The Savage North
The
North, known also as the Savage Frontier, is a wild, untamed, and dangerous
land located north and east of Waterdeep. The very definition of the North
depends on the definer – to a merchant from Calimport, everything north of Tethyr,
including all of the Heartlands, is the Barbarian North, while to a native of
Silverymoon, the North begins beyound the reasonable city’s walls.
The North is a land of
barbarians and goblin tribes, and is dotted by walled cities and ancient dwarven
fastness. The highest mountains in Faerun, the Spine of the world, form the
North’s uppermost border. Most of its forest are still virgin and untrammeled
by human settlement.
As such, it attracts both
adventures and settlers. Adventures seek the wreckage of the lost kingdoms, the
abandoned dwarf holds, and the wizard towers. The settlers look for new lands
to farm and new opportunities. As in the Western Heartlands, the region is
dotted with the small holds and settlements of this retired adventurer and that
pretty lord. Some, like Loudwater and Leilon, grow into full-fledged cities,
while others perish quietly, leaving ghostly reminders of humankind’s passage
this way.
Barbarian Peoples
When the first civilized humans
emigrated into the Savage North, they found the land already inhabited by
humans. These were a dark-haired, blue-eyed people, a large and hardy folk
descended from savages, outcasts and refugees of Netheril, and early explorers.
These people took their name form their legendary founder, Uthgar, and call
themselves the Uthgardt.
The Uthgardt roam the North
in the land between the citadels and fortress towns. Civilizations is viewed as
a weakness among these people, and magic – as opposed to priestly spells – a
sin. They maintain a nomadic life, living by hunting (and among evil tribes, by
plundering). Leathers and furs are common dress, and male warriors tattoo the
image of their totem, the symbol of their tribe, on themselves.
The Uthgardt venerate Utgar,
their founder, who in their mythology is the son of Tempus and the husband of
Chauntea (both of whom they also venerate). However, the Beasts Cults are also
very strong within the Uthgardt tribes, such that each tribe has its own totem
and individual quasi-power.
Relationships between the
Uthgardt and the civilized towns vary according to season and whim. Civilized
people and unprotected caravans are often considered fair game by the Uthgardt
barbarians.
Citadel Adbar
A large and powerful dwarven
community in the North, Adbar (properly, Adbarrim) is the last shard of the
dead dwarven kingdom of Delzoun. Only the gate tower is visible above the
surface, for this is an underground city, with miles of granite corridors
snaking beneath the Ice Mountains.
Citadel
Adbar is ruled by King Harbromn, son of Thalbromn (LN dm F13), who has held his
community together in the face of threats from the orcish tribes and the rising
power of Hellgate Keep.
Hellgate Keep
Of old, the eleven kingdom of
Eaerlann founded the tower of Ascalhorn on a jutting crag commanding the valley
below. The elves’ purpose was to protect their lands from orcish invasions and
the refugees created by the fall of Netheril. Ascalhorn served its purpose
well, for it guaranteed the peace for a cenutry. Ascalhorn developed into an
awe- inspiring city of magic and wonder, rivaling even Myth Drannor in power
and majesty.
In the end, Ascalhorn fell victim to
an assault from within. A foolish and/or evil, mage opened a gate to the lower
planes and welcomed the forces of darkness in. Creatures of the Abyss
infiltrated the city, and in one hellish night slew the majority of the in
habitants in their beds. The remaining people fled to Sundabar, Sliverymoon,
and Citadel Adbar, and told of the horrors that had visited Ascalhorn. Hellgate
Keep was born.
Hellgate Keep is a foulspawn city, and
its patrols and minions regularly threaten its neighbors. Its commanders is
Grintharke, a tanar’ri of great power who is served by magically altered
dinosaurlike creatures.
High Forest
The greatest forest in the North is
the High Forest, and it has remained untouched by woodcutters’ blades for
centuries. It is the home of powerful druid, half- elves, and eleven refugees. Treants
dominate the northern quarter, known as the Woods of Turlang. Drow and orcs are
said to dwell in the earth deep beneath the forest. Arakocra nest in the high
mountains at the center, which are known as the Star Mounts. A series of
escarpments and gorges created by the flow of the Unicorn Run, called the
Sisters, lies to the south of the Star Mounts.
The High Forest was part of
the old eleven kingdom of Eaerlann, but great stretches of it have never seen a
ruler of any race. The woods are regarded as magical, and wizard weather is
relatively common within their borders – blood-red snow, boiling rain, and
explosive hailstones being not unknown occurrences. It is said that the Dire
Wood, an enchanted section of the forest that once housed ruined Karse, is
responsile for the destructive weather.
Icewind Dale
The most northerly civilized
area in the Relams, Icewind Dale is literally at the end of the earth, pressed
hard against the Spine of the World and the Sea of Moving Ice. It comprises a
collection of trading communities known as Ten Towns that trade with the
northern barbarians and in local crafts. The Icewind Dale also had a reputation
as a hide-out for those seeking to lose themselves to other pursers.
Each town is has it own government, but
all look to Cassius as their spokesperson. The best-known native of Icewind
Dale, however, is the hero Wulgar, son of Beornegar (CG hm F8)