Forgotten realms atlas pdf download
Legend reported that they had been dug by the Nine Immortals and perfected by the Celestial One himself" The valleys were inhab- ited, but each was so isolated that it differed from its, neighbors. An almost impassable range curved north- west, then northeast, To the east it dropped in stages to the Katakoro Plateau, To the west it ended abruptly in the precipitous cliff of the Jumpa River Gorge.
Only a chain bridge across the Jumpa River at the base of the Ra-Khati allowed access between east and west. The death of the local goddess Earth- mother and the rise of a true High King, who defeated the evil god Bhaal and all his forces, drew attention not only to the history of those events, but to their lo- cations as well.
The southern isles were reasonably temperate and arable, and the Ffolk of the area were primarily agrarian, though fishing and trade were important along the coasts. They were settled later by warlike northerners many being worshipers of Tempus who practiced herding, hunting, fishing, and frequently ided the lands of the Ffolk?
The Korinn Archipelago Of the far north was useless for anything other than, pirate bases, though a few hardy souls survived by raising livestock, fishing, and woodcutting?
No roads and few trails cut inland. It occupied the southern half of Gwyneth, encompassing the lands south and east of Myrloch Vale. Llyrath Forest blanketed the entire southern portion of Corwell, making it the wildest part of the kingdom. It was there that the evil god Bhaal sent the Darkwalker, Kazgoroth, and it was there that Bhaal himself made physical contact with the Prime Material Plane.
High- lands nearly surrounded Myrloch Vale. At the east end, near where the mountain wall swung northwest, were the highest mountains of Gwyneth. Most of its people were farmers or fishing folk, depending on their location, Even the king's fortress, Caer Corwell, and its nearby village were relatively small and unim- osing.
The port of Llewellyn was the larg: est settlement the Prince of Corwell had seen; and the of Callidyrr seemed truly magnificent; even. Elminster had been favorably impressed with Caer Callidyrr. The mountains of the north were an excellent source of metals and min- erals"" The only roads on either island were those connecting the major ports on opposite ends of each Kingdom, with rough trails winding to other loca- tions.
Dark of the Neon. Bard Kener appears. Thelgaar Ironband veluses 9 ald. Sable reaches Caer orwell Companions lave casi efore dawn. Kessell had lost his general, and Driazt had learned the secrets of Cryshal-Tirith. Other than burning Bremen at dawn, Kessell did nothing. Regis, the council's emissary, used his magical ruby to man- age a delay. Both forces attacked under the cover of darkness.
Drizzt entered Cryshal-Tirith and cast flour on the crystal, causing the tower to crumble. When he and Kessell were teleported to the crest of Kelvin's Cairn, the beams of the crystal produced an avalanche that bur- ied the tyrant and the shard under tons of snow. Gradually townsmen, tribesmen, and dwarves worked their way to the top of the hill and stood with their backs to the wall of Bryn Shander The three groups then charged.
In an hour, the battlefield was cleared of living enemies. The room of a lesser the space below the master's imber held little more than a bed and the r through which Sycney learned of the al at Longsaddie. Its valley was a quiet, well ordered haven between the Crags and the Ev moors. The village mainly served the rural area, so there was a farm market that sold food, a bell-caster for cows and farm homes, a stirrup-maker to service saddles, and a small inn at which the workers could gather.
Generations of Harpells had spent their lives at the hill of the Ivy Mansion, each adding to the in: ventions of those before him, Still, only three build: ings were present. Two appeared to be ordinary, low farm buildings, but that was hardly the case. The smaller served as a stable—but of miniaturized ani- mals kept in cages stacked to the ceiling.
They were given sleeping rooms and later talked with the eldest Harpell, Deloy, in his small chamber. The most memorable room was the Fuzzy Quarterstaff, ani ommon room. The city is home to many schools of knowledge and wizardry and holds one of the most extensive libraries in the north, called the Vault of the Sages. The focus on knowledge has given the city a reputation of accepting all races.
The many spires rise from structures that differ as much from each other as from those commonly found in other cities. This was the invisible Moonbridge. At the foot of the bridge stood a guardpost. In the decade following the quest, Silvery- moon continued the growth that had begun a century earlier and expanded to the southwest bank of the Rauvin.
During that time the great library was moved to new, larger quarters, and new city walls were con: structed to protect the expanded area. When the wall was razed, a major thoroughfare was feasible. Bypassing the city, the companions had crossed to the river's north bank and were heading west through the foothi when they were sensed by the golem Bok. This was the Herald's Holdfast. A cylindrical room filled the entire tower and was lighted by a soft blue glow.
This was the Chamber of Man. Weapons and armor from every age lined the walls. Above them, banners and crests of forgotten. Overhead, carved into the rafters, were bas-reliefs of human heroes and her- ines of the past. The Chamber of Man was the largest in the Holdfast save the enormous library. After dining, they were guided through a final door into the largest room of the holdfast: the greatest library of the North. Although the path entered the hills of the mountain closest to Set- 82 tlestone, it wound its way toward Fourthpeak, dodg- ing ravines and boulders and picking its way up mountainsides.
As the pursuers passed over a bouller-strewn mound, just before entering a thick ell, Entreri saw Bruenor climb out of brush onto the facing slope far ahead. Entreri estimated that his party could catch the companions before they got around the side of the mountain. The chamber was the site of the final battle that Clan Battlehammer had waged against the duergar in an attempt to retain the delve that had been the clan's home for three dwarven generations.
The upper was designed for visitors, invited and uninvited. The corridors close to the west entrance were lined with alcoves and traps, and the ones lead- ing to Garumn's Gorge were dwarf-height.
They re- solved to stay on the upper level. As the slope increased, both light and noise grew, and they found themselves at the top of a wide gorge: the tundercity of Clan Battlehammer, now occupied by the duergar Clan Bukbukken.
Homes for ten thousand were delved into the walls. Left of the en- trance where Drizzt and Entreri stood, a bridge arched over the gorge to an exit on the far side. They were so far below the bridge level that they had to scale many feet of cliff to reach the companions.
Backtracking through the door, Bruenor led on through the original route. After a final curve, it ended on a balcony overlooking a carved passage, with steps descending twenty feet to the guard anteroom. By the time Drizzt reached Wulfgar and Catt brie, the assassin released the bridge rigging, destroy: ing the only easy way across the gorge and forcing the companions to edge along the narrow southern ledge.
Finally they reached the eastern exit high above the River Surbrin. Drizat and Waligat left the immediate pursuit of Entreri, hoping the help gained from Malchor would prove worth the delay, as indeed was? Opening a heavy door, they entered a treasure Trove: Males Mussa! The settlement originally had been a walled city atop the bluffs, broken only by a north gate to the Trade Way and a south gate to the docks.
One such structure was the house of 87 Oberon, a powerful wizard loyal to Pasha Pook. The ports growth was en- couraged further by the expansion of markets in Amn. Accordingly, Calimport manufactured and sold nearly everything imaginable and available in the Realms. As the companions looked out over the city, the divisions of wealth were blatantly obvious: great buildings scattered about towered over the driftwood, adobe, and skin-covered shacks and hovels huddled all around them.
They would take to the sewers. Nicholas Takaoka. These are newly created regions known as the Sundered Realms, spanning the northwest portion of the continent of Anchororme. These lands are rumored to be the place of origin for ancient races long extinct. The cultures are a blend of Norse and Aboriginal peoples. More about these lands are detailed on the Sundered Realms page. While the primary goal is to map the world of Toril, it is my hope that others will use these maps to add their own stories and adventures.
Though the eventual finished product is a work in progress, the final content will be decided by those who participate. This is the first of three volumes that make up the lands of Faerun. This is the second of three volumes that make up the lands of Faerun. Guild Adept. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft.
Rime of the Frostmaiden. Descent into Avernus. Ghosts of Saltmarsh. Candlekeep Mysteries. Tomb of Annihilation. Tales from the Yawning Portal. Curse of Strahd. Rage of Demons. Elemental Evil. Tyranny of Dragons. Product Type. Core Rules. Character Options. Resources for DMG Creators. RPG Media. Tabletop Essentials. Gift Certificates. Family Oriented. Pulp Action. Dark Sun. Forgotten Realms.
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