1. Locations

Lands to the East

Lands to the East

To the east lie many of the older nations of the Realms, including the Western Heartlands of Faerûn—those civilizations centrally located on the continent, and thereby best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the Sword Coast, one moves from lands not so different from one's own to places so foreign they might as well exist on other continents or worlds—which a few of them actually have done.


Algarond
The great peninsula of Aglarond juts out into the Inner Sea, and that body of water and the forests of the Yuirwood define much of the nation's character. A realm of humans living in harmony with their elf and half-elf neighbors, Aglarond has been a foe of Thay for centuries, in part due to the temperament of its former ruler, the Simbul. The nation is now ruled by a Simbarch Council, which has backed away from open hostilities with Thay. With the restoration of the Weave, the ongoing changes to the political landscape, and calls for elven independence within the nation, it is unclear what sort of place Aglarond will be in a generation's time, except that its potential for great change will be realized.


Chessenta
A collection of city-states bound by common culture and mutual defense, Chessenta isn't truly a nation. Each city boasts its own heroes, worships its own gladiatorial champions, and spends as much time insulting and competing with the other cities as it does on any other activity. The city of Luthcheq is dominated by worship of the bizarre deity known as Entropy, while Erebos is ruled by the latest incarnation of the red dragon known as Tchazzar the Undying. Heptios contains the largest library in Chessenta, a center of learning where all nobles aspire to send their children for tutoring. That city is looked on with disdain by the people of Akanax, whose militant contempt for the "fat philosophers" of Heptios is widely known. Toreus welcomes all visitors, even those from lands that are despised or mistrusted, and foreign coin can buy nearly anything there. The floating city of Airspur still flies somehow, its earthmotes unaffected by the fall of its fellows when the Sundering came to a close.

Cormyr
For most folk in central Faerûn, the notion of a human kingdom is inextricably linked to Cormyr. A strong realm bolstered by its loyal army (the Purple Dragons), a cadre of magical defenders and investigators (the War Wizards), and numerous wealthy and influential nobles, Cormyr is recovering from its war with Sembia and Netheril—a conflict that cost the nation much, but left the kingdom standing, and which, in the end, Netheril didn't survive. The pride of that victory remains strong in Cormyr's collective consciousness, even as Queen Raedra draws back from plans to permanently welcome into the realm towns that lie beyond Cormyr's traditional borders.

Cormyreans are justly proud of their homeland, and go to great lengths to guard it and its honor. Still, there is no shortage of danger in the Forest Kingdom, whether from scheming, treacherous nobles, monsters out of the Hullack Forest or the Stonelands, or some ancient, hidden magic. Cormyr is many things, but dull isn't one of them.


The Cold Lands

The nations of Damara, Narfell, Sossal, and Vaasa, known collectively to most Faerûnians as the Cold Lands, rest near the Great Glacier in the cold, dry environs of the northeast. Few outside the region have much interest in what goes on here, except for those in the immediately surrounding lands, who fear a resurgence of the ancient evils of the region—though they aren't fearful enough to do more than send an adventuring party or two into the area to investigate.

In Damara, the usurper King Yarin Frostmantle sits on the throne of the Dragonbane dynasty, while his people complain about his tyranny and the growing threat from demons across the country. In Narfell, skilled riders and archers hunt, raid, and are gradually reclaiming their heritage as a great nation of mages who treated with devils. The Warlock Knights of Vaasa threaten to break the bounds of their nation and invade Damara, the Moonsea, or both, while some of its members suspiciously eye the ominously silent Castle Perilous, perhaps planning another excursion to the place. The tiny nation of Sossal trades with its neighbors, but shares little of itself with the wider world.



The Dalelands
The humans who call the Dalelands home want nothing more than lives untroubled by the concerns of larger nations. They take great pride in their peaceful coexistence with the elves of Cormanthor, and in their ability to remain largely self-sufficient and autonomous even when their homeland was used as a battlefield by Cormyr, Netheril, Sembia, and Myth Drannor in the recent conflicts. Featherdale and Tasseldale have reasserted their independence since the end of the war, and rejoined Archendale, Battledale, Daggerdale, Deepingdale, Harrowdale, Mistledale, Scardale, and Shadowdale on the Dales Council. The High Dale did the same shortly afterward.

Dalesfolk are mistrustful of anyone unwilling to sacrifice for the common good, but those who put in good work—whether in defense or labor—are accepted as equals, entitled to share in the rewards from their toil.



The Hordelands 

Formerly known as the Endless Wastes, this land has gained a new name among Faerûnians, styled after the vast Tuigan horde that roared out of the east and rode against Faerûn more than a century ago. After these tribesfolk were defeated, some of the fierce, mounted warriors who survived the conflict gathered to form the small nation of Yaïmunnahar. Some others cling to the old ways, mastering the sword and the bow and riding across the steppes on their short-legged horses. Brave merchants still traverse the Golden Way to and from Kara-Tur, but those who return from such a voyage are fewer than they once were.

 

Impiltur

With the rising of the waters of the Sea of Fallen Stars, some of Impiltur's wealth and influence is returning, leading to whispers among the populace that a lost king of the line of old will rise up to lift Impiltur out of its woes and back to the great nation it once was.

Impiltur is a nation of humans with pockets of dwarves and halflings among its populace. Where once a long royal line sat its throne and ruled over a unified kingdom, now a Grand Council sits around a table and struggles to combat the presence of demons, and demon worship, within the nation's borders.


The Moonsea
The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to overextend themselves and fall—sometimes crumbling over time, and sometimes dropping like stones from the sky.

Now that Netheril and Myth Drannor have fallen, those two great powers can no longer exert their influence over the Moonsea, allowing the city of Hillsfar to spread its wings and eye southward expansion, and Mulmaster to once again further the worship of Bane. Phlan, Teshwave, Thentia, and Voonlar—all Moonsea cities where greater powers jockeyed for influence—now work to find their own identities before an unchecked or malevolent realm swallows them, one by one.

This region is also home to the ruins of the Citadel of the Raven and Zhentil Keep, former strongholds of the Zhentarim, which the Black Network shows occasional interest in restoring.


Mulhorand
Since the Chosen of the gods began to appear in the last few years, Mulhorand has become a land transformed. Its deities manifested fully in the forms of some of their descendants, and swiftly rallied the Mulan to overthrow the Imaskari. Aided by the mighty wizard Nezram, known as the World-Walker, the Mulhorandi overthrew the rulers of High Imaskar, who fled into the Plains of Purple Dust or to extraplanar safeholds. 

When the upheaval ended and the Chosen began to disappear, the gods of Mulhorand remained to rule their people, focusing their attention on defending their restored homeland to keep the war in Unther and Tymanther from spilling over its borders. For the first time in centuries, the people in Mulhorand are free, with the gods declaring that slavery shall no longer be practiced among the Mulan since their return.


Rashemen
A harsh, cold land filled with hardy folk, Rashemen is a fiercely traditional nation. It is ruled by its Iron Lord, Mangan Uruk, who speaks for the power behind the throne: the Wychlaran, the society of masked witches that determine Rashemen's course. These witches wield great powers tied to the land and its magic and guard against evil fey and vengeful spirits. A small number of male spellcasters, known as the Old Ones, create magic items and weave arcane rituals for the witches. Rashemi witches revere the Three, a triumvirate of goddesses they call Bhalla (the Den Mother), Khelliara (the Forest Maiden), and the Hidden One. Over the centuries, scholars in other lands have speculated that these deities might be faces of Chauntea, Mielikki, and Mystra, respectively.

The nation's warriors are a fierce, stoic lot, famed for their strength, endurance, and stubbornness in battle. Rashemen is a long-standing enemy of Thay, and has often thwarted that nation's ambitions to rule Faerûn. Little pleases a Rashemi warrior more than the chance to strike down a Red Wizard in battle.


Sembia
Following a period of subjugation at the hands of Netheril, Sembia is already on its way to becoming the economic power it was in prior years. Although relations are cool with the Dales and Cormyr following the most recent war, Sembian merchants are quick to dismiss previous conflicts as the work of the Netherese, and remind their former trading partners of the long and mutually profitable relationships they previously enjoyed. To prove its good intentions, Sembia has "allowed" Featherdale and Tasseldale to regain their independence, even though Sembian investors had owned much of Featherdale for nearly seventy years when the war came to an end.

Before Netheril claimed Sembia as a vassal state, mercenary work and adventuring were popular livelihoods among Sembians who didn't have local families to feed. Those endeavors are even more popular now among veterans of the war, who are better trained than their predecessors were. A few of Sembia's less scrupulous former soldiers have taken to banditry, which offers other Sembians more opportunities for guard work.


Thay
For centuries one of the greatest concentrations of magical might in Faerûn, Thay is ruled by the ancient lich, Szass Tam, and the nation's Council of Zulkirs in a ruthless magocracy. The council's will is enacted by regional tharchions and bureaucrats, leaving the ruling Red Wizards to focus on magical study and more important arcane matters.
 

For a time, living mages couldn't hope to advance to prominence in Thay: Szass Tam promoted undeath as a means of existence with boundless possibilities, and held back those who didn't agree with this philosophy. The recent battles with the demon Eltab, however, have prompted Szass Tam to loosen this stricture—the living now have hope of ascending within the Red Wizards, even if that hope is merely to advance to a high station within the cadre of Tam's servants.


Thesk
Reminders of the century-old war with the Tuigan horde remain throughout Thesk, in the many and varied features of its present-day inhabitants, particularly the half-orc descendants of the mercenaries who fought in that great conflict.
 Thesk is known to many as the Gateway to the East because it is the western terminus of the Golden Way, which runs through the Hordelands and into Kara-Tur. Because their city is a crossroads of sorts between Faerûn and the east, it should come as no surprise that Theskians don't judge outsiders quickly, and don't bristle at visitors who demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby orcs and goblins that are willing to treat with them peacefully. They aren't fools, however, and have no patience for violent or raiding humanoids of all sorts.

Turmish
On the southern shore of the Sea of Fallen Stars, Turmish is a nation of mercantile cities ruled by its Assembly of Stars, representatives of each of its cities in a parliamentary democracy. After being much diminished by the devastation wrought in this area a century ago, Turmish is currently enjoying a revival of its fortunes, as the rising of the waters of the Inner Sea has returned some of the trade that was lost in the cataclysm. Turmish is the birthplace of the Emerald Enclave, which has proudly taken credit for the rebirth of Turmishan agriculture, the cessation of the great rains that plagued the region a few years ago, and the restoration of the god Lathander.

Tymanther
In decades past, the land of the dragonborn claimed as its territory part of what had been the vanished nation of Unther. Then Unther suddenly returned to Faerûn a few years ago and promptly went to war against Tymanther. The realm has since been reduced to small tracts mainly along the coast of the Alamber Sea and Ash Lake. The dragonborn that have withdrawn to those areas have lost none of their military tradition, and their ability to hold this smaller amount of territory makes it unlikely that Unther will push farther any time soon—particularly since the Untherite navy has been unable to overcome the great beast that guards the harbor of Djerad Kethendi and the nearby waters of the Alamber.

Some of Tymanther's dragonborn have spread across Faerûn and gained reputations as competent, highly sought-after mercenaries.


Unther
Trapped in another world, the people of Unther had succumbed to domination by others. Then among them arose one who called himself Gilgeam, and he reminded them of their former greatness. Under the leadership of this reincarnated god, the people of Unther rose up as an army to face their masters. On the eve of a great battle, the people of Unther were miraculously returned to their home, and Gilgeam wasted no time in leading them against the dragonborn occupying their ancestral lands. The Untherites have retaken much of the land they formerly held, while seeking to wipe out the "godless lizards" they blame for their time of oppression in Abeir.
 Gilgeam wants nothing short of a complete return to Unther's former glory. This achievement will require utterly destroying Tymanther, of course, and eventual war with Mulhorand to reclaim lands lost centuries ago, but as every Untherite knows, the great God-King is patient, for he is eternal.

Westgate
The dismal city of Westgate isn't a romantic place, but someone seeking employment for shady work, or looking to hire someone for the same, will find few places better suited in all of Faerûn.

Westgate is considered by some Faerûnians as a harbinger of the eventual fate of places like Amn and Sembia, where coin rules over all other considerations. As in many such places, one's moral outlook is less important in Westgate than one's attitude toward bribery. The city's proximity to Cormyr makes it a breeding ground for that nation's enemies, including the Fire Knives, a guild of thieves and assassins that the naive pretend doesn't exist.