AD&D - Forgotten Realms - The Savage Frontier

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Forgotten Realms - The Savage Frontier

Text of AD&D - Forgotten Realms - The Savage Frontier

  • OFFICIAL GAME ACCESSORY

    The Savage Frontierby Paul Jaquays

    Table of Contents

    Introduction to the Savage Frontier . . . . . . . . . . . . 2Savage Frontier Overview . . . . . . . . . . . . . . . . . . . . 5The Peoples of the North . . . . . . . . . . . . . . . . . . . . 18Cities, Towns, and Villages . . . . . . . . . . . . . . . . . . . 28The Sea, the Ice, and the Islands . . . . . . . . . . . . . . 35Lost Lands, Strongholds, and Ruins . . . . . . . . . . . 39Rivers, Mountains, and Rough Lands . . . . . . . . . . 45The High Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Uthgardt Ancestor Mounds . . . . . . . . . . . . . . . . . . 53Personalities of the North . . . . . . . . . . . . . . . . . . . 56

    AppendicesAppendix A: Magical Items . . . . . . . . . . . . . . . 60Appendix B: Northern Proficiencies . . . . . . . . . 60Appendix C: News of the Land . . . . . . . . . . . . 61Appendix D: Adventures in the Savage Frontier . 63

    MapsEconomic Map of the North . . . . . . . . . . . . . . . . . 7Ruins of Ascore . . . . . . . . . . . . . . . . . . inside coverGrandfather Tree . . . . . . . . . . . . . . . . inside coverHellgate Keep . . . . . . . . . . . . . . . . . . . . inside coverLuskan . . . . . . . . . . . . . . . . . . . . . . . . . inside coverTypical Ancestor Mounds . . . . . . . . . . inside coverThe City of Waterdeep . . . . . . . . . outside gatefoldIcewind Dale . . . . . . . . . . . . . . . Trackless Sea mapThe Ten Towns . . . . . . . . . . . . . Trackless Sea mapSilverymoon . . . . . . . . . . . . . . . . Trackless Sea mapBeorunnas Well . . . . . . . . . . . . . Trackless Sea mapHall of Mists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

    Credits:

    Editing: Karen S. Boomgarden Cover Art: Larry ElmoreCartography: Dave Sutherland, Typography: Kim Janke

    Dennis Kauth, Interior Art: Esteban Maroto& Paul Jaquays Keylining: Stephanie Tabat

    TSR, Inc.POB 756Lake Geneva,WI 53147 USA

    TSR UK Ltd.The Mill, Rathmore Road

    Cambridge CB1 4ADUnited Kingdom

    ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, BATTLESYSTEM, PRODUCTS OF YOUR IMAGINATION,and the TSR logo are trademarks owned by TSR, Inc.

    Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd.

    This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized useof the material or artwork presented herein is prohibited without the express written permission of TSR, Inc.

    '1988 TSR, Inc. All Rights Reserved. Printed in U.S.A.

    ISBN 0-88038-593-6

    $7.95 US9233 9233XXX1501

  • INTRODUCTION TO THE SAVAGE FRONTIER

    Civilization ends here.Although no sign in the North actu-

    a l ly says th is , the fo lk o f the Northknow this to be true (Well, to be honest,there was a sign over the door to mylaboratory that said it, but I made Erektake it down. Who I am I, you ask. Let itbe known, that I am Amelior Amanitas,alchemist extraordinaire and supremesage o f the North . At the request o fElminster, I am dictating the his tory andweal th o f in format ion regarding mysavage homeland to my manservantE r e k , w h o h a s p r o m i s e d t o e d i t o u tdigressions such as this when he reco-pies it. But as I said, I digress).

    To walk past a citys walls is to relyonly upon ones own skills and strengthof arms. It is truly a Savage Frontier,where man has yet to tame the land orits denizens. You have been warned.

    What is the SavageFrontier?The Savage Frontier is a descriptive

    name for what many also call theNorth. In this book, the North refers tothose lands north of the city of Water-deep, between the Sword Coast and theGreat Desert; the term also encompass-es the islands of the Trackless Sea,including Tuern, Ruathym, and Gun-darlun.

    It is a rugged, heavily wooded wilder-ness marked by cool, mild summersand harsh, bitter winters. What littlecivilization can be found hugs thecoastal regions and a few inland rivervalleys. The rest is the domain of orcs,trolls, barbarian tribes, and uncount-able other monstrous denizens, whoregularly hurl themselves in fury uponthe palisades of the towns and villagesin the wilderlands.

    It is a land of riches. Mineral wealthunequalled elsewhere in the knownrealms is found here, along with seem-ingly endless stands of timber of a sizenot often found elsewhere. Here too isthe wealth of history, the plunder oflost civilizations and vanished realms.

    Using this BookThis book is intended to be read byDungeon Masters only. Much of theinformation contained within wouldnot be known to players and their char-acters under any circumstances.

    Read this book in its entirety beforerunning a campaign in the SavageFrontier: it describes the major fea-tures of the North, beginning with his-tory and ending in adventure . Inbetween, it looks at the geography, cli-mate, creatures, peoples, religions, poli-tics, cities, island realms, areas ofmystery, and personalities. Though ithoards a wealth of detail, this book onlyscratches the surface of adventureopportunities of the North. The rest hasbeen lef t to the most potent forcep r e s e n t i n the North... yourimagination.

    History of the NorthEons before men walked the earth, agesbefore the elves were civilized enough

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  • to record history, in a time when theNorth was always warm and the seas ofthe world were deeper, the lands ofAbeir-Toril were dominated by vastempires of inhuman peoples. In theelven oral tradition, these were knownas the Days of Thunder when cruellizard, amphibian, and avian peoples(known to the elves as the IquaTel-Quessir or creator races, but with nohonor or respect intended) tamed themighty dinosaurs, built towering citiesof stone and glass on the shores of thewarm seas and spanned the wildernesswith shining roads, and fought constantwars of extermination, such was theirhatred towards each other.

    The stuff of magic was rawer in thosedays, less refined, more potent. Theseancient peoples experimented end-lessly with magics more powerful thancan be even imagined today. Powerfulmages hurled devastating bolts of seem-ingly god-like power, leveling armiesand mountains; and like gods, theyplayed at creating life, wryly choosingto release their monstrous mistakesrather than destroy them. To those whomade them, the mistakes were unnatu-ra l horrors , unl ike anything thatwalked the land. Most died in the crueljungles, yet many lived and as thoughtawakened in them they hid themselvesfrom their creators. When the endcame at last, it was they, not the surviv-ing creators who seized control of thesuddenly colder realms. And so it wasthat the first of the elves, the dragons,the goblin races and an endless list ofcreatures of a new age took possessionof their heritage. Their creators, theancestors of the lizardmen, bullywugsand aarakocra, declined into endlessbarbarism, never to rise again.

    The unmeasured age that followedwas known as the Time of Dragons,when those mighty creatures reignedsupreme. Not until the elves themselvesbecame powers in the world would therule of dragons be challenged.

    Elven sages still speculate on theevents that brought about the over-night destruction of the creator races.There are wildly diverging theories,

    but all agree that a rapid climate changeoccurred, creating a world unsuitableto most of the creator races and thedinosaurs . Many bel ieve that thechange resulted from a cataclysm theraces brought upon themselves. Propo-nents of this theory point to the StarMounts in the central High Forest,whose origins are most likely magicaland otherworldly. The elves believethat around this time, the greater andlesser Powers began to manifest them-selves in the world, particularly thebeings known as Chauntea and Corel-lon Laretheian, aiding the new racesand confounding the survivors of thecreator races.

    There has been civilization in theN o r t h s i n c e b e f o r e t h e T i m e o fDragons, yet little more than tantaliz-ingly vague myths survive. For millen-nia, gold elves dwelt in Illefarn (whereWaterdeep now stands) and Eaerlann(along the River Shining). From theirornate forest cities, they traded withprimitive, emerging human nations likeNetheril and Illusk and repulsed theconstant attacks of the goblin races. Yetas men began to dominate the world,the elven lands declined and now littleor no remnants remain of those lost andabandoned realms. When the elveschose to leave the North and travel toEvermeet, their works quickly disap-peared, leaving only places like the OldRoad and a ruined port in the High For-est to mark the passing of Eaerlann,while a mysterious ruin called theCrumbling Stair may be the last rem-nant of fabled Illefarn.

    Meanwhile, in the far North, thedwarven burrow clans united as thedwarven nation of Delzoun, named forthe dwarf who forged the union. Thedwarven nation, which existed primari-ly underground, extended from the IceMountains in the Utter North to theNether Mountains in the south. SilverMoon Pass was its western border andthe Narrow Sea its eastern.

    To the east, on sandy shores of thecalm and shining Narrow Sea, humanfishing villages grew into small towns,then joined together as the nation of

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    Netheril. Sages believe that the fishingtowns were unified by a powerfulhuman wizard who may have discov-ered a book of great magic power thath a d s u r v i v e d f r o m t h e D a y s o fThundera book that legend calls theNether Scrolls. Under this namelessw i z a r d a n d t h o s e t h a t f o l l o w e d ,Netheril rose in power and glory,becoming both the first human land inthe North and the most powerf