Nations of the World
Nations of the Home Realm
Nations of Forgotten Realms
Nations of Faerun
The Unapproachable East
Aglarond: (Population 1,279,080) A nation that borders the Wizard Ruled nation of Thay, this nation has famously resisted over a dozen incursions from their Wizard ruled neighbor, making this the realm which broke Thay’s back, forcing their more peaceful policy of the last decade. Aglarond has been so soccessful due to its rule by the strange enigmatic being known as the the Simbul, one of the Seven Sisters, the special elite Chosen of Mystria who serves as a dictator of the realm. However, she leaves most of the work in the hands of her high Council, a group of seven leaders who run the day to day affairs of state, while she travels the planes, indulges in magical experiments, or randomly attacks and slaughters Red Wizards. Recently a peace treaty has been signed (though she has violated it at least twice) but relations are still extremely tense. The nation is mostly made up of humans and half elves (who make up 30% of the population) and is well known for being extremely steeped in magic. Magic is an everyday part of life, and wizards are viewed with an almost paramount amount of awe. The land is absurdly prosperous, and many gods are worshiped, including Chaunteau, Mielikki, Silvanus, The Seldarine, and of course Mystria.
Capital: Veltar (Population, 70,000_
Population: 1,270,080 (General)
Altumbel: A small splinter nation, this peninsula is maintained by fishermen and traders. The nation is defended from Thay by Aglarond, however it is exposed to constant pirate attacks. It has a small but tough population, who often are at odds with the Half elf nation of Yuriwood
???: A splinter nation from Aglarond, this realm broke off because they resisted the erratic tyranny of the Simbul. They have resisted both invasion from Thay and Aglarond due to their powerful leadership, 15 of the Simbuls most powerful servants betrayed her to found this nation. The Olicharchic council rules the realm with constant vigilance, trying to preserve their own independence.
Capital: Velprintalar (Population 60,000)
The Fang: This small rugged region considers itself independent from Aglarond, and are isolationist, xenophobic, and tough. They dislike nonhumans, particularly Elves or Half Elves, and maintain a strong independent streak.
Yuir: This is a mixed nation made up of Wild Elves and Half elves, with the latter far outnumbering the former. It is see as one of the few nations where Half elves can live both as a majority and as a polical unit, with the Wild Elves being only a small tiny minority within the nation. They have their own unique pantheon, left behind by the Star Elves, which include Relkath of the Infinite Branches, Zandilar the Dancer, and Elikarashae. The Star elf kingdom is in fact located at the heart of the Yuirwood, though few know about this fact. A single tribe of Star elves still live here, as do a few small villages of humans.
Velprin: This small nation is a vassal of Aglarond. It is made up of a mix of humans and half elves, the result of being defeated in a great battle by the half elf armies. Thus the nation has a half elf ruling class with a human minority. The king, Brindor Olosynne VII, rules the nation, while trying to maintain a sense of poltical independence (with a great deal of difficulty) from Aglarond.
The Realm of the Gray Sisters (Name unknown): A nation formed out of a political unity between Half elves and humans, this nation also is a vassal of Aglarond. It is rueled by two half elf women, THara II and Ulae II, one skilled in magic and diplomacy, the other in politics and war. They are called the Mage queen,s as the realm is always rules by two female mages.
Thay: (Population, 4,924,800) One of the Greatest threats to good in the world, the Land of Thay is a massive realm ruled over by the powerful Red Wizards. The Red Wizards of Thay are an organization of wizards dedicated to taking over the world…eventually. They also believe in the supremacy of Arcane Wizard magic over all others, and spend their time experimented from their nation of Thay. They started out as a splinter sect from the nation of Mulhorand to create the nation of Thay, where they are the supreme ruling class. The they are ruled over by the Zulkirs, a council of 8 extremely powerful archmages one for each school of Wizardry. They plan to eventually take over the rest of the world, and do have total control over their nation of Thay (and massive external control outside of Thay) however they are currently relying upon trade Enclaves to spread their influence and slave trade. This has been threatened however, by a splinter group, the so called “Brotherhood of Thay” made up of Thayan exiles who have organized their own trading guild as a rival network. THe two organizations are constantly embattled though the Red Wizards normally have the advantage. Thay also has a rivil in the Nation of Zal, which has telported itself to the newly emerged Continent of Abeir-Toilil
New Thay: This undead infested realm is ruled by the Former LIch lord of Thay, who teleported 10% of the population and all of the undead to create his own independent nation.
The Great Dale: (Population 211,680). This small nation is where the Dalelanders came from all those years ago. Currently, it is a nation almost exclusively human (small wood elf population) which was a break away state from the Narfell Empire. It is currently ruled by a Druid council, who try to maintain a balance with nation while maintaining their own state. The Druid Order are the absolute rulers of the Great Dale, and thus monitor all aspects of everyday life, such as forestation, animal husbandry, farming, industry, and even population control. The people here almost exclusively worship the Nature Pantheon, and the druids are held as the protectors of the people. In additin to the humans, a massive population of intelligent and wise animals rule here. The people here are extremely isolationist, and do not like strangers, and so trade is mostly limited to a small number of border towns. This suits the people, fine, as the nation is mostly self sufficent anyways.
Lethyr (population 2,811): This small sub nation is made up of druids who don’t even want ot bother with the needs of nation, instead wishing to live in isolation. They are technically allied with the Great Dale, and have pledged to help them in times of need, but otherwise live in their own, ruled by their own leader the Nentyarch (N Male Human Druid 17/Hie 5/ Sorcerer 6), one of the most popwerful druids in the entire world. In addition to the druids, their are several small bands of Wood Elves, Trents, and a few human villages, all of which who serve the Nentyarch. The forest is currently fighting against the strange being known as the Rotting Man, and his demonic army for control of the forest.
The Rotting Lands (population 3,500 in the city, 5,000 surronding: This is the contested area where the Demons run wild, though in too small numbers to be a major threat to anybody else. They are mostly ocntained, though the natives here would beg to differ
The Qu’engesta: These are the northern tribes who love to raid the Great Dale, though recently they have discovered that Uthmere is a far better target.
Uthmere: (Population 14,000, 6,000 within 8,000 outside0 A small independent City state in the Great Dale, this nation is far more on the civilized side than the rest of the Great Dale, though it is still ruled by a Druid. They hope to eventually claim the entire dale, a prospect somewhat muted by their constant war with the Demons of the Rotting lands. The city is extremely racists against non humans, very much “they have their place, their place isn’t here”
Implitur: (Population 1,205,289) This is a kingdom of merchants who make a great effort to encourage peace in order to trade. They are by far the most “normal” realm in the Unapprochable East, lacking the demon armies, massive invasions, orc hoards, witches, Tyrants, or bands of pirates, in fact the kingdom is fairly peaceful, wealthy, and well protected, the few enemies who do attack the nation find themselves easily defeated by the local armies. The nation is governed by the ruling Queen.
The Forgotten Kingdom: (Population, 1.2 Million) : The first kingdom of this realm, this has long since fallen into a Confederecy of intermingled Elves, Dwarves, humans, gnomes, and haflings, where they constantly intertrade, infight, and unite against the various Goblin, Orcs, Ogres, Hobgoblins, and Bugbears who threaten them.
Rashman: (population 654, 480) This strange kingdom is….well strange. Its a cold rugged land which exists in the far north, this is a nation where spirits still walk the earth and are extremely powerful. Spirits are an everyday part of people’s lives, and learning to deal with local spirits is necessary to survive here. The nature is nominally ruled by the Huhrong, the high cheive, however the Witches of Rashemen are the true power behind the throne. These witches, called teh Hathran, are a female only group of wizards (contary to their name) who have taken control of hte nation. The power of the Hathran, in combination with the great warriors and the allied spirits, have been able to repel the armies of Thay again and again, despite the fact that Thay seems to ahve more advantages. Thay covets their magical resources, which they could use to create a massive amount of magical items if they could properly harnass them. Rasshemen is also the only remaining home to the Telthors, spirits who are tied to the changing specific features of the land, and their power grants the nation magic nobody else ever possesses. The leaders of the Hathran are the wychlaran, who are tied to the Telthors in such a way taht allows them almost supreme power. Also of note are the durthans, a fanatical extremist sect who believe that the Hathran are destined to take over all of the Realms, and try to encourage an expansionist policy. Offically outlawed, the small number of remaining Duthan are still active trying to take over Rashman so they can turn its armies south.
The City of Dark Dreams: (Population 8,600). THis small city state is ruled by the Dathran who rever evil sorcerers., and is surronded by an ever constant blizzard. This is the stronghold of the Dathran, however they almost never leave because of the constant attacks from Eltab and Thay
The Rule of Eltab: (Mortal Population, 101,432). This is the domain of the Demon Lord Eltab, the lord of the Hidden Layer and Paridoxices, the same Eltab who destroyed so many Empires in this region. Eltab is buried away and unable to escape his domain, with his avatar destroyed, however the remains of his cult still keeps his worship alive and maintains a small kingdom that is a constant threat to all of hte other nations in the area.
Darzalstaukh: This is the isolationist Duergar city underneath the Rashemi. Extremely limited trade occurs between the two groups, however this is very limited and war could break out any day.
Thesk (Population 850,000). This nation serves as one of the major stopping points for the Golden way, and thus is extremely culturally diverse. While having a human majority, it has a sizable gnome and orc population, all of whom are extremely integrated. The nation is known for constantly being attacked from all sides, from Thay, undead armies, bandits, orc hoards, Tuigan Hoards, and the Zhentarium, though they have survived every attack with difficulty. Despite its dangers, the Golden Way makes this nation extremely wealthy and they serve as the bridging point between Faerun and Kara-Tur. Each of the major cities is very self sufficent and all of the cities togeter contribute to the governining council, each made up of the wealthiest citizen in each city. Thus the richest people in the nation are literally governing the nation. Despite the corruption that this implies, they do make an effort to stamp out crime and disorder. Each of the major cities maintain a small but well ordered mercenary company who maintain order in the kingdom, often with support from local guards. If an invasion occurs, the various city militia will unite to try to drive them off, a plan which has worked thus far in the nations history.
The City of Coin: The largest city state in the area, this massive city (Population 40,00) is ruled over by the merchant Prince, and is the single most powerful trade city in the region. People often confuse them of being part of Thesk, but despite their close connection, they are in fact their own city, who make their own independent choices. They are ruled over by the Merchant Prince, a ruling family of the richest merchants in the city, though they have to be careful of the powerful orc and bandit raiders in the area who want nothing more than to kill the whole lot of them. The Sharkjaws, a powerful pirate fleet also wields a great deal of contorl over teh area, and threaten the trade.
Telflamm: (Population 23,361) A city state dedicated to the worship of Mask. This city broke away from Theks after being invade by pirates who were in turn driven out by the SHadow Masters. The shadowmasters of Telflamm are an order of priests of Mask combined with a thieves guild who wield a great deal of power in the entire region. They now rule over Telflamm openly, without very much hatred from the common people. They are however threatened by the Churhc of Shar, who helped them take power in the first place but constantly are trying to undermine the organization in order to make the whole nation worship Shar. The shadowmasters in fact are well posistioned throughout Thesk, and threaten the entire
Shandalar: once a powerful capitial of a long abandoned city, this city state now stands as a trading city for those who wish to travel and explore the dungeons in the region. The city is well known for its ancient treasures, as well as being ruled over by the Sharkjaw pirates, who maintain order through violence in the city.
Ashanath: This small almost entirely uninhabited region is techincally an independent territory, a claim undistributed cause nobodoy cares to step in and do anything about it. The area is populated with a few small trading cities (who mostly trade horses and cattle) some nomadic tribes, and a collection of farming settlements. The area is however, crawling with dungeons, the remains of ancient kingdoms long since forgotten and abandoned.
These massive plains make up the central part of the continent and serve as a connecting border between East and West.
The Endless Wastes: (population 133,000) are the the northern uninhabitable region, occupied only by small nomadic tribes without any unity among them. Generally speaking, its too cold for anyone to truly unite these tribes,
Taan: (Population 2,100,000) This is the territory of the Tuigans, a united confederacy of nomads under the a single ruler known as “the Horselord” They famously raided their way though the Western territories and were only defeated through a united battle at Phsant. They retreated and since then have managed to reunite, though they first had to destroy a massive orc hoard trying to enter their territory. Never the less, the Tuigans are a united polical force and thus a nation to be reckoned with.
The Empire of Raumathar: (Population 6.4 million) This massive empire is located in the HOardlands, and acts as yet another buffer state between east and west. After the defeat of its Empire, its people moved East and used their powerful magic to establish another Empire in the Hoardlands. Their power here is held in check by the Tuigans and the massive bands of Grey Orcs who live in the area. The Empire is famous for its battle mages, who rule over the empire as a knightly class
Winterkeep: This is the seat of power of the kingdom of Ultael, a Gelugon who rules over a few warbands of Ice trolls
Iket Sotha: This small keep is an independent fortress which serves as a refueling station for those crossing the wastes. It is still ruled by the local King today, though the land is extremely small
Winterhaven: Another small state
Almorel: A large city state which serves as the main trading center for the various tribes, its population is mostly made up of Dwarves and humans. The dwarves maintain their own city underground which humans are not allowed to enter.
The Cold Lands
These are the nations near the Great Glacier. CUlturally based upon the northern part of Central Russia.
Narfell: (Population 36, 720) Not to be confused with the Empire, which move away a long time ago, this is the remains of that once powerful empire. The demon worshiping Nars left a great deal of power behind them, and demons are still an ever constant threat in this region. The remaining Nars are simply nomadic traders and travelers, who are mostly uninterested in reclaiming their former glory. They are content to simple get bye, much to the relief of the surrounding lands.
Sossal: A small trading nation made up almost equally of Orcs, Humans and Half-Orcs, this nation has mostly been left out of the history books, most likely due to racism
The Sossrim: these are the nomadic tribes who dwell in the far north, not so much a nation as a collection of tribes. The mostly worship Auril the Frostmaiden. They are known for their fanatical hatred of dragons.
Sossarhim: This is the nation of eternal snows, ruled over by the Frost FOlk, the Siksin Neeweth, Aikulen, Shen Ghel, and evil human tribes. This is also the realm of the Witch King and his armies
Vaasa: This is the remains of the realm of the Lich King. Extremely cold and extremely rich in precious metals, this area is a haven for adventurers, who have to content with the untold dangers living in the region,.
The Bloodstone Lands: These six baronies are roughly united in holding sway over the extremely precious resources they have in their area, though their control is extremely limited. King Yarin Forstmantle is the regent who represents the entire region, though he is largely powerless
Damara: (Population 1,321,920) This is the most civilized and powerful nation of the Cold Lands, and famous for defeating the nation of Vaasa. They are ruled by the Paladin King Gareth Dragonsbane. The city has made itself open to adventers in order to try to combat the remaining evils, and so adventurers are one of the most common sights in this nation, they also make up a substanial part of the nations defense
The Citadel of Assassins: This small independent fortress serves as the homeland for a powerufl assassins guild, who have a degree of independent control over the region.
The Shinning South
Most of these nations have a northern Indian/Iranian Flavor to them.
Dambrath (Population 200,700)
Crinti: A special race of Half Drow who are breed to function on the surface
This sad, sad nation is a realm of the church of Loviatar, as well as occupation by the Drow and Half Drow. A powerful Drow City State took over the kingdom with the help of the High Church of Loviatar, and rule through the church and their own half drow spawn. However the Church of Lolth is rapidly taking power over the nation.
T’lindhet: A powerful drow city state which rules Dambrath as a puppet state.
Arkaiun: (Population 5,740). This nation broke away from Dambrath, and is free, though stillj occupied by half Drow. The half drow worship Loviatar, so this place is still a terrible place to be, though your not under drow contorl at least.
Swadgar: This is the only part of Dambrath that was not conquered, and they keep on with the old ways, worshiping Malar and the concept of war. They hate the church of Loviatar, but are too weak to fight.
Durpar: This is a powerful trading nation ruled by a 11 powerful merchant families. Like most regions in this area, they have an indian flavour to them. It is the homeland of Satama, who left this realm to travel abroad. While his faith has mostly died out in this part of the world, it still remains strong here.
Estagund: This nation is very much devoted to the way of Adama, and they are ruled by a powerful warrior class, lead by their Rajah.
Rethild, the Great Swamp: This massive swamp is full of giant leeches, lizardfolk, and other creatures. The Lizard Folk tribes are the main race of people living here, though they are far from united
Halruaa: (Population, 1, 769,160) This is a magic dominated state ruled over by a wizard the Netyarch, the Wizard King Zalathorm Kirkiston, this nation is famous for the wonders that are it produces. They are ruled by wizards, however they keep extremely strict laws on all spell casting, which is why they are one of the few nations that did not fall during the end of hte Arcane age. They observe elaborate social rituals and forms of courtesies. This is an after effect of having 1/3 of the population be magic users. The nation is famous for their skyships, which are traded all over the worlds because they are not required to be as airodynamic as Airships or blimps. Their skyships are one of hte stables of the nation.
Luiren: (Population 838,086).
This nation is populated almost entirely by Haflings, specifically Stronheart haflings who rule over most of the nation. The nation is ruled by a theocracy lead by the Church of Yondalla, who governs the people in order to maintain the rule of law.
Ghost Forest: This is the realm of the tribal Ghostwise haflings, who are somewhat unified under a tribal confederation.
Ulgarth: This trading nation to the South who worship the Gods of the Western Pantheon rather than their own gods, which has lead to conflict between them and other states. The kingdom is very much feudal, with the six baronies acting largely independent. They have an awkward relationship with Durpar, as they use to be bitter rivals, and only in the last century has peace been declared, and they are now extremely close trading partners. Both sides are trying very hard to rip each off. However it does have the advantage of being connected to all four of the major continents. That, combined with its abundant national resources, have made the nation extremely profitable. The nation is extremely racists against traditionally evil races, in particular Goblinoids and Orcs who are usually killed on sight. Drow are given a chance to explain themselves before being killed. The nation still has a caste system, and only glory in battle can allow a Serf to be elevated to non serf. As serfdom goes though, they are fairly nice about it, their are laws against abusing serfs. The society loves spending money, as well as being a warrior society.
The Western Shaar: These massive fields are where various nomadic tribes dwell, trade, and fight.
IT is full of various humanoid races, such as Wemics, centaurts, Wild Elves, gnolls, Dragons, Wyverns, manticors, perytons, Thri-kreen, and Loxo in addition to the native humans (who are better anyways, lets be honest). Al of these tribes are constantly trying to gain power. The few settlements in the area are mostly Gold Dwarf Colonies and trading posts, who are trying to maintain power.
The Eastern Shaar: This is a massive realm ruled over by a Titan kingdom. The titans mostly use this place to fight among themselves, cause they are very stupid
The Beastlands: Not to be confused with the plane, this is a loose correlation of various non human races, specifically Giants, Beastmen, Wild Elves, Kenkus, Gnolls, Wemics, and some human tribes.
Veldorn: This Giant kingdom broke off from the Eastern Shaar, it is mostly hill giants banding together for self defense
Deizimmer: (Population, 6,215) This powerful oligarchic city is run by 4 merchant families. The city is mostly just a trading post for the tribes in the Shaar, where natives go to sell this swag.
Eartheart: (Population 44,008) A massive Gold Dwarf city, which is dedicated to the Dwarven pantheon. Extremely conservative, the struggle between the merchant class and the extremely conservative upper class.
Hammer and Anvil: (Population, 8,310) A massive Tent City outside Earthheart, this is the Gold Dwarf trade city (who make up about half the population) which is outside the rule of the conservative upper class.
Hardcastle: (Population 1, 316) This small trading town is really nothing more than a tough fortified trading camp built upon the remains of a small town. Like Durpar, the services are all privatized.
Peleveria: (Population 10,419). This tiny nation is a small trading middle ground in the center of the Shaar, serving as a place for trade between the various tribes. It is ruled over by a powerful Dracolich (LE Male Ancient Black Dragon Dracolich Sorcerer 7) who maintains the peace, though despite his best efforts, raids are still extremely common.
Kholtar: (Population 7,643) is a muddy, smoky community with lots of stout by squat stone buildings, cobbled streets, and minimal greenery. Its 100 foot tall double outer walls with a 30 foot ditch in-between make it a difficult place to sack. Founded by Gold Dwarves, it is a city of forging for those who don’t want to pay higher prices in Hammer and Anvil. The Ruler of the City is Munificent Belarkh, who is often nothing more than a puppet for the merchant familes
Iron City: (Population 25,948) This massive city in the Shaar Desolation is the largest and most powerful of the Gold Dwarf Colonies, so much so that it has become largely independent. It is able to maintain its power by the abundance of natural resources it sits upon. The city is run almost entirely by a phony Republic, in fact controlled by various power brokers and buisness men, with the Gold Dwarf Elite simply trying to keep the corruption from getting out of control.
Lhesper (Population 326) This ruined town was destroyed by raiders centuries ago, however it currently serves as the headquarters for the Yuan-ti group, the Coiled Cabal. They are dedicated to the destruction of Sseth’s church and the domination of humanity. They often kidnap various tribesmen in order to work them as slaves.
Peleveran; (Mortal Population, 234) This ruined city use to be part of Peleveria, until it was destroyed by the Cult of the Dragon. The ruined city does serve however as the high Tmeple of the church of Gargauth, lord of political corruption. At the center of this city is a temple known as the Dark pit of Maleficence, hidden deep underground, and at the very bottom of this temple is a pit which serves as a portal to Baator, and the former palace of Gargauth. Should he ever return to the 9 hells, this is where he would attack from.
Shaarmid: (Population 23,500) this free city is a safe haven for merchants and this serves as the greatest protection against the raiders. This city is mostly made up of landed normands who wish to give up their tribal connections and nomadic life style. The city tries to stay out of inter tribal conflict and live as a major independent nation. However, the tribes have come to accept them because unlike most trader cities, they are culturally similar and tend not to cheat them as much as the other cities.
The Shaar desolation: This region of the SHaar is nothing more than an endless badland, full of monsters
Var the Golden: Called “The Golden” for its endless fields of wheat covering it. The merchants are called nawabs, the nobles called hajwas, and the priests of the Adama are called janas. All of them fight for power over the rich land, ruled over by the Sublime Potentate Anwir Dupretiskava, a powerful blue dragon in disguise who operates as the immortal ruler of the realm. The nation is a castle system which in which the three ruling groups are constantly trying to fight for power.
The Great Rift: (population) 1,308, 960 in the rift, another 1,300,000 in the surrounding towns and communities.) This massive canyon in the ground, made partly through magic, natural effects and dwarven mining, serves as the main seat of power for the Gold Dwarves. Unlike most dwarves, the Gold Dwarves have thrived in their new seat of power. They have had great wars, but have always emerged victories and come out stronger. The society is slightly matriarchal and despite equal rights enjoy greater privileges. They are very magically adapt and spell casters of all sorts are welcome here. THe city is one of the greatest cities in the entire world. Currently they are fighting (and winning) a three way way with the Grey Dwarves, Abberations, and Drow.
The Deep Kingdom: (population 56,448): This is the underground realm below the Great Rift ruled by the Gold Dwarves. It is the “frontier” of the Gold Dwarf Kingdsoms, and is constantly acting as a military buffer state against the forces below
Underhome (Population 49,650): This is the “core” of the Gold Dwarf realm, not quite in the Deep Kingdom or the Great Rift, but instead in between, and serves as the capital of the realm
Kholtar: (Population 34,000). This is a human vassal city to the Gold Dwarves, mostly a trading city.
The border Kingdoms of the South
Located around the Lake of Steam, this region is infamous for its political changes and endless war. This is mostly the land of adventurer lords, who come and try to establish their own kingdom before something else terrible happens. As the political landscape is so unstable that only a few nations will be highlighted.
Alamontyr: (Population 11,114)Ruled by the old but intimidating “Shield Duke” this small city state is really a single town which controls a collection of fishing villages. The city state is a small island of stability in the border kingdoms, its strong military makes it peaceful and its remote location keeps it that way.
Arnglar: (Population 215) This tiny village is located on top of a high mountain, and is only notable because they have the unique ability to launch lightning unto the ground. This place is in fact the location of the High Temple of Talos, though almost nobody (including the villagers) know this, and its remoteness has allowed Talos to rule without fear. The Temple is located underground and maintained by a small army of undead, elementals and spirits, mantained by a dozen priests. The guardians are mostly inactive to avoid drawing attention to the temple.
High Mukshar: This nation islocated upon one of the greatest gold rich areas in the entire world, however the presence of many monsters, the constant threat of bandits, and the endless fighting of the various border kingdoms over control over the region, the mines are almost entirely un manned. To make matters worst, a strange race of beings known only as “The Others” live in the mnountains, who are seemingly impossoble to kill and will wipe out whole settelments. Currently the “nation” of High Mukshar are three allied villages who have a truce to protect each other and mine the still rich but less wealthy (and less risky) copper mines. They also make a killing providing goods for local miners. The other great threath are the Druuth, Doppleganger/illithid cross breeds. Their are 4 bands of these creatures, each including 6 Druuth, 4 Dopplegangers, and 1 illithid, all trying to prey on the locals without fear of reprisal, since this region produces easy meat for all of them. The 4 bands are currently are at truce, after the destruction of three other bands. The 4 bands plan to found their own kingdom eventually, however for now they are content simply to feed.
Tleska (Population 1,314) This tiny realm is loftly called a kingdom, it consists of one town and two small villages. It is currently the only kingdom still founded upon the mining trade, though it has suffered a great deal of losses. The fact is though, they are able to stay afloat through a the small amount of gold they can succesfully produce, which they use to hire mercenaries, who are almost always killed. The “Kingdom” could potentially be extremely rich, but they simply cannot make enough money to do so. The “kingdom” only includes 30 warriors and a small band of adventers. Currently it is under attack by the Druuth, and the Others, and they are trying to recruit adventers to protect them from their fate
Irl: (Population 1,279) THis tiny village in the middle of the woods is situated well away from most of the conflict in the world, and seems to be nothing more than a small backwater woods with a high abundence of retired adventurers. The reality is far different, the Jewlerers at Irl are some of the most powerful people in the entire world. The jewel mines underneath the city are massive and the small town is in fact one of the richest cities in the world. Using their wealth, the jewlers of hte city were able to make contacts all over hte world, which allows them to manipulate the international diamond market. They spend most of their money on sending their children to elite schools, controlling the economy, and employing extremely powerful golems to defend the town. The city’s humilty has been its greatest defense, and it is very easy to simply come here and think that it is nothing more than a quite little town.Adaerglast, the Land of Mages: This was once just a normal shitty border kingdom until a pair of wizards, Lord Iraun and Lord Srivven were able to access some of the magic hidden in this realm to send dreams to everybody in the realm declaring that they were the true god kings of the realm. Rulling through scrying, helmed horrors, constructs, hollow knights and a small band of mercenaries, they have outlawed all magic that doesn’t serve them, and have come into a great deal of conflict with the Zhentarian and the Red Wizards. They have made it their personal goal to sack alot of different wizard tombs before founding this nation, and by now their fortress is a massive stockpile of magic items, both from their old school, their tomb raiding career, and those they confiscate or buy with their kingdom
Adaern: This realm of split off from Adaerglast, and is a farmlands ruled over by a few band of powerful adventers, (seven to be exact).
Arthyn: This independent port city is in fact a poor port town, but its access to rich copper and iron deposits and access to healing herbs and magic. The town is one of the few bastions of good in the border kingdoms, though it is still a massive smuggling port.
The Barony of Blacksaddle: This is the single most powerful border kingdom that has actually lasted any reasonable amount of time. It maintains a fairly large standing army, lead by powerful warriors, and maintains a small but powerful cadre of Wizards. This, combined with this prosperous location, a fairly powerful church, and the protection of a few powerful spirits, have made this realm a place of realitive stability within the borer kingdoms, though they still fight multiple wars every month. The Duke is a military leader, which has increased the overall stability of the region.
Barony of the Great Oak: This small kingdom is a haven for exiled nobles who wish to form their own society. The intial group have earned the loyalty of their people by using their house hold guards as a way of protecting the realm, and their ddefeat of the invasion of Where wolves from the nearby “Snarling Duke”. The High temple of the Forgotten God can be found here, a strange and bizzare lost god. Once a year, the “Howling” occurs, where the Gods Garagos, Sharass, and Jergal meet together for a strange meeting that few can understand. Should a traveler survive long enough to witness the ritual performed by these three beings gains the power of perminent trueseeing (combined with the abilty to cast a single detect once per day). However, they must survive the experience, a very tricky propersition.
The Snarling barony: This small barony serves a haven for were creatures, who rule here as a single castle with a town during the night, and hunt during the day. the Inhabitents of the town are safe provided they stay behind their walls.
Bedorn: A first glance just a small trading coastal city, this place is in fact a private playground for rich satraps of Calimshan, where they can host beast-hunts, month-long reveals or dangerous games involving monsters and champions fighting to the death. . This is a massive pleasure realm for the super rich or the super powerful, with powerful magical creatures employed to keep outsiders away. Basically, this is the ultimate pleasure palace/retirement joint for those who have hte power or money to afford it.
Belgargan: (Population 650)This fiecly independent town has resisted every attempt to conquer it, even from the Barony of Blacksaddle. The single most defensible position in the entire borderlands, this combined with its extremely well trained citizen body allow it to repel almost all attacks. It is still raided about a dozen times a year. They also employ adventurers to go “brigand hunting” where they are sent out to destroy bandit groups in the area, even thoughs which aren’t a direct threat. Some of these fall in love with the town and retire to it. The town is ruled by a council, who also act as the local merchant guild, who can be quite restrictive. The lost mine is a magical mine which supposedly exists underneath the city, though it has yet to be rediscovered.
Ondeeme: This small realm was founded by the Merchant Mage Schamedar, who was famous for his trade of magical items, which serves as a merchant kingdom. The society is extremely conservative who love to copy other cities and fashions, full of pompous and pretencious laws, viewing themselves as the only serious folk in the realm. The realm is ruled by magic users, who have supreme power.
Blackalblade: The independent citystate that broke off from Ondeeme (awkwardly enough the capital) this city is instead ruled by a ruling council of 8, mostly merchants. The town attacts many wizards to the city, who live with a great deal of local benefits if they agree to protect the nation. The town is famous for their Drauda, small “night houses” that cater to various needs, be they sexual, violence, theater, gambling trade, or other…exotic activites.
Blackbarn: This local city state is just a small trading city, serving as a crossroads for many different trade routes. It has been conquered many times, but almost always breaks away. The city also serves as a wonderful granary for many people in the area, its store houses are famous for their size and security. Another reason why they have not been permanently conquered is the fact that it is cursed as hell. The city is infested with a strange species of imps called “graywings” who seem determined to just steal, vandalize, and annoy all of the residents of the city. Their are also a strange race of creatures called Grayskins who seem to exist just to annoy people. They are both killable, but always return. However, their are also the Ghost Lances. The Lances ignore both the Gray skins and graywings, a strange troop of ghosts who have been tied to this town because…well anyways. They appear as spectral knights in heavy armor, atop silent warhorses, who hunt bandits and thieves anyways in the towns area. They travel in 1 group of 46, 2 groups of a dozen, and 3 trios and they have a chance of appearing anywhere in the city when an evil act has been commited. The only harm evil people committing crimes and are almost impossible to kill, thus the city is a safe point in a world of evil.
Bloutar: This “kingdom” is nothing more than a small hold and town, both of which are well fortified. The land of Bloutar however, is a massive forest which was cursed with a rift of monsters. Thus the town now tries to bast itself as one of the great hunting locations in the world, where men trying to test themselves come to fight. This is a profitable plan…as well as one needed for survival, as the monsters if not hunted will move out into every dirreciton, including the town.
The Barony of Blackhawk: This small kingdom covers the other half of the former nation of Bloutar, and it too struggles with the monsters, though it mostly uses them to their advantage, using the monsterous regions as a buffer state and isolating itself off as a land for runaways, exiles, and thieves, making this barony a dark, sinister, and ulitmatly rather terrifying place
The High Duchy of Blaemar: Founding by a powerful dragonslayer, this makes up the third party of the former Bloutar kingdom, this nation has made itself a militiant dicatorship ruled by a powerful band of adventurers in order to keep the monsters in check.
Bowshot: This region isn’t a nation, its a small region of hideouts for various bandit gangs, the only habitation apart from the bandit camps are a series of small inns and taverns, which remain unraided through alliances with the bandits and being highly defensive. The “town” of bowshot only consists of 36 people, and is mostly inns, healing louges, and a local mage tower
Burntbridges: Once a powerful trading town, Burntbridges is named after.. the bridges taht were burned crossing over the seven fords. The place is haunted and crawling with monsters. The only town here is small and mostly left alone due to its remotness, however they are occasionally raided.
Dapplegate: A crafting town, famous for its tendency to be commisioned to build almost anything, often provides siege machines to various local warlords and thugs. The town is peaceful due to the Made Mage, a strange powerufl wizard who rules out of his tower and directs policy secretly
Derlusk: This netural trading town is famous for being sort of a bard free for all. This is most people’s introduction to the borderlands, where maps, lore, history and symbols can be purchased. The town also hosts a mage fair, which bolsters the economy as well as provided an incentive for local protection. It is also the Heralds base of operations
Dunbridges: This small independent village is nothing more than a place for adventuers to retire, making this place extremely well defended despite its remote location. THis combined with the large population of ghosts has allowed it maintain its freedom. THe town is in fact protected by a band of creatures called the Whistlers, though nobody knows the details about these beings
Thuntar: This bandit kingdom hopes to eventually form a true empire by uniting all of the realms under one banner
Duskwood: This is one of the least stable realms, full of monsters, bandits, deepspawn, intelligent plants, and powerful ancient magic. The kingdom is unstable ot say the least. Their is also the Vauntagar, an intelligent spell that summons monsters to harass the locals. It also has some of the greatest ruins in the world, and thus thousands of adventurers have died trying to become rich here
Realm of the SMoking stare: A bandit run state which is constantly affected by wild magic
The Realm of the Ready Sword: A complete no man’s land between monsters and bandits
Emrys: This bottleneck town is home to an extremely well fortified castle, and is the only way through the local mountain range. It has never been conquered thanks to its hyper defensible location. The town is a dictatorship run by 6 high dukes and a single tempmorarily elected over Duke, who has veto power but only rules for a year at a time. It is the most powerful of the Border City states by far, and normally avoids war thanks to its strong military. The internal conflicts between the people and the dukes, whose iron rule often causes resentment.
Estelker: This small realm is in fact a massive forest realm, who have taken over the remains of a wood elf settlement. Some elves still live here and try to stay out of the conflict. Otherwise irrelevant.
Free Barony of Felshroun: This independent town serves as a neutral city between some of the major powers, and is able to do so because of an agreement between the “Four Mages” Four powerful archmages who work together to maintain their own city. The city is constantly fighting other magic user guilds for control
Gallard: This small border kingdom is where all of the stolen goods get sold and the land where mercenaries go to get hired. Nobody bothers to attack because of all of the sellswords here
Hawkgarth: This is the realm of an ancient demi lich who brought in thousands of monsters to protect his castle. The twon is just a haven for adventurers who haven’t yet raided his realm
Shantal: The Largest and most famous of the Border Kingdoms, it is almost the ideal. Visiting spellcasters are watched VERY closely, the land is filled with ex adventurers. All religions are outlawed except for the Church of Tempus, who must agree to stay out of politics. The dutchy is is located above a powerful magical series of caves which contain massive arcane powe,r which is why mages are so carefully watched.
High Emmerock: This small kingdom is nothing more than a giant horse breeding kingdom, with all resources dedicated to maintaining that industry. The city has an army of enslaved giants who serve the state
Ruthien-Thun: This large elven ruined cities, a small band of Gold Elves still dwell here hoping to eventually reclaim the whole borderlands under rule, but for now they keep an eye on the wars to make sure nobody takes too much power.
Innarlith: (Population 215,453) this massive city state is technically outside the Border Kingdoms, but it is important because it is the main trading city with the rest of the world. The city is a ruthless dictorship, however it makes alot of money all told.
Lapaliiya is a confederation of city-states along the southeastern shore of the Shining Sea. It stretches from the eastern end of the Delphin Mountains to the Sheir Peninsula, and from the shores of the Shining Sea to the northern edge of the Mhair Jungles, the Walls of Halruaa, the western edge of the Bandit Wastes, and the peaks of the Dun Hills. Loosely ruled by the Overking of Sheirtalar, these small realms are sometimes known as the Lapal League or the Cities of the Seabreeze, though the latter name technically also includes Narubel, Tashluta, Ormpur, and the ruins of Procalith. But the city-states that compose this nation are a fractious lot, and conflict among them (both overt political confrontations and covert machinations) is more prevalent than disputes with neighboring countries.
Each city-state in Lapaliiya has a civic deity, and its citizens discourage all other faiths. The dark deity of Lapalian myth is Amphisbaena the World Serpent, who has wrapped the world in his coils and is slowly crushing it into pulp as he devours himself.
Today, Lapaliiya is inhabited mostly by Shaaryans and Calishites, and Tashalans make up only a small minority. Regardless of their ethnicity, Lapaliiyans are zealous warriors and industrious merchants who place tremendous value on personal honor and propriety. Duels and feuds over slights that folk of other lands might readily dismiss are common. Clerics and monks enjoy positions of respect and authority in Lapaliiya, while arcane spellcasters are viewed with some suspicioa – an attitude that dates back to the Rage of Wizards (1142 DR).
Lapaliiyans consider serpentfolk the greatest threat to their lives and property. Such creatures are slain on sight if they reveal themselves as such, and overt dealings with them are punishable by death. Nevertheless, the yuan-ti wield considerable influence in Lapaliiya, and officials routinely overlook suspicious dealings involving persons with significant political strength.
In centuries past, Lapaliiya was a nation in name only, ruled by an essentially powerless Grand Council composed of the satraps of the five most powerful city-states. The union of the ruling houses of Sheirtalar and Luslipool in the Year of Glad Tidings (1147 DR), occurring as it did in the immediate aftermath of the Rage of Wizards, led to the installation of a ruler – the Overking of Lapaliiya. In addition to ruling the cities of Sheirtalar and (through the heir to the throne) Lushpool, the overking theoretically governs all Lapaliiya with the consent of the Grand Council, which can vote on the policy he sets forth but cannot initiate its own decrees. In practice, however, the overking must still secure unanimous consent from the representatives of Sammaresh, Ithmong, Lushpool, Sheirtalar, and Uzurr for any new policies, and this process usually involves negotiating with the reigning Shoonsar of Ithmong and the Satraps of Lushpool.
Ormpur (Population 24,612)
Also known as Ormpar in the local vernacular, the City of Saffron (population 24,612) lies at the head of Ormpur Bay on the eastern end of the Shining Sea. Ruled by High Suikh Ijelbareim “the Storm Wind” Alanasker, the city is known for its production of saffron. In fact, Ormpur Bay is the only spot in Faerûn where the crocus flower needed to produce this rare spice grows in abundance. Unlike Lapaliiya to the south, the majority of the human population here is of Tashalan origin. The difference in ethnicity stems from the fact that Ormpur has never been conquered by Shaaryan nomads – primarily because those folk have always been welcomed in the city’s markets.
Ormpur has long been a powerful and independent city-state, thanks to ~ long-standing alliance with a clutch of chromatic wyrmlings. Even during the era of the Shoon Imperium, Ormpur retained its nominal independence via careful diplomatic maneuvering in the court of the qysars and the unspoken threat posed by its wyrmling-mounted cavalry. In recent times, however, bloody infighting among the royalty of the city combined with a number of other unfortunate events has reduced Ormpur from a great city to the lesser realm that it is today. Although it still retains its nominal independence, Ompur is increasingly falfing under the sway of the Overking of Lapaliiya.
Sheirtalar: The Shining City by the Sea (population 52,135:) sits at the head of Sheir Bay on the northern end of the much larger Talar Bay, which is located at the foot of the Sheir peninsula. The land slopes sharply down to meet the waters, allowing those arriving on ships to see almost all the city at once. The city’s apt nickname arise from the fact that most of the prominent buildings are domed and leafed in silver and gold. Sheirtalar is the capital of Lapaliiya’and the largest and most powerful of the confederated city-states. Its ruler is the Overking of Lapaliiya, Shaliim Wyrmslayer (CN male Tashalan human fighter 5/sorcerer 5/eldritch knight 7). The Domed Palace of the Overking, the most prominent of Sheirtalar’s landmarks, sits atop a granite outcropping in the upper third of the city. The Gilt House of Gleaming Coins, the temple dedicated to Waukeen, the city’s civic deity, is also incredibly opulent. Because most trade goods exiting the Shaar for western Faerûn pass through this port, it has become one of the most cosmopolitan cities in the South.
In addition their are alot of other Border Kingdoms all over the area, of varying levels of strength.