Amphail (SEE VOLOS GUIDE TO THE NORTH)
This village lies on the Long Road, a good three day' ride north of Waterdeep. About 600 folk call Amphail home (850, if the population of outlying farms is included). Most are humans, but there are half-elves and a smattering of dwarves and halflings.
Amphail is named for one of Waterdeep's early warlords, Amphail the Just, who had estates here. Though all traces of his keep are long gone, it is said that Amphail still rides the area in spirit form, frightening away trolls and hostile barbarians.
In all seasons except deep winter, the village is patrolled by Waterdeep from an outpost in Rassalantar. Amphail is ruled by a Lord Warder, currently a quiet-spoken, trim bearded man named Briiathor Alougarr, whose gray eyes miss little.
The Lord Warder swears fealty to Piergeiron of Waterdeep. In return, the City of Splendors provides military strength, a Warder™s purse of 600 gp quarterly, and many orders for fresh mounts from local horse breeders, notably the Selember ranch.
Amphail is a quiet but beautiful place. By night or in a snowstorm, the traveler can mark it by the thick stands of dark duskwood and spruce trees that cluster along the road. This farming village is pleasant to the eyes of all. In hot summer
weather, though, it is only pleasant to the noses of those who like horse manure. The folk of Amphail are famous for breeding and training horses. They have traditionally equipped the noble families and armies of Waterdeep and the armies of Neverwinter, as well as merchants and satraps of Amn and Calimshan. Fine horses are plentiful here. However, those thinking to just ride off on some are warned that the Roaringhorn family maintains a patrol of 12 skilled knights to deal
with horse thieves. This patrol is guided by the scrying of six youthful Roaringhorn sorceresses who dwell on the family farm. These young ladies often show up in the saddles of pegasi, wands at the ready, if the patrol runs into monsters or thieves
using magic. Amphail grays are famous across Faerûn as intelligent, loyal, and hardy Personal mounts, but most soldiers prefer the larger, more powerful glossy black chargers bred in Amphail.

Ardeepforest
Once a district of the Fallen Kingdom and before that part of the vast forest that was elven Illefarn, this wood is now home to a small clan of elderly  moon elves, adventurers who chose to remain behind when their brethren crossed over the sea to Evermeet.
A well manicured clearing in the Ardeepforest surrounded by unusually tall and thick trunked elms is a relic of ancient Illefarn. The refreshing glade radiates constant protection from evil and it is always spring here, regardless of the season. Cure disease spells cast here gain a +1 bonus. Elves feel an incredible, restful aura of peace here, but other races can only vaguely sense the clearing's calmness. Non-magical wood brought into the glade will come alive and magically begin to sprout leaves and roots.

Bargewright Inn SEE ENTRY IN VOLO'S GUIDE TO THE NORTH
Population: 35
Government: Council of directors, chaired by innkeeper Feston Bargewright. A member of the Lords™ Alliance.
Located at Ironford on the river Dessarin, Bargewright Inn is not truly a village, but more a collection of businesses that grew
up to serve the needs of travelers and then later the farmers and ranchers who settled along the west bank of the Dessarin.
Economy: Travel services, including an inn, a tavern, a dry-goods shop, the House of Good Cheer, a combined rent-a-temple and festhall, a ferry, a wagon repair shop and a pharmacist who specializes in sick pack animals.
Militia: Aldon Bargewright (brother of Feston), a 5th level ranger, leads five 1st level fighters and 20 0-level villagers. Except
for Aldo's sword +1, they are armed with pole arms.

The Crumbling Stairs
In all likelihood, a fine mansion once stood here, harking back to good times during the years of the Fallen Kingdom. Now, only this marble stair and a mouldering foundation remain. A ghost or haunt is said to lurk in the ruins around the stair. Orcs intending to attack settlements in the area often use this place as a mustering spot. Although they will make their bivoack in the ruins, they never go down the stairs.

The Fallen Kingdom
This vanished realm was a short-lived effort to stem the demi-human decline in the North by uniting the remaining elves of Eaerlann, the dwarves outside of Delzoun and humans in a common realm. Though noble in purpose, it never had a solid unity and was smashed out of existence by the repeated attacks of vast orc hordes. Even so, the orcs were slaughtered too and driven back north for many generations. The Mere of Dead Men (see chapter 7) is the site of the last clash of this conflict.
The Kingdom had many names, but the real name is lost with time. Now the term The Fallen Kingdom refers to
the rolling wilderlands due east of Waterdeep. Present day remnants include Ardeepforest, Castle Zundbridge, the ruins of The Stone House, and the predicessor to the town of Secomber

Goldenfields Walled Farm
Sometimes called the Granary of the North, this walled abbey was founded over a decade ago by the priest Tolgar Anuvien of Waterdeep. Tolgar is a retired senior member of the Company of Crazed Venturers.
Once only a small farm lost in the rolling sweep of the grassy Dessarin Goldenfields has grown into the largest abbey of Chauntea. It is currently a fortified farm complex sprawling across 20 square miles. Within its walls, over 5,000 devout worshipers of Chauntea till vast fields of grain and edible vegetables.
Most folk of Faerûn are staggered by the sheer size of the tillage. It seems like a large slice of the paradise of plenty promised by many gods. Of course, an agricultural wonder like this is walled and jealously guarded. The people of Goldenfields have
already driven off more than 20 large-scale barbarian raids.
Mounted patrols of 20 or more adventurer-priests scour the lands around Goldenfields. They patrol as far north as the Stone Bridge, and as far east as the High Forest. These patrols seek trolls, goblinkin, and other evils to fight. They also try to capture game for domestication. They challenge all folk they meet, but will not fight unless they are attacked or encounter obviously evil creatures, such as drow or orcs.

Goldenfields is rapidly becoming the agricultural backbone of the North. It supplies food to Waterdeep and most of the inland settlements. With its increasing importance, the influence and stature of Tolgar Anuvien has also grown. He is quickly
becoming the equal of such rulers as Lord Nasher of Neverwinter and High Lady Alustriel of Silverymoon.
Tolgar plans to expand Goldenfields northward to gain control of the strategic Ironford river crossing at Bargewright Inn. From there, Goldenfields could safely expand to the east bank of the Dessarin. Tolgar is now puzzling over just how to absorb, ally with, or take over Bargewright Inn, but he has not yet made any open offers to Feston Bargewright. Before he can undertake any further expansion, Tolgar needs adventurers willing to defend Goldenfields. Evil creatures such as orcs, brigands, trolls, and a few goblins, bugbears, and foraging monsters still roam the area. Tolgar's defenders must be faithful worshippers of Chauntea or Lathander, with a loyalty to Goldenfields. They will most likely spend their lives patrolling the region. Tolgar's main problem here is that most adventurers would quickly find such service too boring.
Goldenfields enjoys good relations with Waterdeep and all the humanheld cities of the North. It's unofficially a member of the Lords Alliance, and it will undoubtedly soon join this alliance openly. Tolgar is already in nearly constant communication with
Khelben Blackstaffl Arunsun and Piergeiron of Waterdeep. Goldenfields happily takes in adventurers weary of danger, or on the run from justice elsewhere. They may stay as long as they are willing to work in the fields and fight and defend the abbey-farm if necessary. Chauntea is said to be very proud of Goldenfields, and allegedly watches over it personally. Rumors say that he guides his workers through dream-visions, and aids his defenders with timely bolts of lightning or earth tremors.

The Hall of Four Ghosts
This ruined dwarfhold draws its name from its sole standing building, the great hall of the lord™s palace. The hall is haunted by four ghosts, tragic lovers who caused each other™s deaths. The citadel here was a lumbering town, harvesting mighty trees from the High Forest for dwarves throughout the North. The everpresent dwarven mine tunnels burrow deep beneath the High Forest. Giant trolls are known to lair here along with their normal relatives.
The Hall of Four Ghosts connects with a vast tunnel complex that extends for tens of miles beneath the western High Forest. This complex is mostly unexplored, but is known to connect with caves in the Dessarin and Unicorn Run river valleys. Clusters of rooms were once dwarven camps, but many tunnels predate even the Hall of Four Ghosts.

Halls of the Hunting Axe
The tumbled stones of this ancient dwarfhold are visible from atop the Stone Bridge. This colony of Delzoun succumbed to ruin long before its homeland disappeared. The few cathedral-like halls that do stand have no equal in the North. Fragments of colored glass amidst the rubble hint at the stained glass that may have adorned the towering windows.

The House of Stone
This sprawling ruin is said to be a relic of the Fallen Kingdom. Although it is nearly as large as a small town, it seems to be a
single building. Hundreds of rooms, atriums, halls, temples, and towers are interconnected in a maze-like manner. Some chambers are open to the sky, others are roofed over, while still more are crumbled ruins. Stairs, shafts and wells descend to subterranean areas. Most rooms contain lifelike statues of men, elves, orcs, and minotaurs.
The House seems to operate in some kind of reverse time effect. Rather than crumbling to rubble, ruined areas rebuild themselves unaided and room connections constantly change. The adventurer Kelvin Nikkelbane described a vast undergound room that contained a forest of enormous silvery trees and another is said to have seen spectral images of elves, dwarves, and men flitting about the rooms.

Ironford
This ford across the Dessarin is not a particularly shallow or easy crossing. The Bargewright Inn is located here.

Mere of Dead Men
This vast salt swamp stretches along the shore of the Sword Coast for over a 100 miles, reaching inland over 30 miles at its greatest width. It is a desolate, foetid, insect-infested place, seldom visited by men and home to numerous deadly creatures.
The Mere of Dead Men was named for the thousands of men, elves, and dwarves of the Fallen Kingdom who were slain here when orc hordes routed them here from the present-day site of Triboar. Travelers on the High Road, which skirts the Mere to the east, have been known to travel for three days and nights without stopping to avoid camping near the Mere. Will-o-(the)-wisps bobbing over the Mere are a common sight at night from the High Road.
Tales are told of floating islands, of eerie pools of magical aspect, of lizard men commanded by liches, and even of a penanggalan of monstrous size that haunts the area. Understandably, few folk are moved to investigate the dark, scummy waters of the Mere to learn the dire truths for themselves.
Encounters
This is an eerie foetid swamp filled with unpleasant creatures, strange glows, sucking bogs, scummy, reeking cesspools, deadly quicksand and a general aura of unwholesomeness. It is mostly uncharted. Literally any swamp or dungeon creature could be encountered here, regardless of its customary climate. Lizardmen are the predominant sentient race here, led by their mysterious shamans, though bands of bullywugs have been seen (these are probably raiders and not natives).
Penanggalen are supposed to roam here, and will-o'-the-wisps are numerous, as are trolls, snakes of all sizes, and jillions of insects from clouds of tiny biters to gigantic monsters.

Rassalantar
When traveling north of the City of Splendors on the Long Road, the first real settlement you'll reach is Rassalantar. It's a farming hamlet named for its founder. Rassalantar is a popular caravan watering stop, but the everpresent fog and the nearby bog make it an unpleasant stopover for those who must camp off the road. Rassalantar is little more than half a dozen walled farms, centered on a spring-fed horse watering pond. The pond drains into a stream to the east. This then empties into the Stump Bog, a sprawling, desolate marsh haunted by monsters. It's also used as a convenient corpse disposal site by brigands, thieves, and dishonest Waterdhavians. There are many rumors of sunken treasure in its murky waters, but those who plunge into them would do well to remember that danger is never very far away.
An age ago, the warrior Rassalantar built a keep just west of the present settlement. Its keep is now in ruins, but the ruins are often used for shelter by visiting tramps, dopplegangers, and less savory monsters. West of the pond is Keep Woods, a narrow but dense strip of gnarled trees. This forest, located between two farms, cloaks the ruins of Rassalantas original keep.
Rassalantar itself is under Waterdeep's protection. There are 60 guards quartered in their own barracks here. The barracks are found off the road, well behind the inn. The guards themselves patrol the Long Road from the gates of Waterdeep to a cairn a half-day ride north of Amphail. They rotate back to duty in Castle Waterdeep once a month, but the officers over them do not. Rather, the officers are veterans who know the surrounding country very well.

RedLarch SEE ENTRY IN VOLOS GUIDE TO THE NORTH
Red Larch is a waystop town of roughly 600 folk. It™s about a seven day ride north of Waterdeep. Red Larch stands atop a long, low ridge that serves as the westernmost edge of a region of monster infested hills. The ridge was crowned by a
landmark brilliant red stand of larches, but the trees were felled long ago by the town™s first settlers. Today, Red Larch is a busy trade town. It™s the site of the local farmers' market, as well as a large and successful wagonworks, a buckle and
lock factory, and a cattle market that attracts buyers from all over the North, and all down the Sword Coast.
Red Larch is also known for a nourishing, though unspectacular, table staple: savory crumblecakes. These are moist loaves of nuts, chickpea mash, chopped roots and greens, and turkey and wildfowl scraps, all baked together. They are wholesome trail food for the traveler. Crumblecakes can be bought from locals for 1 to 3 cp per loaf, depending on the size and amount of meat. The local inns also serve them, accompanied by various strong sauces, and usually fried onions or gravy.
Three trails intersect the Long Road at Red Larch. One runs southeast through an area of small farms and ranches to Bargewright Inn; a second winds west through the hills to Kheldell, and the third runs east into the hills, to several abandoned,
monster-haunted keeps. The keeps used to belong to adventurers and local ranching communities along the Dessarin.
Currently, Red Larch is awash in rumors of a sinster force that strikes by night from the nearby hills. Some say it™s drow reaching the surface.

River Dessarin
The cold and deep River Dessarin flows into the sea south of Waterdeep at Zundbridge. Its waters are home to the silver shalass, fish that are a delicacy across the North. The Dessarin itself rises in the Lost Mountains, isolated peaks on the western High Forest. The Dessarin is bridged at Zundbridge and at The Stone Bridge farther north. It is fordable at Ironford and Dead Horse Ford east of Yartar.
The Dessarin is fed by many other rivers and streams. Its network, which includes the Laughingflow, the icy River Surbrin, and the River Rauvin, is generally navigable through most of its length. A small boat can take travelers from the sea all the way to the icy falls east of Dead Orc Pass. The Dessarin itself can be negotiated to Dancing Falls at the base of the Lost Peaks. The upper reaches of the network form a vast, open, grassy basin, rising in the east into the Evermoors.
Long ago, before there were roads anywhere north of Tethyr, the Dessarin was known as the Road to the North. The river reaches up past Waterdeep to the Evermoors, and into the eastern end of the Spine of the World. When humankind first explored the North, we chose the surprisingly fertile Dessarin delta for our first settlements. To this date, more humans live in the long, broad valley of the Dessarin than in any other part of the Savage Frontier. The farms and ranches of the delta feed the North, nourishing remote mining settlements as well as the orc hordes that sweep down the Dessarin every decade or so.
Minstrels often describe the Dessarin as a sword thrusting up into the heart of the North. In fact, the river itself was once known as the Sword. This is important knowledge to those puzzling out Netherese and other ancient writings, trying to locate important sites or priceless treasure.
The Long Road, running parallel to the river along the west side, is definitely the best road in the North. Much of interest may be found along this avenue. Travelers are advised not to hunt large game on lands claimed by a lord or village. It is also highly inadvisable to take down cattle or trample crops in any case. Small foraging vermin of the sort that consume crops, however, may be freely killed and eaten. Large herds of deer are found along the western edge of the High Forest, and those eager to hunt are directed to Noanar's Hold. Be warned, though, that satyrs sometimes drive the deer in order to lead human hunters into ambushes and pitfall traps.
The Dessarin region is known for its spectacular sunsets and wide sky above. It is favored by those who like to gallop horses long and hard. Travelers planning overland journeys in the northern Dessarin should bear in mind that the lichens and shrub-covered moors are a favored dwelling of trolls. No matter how often these loathsome creatures are eliminated from the Evermoors, they still creep back down from mountain fastnesses again. Many nearby settlements send expeditions up onto the moors to give their fighters battle experience, because one can always count on meeting some trolls there.
It is navigable as far north as Dancing Falls, at the base of the Lost Peaks. A small boat turning up the Rauvin can paddle and pole as far north as Dead Orc Pass, northeast of Sundabar. You can navigate up the Surbrin almost to its source, or up the Redrun as far as the Citadel of Many Arrows.
The Dessarin is home to many silver, troutlike fish that grow to two feet in length. These are called shalass, and the're highly prized on tables throughout the North. These are best caught in a particular type of fish basket called a cone net. Such baskets are mounted on long, sturdy poles, and they require great strength to hold. Expert fisherfolk use long spears to stab the swimming fish from the bank, or from a raft or boat.
The persistent traveler can also find catfish, coldwater crabs, and small brown fish known as lout. The last are tasty when pan-fried, but you need seven or so to fill the pan. The chilly waters of the Dessarin also hold larger and more dangerous life, so beware!

The Ruins of Iniarv's Tower
A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come. Though the tower is usually uninhabited, attempts by the Lords™ Alliance to rebuild it always end in failure.

Southkrypt
The Stronghold of the Nine This abandoned dwarf-hold east of Leilon is the lair of many strange and dangerous creatures. Adventurers probing the upper levels have encountered norkers and bands of ravening gibberlings. Deeper forays have  uncovered xaren, vilstrak, vargouilles and storopers. An ancient dwarfhold in the High Forest now controlled by former adventurers. In addition to the creatures mentioned, the lower halls of Southkrypt are lair to a vampire hill giant shaman (6th level) and his three vampire hill giant slaves.

The Stone Bridge
Surrounded by rolling grasslands without a road or building visible as far as the eye can see, this high, massive stone arch spans the River Dessarin, a stark, weathered, and lonely reminder of ancient days long gone. Built by dwarves over five thousand years ago to link the now-ruined Halls of the Hunting Axe with now-forgotten dwarven holds to the Northwest (like Southkrypt). The 100-foot-wide bridge was built to span the broadest imagina ble spring flood and rises in a great arc some two miles long and 400 feet high above the wates of the Dessarin without supporting pillars. Equally impressive are the four pylon-like sculptures, two flanking each end of the bridge, that rise 500 above the valley. Each weathered pylon depicts a wary dwarven warrior, waiting, watching. The dwarves explain the awesome size of the bridge and its continued survival, despite armies clashing on it and mages hurling mighty spells to and from it, over the yearsŠto the fact that it was built in homage to Moradin the Soulforger, and is in fact a temple to him. It is true that some lawful good dwarves do make pilgrimages there, and that at least once in times of darkness for the dwarves, Moradin appeared on the bridge.

Stump Bog
The pond fed by the spring at Rassalantar empties into the Stump Bog, a sprawling, desolate marsh haunted by monsters. It's also used as a convenient corpse disposal site by brigands, thieves, and dishonest Waterdhavians. There are many rumors of sunken treasure in its murky waters, but those who plunge into them would do well to remember that danger is never very far away.

Westwood
Although the edges of this forest has seen some foresting by humans, the dark depths are completely unknown.

Zundbridge
This double-walled castle, situated on a rocky outcropping above the river gorge southeast of Waterdeep, guards the High Road bridge across the River Dessarin. An inner wall protects the garrison buildings and an outer encircles a vast field where caravans rest while being inspected by Waterdeep customs officers. Most trading costers own permanent ieyardslt here for their caravans. The outer bailey™s north gate opens onto a drawbridge, controlled from within the gate towers.
Judgelg Kazardun, a former dwarvish mercenary (7th level, LG fighter), commands the Waterdeep troops here. He is the Lords Alliance law as far south as Daggerford and east to Secomber. Zundbridge is home to the Red Rune Inn, claimed by many to make the finest shalass (fish) stew in all Faerun.

Area Weather (Subarctic Climate)
The vast majority of the North, including the islands and the Spine of the World mountain range fall within a mild subarctic clime (but still not quite temperate). This translates as long, bitter winters that effectively last from mid-Marpenoth (October) to late Tarsakh (April) with temperatures that drop into the low -30™s and rarely climb past 40 degrees Fahrenheit. These winters are punctuated by fierce, often destructive storms that howl in off the western ocean,
dumping mixed snow and rain on the more southerly coast line and heavy snow across the mountains and midlands. Frequent blizzards blanket the land in deep snow drifts (often 10 or more feet deep) and isolate northern communities from one another. In the mountains, temperatures approach arctic iciness, while the forests seem to shrug off the worst effects of winter. Most rivers freeze over, with ice thick enough to support wagons and draft teams between Uktar (November) and early Ches (March).
Summers in the North are short, but temperatures still climb into the 80s, which along with high humidity and warm breezes from the southwestern seas keep it warm enough for anyone (if not downright uncomfortable at times). Summer precipitation normally takes the form of rain, but hail, sleet and even snow are not unknown. Summer is also the time for Wizard Weather, when unpredictable and even magical weather patterns occur in the vicinity of the High Forest. The cloud-cover over the North seems eternal and unbroken. Partially, sunny days are common, but a day without clouds in the Savage Frontier is
difficult to conceive of and is usually worth noting.