generally maintain order. The farmlands of Akanax, whose militant contempt for the "fat philos- of Tethyr are abundant, and its markets flow freely with ophers" of Heptios is widely known. Toreus welcomes trade from the Western Heartlands. The floating city of Airspur still flies somehow, its and royal murder, and adventurers who are native to earthmotes unaffected by the fall of its fellows when the Tethyr or merely passing through that land are often Sundering came to a close.

For most folk in central Faen1n, the notion of a human kingdom is inextricably linked to Cormyr. LANDS TO THE EAST A strong realm bolstered by its loyal army the Purple Dragons , a cadre of magical defenders and investiga- To the east lie many of the older nations of the Realms, tors the War Wizards , and numerous wealthy and in- including the Western Heartlands of Faen1n- those civ- fluential nobles, Cormyr is recovering from its war with ilizations centrally located on the continent, and thereby Sembia and Netheril- a conflict that cost the nation best able to take advantage of trade routes and access to much, but left the kingdom standing, and which, in the the Sea of Fallen Stars.

As in the North, there are cold end, Netheril didn't survive.

The pride of that victory re- lands to the east, as well as more temperate regions. As ma ins strong in Cormyr's collective consciousness, even one travels farther from the Sword Coast, one moves as Queen Raedra draws back from plans to permanently from lands not so different from one's own to places so welcome into the realm towns that lie beyond Cormyr's foreign they might as well exist on other continents or traditional borders.

Cormyreans are justly proud of their homeland, and go Aglarond. The great peninsula of Aglarond juts out to great lengths to guard it and its honor. Still, there is no into the Inner Sea, and that body of water and the for- shortage of danger in the Forest Kingdom, whether from ests of the Yuirwood define much of the nation's charac- scheming, treacherous nobles, monsters out of the Hul- ter.

A rea lm of humans living in harmony with their elf lack Forest or the Stonelands, or some ancient, hidden and half-elf neighbors, Aglarond has been a fo e of Thay magic. Cormyr is many things, but dull isn't one of them. The nation is now ruled by a Sim- The Cold Lands. The nations of Damara, Narfell, Sos- barch Council, which has backed away from open hos- sal, and Vaasa, known collectively to most Faerunians as tilities with Thay.

With the restoration of the Weave, the the Cold Lands, rest near the Great Glacier in the cold, ongoing cha nges to the political landscape, and calls for dry environs of the northeast.

Few outside the region elven independence within the nation, it is unclear what have much interest in what goes on here, except for those in the immediately surrounding lands, who fear a resur- gence of the ancient evils of the region- though they ar- en't fearful enough to do more than send an adventuring Now that Netheril and Myth Drannor have fallen , party or two into the area to investigate.

In Narfell, skilled rid- cities where greater powers jockeyed for influence- now ers and archers hunt, raid, and are gradually reclaiming work to find their own identities before an unchecked or their heritage as a great nation of mages who treated malevolent realm swallows them , one by one. The Warlock Knights of Vaasa threaten to break the bounds of their nation and invade Damara, This region is also home to the ruins of the Citadel of the Moonsea, or both, while some of its members sus- the Raven and Zhentil Keep, former strongholds of the piciously eye the ominously silent Castle Perilous, per- Zhentarim, which the Black Network shows occasional haps planning another excursion to the place.

The tiny interest in restoring. The humans who call the Dalelands a la nd transformed. Its deities manifested fully in the home want nothing more than lives untroubled by the forms of some of their descendants, and swiftly rallied concerns of larger nations. They take great pride in the Mulan to overthrow the Imaskari. Aided by the their peaceful coexistence with the elves of Cormanthor, mighty wizard Nezram, known as the World-Walker, and in their ability to remain largely self-sufficient and the Mulhorandi overthrew the rulers of High Imaskar, autonomous even when their homeland was used as a who fl ed into the Plains of Purple Dust or to extraplanar battlefield by Cormyr, Netheril , S embia, and Myth Dran- safeholds.

Featherdale and Tasseldale have reasserted their independence since the end of the When the upheaval ended and the Chosen began to war, and rejoined Archendale, Battledale, Daggerdale, disappear, the gods of Mulhorand remained to rule Deepingdale, Harrowdale, Mistledale, S cardale, and their people, focusing their attention on defending their Shadowdale on the Dales Council.

The High Dale did restored homela nd to keep the war in Unther a nd Ty- the same shortly afterward. For the first time in centuries, the people in Mulhorand are free, with the Dalesfolk are mistrustful of anyone unwilling to sac- gods declaring that slavery shall no longer be practiced rifice for the common good, but those who put in good among the Mulan since their return.

A harsh, cold land fill ed with hardy folk, Rashemen is a fiercely traditional nation. Formerly known as the Endless by its Iron Lord, Mangan Uruk, who speaks for the Wastes, this land has gained a new name among power behind the throne: the Wychlaran , the society Faerunians, styled after the vast Tuigan horde that roared of masked witches that determine Rashemen's course.

After these tribesfolk were defeated, some its magic and guard against evil fey and vengeful spirits.

Some Ones, create magic items a nd weave arcane rituals for others cling to the old ways, mastering the sword and the the witches. Rashemi witches revere the Three, a trium- bow and riding across the steppes on their short-legged virate of goddesses they call Bhalla the Den Mother , horses.

With the rising of the waters of the S ea of Fallen S tars, some of Impiltur's wealth and influence is The nation's warriors are a fierce, stoic lot, famed for returning, leading to whis pers a mong the populace that their strength , endurance, and stubbornness in battle.

Little pleases a Rashemi wa rrior more than the chance Impiltur is a nation of huma ns with pockets of to strike down a Red Wizard in battle. Where once a long royal line sat its throne and ruled over a unified Sembia. Following a period of subjugation at the kingdom, now a Grand Council sits around a table and hands of Netheril, S embia is already on its way to struggles to combat the presence of demons, and demon 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 The Moonsea. The shores of the Moonsea have long quick to dismiss previous conflicts as the work of the been home to cities that rise swiftly, relying on vigor- Netherese, and remind their former trading partners of ous trade and gathering powerful mercenaries to their the long and mutually profitable relationships they previ- banners, only to overextend themselves and fall- some- ous ly enjoyed.

To prove its good intentions, S embia has times crumbling over time, and sometimes dropping "allowed" Featherdale and Tasseldale to regain their in- like stones from the sky.

Nearly every major power of FaerOn has its own currency: Before Netheril claimed Sembia as a vassal state, mer- coins minted within its borders that represent both its in- cenary work and adventuring were popular livelihoods fluence.

Most coins of pure composi- among Sembians who didn't have local families to feed. A few of Sembia's less scrupulous former soldiers have taken to banditry, which offers other Some of the most commonly found, and widely accept- Sembians more opportunities for guard work.

Each grouping is arranged in order of value: copper, silver, Thay. For centuries one of the greatest concentrations electrum, gold, and when present platinum. You hold in your hands and overview of the most important inns, taverns, shops, and tourist attractions in the western Heartlands, the coast of which is known as the Sword Coast.

These lands begin south of fabled Waterdeep and the Savage Frontier, continue up the northern boarders of Amn, and reach east as far as the desert's edge and Tunland.

D&D 5e Sword Coast Adventurer's Guide 2

This perilous region sees some of the heaviest caravan traffic in all the Realms. Every merchant who enters the lands of the Sword Coast should have a copy of this guide ready at hand.

As usual, all features and establishments covered are ranked with Volo's handy coin, dagger, pipe, and tankard ratings system. Discover: Where pirates go to drink the night away and plot which ships and ports they'll next strike The best craftsfolk of the Sword Coast Where the best caravan masters can be found-and where they dare not go Local legends and rumors of rich treasures not yet found and plundered Haunted ruins and other places that must be seen-from a safe distance Where mighty wizards and sword-swinging adventurers dwell Dragon lairs-and the dwelling places of worse monsters!

Suitable for all levels of play.

It was published in November Continuing the Volo Guides. Like its predecessors, Volo's Guide to the Sword Coast is an in-character book supposedly written by Volothamp Geddarm with help from Elminster the Sage that offers a travel guide to a portion of the Realms. Volo's Guide to the Sword Coast was published as a digest-sized book, something that was quite rare at the time. Expanding the Realms. This Guide specifically covers the southern portion of the Sword Coast, south of Waterdeep and north of Amn.

The Sword Coast was overall the first area of the Forgotten Realms developed by Ed Greenwood; starting in he wrote the adventures of the mischievous merchant Mirt, in this area.

However, most of those adventures actually occurred in the Sword Coast North, beyond Waterdeep—but he did travel to Baldur's Gate, too.These traits don't necessarily make them nice people. Conceptopolis, Olga Drebas, Jason A. Sometimes a statue or a shrine dedicated to him stands in a corner of a temple to Mystra or another deity.

D&D 5e Sword Coast Adventurer's Guide 2

Having defeated or besieged the dwarfholds of the North. 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. Aided by the their peaceful coexistence with the elves of Cormanthor, mighty wizard Nezram, known as the World-Walker, and in their ability to remain largely self-sufficient and the Mulhorandi overthrew the rulers of High Imaskar, autonomous even when their homeland was used as a who fl ed into the Plains of Purple Dust or to extraplanar battlefield by Cormyr, Netheril , S embia, and Myth Dran- safeholds.

They take great pride in their peaceful coexistence with the elves of Cormanthor.

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