Post by DM Sin on Aug 6, 2007 18:40:25 GMT -5
AGLAROND
Capital: Velprintalar
Population: 1,270,080 (Humans 64%. Half-Elves 30%, Elves 5%)
Government: Autocratic (with representative council of advisors)
Religions: Chauntea, the Seldarine, Selune, Umberlee (disdained), Valkur
Alignment: N, NG, CG
Aglarond is hailed as the nation that keeps the Red Wizards from attacking the rest of civilised Faerun, and home of the powerful sorcerer known as the Simbul. Few give the country any more thought that this, but Aglarond is a place of ancient magic that holds one of the largest half-elf settlements in the world. Its army defends its borders against Thay, and its skilled rangers scout its frontier in search of trouble. The small beaches on Aglarond’s rocky coast are dotted with fishing villages, and since the Simbul has declared that all pirates are to be considered agents of Thay (and put to death if caught), the waters around Aglarond are very safe to travel. It is one of the few kingdoms that refuses to allow Red Wizard enclaves within its borders.
AMN
Capital: Athkatla
Population: 2,963,520 (Humans 83%, Halflings 15%, Half-Orcs 1%)
Government: Plutocracy
Religions: Bane, Chauntea, Cyric, Selune, Sune, Waukeen
Alignment: LN, LE, NG
Amn is a nations of merchants, a place where caravans start and end, and ships leave for exotic ports and return laden with gold and strange items. The Shadow Thieves have their hand in everything, and the rulers are an anonymous group known only as the Council of Six. Divine spellcasters are respected if their work brings money to Amn, while arcane spellcasters are universally reviled and feared. Amn maintains a large colony on the distant tropical continent of Maztica and has profited greatly from its trade. The governement’s disregard for the humanoids in its southern mountains has come back to haunt the country; two ogre mage leaders forged an army and took over much of southern Amn, including its secondary port city. Now Amn struggles to retake its territory while maintaining its trade routes and dominance in Maztica.
ANAUROCH
Capital: Shade
Population: 114,048 [Not including the city of Shade](Humans 77%, Asabi 17%, Gnolls 5%)
Government: Magocracy (City of Shade); Tribal (the Bedine)
Religions: Beshaba, Elah (Selune), Kozath (Talos), N’asr (Kelemvor), Place Spirits, Shar
Alignments: NE, CE, CG
Anauroch is a barren wasteland that has grown to split the north of Faerun into eastern and western halves. Also known as the Great Desert or the Great Sand Sea, Anauroch swalled the ancient empire of Netheril more than fifteen centuries past, then Anauroch’s relentless encroachment has destroyed realms and driven monsters into neighbouring lands.
Anauroch is the greatest of Faerun’s deserts, but far from empty. A nomadic race of noble barbarians known as the Bedine roams its wastes. Zhentarim garrisons and patrols hold down a line of oasis’s along the Black Road, the trade route that winds west from the ruins of Teshendale to the Llorkh under the caves of the Graypeak Mountains. Finally –and most significantly – the Empire of Shadows has settled over the anvil once known as the Shoal of Thirst. Shade, a city of Netheril that escaped that land’s fall by removing itself to the Plane of Shadow, has now returned to Faerun, and its masters contemplate the current shape of the world and consider what conquests to undertake next.
CALIMSHAN
Capital: Calimport
Population: 5,339,520 (Humans 94%, Half-Orcs 2%, Halflings 2%, Half-Elves 1%)
Government: Autocracy
Religions: Amachtyr (Tyr), Azuth, Bhaelros (Talos), Ibrandul (dead god, now an aspect of Shar), Ilmater, Shar
Alignments: LN, N, NE
Calimshan is a land obsessed with wealth and unimpressed by magic. Its people are heirs to an old empire founded by genies, and now fear such creatures and ban them from their lands. Familiar with displays of magic, they see the Art as any other skills that can be learned. Some say the blood of the efreet runs in some Calishits, giving them sorcerous powers and a talent for fire magic. Calimshan is renowned for its chauvinism, exotic markets, thieves’ guilds, decadent harems, desert landscape, and wealthy ruling class, as well as its enormous populations and cities, and many slaves.
CHESSENTA
Capital: Climbar
Population: 3,386,880 (Humans 82%, Halflings 6%, Dwarves 5%, Half-Orcs 4%, Lizardfolk 2%)
Government: Varies by city (military dictatorship, theocracy, monarchy)
Religions: Anhur, Assuran (old name of Hoar), Azuth, Lathander, Red Knight, Tchazzar (aspect of Tiamat) Waukeen
Alignment: N, CG, LN
A group of cities considered a single nation by the rest of Faerun, Chessentra is anything but united. The cities war against each other over old slights, philosophical differences, or economic leverage, Adventurers and mercenary companies make a good living here, hired by various governments for sneak attacks, strategic planning, or protection. The culture of Chessenta is obsessed with physical conflict, with war heroes considered very highly. The nation is friendly to dwarves and half-orcs, but uneasy with elves. The Chessentans appreciate the arts and are great fans of theatre; bardic profession is second only to that of fighters.
CHONDATH
Capital: Arrbar
Population: 1,982,880 (Human 96%, Elves 2%, Dwarves 1%)
Government: Confederation of City-States
Religions: Helm, Lliira, Malar, Talos, Tempus, Waukeen
Alignment: N, LN, NE
To look on Chondath now, a scattering of allied city-states and towns strung along the southern shore of the Sea of Fallen Stars. It’s hard to believe this is the same nation that produced the merchants who settled the powerhouse country of Sembia. Most other cities in the Vihon were once part of its empire or suffered under its cruel armies. Now, Chondath is a land darkened by its fall from glory, by the grasping ambitions of its rulers, and by foes all around it.
Trade keeps a constant flow of folk leaving and arriving on Chondath from afar, and leads to more tolerance of varying ways and outlanders than visitors expect. Chondathans are generally slender, tawny-skinned folk with brown hair ranging from almost blonde to almost black. Chondathans have green or brown eyes. Elves and half-elves are tolerated but not loved, and non-humans in general are a quiet minority here.
Most Chondathans spend their lives engaged in intrigue, covert manipulation, and trade with distant lands (or at least investments in trade conducted by others). Chondathans strive to perfectly control their voices, faces, and mannerisms to reflect only those emotions they desire to display. Chondathans distrust wizards and the bold use of magic. Folk in Chondath assume the Arrabar still holds deadly plague-hurling magic for a future lunatic to unleash. Chondathans are warlike, indulging in hunting games from an early age. They dress in a wide variety of fashions drawn from all over Faerun, though leather amour and head coverings are common, thanks to the warm, damp climate.
CHULT
Capital: None
Population: 440,640 (Humans 60%, Goblins 20%, Lizardfolk 10%, Wild Dwarves 5%, Pterafolk 4%)
Government: Tribal (rural areas); Theocracy (in the city of Mezro)
Religions: Eshowdow (an aspect of Shar), Tharrd Harr, Ubtao
Alignment: LN, CE, LG
Located at the westernmost end of the Chultan peninsula, Chult is a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swapms. Reclusive human tribes, fierce goblins, and strange monstrous folk haunt this dangerous land. Nevertheless, Chult draws adventurers who search for its legendary riches. Faiths in the many aspects of the deity Ubtao holds dominion in this land, for the divine powers of Faerun awared Ubtao the land of Chult in exchange for his vigilance over the threat from under the Peaks of Flame.
CORMYR
Capital: Suzail
Population: 1,360,800 (Humans 85%, Half-Elves 10%, Elves 4%)
Government: Monarchy
Religions: Chauntea, Deneir, Helm, Lathander, Lliira, Oghma, Malar, Milil, Selune, Silvanus, Tempus, Tymora, Waukeen
Alignment: LG, LN, NG
Founded over a thousand years ago, the kingdom of Cormyr benefits from an enlightened monarchy, hard-working citizens, and an advantageous location. Cormyr is a civilized land surrounded by mountains, forests, and settlements of evil humanoids. Known for its active group of government-sanctioned spellcasters, Cormyr boasts fine food, honest people, strange mysteries, and abundant contacts with other parts of the world. Recently challenged by treacherous noble families, armies of goblins and orcs, famine, a marauding ancient red dragon, and a death of its beloved monarch, Cormyr is now struggling to maintain its holdings. With one of its cities in ruins and great numbers of evil humanoids still roaming the countryside, this nation is in dire need of heroes.
DALELANDS
Capital: None
Population: 602,640 (Humans 80%, Drow 6%, Half-Elves 5%, Elves 4% Halflings 2%, Gnomes 1%, Dwarves 1%)
Government: Varies by dales; Dale Council loosely unifies the dales
Religions: Chauntea, Lathander, Mielikki, Silvanus, Tempus, the Trid (Ilmater, Torm, Try)
Alignment: CG, NG, N Cormanthor Region: All
The Dales are braod forest vales with roling farmlands, linked by narrow trade roads running though beautiful woods. Blessed with the fertile soil and a temperate climate (aside from the extremely harsh winter), the Dales are the breadbasket of the Heartlands. The Dales’ independent spirit, and age-old alliance with the elves of Cormanthor, have made them the historic birthplace or favoured home of many of Faerun’s greatest heroes. Eleven separate dales exist today, each with its own ambitions, and character. Archendale and Harrowdale value trade over all else. Tasseldale values industry and craftsmanship. Daggerdale stands alone against a powerful enemy, while Scardale struggles to recover its independence after years of occupation. Meanwhile the other dales respect the old Dales Compact and prefer to be left alone.
The Cormanthor:
The Dalelands is also home to a forest region of great reknown across the Realms. Walking beneath Cormanthor’s giant maples, looming shadwotops, and towing oaks, humans soon realise they have entered a world that does not need them. The great forest is a living testament to a forgotten green age, a time when humans were an afterthought instead of a dominant society.
During the Elven Retreat, more than 90% of the elves who called Cormanthor home left for Evermeet or moved to Evereska. A few remained, particularly in the Semberholme area around Lake Sember. Communities such as Bristar and Moonrise Hill remain, however the elves there a mostly mixed human blood. It is clear that the drow have taken much of the region and control or have defiled much of the forest.
DAMARA
Capital: Heliogabalus
Population: 1,321,920 (Humans 87%, Dwarves 6%, Halflings 4%, Half-Orcs 2%)
Government: Monarchy
Religions: Ilmater, Silvanus, Tempus (barbarians)
Alignment: LN, N, NE
North of Impiltur and east of the Moonsea lies the once-mighty realm of Damara, now rebuilding from decades of war against its neighbours and the orcs and gnolls of the mountains. Tolerant of all races and most religions, the country is friendly to visitors, especially those who have skill in slaying monsters. Those interested in politics and adventure can find plenty of opportunities here. Damara maintains friendly relations with its neighbours and has a thriving gem trade based on its bountiful chalcedony (known as “bloodstone” for its red flecks) mines. However, the leaders of Damara keep a wary eye on the neighbouring land of Vaasa and stay prepared for any strange threat that may arise from there.
DRAGON COAST
Capital: None
Population: 820,800 (Humans 92%, Halflings 3%, Half-Elves 2%, Gnomes 2%)
Government: Independent city-states and pirate holds
Religions: Helm, Sune, Tempus, Tymora, Umberlee
Alignment: N, NE, LE
The Dragon Coast consists of the lands and islands on the south shore of a branch of the Sea of Fallen Stars. It’s more of a way of life than a geographical area for the three powerful city-states, seven or so major thieves guilds, dozen pirate bands, and agents of Faerun’s darkest secret societies who live and work there.
To outsiders who don’t know how to play the game, the Dragon Coast is a nest of vultures and thieves located in the centre of otherwise too many ideal trading routes. To the initiated (canny Sembian merchants, shrewd rogues, and caravan masters who aren’t afraid to grease a palm), the Dragon Coast is a perfect place to get things done … to get anything done. As the Sembian say, “Everyone has a price. But the price is more reasonable on the Dragon Coast.”
GREAT DALE
Capital: None
Population: 211,680 (Humans 99%)
Government: Druidic Hierarchy
Religions: Chauntea, Eldath, Mielikki, Silvanus
Alignment: N, NG, CG
Little more than two large forests and the strip of land between them, this land is inhabited by reclusive farmers, coolly hostile druids, and introspective rangers. The people of the Great Dale interact little with the outside world, acquiring the few iron items they cannot manufacture in exchange for herbal, alchemical, and wooden goods of exceptional quality. The soil is rich and suitable for farming, yet few other than the druids live here.
The mysterious Nentyarch, a powerful druid or sorcerer, resides in his castle of living trees and destroys all visitors. No outsiders know what he does or if he is the ruler of this place and the people of the Great Dale answer inquiries to this effect with an uncomfortable shrug. The druids tolerate the trade route that passes between their forests only because the caravans know that to disturb the forest is death.
HALRUUA
Capital: Halarahh
Population: 1,676,160 (Humans 90%, Dwarves 5%, Halflings 2%)
Religions: Azuth, Mystra, Shar (New Cult)
Alignment: LG, LN, NG
Far to the south and ringed by mountains lies Halruua, a nation of wizards. The Halruuans are descendants of refugees from mighty Netheril, a kingdom of human wizards who allowed their own power to grow unchecked, corrupt their souls, and blast all their works into splinters. Halruua has maintained the Netherese fascination with magic, pursuing the Art with fanatical devotion and considering all other studies to be inferior pursuits. So far the Halruaans have avoided the soul blindness that doomed Netheril.
The Halruuan wizards are a self-satisfied lot, more interested in pursuing their research in the privacy of their home laboratories than in exploring or exploiting the rest of Toril. Those who do leave the native land are merchants or agents in search of unusual spell components. Sometimes such agents are important enough to travel in one of the fabled Halruuan skyships, but the flying craft are fragile and so valuable that they are not sent outside Halruua on anything less than major missions.
HIGH FOREST
Capital: None
Population: 29,088 (Elves 52%, Gnolls 12%, Centaurs 10%, Orcs 10%, Humans 6%, Half-Elves 4%, Half-Orcs 3%, Halflings 2%)
Government: Many competing forces
Religions: Corellon Larethian, Eilistraee, Malar, Mielikki, Shiallia, Silvanus, Vhaeraun
Alignment: All neutral and chaotic
The High Forest is a holdover from the early days of the world, when elves, giants, and dragons ruled a continent covered in green. The forest is home to all the woodlands races, including aarakocras, centaurs, drow (including Vharaun – and Eilistraee worshiping surface-dwellers) and Lloth - worshiping Underdark marauders-, gnolls, gnomes, hybsils, moon elves, pixies, satyrs, treants, and wild elves.
The few humans who live or travel within the forest are usually druids, rangers, members of the Harpers, or adventurers used to surviving in environments in which they are not entirely welcome. Druids say that the forest is under the protection of the deities Eldath and Mielikki. If true, that explains how the High Forest has survived the woodcutters axe unscathed. The forest is too large for any one group to rule completely. At present, the greatest power within the forest are the treants, the wood elves, and the centaurs.
Capital: Velprintalar
Population: 1,270,080 (Humans 64%. Half-Elves 30%, Elves 5%)
Government: Autocratic (with representative council of advisors)
Religions: Chauntea, the Seldarine, Selune, Umberlee (disdained), Valkur
Alignment: N, NG, CG
Aglarond is hailed as the nation that keeps the Red Wizards from attacking the rest of civilised Faerun, and home of the powerful sorcerer known as the Simbul. Few give the country any more thought that this, but Aglarond is a place of ancient magic that holds one of the largest half-elf settlements in the world. Its army defends its borders against Thay, and its skilled rangers scout its frontier in search of trouble. The small beaches on Aglarond’s rocky coast are dotted with fishing villages, and since the Simbul has declared that all pirates are to be considered agents of Thay (and put to death if caught), the waters around Aglarond are very safe to travel. It is one of the few kingdoms that refuses to allow Red Wizard enclaves within its borders.
AMN
Capital: Athkatla
Population: 2,963,520 (Humans 83%, Halflings 15%, Half-Orcs 1%)
Government: Plutocracy
Religions: Bane, Chauntea, Cyric, Selune, Sune, Waukeen
Alignment: LN, LE, NG
Amn is a nations of merchants, a place where caravans start and end, and ships leave for exotic ports and return laden with gold and strange items. The Shadow Thieves have their hand in everything, and the rulers are an anonymous group known only as the Council of Six. Divine spellcasters are respected if their work brings money to Amn, while arcane spellcasters are universally reviled and feared. Amn maintains a large colony on the distant tropical continent of Maztica and has profited greatly from its trade. The governement’s disregard for the humanoids in its southern mountains has come back to haunt the country; two ogre mage leaders forged an army and took over much of southern Amn, including its secondary port city. Now Amn struggles to retake its territory while maintaining its trade routes and dominance in Maztica.
ANAUROCH
Capital: Shade
Population: 114,048 [Not including the city of Shade](Humans 77%, Asabi 17%, Gnolls 5%)
Government: Magocracy (City of Shade); Tribal (the Bedine)
Religions: Beshaba, Elah (Selune), Kozath (Talos), N’asr (Kelemvor), Place Spirits, Shar
Alignments: NE, CE, CG
Anauroch is a barren wasteland that has grown to split the north of Faerun into eastern and western halves. Also known as the Great Desert or the Great Sand Sea, Anauroch swalled the ancient empire of Netheril more than fifteen centuries past, then Anauroch’s relentless encroachment has destroyed realms and driven monsters into neighbouring lands.
Anauroch is the greatest of Faerun’s deserts, but far from empty. A nomadic race of noble barbarians known as the Bedine roams its wastes. Zhentarim garrisons and patrols hold down a line of oasis’s along the Black Road, the trade route that winds west from the ruins of Teshendale to the Llorkh under the caves of the Graypeak Mountains. Finally –and most significantly – the Empire of Shadows has settled over the anvil once known as the Shoal of Thirst. Shade, a city of Netheril that escaped that land’s fall by removing itself to the Plane of Shadow, has now returned to Faerun, and its masters contemplate the current shape of the world and consider what conquests to undertake next.
CALIMSHAN
Capital: Calimport
Population: 5,339,520 (Humans 94%, Half-Orcs 2%, Halflings 2%, Half-Elves 1%)
Government: Autocracy
Religions: Amachtyr (Tyr), Azuth, Bhaelros (Talos), Ibrandul (dead god, now an aspect of Shar), Ilmater, Shar
Alignments: LN, N, NE
Calimshan is a land obsessed with wealth and unimpressed by magic. Its people are heirs to an old empire founded by genies, and now fear such creatures and ban them from their lands. Familiar with displays of magic, they see the Art as any other skills that can be learned. Some say the blood of the efreet runs in some Calishits, giving them sorcerous powers and a talent for fire magic. Calimshan is renowned for its chauvinism, exotic markets, thieves’ guilds, decadent harems, desert landscape, and wealthy ruling class, as well as its enormous populations and cities, and many slaves.
CHESSENTA
Capital: Climbar
Population: 3,386,880 (Humans 82%, Halflings 6%, Dwarves 5%, Half-Orcs 4%, Lizardfolk 2%)
Government: Varies by city (military dictatorship, theocracy, monarchy)
Religions: Anhur, Assuran (old name of Hoar), Azuth, Lathander, Red Knight, Tchazzar (aspect of Tiamat) Waukeen
Alignment: N, CG, LN
A group of cities considered a single nation by the rest of Faerun, Chessentra is anything but united. The cities war against each other over old slights, philosophical differences, or economic leverage, Adventurers and mercenary companies make a good living here, hired by various governments for sneak attacks, strategic planning, or protection. The culture of Chessenta is obsessed with physical conflict, with war heroes considered very highly. The nation is friendly to dwarves and half-orcs, but uneasy with elves. The Chessentans appreciate the arts and are great fans of theatre; bardic profession is second only to that of fighters.
CHONDATH
Capital: Arrbar
Population: 1,982,880 (Human 96%, Elves 2%, Dwarves 1%)
Government: Confederation of City-States
Religions: Helm, Lliira, Malar, Talos, Tempus, Waukeen
Alignment: N, LN, NE
To look on Chondath now, a scattering of allied city-states and towns strung along the southern shore of the Sea of Fallen Stars. It’s hard to believe this is the same nation that produced the merchants who settled the powerhouse country of Sembia. Most other cities in the Vihon were once part of its empire or suffered under its cruel armies. Now, Chondath is a land darkened by its fall from glory, by the grasping ambitions of its rulers, and by foes all around it.
Trade keeps a constant flow of folk leaving and arriving on Chondath from afar, and leads to more tolerance of varying ways and outlanders than visitors expect. Chondathans are generally slender, tawny-skinned folk with brown hair ranging from almost blonde to almost black. Chondathans have green or brown eyes. Elves and half-elves are tolerated but not loved, and non-humans in general are a quiet minority here.
Most Chondathans spend their lives engaged in intrigue, covert manipulation, and trade with distant lands (or at least investments in trade conducted by others). Chondathans strive to perfectly control their voices, faces, and mannerisms to reflect only those emotions they desire to display. Chondathans distrust wizards and the bold use of magic. Folk in Chondath assume the Arrabar still holds deadly plague-hurling magic for a future lunatic to unleash. Chondathans are warlike, indulging in hunting games from an early age. They dress in a wide variety of fashions drawn from all over Faerun, though leather amour and head coverings are common, thanks to the warm, damp climate.
CHULT
Capital: None
Population: 440,640 (Humans 60%, Goblins 20%, Lizardfolk 10%, Wild Dwarves 5%, Pterafolk 4%)
Government: Tribal (rural areas); Theocracy (in the city of Mezro)
Religions: Eshowdow (an aspect of Shar), Tharrd Harr, Ubtao
Alignment: LN, CE, LG
Located at the westernmost end of the Chultan peninsula, Chult is a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swapms. Reclusive human tribes, fierce goblins, and strange monstrous folk haunt this dangerous land. Nevertheless, Chult draws adventurers who search for its legendary riches. Faiths in the many aspects of the deity Ubtao holds dominion in this land, for the divine powers of Faerun awared Ubtao the land of Chult in exchange for his vigilance over the threat from under the Peaks of Flame.
CORMYR
Capital: Suzail
Population: 1,360,800 (Humans 85%, Half-Elves 10%, Elves 4%)
Government: Monarchy
Religions: Chauntea, Deneir, Helm, Lathander, Lliira, Oghma, Malar, Milil, Selune, Silvanus, Tempus, Tymora, Waukeen
Alignment: LG, LN, NG
Founded over a thousand years ago, the kingdom of Cormyr benefits from an enlightened monarchy, hard-working citizens, and an advantageous location. Cormyr is a civilized land surrounded by mountains, forests, and settlements of evil humanoids. Known for its active group of government-sanctioned spellcasters, Cormyr boasts fine food, honest people, strange mysteries, and abundant contacts with other parts of the world. Recently challenged by treacherous noble families, armies of goblins and orcs, famine, a marauding ancient red dragon, and a death of its beloved monarch, Cormyr is now struggling to maintain its holdings. With one of its cities in ruins and great numbers of evil humanoids still roaming the countryside, this nation is in dire need of heroes.
DALELANDS
Capital: None
Population: 602,640 (Humans 80%, Drow 6%, Half-Elves 5%, Elves 4% Halflings 2%, Gnomes 1%, Dwarves 1%)
Government: Varies by dales; Dale Council loosely unifies the dales
Religions: Chauntea, Lathander, Mielikki, Silvanus, Tempus, the Trid (Ilmater, Torm, Try)
Alignment: CG, NG, N Cormanthor Region: All
The Dales are braod forest vales with roling farmlands, linked by narrow trade roads running though beautiful woods. Blessed with the fertile soil and a temperate climate (aside from the extremely harsh winter), the Dales are the breadbasket of the Heartlands. The Dales’ independent spirit, and age-old alliance with the elves of Cormanthor, have made them the historic birthplace or favoured home of many of Faerun’s greatest heroes. Eleven separate dales exist today, each with its own ambitions, and character. Archendale and Harrowdale value trade over all else. Tasseldale values industry and craftsmanship. Daggerdale stands alone against a powerful enemy, while Scardale struggles to recover its independence after years of occupation. Meanwhile the other dales respect the old Dales Compact and prefer to be left alone.
The Cormanthor:
The Dalelands is also home to a forest region of great reknown across the Realms. Walking beneath Cormanthor’s giant maples, looming shadwotops, and towing oaks, humans soon realise they have entered a world that does not need them. The great forest is a living testament to a forgotten green age, a time when humans were an afterthought instead of a dominant society.
During the Elven Retreat, more than 90% of the elves who called Cormanthor home left for Evermeet or moved to Evereska. A few remained, particularly in the Semberholme area around Lake Sember. Communities such as Bristar and Moonrise Hill remain, however the elves there a mostly mixed human blood. It is clear that the drow have taken much of the region and control or have defiled much of the forest.
DAMARA
Capital: Heliogabalus
Population: 1,321,920 (Humans 87%, Dwarves 6%, Halflings 4%, Half-Orcs 2%)
Government: Monarchy
Religions: Ilmater, Silvanus, Tempus (barbarians)
Alignment: LN, N, NE
North of Impiltur and east of the Moonsea lies the once-mighty realm of Damara, now rebuilding from decades of war against its neighbours and the orcs and gnolls of the mountains. Tolerant of all races and most religions, the country is friendly to visitors, especially those who have skill in slaying monsters. Those interested in politics and adventure can find plenty of opportunities here. Damara maintains friendly relations with its neighbours and has a thriving gem trade based on its bountiful chalcedony (known as “bloodstone” for its red flecks) mines. However, the leaders of Damara keep a wary eye on the neighbouring land of Vaasa and stay prepared for any strange threat that may arise from there.
DRAGON COAST
Capital: None
Population: 820,800 (Humans 92%, Halflings 3%, Half-Elves 2%, Gnomes 2%)
Government: Independent city-states and pirate holds
Religions: Helm, Sune, Tempus, Tymora, Umberlee
Alignment: N, NE, LE
The Dragon Coast consists of the lands and islands on the south shore of a branch of the Sea of Fallen Stars. It’s more of a way of life than a geographical area for the three powerful city-states, seven or so major thieves guilds, dozen pirate bands, and agents of Faerun’s darkest secret societies who live and work there.
To outsiders who don’t know how to play the game, the Dragon Coast is a nest of vultures and thieves located in the centre of otherwise too many ideal trading routes. To the initiated (canny Sembian merchants, shrewd rogues, and caravan masters who aren’t afraid to grease a palm), the Dragon Coast is a perfect place to get things done … to get anything done. As the Sembian say, “Everyone has a price. But the price is more reasonable on the Dragon Coast.”
GREAT DALE
Capital: None
Population: 211,680 (Humans 99%)
Government: Druidic Hierarchy
Religions: Chauntea, Eldath, Mielikki, Silvanus
Alignment: N, NG, CG
Little more than two large forests and the strip of land between them, this land is inhabited by reclusive farmers, coolly hostile druids, and introspective rangers. The people of the Great Dale interact little with the outside world, acquiring the few iron items they cannot manufacture in exchange for herbal, alchemical, and wooden goods of exceptional quality. The soil is rich and suitable for farming, yet few other than the druids live here.
The mysterious Nentyarch, a powerful druid or sorcerer, resides in his castle of living trees and destroys all visitors. No outsiders know what he does or if he is the ruler of this place and the people of the Great Dale answer inquiries to this effect with an uncomfortable shrug. The druids tolerate the trade route that passes between their forests only because the caravans know that to disturb the forest is death.
HALRUUA
Capital: Halarahh
Population: 1,676,160 (Humans 90%, Dwarves 5%, Halflings 2%)
Religions: Azuth, Mystra, Shar (New Cult)
Alignment: LG, LN, NG
Far to the south and ringed by mountains lies Halruua, a nation of wizards. The Halruuans are descendants of refugees from mighty Netheril, a kingdom of human wizards who allowed their own power to grow unchecked, corrupt their souls, and blast all their works into splinters. Halruua has maintained the Netherese fascination with magic, pursuing the Art with fanatical devotion and considering all other studies to be inferior pursuits. So far the Halruaans have avoided the soul blindness that doomed Netheril.
The Halruuan wizards are a self-satisfied lot, more interested in pursuing their research in the privacy of their home laboratories than in exploring or exploiting the rest of Toril. Those who do leave the native land are merchants or agents in search of unusual spell components. Sometimes such agents are important enough to travel in one of the fabled Halruuan skyships, but the flying craft are fragile and so valuable that they are not sent outside Halruua on anything less than major missions.
HIGH FOREST
Capital: None
Population: 29,088 (Elves 52%, Gnolls 12%, Centaurs 10%, Orcs 10%, Humans 6%, Half-Elves 4%, Half-Orcs 3%, Halflings 2%)
Government: Many competing forces
Religions: Corellon Larethian, Eilistraee, Malar, Mielikki, Shiallia, Silvanus, Vhaeraun
Alignment: All neutral and chaotic
The High Forest is a holdover from the early days of the world, when elves, giants, and dragons ruled a continent covered in green. The forest is home to all the woodlands races, including aarakocras, centaurs, drow (including Vharaun – and Eilistraee worshiping surface-dwellers) and Lloth - worshiping Underdark marauders-, gnolls, gnomes, hybsils, moon elves, pixies, satyrs, treants, and wild elves.
The few humans who live or travel within the forest are usually druids, rangers, members of the Harpers, or adventurers used to surviving in environments in which they are not entirely welcome. Druids say that the forest is under the protection of the deities Eldath and Mielikki. If true, that explains how the High Forest has survived the woodcutters axe unscathed. The forest is too large for any one group to rule completely. At present, the greatest power within the forest are the treants, the wood elves, and the centaurs.