Sword coast adventurers guide free pdf download






















This book have clocks in at pages. Dungeon Masters material for creating vibrant fantasy stories along the Swords Coast. Adventure in the Forgotten Realms : Discover the current state of the Forgotten Realms and its deties after the spell-plague and the second Sundering.

I particularly found the pantheon of gods section useful for my own adventures and for helping clerics get a more solid footing on their deity rather than relying on scattered info online. The book focuses a lot on land and wilderness, leaving such iconic locations untouched.

Steve Kenson- He is an author and a designer who has worked in the industry since He has worked a lot on the Forgotten Realm material. He usually writes articles for Dragon magazine. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories.

It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding. Magic, Monsters, and Make-Believe Heroes looks at fantasy film, television, and participative culture as evidence of our ongoing need for a mythic vision—for stories larger than ourselves into which we write ourselves and through which we can become the heroes of our own story.

Rather, it is precisely because these stories are so fantastic, some resonating so deeply that we elevate them to the status of religion. Cowan offers a modern manifesto for why and how mythology remains a vital force today. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode.

The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse.

Chapter 4 shows how the character options in the Player's Handbook fit into this region and presents new character class options specific to the Forgotten Realms. Chapter 5 gives backgrounds designed to link your characters to the great places, people, and events of Faerun.

The Realms are a place to create and tell your stories, about your adventurers and their deeds. The lands and peoples of Faerun welcome you, traveler, for it is a place of peril sorely in need of the heroes you will bring forth. Go now, through the portal of imagination and into vast and wonderful realms awaiting beyond. A place of varied cultures and races, Faerun is domina'ted by human lands, be they kingdoms , city-states, or carefully maintained alliances of rural communities.

Interspersed a mo ng the lands of humans are old dwarven kingdoms and hidden elven enclaves, assimilated populations of gnomes a nd halflings, and more exotic folk. A great deal of adventure is to be had in th e Realms, fo r those willing to seek it out. The routes between cities a nd nations often cross into the territory of brigands or ma rauding humanoids. Every forest, swamp, and mounta in range has its own perils , whether lurking bandits, savage ores and goblinoids, or mighty creatures such as giants and dragons.

Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treas ures of every living race- and a number of dead ones - wait for adventurers intrepid enough to come and claim them. Faerfin is filled with rich history and wondrous tales of adventure and magic, but the lifeblood of its common people is agriculture and trade.

Most rural folk depend on fa rming to eat, and Faerunians who live in cities ply s kil led trades or use brawn to earn their keep, so they can purchase the goods and food provided by others. J ews and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount or invent stories to inform and entertain people in taverns, inns , and castles.

Adventurers also spread newswhile also creating it! The common folk of Faerun look on adventurers with a mixture of admiration , envy, and mistrust.

Folk believe that any sta lwarts willing to risk their lives on behalf of complete s trangers should be lauded and rewarded. But such adventurers, if they become successfu l, amass wealth and personal status at a rate that some people find alarming.

Even people who admire these adventurers for their energy and their acts of valor might have misgivings: what horrors will be unleashed if adve nturers , heedless or unknowing of the da nger, unlock a ruin or a tomb and release an ancient evi l into the world? Most of the people who populate the continent have little or no knowledge of lands outside Faerun.

The most educated among the populace agree that Faerun is but one continent and that Tori! Except in the most remote or insular places, Faerunians are accustomed to seeing people of different cultures, ethnicities, and races. Only in the most cosmopolitan areas does such casual acceptance extend to evil humanoid races-such as goblinoids, ores, and drow- to say nothing of even more dangerous creatures.

Adventurers tend to be more tolerant, accepting exiles, misfits, and redeemed folk from strange lands and with unusual shapes. For most who care about such things, the area is delimited by Neverwinter in the north and Baldur's Gate in the south, but territory farther to the north and south that isn't under the sway of a more influential power is usually also included in maps of the Sword Coast.

More broadly, the North refers to all the territory north of Arnn, split into two general regions : the Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of territory marked by the Cloud Peaks and the Troll Mountains to the Trade Way. The Savage Frontier is the name given to the rest of the unsettled or sparsely settled territory in the North, not including the major cities and towns and any settlements in their immediate spheres of influence.

Most of the communities, nations , and governments of the North can be grouped into five categories: the cities and towns that are members of the Lords' Alliance, the dwarfholds that have been built throughout the area, the island kingdoms off the coast, the independent realms scattered up and down the coast, and the subterranean environs of the Underdark. Each category is discussed briefly here; more details can be found in chapter 2.

The Lords' Alliance is a confederation among the rulers of various northern settlements. The number of members on the Council of Lords, the group's governing body, shifts depending on the changing status of member cities and political tensions in the region. In addition to providing military support and a forum for the peaceful airing of differences, the Alliance has always acted under the principle that communities with common cause that engage in trade are less likely to go to war with one another.

By maintaining strong trade ties within the alliance as well as outside it, the Lords' Alliance helps to keep the peace. Disagreements and failed obligations during a war with the ore kingdom of Many-Arrows destroyed the remaining trust between members of the Marches, and that pact is no more. The dwarfholds still ally with one another, and individually with nearby human realms, but no longer pledge to stand unified with all their neighbors. Despite continually warring over the centuries with the ores and goblinoids of the region, and having to fight off assaults from below by duergar and drow, the shield dwarves have stood fast, determined to hold their halls against all threats- and, when necessary, reclaim them.

Holds that survive from the days of Delzoun include Mithra! Hall, Citadel Adbar, and Citadel Felbarr. The fabled city of Gauntlgrym, built by the Delzoun dwarves and recently taken back from the drow, stands as a beacon of resurgent dwarven strength in the North. Stoneshaft Hold and Ironmaster are lonely settlements continually girding themselves for threats real and imagined.

Sundabar and Mirabar are also generally considered dwarfholds, despite their substantial human populations. Until recently, many of the dwarfholds were members of the Silver Marches also known as Luruar , an alli- Off the western coast of Faen1n are a number of island realms of varying size.

The most distant, and yet perhaps the most symbolically important to the mainland, is Evermeet, the island paradise of the elves, reputed to be a part of the divine realm of Arvandor. Much closer to Faen1n are the Whalebones and Ruathym, ancient homes of the ancestors of the Illuskan people, and the Moonshaes, where many of those same people now share the islands with the Ffolk and an elf offshoot known as the Llewyr.

The free port of Mintarn lies nearby, a neutral site for meetings between enemies and a recruitment spot that offers abundant jobs for sailors. Despite its size, the tiny island of Orlumbor, with its treacherous harbor and its skilled, in-demand shipwrights, is an independent and influential nation unto itself. In the seas to the south, pirates of many races and predilections sail from the Nelanther Isles, preying on trade running north and south along the coasts.

Since the beginning of the Sundering, fabled Lantan and Nimbral have returned. Both the center of invention and the isle of Leira-worshiping illusionists are even more secretive and less welcoming of strangers than before their disappearance.

Even the civilized locales among these places , such as Elturgard, exist, at best, in an uneasy tension with the denizens of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders.

A great variety of independent nations and notable locations is encompassed within the wild lands of the North. Among them are the great library of Candlekeep, home of the greatest collection of written lore in FaerO. The lands of the Uthgardt, the towns of frigid Icewind Dale, the quiet Trielta Hills, the cutthroat city of Luskan, and the legendary Warlock's Crypt, dominion of the great lich Larloch, are all independent realms, as are the High Moor, the Trollclaws, and the High Forest.

The ruins of ancient kingdoms and countless smaller settlements litter the countryside, waiting for the right explorers to happen upon them. Duergar and drow- dark reflections of dwarves and elves-live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk aren't threatened or even disturbed by denizens of the deep places, but the creatures occasionally emerge to raid or to seek some kind of goal in the surface world.

Among the lands of the Underdark beneath the North are the svirfneblin city of Blingdenstone, the duergar city of Gracklstugh, and the infamous drow city of Menzoberranzan. Also prominent is Mantol-Derith, a trading post for Underdark merchants. For most folk of the Sword Coast, however, knowledge doesn't extend much beyond the confines of the North, and anything "known" outside of FaerO. The lands beyond the North can be roughly divided into those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are.

Amid the ruin and the distress in these realms are signs of renewal and hope, as tenacious civilizations and peoples rebuild, reclaim, and create anew. A nation led by the representatives of five noble families, Arnn is a place where the wealthy rule, openly and without pretense. Shrewd traders and ruthless in business, Amnians believe that the end of a successful transaction is justified by any means, ethical or otherwise.

Although the nation is richer by far than even the northern metropolises of Baldur's Gate and Waterdeep, its influence is curtailed by the unwillingness of its rulers to work together in the nation's best interest. The members of the Council of Five are fairly unified and tight-fisted in their control of Arnn, but their ability to affect events outside their own borders is limited because they can't agree enough on major matters of foreign policy.

The oligarchs utterly control their nation , but beyond the areas that each rules, their families and businesses compete with one another and with the locals of far-flung places. The use of arcane magic is illegal in Arnn, meaning that the only authorized spellcasters in the nation are wielders of divine magic who enjoy the support and patronage of a temple, and users of arcane magic who have been given special dispensation by one of the oligarchs.

So pervasive is the sway of Amn's oligarchy that few crimes merit physical punishment but those that involve the use of arcane magic or an offense against one of the council's merchant houses. Other infractions are forgiven after the miscreant makes payment of an appropriate fine.

This southern land has long been the battleground for warring genies. After years of struggling beneath their genasi masters, human slaves arose to follow a Chosen of Ilmater, at first using nonviolent resistance, and then erupting in full rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the deserts.

Much of Calimshan is a chaotic place dominated by wealth, political influence, and personal power. Many pray for the return of the Chosen and the completion of his work. Others are learning to live together without genie masters, and to grudgingly accept the remaining genasi among them. The vast, choking jungles of Chult hide what many believe to be great mineral wealth, including large gemstones and veins of ore.

Poisonous flora and fauna riddle the jungles, but some still brave the dangers to seek their fortunes. Some of the exotic plants that grow only in Chult fetch high prices in mainland markets. Ruined Mezro stands across the sea from Calimshan, waiting for explorers and its displaced people to cleanse the city of its undead inhabitants and uncover the treasures that lie hidden there. Eastward along the Chultan peninsula lie the remains of Thindol and Samarach.

Despite the apparent fall of both civilizations, Thindol remains infested with yuan-ti, while the illusions cloaking Samarach's mountain passes conceal the activities in that nation. Situated on a warm plain on the shore of the Great Sea, Dambrath is ruled by nomadic clans of human horse riders who revere Silvanus, Malar, and occasionally Seh1ne.

Given the Dambrathans' history of domination by the Crinti, a ruling caste of half-drow, it is no surprise that they reserve their greatest hatred for the drow. The clans meet twice a year at a sacred site known as the Hills of the Kings, where dozens of totem sculptures are preserved.

At these gatherings, each clan updates its totem with an account of its exploits over the previous seasons. Many Dambrathans seek out lycanthropy as a means of showing reverence for their favored deity and honoring their heritage. A blasted near-desert north and east of the North Wall mountains bordering Halruaa, Elfharrow isn't a name bestowed by its residents, but rather the sobriquet that travelers use for this violent region. The tribes of xenophobic elves that claim this area don't hesitate to discourage uninvited guests by any means necessary.

A simple group of pilgrims might be scared off with some arrows, while a band of hunters or explorers is likely to be killed outright. Food is sparse in this region, with the forests long since vanished, and as a result the elves of Elfharrow fiercely protect the herds of animals they have cultivated. The elves have no interest in looting the cities of fallen Lapaliiya, but neither are they willing to allow "adventurers" free access to those lands through their territory.

Once believed destroyed in the conflagration of the Spellplague, Halruaa has largely been restored to the insular, magic-mighty nation it once was.

Because of the foresight of their divinations, Halruaan wizards were able to use the raging blue fire that followed Mystra's death to propel their nation safely into the realm of Toril's twin, Abeir displacing part of that world into the Plane of Shadow.

Now that the events of those times have mostly been undone, the famed Halruaan skyships and waterborne vessels have spread out from their home once again, seeking to establish trading routes and political connections, as well as to learn what has changed of the world in their century of absence. The Lake of Steam. Far to the south and east of the Sword Coast, the Lake of Steam is more accurately an inland sea, its waters tainted by volcanism and undrinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting domains known as the Border Kingdoms.

Here, along the southern shore of the lake, explorers and fortune seekers squander their amassed wea lth building castles, founding communities, and drawing loyal vassals to them- only to have all those good works disappear within a generation or two. In some cases, one of these realms is fortunate to be saved from its inevitable decline by anot her group of successful adventurers, who inject enough wealth and wisdom to keep the enterprise going a few more decades.

Long the homeland of halflings and thought to be the place where their race had its genesis, Luiren was lost during the Spellplague to a great inundation of the sea. In the century since that great disaster, the waters receded, and now stories told by travelers from the south tell of halfling communities that s urvived as island redoubts. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darroma r.

The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm, appoint sheriffs over their counties, and generally maintain order. The farmlands of Tethyr are abundant, and its markets flow freely with trade from the Western Heartlands. Tethyr has seen more than its share of noble intrigue and royal murder, and adventurers who are native to Tethyr or merely passing through that land are often drawn into such plots, either as unwitting accomplices or as easy scapegoats.

As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the Sword Coast, one moves from lands not so different from one's own to places so foreign they might as well exist on other continents or worlds- which a few of them actually have done.

The great peninsula of Aglarond juts out into the Inner Sea, and that body of water and the forests of the Yuirwood define much of the nation's character. A rea lm of humans living in harmony with their elf and half-elf neighbors, Aglarond has been a fo e of Thay for centuries, in part due to the temperament of its former ruler, the Simbul.

The nation is now ruled by a Simbarch Council, which has backed away from open hostilities with Thay. Not all such names are used universally, and opinions vary as to which lands qualify in which groups. A collection of city-states bound by common culture and mutual defense, Chessenta isn't truly a nation. Each city boasts its own heroes, worships its own gladiatorial champions, and spends as much time insulting and competing with the other cities as it does on any other activity.

The city of Luthcheq is dominated by worship of the bizarre deity known as Entropy, while Erebos is ruled by the latest incarnation of the red dragon known as Tchazzar the Undying. Heptios contains the largest library in Chessenta, a center of learning where all nobles aspire to send their children for tutoring. That city is looked on with disdain by the people of Akanax, whose militant contempt for the "fat philosophers" of Heptios is widely known. Toreus welcomes all visitors, even those from lands that are despised or mistrusted, and foreign coin can buy nearly anything there.

The floating city of Airspur still flies somehow, its earthmotes unaffected by the fall of its fellows when the Sundering came to a close. For most folk in central Faen1n, the notion of a human kingdom is inextricably linked to Cormyr. A strong realm bolstered by its loyal army the Purple Dragons , a cadre of magical defenders and investigators the War Wizards , and numerous wealthy and influential nobles, Cormyr is recovering from its war with Sembia and Netheril- a conflict that cost the nation much, but left the kingdom standing, and which, in the end, Netheril didn't survive.

The pride of that victory rema ins strong in Cormyr's collective consciousness, even as Queen Raedra draws back from plans to permanently welcome into the realm towns that lie beyond Cormyr's traditional borders. Cormyreans are justly proud of their homeland, and go to great lengths to guard it and its honor.

Still, there is no shortage of danger in the Forest Kingdom, whether from scheming, treacherous nobles, monsters out of the Hulla ck Forest or the Stonelands, or some ancient, hidden magic. Cormyr is many things, but dull isn't one of them. The Cold Lands. The nations of Damara, Narfell, Sossal, and Vaasa, known collectively to most Faerunians as the Cold Lands, rest near the Great Glacier in the cold, dry environs of the northeast. Few outside the region have much interest in what goes on here, except for those in the immediately surrounding lands, who fear a resurgence of the ancient evils of the region- though they ar- en't fearful enough to do more than send an adventuring party or two into the area to investigate.

In Damara, the usurper King Yarin Frostmantle sits on the throne of the Dragon bane dynasty, while his people complain about his tyranny and the growing threat from demons across the country. In Narfell, skilled riders and archers hunt, raid, and are gradually reclaiming their heritage as a great nation of mages who treated with devils. The Warlock Knights of Vaasa threaten to break the bounds of their nation and invade Damara, the Moonsea, or both, while some of its members suspiciously eye the ominously silent Castle Perilous, perhaps planning another excursion to the place.

The tiny nation of Sos sal trades with its neighbors, but shares little of itself with the wider world. The humans who call the Dalelands home want nothing more than lives untroubled by the concerns of larger nations. They take great pride in their peaceful coexistence with the elves of Cormanthor, and in their ability to remain largely self-sufficient and autonomous even when their homeland was used as a battlefield by Cormyr, Netheril , S embia, and Myth Drannor in the recent conflicts.

Featherdale and Tasseldale have reasserted their independence since the end of the war, and rejoined Archendale, Battledale, Daggerdale, Deepingdale, Harrowdale, Mistledale, S cardale, and Shadowdale on the Dales Council. The High Dale did the same shortly afterward. Dalesfolk are mistrustful of anyone unwilling to sacrifice for the common good, but those who put in good work- whether in defense or labor- are accepted as equals, entitled to share in the rewards from their toil.

Formerly known as the Endless Wastes, this land has gained a new name among Faerunians, styled after the vast Tuigan horde that roared out of the east and rode against Faerun more than a century ago. After these tribesfolk were defeated, some of the fierce, mounted warriors who survived the conflict gathered to form the sma ll nation ofYalmunnahar. Some others cling to the old ways, mastering the sword and the bow and riding across the steppes on their short-legged horses.

Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage are fewer than they once were. With the rising of the waters of the S ea of Fallen S tars, some of Impiltur's wealth and influence is returning, leading to whis pers a mong the populace that a lost king of the line of old will rise up to lift Impiltur out of its woes and back to the great nation it once was.

Impiltur is a nation of huma ns with pockets of dwarves a nd halflings among its populace. Where once a long royal line sat its throne and ruled over a unified kingdom, now a Grand Council sits around a table and struggles to combat the presence of demons, and demon worship, within the nation's borders.

The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to overextend themselves and fall- sometimes crumbling over time, and sometimes dropping like stones from the sky. Phlan, Teshwave, Thentia, and Voonla r-all Moonsea cities where greater powers jockeyed for influence- now work to find their own identities before an unchecked or malevolent realm swallows them , one by one.

This region is also home to the ruins of the Citadel of the Raven and Zhentil Keep, former strongholds of the Zhentarim, which the Black Network shows occasional interest in restoring.

Since the Chosen of the gods began to appear in the last few years, Mulhorand has become a la nd transformed. Its deities manifested fully in the forms of some of their descendants, and swiftly rallied the Mulan to overthrow the Imaskari.

Aided by the mighty wizard Nezram, known as the World-Walker, the Mulhorandi overthrew the rulers of High Imaskar, who fl ed into the Plains of Purple Dust or to extra planar safeholds. When the upheaval ended and the Chosen began to disappear, the gods of Mulhorand remained to rule their people, focusing their attention on defending their restored homela nd to keep the war in Unther a nd Tymanther from s pilling over its borders. For the first time in centuries, the people in Mulhorand are free, with the gods declaring that slavery shall no longer be practiced among the Mulan since their return.

A harsh, cold land fill ed with hardy folk, Rashemen is a fiercely traditional nation. It is ruled by its Iron Lord, Mangan Uruk, who speaks for the power behind the throne: the Wychlaran , the society of masked witches that determine Rashemen's course. These witches wield great powers tied to the land and its magic and guard against evil fey and vengeful spirits.

A s mall number of male s pellcasters, known as the Old Ones, create magic items a nd weave arcane rituals for the witches. Over the centuries, scholars in other lands have s peculated that these deities might be faces of Chauntea, Mielikki , and Mystra, respectively. The nation's warriors are a fierce, stoic lot, famed for their strength , endurance, and stubbornness in battle. Rash em en is a long-standing enemy of Thay, and has often thwarted that nation's ambitions to rule Faerun.

Little pleases a Rashemi wa rrior more than the chance to strike down a Red Wizard in battle. Following a period of s ubjugation at the hands of Netheril, S embia is already on its way to becoming the economic power it was in prior years.

Although relations are cool with the Da les and Cormyr followin g the most recent war, S embian merchants are quick to dismiss previous conflicts as the work of the Netherese, and remind their former trading partners of the long and mutually profitable relationships they previous ly enjoyed. To prove its good intentions, S embia has "allowed" Featherdale and Tasseldale to regain their independence, even though S embian investors had owned much of Featherdale for nearly seventy years when the war came to an end.

Before Netheril claimed Sembia as a vassal state, mercenary work and adventuring were popular livelihoods among Sembians who didn't have local families to feed. Those endeavors are even more popular now among veterans of the war, who are better trained than their predecessors were. A few of Sembia's less scrupulous former soldiers have taken to banditry, which offers other Sembians more opportunities for guard work.

For centuries one of the greatest concentrations of magical might in Faerfin, Thay is ruled by the ancient lich, Szass Tam , and the nation's Council of Zulkirs in a ruthless magocracy. The council's will is enacted by regional tharchions and bureaucrats, leaving the ruling Red Wizards to focus on magical study and more important arcane matters. For a time, living mages couldn't hope to advance to prominence in Thay: Szass Tam promoted undeath as a means of existence with boundless possibilities, and held back those who didn't agree with this philosophy.

The recent battles with the demon Eltab, however, have prompted Szass Tam to loosen this stricture- the living now have hope of ascending within the Red Wizards, even if that hope is merely to advance to a high station within the cadre of Tam's servants. Reminders of the century-old war with the Tuigan horde remain throughout Thesk, in the many and varied features of its present-day inhabitants, particularly the half-ore descendants of the mercenaries who fought in that great conflict.

Thesk is known to many as the Gateway to the East because it is the western terminus of the Golden Way, which runs through the Hordelands and into Kara-Tur. Because their city is a crossroads of sorts between Faerfin and the east, it should come as no surprise that Theskians don't judge outsiders quickly, and don't bristle at visitors who demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby ores and goblins that are willing to treat with them peacefully.

They aren't fools, however, and have no patience for violent or raiding humanoids of all sorts. On the southern shore of the Sea of Fallen Stars, Turmish is a nation of mercantile cities ruled by its Assembly of Stars, representatives of each of its cities in a parliamentary democracy.

After being much diminished by the devastation wrought in this area a century ago, Turmish is currently enjoying a revival of its fortunes, as the rising of the waters of the Inner Sea has returned some of the trade that was lost in the cataclysm. Turmish is the birthplace of the Emerald Enclave, which has proudly taken credit for the rebirth of Turmishan agriculture, the cessation of the great rains that plagued the region a few years ago, and the restoration of the god Lathander.

In decades past, the land of the dragonborn claimed as its territory part of what had been the vanished nation of Unther. Then Unther suddenly returned to Faerfin a few years ago and promptly went to war against Tymanther.

Most coins of pure composition and standard weight are accepted at face value across the continent, though not every city-state or nation bothers to mint every sort of coin. Some of the most commonly found, and widely accepted, currency in the Realms is summarized below. Each grouping is arranged in order of value: copper, silver, electrum, gold, and when present platinum. Most people across FaerOn refer to co ins by whatever name the issuing government uses, regardless of origin, except for Zhentil Keep-for some reason, all Zhent coins have unflattering epithets associated with them.

The moon is a crescent-shaped, shining blue coin of electrum, valued at 2 unicorns in Silverymoon and nearby settlements, and 1 unicorn everywhere else. The eclipsed moon stamps an electrum moon with a darker si lver wedge to comp lete a round coin.

It is worth 5 unicorns within the city, but only 2 unicorns elsewhere. Waterdeep has its own coins. The taol is a square piece of brass, worth 2 dragons in the city-and virtual ly worthless to anyone not trading with Waterdeep.



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