Phandalin
Phandalin is a small, rough-edged frontier settlement nestled in the rocky foothills of the Sword Mountains. It is a town born from hope and hardship—a place where people come to start over, to seek fortune, or to disappear.
History: Boom, Bust, and Rebirth
Phandalin’s story is one of cycles.
First Founding (circa 950 DR): Founded as a mining town after the discovery of rich mineral veins in the surrounding mountains. For a time, it prospered as part of the legendary Phandelver’s Pact.
Abandonment: Decades of ore depletion, monstrous raids, and the chaos of the Orc Wars eventually drove the last settlers away. For generations, Phandalin was little more than a ghost town—a collection of crumbling stone foundations reclaimed by weeds and wildlife.
Recent Resettlement (Past 5–10 years): With Neverwinter rebuilding and the frontier pushing east again, new settlers have arrived. Drawn by tales of untapped ore and cheap land, they’ve begun to clear the ruins, rebuild homes, and plant crops. Phandalin is once again a living settlement, though it remains fragile and far from safe.
The Lay of the Land
Phandalin is not a planned city. It is a cluster of simple buildings along the Triboar Trail, surrounded by rocky, wooded hills.
The Triboar Trail: The main—and only—road through town, running east-west. This dusty track is the settlement’s lifeline, connecting it to Neverwinter in the west and the broader frontier to the east.
The Sword Mountains: A rugged, imposing range to the south and west. Their shadows fall over Phandalin by mid-afternoon. Old miners tell of rich veins still hidden in those peaks, but also of goblin tribes, wandering monsters, and crumbling ruins.
The Surrounding Wilderness: Thick forests and rolling hills press in from all sides. This is not tame farmland—it’s wild country, home to wolves, bears, and things far worse. Venturing far from town without a weapon is considered foolish.
The Atmosphere: A Town on the Edge
Phandalin feels tense but hopeful.
The People: A mix of stubborn farmers, optimistic prospectors, weary tradesfolk, and a handful of shopkeepers trying to make a living. Everyone works hard. Everyone knows everyone else’s business. Trust is earned slowly.
Law and Order: There is no official garrison. The closest thing to authority is the Townmaster, an elected official who handles disputes, records deeds, and tries to keep the peace with the help of a few part-time militiamen. Justice is often swift and practical.
Danger: The wilderness is always at the door. Settlers speak in hushed tones of strange lights in the hills, disappearances on the trail, and the feeling of being watched from the tree line. People sleep with weapons close at hand.
Opportunity: For those with skill and courage, there is work to be done. Guards are needed for shipments. Missing people need finding. Strange occurrences need investigating. Old ruins need exploring. In Phandalin, adventurers are not just welcome—they’re necessary.
What This Means for You
Phandalin is your destination—a speck of civilization in a vast, untamed land. It is a place where you can:
- Rest between journeys.
- Resupply for expeditions into the wild.
- Learn about the region from those who live there.
- Find Work that needs doing.
It is not a city. There are no palaces, no grand libraries, no organized guilds (yet). It is raw, real, and ripe with potential. What happens here will be written by the deeds of those brave enough to shape its future.
Next: Understand the powers that might take an interest in a place like this by reading about the Factions of the Sword Coast, or revisit the broader history of the Timeline.