Border Forest

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Border Forest is a relatively remote forest north of the Dales, west of the Moonsea and the Ride, and east of Anauroch. Zhentish men log the southern edge, but there isn’t much reason to travel through this wood, and hence it has remained mostly unexplored by all but the fey who call it home.


Notable Individuals

Eldreth Veluuthra is active here.


Sources

Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Desertsmouth Mountains

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Desertsmouth Mountains are the northern section of a 400-mile long mountain range that reaches from the border between Cormyr and the Dalelands northward to the Border Forest. The southern section, below the Shadow Gap and Tilver’s Gap, is called the Thunder Peaks.

Folk of Netheril knew this range as the Gods’ Legion Mountains. In the days of the Three Realms they were known as the Teshan Mountains.


Visiting

What You See
Landmarks
Neighboring Nations & Features

Source

  • Forgotten Realms [1085] (2e campaign setting) — A Grand Tour of the Realms page 41
Maps

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Thunder Peaks

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Thunder Peaks are the southern section of a mountain range that stretches over 400 miles from the Border Forest southward past the entire depth of the Elven Wood to separate Cormyr from the Dalelands. The northern part of the range is known as the Desertsmouth Mountains. The Shadow Gap and Tilver’s Gap mark the border between the sections of the range, and the Thunder Gap is found further to the south, on the road between Cormyr and the Dales.

Elves know these peaks as Airmbult, which translates to Storm-fangs. Rauglothgor once laired here, and was often the fangs.

More recently, the druid Aubaerus dwells here.


Visiting

Settlements
Landmarks
Neighboring Nations & Features

Local History


Sources

Primary Sources
  • Forgotten Realms [11836] (3e campaign setting) page 112
  • Forgotten Realms Campaign Setting [1085] (2e) A Grand Tour of the Realms page 55
Passing Mention
  • Cormyr [9410] pages 4, 5, 21, 63
  • Spellfire page 87 — the name and translation of Airmbult
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Cormanthor

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Cormanthor, also called the Elven Wood, is among the largest forests of Faerûn. It was once home to Cormanthyr and various smaller elven kingdoms, but those crowns have vanished in the Elven Retreat to Evermeet and other secluded elven holds. As the elves melt away, the Dalesfolk are realizing how deceptive the peace of the wood was in centuries past as drow and other creatures of the Realms Below now rise unchecked to battle treasure-seekers and sellswords of all races for dominion over the forest and its jewels… most notably Myth Drannor.

Who Rules

The year, in the Xaeyruudh campaign, is 1365 DR. No one creature can be said to rule the forest.

Communities

  • Aluianti
  • Briarbosk
  • Corellon’s Glen
  • Duathamper
  • Dysrisa
  • Eerienne
  • Lake Eredruie
  • Evertrees
  • Faelorin
  • Ferrengrove
  • Abbey of the Golden Sheaf
  • Grove of Darkness
  • Moonrise Crag
  • Oakengrove Abbey
  • Sar Andathal
  • Ssrenshen
  • Velethuil

Residents

Eldreth Veluuthra is active here.

Landmarks

Neighboring Nations and Features

Sources

  • A Grand Tour of the Realms [1085a] page 38-41
  • Cormanthyr [1156?] map

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Dalelands

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Dalelands, currently eleven in number, are autonomous communities nestled (to varying degrees) in the trees of Cormanthor. They can occasionally cooperate for mutual defense, but generally only when failure to do so would unquestionably spell the doom of the dales in question… and in those times they can generally count on support from Cormyrean and Sembian forces because those kingdoms will be threatened as well in such situations.


Overview

The Landscape: What You See
The Geopolitical Landscape
The Dales
Ruins, Dungeons, Etc
Roads
Other Landmarks
Neighboring Nations & Features

Culture and Society

Demographics

The overall population, circa 1372 DR, is 80% humans, 6% drow, 5% half-elves, 4% elves, 2% halflings, 1% gnomes, 1% dwarves, and 1% other races.

The human population of the “Northern Dalelands” (comprising only Daggerdale) is 60% Vaasan, 35% Chondathan, 4% Damaran, 1% other subraces. The “Southern Dalelands” (all the other dales) is 85% Chondathan, 10% Vaasan, 4% Tethyrian, and 1% other subraces.

The primary language in both north and south is Chondathan.

Caste and Class
Religion
Factions
Adventurers

Politics

Who Rules

Though several have tried to unite the dales, and some have briefly succeeded, there is currently no central leadership beyond the Dales Council. Each dale has its own form of leadership, and sends a representative to the Council.

Allies
Enemies

Local History

Timeline
Recent Events

Notable Individuals


Sources

Primary Sources
Passing Mention
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Sembia

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Sembia is a merchant nation on the Inner Sea, between the Dragon Reach and the Dragonmere.

Citizens of Sembia are referred to as Sembite or Semmite.


Civilization

Settlements
Other Landmarks
Neighboring Nations and Features

Politics

Who Rules

Overmaster Elduth Yarmmaster leads the Merchant Council in Ordulin circa 1357-1365 DR.

Who Really Rules

Sources

  • Forgotten Realms Adventures [2106] — Sembite and Semmite are from page 73
  • A Grand Tour of the Realms [1085a] pages 58-62
  • Cyclopedia of the Realms [1031a] pages 74-76
Passing Mention
Maps
Other Resources
  • Search for Sembia on the FR Wiki

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Cormyr

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Cormyr —also called the Forest Kingdom or the Forest Country, and on some old maps the Land of the Purple Dragon— lies north of the Dragonmere and south of Anauroch, between the Storm Horns and the Thunder Peaks.

Cormyr is, for the most part, a pretty standard feudal “castles and knights” kind of kingdom, with frontiers that are still untamed wilderness filled with monsters and noble courts which provide a different sort of untamed monsters.

Citizens of Cormyr are referred to as Cormyrean or Cormyrian, or (informal) Cormyte.


Civilization

What You See
Roads
Communities

Suzail is the capital of Cormyr. Other important settlements include Arabel, Castle Crag, High Horn, and Marsember.

Smaller towns include Aunkspear, Battlerise, Besert, Black Oaks, Blustich, Bogbrook, Bospir, Dawngleam, Dhedluk, Dreamer’s Rock, Espar, Eveningstar, Ghars, Gladehap, Gorthin, Gray Oaks, Hillmarch, Hilp, Hultail, Immersea, Jester’s Green, Juniril, Kallamarn, Kirinwood, Knightswood, Minroe, Monksblade, Moonever, Mouth o’ Gargoyles, Nesmyth, Ongul’s Water, Redspring, Smuggler’s Stone, Stag Steads, Sunset Hill, Thunderstone, Tilverton, Tyrluk, Waymoot, Wheloon, Wormtower, Yeoman Bridge, and Zundle.

Other Landmarks

Landmarks include Arabel Springs, Barrenstone, Battlegate, Blisterfoot Inn, Calantar’s Bridge, Tomb of Chonis, Crownpost, Dimswart Manor, Evenbrook, Forgotten Keep, Golden Ruins, Haunted Halls, Helmlands, Hermit’s Wood, Hullack Forest, Immerflow, Journey’s Rest, Castle Kilgrave, King’s Forest, Kirinar Stream, Laughing Head, Marsark’s Grove, Masoner’s Bridge, River Mistwater, Mistwood Trail, Plungepool, Rivior’s Keep, River Sharragh, Slingdyke, Battle of South Horn, Starwater Gorge, Starwater River, Stonecliffs, Sword River, Witch-Lord’s Castle, Wyvernflow, and Wyvernwater.

Neighboring Nations and Features

Cormyr's Coat of Arms

Politics

Who Rules

King Azoun IV rules Cormyr from 1335 to 1371 DR. His second daughter, Alusair Nacacia, serves as regent after that, until her nephew Azoun V comes of age. Details of the succession prior to 1335 DR, as well as other members of the family, are summarized on An Obarskyr Timeline.

Who Really Rules

The throne is backed by the War Wizards, led by Vangerdahast and then his successor Caladnei.


Sources

Primary Sources
Passing Mention
Maps
Other Resources
  • Search for Cormyr on the FR Wiki

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Neldorild

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The fourth city of Mulhorand. The nobility is dominant here, and this city has strict laws regarding acceptable attire, behavior, and cleanliness. Theft is a capital offense.

Locations

Source

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Skuld

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Skuld is the capital and largest city of Mulhorand.

A permanent two-way portal somewhere in one of the city’s marketplaces leads to Dead Dragon Gorge in the Underdark near Menzoberranzan.

Who Rules

Ceianre, Precept of Skuld, rules in the name of Pharaoh Horustep III and the God-Kings of Mulhorand.

Locations

Notable Individuals

Source

  • Old Empires [FR10/9274] pages 5, 11, 14, 15, 16, 17, 18, 20, 21, 24, 30, 31, 32, 33, 83, 86, 93

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.