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The Forgotten Realms

This page has descriptions of the major towns which The Black Company has passed or will pass through on their mission.


The Forgotten Realms - The Sword Coast

Forgotten Realms Map


Waterdeep

Waterdeep is the most important and influential city of the North, and perhaps of all Faerun.
Waterdeep is named for its outstanding natural deepwater harbour, and the city that grew up at this site has become the commercial crossroads of the Northern Realms.
More than 100,000 people make their home in Waterdeep, more than all in the cities of Cormyr itself.


Daggerford

This self-styled city is really a town of about 300 folk that stands in the shadow of the castle of the Duke of Daggerford. Daggerford is named for a brave boy, Tyndal, sent ahead of his family wagon to find a place to ford the Shining River one evening some 400 summers ago. He was set upon by lizard men, and - armed only with a dagger--slew six of them and held off the rest until reinforcements arrived. The dukes of Daggerford claim direct descent from Tyndal, and their arms display a bloody silver dagger on a deep blue field.

The walled town is the largest stop on the Trade Way between Waterdeep and Soubar. Its largely wooden buildings huddle in the lee of a hill crowned by Daggerford Castle, which is surrounded by a grassy commons and guards a bridge across the Shining River. (The old ford's still there, beside the bridge.) It is home to human craftfolk, a few halflings, and a handful of folk of other races.

The townsfolk have a charter· from the duke that allows their own Council of Guilds, a masked council styled after the Lords of Waterdeep, to govern the town. All able-bodied townsfolk must serve in the militia, although only a small number are normally on duty. They spend most of their time on road patrols, though a close watch is kept on Lizard Marsh.

The local militia, under the stonefaced Sherlen Spearslayer, is always hiring fighting folk, because their best swords are always being hired away by caravan masters, going off to the mercenary hiring fairs of Waterdeep, or trying their hands at adventuring. The militia is always busy patrolling the claimed ducal lands, and many youths and adventurers down on their luck have spent a season fighting brigands, lizard men, and the occasional predatory monster.

A lot of travellers will probably stop in Daggerford at one time or another, using it as a base to explore Waterdeep from, so a few mentions of local establishments may prove useful. There's one tavern worthy of a visit, the Lady Luck, dealt with after the rest.


The Way Inn

This isolated stone inn has been a famous landmark for many years, starting from when it was the last inn along the way south from Waterdeep for many days of hard and dangerous riding (hence its name). In recent years, as evil grew in ruined Dragonspear Castle, the Way Inn became ever more important as a base for mercenary armies raised by the Waterdeep Lords' Alliance to keep the Trade Way clear and as a haven for merchants hurrying along that long and perilous overland road.
Recently, an ancient black dragon destroyed the inn while the armies based there were afield battling legions of baatezu. The dangers of the High Moor never sleep for long. Trolls and yuan-ti from the Serpent Hills have been seen in growing numbers, but the otherplanar evil centred in ruined Dragonspear seems to have been broken - for now.

Several Waterdhavian merchant families sponsored a rebuilding of the Way Inn on the same site (an elevated, defensible site with a deep well) as before its destruction, but larger and stronger than ever. The rebuilt Way Inn stands on the western side of the Trade Way two days' hard ride (about a hundred miles) south of Daggerford. It is a walled compound atop a flat, grassy plateau about three acres in extent that overlooks a loop of road that leaves and rejoins the main trade road, giving caravans plenty of room to camp.

However, this elaborate fortress is still the same good, clean, friendly refuge it used to be, and it remains under the capable hands of Dauravyn Redbeard, once an adventurer of note. He's seen evil rise in Dragonspear Castle and be shattered-only to rise again, several times over. He is taking no chances. He lives today only by the magic of a priest of Tempus who restored him to life after the last confrontation. He has a hired standing guard of 21 warriors at the inn, 10 of whom are always on patrol along the edges of the High Moor, looking for trouble. As Dauravyn often says, looking east, "If it isn't ores, it's trolls, and if it isn't trolls, it's baatezu. If it isn't baatezu, it's dragons--and if it isn't dragons, it's something worse."


Boareskyr Bridge

This bridge over the Winding Water was first built by the famous adventurer Boareskyr. Over the centuries, several bridges have stood here, the most recent built after the Time of Troubles. For most of those years, a "temporary" tent trading city has stood hard by the river crossing.
Travellers in the Fields of the Dead are warned not to drink the waters of the Winding Water downstream of the Bridge or for about half a day's travel upstream. They were poisoned during the Time of Troubles in a battle between Cyric and Bhaal.
The present Bridge commemorates this event. Statues to the two gods stand at either end of the stone span, which is wide enough for two large wagons to pass each other and has waist-high rampart walls as thick as three adult human males standing together. By tradition, no toll can be charged for crossing the bridge, and no buildings can be erected on it or so as to block a clear road on and off it.

Today, Boareskyr Bridge numbers about 70 tents and wagons in summer (plus those of visiting caravans), and about half that number in winter. The community exists to provide travellers with food, water, remounts, wagon repairs, and the like. It has evolved into a trading center where goods are exchanged between merchants, or wagons leave one caravan and stop over, awaiting another bound for the same destination they're heading for.

The community of Boareskyr Bridge lacks any permanent features except a rough stone fort (known as Bridgefort) surrounded by a now-poisoned moat. Inhabitants can retreat into this structure in the case of heavy winter attacks from trolls, goblinkin, or brigands--a frequent occurrence.

Like the similarly makeshift city of Scornubel, wheeling and dealing is the order of the day in Boareskyr Bridge. Law and order is maintained by one's own sword or crossbow Several enterprising local merchants do steady trade selling light crossbows and hand crossbows with regular or sleep-envenomed crossbow bolts.
The law in the Bridge, such as.it is, is the word of powerful adventurers - notably the warrior Barim Stagwinter and Theskul Mirroreye, priest of Tyr, and their companions and allies. Barim and Theskul seem to be working toward walling in the Bridge community to make a proper city of it.

Rich merchants come here seeking the sorceress Aluena Halacanter, who raises pegasi at her estate, Heartwing, upriver of the Bridge where the water still runs clear." Trained steeds cost 5,000 gp each, but Aluena is reluctant to sell them to those who'll mistreat them or who'll simply resell them quickly to someone who will. Buyers must satisfy her under magically assisted questioning. Aluena is rumoured to be a Harper.


Soubar

This small trail town is located on the Trade Way south of Boareskyr Bridge. Often raided by goblinkin and bugbears, it's a summer tent town that shrinks to an armed outpost in winter. At its heart is the old stone ruin of a temple or abbey of Bane, known as the Black Abbey. Some folk believe it was once sacred to another god and was only seized by worshipers of Bane briefly. The ruins have yielded stones to build the rest of Soubar.

What remains of the ruins are home to a mysterious woman known only as Mag, who runs a tavern called the Winding Way in them. The word around the Coast is that Mag was once a priestess. Some say she abandoned her calling, others that she embraced another faith, and others say she's a mind flayer or other horrible creature (a beholder, perhaps, or even a neogi) who's mastered magic enough to take human form for years at a time.
All that's certain is that Mag answers no questions, has healed folk from time to time, wears a ring of misdirection that conceals her true allegiances and powers, and stores broken instruments of torture in the old abbey loft where she sometimes lets travellers sleep. Whether she used spells or potions for healing is a point of contention. Reports on this are confused. All of this makes many merchants uneasy. They camp west of Soubar; or press on past if the weather's fair and the night apt to be moonlit, rather than stopping here.

Soubar is a lawless town. Visitors should bring their own swords-and be prepared to swing them. There are several coast lands fireside tales about brigands who buried loot here and were slain before they came back for it. Not all such tales are fanciful. The merchant Janthool of Athkatla, a far travelled trader in sundries, dug a latrine pit just west of Soubar a spring or two ago and unearthed an ivory coffer crammed full of matched black pearls--each as large as the pommel nut of a stout broad sword! Be warned, however·. Digging in certain spots in Soubar summons helmed horrors'" to the digger, due to an ancient guardian spell of unknown origin!

Folk not wanted in Triel or Boareskyr Bridge find their way here. This has made Soubar- something of a hiring fair for brigands, evil mages, dopplegangers, wererats and other werefolk, mercenaries down on their luck, mind flayer·s, those bearing curses, and others not tolerated in most communities.
Fences for· stolen goods are plentiful here. Scurrilous "bounty hunters" who kill, maim, or capture specific beings to order- are also plentiful, as are dealers in slaves, information, poisons, chains and cages, sleep venoms, and exotic pets. Kill-trained pets cost twice the usual prices.


Triel

This small, stockaded way-village is located on the Trade Way north of Scornubel, where that road meets the Dusk Road that swings across country from Elturel to Hill's Edge. To the northeast are the Trielta Hills, quiet, rolling grasslands rumoured to contain gold, and home to many small, peaceful gnome and halfling communities.

Triel is ruled by Elvar the Grainlord, so-called because he's obsessed with having enough food to safely survive the winters, when trade: virtually ceases along the inland roads. The gates of Triel's log and boulder village stockade are locked at night--and visitors are expected to be outside, camping in the fields around so they can do their part to keep thieving bugbears and worse away from Elvar·'s precious grain. The stockade itself is crammed, stacked high, and dug deep, with crates, barrels, bins and jugs of preserved vegetables and grain, all sealed, numbered, and meticulously labelled as to their contents. I happened upon a rarity: "1357-2136: Sword Coast Snails, pickled in Firewine/Gift of Baltovar of Neverwinter/Turn every three months/Seals renewed [and then a string of several dates]." Note that the first four numerals denote the year Elvar took possession of this container

At least Elvar's lucid enough to hunger after news of the wider world outside his well-stocked, fanatically defended pantry. Traders who bring food, firewood, barrels, or- sea salt for food preservation or the like will be honoured with a feast at Elvar"s table-and the villagers are good cooks (and well fed, to boot--but then, how could they not be?).
Be warned. Triel not only lacks anything much useful to the traveller; like an inn, tavern, or decent shop-though the villagers seem to have no shortage of money with which to buy anything a merchant might want to sell--but Elvar's also a little, er; unusual about religions. The Grainlord changes faiths almost by the tenday, complete with vestments, hired priests, if he can get them, and rituals. Messengers sent out to Scornubel or Boareskyr Bridge who take too long to return with a hired priest may find the clergy they bring back is already passe, professing a faith now fallen out of favour. Altar building and dismantling at the Cup of plenty, the shrine Elvar maintains, keeps two carpenters busy day in and day out as the seasons pass.

His folk love him, for all his eccentricity. I learned all that I tell here by talking to several of them. If you can stomach all this, or are a dealer in clerical regalia or a creator of. new cults, perhaps, Triel may be the place for you--or it may not. Most will pass it by.


Hills Edge

Hill's Edge is a small city in Sunset Vale, close to the Goblin Marches and the Zhentarim stronghold of Darkhold. Hill's edge economy is founding on three things-sheep, caravans, and hunting. It is a rough and tumble frontier town, virtually every adult in the city has at least a modicum of combat skill. The town is ruled by a merchants council and a Mayor. The council is composed of the richest merchants in town, it acts as the legislative body for the town, and controls the right to tax. The mayor is elected annually, serving for a one year term. Usually the Mayor is an adventurer. The Mayor enforces the few laws and defends the town in case of need. He can deputize others to help him in these tasks, but the Council is notoriously tightfisted. The most successful Mayors have been those who are independently wealthy and are willing to spend this money to defend the town.

The Zhentarim and other groups, notably the Harpers, continually battle for control of the town. Blatantly pro-Zhent mayor candidates have never been elected. The current Mayor is Aziz of Dambrath, a southern with strange mental powers. Aziz is running for his second term in office, the elections are at High Harvesttide. A former member of the Oathbound adventuring party Aziz succeeded his former companion Chan Legermain of Irieabor as Mayor. The Oathbound fought two major wars, one against a goblinoid horde and one against an undead army defending Hill's Edge. Though it has not been proven, many say the Zhentarim were behind both attacks.

There are two temples in Hill's Edge, one to Lliira and one to Cyric. The Temple to Cyric is led by the Priestess Emana Gortho and is really a fortress in the heart of the city.

There are rumours that Emana Gortho has gone increasingly mad, dabbling in strange forbidden magics and plotting to become Cyric's consort. She controls a large army of ruffians (of dubious loyalty, ability, and numbers.) The Zhentarim merchants that pass through Hill's edge have ceased to stop at the temple, mirroring the rift that has steadily grown between the Zhentarim and the priesthood of Cyric.