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.

Maerlar

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

At a Glance

Maerlar is one of the few villages which still stands along the ancient Road to the Dawn.

Source

Pyarados

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

At a Glance

Pyarados is the gateway into Thay, for merchants northbound from Mulhorand and Murghom.

Sources

  • Old Empires [FR10/9274] map
  • Dreams of the Red Wizards [FR6/9235] page 16

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.

Tyraturos

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


At a Glance

Tyraturos sits at the crossroads of the two well-traveled roads —the Eastern Way and the High Road— in the center of the well-populated southern plain of Thay. This is Thay’s third-largest city.


Sources

  • Old Empires [FR10/9274] map
  • Dreams of the Red Wizards [FR6/9235] page 16
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.

Amruthar

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


At a Glance

Amruthar, also called the Free City, is an independent city-state on the Eastern Way in western Thay, near the border with Aglarond.


The Xaeyruudh Campaign

The Red Wizards make a show of disgruntled acquiescence to Amruthar’s independence, to encourage malcontents and revolutionaries to gather here, where they can be surreptitiously watched, eliminated, or charmed by the hidden agents of the Red Wizards.

The secret of Amruthar is well-kept. Every few years, young naive Red Wizards seeking to make a name for themselves lay grandiose plans to conquer the city. The older Red Wizards tend to anticipate these plans, and to let them go unsupervised. If the would-be-warlord succeeds, then he can try to hold the city against the small army of freedom-loving adventurers resident in Amruthar; no reinforcements will be forthcoming. Inevitably, the rebels retake the city within a month, opposed only by hollow threats from the Red Wizards. And relative quietude resumes for half a decade or so.


Sources

Primary Sources
  • Dreams of the Red Wizards [FR6/9235] page 23
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.