The continent of Faerûn stretches between the x to the west and the Sunrise Mountains to the east on a world called Toril. A place of varied cultures and peoples, Faerûn contains diverse realms, including kingdoms, city-states, and carefully maintained alliances of rural communities. While many of these realms are ruled by humans, who are the most populous species in Faerûn today, people of all sorts—including dragonborn, goliaths, orcs, tieflings, and more—mingle in those realms, as well as mountainous dwarven kingdoms, hidden elven enclaves, and other communities. Except in the most remote or insular places, Faerûnians are accustomed to seeing people of different cultures, ethnicities, and species.
A great deal of adventure is to be had in the Realms. The routes between cities and nations often cross into the territory of brigands or marauding monsters. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, malicious fey, or mighty creatures such as giants and dragons. Ruins of ancient, forgotten realms dot the landscape, and these ruins often conceal expansive subterranean dungeons that wind beneath the surface. In these places, long-lost treasures await intrepid adventurers.
Faerûn is filled with rich history and wondrous tales of adventure and magic, but day-to-day life in Faerûn is that of a medieval society. Rural farmers grow food and herd livestock that gets sent to market in towns and cities, where crafters and other tradesfolk gather. News and gossip are carried by caravans, ships, and traveling minstrels. Adventurers also spread news—when they're not creating it!
Most of the people who populate the continent have little or no knowledge of lands outside Faerûn. Only the more educated or well traveled among the populace are aware that Faerûn is but one continent and that Toril is the whole of the world. For most, "Faerûn" is quite large enough.
Time in the Realms
Although a number of means exist for marking the days and the passage of time during a year, nearly all folk in Faerûn have adopted the Calendar of Harptos.
In the Calendar of Harptos, a year on Toril consists of 365 days, divided into twelve months of thirty days, loosely following the cycle of Selûne, the moon. A month is made up of three tendays, also known as rides. Five annual holidays, falling between the months, complete the calendar. Once every four years, Shieldmeet occurs as a leap day following Midsummer.
Individual days of a tenday have no special names. Instead, they are denoted by counting from the beginning of the period ("first day," "second day," and so on). Days of the month are designated by a number and the month name (for example, "1 Mirtul" or "27 Uktar"). People might also refer to a given day by its relationship to the current date ("two tendays from today") or the nearest holiday ("three days past Greengrass").
| Month | Name | Common Name |
|---|---|---|
| 1 | Hammer | Deepwinter |
Annual Holiday: Midwinter | ||
| 2 | Alturiak | The Claw of Winter |
| 3 | Ches | The Claw of Sunsets |
| 4 | Tarsakh | The Claw of Storms |
Annual Holiday: Greengrass | ||
| 5 | Mirtul | The Melting |
| 6 | Kythorn | The Time of Flowers |
| 7 | Flamerule | Summertide |
Annual Holiday: Midsummer | ||
Quadrennial Holiday: Shieldmeet | ||
| 8 | Eleasis | Highsun |
| 9 | Eleint | The Fading |
Annual Holiday: Highharvestide | ||
| 10 | Marpenoth | Leaffall |
| 11 | Uktar | The Rotting |
Annual Holiday: Feast of the Moon | ||
| 12 | Nightal | The Drawing Down |
Special Calendar Days
Every realm, faith, and culture across Faerûn has its own special festivals and holidays, the observances of which are governed by the cycles of the sun, the moon, the stars, or some other event. In addition, the Calendar of Harptos specifies five annual festivals keyed to the changing of the seasons and one quadrennial festival that are observed in almost every land, with particular celebrations varying based on local traditions and popular faiths.
Midwinter
The first festival day of the year is Midwinter, though some people name it differently. Nobles and monarchs of the x call it the High Festival of Winter, a day to commemorate or renew alliances. Commoners in x, x, and other colder climes celebrate it as Deadwinter Day, the midpoint of the cold season, with some of the worst days now past.
Greengrass
The traditional spring festival, Greengrass is celebrated with freshly cut flowers (grown in special hothouses where necessary) given as gifts to the gods or spread among the fields in hopes of a bountiful growing season.
Midsummer
The midpoint of summer is a day of feasting, carousing, betrothals, and basking in the pleasant weather. Storms on Midsummer night are seen as bad omens and signs of ill fortune, and sometimes interpreted as divine disapproval of the romances begun or marriages promised that day.
Shieldmeet
The great holiday of the Calendar of Harptos, Shieldmeet occurs once every four years immediately after Midsummer. It is a day for plain speaking and open council between rulers and their subjects, renewing pacts and contracts, and forging treaties. Many tournaments and contests of skill are held on Shieldmeet, and most faiths mark the holiday by emphasizing one of their key tenets. The next Shieldmeet will be in 1504 DR (see the "x" sidebar).
Highharvestide
A day of feasting and thanks, Highharvestide marks the fall harvest. Most people give thanks to Chauntea on this day for a plentiful bounty before winter approaches. Many who make their living by traveling long distances by road or sea set out immediately following the holiday, before winter blocks mountain passes and harbors.
Feast of the Moon
As nights lengthen and winter winds approach, the Feast of the Moon is the time when people celebrate their ancestors and honored dead. During festivals on this day, people gather to share stories and legends, offer prayers for the fallen, and prepare for the coming cold.
Keeping Time from Day to Day
Most people don't keep track of the time of day beyond notions such as "midmorning" or "near sunset." If people plan to meet at a particular time, they base their arrangements around such expressions.
The concept of hours and minutes exists mainly where wealthy people use clocks, but mechanical clocks are often unreliable and rarely set consistently. If a local temple or civic structure has a clock that tolls the passing of the hours, people refer to hours as "bells," as in "I'll meet you at seven bells."
Currency
Nearly every major power of Faerûn has its own currency minted within its borders that represent both its influence and material wealth. Most coins of pure composition and standard weight are accepted across the continent, though not every city-state or nation bothers to mint every sort of coin. The standard used to set the weight and value of coins is Waukeen's Golden Coin, a relic that lies on sacred scales in the city of Schamedar in x.
Some of the most commonly found and widely accepted currencies in the Realms are summarized below. Each grouping is arranged in order of value: copper, silver, electrum, gold, and (when present) platinum. Most people refer to coins by whatever name the issuing government uses, regardless of origin, except for Zhentil Keep—for some reason, x coins have unflattering epithets associated with them:
- Amn: Fander, taran, centaur, danter, roldon
- Calimshan: Unarche, decarche, centarche, bicenta, kilarche
- Cormyr: Thumb, falcon, blue eye, golden lion, tricrown
- Sembia: Steelpence (an iron coin), hawk, blue eye, noble
- Silverymoon: Glint, shield, sword, dragon, unicorn
- Waterdeep: Nib, shard, sambar, dragon, sun
- Zhentil Keep: Fang ("dung-piece"), talon/naal ("flea-bit"), tarenth ("hardhammer"), glory ("weeping wolf"), platinum glory ("flat metal gem")
Adventurers
Adventurers have a long history in Faerûn. Children are told stories of great adventurers like Storm Silverhand, Drizzt Do'Urden, and Alias. While most people eventually put away their dreams of heroic adventure in favor of more practical matters, a few leave their homes to embark on a life of peril, hoping to become heroes who find great rewards. Individuals who suffer great tragedy in their lives might turn to adventuring out of desperation. Some adventurers are forced into the occupation when they or others are placed in sudden danger. A few individuals simply grow bored with their lives and dream of something more, becoming adventurers to reinvent themselves or find new meaning in their lives.
The common folk of Faerûn look on adventurers with a mixture of admiration, envy, and mistrust.
An adventurer willing to risk their life on behalf of a complete stranger deserves applause and a reward, and many are envious that adventurers live their lives on their own terms, untrammeled by custom or convention.
But adventurers are also dangerous, possessing skills and magic beyond the reach of Faerûn's common folk. Their lives are violent, and where they go, chaos follows. Many adventuring parties have descended into an ancient crypt only to unwittingly release a horrifying evil on an unsuspecting world. And a successful adventurer amasses wealth and power very quickly—perhaps too quickly for rulers to monitor or for the law to handle.
Regardless, authority figures often turn to adventurers to solve unusual problems. Towns and cities typically have a budget set aside for hiring adventurers.
Regions of the Realms
Faerûn is frequently divided into various regions that share common cultural characteristics. The ten regions of the Forgotten Realms setting are as follows:
- Anauroch. The inhospitable desert of x and adjoining glacier is home to nomads and criss-crossed by trade caravans.
- Arcane Empires. Three realms in east Faerûn are ruled by wielders of arcane magic: masked witches in x, sorcerers in x, and the infamous x of x.
- Forgotten Lands. The remote northeast of Faerûn is home to vast mineral wealth and long-lost magical secrets.
- Heartlands. The rich, powerful realms of x and x surround the frontier settlements of the x and a legendary elven ruin.
- Lands of Intrigue. The realms of x, x, and x have not warred with each other for centuries, but this only hides a long history of political schemes.
- The North. Harsh weather, Underdark menaces, and isolation threaten the people of x and other settlements in a dangerous and unforgiving land.
- Old Empires. The ancient realms of x, x, and x are ruled—for better or for worse—by living gods.
- Sword Coast. Some of the largest and most well-known cities in Faerûn lie along its west coast, tied together by trade and shared history.
- Trackless Sea. The island nations in the x are isolated from each other but united by their dependence on the sea.
- Vilhon Reach. The x's mystic island of Ilighôn lies at the entrance to the x. Wielding arcane magic is a crime in most of the Vilhon Reach.
Each of these regions is described on the pages that follow and on the poster map in this book. Each region begins with a brief overview that summarizes key facts, as well as a map of the region. Subsequent sections detail the realms of each region, important cultural elements, and noteworthy places adventurers might visit.
Regions and Languages
Many realms, ethnicities, and cultural groups in Faerûn have their own language they use in addition to Common. These languages are noted in the gazetteer sections that follow. You can choose any of these languages as one of the languages your character knows. These regional languages, along with the standard languages from the Player's Handbook, are listed on the Standard Languages of Faerûn table, which you can use to randomly determine the languages your character knows (in addition to Common).
| 1d100 | Language | Origin |
|---|---|---|
| — | Common | Sigil |
| 01–03 | Aglarondan | Aglarond |
| 04–06 | Alzhedo | Calimshan |
| 07–09 | Bothii | Uthgardt nomads |
| 10–12 | Chessentan | Chessenta |
| 13–15 | Chondathan | Chondath |
| 16–18 | Common Sign Language | Sigil |
| 19–21 | Damaran | Damara |
| 22–26 | Draconic | Dragons |
| 27–33 | Dwarvish | Dwarves |
| 34–40 | Elvish | Elves |
| 41–45 | Giant | Giants |
| 46–50 | Gnomish | Gnomes |
| 51–55 | Goblin | Goblinoids |
| 56–62 | Halfling | Halflings |
| 63–65 | Illuskan | The North |
| 66–68 | Lantanese | Lantan |
| 69–71 | Midani | Bedine nomads |
| 72–74 | Mulhorandi | Mulhorand |
| 75–77 | Netherese | Netheril |
| 78–82 | Orc | Orcs |
| 83–85 | Rashemi | Rashemen |
| 86–88 | Reghedjic | Reghed nomads |
| 89–91 | Sespech | Sespech |
| 92–94 | Thayan | Thay |
| 95–97 | Turmic | Turmish |
| 98–00 | Untheric | Unther |
Anauroch
Despite the harsh conditions in Anauroch, people still eke out an existence there. Remnants of Netheril returned from a long retreat to the Shadowfell and resettled with designs on spreading their power and influence once again. Nomadic peoples adapted to the trials of the region travel and live comfortably within the wastes. Travelers and fortune seekers from afar also carve out a niche in the desert, seeking fortunes and relics of the past beneath the sands and ice.
Adventures in Anauroch include themes of survival, for the struggle against the brutal conditions never relaxes. In addition to the harsh climate, vicious creatures call the wastelands home, jealously guarding the lost magic and knowledge of the realms that rose and fell in the region's past.
Bedine Tribes
The alternately blistering hot and bitingly frigid x desert was once the lush, thriving seat of the empire of Netheril. In the wake of the empire's fall, and subsequent magical devastation by wicked aberrant monsters known as phaerimm, the desolate desert slowly spreads, threatening to devour the surrounding lands.
The nomadic Bedine people have lived in Anauroch for centuries, traveling from oasis to oasis, living in tents, and following small herds of desert-dwelling animals. Most tribes live in the region known as the Sword and number around a hundred people, encountering another tribe only once or twice a year. Their knowledge of the desert and hardy survival skills command respect.
Empire of Shadows
x is littered with the ruins of the ancient empire of Netheril, which fell in a magical cataclysm almost 3,000 years ago. Some of these ruins lie frozen in ice, their magical secrets preserved and waiting for Netherese survivors—or bold adventurers—to discover them. In the Year of Wild Magic (1372 DR), the Netherese flying city of Thultanthar, also called the City of Shade, emerged from the Shadowfell, where it had lain hidden for centuries. Its rulers, calling themselves Shadovar, began rebuilding their long-lost empire and even returning life and growth to the desert. Thultanthar fell in 1487 DR, crashing in Myth Drannor (see "x" in this chapter), and the Shadovar empire fell with it. But survivors of that catastrophe are working to re-create the fallen city near the Shoal of Thirst.
Shade
The former city of Thultanthar, capital of the Empire of Shade, was a magical flying marvel. After it crashed, survivors of the empire built a new settlement on the slopes of the Scimitar Spires, overlooking the Shoal of Thirst. Though this city, called Shade, can't yet fly, it is inspired by old Thultanthar, and it resembles a piece of the Shadowfell transplanted to Faerûn. Its lightless avenues and sunless courtyards are shrouded in impenetrable gloom despite the desert's glaring sun, providing a comfortable home for the city's Shadovar rulers. Most explorers and traders avoid the city, as the Shadovar attack intruders.
Zhentarim Caravans
The x carved out a niche in x long ago by forging and securing caravan routes across the desert that bypass the High Ice to the north. Its guides and guards are experienced in navigating these paths and command steep prices to guide traders and travelers safely across with their wagon trains.
Black Road
The Black Road is the main trade route that crosses Anauroch. Zhentarim garrisons and patrols monitor the road and protect the life-giving oases that dot its length. They exert immense influence over this road. They provide protection, travel stations, and access to oases but expect their tolls to be paid promptly.
Anauroch Features
Outsiders often imagine x to be a featureless expanse of desolate sand, but in fact it is defined by a glacier in the north and a central rocky plateau, both surrounded by the wind-blown sands.
At'ar's Looking Glass
A hazardous, sweltering stretch of desert in southeastern Anauroch is At'ar's Looking Glass, named for the merciless Bedine sun god, whose face is reflected by the sand back up and into the heavens.
High Ice
The desolate glacier called the High Ice crowns the northern reaches of Anauroch. Few people live here. Arctic monsters abound on the High Ice's frosty plains, including different kinds of dragons. In spite of the danger, expeditions strike out into the glacier hoping to plunder ancient cities that have been buried in and preserved by ice.
Plain of Standing Stones
The central region of Anauroch is the Plain of Standing Stones, a plateau that overlooks the sandy desert to the south. This area is mostly waterless, covered in gravel and jagged rock and ravaged by constant, howling winds. This is where the Shadovar first discovered chardalyn—a dark, ice-like crystal that absorbs magic.
Saiyaddar
One place in southern Anauroch teems with lush greenery and abundant animal life: the Saiyaddar. This verdant valley within the Sword is lined with natural springs that keep it watered, and the Bedine people guard the area as a hunting ground and safe waypoint for travelers. None of the individual Bedine tribes lay claim to Saiyaddar, and they work together fiercely to ensure that no one else tries.
Scimitar Spires
The Scimitar Spires is a range of sharp mountain peaks that abut the Shoal of Thirst and the lush Saiyaddar valley. Nestled in the northern reach of the Spires is Elah'zad, an oasis sacred to the god Eldath. A temple at the oasis is made of translucent desert rock; it's said Eldath can speak through anyone who enters the temple.
Shoal of Thirst
Shadovar magic once created and preserved a body of water here called the Shadow Sea. With Thultanthar's destruction and the fall of the empire, the magical cloud cover that protected the sea blew away, and the desert swiftly reclaimed the land. Legends speak of valuable gems once buried beneath the sea that now lie exposed to treasure hunters, but the Shoal's proximity to Shade makes excavation of those gems a dangerous task.
The Sword
When most people think of Anauroch, they think of the southern region known as the Sword, named for the bandits and raiders who maraud the region. Vicious creatures such as wyverns and purple worms are abundant.
Noteworthy Sites
x is littered with ancient ruins, particularly those of fallen Netherese cities. For those willing to sift through the expanses of weathered stones and sand, the desert holds many secrets buried in time, many of which are powerful, valuable, or both.
Araugul
The southern region of Anauroch was once home to a large, expansionist goblinoid realm known as Hlundadim. The fortress-city of Araugul, also known as Goblinmount, was its capital and the home of the mysterious wizard Hlundadim, founder and leader of the realm. As weather in Anauroch grew arid and the land turned to dust, the goblins fled and the wizard vanished as mysteriously as he appeared. That was over a thousand years ago. Goblinoids and their allies have since returned to the ruins, and some live there still, defending the city from intruders.
Ascore
The ruined northern city of Ascore was once a bustling port on the shore of a now-dried sea. Now its windswept streets are haunted by undead, and the ancient blue dragon Iymrith has claimed the ruins as part of her territory. Somewhere in its depths, Ascore holds a portal into the lost Netherese city of Hlaungadath. The portal is activated by reading the final line of a carving in a stone archway.
Azirrhat
A small cluster of peaks on the southeast edge of the Plain of Standing Stones is known as Azirrhat, a word meaning "slashed rocks." The crags are dotted with veins of gold, and prospectors sometimes brave encounters with the asabi, a territorial, nocturnal group of lizardfolk that dwell in the peaks.
Heroes' Helm
The rocky pinnacle of Heroes' Helm in central Anauroch rises four hundred feet and is shaped like the helmet of a mighty warrior, complete with two caves where the warrior's eyes would be. The caves lead to an expansive central cavern, home to an ancient blue dragon named Ghondalaath.
Hlaungadath
One of the ruined flying cities of Netheril in Anauroch, Hlaungadath landed near the High Ice and was abandoned. In the ages since, it has been claimed by a powerful family of lamias. The city is still largely intact, maintained by the lamias and their thralls. The lamias kill most intruders, but they occasionally pick a few to ensnare with their curses and enchantments, keeping them as pets and servants. Most peoples of Anauroch know the place's reputation and stay well away, but lost knowledge and potential wealth are powerful lures for adventurers.
Lashloc
The so-called Lake of Ice is the result of subterranean hot springs that melt a sliver of the High Ice into a long, twisting lake. For creatures that live on the High Ice, Lashloc is an oasis—a place to stay warm and find liquid water without needing a fire. High winds freeze some of the lake's surface water into ice floes. Predatory creatures lair within the lake, but three insidious aboleths dominate, using the lake's unusual nature to draw in victims.
Mines of Tethyamar
On the edge of Anauroch, southeast of Addas Babar, once lay the dwarven realm of Tethyamar. This vast city branched out underground as scattered and self-reliant neighborhoods that contributed to a large and thriving whole. Four centuries ago, Tethyamar was conquered by evil wizards commanding fiends and mercenaries. Repeated attempts to reclaim the city ended in failure. The survivors fled to Daggerdale in the x. The x had a long trade rivalry with Tethyamar when the city was lost, and Zhents have plundered the upper levels of the lost city for magical secrets and treasure.
The Shattered Tower
Long ago, phaerimm magic brought down the cloud castle of a storm giant, which crashed in eastern Anauroch. Adventurers have found the skeletal remains of storm giants and looted many of its halls. The castle is vast and inhabited by elementals and a blue dragon that either survived the crash or moved in after.
The Smokeholes
Travelers in the High Ice see huge gouts of smoke and steam rising from the Smokeholes from many miles away. These vents were created by a massive network of underground lava tubes and lakes known as the Caverns of Burning Ice, inhabited by salamanders and dragons that would otherwise find the High Ice inhospitable, including blue, brass, and red dragons. The heat from the lava creates vents in the ice above and carves out steamy grottoes that capture warm, wet air.
Untrivvin
Yetis dwell on the slopes of a mountain in the High Ice called Untrivvin, but the mountain's interior is a catacomb of meticulously crafted tunnels and halls that echo and amplify any sound made within them. This is the source of the mountain's name, which means "singing rock." The honeycomb of passages within the mountain suggest that they were carved, perhaps by an ancient civilization predating even those of the giants and dragons.
Life in Anauroch
Simply surviving in x is a challenge. The people that dwell here rely on traditions based on generations of experience.
Banditry
Brigands, raiders, and other bandits are an unfortunate constant in Anauroch. Victims of these bandits face a choice: fight to defend their property, or allow raiders to take what they please in the hope that enough is left behind for life to continue.
Dry Death
Finding water is a struggle for anything that lives in this region. Most places are bone dry sand and dusty stone. The High Ice is a frozen glacier with no fuel for fire in sight.
Gods and Names
Deities worshiped in Anauroch are often gods of the Faerûnian pantheon who go by other faces and names. At'ar, for example, is a pitiless sun god, but scholars of other lands consider her a form of Amaunator. Eldath, a god of peaceful waters, tenaciously maintains a presence in this harsh land, much like the springs and oases that offer life among the dust.
Travels and Trade
For many in Anauroch, life is spent on the move, as staying still often means death. Bedine tribes bring their food and livelihood with them, escorting herds between oases. Others, like the x, move back and forth over the Black Road, a dangerous but profitable route across the desert.
Arcane Empires
For centuries, the x of x have threatened Faerûn, but no one has felt that threat more acutely than the realms of x and x, who have fought off Thayan raids and invasions and kept Thay bottled up within its old borders. To do this, Aglarondans and Rashemi have had to learn arcane magic powerful enough to match that of the Red Wizards.
Aglarond, Rashemen, and Thay—collectively known as the Arcane Empires—are ruled by spellcasters. Although all kinds of arcane magic are practiced in these lands, each realm has its own preferred magical tradition. In Aglarond, where the legendary Simbul once ruled, sorcery reigns supreme. In Rashemen, warlocks called hathrans forge pacts with mighty spirits known as telthors. And, in Thay, the word of a Red Wizard is law. All the Arcane Empires maintain large fighting forces augmented by spellcasting leaders. The common folk of these lands, though, aren't spellcasters; magical training is a sign of status and power.
Adventures here spotlight the struggle against supernatural foes, with both heroes and villains wielding dazzling arcane magic. Sometimes this struggle takes place on the battlefield between armies. But often characters wage war in the shadows, infiltrating Thayan strongholds or sniffing out Red Wizard agents.
Aglarond
The realm of Aglarond was founded five centuries ago, bringing together human settlers and elves of the Yuirwood in a treaty of mutual defense and friendship. For centuries, the x of x have posed a constant threat, leaving Aglarondans distrusting of arcane magic. This changed under the leadership of the Simbul, a sorcerer of legendary power whose goodness—while capricious—was beyond question. Under the Simbul's leadership, individuals born with arcane magic were trained as sorcerers, and this tradition has continued after her death. Now the realm is ruled by the Simbarch Council, most of whom are arcane spellcasters.
Aglarond is famous as a place where elves and humans have come together to form a single realm. Marriage between elves and humans is common there.
Altumbel
The small human kingdom called Altumbel is often considered part of Aglarond, but its inhabitants assert its independence and distinct identity. People here make their living from the sea, and the capital, Spandeliyon, is called the City of Pirates.
Fang Light
The small peninsula that juts north of Velprintalar is known as South Fang. (Cape Dragonfang in x, on the north side of the Sea of Dlurg, is called North Fang in Aglarond.) It's an isolated and parochial backwater whose inhabitants are derisively known as "Fangers" by other residents of the x. At the tip of South Fang stands Fang Light, a magical lighthouse maintained by a mage that guides ships in and out of the Sea of Dlurg. Pirates frequently target the lighthouse.
Sunglade
Just inside the southern edge of the Yuirwood stands the Sunglade, a double circle of standing stones decorated with elven runes. This ancient site was constructed by and sacred to inhabitants of the Yuirwood who left or died out long ago. The outer ring of larger stones bears dedications to deities of the elven pantheon, the Seldarine, while the inner stones represent the deities of long-gone human inhabitants of the Yuirwood. Though apparently abandoned, the stones remain in excellent repair, and a mystic presence lingers in the sunny glade, waiting for someone to speak to it.
Umber Marshes
Named for the rusty water created by its iron deposits, the Umber Marshes is the border between Aglarond and x. Countless raids and invasions have criss-crossed this swamp, which is famous for intolerable bloodsucking insects and deadly monsters.
Velprintalar
The crown jewel of the Aglarond peninsula is Velprintalar, one of the most beautiful cities in Faerûn. The Simbarch Council, made up of sorcerers and other spellcasters, rules Aglarond from a magnificent palace of pale-green Mulhorandi stone. Sorcerers from across Faerûn come here for training.
Watchwall
Between the fortress city of Glarondar and the slopes of the mountain Umbergoth stretches the fifteen-mile-long stone Watchwall built long ago by galeb duhr for the Aglarondan crown. The Watchers—guards assigned to the wall—keep a constant lookout for Thayan aggression.
Wizards' Reach
The cities along Aglarond's south coast are nominally ruled by Aglarond, but in practice the farther east one goes, the more the Red Wizards hold sway. Cross-country travel through the coastal marshes is difficult. Monsters leave the eaves of the Yuirwood and roam the coast of the Wizards' Reach.
Yuirwood
Elves who settled this forest millennia ago were called Yuir. Over centuries, humans joined them and adopted elven traditions, living among ancient Yuir ruins. These woods are protected by powerful magic that blocks scrying and detection spells. Fey crossings are plentiful, and many dangerous animals call the forest home.
Rashemen
An infamously insular realm of deep forests, high mountains, and wind-blasted heaths, Rashemen is home to magical practices considered strange by outsiders but also respected as frightfully potent. The warriors of Rashemen are berserkers known for their fierce frenzy in battle. The ruler of the realm, titled the Iron Lord, is chosen from among the berserkers by a council of mask-wearing spellcasters called hathrans. The hathrans are leaders in many aspects of Rashemen's society, drawing their magic from pacts with powerful spirits that dwell in the realm's magical woodlands. The current Iron Lord is Mangan Uruk, who has held the position for a generation.
The people of Rashemen revere a trio of gods they call the Three: Bhalla (the Den Mother), Khelliara (the Forest Maiden), and the Hidden One. In addition to these gods, countless potent and dangerous spirits called telthor live in the forests and wild spaces of Rashemen. These gods and spirits make pacts with spellcasters, who don individualized masks representing their pacts. These spellcasters are called wychlaran ("wise ones"), in recognition of the wisdom bestowed on them in their pacts.
Traditionally, wychlaran women are called hathrans ("wise sisters") and form a governing council that selects the Iron Lord, while wychlaran men are called vremyonni ("old ones") and support the hathrans by crafting magic items and inventing new spells. These roles have relaxed as Rashemen has opened more to the outside world, and wychlaran outside of Rashemen aren't bound to these roles.
Ashenwood
By order of the hathrans, no one is permitted to live in this ancient forest, which is home to mighty spirits, intelligent animals, and fierce monsters. Rashemi enter Ashenwood to commune with or hunt these creatures, placating the spirits with gifts and offerings of food.
Citadel Rashemar
Once a mighty fortress, Citadel Rashemar was flattened over a century ago by invaders from the east who slaughtered the entire garrison of two thousand warriors. Now a coven of hags controls the ruins, served by a small army of goblins, giant animals, ogres, and other monsters.
High Country
The north end of the Sunrise Mountains is called the High Country. This perilous region is marked by wild magic, strange occurrences, and crumbling monoliths built by the ancient empire of Raumathar. These monoliths imprison demons summoned and once controlled by x; now hathrans check them every year to ensure the wards don't fail. An ancient white dragon, Kissethkashaan, commands these mountains, but the site of his lair is unknown.
Immilmar
Traders, diplomats, and tourists coming to Rashemen often first arrive in Immilmar, Rashemen's capital. The Iron Lord, the nominal leader of the nation, rules from a mighty castle raised centuries ago by hathran magic and warded with spells. Beyond the castle, citizens dwell in A-frame timber lodges. The city is insular, and visitors are encouraged to leave as quickly as possible.
Mines of Tethkel
The Rashemi folk who live and work in this iron mine are infamously fractious, violent, and unruly. Goblin bandits and worgs prowl the outskirts of the town looking for prey, while kobolds lair in the mines. The kobolds have spent decades building a lair fit for a dragon, and an egg in their hoard has recently hatched into a deep dragon wyrmling.
North Country
The North Country is the land between the Falls of Erech and the Towers of Smoke. While officially part of Rashemen, this land is sparsely populated and scattered with ruined settlements from the ancient realms of x and Raumathar. Rashemi warriors venture into the North Country and plunder these ruins to prove their valor.
Ring of Gray Flames
Five ancient towers built by the Raumathari civilization stand in a circle known as the Ring of Gray Flames. Most are ruined, but two are intact, and mechanical sounds and grinding noises come from within. From atop all five, gray flames spout. Divine magic doesn't work within or near the towers, and the region is prowled by strange guardians—arcane spells brought to life.
Shevel
Tradespeople established the town of Shevel near the Golden Road trade route to craft and peddle their wares. Over time, the town grew into a thriving, walled city of immigrants within the otherwise-isolated realm of Rashemen. Since the fall of Citadel Rashemar, raids from the lands to the east have been a regular occurrence, and there's always mercenary work to be found in Shevel.
Sunrise Mountains
Most people consider the nigh-impassible Sunrise Mountains the eastern edge of Faerûn. The range towers fifteen thousand feet high and is littered with ruined towers from the ancient realm of Raumathar and mysterious wells that date to some other forgotten culture. The few passes over the mountains are exceedingly dangerous, and many lethal creatures lair in deep caves and subterranean passages.
Urlingwood
The mystical heart of Rashemen, Urlingwood is a dense, wild forest populated by telthors and supernatural beasts. Rashemen law dictates only hathrans are permitted here under penalty of death.
Thay
Thay has a reputation as a barren wasteland ruled by tyrannical wizards and populated by their undead minions. The truth is more complex.
While much of Thay remains barren, ancient weather-controlling spells bring enough rain for rivers and forests. The word of a Red Wizard is law, but most x are more interested in self-advancement than conquest. And while undead walk openly in Thay, necromancy is just one of eight schools of magic, and Thay is home to many ordinary citizens just trying to live out their lives. All this combines to make Thay more than the caricature known throughout Faerûn, even if this exaggerated reputation is built on a foundation of truth.
Thay's infamous undead ruler, Szass Tam, rules Thay, assisted by seven other zulkirs, each a master of a different school of magic. Few dare to oppose Szass Tam, but the zulkirs and the rulers of Thay's various tharchs have considerable leeway to do as they please, so long as they don't attract Szass Tam's attention.
x and x pride themselves as realms that keep Thay in check, thwarting the Red Wizards' territorial and magical ambitions. Thayan rulers, called tharchions, try to invade Aglarond or Rashemen every decade or so, and border raids are constant.
The Citadel
A vast and ancient fortress that predates the Red Wizards of Thay, the Citadel was carved out of one of the highest mountains of Thaymount by a lizard-like people who left their images in statues and murals. The Citadel towers among lava, ash, and razor-sharp rocks and has extensive subterranean levels. For centuries, the Citadel has been Thay's greatest stronghold, and Szass Tam has claimed it for his own. In the Citadel, Szass Tam is unassailable. In the time since he moved into the Citadel, many magical atrocities have occurred there.
Delhumide
Thay began as a colony of the distant Mulhorandi empire, and Delhumide was Thay's capital. Now the old city is a dangerous ruin inhabited by fiends, evil fey, and desperate folk. These threats keep the region around the ruins sparsely populated, but adventurers brave the ruins in search of lost Thayan treasures.
Plateau of Thay and Thaymount
Central Thay stands on a vast, desolate plateau. Magic formalized by Red Wizards long ago brings rain here, which in turn allows towns, cities, and forests to survive. A second higher plateau rises from the first, culminating in the volcanic peaks of Thaymount. Only Red Wizards and their guests are allowed there.
Tax Stations
Small fortresses called tax stations dot Thay's border, roads, and internal boundaries. Soldiers at each station check identification papers and collect small but frequent tolls. A typical tax station has a garrison of thirty to fifty warriors, often including a pack of gnolls.
Tharchs
Thay is divided into districts called tharchs, many named after a prominent city in that region; every tharch is governed by a tharchion who answers to one of the eight zulkirs. The eleven tharchs are the Alaor (two islands that house Thay's fleet and shipyards), Delhumide, Eltabbar, Gauros (everything between the Gauros River and the Sunrise Mountains), High Thay (bounded by the Second Escarpment), Lapendrar (bordering x and x), Priador, Pyarados, Surthay, Thazalhar, and Tyraturos.
Forgotten Lands
Faerûn's northeast quadrant is a land of lost magical secrets, buried ancient empires, and literal mountains of unclaimed wealth. Between the Sea of Fallen Stars to the south and the x to the north, merchant-princes and archdruids struggle for dominion over a harsh, beautiful wilderness and its bounteous resources. Even the land itself vies for supremacy; for every ruler who claims to control a realm, there lies a magical glacier, a shifting labyrinthine forest, or a monster-plagued mountain that proves nothing in these parts can truly be controlled.
The remote north—x, x, and the x—has a well-earned reputation as a harsh land. The climate is dismal, the soil is rocky, and the food is bland. But beneath its crusty exterior, the land teems with river-size veins of gold, caverns lined with gemstones, and buried cities. Those who can endure toiling in the frozen northlands could strike it rich at any moment.
Conversely, creature comforts abound in the rich kingdoms of x and x, to say nothing of the Vast's lush pasturelands and rolling hills of golden grain. Yet, though Impiltur and Thesk are lands of plenty, competition is fierce. Adventurers arrive in droves to cities like Procampur and Telflamm. Gold and jewels are readily abundant in the north, but those who hope to prosper in these realms should be prepared to work fast and face terrible danger.
Damara
In Damara, hardy folk from many backgrounds work together to turn rocky soil into tillable farmland or extract bloodstone from the mountains to the west. Currently, the usurper King Yarin Frostmantle sits smugly on the throne of the Dragonbane dynasty while his people complain about his tyranny and the growing threat from demons across the country. Despite—or perhaps because of—these facts, Damara is a thriving adventuring hub.
Bloodstone
Nowhere is the bloodstone trade stronger in the x than in west Damara. Here, amid the East Galena Mountains that separate the lands of Damara from neighboring Vaasa, the ruins of a settlement called Bloodstone mark the infamous Bloodstone Pass. In its 150-year history, Bloodstone served as the battleground for monsters, assassins, warlocks, and countless others who wished to command the gem trade. Its most recent attackers razed Bloodstone to the ground. Little remains of the site except for an ancient, petrified tree that, if legends are to be believed, once bore golden leaves.
Glacier of the White Worm
Nestled near the heart of the Earthspur Mountains is the Glacier of the White Worm: a mass of ice populated by herds of titanic white remorhazes and—if rumors are to be believed—a "king worm" that rules over the others. Devotees of Ilmater from the nearby Monastery of the Yellow Rose practice their sacred remorhaz-taming rites here; a monk who entreats and rides a white remorhaz is said to bear the "gift of the worm" and is afforded great prestige. Yellow Rose sages speculate that the glacier must be magical, for it is too far south for a nonmagical glacier to exist. The source of this magic, however, remains unknown.
Great Dale
Between x to the north and x to the south are two imposing forests called the Dunwood and the Forest of Lethyr. These forests, in turn, surround a narrow strip of grassland called the Great Dale. Xenophobic druids, reclusive rangers, and enigmatic fey call this realm home and welcome few others into their domain. Those who brave the Great Dale's depths should keep their wits about them and their spellbooks close—traditional maps are all but useless in the mazelike woods, making divination magic essential for navigation.
Dunwood
Dunwood is a soupy morass of firs and oaks that thins to muskeg in the north. The peaty soil has preserved the ruins of elven and Nar cities. The Dunwood's countless secrets tempt treasure hunters bold enough to challenge the monsters rampant in the realm: zombies infused with demonic power, ancient living trees with inscrutable motives, and an extensive family of sadistic green dragons.
Dun-Tharos
This great ruin near the center of the Dunwood is the former capital of ancient x. Great plazas and wrecked temples devoted to demonic powers lie half-buried in the mist-shrouded bog. Various fell powers have claimed to rule over these wretched ruins, which are practically unexplored by adventurers. That might change soon—rumors circulating in roadside inns speak of powerful Nar treasures buried in crumbling shrines and flooded conjuring chambers hidden beneath the old ruins of Dun-Tharos.
Forest of Lethyr
Mysteries abound in the gloomy Forest of Lethyr. The druids of Lethyr brook few trespassers in their sacred groves, and they resort to violence against anyone who means to exploit the land's abundant resources. Outsiders who persist in exploring Lethyr might discover Yeshelmaar, the center of civilization in the Great Dale and a testament to elven engineering. In Yeshelmaar, visitors can see architectural marvels: vast, floating herb gardens; tiered stone courts; and ornately carved grottoes with pools of crystalline spring water, to name just a few.
Great Glacier
The Great Glacier originally formed from the ice necklace of the deity Ulutiu. The people who call this vast territory home are the Ulutiuns. Few southerners have ever interacted with them. Most outsiders who dare tread these arctic wastes instead encounter fierce monsters adapted to the glacier—white dragons, remorhazes, and even ice devils. The latter are said to be servants of an ancient and mighty priest of Auril who styles herself "the Ice Queen."
Impiltur
In the past, Impiltur was among the wealthiest realms in Faerûn. Over the past century, though, the realm unsuccessfully grappled with magically altered geography and incursions from demons and demon worshipers. Now the waters of the Sea of Fallen Stars have risen again, and Impiltur's wealth and influence are returning. Hopeful commoners whisper that a lost monarch of the old ruling family will rise up to restore Impiltur to the great empire it once was.
Lyrabar
The capital city of Impiltur, Lyrabar, boasts numerous sailing academies. The academies are fierce rivals and host regattas and other contests of skill year-round. One of the academies, Waywater's Nautical University, specializes in teaching abjuration magic to seafaring mages. Lyrabar hosts the headquarters of the Warswords, chainmail-clad soldiers responsible for patrolling Impiltur's trade roads and keeping merchants safe from brigands and monsters. Warswords sometimes deputize adventurers as "swordpoints"—temporary agents of the law granted special privileges within Impiltur's borders.
Narfell
The ruins of two ancient empires—Narfell, home to demon worshipers, and Raumathar, known for its battle mages—dot the plains where nomadic horse riders now roam, offering abundant opportunities for brave deeds and exploration. The Nars don't care about dynasties or family lines. Rather, they believe actions speak for themselves. This sensible attitude also explains most riders' preference to avoid the demon-cursed ruins of ancient Narfell. However, some now dwelling on the plains wish to reclaim ancient Narfell's powerful, sinister magic for a new generation of Nar demonologists.
Bildoobaris
In a vast, empty plain beneath the shadow of Mount Nar, tens of thousands of nomads gather for one tenday every summer for an annual trade meet, forming a vast tent city called Bildoobaris. Here, Nars barter in horses, furs, and jewelry; share news and oral histories; and celebrate the realm's all-too-brief time of plenty. In recent years, Nar demonologists have come to Bildoobaris bearing demonic relics and weapons from the buried cities of ancient Narfell in the hope of recruiting more followers.
Thesk
Thesk is known to many as the Gateway to the East because it is the western terminus of the Golden Way, an ancient trade road that connected Faerûn to lands beyond the Sunrise Mountains. Although much of the Golden Way now lies in ruins, remnants of the old road still appear in the well-traveled hills between Thesk's largest cities—Telflamm, Phsant, and Tammar. Thesk's glory days as a trade metropolis are over, and Theskian wealth is now concentrated in the uppermost echelons of society, whose oligarchs exploit the working class via all manner of harebrained investment schemes.
Golden Way
Despite its history as the most famous trade route between Faerûn and lands to the east, the Golden Way is now a shadow of its former self. In Faerûn, the Golden Way begins at the western edge of Thesk, where well-maintained roads connect the cities of Telflamm, Phent, Phsant, and Tammar. Beyond Thesk's borders, the Golden Way becomes a path through the plains of Ashanath, connects to x via various ferries, and dissolves into little more than piles of stones—way markers—as it wraps around the Sunrise Mountains and continues eastward through the Hordelands and beyond. Interspersed here and there along the road are encampments and travel stations that provide shelter for those daring to make the months-long intercontinental journey.
Telflamm
The largest city in Thesk isn't controlled by that realm, but by the Shadowmasters, a religious thieves' guild that owns the city's inns and gambling halls and exercises considerable influence over Thesk's government. The Shadowmasters operate out of the House of the Master's Shadow, the largest temple to Mask in Faerûn.
The Vast
The Vast isn't a unified realm, but a common term for the great swath of land bound by the Dragon Reach to the west, the x to the north, x to the east, and the Sea of Fallen Stars to the south. The region's name comes from Vastar, the orc kingdom that once ruled this place and warred with the surrounding dwarven and elven communities. The Vast of today is primarily peaceful farmland ringed by prosperous coastal cities. Countless treasures lie buried just beneath the land's surface, either in dwarven ruins, orc crypts, or forgotten battlegrounds.
As in other lands that touch the Earthspur Mountains, the gem trade is strong in the Vast, and many miners and adventurers alike come to the foothills seeking their fortune. The wisest are wary, for many of the tunnels that ribbon the Earthspurs connect to the Underdark, whose communities are far less welcoming of outsiders.
Procampur
One of the oldest extant settlements along the Sea of Fallen Stars, Procampur was built atop an underground dwarven town called Proeskampalar. Procampur is known for its walled city districts, with slate-roofed buildings. More than its handsome architecture, though, Procampur is reputedly the single richest independent city along the northern Inner Sea. Hundreds of gem cutters and goldsmiths call the place home, and it would be a popular target for pirates if not for its incomparable fortifications and vigilant local government.
Life in the Forgotten Lands
Savage winters, perilous wilds, and fierce rivals mean that only the hardy survive long in the x. Those who can meet the challenges of these realms are formidable indeed, contributing to this region's reputation as a land of grim settlers and cutthroat traders.
Adventurers' Hub
The Forgotten Lands are a popular destination for adventurers from all over Faerûn. These realms are rich with history and magic that can turn a peasant into a monarch. Not all who journey to this region yearn for fame, however; many come to remote realms like x to forget their old lives and forge new destinies. And the Forgotten Lands are filled with material wealth; those who seek fortune here can dredge it up from the seafloor, carve it out of a mountain, or retrieve it from a dungeon.
Bloodstone Economy
Realms in this corner of Faerûn benefit from abundant resources in nearby mountain ranges. The East Galenas, Earthspurs, and Earthfasts are rich in rare metals and gemstones, especially chalcedony, known locally as bloodstone. This gem is so plentiful—and so vital to the local economy—that these areas are sometimes referred to as the Bloodstone Lands.
Brutal Climes
Life is hard in most of the Forgotten Lands. Long, icy winters and fleeting, muddy summers make for difficult farming. Many find other ways to subsist—such as trapping, mining, or fishing—but these trades are only slightly less trying in the region's frigid climate. Fussy nobles and soft urbanites don't last long in these parts; the average denizen of the Forgotten Lands is one of the toughest, most down-to-earth people one will ever meet.
Living with the Elements
Regional natives must cope with the inhospitable climate. The nomads of x, for example, migrate south during the dark months, avoiding the brunt of winter's chill. Elsewhere, such as the Monastery of the Yellow Rose in Damara, people overcome the elements by mastering magic and enlisting the aid of local fauna. (See "Glacier of the White Worm" above.)
Trade Prevails
For all their talk of autonomy and self-determination, the people of the Forgotten Lands also understand the importance of sharing goods and information. Trade in these realms begins in the mountains of Damara and plains of Narfell, from where it flows toward the Sea of Fallen Stars as a rushing river that empties into the rich ports of x and x. Gold is everywhere in the Forgotten Lands, but unlike in other wealthy regions like x and the Sword Coast, folk here hold onto their wealth instead of flaunting it in the form of lavish palaces or gilded statues.
Heartlands
The Heartlands comprises four realms, each with borders that have fluctuated over the centuries. Its folk have hardy frontier spirits, for their lands are ripe with crops, resources, and danger. Monsters lurk in every forest and mountain range. No matter the threat, the people of the Heartlands must be ready to defend their homes.
The Heartlands is rife with classic medieval fantasy adventure. The x lend themselves to small-scale storytelling with personal stakes, such as defending a village from vicious monsters. x and x are well suited for tales of knightly warfare or noble intrigue. Adventures around the Moonsea might involve ending the reign of a cruel tyrant. For a classic D&D experience, adventurers can brave the megadungeon ruins of Myth Drannor. See chapter 2 of 2 for more on the Dalelands and Myth Drannor.
The political landscape of the Heartlands is ever changing. Towns are absorbed into larger realms but might break out again when those realms are stretched too thin.
Cormyr
Cormyr has a legacy of chivalry and military might. Cormyr's army, x, is the largest of any kingdom in Faerûn. Led by the just Queen Raedra Obarskyr, the Purple Dragon Knights and their allied war wizards train to fight both on land and in the sky. As monstrous threats from the Storm Horns and the Hullack Forest increase, and as x grows ever larger, Queen Raedra has paused Cormyr's expansion efforts to focus on defending and strengthening its borders. She also sends her Purple Dragon Knights across Faerûn on their amethyst dragon steeds to do good deeds, collect information, further her goals, and popularize Cormyr in the hearts and minds of common folk.
Farsea Marshes and Marshes of Tun
The ruins of two prehistoric civilizations, preceding even the elves' arrival in the x, lie in the pestilent marshes of Farsea and Tun in Cormyr's north. Explorers who have braved the marshes' monsters and magical sicknesses theorize that these societies released magical contagions on each other, resulting in their mutual destruction.
Huthduth
A monastery devoted to Chauntea, Huthduth lies in a wooded valley just south of the Farsea Marshes and is well protected with walls and militant priests. It is named after its founder, whose benevolent spirit still haunts the monastery and periodically manifests. Priests raise sheep and make wine from local berries, but the well-defended nature of the place has led many to believe Huthduth houses a secret inhabitant, a valuable treasure, or magic unknown to the rest of the world.
Shargrailar's Lair
The ancient red dragon Shargrailar was the first dracolich Sammaster, the lich leader of the x, created using the Tome of the Dragon. The dracolich was destroyed more than a century ago with spellfire, but his lair, dug out of the Thunder Peaks near the headwaters of the Immerflow, remains a place of pilgrimage for the Cult of the Dragon and a nursery for red dragon wyrmlings.
Sunset Mountains
The towering Sunset Mountains are home to the Darkhold, a powerful x stronghold. Dragons dying of natural causes often come to the Sunset Mountains to spend their last hours at an extinct volcanic caldera called the Well of Dragons. The Cult of the Dragon's base beneath the Well has been vanquished, but cult leaders have been spotted probing the ruins.
Suzail
Suzail is the capital of Cormyr. Its monarch, the skilled sword fighter Queen Raedra Obarskyr, rules from the Dragon Throne. Her royal authority is kept in check by the Suzail Writ, a fifty-year-old piece of legislation that holds Cormyr's monarch to the same laws as the rest of its citizens.
Thunder Peaks
The storm-battered Thunder Peaks were once home to Shargrailar, Faerûn's first dracolich. These days, a dracolich called Aurgloroasa, formerly a shadow dragon, lairs in an abandoned dwarven city within the mountain range. Also known as the Sibilant Shade, she commands the Cult of the Dragon's Sembian sect.
Tilverton
A rift to the Shadowfell wrought havoc on the Cormyrian town of Tilverton between the Desertsmouth Mountains and the Thunder Peaks. Now, all that remains is a vast crater of writhing darkness, from which monsters of shadow stuff periodically emerge.
Dalelands
The Dalelands is a loose collection of tiny vales called dales, each with its own territory, governance, and character. To the south, Archendale is well fortified, protecting tranquil Battledale, elven Deepingdale, and the rest of the dales from Sembian invasion, though Tasseldale still struggles from a history of Sembian influence. Distrustful Daggerdale, unassuming Shadowdale, and bountiful Mistledale sit to the west, where High Dale enjoys a defense treaty with x. Laissez-faire Featherdale, ambitious Scardale, and Harrowdale—the oldest dale—lie to the east. Every year at Midwinter, delegates from each dale convene for a Dales Council to discuss issues affecting the Dalelands at large. The location of the Dale Council changes from year to year.
Dales Compact
When human settlers first arrived in the area now known as the Dalelands, the forest of Cormanthor was already occupied by a thriving elven civilization. These wary elves proposed the Dales Compact: an agreement that allowed humans to settle on the edges of Cormanthor or in places that the great trees didn't grow, so long as they didn't cut deeper into the forest. Human mages erected a stone obelisk called the Standing Stone in Cormanthor as a symbol of unity between the two species. This date became the beginning of the Dalereckoning, or 1 DR, marking the first year of the modern Faerûnian calendar. Though Cormanthor's elven civilization fell long ago and few elves still live there, the people of the Dalelands still respect the Dales Compact.
Archenbridge
A history of Sembian invasions has led the trading hub of Archenbridge (the chief settlement of Archendale) to become the most fortified town in the Dalelands. Most goods from x and x flow through this walled, trap-filled town to the rest of the dales.
Cormanthor
Cormanthor is a forest of towering trees. Most of the elves who once lived here left long ago, but some refugees of Myth Drannor's second fall remain. A swath of fungi, oozes, and rot called Moander's Road was carved through Cormanthor's northern reaches by the rampaging god of corruption and rot, Moander.
Myth Drannor
The elven metropolis of Myth Drannor fell hundreds of years ago to demonic forces. Elves briefly reclaimed it in the last century, but then the flying Shadovar city of Thultanthar crashed into it, doing extensive damage. Now demons and other monsters again infest Myth Drannor's remains. Its many ruins invite adventurers to seek the lost city's treasures or find a way to restore its mythal.
Scardale Town
The infamously lawless harbor of Scardale Town is home to several criminal syndicates and an enclave of x. Its people still reel from the memory of the Shaking Plague, a magical contagion that decimated its population. The town is governed by Lord Kharu Aumersair, a tiefling sorcerer who claims descent from Elminster, through the infamous x agent Scyllua Darkhope and her father, Lashan Aumersair. Scardale has a history of being ruled by invaders, and Lord Aumersair has used this resentment of outsiders to unite the town's criminal syndicates into an alliance that supports his rule.
Shadowdale Town
Though small and unassuming at first glance, many consider sleepy Shadowdale Town the Dalelands' cultural heart. It was once home to Elminster and Storm Silverhand, though neither has been seen in town for years. These days, a growing community of orcs from the River Ashaba have settled in Shadowdale. Lady Khara Sulwood rules from the twisted Tower of Ashaba, with the help of the elf warrior Tharinel, her reliable bodyguard and adviser.
Moonsea
Named after its central body of water, the Moonsea is a region of disparate cities ruled by cruel despots. It is a land of people hardened long ago by the assaults and schemes of chromatic dragons. The people of the Moonsea view the rest of Faerûn and even other Moonsea cities with distrust. In turn, people elsewhere in Faerûn view these folk as unfriendly and dangerous.
Hillsfar
The independent walled city of Hillsfar, on the southern shore of the Moonsea, is busy, prosperous, and secured by a mercenary company called the Red Plumes. Until recently, Hillsfar's Great Law of Humanity barred non-humans from entering the city. After a revolution deposed First Lord Torin Nomerthal, his successor, Vuhm Yestral, revoked the law. Hillsfar still suffers from strained relations between humans and other species, and progress is slower than Vuhm would like. In the wake of Zhentil Keep's decline, Hillsfar's only rival for dominance of the Moonsea is the city of Mulmaster.
Melvaunt
A cloud of smog hangs over the austere and unwelcoming Moonsea city of Melvaunt courtesy of its hundreds of forges. This polluted merchant town is a smith's haven and a den of crime.
The Moonsea
Rumors persist of isles that rise from the cold, purplish depths of the eponymous Moonsea on certain nights of the year. An underwater tower called the Bell of the Depths is said to be guarded by the ghosts of the first humans who settled the Moonsea region. Its spire is visible from the water's surface, and it tolls on foggy nights with the sound of a ghostly bell heard as far as Hillsfar.
Mulmaster
Sixteen wealthy nobles called the Council of Blades rule the unabashedly imperialist Moonsea city of Mulmaster. At their disposal are the Hawks, a clandestine group of spies and assassins; the Cloaks, Mulmaster's official mage guild; and the Soldiery, the city's armed forces. The Church of Bane is Mulmaster's dominant faith.
Point Iron
The dwarven iron mine known as Point Iron was taken over by duergar more than a century ago. In their mining, the duergar found gold, which they craft into fabulous jewelry that fetches exorbitant prices throughout the Moonsea and x. This trade has also given the psychic duergar access to powerful individuals they can bring under their mental control.
Quivering Forest
For a time, travelers who entered the Quivering Forest emerged in Barovia, a Domain of Dread within the Shadowfell (described in Curse of Strahd and Van Richten's Guide to Ravenloft). The mists of Barovia have since cleared, but terrifying werewolves, vampires, and other creatures from that realm still haunt these woods. Barovia's influence has even granted new powers to Jeny Greenteeth, a legendary hag of the forest.
Thar
Valiant orcs fight to defend their territory from ogres, manticores, and perytons in the rocky moorland known as the Thar. Eons ago, this land was a unified orc kingdom. Legend has it that Vorbyx's Hammer, a great weapon carried by the first king of Thar, lies hidden somewhere here. Thar's orcs believe that the next orc to wield it will restore the kingdom to its former glory.
Zhentil Keep
Once the seat of x power across Faerûn, Zhentil Keep was razed over a hundred years ago by Shadovar forces. Eventually the Zhents returned and rebuilt it. Zhentil Keep is again a flourishing trade city, but Zhentarim leaders have been slow to return there. Zhentarim soldiers are sent to Zhentil Keep for training, and the governing council is conspiring to regain influence in the Moonsea from rivals Hillsfar and Mulmaster.
Sembia
The young realm of Sembia aggressively pursues both trade and territorial expansion. Merchant councils govern many of its cities, from gothic Saerloon to lavish Selgaunt. Sembians relish the art of negotiation, and coins create friendships fast here. But the lack of coins makes those friends disappear just as quickly. Outside Sembia's cities, orchards, vineyards, and farms sprawl throughout the realm's countryside.
Ordulin
Half a century ago, a dale called Moondale enjoyed a prosperous trade relationship with neighboring Sembian cities before being peacefully annexed into Sembia. It was renamed Ordulin and now serves as Sembia's capital. Every seven years, the merchant councils of Sembia's other cities convene and appoint an Overmaster from their ranks to govern Sembia from Ordulin. They have gone to great lengths to foster Sembian pride in the city and erase its cultural roots as a former dale.
Life in the Heartlands
Some of Faerûn's greatest threats and most inspiring alliances have sprung up in the x. These histories influence the region to this day.
Dragons
Dragons were the first occupants of the Heartlands, before even the elves of Cormanthor, and dozens of active dragon lairs litter the wilds, as do countless remnants of long-abandoned lairs. The x region sees much dragon activity; its sea was even once called the Sea of Dragons. x has seen a recent uptick in dragon attacks from the Storm Horns, and the x is steadily gaining influence in x.
Expansionism
While cities of the x and the North enjoy relative harmony among each other, the same can't be said for the realms of the x. x and x have expanded relentlessly over the centuries and taken turns encroaching on each other's territories. The x's leaders ruthlessly control their individual cities and plot to overthrow each other to grab more power. The Dalelands sits in the middle of it all, trying to avoid the attention of realms and factions that would eagerly invade the dales if it wasn't so difficult to march an army through the forest of Cormanthor.
Pools of Radiance
Pools of radiance are open wounds in the Weave—powerful, naturally occurring fonts of raw magic. The water of these pools shimmers and shines with an unearthly glow. Nearly all of Faerûn's pools of radiance are in the x region. Several evil entities throughout Faerûn's history have found ways to channel the immense power of the pools—especially the pool of radiance beneath the x town of Phlan—to enact devastating rituals. A pool of radiance can be destroyed only with an artifact called the Gauntlets of Moander , but its whereabouts are unknown.
Lands of Intrigue
The Lands of Intrigue maintain civil relations with each other, even as they jostle for authority over Faerûn's commerce. Though x, x, and x might not have raised swords against each other in the last few hundred years, they've spied on each other, made aggressive trade deals, and exchanged land with each other in delicate dances of thinly veiled mistrust.
Each realm grapples with its own internal web of intrigue. Merchant houses ally with and pit themselves against each other in dizzying configurations to assert their influence over x. Questions of bloodline and right to rule swirl around the queen of x. The four genie factions of x bristle at the increasing self-reliance of the realm's folk—especially Sultana Songal, Calimshan's ruler.
Adventures in these lands often play out against a backdrop of political machination. Characters might hobnob with influential nobles at galas, strike backdoor bargains in seedy undercities, or spy on one noble genie while working for another. Perhaps they'll infiltrate the Shadow Thieves, a network whose meddling is felt throughout the Lands of Intrigue.
Each of the three realms in the Lands of Intrigue has at least one active port city and trade routes to go along with it. News travels as swiftly as goods, but deserts, forests, and mountain ranges make it difficult for armies to cross from one realm to another.
Amn
No realm in Faerûn is wealthier than Amn. Unlike their neighbors—which pursue wealth for the comfort it brings—Amnians seek and spend wealth as a symbol of status. Amn's governing body is the anonymous Council of Five, said to consist of the heads of Amn's most influential merchant families. Open worship of Cyric is legal here, thanks to deep ties between the Church of Cyric and the council, and Amn has long had imperial ambitions. Spellcasting, on the other hand, is forbidden. The law permits only priests of Cyric and the Cowled Wizards—specialized mages in service to Amn's merchant houses—to use magic.
Athkatla
Athkatla, the City of Coin, is the capital city of Amn and a place of vast riches. Things illegal, immoral, and despicable pass without comment in this busy port city so long as the price is right. The Council of Five rules from a fortress here called the Council House.
Cloud Peaks
The Cloud Peaks teem with iron, precious metal, and gems—but also with remorhazes and white dragons. Frost giants sometimes scale the mountains' crags for ceremonies or games.
Esmeltaran
Amnian nobles and wealthy tourists flock to the beautiful city of Esmeltaran during the winter months to bask in the warmth of Lake Esmel's hot springs. A young copper dragon has begun pulling pranks on the lake's visitors, who mistake the dragon for a legendary monster of the lake named Esmelda.
Myth Lharast
The city of Myth Lharast was sacred to Selûne for three centuries, home to benevolent lycanthropes as well as elves and other folk. Protected by a powerful mythal, it nevertheless fell to internal dissent many centuries ago. As evil wizards and their undead and elemental minions conquered the city, Selûne removed Myth Lharast from the world, placing it in a demiplane. Now the city can be accessed only when the moon is full.
Orgoth's Tower
Hubris claimed Orgoth the Tainted, a prodigious wizard who summoned three unruly fiends and died at their hands. Rumor has it that his spellbook, the Alcaith, still lies in Orgoth's Tower. Elves of the Shilmista Forest warn against searching for it, since the three fiends are rumored to still haunt the tower's halls.
Small Teeth
To the south, temples of Cyric called the Twin Towers of the Eternal Eclipse sit high on each side of the Small Teeth mountains' central pass. The ancient blue dragon Iryklathagra, also called "Sharpfangs," sleeps deep within the Small Teeth, awakening once a century. Killing the dragon is a fool's errand; instead, adventurers try to loot the many hoards scattered throughout her sprawling lair.
Snakewood
Priests of Eldath inhabit Duskwood Dell in the serpent-infested Snakewood. Two years ago, a conniving beholder named Sersentrych slew the green dragon Ringreemeralxoth and moved into his lair. Sersentrych has since indoctrinated the dragon's hatchlings into loyal servitude.
Troll Mountains
Trolls aren't the only dangers in the Troll Mountains. Balagos "the Flying Flame," an ancient red dragon feared throughout the x, lairs in the extinct Smokespire volcano. The Gulf of Storms, a lightning-wracked canyon and pilgrimage site for worshipers of Talos, lies nearby. Wind whistles through the hollow eyes, ears, and mouth of the Wailing Dwarf, a mile-high mountainside carved to depict an enormous dwarf. An abandoned, ooze-infested dwarven city lies beneath this monument and is the setting for Lancameth's Last Expedition , a famous ballad detailing the death of Bryam Lancameth and his four companions, armed with potent magic items that have never been recovered.
Calimshan
Tradition and innovation coexist in Calimshan under the reign of Sultana Songal. Calimshan's people have a fraught and complex relationship with the realm's four genie factions. The genies have both subjugated and fought alongside the people of Calimshan at various points in the realm's ten-thousand-year history. While Calishites of the desert and other wilderness areas rely on genie magic for survival, inhabitants of Calimport have instead embraced and improved on innovations from x, resulting in a new wave of Mechanical Wonders that have transformed city life.
Calimshan has the largest population of genasi (described in Mordenkainen Presents: Monsters of the Multiverse) of any realm in Faerûn; some of these genasi live among the realm's people, while others reside with the four genie factions. See chapter 4 of 4 for more on Calimshan.
Alimir Mountains
Calimshan fought back against beholders from the Alimir Mountains thousands of years ago in a series of conflicts called the Eye Tyrant Wars. Nearly fifty beholders live together in a massive hive in those mountains today, biding their time while rebuilding their numbers.
Calim Desert
Eons ago, when the immortal genies Calim and Memnon were imprisoned in the Calimemnon Crystal, the magical backlash transformed the surrounding environs into the inhospitable Calim Desert. Wild magic and sandstorms wreak havoc here.
Calimport
Calimshan's capital city Calimport is among the oldest cities in Faerûn. This famous trade hub teems with wonders magical and mechanical. Genies must swear a magically binding pact with Sultana Songal, called the Sultana's Oath, to enter the city. Cults, criminals, and illicit markets lurk in the Muzad, Calimport's undercity.
Forest of Mir
The Forest of Mir hides Myth Dyraalis, a thriving city with deep ties to both the Feywild and the plane of Arborea. A powerful mythal allows only those with fey ancestry to see this so-called Phantom City. Nearby lies Dallnothax: a mostly subterranean settlement devoted to Vhaeraun, a drow god of thievery.
Genie Strongholds
The four genie factions of Calimshan lair in fantastic strongholds scattered around the realm. The dao fortress of Olympus Dag stands in the Marching Mountains; the marid city of Maran Saya lies deep beneath the waves of the Shining Sea; the flying djinni city of Burin Bir and its trailing palaces drift above the Forest of Mir; and the efreeti fortress of Gozva Ka stands in the Calim Desert, hidden with shimmering illusions. These palaces are ruled by noble genies and are also home to a variety of aides and servitors who are adapted to the genies' preferred environments.
Marching Mountains
The Marching Mountains house the remains of the First Necropolis of Nykkar: an ancient site where early Calishites prepared their revered dead for burial.
Nykkar, Isle of Memory
In more modern times, Calishites have established many mausoleums and cemeteries in a necropolis on the so-called Isle of Memory, named Nykkar after the ancient necropolis in the mountains. Nykkar is maintained by priests of Kelemvor and serviced by ships known as the Death Fleet. A crew of engineers maintain a lighthouse on the island's northern tip.
Spider Swamp
Zanassu the Spider Demon was vanquished from Calimshan's Spider Swamp on the southern coast long ago, but quasits and other demons still infest this fetid area. The swamp is also home to reclusive spider-people known as araneas; so far, araneas have remained hidden, using magic to conceal their identity when they enter towns to trade. (Araneas are detailed in Forgotten Realms: Adventures in Faerûn.)
Tethyr
Though not as much of a mercantile superpower as its neighbors, Tethyr enjoys a strong relationship with the elves of the Wealdath, who shun x and trade rare goods exclusively with Tethyr. Tethyr is a feudal realm of lords and vassals, and its royal line appeals to the divine patronage of Siamorphe, a demigod of nobility, to assert its right to rule. When Queen Anais Rhindaun died of old age, her half-niece and adopted daughter, Ysabel Linden, assumed the throne. Ysabel has guided Tethyr with a courageous heart and steady hand for three years, but she hasn't received the blessing of Siamorphe. Some of Tethyr's nobles whisper that Ysabel is too far removed from the Rhindaun bloodline—and Siamorphe's favor—to rule.
Castle Tethyr
Castle Tethyr was the historical home of Tethyr's royalty before it burned down some 150 years ago. Now, an elder beholder named Xithallowthlan schemes within the dungeons below the castle. Hundreds of eyes cover Xithallowthlan's body—a blessing from the Great Mother, a patron deity of beholders.
Darromar
Queen Ysabel Linden rules the realm of Tethyr from Faerntarn Palace in the capital city of Darromar. An aasimar named Saerwyn the Bright has recently arrived in Darromar to challenge Ysabel's right to the throne, claiming to be a child of the demigod Siamorphe. Whether Saerwyn is truthful or a pretender remains to be seen.
Forest of Tethyr
Many call the Forest of Tethyr "Wealdath," an Elvish phrase meaning "unspoiled woods." This vast forest is home to monsters, fey, the peaceful gold dragon Garlokantha, and two wood elf tribes: the Suldusk and Elmanesse. The Suldusk have their own treetop city, Suldanessellar. The Elmanesse seek to restore the mythal around the will-o-wisp-infested elven tomb city of Myth Rhynn.
Omlarandin Mountains
Omlar gems can be found only in the Omlarandin Mountains. These rare turquoise gems hold magic like a sponge, making them exceptional components for crafting magic items. The demand for omlars among x's genie lords has run most of the mountain's existing mines dry, prompting miners and adventurers to delve ever deeper into the mountain range.
Purple Hills
No one in the x makes finer wine than the halflings of the Purple Hills, on Tethyr's southwest coast. These halflings also recently reopened Canaith, a legendary bard academy. Bards travel from far and wide to study their craft there.
Starspire Mountains
Balagos, a red dragon of the Troll Mountains, keeps some of his hoard at a secondary lair called Mount Thargill in the Starspire Mountains. Five years ago, Balagos captured a young bronze dragon named Ixolothingeir, tore off his wings, and commanded him to guard this lair or die.
Velen
Velen is haunted, but its citizens don't mind. Many of the city's dead remain there as ghosts for unknown reasons, coexisting with the living. The autonomous Duchy of Velen gained its independence from Tethyr in 1424 DR. It maintains a friendly relationship with its western neighbor, using its impressive naval fleet to defend itself and Tethyr from Nelanther pirates.
Life in the Lands of Intrigue
Folk in the x are more interested in politics than the mysteries of the lands themselves.
Nelanther Pirates
Hordes of lizardfolk, ogre, and minotaur pirates surge forth from the Nelanther Isles (detailed further in the "x" section of this chapter) to raid shipping from the Lands of Intrigue. Merchants from all three realms commission adventurers to sail forth into those islands and recover stolen goods.
Night Bandits of Erlkazar
The x's eastern reaches suffer raids from the neighboring realm of Erlkazar. Armies of vampiric bandits slip into merchant camps and leap over city walls in the dead of night. Those who journey to Erlkazar find no trace of these bandits or the pilfered goods. The vampiric nature of the Night Bandits remains a secret outside Erlkazar, for the locals are too frightened of their vampire masters to betray them to outsiders.
Rise and Fall of Muranndin
In the late fourteenth century, an oni couple conquered the city of Murann in southwest x and founded Muranndin, a short-lived empire of marauding orcs and ogres who sought living sacrifices for their gods Gruumsh and Vaprak. Amn and x's forces slew the founders and reclaimed nearly all of the land by the late fifteenth century DR. However, the couple's son—a brooding oni named Avasskyth—still rules over the villainous city of Murann. The city is surrounded by a formidable wall made of thick, sharpened tree trunks.
Shadow Thieves of Amn
The ruthless Shadow Thieves began as an ordinary thieves' guild in x. When the Lords of Waterdeep assassinated many of the Shadow Thieves' founding members and drove the rest out, the organization reestablished itself in x. It thrived in Athkatla, where they became a household name and forged covert connections with Amn's ruling Council of Five. Now, the Shadow Thieves pulls strings everywhere in the x and plot vengeance on the Lords of Waterdeep. See chapter 6 for more information on the Shadow Thieves.
Shanatar
Before the x existed, there was Shanatar. This ancient shield dwarf kingdom sprawled across the region's Underdark and contained eight subkingdoms, each dedicated to one of Moradin's divine children. Duergar and other Underdark invaders brought ruin to Shanatar long ago. The only kingdom still standing is Iltkazar, situated beneath the Omlarandin Mountains. The god Clangeddin Silverbeard watches over Iltkazar, and a wise ancient silver dragon called King Mith Barak rules over the kingdom. Mith Barak seeks the return of the Wyrmskull Throne, a powerful Shanatar artifact that went missing eons ago.
The North
Nothing lasts forever in the North. Frost giants, white dragons, and marauders threaten the land, and winter is always near, ready to destroy whatever remains. The region was ravaged by the War of the Silver Marches—a sweeping conflict between Many-Arrows, x, and the cities of the Lords' Alliance—and again more recently by violence between giants. And yet, the North abounds with fertile river valleys, mineral deposits, deep forests, and startling natural beauty. It is a wilderness of violent extremes, hidden wonders, and isolated strongholds struggling to survive against all odds.
The land is vast, cold, and lawless, and civilization survives only through fear, toil, and blood. Independent strongholds act as city-states in loose alliances. Outside fortress walls, farmers, prospectors, and settlers eke out hardscrabble lives, while roving nomads do what they must to survive while honoring their traditions. Ancient dwarfholds and forest ruins echo with memories of vanished realms. People in the North worship fierce gods and fear the freezing dark.
Adventures here focus on survival above all, both individual and communal. Here, adventurers must fight off invaders and face natural disasters as they carve out a foothold in an inhospitable land. They broker tenuous peace between hostile fortresses, uncover frozen secrets, battle dragons and giants, and defy fate to build something that can survive the cold.
x is criss-crossed by fragile alliances between independent cities and strongholds in loose confederations for mutual aid, defense, and trade. These independent city-states look to their own interests first, defending and developing their own resources. They cooperate with allies not from fealty or honor, but from shared self-interest and to increase their own chances of survival.
Icewind Dale
At the far northern end of the x, beyond the Spine of the World, lies Icewind Dale. Bounded by the Reghed Glacier to the east and the gnashing maw of the Sea of Moving Ice to the north and west, Icewind Dale is a wind-scoured waste marked by the solitary peak of Kelvin's Cairn. The rough-hewn Ten-Towns band together to harvest hidden abundance: gems, timber, and the valuable bones of knucklehead trout. Would-be heroes and villains alike come to Icewind Dale seeking frost giant artifacts, Underdark wonders, and Netherese secrets, but most run afoul of fierce monsters, locals, and priests of Auril—to say nothing of chardalyn, a blighted material capable of twisting minds and spirits in pursuit of power. See 3 for more on Icewind Dale.
Bryn Shander
Foremost among the Ten-Towns—Icewind Dale's cluster of small settlements—Bryn Shander is the local center of trade and government. It serves as a walled refuge for those fleeing nearby towns in times of crisis.
Kingdom of Many-Arrows
Self-crowned King Orrusk Homebringer is working to restore an orc domain in the far north, beginning with the shattered fortress of Dark Arrow Keep. The Kingdom of Many-Arrows united the disparate orc tribes of the Spine of the World for over a hundred years until it was razed in the War of the Silver Marches. Orrusk would see it come into being again, and more orcs arrive every day, drawn by his vision of a new, independent orc realm.
Lords' Alliance
The Lords' Alliance isn't a realm, but rather a tenuous but powerful coalition between contentious settlements of the North and elsewhere, established to promote peace, prosperity, and security among its members. It includes Neverwinter, Silverymoon, Mithral Hall, and others, including powerful x to the south (see "x" in this chapter). Each settlement in the alliance looks first to its own interests, then to the needs of its allies. The Alliance hires adventurers to investigate and eradicate threats to the region and isn't above using violence and deception in pursuit of its goals. See chapter 6 for more information on the Lords' Alliance.
High Road
A vital lifeline linking settlements along the Sword Coast and one of the North's foremost trade routes, the High Road begins in x, runs south through Neverwinter, and then continues along the coast to Waterdeep (where it continues as the Trade Way). After decades of neglect and disrepair, the road is again safe to travel thanks to the efforts of Dagult Neverember and the High Road Charter Company.
Mirabar
The richest city in the North sits on the Mirar River, enclosed by sloped outer walls. Above ground, a largely human population is ruled by their hereditary marchion, but Mirabar is deeply dwarven. Tunnels, forges, and foundries in the massive undercity lead to the great mines of the Sword Coast. Dwarven elders on the Council of Sparkling Stones rule underground, and the Axe of Mirabar, a well-armed company of dwarf soldiers, defends the city against threats, above or below.
Neverwinter
The City of Skilled Hands was once known for its master crafters, fine goods, and lavish gardens heated year-round by the Neverwinter River, flowing from Mount Hotenow. When the volcano erupted and a great chasm to the Underdark opened, Neverwinter was nearly destroyed. Now, with the volcano's wrath spent and the chasm sealed, the city is rebuilding itself under the rule of Lord Dagult Neverember.
Silverymoon
Rightly called the Gem of the North, this quiet, cosmopolitan city is a powerful member of the Lords' Alliance and a haven of learning, music, and culture. The Knights in Silver and magical defenses protect the city's ivy-covered walls and towers, where gardens and trees cast dappled light on peaceful streets. For a time, Silverymoon was the capital of a tight-knit alliance across the Silver Marches—the region between the Glimmerwood and the High Forest. The War of the Silver Marches brought an end to that alliance and tarnished Silverymoon's reputation, but it is still respected and beloved across the region.
Luskan
Luskan, the City of Sails, was once a grand port, but years of crime and ill fortune have reduced it to a dirty dive with filthy streets, ramshackle docks, and pirates thinly disguised as traders. Rising above its stinking fog like a clawed hand is the Hosttower of the Arcane, home of the Arcane Brotherhood (described in chapter 6). Five pirate lords called High Captains rule the city and are charged with the city's defense and legitimate trade, as well as plundering the Northlander islands to the west.
Menzoberranzan
Menzoberranzan is a drow city carved from the pillars of a great cavern in the Underdark between Silverymoon and Mithral Hall. It is the center of Lolth's worship in Faerûn. Also known as the City of Spiders, it's known for its culture of deception, manipulation, and the capture and trade of enslaved surface dwellers. Although officially governed by a council of matrons from the eight greatest houses, the city is under the heel of House Baenre and the Matron Mother, who rules in Lolth's name. On a high plateau stands the Academy, Tier Breche, where priestesses, mages, and noble warriors are trained. Over a hundred tunnels link the city to other parts of the Underdark, and drow traders sell poisons, strange mushrooms, beasts of burden, scrolls, wine, and secrets with merchants of the deep.
Northern Dwarfholds
Throughout the North, many dwarves dwell in independent fortresses called dwarfholds. Though many such dwarfholds are lost, abandoned, or infested by monsters, some still stand firm. Dwarves in Mithral Hall, Citadel Adbar, Citadel Felbarr, Gauntlgrym, Stoneshaft Hold, and Ironmaster trace their ancestry back to Delzoun, the ancient dwarf kingdom of the North. Mirabar and Sundabar are also dwarfholds, though Mirabar has welcomed human immigrants and Sundabar was razed by the x in the War of the Silver Marches. Before then, most dwarfholds had joined the Lords' Alliance, but when Silverymoon failed to save Sundabar, the dwarfhold leaders declared their intention to rely only on one another.
Citadel Adbar
Citadel Adbar is a fortress in the Ice Mountains built by the dwarves of ancient Delzoun that has defied invaders for eighteen centuries. The War of the Silver Marches reduced the city's once-great Knights of the Mithral Shield to a handful of members, but its defending army—the Iron Guard—remains strong.
Gauntlgrym
Once a bastion of Delzoun, Gauntlgrym lay abandoned under the mountains for centuries until King Bruenor Battlehammer reclaimed it from Lolth's followers with an army of shield dwarves. The heart of Gauntlgrym is its legendary forge, within which is trapped a fire elemental known as Maegera the Dawn Titan.
Mithral Hall
The ancestral home of the Battlehammer clan is a nigh-impregnable vault beneath the Frost Hills. Despite its almost mythic reputation, Mithral Hall is more of a stronghold than a city, with tunnels to other dwarfholds deep below its mines. Queen Dagnabbet Waybeard rules Mithral Hall, firmly in support of the Lords' Alliance.
Sundabar
Like its sibling-city, Mirabar, Sundabar was both an underground dwarfhold and a thriving surface city until it was razed by Many-Arrows orcs in the War of the Silver Marches. Refugees from the surface city fled west to Silverymoon and other nearby settlements, while the dwarves of the lower holds withdrew from the Lords' Alliance and banned outsiders from the city. While the walls and buildings of the city above crumble into ruins stalked by roving monsters, black smoke rises from tunnels and hidden chambers, where underground forges still operate.
Savage Frontier
The Savage Frontier is a vast swath of ungoverned land inhabited by dangerous monsters. Visitors can trudge for days through its peaks and snowfields without seeing so much as a trapper's cabin.
Evermoors
An unsettled region of fog-shrouded hills, cold bogs, rocky ridges, small peaks, and crumbling ruins, this vast waste is inhabited by hill giants, ettins, ogres, countless trolls, and warring bands of orcs. A mile above the Evermoors floats the cloud giant castle of Lyn Armaal, only fleetingly glimpsed through overcast skies.
Glimmerwood
This wide forest combines the dense, lycanthrope-prowled Moonwood, the Druarwood (claimed by Uthgardt tribes), and the Cold Wood, which is covered by ice and snow even during the height of summer, except where blackened by traveling fire giants.
High Forest
The greatest existing forest in Faerûn is vast and mysterious, a remnant from ages past, when elven realms like Illefarn and Eaerlann ruled a continent covered in green. The High Forest is as large as a realm, covering mountains and countless secrets. Here dwell treants of enormous size, stags with antlers wide as a wagon, gigantic bears, owlbears, wolves, centaurs, unicorns, and other creatures stranger still, some of which have no name remembered by mortals. The forest's outermost fringes are inhabited by woodcutters and outlaws, but deeper in, wood elves and Uthgardt warriors of the Ghost Tree tribe guard the forest's secrets.
Icespire Peak
Icespire Peak is the tallest of the Sword Mountains, visible from far away as Phandalin. The mountain conceals mithral mines dug by dwarves long ago, and in winter its waterfalls freeze, forming amazing curtains of ice. But Icespire Peak is now home to goblins, frost giants, trolls, the white dragon Cryovain, and agents of the x, ensuring all but brave adventurers avoid its perilous slopes.
Mere of Dead Men
Thousands of dwarf, elf, human, and orc corpses lie beneath this saltwater swamp, which was created many centuries ago through fell magic. The swamp is home to two ancient black dragons: Voaraghamanthar the Black Death and his twin brother Waervaerendor the Rapacious Raider. The two dragons share a psychic link and are indistinguishable, so they're often mistaken for a single dragon. Efforts to drain the swamp or redirect the High Road away from its borders have been fruitless; the swamp merely expands to fill any abandoned space.
Phandalin
The frontier settlement of Phandalin has a long history of association with mages and artificers working in the nearby complex of Wave Echo Cave, home to the legendary Forge of Spells. Fragments of Netherese civilization also dot this region, including pieces of psychic crystal. Mind flayers lairing in the Underdark beneath Phandalin collect these crystals and use them to mutate innocent victims in an elaborate scheme to create a new empire in Faerûn.
Life in the North
To live in the North requires strength—strength of body to withstand the harsh elements, strength of will to withstand fear and isolation, and strength of heart to stand side by side with strangers.
Giants and Dragons
In other parts of Faerûn, people tell stories about the conflicts between giants and dragons. In the North, these are lived realities. Many giants and dragons dwell here at the edge of the world, and their ancient enmity threatens those who dwell peacefully in the shadow of the mountains.
Nomads
The Reghed nomads of x and the Uthgardt of the x survive through hardiness and mobility, proving that it's possible to flourish even in the deadliest of lands. Some, however, depend on raiding and violence to survive.
Spine of the World
This impossibly high mountain range spans the entire north, shaping and threatening the entire region. Towering black rock peaks are gripped by snow and ice, scoured by raging winds, and filled with yetis, white dragons, and frost giants, while tunnels, caves, and abandoned dwarfholds below are home to goblinoids, remorhazes, duergar, and drow. In the jaws of these mountains lie the crumbling ruins and secrets of too many half-forgotten realms and lost souls to count.
Underdark Menace
Threats from deep below the earth's surface are never far from the minds of folk in the North. Drow worshipers of Lolth dwell in great numbers in the Underdark, aberrations lurk in caverns deeper still, and buried secrets have a way of turning up in frightening ways. Worse still, in x, mysterious forces have begun to thaw the frozen deep, freeing horrors deep beneath subterranean ice that should never be released.
Winter's Reign
However dragons and giants might rage, there is no power greater than the winter in the far North. Life here is geared toward withstanding hardship. Traders throughout the region supply winter gear and spirits strong enough to warm bones and numb wounds. Builders create thick-walled shelters that stand against the strongest winds. Priests placate gods of cold, such as Auril, and pray to deities willing to grant one more breath, one more glimpse of the sun, to the faithful.
Old Empires
The realms of the Old Empires are the most ancient extant civilizations in Faerûn. For over three thousand years the people of x, x, and x have alternately flourished and floundered, rising to unparalleled heights and surviving unprecedented disasters. The result is three realms that share wide swaths of history and aspects of culture peculiar to outsiders: strict theocratic governments,
enormous military-bureaucracy complexes, and unique advances in art, science, and magic.
Those who make the perilous voyage across the Sea of Fallen Stars and into Old Empires ports find desert coasts dusted with glittering purple sand; beachside bazaars overflowing with turquoise, lapis lazuli, and bronze metalcraft; and terraced temple gardens bursting with grapes, dates, and figs. Further inland, limestone monoliths loom over oceans of ripe grain next to unspeakably impoverished slum-cities; flooded riverside ruins and parched savanna fortresses teem with desert monsters; and battlegrounds lay haunted by restless dead—including previous incarnations of the gods themselves.
With their alien deities, inscrutable technology, and ancient grudges, the Old Empires are unlike any other region of the Forgotten Realms. To explorers and mercenaries from foreign soil, Mulhorand, Unther, and Chessenta are realms teeming with mysteries. For locals of these lands, opportunities abound to become heroes either by confronting the desert's dangers or shedding light on corrupt powers. No matter who answers the call, the Old Empires promise priceless rewards for the brave, beneficial secrets for the cunning, and exciting adventures for all.
The story of the Old Empires begins with an empire called Imaskar, whose high artificers and overlords facilitated their kingdom's ascension by subjugating tens of thousands of people from a distant world. The abused subjects beseeched their patron deities for freedom, and their prayers were answered. The Imaskar underclass liberated itself, and in place of overthrown Imaskar the people founded two new empires: Mulhorand and Unther.
Though they share similar origins, Mulhorand and Unther have harbored mutual animosity toward one another since their founding. Their constant territorial disputes eventually birthed the independent realm of Chessenta to the northwest.
Chessenta
Chessenta is an unusual empire, where a chaotic array of city-states are in perpetual conflict with one another. But where constant strife might weaken lesser realms, Chessenta's endless saber rattling and infighting only tempers an already resilient people.
Chessentans revel in war the way other cultures delight in sports or feasting. In Chessenta, a youth's first brush with death is a rite of passage, and a life without battle is no life at all. Chessentans who don't take part in their city's bloody military campaigns toil at home to supply the army, growing drought-resistant crops in the thin and stony soil, forging sturdy but lightweight weapons and shields suitable for the hot summer wars, and producing thousands of barrels of the region's famous ruby wine to keep soldiers' spirits high.
Religion is important in Chessenta, and Chessentans have an array of gods and demigods utterly alien to outsiders. But perhaps no deity in Chessenta is so noteworthy as Tchazzar, a legendary god-king who in antiquity united the city-states of Chessenta and spearheaded the realm's only golden age. Tchazzar's death four hundred years ago heralded a great schism between the Chessentan cities. Only recently has the violent deity returned to Faerûnian soil in his true form as the Great Red Dragon. After reclaiming and subjugating the city of Cimbar, Tchazzar now aims to reunite the fractious powers of Chessenta into his idealized warrior realm.
Airspur
The city of Airspur drifts above the shores of Wizards' Reach on an island of floating stone. Its populace includes a higher-than-average percentage of orcs and genasi (described in Mordenkainen Presents: Monsters of the Multiverse). Its theocratic rulers—the Church of Bhaelros—demand monthly sacrifices to appease their bloody god. The flying city uses its aerial advantage to harry its longstanding political rival, Cimbar, to the east. If not for Cimbar's divine ruler, Tchazzar, Airspur likely would've already destroyed its age-old foe.
Cimbar
The former capital of united Chessenta, Cimbar remains one of the fragmented empire's largest metropolises. The city is Tchazzar's seat of power. Naturally, given Tchazzar's draconic nature, the x has a strong foothold here. Though it is a blood-soaked and perilous port of call, Cimbar boasts one of the largest navies in the whole Inner Sea region. It also hosts famous non-military institutions such as the University, the greatest center of higher learning in the Old Empires.
Luthcheq
Military zeal combines with religious fervor in Luthcheq, whose ruling Karanok family persecutes practitioners of arcane magic in the name of Entropy, a strange god of alien intellect that resides somewhere in the vast underground chasms beneath Luthcheq's undercity. Dozens, if not hundreds, of magically gifted refugees flee Luthcheq each year to escape this destructive cult.
Threskel
South of the dormant volcano known as Mount Thulbane and north of the Riders to the Sky lies the sparsely populated land of Threskel. Chessenta and Unther both claim Threskel, but this remote land is famously lorded over by evil dragons. The few people who live in Threskel eke out pitiful existences on barren farms nestled between rocky shores and windswept cliffs. The desperation of this land has given rise to many heroic adventurers whom the dragons eagerly squash.
Mulhorand
Mulhorand is the oldest of the Old Empires and was literally shaped by gods. Deities from a distant world—gods with names like Anhur, Horus-Re, and Set—took on physical form, leading their people to settle in rich, densely populated metropolises and build massive stone pyramids. To this day, these incarnated deities continue to walk the land and directly influence the realm.
While pharaohs with divine lineage ultimately rule the realm, Mulhorand is governed by a class of powerful theocrats: high priests, sages, and holy warriors who serve the incarnated gods. All Mulhorandi, from blue-blooded nobles to common street peddlers, heed their god-kings' wishes in every aspect of daily life. When a merchant's latest shipment arrives safely at port, it is thanks to the will of Nephthys; a new mother's safe delivery might personally be overseen by Hathor; and Mulhorandi commanders pray to Anhur, General of the Gods, for victory against Untherites who threaten their borders.
The Great Vale
The breadbasket of Mulhorand produces enough barley, lentils, and onions to feed millions of the empire's citizens; it is also the realm's primary source of papyrus. Large bronze pumps—just one of Mulhorand's advanced technologies—move water from the River of Spears to irrigate the valley's vast farms. To the east, the Dragonsword Mountains cast their shadows over the Great Vale; the empire's pharaohs and greatest high priests are buried among the foothills of these mountains. Marking these crypts are dozens of monuments and elaborate tombs—ancient step pyramids and towering obelisks—collectively known as the Land of the Dead.
River of Swords
This long river is the current border between Mulhorand and x. A perennial battleground, the River of Swords sustains few settlements along its bloodstained banks. Most of the river's water is too salty to drink or water crops. In the small city of Sekras there is a machine that pumps water from the river and filters out the salt; only a handful of priests of Thoth know how to operate the pump. Occupation of Sekras has traded hands so many times that even its few permanent residents scarcely know which empire—if any—they currently serve.
Skuld
Anyone wishing to experience Mulhorandi culture in its most realized form visits the metropolis of Skuld. The so-called City of Shadows has the noteworthy distinction of being the oldest continually inhabited city in Faerûn. Its central district is called the City of the Gods; here, incarnations of Mulhorand's god-kings live in grand temples that overlook lush gardens that produce delicious fruit and courtyards of gilded statues.
Unther
Though they share a common origin story, x and Unther are vastly different realms. Whereas some might call Mulhorand paradise, most of Unther is nothing less than a hellscape. As one sage wrote, "the society of Unther is one of the most miserable tyrannies that the Realms have ever known." It is a land defined by violence—an ever-shifting territory of fiery war camps, poisoned rivers, and salted battlefields where soldiers commit unspeakable atrocities in the name of their realm. Mercenaries might find their fortune serving in the armies of Unther, but the cost is no less than one's own soul.
The patron god-king of Unther, Gilgeam, is largely to blame for the realm's state. Whereas the god-kings of Mulhorand treat their realm with benign neglect, Gilgeam is neither benign nor neglectful. Cruel and vindictive, he forbids the worship of any other deity. He justifies his violence by attributing it to fate, a force he insists even he, a god, is beholden to. It was Gilgeam who led Unther to its present state of corruption and chaos. There was a short era of relative peace without the dread god, but that time has ended, and Gilgeam now leads a new generation of lambs to the slaughter. Already Unther is once more a realm of violent dysfunction, maintained by the brute force of Gilgeam and the raw willpower of his most devoted followers, a class of violent hoplites, holy warriors, and warlocks called the Children of Gilgeam.
Black Ash Plain
This wasteland of infertile soil takes its name from the embers and ash that perpetually rain down from the volcanoes of the nearby Smoking Mountains. From the blighted earth jut brutalist ruins—vestiges of Ancient Mulhorand and even earlier empires. The ruins magically shift across the desert of their own accord. Those who brave the ruins' subterranean depths find themselves in an ever-transforming maze of basalt corridors and granite columns engraved with eerie glyphs that resemble no known language.
Djerad Thymar
The fortress-city called Djerad Thymar was the capital of Tymanchebar, an empire of dragonborn that was transported from its home world of Abeir to Toril during the Spellplague and fused with Unther to form the new realm of Tymanther. With Unther's return in the Second Sundering, the armies of Unther have shattered the power of Tymanther, but Djerad Thymar still stands. With its awe-inspiring stone architecture (the city is carved into the face of a mountain) and its vast arts districts, Djerad Thymar is a bastion for draconic culture and a mark of great pride for dragonborn.
Messemprar
The large city of Messemprar is by far the finest and most hospitable settlement in Unther. Not coincidentally, it is also the only city not presently under the thumb of Gilgeam. Instead, a coalition of anti-Gilgeam mages called the North Wizards controls the settlement. The North Wizards foster a brand of democracy otherwise unknown in the Old Empires. A prime port, Messemprar is beset on all sides by would-be conquerors: war ships from x, the armies of x, and freebooting Inner Sea pirates from lands abroad. Sturdy adventurers are in constant demand to protect the city's independence.
Unthalass
Supposedly, Unthalass was once the greatest city in the Realms: a paradise of flowering gardens, alabaster statues, and palatial limestone manors. Anyone who visits the city as it is now would scarcely believe such legends. Everything here has been sacrificed in the name of the god-king Gilgeam's hunger for conquest. The mud-brick streets overflow with filth and even blood, for Gilgeam brooks no dissent within his capital. The tyrant himself rules all of x from an imposing granite fortress in Unthalass called the Citadel of Black Ash.
Life in the Old Empires
Those visiting the Old Empires are often surprised by the realms' different cultural values, their unique architecture and customs, and the unforgiving southern climate. For natives of the Old Empires, these are simply facts of life.
Ancient History
x, x, and x are unfathomably old—and they are built atop the ruins of realms even older still. Most notably, Mulhorand and Unther are inheritors of the Imaskar Empire. To this day, countless ruins of Imaskar are strewn across the region, awaiting discovery by brave adventurers.
Insular Realms
The people of the Old Empires care little for the concerns of greater Faerûn. Rulers and commoners alike consider themselves and their kingdoms far above the juvenile concerns of younger realms. The denizens of x and x justify this point of view by citing the gods and godly descendants that have shaped their empires to an extent virtually unknown in other parts of the Realms. (Chessentans, for their part, simply view other cultures as weak and cowardly.) Further, rulers in the Old Empires are too concerned with their own internal power struggles to consider much beyond the horizon.
Living Gods
Unlike most Faerûnian deities, the deities of the Old Empires regularly assume tangible, readily perceivable forms. This allows the god-kings of these realms to take an active role in their followers' affairs. These deities deliver divine mandates personally and issue decrees that offer little room for doubt about the gods' motives or intentions. Because of this, priests in the Old Empires tend to function more like bureaucrats or law enforcers than spiritual guides.
Technology and Magic
The people of the Old Empires are masters of unusual technology and forms of magic seen nowhere else in Faerûn. Some of these secrets they inherited from Imaskari mages called artificers. Others are simply a result of unique Mulhorandi or Untherite genius. Examples include bronze water pumps and mass water purification spells that enable the transfer and filtration of precious water, and sail-powered sand sleds and easy-to-learn flotation spells allowing travelers to glide on desert winds over vast distances.
Sword Coast
The lands around and between the two coastal cities of x and x have been tested relentlessly over the past century, enduring the rise and fall of draconic and elemental cults, the scheming of illithids and dead gods, and even being dragged into the Nine Hells.
Unlike most of Faerûn's territorial governments, the Sword Coast's city-states have no interest whatsoever in quarreling over land disputes. The Lords' Alliance ensures that both the Sword Coast's and the North's major settlements keep their attention squarely directed at mutual threats.
The Sword Coast boasts some of the most cosmopolitan cities in Faerûn. In a city like x or Baldur's Gate, a visitor might pass a dragonborn ombudsman, an aasimar merchant, and a goliath lutist all in the span of a city block. Even in smaller villages, people hold few prejudices and tend to be more receptive to new ideas than in places like the stubborn x or the more isolationist isles of the x.
This is a region of adventure, where daring souls delve into the wreckage of ancient strongholds and explore long-lost ruins. The Sword Coast's enormous cities also serve as useful sites for urban-based adventures, where characters unearth the machinations of scheming nobles or shady factions.
Lords' Alliance
The Lords' Alliance isn't a true realm, but rather a loose coalition of cities, including x, Baldur's Gate, Daggerford, and Amphail in the x. It also includes several cities in Faerûn's North, such as Neverwinter (see "x" in this chapter). Each member of the Lords' Alliance keeps its own interests in mind first and foremost. But these cities also agree to maintain trade ties with each other, uphold a mutual peace, and band together against common threats. Without the Lords' Alliance, many of western Faerûn's great cities would have long ago fallen to outside threats.
Baldur's Gate
The grim, crowded city of Baldur's Gate sits alongside the River Chionthar. Its nobles, called patriars, reside in the Upper City while most of the rest of the populace lives in the Lower City. Refugees and the destitute make what homes they can in the Outer City. A short way to the east sits the walled district of Little x, a thriving neighborhood of immigrants from that southern realm. The Council of Four governs Baldur's Gate, led by Grand Duke Ulder Ravengard. See chapter 6 of 6 for more on Baldur's Gate.
Criminal Underworld
Baldur's Gate has a shady underworld organization known as the Guild. It operates throughout the city under the discreet leadership of a crime boss named Nine-Fingers Keene. She has agents throughout Baldur's Gate, including in the city's banking network.
The Dead Three
The gods Bane, Bhaal, and Myrkul share a common history linked to the city of Baldur's Gate, where they are known as the Dead Three. All three gods began as mortals, claimed a share of the power of the death god Jergal, and died during the Time of Troubles. All three have returned, and their worshipers have made a resurgence in Baldur's Gate and the surrounding area, hiding away in the shadows of society. Cultists of the Dead Three plot endlessly to secure the ascendancy of their deities at the expense of innocent folk. (The three gods are described in more detail in chapter 5.)
Elturgard
The realm of Elturgard encompasses Elturel, Triel, Scornubel, Soubar, and Berdusk. It also includes much of the surrounding land, including the Fields of the Dead. Once a shining kingdom, Elturgard fell into disarray when its capital Elturel was dragged into the Nine Hells and back again. Even after the capital's return, Elturgard struggles to pick up the pieces. Some of Elturgard's outer cities have attempted to secede from the increasingly theocratic realm. Elturel keeps them close by threatening to withdraw the protection of the Hellriders, a cavalry force that keeps Elturgard's loyal cities safe from danger.
The Fall of Elturel and Its Aftermath
A radiant sphere called the Companion appeared over Elturel in 1444 DR, blazing like a second sun. Elturel's people praised the god Torm for this fortuitous blessing, and Elturel expanded to become the holy nation of Elturgard. In truth, the Companion was summoned up by the archdevil Zariel to enact a decades-long grudge against the city. In 1492, it became a crackling orb of darkness, dragging Elturel and its inhabitants into Avernus, first layer of the Nine Hells.
While all reasonable folk know and fear the Nine Hells, this fear is largely abstract. Very few have ever had to see such a place with their own eyes or feel its heat on their skin. But that's precisely what the citizens of Elturel had to do, as their friends and family were slain by marauding devils. After brave heroes eliminated the Companion and returned Elturel to the Material Plane, Elturgard's theocratic government doubled down on the mandatory worship of Torm, Tyr, and Ilmater—three benevolent gods collectively called the Triad.
Elturel
Elturel's people have become more pious after returning from the Nine Hells, desperate to ensure their afterlives send them to the Upper Planes. But this has created new problems, as the paranoid populace now distrusts and harasses tieflings, blaming them for the city's fall. Fearing for their safety, Elturel's tieflings have fled in droves for x.
Najara
The ancient realm of Najara stretches across the Serpent Hills, the Marsh of Chelimber, and the Forest of Wyrms. It is a land of yuan-ti, nagas, and lizardfolk. Najaran society is unfeeling and ever-calculating. The x remained oblivious to Najara for over a millennia until Najara's current ruler, the spirit naga Jarant, decided to make the realm's presence known to its neighbors. For now, Najara's nefarious motives remain unexplored. The Lords' Alliance and x alike have been too busy with other threats to investigate the serpent realm. Najara grows in power right under their noses, like a coiled snake waiting for the perfect moment to strike.
Ss'thar'tiss'ssun
Ancient and evil, the spirit naga Jarant rules the realm of Najara from its capital city Ss'thar'tiss'ssun with the aid of a silver circlet called the Marlspire of Najara. This artifact grants Jarant powerful abjuration magic and control over reptilian creatures—including the first ruler of the kingdom, Terpenzi, now a powerful bone naga called the Guardian of Najara.
Waterdeep
Also known as the City of Splendors, the bustling city of Waterdeep is ruled by a lordly council. The current Open Lord, Laeral Silverhand, keeps her identity known to the public. The Masked Lords rule alongside her anonymously, thus preventing any of them from being bribed or threatened. Waterdeep boasts a prodigious magical academy at Blackstaff Tower, which is run by a wizard holding the office of the Blackstaff—currently Vajra Safahr.
City Wards
Waterdeep is divided into several wards. Wards aren't separated by walls or gates, and crossing between wards is easy. City wards include the Sea Ward, marked by the palatial fortress-estates of the city's rich and powerful; the peacefully elegant North Ward; and the busy marketplaces of the Trade Ward. The Southern Ward is home to many immigrants, while the city's poorest live and work in the Dock Ward. Waterdeep's dead are entombed in the City of the Dead, a massive park and open air mausoleum within the city. Outside Waterdeep, a large collection of shelters that were once temporary housing for refugees has become a neighborhood of its own: the Field Ward. The Field Ward isn't patrolled by the city guards and has no sanitation or other city services; it is home to Waterdeep's most desperate citizens.
Defenses
While Waterdeep has a militia and city guard, its most famous defenders are magical walking statues and the griffon cavalry. The walking statues are eight enormous statues that sit dormant among the city's buildings. The Blackstaff can activate them to defend the city in times of dire need, animating each statue into an unstoppable stone colossus. The griffon cavalry is made up of well-trained riders and their griffon mounts. Each rider wears a Ring of Feather Falling, allowing them to safely leap from their mounts in daring assaults on any enemy.
Undermountain
The twenty-three-floor megadungeon of Undermountain stretches deep beneath the city of Waterdeep. Adventurers descend into it from a well in the Yawning Portal tavern to search for treasure. At the dungeon's bottommost level lairs Halaster Blackcloak. Halaster's motives are unknown and perhaps unknowable. He built this behemoth of a dungeon complex long before Waterdeep was founded, and he's been stocking it with perils ever since. Many creatures have also found their way into Undermountain of their own accord, creating civilizations in its halls, including the bustling, crime-ridden city of Skullport.
Xanathar Guild
The Xanathar Guild is a criminal organization operating out of Skullport, a subterranean city beneath Waterdeep. Its gang activity frequently spills up into Waterdeep proper. Very few people know who or what Xanathar actually is: a paranoid, megalomaniacal beholder who fawns over his pet goldfish, Sylgar. Xanathar has eyes all over the bustling city of Waterdeep and despises his rival, the x. For more on the Xanathar Guild, see chapter 6.
Other Sites
Though x and x have great influence in this region, their official territories don't extend far beyond their city walls. Most of the land in this region doesn't fall under any realm's jurisdiction.
Ardeep Forest
Once the heart of an elf kingdom, Ardeep Forest has shrunk over the years, its trees cut and sent to x to build ships and homes. About a decade ago, elves from x returned to the forest to defend it against further intrusion and exploitation. They aggressively drive out all who enter the forest. But Ardeep Forest remains a draw for adventurers of all stripes, as it houses many interesting ruins and magical sites.
Candlekeep
Candlekeep holds the largest repository of written lore in Faerûn. It is a towering, walled library standing proudly atop a seaside cliff. In order to enter Candlekeep, an individual must submit a work of writing not yet found within its halls. Its librarian-priests, the Avowed, retrieve tomes from the library for visitors. Candlekeep's defenses include a mythal and a ghostly dragon called Miirym, the Sentinel Wyrm.
Dragonspear Castle
An infernal portal hides in the catacombs beneath the dwarven ruins known as Dragonspear Castle, on the edge of High Moor. It connects to Avernus, first layer of the Nine Hells, but is currently sealed shut. These days, a thick cloud of mist shrouds Dragonspear Castle from harsh sunlight. A mysterious group of vampires known as the Szarlnaxi coven lurks within.
Evereska
The elven city of Evereska is often called "a pocket of x," and it shares that fabled land's elusive mystique. Evereska is rumored to exist in a great valley in the mountains near x, protected by a mythal and defended by elf warriors who ride giant eagles.
Fields of the Dead
Myriad wars and skirmishes have taken place on the Fields of the Dead over the centuries. It is a vast, rolling plain of windswept grasses. On rare occasions, it belches forth hostile undead, the buried remnants of wars long forgotten.
Graypeak Mountains
Stone giants and stone goliaths call the Graypeak Mountains home. The range is riddled with abandoned mines of both dwarven and Netherese origin.
High Moor
Trolls and cruel goblinoids prowl the rocky wilderness of the High Moor, as do nomadic orcs and human berserkers. An evil dracolich called the Old One lairs in Orogoth, a ruined villa on the moor, still guarding the ancient wealth of a long-lost Netherese noble family.
Orlumbor
There's no better place to purchase or repair a ship in the x than Orlumbor. This rocky, cavernous island hides a great harbor full of skilled shipwrights and dockworkers who make some of sturdiest vessels around at a record pace. At the moment, Orlumbor has an exclusive business relationship with x.
Trielta Hills
Halflings live out idyllic, pastoral lives in the quaint Trielta Hills. Its humble people have little in the way of valuables to covet, which has allowed Trieltans to exist undisturbed by Najara to the north. Short-lived gold rushes bring outsiders to Trielta every now and then.
The Trollclaws
The rough Trollclaw Hills teem with ravenous trolls. Caravans journeying south to Baldur's Gate or north out of the Fields of Dead cross the river at the Trollclaw Ford and hire adventurers to battle off the regenerating monsters.
Warlock's Crypt
A Netherese enclave crashed to the ground in the Troll Hills over a thousand years ago, becoming a set of ruins now called Warlock's Crypt. Hundreds of undead dwell among the site's shattered rubble and twisted towers. Liches, including the great lich Larloch, perform bizarre experiments on the creatures of the surrounding region and release them back into the wild as terrifying horrors.
Wood of Sharp Teeth
Hundreds of years ago, these woods were the site of a werewolf city called Vehlarr. Rumor has it that wicked lycanthropes are congregating in these woods once again to recreate that society.
Trackless Sea
There's a reason most sea routes in Faerûn stick close to the coast: navigating the cold, choppy waters of the Trackless Sea is no easy feat. If the waves themselves weren't threats enough, the creatures that prowl them certainly are. Vicious pirates from the Nelanther isles delight in pillaging ships and slaughtering their crews. Devotees of Umberlee summon tsunamis and whirlpools to drag folk to the ocean floor as offerings to their god. Bloodthirsty sahuagin and merrow surface from the depths to rip and tear at prey, and the enigmatic kingdoms of the storm giants lie deeper still.
Low-level adventures in the Trackless Sea might focus on the happenings of a single isle. Once characters begin to outgrow that island, their adventures might require sailing to neighboring locales and discovering the distinct cultures therein. Seasoned heroes might explore what lurks on the seafloor or voyage west to discover what lies beyond the map.
Several thriving and unique island realms call the Trackless Sea home, but cultural exchange among these realms is inhibited by the ocean's dangers. The folk dwelling under the shadow of the cruel dragon Hoondarrh in x lead very different lives than their neighbors in the magical Moonshaes. x's denizens enjoy the conveniences conferred by their many inventions but are cautious and slow to share their discoveries with the outside world.
Lantan
Folk on the mainland know little of the reclusive realm of Lantan apart from its people's devotion to Gond, the god of invention. Complex locks, oil lamps, tripwires, and light-beam intruder alarms have origins on the island. If a trap in a Faerûnian dungeon has a complex mechanism involved, odds are the technology originated in Lantan. The archipelago is governed by a theocratic twelve-person council called the Ayrorch, high-ranking members of the Church of Gond. Gnomes make up much of the island's population and most of the council.
Lantanese Inventions
The last hundred years have seen the secluded island realm of Lantan grow even more secretive. Its recent innovations include packets of explosive smokepowder, parachutes, firearms, and even submarines. Lantan's people worry that the rest of Faerûn might learn how to replicate these inventions, potentially diminishing the island realm's trading power. Lantan exports inventions in small shipments to mainland port cities like x and x in exchange for precious metals and critical resources that are hard to find on Lantan's islands.
Northern Lantan
The large northern island of Lantan is home to the capital city of Sambar, which houses the realm's ruling council. The city of Illul lies not far away, housing the High Holy Crafthouse of Inspiration. Led by a high artificer, this wondrous temple is the center of Gond worship in Faerûn.
Orlil
The seemingly barren isle of Orlil boasts a self-contained network of Underdark tunnels that house thriving communes of Lantanese deep gnomes, or svirfneblin. Unlike the svirfneblin of Faerûn's mainland, Orlil's deep gnomes have never known drow subjugation.
Southern Lantan
Outsiders who wish to trade and parley with Lantan must do so on Lantan's southern island, at a port city called Anchoril. Southern Lantan's people are just as industrious and inventive as those to the north, but the citizens of Anchoril feign a lesser degree of technological advancement to keep Lantan's secrets safe.
Mintarn
The island of Mintarn, between the x Isles and x, is best known for its mercenaries. Mintarn is known as neutral ground, where enemies meet to negotiate and bargain with each other. Fledgling heroes often travel to Mintarn to make names for themselves. The island's taverns bustle with quest-givers and quest-seekers from across the x and the mainland alike. Mintarn has always been governed by a single ruler self-styled as a tyrant—though these tyrants generally rule with a light hand. But even the current tyrant trembles before the ancient red dragon Hoondarrh, who lairs on a small volcanic island northwest of Mintarn and demands annual tribute from Mintarn's people.
Hoondarrh
Up until recently, Mintarn enjoyed unprecedented prosperity by offering its mercenary services to the wealthy cities of Neverwinter and x. As Mintarn's wealth grew, the ancient red dragon Hoondarrh demanded increasingly exorbitant tributes from the island's inhabitants. Today, Hoondarrh's influence keeps Neverwinter and Waterdeep from doing any business with Mintarn. This has left the island's ruler—Her Tyrancy Bloeth Embuirhan—with few ways to pay an increasingly greedy red dragon. Mintarn is poised to undergo a violent change of rulership as its people clamor for a new approach in dealing with Hoondarrh.
Moonshae Isles
Fey abound and giants lurk in the misty Moonshae Isles, an archipelago steeped in fey magic. These wondrous isles are home to two cultures: the rugged, seafaring Norlanders and the practical, hard-working Ffolk. These cultures once warred with each other but have come together under the ruling Kendrick dynasty. Ffolk worship the Earthmother, a divine embodiment of the Moonshae Isles. Springs of natural magic called moonwells are her windows into the world. Druids and rangers tend the moonwells and protect them from a new, insidious curse called the Rusting. This curse threatens to transform moonwells into pools of stinking oil and living things into rusted iron. See chapter 5 of 5 for more on the Moonshae Isles.
Rusting and the Rusted
A century ago, x invaded the Moonshae isle of Snowdown. Led by the vampire Erliza Darissa, Amn's soldiers stripped the island's mines bare, chopped down its forests, and polluted its ponds. Moonshavians banded together to slay Erliza and drive out the Amnians, but the vampire laid a curse on the Moonshaes with her dying words. This curse became the Rusting. Animals and plants affected by the Rusting warp into twisted iron before eventually crumbling to dust. Moonwells become pits of slick, black oil. People who dwell in an area gripped by the Rusting for too long become Rusted constructs who abhor the living. Some Rusted Norlanders even terrorize the Moonshae's coasts in giant warships plated with rusted iron.
Alaron
The Moonshavian island of Alaron is home to a large Ffolk population. Caer Calidyrr—a fortress that overlooks the city of Calidyrr—houses Derid Kendrick, high king of the Moonshaes. Norlanders live in the northern half of the island, herding sheep and working mines in the Farheight range.
Gwynneth
Gwynneth is the most magical of the Moonshae Isles and the center of the Earthmother's power. As of yet, it is the only Moonshae Isle totally untouched by the Rusting. Its landmarks include the rebuilt castle of Caer Corwell and Myrloch Vale, a forested valley teeming with fey. In the north of the island, the fey kingdom of Sarifal endures, ruled by High Lady Ordalf.
Moray
The Moonshavian isle of Moray is home to monsters and the Red Shadow: packs of werewolves who worship a violent beast-god called Kazgaroth. The Red Shadow regularly abducts innocents for sacrifice in violent rituals.
Norland
When Norlanders first sailed to the Moonshaes, they landed on the cold island now known as Norland. It remains the seat of Norlander culture in the Moonshaes. Jarl Olfsvenn is loyal to High King Kendrick, but he's torn by the fact his sister has fallen victim to the Rusting curse and taken on a new identity as Queen Forfallen. Overfishing in the Sea of Moonshae has brought the Rusting to Rogarsheim, and dockworkers show the signs of exposure to the curse: rust-colored marks around the eyes and a hacking cough.
Oman's Isle
Giants and their goliath kin live in well-established steadings and ancient Ostorian ruins all over Oman's Isle. Visitors can safely land at Trondheim, which is overseen by goliaths working for the giants.
Snowdown
The island of Snowdown is a blight on the Moonshaes. The Rusting first manifested at its only moonwell, located near the center of the island. Attempts to rein in environmental destruction caused by Amn have proved futile, and the island's population shrinks each year.
Other Islands and Ocean Sites
Beyond the major islands and archipelagos, unaffiliated islands dot the sea—and some mysterious sites lie hidden under the waves.
Gundarlun
Gundarlun, west of Neverwinter, experiences wintry weather most of the year, and its Northlander population is regularly terrorized by Arveiaturace, a white dragon from the North. Off the island's southwest coast lies the wreck of the Golden Crown , a Calishite merchant vessel that was carrying a vast cargo of gold, silver, electrum, and gemstones when it sank in a storm. A wizard named Hoch Miraz also went down with the ship. Its treasure has never been recovered.
Maelstrom
The storm giant stronghold of Maelstrom sits on the seafloor somewhere between Ruathym, the Whalebones, and the Moonshaes. Serissa, the titular queen of all giantkind, resides here. A natural whirlpool occasionally manifests far above the palace, wrecking ships and dragging them down to the seafloor.
Mother-of-Mists
Adventurers from x and x alike have journeyed to Mother-of-Mists in search of treasure, finding nothing but danger. Poisonous vapors and smoke mix with cold sea winds to create the ever-present mists for which this volcanic island is known.
The Nelanther
Riddled with communities of monstrous pirates, the Nelanther islands have few resources and are plagued with infighting. Ancient towers guarded by monsters and magic wards jut from several of the isles and even from the sea itself. The Nelanther's pirates avoid these towers out of a mix of fear and superstition.
Northlander Isles
Norlander culture originated long ago on the bleak, mountainous island of Ruathym in the Northlander Isles, north of the x Isles. Most Norlanders left these isles long ago in favor of more hospitable climates, but a few scattered steadings remain. Queen Forfallen, a Rusted pirate queen and Norlander, uses Ruathym as a safe port.
Purple Rocks
Few have visited the distant Purple Rocks archipelago, far to the west of Neverwinter and so named because it appears dark purple under stormy skies. Those who return report its friendly inhabitants sport odd piscine features and also note an odd lack of children and elders.
Sea of Swords
The Sea of Swords is a cold and storm-wracked gulf. Most of the x's trade routes hug close to the shore.
Tuern
Red dragons and fire giants war constantly on the volcanic island of Tuern, far to the north and west. For decades, they demanded tribute from Tuern's Humanoid population. When the people finally refused, the dragons and giants began conscripting them as disposable infantry in their brutal wars. People in x who have heard of Tuern see it as a cautionary tale.
Whalebones
Whales come to die for reasons unknown at a set of islands called the Whalebones. The shores are littered with their bleached-white bones. Rocs perch on the mountaintops while petty self-proclaimed "kings" of the tiny islets squabble among each other for power.
Life in the Trackless Sea
No matter what island they dock on, outsiders quickly discover that life in the x can be quite different than life on the mainland.
Denizens of the Deep
Entire realms lie hidden beneath Faerûn's waves. Storm giants live in great palaces on the seafloor. Merfolk live in sunlit shallows, while monstrous merrow and sahuagin lair in dark grottoes but surface to feast on innocents. Sea elves are much rarer in the Trackless Sea than they are in the inland Sea of Fallen Stars, as they're hunted relentlessly in these waters by sahuagin and their malenti spies—a breed of sahuagin with the appearance of sea elves.
Piracy
Pirates abound in the Trackless Sea. Norlander culture has a long history of piracy and raiding, sometimes harrying the mainland's merchant vessels along the Sea of Swords. Mercenaries from x sell their services to privateering crews. But the most fearsome pirates hail from the monstrous Nelanther Isles. These ogre, lizardfolk, and minotaur buccaneers aren't bound by codes of honor; they torture their victims and leave them to hideous deaths. They prey on the shipping routes of x, x, the x, and the Moonshaes, and they war on each other as often as they war on outsiders.
Ships
The lightly built galleys favored in more sheltered waters don't fare well in the winds and storms of the x. Savvy seafarers opt for bigger, more durable sailing ships instead. The Norlanders of Ruathym and the Moonshaes build swift yet sturdy longships, equipped with smaller, specialized boats called whaleboats for whaling. They are among the most recognizable ships on the seas, but a trained eye can recognize any vessel's land of origin by its size, shape, and build, even if the ship isn't flying any flags.
Umberlee Worship
Inhabitants of the x are ever-wary of Umberlee, the Wavemother. Cultists strike fear into the hearts of sailors, warning of Umberlee's ire and demanding passage on ships. Each coastal city maintains shrines to the cruel sea god, and sailors leave flowers or small candies in hopes Umberlee will show mercy on a ship's next voyage. Savvy pirate crews have been known to recruit priests of Umberlee to trap unsuspecting merchant ships in whirlpools or devastate towns with tsunamis before a pillage.
Vilhon Reach
The subtropical Vilhon Reach lies southwest of the Sea of Fallen Stars, situated along its eponymous gulf. Nature is more respected here than in other areas of Faerûn, a result of both the Emerald Enclave's enormous influence on the region and the region's history of natural disasters.
People wary of magic often settle in the Vilhon, since some of its cities have laws that curtail or even ban spellcasting. Some Thayan commoners desperate to escape the rule of x speak in whispers of Ilighôn, an island in the Vilhon Reach where no divination magic can find them.
Adventures in this region might explore philosophical themes about the role of magic in society or people's struggle to coexist with nature. They might be wizards on the run, druids and rangers in search of training, or mercenaries hired to capture fugitive spellcasters. The realm of x also provides the opportunity for heroes to help small towns and villages extricate themselves from the grasp of a greedy nation, whether by diplomacy or force.
Chondath
Chondath was once a large and powerful realm comprising all of the southern x, with distant colonies in the land now known as x. Military defeats and numerous plagues led Chondath to shrink in on itself over a millennium. Then the Spellplague decimated nearly all of Chondath's coastal settlements, sealing the dying realm's fate.
Today, Chondath is but a shell of its former glory. Its capital city Arrabar still stands, desperately demanding increasingly exorbitant taxes from the tiny towns of Samra, Timindar, and Orbech—all three of which are considering secession. Adventurers flock to Chondath to see what abandoned treasures lie amid the ruined cities of Mussum, Iljak, Shamph, and Hlath.
Arrabar
Arrabar, capital of Chondath, is a city determined to hold on to the last vestiges of its realm's old splendor. Lady Udriana Wianar rules Arrabar and the realm from a grand palace called the Generon. Her family, along with Arrabar's many nobles, lead decadent lifestyles funded by the rest of Chondath.
Chondalwood
Rumor has it that a city-state of reclusive wood elves called Rucien-Xan lies hidden somewhere in the Chondalwood forest. Those who've searched the woods have found only monsters, raucous satyrs, territorial druids, and Ghostwise halflings—a distrustful and uncharacteristically ferocious clan of halflings with telepathic gifts.
Sespech
Once a barony of x, Sespech gained its independence centuries ago after a civil war called the Rotting War. It has defended itself fiercely ever since. With its neighbor Chondath in decline, Sespech now has little use for its military. Many of Sespech's former soldiers have turned to lives of adventure, roaming the x and beyond. They're often surprised and disturbed by the magic they find, for magic is more deeply suspect in Sespech than anywhere else in the Vilhon. In Sespech, the use of magic to charm or injure another person is a crime punishable by death.
Mimph
A prosperous Sespech trade city, Mimph relies almost entirely on its port—famously, no roads lead to Mimph. A strong navy is based here. Rivalry with nearby Arrabar is so intense that merchants prefer to do business with only one city or the other, so as to avoid inciting violence. Helm is Mimph's patron deity; Helm's large temple is protected by a chapter of the Order of the Gauntlet (described in chapter 6).
Nagawater
A bobbing line of buoys lit by Continual Flame spells divides the freshwater lake of Nagawater. The northern half belongs to the realm of Sespech, and fishers from Ormpetarr fish there often. The southern half is inhabited by a peaceful guardian naga. Those who assume the naga is guarding some treasure and attempt to retrieve it generally end up drowned in the lake's still waters.
Ormpetarr
Ormpetarr, capital city of Sespech, rests along the Nagawater. Baron Yoric Maplefoot rules Sespech from a modest manor here. He is a curt halfling man of few words, well-respected by his people for his daily public court sessions in which he rules on issues brought to him by citizens.
Winterwood
Dim light filters through the dense canopy of the Winterwood's tall oaks and pines. A cool mist coats the ground like snow, giving the forest its name. Several orc communities call the Winterwood home; they defend their villages against hordes of berserk plant monsters.
Turmish
The mercantile realm of Turmish, often called the heartland of the x, is expertly managed and mostly peaceful. Most Turmishan folk are humans, but the realm is also home to many dwarves whose families emigrated from the nearby mountains, as well as other more recent immigrants. Turmishan merchants have a reputation as honest and fair traders.
This democratic republic's tall mountain ranges shield it from outside aggression. Turmish also intentionally stays out of its neighbors' conflicts, refusing to provide aid of any kind. It's a stance that has often drawn the temporary ire of nearby realms, but it's served Turmish well in the long term.
Alaghôn
A great fire blazed through Turmish's capital city Alaghôn a millennium ago, and Alaghôn's buildings have been constructed of stone ever since. Turmish children play hide-and-seek in this stone city's hundreds of cubbyholes and hiding places, sometimes discovering secret passages to long-forgotten dungeon complexes.
The citizens of Alaghôn hold free elections to appoint the Assembly of Stars, Turmish's ruling council. These elected officials then select one of their rank to be Lord of Turmish.
Aphrun Mountains
A handful of cloistered stone and fire goliath families live in the otherwise unsettled Aphrun Mountains, retreating to hidden caverns whenever Mount Kolimnis spouts ash or red dragons circle overhead.
The Five Lions
An infamous and remote inn, the Five Lions was the site of a massacre—nobles fleeing revolution in far-off x took refuge here, but rebels caught up with them and all were killed. Now the inn is a haven for mages hiding from legal persecution. They have perpetuated a rumor that the inn is haunted by the restless spirits of Tethyrian dead, and this provides cover for their activities, including magical instruction and experimentation.
Gildenglade
Gildenglade was once a thriving Turmish city populated by elves and dwarves. Then Mount Kolimnis erupted in 1423 DR, burying Gildenglade in volcanic mud and ash. Years later, after the lava had cooled, caves opened into the buried city. Dungeon delvers who explore these ruins find them eerily preserved—and teeming with monsters from the Underdark.
Gulthmere
Nobanion, a benevolent god worshiped as a divine protector of the region, is said to live in the Gulthmere forest. Folk say they've seen the regal lion-god prowl through the foliage or even leap to their defense. Some faithful worshipers of Nobanion pilgrimage from the x to Gulthmere in hope of catching a glimpse of Nobanion.
Mount Andrus
A semi-active volcano, Mount Andrus famously destroyed the home of the Candlekairn orc clan a thousand years ago. The volcano is sacred to Talos, whose worshipers maintain a temple and shrines in the mountain's heart, where they ally with evil elementals and other monsters capable of surviving the blistering heat. But Mount Andrus also hides a Time Gate , a portal that sends all who use it backward in time. The gate is protected by Mystra, who forbids anyone except her handpicked champions from using it.
Orsraun Mountains
Kobolds and red dragons lurk in the uncharted Orsraun Mountains, and the dwarven city-kingdom of Ironfang Deep lies beneath the ranges' northwest mountains. Some dwarves have migrated from Ironfang to Turmish, but many Ironfang dwarves loathe that upper realm. Centuries ago, a warlord led Turmish into battle against Ironfang, and Ironfang's dwarves are slow to forget the lives lost.
Starfall Stream Pool
A popular vacation destination, this picturesque town in the foothills of the Orsraun Mountains is particularly famous as a place to celebrate the Festival of the Moon. But the cult of Malar preys on tourists during this time, and the town desperately hires mercenaries and adventurers to keep visitors safe.
Xorhun
Xorhun's population consists mostly of elves and gnomes. This Turmish city is built in the fashion of the great elven cities of old, with elegant towers and abundant trees. Twin and triplet births are unusually common here; the elves and gnomes consider this a blessing from their gods.
Shining Plains
Shimmering heat waves rise from the vast, dry grassland of the Shining Plains most of the year, giving rise to its name. Centaurs and thri-kreen call these plains home. They maintain civil, if distant, relationships with the handful of towns within the plains. No unifying force controls the Shining Plains and the nearby hills, mountains, and swampy forest, but influences from across the x extend here.
Deepwing Mountains
The Deepwing Mountains are named for the many winged monsters that call its heights home: manticores, griffons, hippogriffs, dragons, wyverns, and more.
Nathlekh
Cats abound in the independent city-state of Nathlekh, resting on rooftops and sipping milk from public troughs. Nearly everyone in this so-called City of Cats worships Nobanion, the lion-god rumored to roam in the nearby Gulthmere forest.
Wetwoods
Lizardfolk, bullywugs, and other bog-dwelling creatures call the misty Wetwoods home. Apart from some tiny halfling hamlets, the most notable settlement here is Urml, a village of reclusive bullywugs.
Independent City-States
The x is dotted with independent city-states. There was once a time when these city-states feared reannexation into the Chondathan empire, but that time has long since passed.
Hlondeth
x carefully maintains a friendly relationship with this City of Serpents, which controls the only trade road out of Turmish. House Extaminos, a line of guileful yuan-ti, has ruled Hlondeth for centuries. Snakelike architecture and green marble buildings decorate its streets.
Ilighôn
The x's leaders, an Elder Circle of druids, reside in the faction's headquarters on the verdant island of Ilighôn. Arcane magic doesn't function on the island; magic from primal or divine sources is unaffected. As such, Ilighôn's port city Sapra has become a haven for those seeking refuge from mages. The island is protected by the Seven Sentinels of Silvanus, colossal elementals that deter visitors and answer to the Emerald Enclave.
Locals of the x call the islands of Wavecrest and Ilighôn the Eyes of Silvanus. Unlike its peaceful sister island, Wavecrest is an uninhabited and dangerous jungle teeming with ferocious beasts and monsters.
Ixinos
Very little is known about Ixinos, a small forested island at the entrance to the Vilhon Reach, as the people there repel all visitors and refuse to engage in diplomacy even with their neighbors on the Emerald Enclave isle of Ilighôn. The only known settlement is the port town Tazixor, where the mysterious queen of Ixinos keeps court. The isle is defended by a mercenary company called the She-Wolves, and most of what is known about Ixinos comes from these mercenaries, who travel the Reach in small groups selling their services.
Reth the Half-Ruin
Half of the independent city of Reth crumbled into the sea during the catastrophic events of the Spellplague. Some adventurers take the plunge, battling kuo-toa in those underwater ruins to find the lost treasures therein.
Life in the Vilhon Reach
In the wake of the Second Sundering, the x has enjoyed a period of relative calm.
Emerald Enclave's Influence
The x (described in chapter 6) was founded on the island of Ilighôn in the 4th century DR by a coalition of priests from Turmish and Chondath who were devoted to nature deities. Its influence remains greater in the Vilhon Reach than anywhere else in Faerûn. Thanks to this faction, folk across the Reach share an immense respect for nature. The few callous folk throughout history who have polluted the waters of the Reach or tried logging in protected forests have been met with the Emerald Enclave's unbridled wrath.
The Rotting War and Distrust of Magic
The Vilhon Reach's subtropical climate has, unfortunately, made it a perfect incubator for plagues throughout the region's history. None haunt its people's collective consciousness more than the magical contagion that ended the Rotting War. This Chondathan civil war began in 900 DR and gained its name when archmages from Arrabar and Hlath unleashed a necromantic plague. The rotting contagion decimated all sides of the conflict and spread beyond anyone's expectations. This plague has long since subsided, but x, x, and the independent city-states near them remain distrustful of magic as a result.
Spellmarks
A few villages and hamlets in the southern Vilhon Reach ask spellcasters to identify themselves by drawing a distinctive rune on their forehead with ink or chalk. This "spellmark" tradition derives from an old practice in the Vilhon wherein people would paint several circles on their forehead to indicate they could read or write—a tradition that became defunct as literacy rates rose.
Volcanic Activity
The volcanoes around Turmish are both a blessing and a curse: their ash creates the fertile soil for which Turmish is well known, but it has also laid waste to more than one Turmishan settlement. Mount Ugruth is long dormant, while Mount Kolimnis and Mount Andrus are still active. Turmishan spellcasters do their best to predict eruptions and keep their cities safe. Troublesome red dragons flock to the volcanoes' smoky heights to make their lairs.
Beyond
Toril is a vast world with continents so far unexplored. And beyond Toril lie the worlds of Realmspace, visited by spelljammers and other travelers of the Astral Sea. Some locations that lie beyond the map are detailed below, but you can create additional realms as you like, making the Forgotten Realms even more your own.
Chult
Chult is a land of tropical wilderness: dense jungles and snaky rivers ringed by mountains, volcanoes, and sheer escarpments. Walls of mountains to the west, south, and east shield the interior from the sea and from the view of sailors. The rivers are so sluggish that it can be difficult determining which direction is upstream and which is down. The rivers pick up speed only where they thunder down through steep-sided gorges.
Chult has long been inhabited by bullywugs, dwarves, humans, goblins, and lizardfolk, as well as dinosaurs, hydras, wyverns, and other monsters. The people of Chult revere a deity named Ubtao, whose divine rival, Dendar the Night Serpent, is said to be imprisoned beneath volcanoes called the Peaks of Flame.
Chult's coast from the Bay of Chult to Refuge Bay offers beaches from which explorers embark into the jungle, but the Bay of Chult is the only spot that welcome travelers from afar. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects; monstrous reptiles; carnivorous birds and beasts of every variety; and murderous undead.
Two locations in Chult are described below; see Tomb of Annihilation for much more detail.
Mezro
The city of Mezro is widely thought to have been destroyed in the Spellplague. In fact, its inhabitants saved it through powerful magic, whisking it away into a demiplane and leaving only ruins behind. Some hints suggest the city will return when it is no longer in danger. The Flaming Fist, a mercenary company out of x, has searched the ruins of Mezro extensively and still sends patrols there.
Port Nyanzaru
Port Nyanzaru hugs the coastline at the south end of the Bay of Chult. It's a colorful, musical, aroma-filled, vibrant city—the only city in Chult that isn't in ruins or overrun by monstrous creatures. The city is run by seven influential merchant princes. Other than trade, the biggest attractions are the weekly dinosaur races through the streets. Locals and visitors alike wager princely sums on the races' outcomes. The city also boasts grand bazaars, glorious mansions and temples, circuses, and gladiatorial contests.
Evermeet
Almost twenty thousand years ago, elves used high magic to create a homeland for themselves. In the process, they devastated Toril in a cataclysmic disaster eventually known as the Sundering. But the island they created, Evermeet, remains. Elves from across Faerûn eventually travel to the island.
Evermeet is protected by many layers of defenses. First, it is magically warded to prevent navigators from finding the island. Winds and subtle currents turn ships aside, stars move in the sky, and powerful illusions hide the island itself. Only navigators entrusted with secret knowledge can find the way.
Second, a great navy shields Evermeet from enemies and allows the island nation to project its power into Faerûn when necessary. Elf merchants bring goods from Evermeet to markets in Faerûn and import anything the elves can't make themselves.
Finally, the capital city of Leuthilspar is protected by magically constructed walls of glass. Evermeet's Royal Council meets here.
Evermeet lies at a conjunction of three planes of existence: the Material Plane, the Feywild, and Arvandor. Non-elves aren't permitted to visit, but on very rare occasions, exceptions have been made, and at least one gnome has managed to reach the island by stowing away with an elf traveler.
Lake of Steam
With independent city-states on the north shore and a succession of small countries founded or conquered by people of many different agendas to the south, the Lake of Steam is a hodgepodge of varying interests, bustling trade, and frequently changing boundaries. Most of the cities on the north shore were part of x in the past and retain Calimshan's desire for wealth, comfort, and influence, as well as a strong desire to remain independent. The intrigues brewing around these cities led observers to dub the northern shore the Moonsea of the South.
The Border Kingdoms on the southern shore are the homes of powerful adventurers of many types, each seeking to carve out a piece of land and rule it in the manner they prefer... at least until the next would-be ruler decides to take over. Wizard towers, monasteries, fortresses, and temples dot the Border Kingdoms, only to have their owners replaced time and again.
Ankhapur
The city of Ankhapur boasts a thriving industry centered on pearls retrieved from the stinking yellow water of the Lake of Steam. The magnificent pearls prized from oysters that grow to enormous size fetch high prices in the markets of x and x.
The Shaar
The Shaar is a vast, rolling grassland running from the Shining Sea to the distant lands of the east. Nomadic humans (the dozen or so tribes of the Shaaryan), centaurs, and gnolls populate the Shaar, hunting and herding various animals, and occasionally raiding each other. The land supports its native grasses splendidly but is ill suited for agriculture—it's not a desert, but the land bakes by day and freezes by night.
The dozen or so nomad tribes known collectively as the Shaaryan have never been unified, though they share a common culture and way of life. Shaaryan humans seldom stray in large numbers from their ancestral plains, largely because their horses don't do well outside the Shaar.
Lhesper
This ruined city is home to a powerful clan of yuan-ti. Human travelers along the shores of Lake Lhespen often fall prey to bandits under yuan-ti domination and are carried back to a terrible fate in Lhesper—usually sacrifice to the yuan-ti's evil god, but sometimes transformation into monstrous servitors to the serpent race. The Shaaryan give it a wide berth.
Shaarmid
A free trading city populated mostly by human folk who claim no kinship with the Shaaryan nomads, Shaarmid is accepted by the tribes as a longtime ally because the city's people have a history of brokering excellent deals for the nomads with the traders from the rest of Faerûn. Merchants flock to Shaarmid for safety from Shaaryan bandits and other raiders.
Sossal
The remote realm of Sossal, far to the north of x, has little contact with the rest of Faerûn. Once or twice a year (generally in the summer), visitors from Sossal arrive in x, bringing furs, seal meat from the x, beautiful items of shaped wood, and gold. They leave with dwarven weapons, silver, and various kinds of meat to trade with the people of the glacier. Some Sossrim wield druidic magic to bend plants to their will, pass through undergrowth impenetrable to others, or even transport themselves from one tree to another. In fact, the ornate and smoothly shaped Sossar furniture sold so steeply in x isn't carved at all, but sculpted by the minds of Sossrim "carvers."