The Sword Coast
The Sword Coast is the western frontier of Faerûn—a narrow strip of civilization clinging to the coastline, caught between the Sea of Swords to the west and untamed wilderness to the east.
This is a land of opportunity and danger, where fortunes are made and lost, where ancient ruins hold forgotten treasures, and where monsters lurk just beyond the edges of settlement.
Geography & Climate
The Sword Coast stretches roughly 1,500 miles from the Spine of the World mountains in the north to the kingdom of Amn in the south.
Climate varies by region:
- North (Luskan, Neverwinter): Cool, wet winters; mild summers. Neverwinter is warmed by natural hot springs.
- Central (Waterdeep, Daggerford): Temperate, with occasional harsh winters
- South (Baldur’s Gate, Candlekeep): Warmer, Mediterranean-like climate
Between the major cities lie hundreds of miles of wilderness—forests, hills, swamps, and ruins. Travel is dangerous without proper preparation.
Major Cities
Note: The detailed map of your adventure region focuses on the area between The Crags (north) and Leilon/Mere of Dead Men (south). Neverwinter is the major city in this area. Larger cities like Waterdeep, Luskan, and Baldur’s Gate exist beyond the map’s edges but are important to understand for context.
Neverwinter (Population ~20,000)
Your starting point and the major city in your region. Known as the “Jewel of the North” for its craftsmanship and relatively warm climate (warmed by natural hot springs). The city was devastated by a volcanic eruption 40 years ago (1451 DR) and has been steadily rebuilding. Still recovering, but thriving again.
Waterdeep (Population ~130,000)
Far south, beyond your map. The largest and wealthiest city on the Sword Coast. Called the “City of Splendors.” Center of trade, politics, and power. If you want to make a name for yourself, Waterdeep is where legends are born.
Luskan (Population ~15,000)
North, beyond your map. Northern port city with a reputation for piracy, smuggling, and general lawlessness. Useful for trade, dangerous for the unwary.
Baldur’s Gate (Population ~40,000)
Far south, beyond your map. Major southern port city. Wealthy, influential, and morally flexible. Trade flows through here from all over Faerûn.
Between these cities lie smaller towns, villages, and frontier settlements—places like Phandalin, which sits squarely in your adventure region.
The Wilderness
Beyond city walls, the Sword Coast is dangerous.
Neverwinter Wood - Dense forest to the east, home to goblins, orcs, trolls, and worse.
The High Road - Main north-south trade route along the coast. Relatively safe near cities, but bandits and monsters lurk in remote stretches.
Ruins - Scattered throughout the region. Fallen kingdoms, abandoned fortresses, forgotten temples. Treasure and danger in equal measure.
Most common folk never venture far from their towns. Adventurers are the ones crazy—or brave—enough to explore the wilds.
Recent History: The Orc Wars
Over a century ago (around 1371 DR), a massive orc horde swept down from the mountains, led by the war chief Obould Many-Arrows. They attacked settlements, burned villages, and besieged cities across the North.
The Kingdom of Many-Arrows was established by these orcs in the mountains, and for decades, raids were constant. Neverwinter, Luskan, and other cities fought back in what became known as the Orc Wars.
The kingdom eventually collapsed about 80 years ago (1409 DR) due to internal conflict and coordinated attacks by human, dwarf, and elf forces. The threat has diminished significantly, but memories—and prejudices—remain.
Attitudes Toward Orcs & Half-Orcs
Because of the Orc Wars, prejudice against orcs and half-orcs still exists in the North, though it has softened over the decades.
Common folk reactions:
- Older generations remember orc raids, burned homes, lost family members
- Younger people may have only heard stories, but stereotypes persist
- Suspicion - “Can we trust this half-orc?”
- Caution - Guards may watch you more closely, shopkeepers may be wary
This doesn’t mean everyone is hostile, but half-orcs may face:
- Occasional muttered comments
- Being watched more carefully
- Assumptions about their nature or intentions
It’s worse in small towns and villages (where change comes slowly) and better in large cities (where diversity is common and people judge by actions).
Half-orcs who prove themselves honorable earn respect. Many have done so over the past 80 years. Adventurers are judged by their deeds.
How People Treat Each Other
The Sword Coast is diverse but not always accepting.
Humans
Most common race. Generally get along with everyone, though prejudices exist (as noted with half-orcs). Humans dominate most cities and towns.
Elves
Respected for their magic, craftsmanship, and long lifespans. Some humans see them as aloof or arrogant. Elves often view humans as short-sighted and impulsive.
Dwarves
Admired for their smithing, loyalty, and stubbornness. Dwarves and humans get along well, with strong trade relationships. Dwarves tend to distrust magic and surface elves.
Halflings
Seen as harmless, friendly, and useful (especially as cooks, merchants, or guides). Rarely taken seriously in matters of combat or politics, which halflings often use to their advantage.
Dragonborn
Rare on the Sword Coast. Exotic, respected, sometimes feared. Most people have never met one and react with curiosity or caution.
Tieflings
Often distrusted due to their infernal heritage. Assumptions of dark pacts, evil intent, or bad luck follow them. Like half-orcs, tieflings must prove themselves to earn trust.
Gnomes
Seen as eccentric, clever, and harmless. Gnome tinkerers, illusionists, and merchants are common in cities. Most people like gnomes but don’t take them too seriously.
Social Class & Respect
The Sword Coast is relatively meritocratic—your deeds matter more than your birth.
Nobles exist, but they don’t dominate like in kingdoms to the east. Merchants, guild leaders, and successful adventurers can wield as much influence as minor lords.
Adventurers are a unique class:
- Respected when they solve problems (kill monsters, recover treasures, stop bandits)
- Feared when they cause trouble (bar fights, reckless magic, collateral damage)
- Tolerated because they’re useful
You’re seen as dangerous problem-solvers. People will hire you, but they’ll also watch you carefully.
Factions & Power
The Sword Coast has no single ruler. Power is fragmented among:
- City-states (Neverwinter, Waterdeep, Luskan)
- Merchant guilds (control trade, influence politics)
- Secret organizations (see here for details)
This creates opportunity—no tyrant king controls everything—but also instability. Borders shift, alliances change, and conflicts flare up.
Currency & Trade
The Sword Coast uses standard coinage:
- Copper pieces (CP) - Common folk currency
- Silver pieces (SP) - Everyday transactions
- Gold pieces (GP) - Significant wealth
- Platinum pieces (PP) - Rare, used by the wealthy
Trade flows along the High Road (north-south along the coast) and via ship across the Sea of Swords. Merchant caravans are common—and common targets for bandits and monsters.
Religion
People worship many gods, depending on need:
- Tymora (luck) before a gamble
- Tempus (war) before battle
- Umberlee (sea) before sailing
- Silvanus (nature) when hunting
Temples and shrines dot cities and towns. Clerics are respected as healers and spiritual guides.
Evil gods (Bane, Cyric, Talos) are worshiped in secret or by monsters. Openly worshiping them is dangerous.
What This Means for You
You’re starting in Neverwinter—a city rebuilding, full of opportunity. You’re heading to Phandalin—a frontier town on the edge of wilderness.
Expect:
- Diverse people with varied attitudes
- Danger in the wilds (goblins, bandits, worse)
- Opportunity for those brave enough to take it
The Sword Coast rewards the bold and punishes the reckless. Choose wisely.