Campaign Overview

Northwest Faerûn , generally referred to as The North, is a region of wilderness, difficult winter weather, orc hordes, and barbarian tribes. It is a mostly untamed region that lies west of Anauroch and north of the High Moor. The inhabitants of areas further south, in West Faerûn, describe this area in condescension as "the Savage North," which is a reference to the Savage Frontier and a time when its inhabitants were less civilized. In spite of this reputation, the region is home to two of the greatest cities in all of Faerûn: Neverwinter, Jewel of the North, and Waterdeep, the City of Splendors.

Major Regions

High Forest

A vast, densely-forested region just to the west of the Anauroch desert. These woodlands are home to elves, centaurs, satyrs, wild creatures and many mysteries. At its southern heart are the towering Star Mounts, from which flows the Unicorn Run.

The Frozenfar

The collective name for the lands north of the Spine of the World mountains, including the Sea of Moving Ice, the Reghed Glacier and of course, Icewind Dale. The Frozenfar is sparsely populated, the people of the Ten Towns and the various barbarian tribes being the only known peoples to thrive in the area.

Delimbiyr Vale

The term used to refer to an area encompassing the upper reaches of the Delimbiyr River. The Vale is bound in the north by the Nether Mountains and to the south by the South Wood. The western edge is the High Forest and no part of the High Forest is considered a part of the Vale. The eastern edge is ill-defined but does include the Fallen Lands.

Savage Frontier

A general expression used for the parts of this region not generally covered by other names, it stretches from the edge of the High Moor in the south to the Spine of the World mountain range far to the north. It includes the River Dessarin and its tributaries; several hilly regions and wooded areas, and cold, wind-swept plains. The main trade route through this area is called The Long Road, and it joins several small communities with Waterdeep in the south. To the northeast are the Evermoors, a wide, marshy region home to many trolls.

Silver Marches

This area was formed from a defensive alliance of humans, elves, and dwarves in the mountainous area to the north of the High Forest. At its center is the city of Silverymoon, a place of learning and magic. It also includes the cities of Sundabar, Everlund, Mithral Hall and Citadel Adbar. The rugged wilds to the north are home to threatening hordes of orcs. Somewhere in the Underdark beneath this region is the drow city of Menzoberranzan.

Sword Coast

The wild coast north of Waterdeep contains the cities of Luskan and Neverwinter, as well as the dangerous Mere of Dead Men, small mountainous ranges, and the enchanted Neverwinter Woods. The Trade Way road runs along the length of the coast from Luskan to far south of Waterdeep. This barely tamed region is protected by a federation of the northern cities and towns known as the Lords' Alliance.


This port is the largest city on the coast, with a population of over a million (which includes the surrounding area for up to 40 miles). It is a bustling metropolis with a vibrant economy and many notable sights and characters. Chief among the features are Castle Waterdeep on the mount at the western edge of the city, and the vast Undermountain dungeon located directly underneath.



Down with tyranny. Fairness and equality for all.

The Harpers are a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. They are dedicated to gathering information throughout Faerun, discerning political dynamics within each realm, and promote equality and equity by covert means. They act openly only as a last resort. In addition, they thwart tyrants and any leader or government that grows overly powerful while aiding the weak, poor, and oppressed.

Harper agents are trained to act alone and rely on their own resources. When they get into trouble, they don't expect other Harpers to rescue them. They are masterful spies and infiltrators, building relationships and information networks to manipulate others to do what needs to be done.

Order of the Gauntlet

The gods are with us. When evil strikes, we strike back.

The Order of the Gauntlet are faithful and vigilant seekers of justice who protect others from evil.

They strive to be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats such as secretive groups and inherently evil creatures, watching over them, and being ready to strike the moment they threaten. They are honorable, vigilant, and zealous.

Members are a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice and honor. Friendship and comaraderie are important and they share a trust and bond as simblings. They seek to become the best at what hey do and look forward to testing their mettle. There are no "lone wolves" in this organization.

Emerald Enclave

We preserve the natural order.

The Emerald Enclave is a widespread group of wilderness survivalists who preserve the naturla order while rooting out unnatural threats.

They seek to restore and preserve the natural order, destroy that which is unnatural, keep the elemental forces of the world in check, keep civilization and wilderness from destroying each other, and help the innocent survive the perils of the wilderness.

The Enclave are spread far and wide, operating in isolation more often than not. They learn to depend on themselves and shun dependency on others. Survival demands great fortitude and mastery of fighting and survival skills. Members who dedicate themselves to helping others are more sociable than those who are charged with defending sacred glades and preserving the natural balance.

Lords' Aliance

Threats to home must be terminated without prejudice. Superiority is our security.

The Lords' Aliance is a shaky alliance of aggressive political powers concerned with their mutual security and prosperity.

They seek to ensure safety and prosperity of all of the cities and settlements of Faerun by forming a strong coalition against the forces which threaten all, proactively eliminating those threats by any means and bringing honor and glory to one's king and homeland.

In order to sek out and destroy threats to their homeleands, agents of the Lords' Alliance are highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and security of their people and for the lords who rule over them. They serve with pride. However, the Alliance can only survive if the various confederated members work together.


Join us and prosper. Oppose us and suffer.

Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power base throughout Faerun.

They seek to amass power, wealth, and influence in order to dominate Faerun.

A member of the Zhentarim thinks of him or herself as a member of a very large family and relies on the Black Network for resources and security. Members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a pure meritocracy.

Giant Society

Giants have multiple individual tribes each led by a strong, singular leader. The tribes as a whole, though, lend fealty to the Giant King, Hekaton. Hekaton believes in a strict divison between Giantkin and Small Folk. As king, he enforces strict non-interference with Small Folk doings and the giants, by and large, follow his rule.

There are six races of Giantkin. Each has its own powers and abilities although these do vary dramatically from individual to individual.

Giants speak their own language, shared among all Giantkin and such near-giants as Ogres and Ettens. They naturally draw followers from the Small Folk and magical beasts.

Giant society is defined in large part by the Ordining, a cast system imposed upon the giants by their gods, chief among them Annam the All-Father. The Ordning determines where a giant stands among his or her ilk. Traditionally, storm giants have stood at the top of the Ordning. Tall and powerful, they struggle to keep the weaker races of giants from despoiling the realms of the Small Folk and try to prevent conflict among Giantkin. The greatest storm giants are powerful seers, skilled at identifying and interpreting cosmic signs and divine omen. The aloof and aristocratic cloud giants, one step below the storm giants, rarely condescend to deal with lesser Giantkin or the Small Folk. Extravagance defines their culture and their place in the Ordning. Below them are the tyrannical, warmongering fire giants and the merciless, predatory frost giants. Fire giants rank themselves by their forging skills while the frost giants rank themselves due to martial prowess. Near the bottom of the Ordning are the xenophobic stone giants. They live mostly underground and regard the surface world as one of dreams. The lowest and smallest of True Giantkin are the hill giants, gluttonous and loathesome. Hill giants are dullards who live in fear of their larger, more powerful Giantkin cousins. In hill giant society, the largest rule.

Giants and dragons have long held strong enmity towards each other and skirmishes between these two powerful races of beings occur on occasion even up to outright war every few centuries. Thousands of years ago the last great empire of giants – Ostoria – fell after a long, brutal conflict with dragons. Many giants still feel resentment towards the dragons for this and attack any dragon they see on sight.

Campaign Overview

Storm King's Thunder SeanSutton SeanSutton