Chondath

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


At a Glance

Chondath is a realm on the Vilhon Reach, founded by Untheric adventurers, nearly destroyed by plague circa 900 DR, and facing an uncertain future.


Overview

Settlements

Sources

Primary Sources
  • Forgotten Realms [1085] (2e campaign setting) — A Grand Tour of the Realms page 122
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.

The Chondalwood

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


At a Glance

The Chondalwood is a nigh-impenetrable jungle, guarded by centaurs and satyrs and worse. It’s also called the Satyrwood.

Iyrandrar is a xenophobic realm of gold elves in the northeastern portion of the wood.

Eldreth Veluuthra is active here.


Sources

Primary Sources
  • Forgotten Realms [1085] (2e campaign setting) — A Grand Tour of the Realms page 122
Passing Mention
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.

Chessenta

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


At a Glance

Chessenta is an Inner Sea realm, established in 929 DR by Untheric dissidents led by Tchazzar. Following their new King’s disappearance during a dracorage in 1018 DR, the nation splintered. When the Spellplague hits in 1385 DR, Chessenta is still a war-torn region of aggressively independent cities and towns.


Visiting

City-States

The Union of Chessenta claims Mourktar, but none of the cities have the resources to effectively enforce the claim. Mourktar has broken with Chessenta and become the crown of Threskel.

Other Communities
Ruins
Landmarks
Neighboring Nations and Features

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.

Threskel

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


At a Glance

Threskel is a young nation, formed by merchants of Chessenta and Unther seeking neutral ground.


Visiting

Communities

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.

Unther

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


At a Glance

Unther is one of the oldest nations of modern Faerûn, founded 3452 years ago by survivors from the fall of Raurin.


Visiting

Communities
Other Landmarks
Neighboring Nations and Features

Politics

Who Rules

The year, in the Xaeyruudh campaign, is 1365 DR. Unther is ruled by Gilgeam.

Who Really Rules

Gilgeam claims the right to overrule any decision made anywhere in Unther (and brutally slay the hapless soul who unwittingly defied his will) but the daily chore of ruling the empire falls to the appointed Great Lords… who generally have the sense not to do anything that could conceivably upset the God-King without getting his approval.

Political Divisions

Unther is divided into thirteen fiefs controlled by Great Lords.


Sources

  • Shining South [17929] page 180
  • Forgotten Realms Campaign Setting [11836] (3e) pages 186-188
  • Old Empires [FR10/9274] pages 35-49 and mentioned throughout the book
  • Forgotten Realms Campaign Setting [1085] (2e) A Grand Tour of the Realms page 121
  • Forgotten Realms Campaign Setting [1031] (1e) Cyclopedia of the Realms page 86

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.

Mulhorand

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


At a Glance

Mulhorand is one of the oldest nations of modern Faerûn, founded 3500 years ago by survivors from the fall of Raurin.


Departure

Much of the material found in this blog related to Mulhorand is based on material from Old Empires (FR10/9274). However, there are some occasions where the fact that the nation is 3500 years old has led me to tweak things a bit. Also, I may play up the role of technology a bit more than FR10 did.


Visiting

Mulhorand is located on the eastern shores of the Alamber Sea. It’s an idyllic land blessed with eternally rich soil, mild weather, and a year-round growing season. Several meltwater rivers, each flawlessly clear, are diverted into thousands of cut channels that irrigate the farmlands. A few sprawling cities line the coast and several bustling towns speckle the interior, but two out of three citizens live in peaceful farming communities too small to appear on maps.

The northern border of Mulhorand is the blasted wasteland of Thazalhar. Stretching south from the River of Dawn to Skuld is a highland region known in Mulhorand as the Taranoth. South of Skuld, wrapping around the southern end of the Alamber Sea, is an exceptionally fertile plain called the Menesankh. East of this Plain of Life is the Asanibis, or Great Vale; rolling hills and gently sloping plains predominate here. The Dragonsword Mountains and the Sunrise Mountains make up the eastern border, and are collectively called the Furitep.

Communities

Nezras, while founded by Mulhorandi citizens, isn’t claimed (or even known) by the current Pharaoh and doesn’t have an Imperial Legion presence.

Ruins
Roads
Other Landmarks
What You See

The major cities of Mulhorand are a mix of golden sandstone, pale marble, and dark clay, all cut into an assortment of shapes and fitted together without grout or nails. Towns of moderate population have less marble and more clay, and the small villages are almost all clay.

The country, for the most part, is cultivated land. Most of the population lives near the coast; in some places villages are found at five-mile intervals along the roads. As the land slopes gently upward toward the Dragonsword Mountains, the farms get bigger and the villages are more sparse.

Spells and Portals

Generally speaking, there are no bans in effect that affect spellcasting across the empire. Certain structures are warded against certain spells, but that will be addressed in the descriptions of each such structure.

There are no widely known portals leading to Mulhorand; of course, that doesn’t mean that none exist.

Defenses

The Imperial Legion defends Mulhorand from ground-based armies. Mulhorand also has a navy, based in Sultim, and small contingents of various flying beasts stationed in the three largest cities.

Neighboring Nations and Features

Politics

Who Rules

The Pharaoh rules in the name of the God-Kings of Mulhorand.

In 1365 DR, Horustep III has been Pharaoh for 8 years. His father, Akonhorus II, ruled from 1320 to 1357 DR.

Who Really Rules

The Pharaoh understandably doesn’t take an active hand in the daily humdrum of government; most matters are left in the hands of the Vizier. Rezim has been the Vizier of Mulhorand since 1311 DR.

The Vizier understandably doesn’t take an active hand in the daily humdrum of government. He allows the Precepts to govern their Precepts, and directs the Hierarchs to deal with the matters of their respective churches. This leaves the Vizier free to attend to matters of higher importance.

The Vizier rules the empire from behind a multi-layered veil of bureaucrats and priests. When things go well, he gets all the credit for his brilliant planning and capable delegation of duties. When things go badly… well, he can’t be everywhere simultaneously to rescue every servant of the Pharaoh from their individual faults and errors. He is unfailingly calm and collected, always has two or three contingency plans, and has “plausible deniability” in all situations.

Political Divisions

Mulhorand is divided into sixteen provinces called Precepts.


Notable Individuals


Culture and Society

Demographics

Officially, the overall population is 99% human and 1% other races. The human population is 92% Mulan, 6% Durpari, 2% Turami, and less than 1% other subraces. The primary language is Mulhorandi.

This fails to distinguish the large planetouched population in Mulhorand, so I’m rearranging the demographics for this campaign. Also, the population of Mulhorand is about 900,000 in 1357 and over 5.3 million in 1372. This suggests that the authors of 3e completely ignored the 2e population numbers. I feel justified in ignoring the 3e population numbers.

Religion

Unlike many other realms, Mulhorand has its own pantheon, and the churches of those deities comprise the vast majority of the citizens. Certain powers of other pantheons have small followings here but they are a matter of individual veneration, kept secret, rather than cohesive groups of worshipers.


Local History

The nearby nations of Thay, Murghôm, and Semphar were once provinces of Mulhorand but have gained autonomy within the last several centuries.


Sources

  • Forgotten Realms Campaign Setting [11836] (3e) pages 101 (map), 184, 267
  • Old Empires [FR10/9274] — the whole book
  • Forgotten Realms Campaign Setting [1085] (2e) A Grand Tour of the Realms page 122
  • The Forgotten Realms Atlas [8442] page 11
  • Forgotten Realms Campaign Setting [1031] (1e) Cyclopedia of the Realms page 65

Passing Mention

  • Shining South [17929] page 178
  • Dreams of the Red Wizards [FR6/9235] pages 7, 22
  • Elminster’s Everwinking EyePolyhedron #110 page 6

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.

Thay

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


At a Glance

A nation of the Wizards’ Reach.

Thay is one of those lands about which much is “known” but little has been seen first-hand. It’s an evil place where magic is used to pull your thoughts out of your head and compel servitude even beyond death. But almost nobody visits Thay voluntarily, and few who enter are allowed to leave, so the stories are mostly just that… stories.


Civilization

Roads
Settlements
Ruins
Other Landmarks
Neighboring Nations and Features

Politics

The year, in the Xaeyruudh campaign, is 1365 DR.

Who Rules

Eleven Tharchions govern Thay.

Who Really Rules

The Tharchions can be overruled by the Red Wizards, who dominate most aspects of life in Thay. The Red Wizards are directed by eight wizards known as the Zulkirs.

Political Divisions: The Tharches

Sources

Primary Sources
  • Forgotten Realms Campaign Setting [11836] page 205
  • Dreams of the Red Wizards [FR6/9235]
  • A Grand Tour of the Realms [1085a] page 120
  • The Forgotten Realms Atlas [8442] page 7
  • Cyclopedia of the Realms [1031a] page 85
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.

The Coaster Cities

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

At a Glance

The Coaster Cities occupy the northern shore of the Wizards’ Reach. As the name implies, they are independent city-states, though they sometimes form alliances for mutual defense. The cities are still considered to be ten in number, though a few of them were recently ruined.

The cities are known by a number of names.

  • Cities of the Coast
  • Cities of the North Coast
  • Coastal Cities
  • North Coast Cities

The total population of the cities is 184,830. 626,957 live in the surrounding countryside, within a day’s ride of at least one of the cities, bringing the regional population to 811,787. Laothkund and Escalant are the largest, each accounting for about a quarter of this number. The Coaster Cities are not what anyone would call tourist attractions, so their populations remain fairly constant.

From west to east, the cities are

Notably, Bezantur is not one of the Coaster Cities; it’s very much a part of Thay.

Neighboring nations and regions include Altumbel to the west, Aglarond and Thay to the north, Thazalhar and beyond it Murghôm to the east, and Chessenta and Threskel across the Reach to the south.

The year, in the Xaeyruudh campaign, is 1365 DR. Each of the cities has its own ruler(s).

Source

  • Old Empires [FR10/9274] pages 5, 6, 7, 8, 9, 35, 50, 53, 55, 57

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.

Altumbel

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


At a Glance

Altumbel is a nation of the Inner Sea.

Altumbel is even quieter than its neighbor Aglarond, and actively seeks to be inconspicuous.

The human population is 55% Damaran, 30% Chondathan, 12% Mulan, 3% Turami, and less than 1% other subraces. The primary language is Damaran.

The Seadark is said to lie beneath Altumbel.


Civilization

Communities

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.

Aglarond

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


At a Glance

Aglarond is a small nation, neither rich nor powerful, and frequently ignored even by other Inner Sea nations. Aglarond is noteworthy, however, because it commands a great deal of the Red Wizards‘ hostile attention. As long as Aglarond stands, the rest of Faerûn is a little safer.


Overview

Settlements
Other Landmarks
Neighboring Nations & Features

Culture and Society

Demographics

The overall population of Aglarond is 64% human, 30% half-elves, 5% elves, and 1% other races.

The human population is 65% Damaran, 15% Chondathan, 14% Rashemi, 4% Mulan, and 2% other subraces.

The primary language is Aglarondan.


Politics

Who Rules

Circa 1320-1375 DR, The Simbul rules Aglarond from a palace in Velprintalar. She is rumored to be a member, or at least an ally, of the Harpers, and the nation can count on the assistance of adventurers loyal to that organization, in addition to its leadership which includes four of the Seven Sisters and other Chosen of Mystra.


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.