Atlas of the Sword Coast

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DM_Xzar
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Atlas of the Sword Coast

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Lore Map of Faerun Map of the Sword Coast (WARNING: huge image)
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Political Map of the Sword Coast Map of Toril (HUGE) LEGEND:
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Image - Inn
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Image - Temple / Church
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Image - Harbor
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The Misty Forest
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Image The Misty Forest
The Misty Forest was an evergreen wood located just west of the High Moor and just south of the river Delimbiyr. The forest got its name because of the mists and fogs which crept down from the High Moor, making navigation difficult on even the best of days. Wild Elves and Wood Elves dwelled within the forest. Barbarians and Orcs also often made their way into the Misty Forest, using it as a source of food and wood, or a place to stage ambushes from upon unsuspecting travellers and hikers, who travelled north along the Trade Way just south of the forest. Trails within the forest are treacherous and chaotic, hard to navigate even by day. Hence the Misty Forest is not often visited by outsiders.

Image En Dharasha Everae ImageImageImage
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A small and secluded Wood Elf settlement within the forest, sprawled along an offshoot of the river Delimbiyr. It welcomed an exiled group of Elves from Doron Amar in 1348 DR. Since their arrival, the village had thrived and grown. The village is lead by an Elf from En Dharasha Everae (“The Destiny of the People”), the group of exiles that settled here. This leader is called the Seluonal. The village is further ruled by the Council of the Wood (or “Caercilcarn”), made up of three of the village elders. Nature and druidic powers are favoured by the Dharashans, while raw unchecked magic is frowned upon. The village is build high into the trees and extend throughout a web of ramparts and hanging bridges. On the outskirts of the village sits an unusually large mushroom, said to be the home of an old and diminutive sage.


The High Moor & Environs
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The Serpent Hills
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Image The High Moor
The High Moor is a large, monster-infested, open moorland in western Faerûn. It is bordered on the east by the Serpent Hills and on the west by the Misty Forest. This blighted wasteland was created long ago, when the fallen kingdom of Miyeritar was destroyed by the Vyshaantar Empire's magics during the Crown Wars in an event that became known as The Dark Disaster. All that is left of this once great realm is the Misty Forest to the west. A traveller should be careful traversing the High Moor, as it is a lawless and wild place, filled with treacherous bogs that house wisps and corrupted Treants.

Image Orzogoth
The High moor is littered with ancient ruins. Orzogoth is the largest and sits in the northern end of the moor, surrounded by swampland and just south of Highstar Lake. It was a large ancestral hall. A mammoth villa for an ancient Netherese family that now lies in ruin. It is said to be haunted by its previous occupants. More recent reports include talk of a Bealnorn Lich inhabiting the ruin.

Image Miyerithar Ruins
The ruins of ancient Miyerithar structures litter the High Moor. Most of these are little more than rubble, though some still have some use. The tall monoliths on the southern edge of the moor are rumoured to still have some sort of function, involving magical transportation.

Image Serpent Hills
The Serpent Hills were a range of rocky hills in the Western Heartlands of Faerûn, bordered on the north, west, and south by the High Moor. The Serpent’s Tail Stream cut through and around much of the Serpent Hills. The Winding Water leads north from the Boareskyr Bridge and turns into the Serpent’s Tail Stream. It is possible to book passage on a boat from the bridge there and head all the way north to the Graypeak Mountains, passing the Serpent Hills to the east. The hills themselves are of red clay and littered with old tombs from around the time of Netheril’s fall. The tombs and hills are inhabited by Yuan-ti and other reptilian and serpent-like beings.

Image Graypeak Mountains
The Graypeak Mountains were a range of mountains that separated the Fallen Lands from the Delimbiyr River and the Lonely Moor from the High Moor. It was home to large numbers of Fire Giants who had several encampments along the steep ridges and fiery pools of lava that marked the mountains. There is even rumour of a Balor existing somewhere within the higher reaches of the Graypeak Mountains.


The Reaching Woods & Environs
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Image Corm Orp ImageImage
Corm Orp is small town on the Dusk Road, accessible through a caravan from Soubar and dominated by Halflings and led by a Human mayor. It is situated in screaming distance of Darkhold. Rumours tell that the halflings of Corm Orp can only exist here, because of some deals with the Zhentarim. It is said that they receive promises of protection for information on rival caravans, adventurers, and whatever else passes through the town's zone of control.
The militia of Corm Orp has thirty human members who wear chain and sport green felt strips on their right arms and left thighs. There are also thirty or forty Halfling militia members who don't make the mistake of identifying themselves so openly, preferring to strike from the shadows.
Corm Orp is also the home of the Ladyhouse, a temple dedicated to the Halfling goddess Sheela Peryroyl.

Image Darkhold ImageImage
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Darkhold, originally called The Keep of the Fallen Hills, was the western stronghold of the Zhentarim, located near the Sunset Mountains in the Western Heartlands.
Darkhold was led by the Pereghost, who commanded its 800 warriors. It was built to suit giant sized humanoids. Some said that the looming castle was built almost a millennium prior to 1350 DR by giants as a summer capital for the Giant Empires.
In 1312 DR the Zhentarim invaded and destroyed Varalla, gaining a base from which to expand their organization westward.

Image The Reaching Woods
A large forest near Elturel and south of Corm Orp. The Reaching Woods hide many secrets, including a shrine to Eldath, also known as the Green Goddess and Mother Guardian of Groves. The River Reaching also courses through the forest, lending it its name. As of 1350 DR the forest is a peaceful domain favoured by druids. A long trail runs through the Reaching Woods, leading south to Triel and north to Corm Orp.

Image The Forest of Wyrms
The Forest of Wyrms is a forest in the Western Heartlands, not far from Corm Orp and overlooking a pass between its southern border, the River Reaching, and the Trielta Hills. This pass leads west to Soubar and east to Corm Orp and Darkhold. The air in the forest is cool and damp, and mists cover some areas of the ground. The forest’s name is derived from the population of Green Dragons who inhabit the domain. But many other kinds of Dragons also haunt these woods, including Blue, Red and Black Dragons. It is possible to traverse the woods from Corp Orp to reach the northern Trade Way, but it is a perilous journey and it is very easy to get lost in the maze of tall trees. The forest contains many tall redwood trees, some with trunks more than 20 feet in diameter. There is not much vegetation on the forest floor and the terrain is mostly smooth. Lesser beasts such as Wyverns stalk the edges of the forest.


The Troll Claws & Environs
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ImageTriel
Triel was a small village in the Fields of the Dead located at the intersection of the Trade Way and The Dusk Road, south of Boareskyr Bridge. The city of Elturel was located to the southeast and the Trielta Hills were located to the northeast. The original ruler of Triel was Elvar the Grainlord. Triel had few farms in the area and had to import everything it needed, especially food. Much of the room behind the stockade was used to store grain and dry vegetables for the winter months when merchant visits are few and far between.
As of 1349 DR the village has been ravaged by Black Orcs and Undead. Several skirmishes were carried out by knightly orders from the south and the Zhentarim from the north. These have done little to improve the situation in Triel. It is all but abandoned now. A shadow of its former self. Undead are said to still linger among the ruined and burned out buildings.

ImageSoubar Image Image
Soubar was a small village on the Trade Way, south of the Boareskyr Bridge. The population was highly variable shrinking to an armed camp in the winter with the decline of caravan traffic. Soubar had no formal government which led to a lawless culture full of brigands and ruffians.
The village was completely ravaged in 1349 DR, by an ongoing plague and hordes of undead. The last surviving villagers and stragglers were recently evacuated. More recently, people have started to return to trade with travellers along the northern Trade Way. Caravaneers are also starting to offer their services again, going south to Baldur’s Gate and east to Corm Orp.

Image Troll Claw Ford
The Troll Claw Ford, also known as the Winding Water crossing, is a ruined hamlet located on the Winding Water, and is part of the Coast Way, connecting Baldur's Gate to Calimport. It would appear to be named after the Troll Claws, a group of hills to the immediate east of the ford. The area is infested with roaming Trolls and Ettins. Armed Dwarf patrols from Kraak Helzak try to keep their population down. But more Trolls always seem to be coming from the many caves and caverns in the Troll Claw Hills.

Image Ogre Fortress
Worse than Trolls, a host of powerful Ogres are said to be inhabiting an ancient fortress along a pass in the Troll Claw Hills. Its crumbling walls overlook the gorge towards Thundar’s Ride and the Riverfort. The history of this fortress is unknown. Perhaps it was once the seat of power for one of the Troll kingdoms that still exist in the Troll Hills to the northwest, just south of the Trollbark Forest.

Image Fields of the Dead
The Fields of the Dead are the rolling hills near Baldur's Gate between the Winding Water and the River Chionthar on the Sword Coast.
Centuries ago (before the founding of Amn) this land was a favoured battleground for control of the lands north of Calimshan. Bones still litter the field and cairns of the dead are everywhere. Now used for farming and ranching, plows occasionally turn up skeletons in rusting armor, weapons, and other detritus.
Farmers rarely go further north up the fields, as the lands are clearly cursed and haunted. Reports of undead crawling from the crypts and tombs are all too common.

Image Kraak Helzak ImageImage
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Kraak Helzak, also known as The Fortress of the Holy Anvil, was a clanhold founded by a number of Dwarven clans. These included clan Ironfaar, which had been driven from the Ironfaar Hold by a Duergar invasion from the Underdark. The old clanhold sat between the southern Coastway and the Sea of Swords, just a few miles southeast of Candlekeep. As of 1348 DR, the hold of Kraak Helzak is populated by Dwarves from the Stonebar, Ironfaar and several other minor clans, under the rule of king Dovkin Battlehammer. The hold has even begun to allow Gnomes to swear fealty and settle within the mighty stone walls of Kraak Helzak.

Image Riverfort
An abandoned tower set in a small courtyard of ruined stone walls. The outmost perimeter consists of a shallow moat filled with murky water. The whole fortification is situated on a low rise overlooking the Winding Water heading north underneath the Boareskyr Bridge. While the bridge itself is often occupied by brigands staging ambushes, the tower is said to have been abandoned for years. It is only recently that a mage has taken up residence here, a slender wizard clad in dark robes.


Roaringshore & Environs
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Image Roaringshore
The village of Roaringshore lies in a small cove along the Sword Coast. It is situated between the mouth of the Winding Water river to the north and Ulgoth’s Beard and Baldur’s Gate to the south. Far to the east of Roaringshore lies the meandering Winding Water and the Troll Claws.
Roaringshore is home to many pirates and outlaws and ruled by the High Captains, also known as the Council of Five. Their enforcers are the law of the streets, ready to deal with anyone who disturbs the commerce and trade of Roaringshore. Petty ‘crimes’ are easily overlooked, such as a petty brawl, theft or murder.


Baldur's Gate & Ulgoth's Beard
Baldur’s Gate:
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Street Map:
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Ulgoth’s Beard:
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ImageBaldur's Gate ImageImageImageImageImageImageImageImage
Baldur's Gate was a metropolis and city-state on the Sword Coast and Western Heartlands blend, on the north bank of the river Chionthar about twenty miles east from its mouth on the Sea of Swords. It was to the south of the great city-state of Waterdeep and to the north of the country of Amn, and was located along the well-travelled Coast Way road. A person from Baldur's Gate is known as a Baldurian. This wealthy port metropolis, whose population, according to many accounts, superseded that of Waterdeep, was an important merchant city on the Sword Coast. Its strong watch and the presence of the powerful Flaming Fists mercenary company kept the city generally peaceful and safe.
In ancient times, the seafaring human hero Balduran would return from Anchrome with great wealth. Balduran would use this wealth to build a wall amongst the end of the Chionthar river. Balduran would later vanish, never to return. After Balduran vanished, local farmers would take control of the wall and begin to tax sailors who would come in. The sailors would overthrow the ruthless farmers and the four eldest would take control, calling themselves "dukes".
It is rumoured that the ruins of an ancient city still exists below the dangerous sewers of Baldur’s Gate. The farmlands surrounding the great city are relatively safe, though the occasional hungry wolf or desperate bandit may finds its way here.

Image Ulgoth's Beard ImageImageImageImageImage
Ulgoth's Beard was a hamlet on the north bank of the river Chionthar, within sight of the Sea of Swords. It was home mostly to poor shepherds and fishermen. The purpose of the settlement was to warn Baldur's Gate of pending attacks or pirate raids. The beacon was located on the cliffs at the mouth of the river. Ulgoth's Beard was so named, as the beacon was said to metaphorically singe the beard of a pirate named Ulgoth, whose attack was robbed of surprise by the beacon. As of today, the beacon still stands, and ships still offer passage to other ports and the small isle just off the coast from the town’s small harbour.

Image Wyrm’s Crossing and the Hilltop Ruins
Wyrm’s Crossing is a great fortified bridge over the Chionthar River. Its tall towers and heavy gates are guarded by Flaming Fist mercenaries from Baldur’s Gate. The safety offered by the bridge allows merchants to set up camp just off the road and bridgehead. Even so close to the Hilltop Ruins, which are reportedly invested with Kobolds. The Hilltop is aptly named, as it is little more than a hill topped off by the ruins of an old fort. The chambers and tunnels below the ruins are said to connect to a great cave system inhabited by Gibberlings.

Image Radiant Heart Chapterhouse Image
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This chapter houses the Order of the Radiant Heart Auxiliary. A brotherhood of lawful paladins, fighters and clerics, who venerate the ideals of the code of chivalry. It is a chapter of the Radiant Heart in the city of Athkatla, and headed by Grandmaster Arkaine HalfOrken as of 1350 DR. The Orphanage of Saint Merielle (once a sister of the sanctuary of Illmater) is also located within the walled courtyard of the fortified chapterhouse. The orphanage stood here even before the chapterhouse was erected in the year Dale Reckoning 1346 DR.


The Friendly Arm Inn & Candlekeep
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Image The Friendly Arm Inn ImageImageImageImageImage
This keep was once the stronghold and temple of an evil cleric of Bhaal, but the gnome Bentley Mirrorshade and his adventuring party, including his wife Gellana Mirrorshade and many local adventurers cleaned out the keep in 1345 and renovated it. The Friendly Arm became a safe haven for travellers on the Trade Way.
The Friendly Arm is well guarded. However, the guards are hired only to guard life inside the walls. The guards of the keep do not concern themselves with what goes on out on the Trade Way outside of the gates. Within the safety of the keep’s walls, Gellana Mirrorshade also heads the temple of Garl Glittergold. Many travellers happily stay within the walls of the Friendly Arm Inn. Especially merchants and caravaneers are fond of the place, as the courtyard offers plenty of free space to set up stalls, and even a permanent auctioneer has found residence here.

Image Candlekeep ImageImageImageImageImageImage
Candlekeep is a many towered fortress library that stands on a crag, looking down upon the Sea of Swords. The library is filled with books and scrolls of knowledge, and it was the home of the great seer Alaundo. To gain entry to the halls of wisdom, a visitor must gift the library collection with a new tome of immense value, or make a considerable donation in gold.
Although some sources state that Candlekeep was originally the citadel of Alaundo, grown around his small and humble tower, the keep actually predates the seer by some hundred years, having been founded in c. -200 DR. Travellers would do well not to wear white apparel inside the fortress, as that right is reserved only to Alaundo. The keep also offers shrines to followers of Oghma, Gond, Milil, and Deneir. More recently a shrine to Mystra had been erected, under the reign of Guide Laetae Lafreth.

Image Gnoll Fortress
Sitting just west of the road and south of the Cloakwood, this cavern is well known to travelers who head along the Coastway and the Lionsway south of the Friendly Arm Inn. It is not much of a fortress, though it may be called such because of the sheer number of Gnolls inhabiting the caves below the cavern entrance. The “fortress’ “ approach is littered with old sharp wooden spikes and palisades, covered with bones and filth. It is said that something other than Gnolls lives deep down in these caves. Something much more powerful. The sight of the fortress and talk of the things that lurk below are enough to keep most travellers from actually visiting this place.

Image Order of the Silver Rose Image
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While the Sword Coast is known for its many ruins, this keep had been constructed only recently. It is the headquarters of the Order of the Silver Rose, a knightly group bend on enforcing morality and justice within the Sword Coast valley; A holy order whose mission is to defend the people and the lands against the influence of darkness, to ensure peace and triumph for the greater good. The keep consists of a large squared building, topped off with a massive bronze alarm bell. It is surrounded by a beautiful garden, set within delicate stone walls and guarded by an iron gate. The doors to the keep itself are made of massive oaken boards. Two guards permanently stand watch at the garden’s iron gate. As of 1349 DR, the order is lead by Knight Commander Aaron Lyonaler, after Elvina Aira-S’efarro handed down her charge to her trusted ally.


Cloakwood Forest
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Image The Cloakwood Forest
Cloak Wood, also known as Cloakwood Forest, was an ancient, thickly grown forest on the south end of the Sword Coast. The forest had a rugged landscape with many stream-cut ravines shaded by tall specimens of beech, elm and white pine. Unlike the cliffs to the north, Cloak Wood's shoreline theoretically allowed a ship to moor and send a small boat to shore for water and supplies. In practice, only desperate mariners dared the wood's population of giant spiders, quicklings, satyrs, stirges, korreds, hangman trees, and other uncommon creatures. The forest was further rumoured to be home to a large population of Lizardfolk, Batiri, and Treants. Shadow Druids also made their home here, though reportedly they were driven out by the efforts of followers of the Oakfather in 1349 DR. The Cloak Wood was famous for stories involving hags and vampires as well. While the talk of Hags may have been false, there is a foreboding and ruined mansion up in the northwest corner of the wood, standing tall atop a sharp cliff, said to be home to these tales of vampires. A mining company out of Baldur’s Gate had one of their operations set up in the forest, though it has been abandoned for several years, since the mines had been overrun by Batiri.


The Wood of Sharp Teeth
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Image The Wood of Sharp Teeth
The Wood of Sharp Teeth was a dense forest south of the Chionthar River, southeast of Baldur's Gate and southwest of Scornubel. It was a wilderness except for Durlag's Tower on the forest's southern edge. Uldoon Trail was the nearest route to the forest. The forest contained the site of the ruined temple of Bane. A relic from the days before the “Siege of the Temple of Bhaal”. Supported by organic-rich soil, this forest was dominated by large specimens of moisture-loving trees such as swamp white oak, black willow, and green ash which tower over thick undergrowth. Reportedly an Orc lair lies somewhere within the heart of the forest, inhabited by the followers of Gruumsh. Other dangers include specimens of large wild and dire boar. Even Wargs have been sighted within the forest. It is also said that a great order of druids once had their grove within the southern confines of this wood.


Beregost & Environs
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Image Beregost ImageImageImageImageImageImageImage
Beregost is a town on the Coast Way, halfway between Baldur's Gate and Amn. The town receives many visiting merchant caravans. Beregost began as a small farming village, established sometime after 1026 DR to support the school of magic run by the wizard Ulcaster. The school was destroyed in 1106 DR by Calimshan mages and now only the ruins remain. The settlement however thrived. In 1347 the town was occupied by Amnian forces and it become a protectorate of Amn in 1348, following the peace negotiations with Baldur's Gate and the Lord's Alliance. As of 1349 DR most Amnian soldiers have left the Beregost garrison. Instead they have been reassigned to assist in Amn's conflict with Tethyr.

Image Song of the Morning Temple
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The Temple of Lathander (also known as the Morning Lord) in Beregost is headed by the priest Kelddath Ormlyr. Before the war between Baldur’s Gate and Amn, Kelddath was the ruler and governor of Beregost, and his templars of Lathander were the law and order of the town. He was later replaced by an Amnian puppet governor. However, Kelddath still heads the temple as ranking priest.
The Song of the Morning Temple consists of a fortified church surrounded by stables, refectories, guesthouses and outbuildings. Its many clergy and 200 lay-member militia assist local businesspeople and farmers, and in return the temple receives regular and large offerings. The servants of The Morninglord also tend temple fields of potatoes and herb flowers east of the road, and keep sheep on the slopes of the hill topped by the ruined school of wizardry. Over the years, various Amnian merchants have shown a distressing tendency to lay claim to all land within easy reach of the Coast Way that’s not strongly defended. The folk of the temple are vigilant, and stand for no lawlessness or aggression, but are otherwise helpful to strangers.

Image The High Hedge Image
Thalantyr the Conjurer's estate was a dark, turreted stone building in the shape of an octagon. It was known locally as 'The High Hedge'. It overlooked a pond, which the wizard used to sit near and speak to something beneath the surface. The surrounding grasslands were known to be plagued by scorpions. Bears were also reported to frequent the area. The house itself was defended by two golems, that would tirelessly patrol its corridors. The interior was marked by a great crystal surrounded by symbols of the four elements; fire, air, earth, and water. The Conjurer is said to do business with anyone that offers magical trinkets. Other than that, Thalatyr is something of a recluse and isn't too welcoming of outsiders.

Image Xvart Village
Just north of the iron mines of Nashkel and east from the main road sits a small village atop a large hill. The Xvart village is build around the cave of a legendary beast: the trained bear Ursula, and consists of little more than wooden shacks and mud huts. It is not known whether Ursula is revered by the Xvart as some sort of deity, but they seem all to happy to defend the bear and their village from intruders. The Xvart are openly hostile to any who venture too close, except for perhaps the Goblins and Kobolds with whom they are able to communicate.


Durlag’s Tower & Environs
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Image Doron Amar ImageImageImageImageImage
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Doron Amar was founded by a group of Elves seeking to protect their kin on the Sword Coast that refused to join the Elven Retreat to Evermeet or Evereska. Everaska had since appointed several skilled rangers to protect this Elven haven from the dangers of the Wood of Sharp Teeth. Many wars have been fought out under the cover of the forest’s trees. Most notably the Black Orc War between Doron Amar, the Orcs and several of their allies. Doron Amar is fabled for its incredibly tall spire; a tower constructed with the help of the Dwarves. The tower is the seat of the Elven mage Rhys Feivra.

Image Gullykin ImageImageImageImage
Gullykin is a small Halfling village in the Western Heartlands, northwest of the Firewine Bridge and east of Beregost and north of the ruins of Ulcaster's School of Magic. The village is surrounded by a wall and it lies at the edge of deep a gorge. The citizens of Gullykin didn't explore the ruins of Firewine Bridge as they believed that doing so invited the misfortune of "those who died and do not sleep".
Gullykin saw the erection of a mage's tower in 1345 DR under the vigil of Elias Goodmane. The tower was abandoned several years later, following the disappearance of the mage. Though recent rumours as of 1350 DR speak of the return of the wizard Goodmane. Whether these rumours are true, remain to be seen. A crypt was excavated in that same year, revealing long and dark tunnels reportedly filled with tombs and the (un)dead.

Image Durlag's Tower
This local landmark was the isolated keep of Durlag Trollkiller, son of Bolbur, a dwarven hero said to have amassed a large quantity of treasure and stored it here and in a few other locations. This treasure was protected by all manner of magical wards and mechanical traps, the latter of Durlag's own devising.
It is rumoured that the old keep is connected to underground caverns that lead to an ancient fortress which separates the Underdark from the surface world. The desolate hills around the tower are reportedly crawling with Basilisks with the power to turn creatures into stone by merely gazing at them. Somewhere among the hills that surround Durlag’s Tower lies a path that heads around the Woods of Sharp Teeth and toward Elturel, Triel and even Baldur’s Gate.

Image Ulcaster Ruin
The Ulcaster School of Magic (also known as the School of Wizardry) was established sometime before 1026 DR by the wizard Ulcaster. The school was destroyed in 1106 DR by Calimshan mages who feared the school’s power and popularity. Now only the school’s ruins remain, nestled close to the Lonely Peaks, east of Beregost. It was destroyed in a massive spell battle. Ulcaster himself had vanished without a trace.

Image Temple of Kossuth
Within throwing distance of Gullykin sits a small temple half buried into a small rocky rise, in the desolate area surrounding Durlag’s Tower and the Lonely Peaks. The temple is dedicated to Kossuth, the Lord of Flames. The clergy are welcoming of travellers, though few dare pass this close to the Basilisk infested barrens in the shadow of Durlag’s Tower.

Image Firewine Ruin (not ingame - has appeared in events)
East of the Lonely Peaks and Ulcaster’s ruin and south of Durlag’s Tower runs a barren and dried up river called the Firewine. The Firewine river is named for the destroyed Elven settlement that once sat here. It was destroyed in a sorcerous battle in 1168 DR. All that is left of the settlement in 1350 DR are the ruins of a once great stone bridge; the Firewine Bridge.


Nashkel & Environs
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Image Nashkel ImageImageImageImageImage
Although formally a part of Amn, Nashkel was separated from the rest of the merchant's domain by the Cloudpeak mountains and is relatively autonomous. The Northern Light Inn and Tavern and the Cloud Peak Outfitters are about the only places of note. The town's biggest landmarks are the Temple of Helm, the graveyard sprawled out around it and the Fang Pass; a great gate that separates Nashkel from the Cloudpeak's Giant infested foothills. Another landmark of note is the Ghastkill Manor, home to the mayor of Nashkel.
The nearby mines were abandoned after Duergar from the Underdark seized control, assisted by hordes of Orogs. Near the mines sits an old temple, rumoured to be dedicated to Auril. As of 1349 the town of Nashkel is relatively safe thanks to a permanent garrison of Amnian troops. In 1346 it was rebuilt by the same Dwarfs that constructed the wizard tower at Doron Amar, after the town had beeng ravaged and pillaged by Hill Giants.

Image Temple of Helm Image
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Also known as the “House of the Guardian”. The Everwatch Knights of Nashkel have been stationed here at the Temple of the Vigilent One in the Amnian town of Nashkel, under the leadership of a Head Watchknight. They were a group of dedicated bodyguards whom Helmite temples hired out to others in order to generate revenue. The exterior of the temple is marked by a large graveyard. For a donation, the temple provides services to those visitors in need of aid.

Image The Frozen Fortress
Within the Cloudpeak Mountains’ permanently frozen reaches lies a great fortress covered in snow and ice. Set in the mountainside, It is locally known as the “Frozen Fortress” and the reputed home of Frost Giants and even Drakes. Few dare venture near this frozen structure, and with good reason. Even the vicinity of the fortress is dangerous due to roaming Yeti and powerful elementals. Thankfully it is not necessary to pass by the fortress on the way south to Amn and Athkatla, or north to Nashkel and Baldur’s Gate.

Image Speartop Mountain
Speartop Mountain, also known as “Mount Speartop”, lies within the Cloudpeak Mountains - a range of mountains in west Faerûn that mark the northern border of Amn. Many steep ravines and sudden drops lie along the paths and the winds are dangerous. The mountains are snow covered most of the year and quite cool. Mount Speartop is an especially dangerous peak. Not just because of its height, but because of the creature that dwells there; a great white Wyrm. Adventurers talk of a great cave entrance atop the Speartop, guarded by the wyrm’s Kobold servants.
Last edited by DM_Xzar on Sat Jun 13, 2015 9:13 am, edited 16 times in total.
DM_Xzar
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Re: Atlas of the Sword Coast

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Updated September 1st 2013.
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Re: Atlas of the Sword Coast

Unread post by DM_Xzar »

Updated October 12th 2013
Retired DM
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click here for the Atlas of the Sword Coast (with maps!)
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Re: Atlas of the Sword Coast

Unread post by DM_Xzar »

Updated November 12th 2013. Added small map of The Woods of Sharp Teeth.
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Re: Atlas of the Sword Coast

Unread post by DM_Xzar »

Updated November 15th 2013. Added map of Ulgoth's Beard. Resized all previous maps.
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Re: Atlas of the Sword Coast

Unread post by DM_Xzar »

Updated December 8th 2013. Updated location descriptions to reflect recent events.
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Re: Atlas of the Sword Coast

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Updated June 13th 2014. Updated location descriptions to reflect recent events, added a legend with icons, added a map of the Misty Forest and a map of the High Moor. Updated the 'large' map of the Sword Coast.
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Re: Atlas of the Sword Coast

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Updated September 20th 2014. Added the map of The Reaching Woods & Environs, plus descriptions for Corm Orp and Darkhold. Updated outdated En Dharasha Everae link.
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Re: Atlas of the Sword Coast

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Updated February 7th 2015. Updated existing descriptions with more info and actualities. Created new descriptions for the following locations: Miyerithar Ruins, Serpent Hills, The Reaching Woods, The Forest of Wyrms, Ogre Fortress, Riverfort, Wyrm’s Crossing, Hilltop Ruins, Radiant Heart Chapterhouse, Gnoll Fortress, Order of the Silver Rose, The Cloakwood Forest, Xvart Village, Temple of Helm, The Frozen Fortress, and Speartop Mountain. Many more descriptions will be added in the near future.
Added a map for the Cloakwood Forest. Updated the Wood of Sharp Teeth and Baldur’s Gate maps with their coloured versions.

Added six new shield icons.

Went from roughly 1800 words to 4600. :)

Please PM feedback or mistakes.
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Re: Atlas of the Sword Coast

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Updated February 17th 2015. Updated some existing descriptions. Added new descriptions for: Graypeak Mountains, Temple of Kossuth, Ulcaster Ruin, Firewine Ruin, and Roaringshore. Added a bunch of new shields, including a new one requested by Candlekeep. Added new maps for Roaringshore and Durlag's Tower & Environs. Coloured all maps except Nashkel & Environs and The Troll Claws. Added a new "big" map, encompassing all of the Sword Coast (in colour!).
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Re: Atlas of the Sword Coast

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Updated June 13th 2015. Added a map of the Serpent Hills. Updated the big "Map of the Sword Coast" to include the Serpent Hills. Added link to "Interactive Map of the Sword Coast".

Be sure to check out the Interactive map for more write-ups on various locations.
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Re: Atlas of the Sword Coast

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Updated 31 December 2016. Added a link to an interactive world map of Faerun.
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Re: Atlas of the Sword Coast

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Updated 23 November 2018. Replaced dead links with new links to an interactive lore map of Faerun and a political map of the Sword Coast. Thanks to VDub for sharing the links.
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Re: Atlas of the Sword Coast

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Updated 15 May 2020 with a (huge) map of Toril, found by Chad123456
Off to greener pastures
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