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The Savage Frontier
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OFFICIAL GAME ACCESSORY
The Savage Frontier
by Paul Jaquays
Table of Contents
Introduction to the Savage Frontier ........... .2
Savage Frontier Overview .................... 5
The Peoples of the North .................... 18
Cities, Towns, and Villages ................... 28
The Sea, the Ice, and the Islands .............. 35
Lost Lands, Strongholds, and Ruins ........... 39
Rivers, Mountains, and Rough Lands .......... 45
The High Forest .......................... . 49
Uthgardt Ancestor Mounds .................. 53
Personalities of the North ................... 56
Maps
Economic Map of the North ................. 7
Ruins of Ascore .................. inside cover
Grandfather Tree ................ inside cover
Hellgate Keep .................... inside cover
Luskan ....................... . . inside cover
Typical Ancestor Mounds .......... inside cover
The City of Waterdeep ......... outside gatefold
Icewind Dale ............... Trackless Sea map
The Ten Towns ............. Trackless Sea map
Silverymoon ................ Trackless Sea map
Beorunnas Well ............. Trackless Sea map
Hall of Mists ............................. 64
Appendices
Appendix A: Magical Items . . . . . . . . . . . . . . . 60
Appendix B: Northern Proficiencies . . . . . . . . . 60
Appendix C: News of the Land . . . . . . . . . . . . 61
Appendix D: Adventures in the Savage Frontier . 63
Credits:
Editing: Karen S. Boomgarden Cover Art: Larry Elmore
Cartography: Dave Sutherland, Typography: Kim Janke
Dennis Kauth,
Interior Art: Esteban Maroto
& Paul Jaquays
Keylining: Stephanie Tabat
TSR, Inc.
POB 756
Lake Geneva,
WI 53147 USA
TSR UK Ltd.
The Mill, Rathmore Road
Cambridge CB1 4AD
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, BATTLESYSTEM, PRODUCTS OF YOUR IMAGINATION,
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©1988 TSR, Inc. All Rights Reserved. Printed in U.S.A.
ISBN 0-88038-593-6
$7.95 US
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INTRODUCTION TO THE SAVAGE FRONTIER
Civilization ends here.
Although no sign in the North actu-
ally says this, the folk of the North
know this to be true (Well, to be honest,
there was a sign over the door to my
laboratory that said it, but I made Erek
take it down. Who I am I, you ask. Let it
be known, that I am Amelior Amanitas,
alchemist extraordinaire and supreme
sage of the North. At the request of
Elminster, I am dictating the his tory and
wealth of information regarding my
savage homeland to my manservant
Erek, who has promised to edit out
digressions such as this when he reco-
pies it. But as I said, I digress).
To walk past a citys walls is to rely
only upon ones own skills and strength
of arms. It is truly a Savage Frontier,
where man has yet to tame the land or
its denizens. You have been warned.
What is the Savage
Frontier?
The Savage Frontier is a descriptive
name for what many also call the
North. In this book, the North refers to
those lands north of the city of Water-
deep, between the Sword Coast and the
Great 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 summers
and harsh, bitter winters. What little
civilization can be found hugs the
coastal regions and a few inland river
valleys. The rest is the domain of orcs,
trolls, barbarian tribes, and uncount-
able other monstrous denizens, who
regularly hurl themselves in fury upon
the palisades of the towns and villages
in the wilderlands.
It is a land of riches. Mineral wealth
unequalled elsewhere in the known
realms is found here, along with seem-
ingly endless stands of timber of a size
not often found elsewhere. Here too is
the wealth of history, the plunder of
lost civilizations and vanished realms.
Using this Book
This book is intended to be read by
Dungeon Masters only. Much of the
information contained within would
not be known to players and their char-
acters under any circumstances.
Read this book in its entirety before
running a campaign in the Savage
Frontier: it describes the major fea-
tures of the North, beginning with his-
tory and ending in adventure. In
between, it looks at the geography, cli-
mate, creatures, peoples, religions, poli-
tics, cities, island realms, areas of
mystery, and personalities. Though it
hoards a wealth of detail, this book only
scratches the surface of adventure
opportunities of the North. The rest has
been left to the most potent force
present in the
your
imagination.
History of the North
Eons before men walked the earth, ages
before the elves were civilized enough
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North...
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to record history, in a time when the
North was always warm and the seas of
the world were deeper, the lands of
Abeir-Toril were dominated by vast
empires of inhuman peoples. In the
elven oral tradition, these were known
as the Days of Thunder when cruel
lizard, amphibian, and avian peoples
(known to the elves as the IquaTel-
Quessir or creator races, but with no
honor or respect intended) tamed the
mighty dinosaurs, built towering cities
of stone and glass on the shores of the
warm seas and spanned the wilderness
with shining roads, and fought constant
wars of extermination, such was their
hatred towards each other.
The stuff of magic was rawer in those
days, less refined, more potent. These
ancient peoples experimented end-
lessly with magics more powerful than
can be even imagined today. Powerful
mages hurled devastating bolts of seem-
ingly god-like power, leveling armies
and mountains; and like gods, they
played at creating life, wryly choosing
to release their monstrous mistakes
rather than destroy them. To those who
made them, the mistakes were unnatu-
ral horrors, unlike anything that
walked the land. Most died in the cruel
jungles, yet many lived and as thought
awakened in them they hid themselves
from their creators. When the end
came at last, it was they, not the surviv-
ing creators who seized control of the
suddenly colder realms. And so it was
that the first of the elves, the dragons,
the goblin races and an endless list of
creatures of a new age took possession
of their heritage. Their creators, the
ancestors of the lizardmen, bullywugs
and aarakocra, declined into endless
barbarism, never to rise again.
The unmeasured age that followed
was known as the Time of Dragons,
when those mighty creatures reigned
supreme. Not until the elves themselves
became powers in the world would the
rule of dragons be challenged.
Elven sages still speculate on the
events that brought about the over-
night destruction of the creator races.
There are wildly diverging theories,
but all agree that a rapid climate change
occurred, creating a world unsuitable
to most of the creator races and the
dinosaurs. Many believe that the
change resulted from a cataclysm the
races brought upon themselves. Propo-
nents of this theory point to the Star
Mounts in the central High Forest,
whose origins are most likely magical
and otherworldly. The elves believe
that around this time, the greater and
lesser Powers began to manifest them-
selves in the world, particularly the
beings known as Chauntea and Corel-
lon Laretheian, aiding the new races
and confounding the survivors of the
creator races.
There has been civilization in the
North since before the Time of
Dragons, yet little more than tantaliz-
ingly vague myths survive. For millen-
nia, gold elves dwelt in Illefarn (where
Waterdeep now stands) and Eaerlann
(along the River Shining). From their
ornate forest cities, they traded with
primitive, emerging human nations like
Netheril and Illusk and repulsed the
constant attacks of the goblin races. Yet
as men began to dominate the world,
the elven lands declined and now little
or no remnants remain of those lost and
abandoned realms. When the elves
chose to leave the North and travel to
Evermeet, their works quickly disap-
peared, leaving only places like the Old
Road and a ruined port in the High For-
est to mark the passing of Eaerlann,
while a mysterious ruin called the
Crumbling Stair may be the last rem-
nant of fabled Illefarn.
Meanwhile, in the far North, the
dwarven burrow clans united as the
dwarven nation of Delzoun, named for
the dwarf who forged the union. The
dwarven nation, which existed primari-
ly underground, extended from the Ice
Mountains in the Utter North to the
Nether Mountains in the south. Silver
Moon Pass was its western border and
the Narrow Sea its eastern.
To the east, on sandy shores of the
calm and shining Narrow Sea, human
fishing villages grew into small towns,
then joined together as the nation of
Netheril. Sages believe that the fishing
towns were unified by a powerful
human wizard who may have discov-
ered a book of great magic power that
had survived from the Days of
Thundera book that legend calls the
Nether Scrolls. Under this nameless
wizard and those that followed,
Netheril rose in power and glory,
becoming both the first human land in
the North and the most powerful. Some
say that this discovery marked the birth
of human wizardry, since before then,
mankind had only shamans and witch
doctors. For over 3,000 years Netheril
dominated the North, but even its leg-
endary wizards were unable to stop
their final doom.
Doom came as desert, devouring the
Narrow Sea and spreading to fill its
banks with dry dust and blowing sand.
Legend states that when the great wiz-
ards of Netheril realized their land was
lost, they abandoned it and their coun-
trymen en masse, fleeing to all corners
of the world and taking the secrets of
wizardry with them. More likely, this
was a slow migration that began some
3,000 years ago and reached its conclu-
sion some 1,500 years later.
Whatever the truth, the wizards no
longer dwelt in Netheril and to the
north, once-majestic dwarven Delzoun
had fallen upon hard days. Then the
orcs struck. Orcs had always been foes
in the North, surging out of their holes
every few tens of generations when
their normal haunts could no longer
support their burgeoning numbers.
This time they charged out of their
caverns in the Spine of the World,
poured out of abandoned mines in the
Graypeaks, screamed out of lost
dwarfholds in the Ice Mountains, raged
forth from crypt complexes in the Neth-
er Mountains and stormed upward
from the bowels of the High Moon
Mountains. Never before or since had
there been such an outpouring of orc-
ish power.
Before this onslaught Delzoun crum-
bled and was driven in on itself.
Netheril, without its wizards, was
wiped from the face of history. The
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elves of Eaerlann alone withstood the
onslaught and, with the aid of the
treants of Turlang and other unnamed
allies, were able to stave off the final
days of their land for yet a few centu-
ries more.
In the far west, men also dwelled
wise, clever primitives called the Ice
Hunters. They lived their simple lives
on the Sword Coast since time beyond
reckoning, countless generations
before Netherils first founders set foot
on the Narrow Seas western shore. Yet
this peaceful folk fell prey to another
invasion. From the south came crude
long ships to disgorge a tall, fair-haired,
warlike race which displaced the Ice
Hunters from their ancestral lands.
This race, now known as the
Northmen, spread their farms and vil-
lages along the Sword Coast from the
banks the Winding Water to the gorges
of the Mirar. Their fierce warriors
drove the simple Ice Hunters further
and further north, forced the
goblinkind back into their mountain
haunts and instigated the last Council of
Illefarn. Within 500 years of the
Northmens arrival, Illefarn was no
moreits residents had migrated to
Evermeet.
From the Sword Coast, Northmen
sailed westward, finding, claiming and
establishing colonies on the major west-
ern islands of Ruathym and Gundarlun,
eventually spreading to ail islands in the
northern sea. Others migrated north-
ward, past the Spine of the World and
became the truly savage barbarians of
Icewind Dale.
Where Luskan now stands, the
Northmen found the citadel of Illusk,
built by a refugee wizard from
Netheril. The Illusk wizards ruled for
centuries until the folk of Illuskan (as
the surrounding village was known)
were liberated by raiders led by
Uther Gardolfsson, a Ruathym Thane.
The angry Illuskani destroyed Gar-
dolfssons fleet and drove him inland
where he and his warriors would die
(theoretically) in the monster-infested
wilderness. Instead, they forged the
birth of a new people, the Uthgardt bar-
barians.
Meanwhile in the east, the elves of
Eaerlann built the fortress of Ascalhorn
and turned it over to refugees from
Netheril, as the Netherese followers of
Karsus built the town of Karse in the
High Forest. Other Netherese founded
Llorkh and Loudwater. Still more wan-
dered the mountains, hills, and moors
north and west of the High Forest.
These became the ancestors of the
Uthgardt barbarians and the founders
of Silverymoon, Everlund and Sunda-
bar.
In the centuries that followed,
Ascalhorn became Hellgate Keep when
it fell into the hands of demons, and
Eaerlann collapsed under the attack of
a new orc horde. The elves fled south-
east, joining with Northmen, Netherese
descendants, and dwarves to form
what would later be known as the
Fallen Kingdom. This realm was short-
lived and collapsed under the next orc-
ish invasionthough in dying, it dealt
the goblin races a blow from which
they have yet to recover.
Yet along the coast, in what was once
elven Illefarn, humanity was once again
rising in power. Merchants from the
south, tribesmen from the North, and
seafarers from western islands had cre-
ated a village around a trading post on a
deepwater harbor, first known as
Nimoars Hold after the Uthgardt chief-
tain whose tribe seized and fortified the
ramshackle village. Nimoar and his suc-
cessors, known as War Lords, led the
men of Waterdeep (as it had become
known to the ship captains who called
there) in a slowly losing battle against
the trolls. In a final, climactic battle, the
trolls breached the aging palisade and
all seemed lostuntil the magic of a
Northern youth, Ahghairon of Silvery-
moon, turned luck against the trolls and
the everlasting ones were destroyed
or scattered.
Ahghairon, heir to the magical heri-
tage and learning of Netheril, stayed in
Waterdeep and in his 112th year he
again saved the city... from itself. In so
doing, he created the Lords of Water-
deep, the government that rules there
today. The city has since grown into the
largest in North, possibly in all Faerun.
With Waterdeep as a firm anchor, civi-
lization again forged cautiously into
the wilderness. Illuskan (now just
Luskan) was retaken from the orcs.
Loudwater, Llorkh, Longsaddle, Tri-
boar, Secomber and other towns were
resettled by pioneers from Waterdeep,
sponsored by noble Waterdhavian mer-
chant families.
Though it has been centuries since
the last orc invasion, there is still con-
stant strife. Barbarians harass mer-
chants, travelers, and towns; the seas
are filled with Northmen pirates; the
demon forces of Hellgate Keep assault
the east; and two wars have marred the
land in recent years. Luskan, now a
fierce merchant city known to harbor
(and support) pirates, wages war with
the island realm of Ruathym over an act
of piracy against a Luskan merchant
ship; and to the far north, in Icewind
Dale beyond the Spine of the World, the
Ten Towns are slowly rebuilding after
being nearly destroyed by the mon-
strous forces of Akar Kessell.
It is a time of relative quiet in the
North. Where once elves and dwarves
reigned, men now rule, but their hold
as was true for all civilizations before
is tenuous at best.
Amelior Amanitas
Acknowledgements:
Like many fantasy worlds, this one
owes its birth to a number of other folk.
The culture of the seafaring Northmen
comes from Douglas Niles, who
described them in FR2, Moonshae. Ice-
wind Dale, its heroes and tales are
based on The Crystal Shard by Bob
Salvatore. And last, but never least,
gratitude is owed to Ed Greenwood,
who gave us hints about The Savage
Frontier in FR1, Waterdeep and the
North, and whose copious notes and
previously published material are the
foundation of this book.
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