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The Sword Coast

Explore the Sword Coast, where powerful cities, dangerous roads, ancient ruins, and untamed wilderness create a perfect home for adventure.

An illustrated fantasy map of the Sword Coast, stretching from snowy Icewind Dale in the north past Neverwinter, Waterdeep, and Baldur’s Gate to Candlekeep in the south, with forests, mountains, roads, settlements, and the Sea of Swords.

Welcome to the Forgotten Realms · Reading 4 of 8

If you’ve heard stories about the Forgotten Realms, there is a good chance they began somewhere along the Sword Coast.

Stretching along the western shores of Faerûn, the Sword Coast is home to some of the setting’s most famous cities, including Waterdeep, Neverwinter, and Baldur’s Gate.1

But the Sword Coast isn’t a kingdom.

There is no king of the Sword Coast. No single government controls it. No border neatly separates it from the rest of Faerûn.

Instead, it is a vast region connected by cities, roads, trade, wilderness, and opportunity.

And that fragmented nature is exactly what makes it such a perfect place for adventurers.

Cities Without a Kingdom

The Sword Coast is dotted with powerful settlements, but each has its own identity and interests.

Waterdeep, the City of Splendors, is one of the great cities of Faerûn: wealthy, cosmopolitan, politically influential, and deeply connected to trade throughout the region.2

Farther north stands Neverwinter, a city that has endured catastrophe and struggled to rebuild itself while remaining an important center of civilization along the northern coast.3

To the south lies Baldur’s Gate, a wealthy port whose position near major trade routes has made it one of the region’s most important commercial cities.4

And those are only the largest names.

Smaller settlements, fortified towns, villages, keeps, monasteries, roadside inns, and isolated communities are scattered across the region.

Each might answer to a different ruler.

Or council.

Or noble family.

Or perhaps nobody particularly important at all.

The Sword Coast is less a nation than a patchwork of civilization.

The Roads Between Them

What connects this patchwork is trade.

Ships move along the coast while merchants and travelers follow roads running between major settlements. Routes such as the Trade Way form important arteries through the region.5

But seeing two cities on the same road doesn’t mean they’re close.

The journey between Waterdeep and Baldur’s Gate, for example, covers roughly 750 miles of roads and wilderness and can take travelers well over a month under ordinary conditions.6

Between the great cities are enormous stretches of countryside.

Forests.

Hills.

Ruins.

Rivers.

Abandoned roads.

And places where the nearest city guard may be several days away.

That distance creates opportunity for merchants.

It also creates opportunity for everyone who wants what those merchants are carrying.

Civilization Has Edges

The Sword Coast contains great centers of wealth and power, but civilization here can be surprisingly thin.

Travel far enough beyond a city’s walls and the protections of organized society begin to disappear.

The roads can be threatened by monsters, raiders, cultists, criminals, and dangers far stranger than ordinary bandits. Even major trade routes pass beside wildernesses where travelers may encounter threats that a city’s authorities have little ability to control.7

This creates one of the defining rhythms of life on the Sword Coast:

Safety comes in islands.

A traveler might spend the night drinking beneath the lanterns of a crowded inn.

The next morning, they leave through the gate.

By sunset, they are somewhere the law cannot easily reach.

For most people, that’s dangerous.

For adventurers, that’s employment.

Why Adventurers Thrive Here

The Sword Coast sits at the intersection of several things adventurers need.

There are wealthy cities where someone is always willing to pay for dangerous work.

There are trade routes that need protection.

There are political factions competing for influence.

There are remote settlements that cannot always defend themselves.

And there are ruins scattered across a landscape shaped by thousands of years of history.

A merchant might need guards.

A scholar might need an artifact recovered.

A village might need something killed.

A noble might need something discovered.

A faction might need something done quietly.

And beneath all of those ordinary problems are the remnants of much older stories.

Forgotten fortresses.

Ancient tombs.

Lost magical knowledge.

Things that should probably have remained buried.

The Sword Coast constantly places civilization beside the unknown.

And adventurers live in the space between them.

The Crossroads of the Realms

That helps explain why so many famous Forgotten Realms adventures return to this region.

The Sword Coast offers almost everything within reach of the same road.

A political intrigue can begin in Waterdeep.

A journey north can lead toward Neverwinter and the dangerous frontier beyond it.

Travel south and the road eventually reaches Baldur’s Gate.

Leave the road entirely, and the story can become something else.

The Sword Coast doesn’t need one ruler or one great empire to hold it together.

The road does that.

So do the ships.

The merchants.

The rumors.

And the adventurers traveling from one story to the next.

But many of the extraordinary things they encounter share something else.

Something invisible.

A force woven so deeply into the Forgotten Realms that it has shaped civilizations, created wonders, and caused catastrophes.

Magic.

Sources & Further Reading

  1. Wizards of the Coast, Sword Coast Adventurer’s Guide (Renton, WA: Wizards of the Coast, 2015), chaps. 1–2, especially its overview of the Sword Coast and the North. The official guide centers the region on settlements including Baldur’s Gate, Waterdeep, and Neverwinter. 
    ⁠Sword Coast Adventurer's Guide

    ↩
  2. Wizards of the Coast, Sword Coast Adventurer’s Guide, chap. 2, sections concerning Waterdeep and the settlements of the Sword Coast and North. The setting guide presents Waterdeep as one of the region’s major centers of civilization, commerce, and political influence.
    ⁠Sword Coast Adventurer's Guide

    ↩
  3. Wizards of the Coast, Sword Coast Adventurer’s Guide, chap. 2, “Neverwinter.” The guide describes Neverwinter in the aftermath of the disasters that devastated the city and its ongoing rebuilding.
    ⁠Sword Coast Adventurer's Guide

    ↩
  4. Wizards of the Coast, Sword Coast Adventurer’s Guide, chap. 2, material concerning Baldur’s Gate; Wizards of the Coast, Baldur’s Gate: Descent into Avernus (Renton, WA: Wizards of the Coast, 2019), “Baldur’s Gate Gazetteer.”
    ⁠Sword Coast Adventurer's Guide
    ⁠Baldur's Gate: Descent into Avernus

    ↩
  5. Wizards of the Coast, Sword Coast Adventurer’s Guide, chap. 1, discussion of travel and trade throughout the Sword Coast; official D&D material also places locations such as Boareskyr Bridge directly along the Trade Way, illustrating the road’s importance to regional movement. 
    ⁠Sword Coast Adventurer's Guide

    ↩
  6. James Haeck, “The Road to Baldur’s Gate” series, D&D Beyond, 2019. Wizards’ official D&D Beyond series describes the journey from Waterdeep to Baldur’s Gate as approximately 750 miles of road and wilderness, taking a small mounted party roughly 45 days under the assumptions used by the series. 
    ⁠Road to Baldur's Gate: Misty Marauders

    ↩
  7. Haeck’s official “Road to Baldur’s Gate” encounters illustrate the mixture of settlements, trade routes, forests, wilderness, supernatural threats, and long-distance travel found between major Sword Coast cities. 
    ⁠Raiders of the Reaching Woods

    ↩

Bibliography

  • Wizards of the Coast. Baldur’s Gate: Descent into Avernus. Renton, WA: Wizards of the Coast, 2019. Especially “Baldur’s Gate Gazetteer.”
    ⁠Baldur's Gate: Descent into Avernus — D&D Beyond
  • Wizards of the Coast. Sword Coast Adventurer’s Guide. Renton, WA: Wizards of the Coast, 2015. Especially chaps. 1–2, covering the history, geography, settlements, factions, and cultures of the Sword Coast and North. 
    ⁠Sword Coast Adventurer's Guide — D&D Beyond
  • Haeck, James. “A Break at Boareskyr Bridge.” D&D Beyond. July 8, 2019. 
    ⁠A Break at Boareskyr Bridge
  • Haeck, James. “Misty Marauders.” D&D Beyond. June 17, 2019. Part of the “Road to Baldur’s Gate” series. 
    ⁠Misty Marauders
  • Haeck, James. “Raiders of the Reaching Woods.” D&D Beyond. July 29, 2019. Part of the “Road to Baldur’s Gate” series. 
    ⁠Raiders of the Reaching Woods
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