Narfell

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


At a Glance

Narfell is a broken desolate land, the remnant of a once-great empire. 1500 years ago, this land was speckled with cities and villages.


Civilization

Communities
Other Landmarks
Neighboring Nations and Features

Politics

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

Who Rules

No person or creature can be said to control Narfell. However, the 27 tribes are loosely united by a tribal council, which is led by the largest tribe. Currently, that’s the Harthgroth tribe. Other tribes of note include Creel, Dag Nost, and Var.

The Tribes

Sources

  • Forgotten Realms Campaign Setting [11836] page 108-109
  • A Grand Tour of the Realms [1085a] page 117
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.

Vast

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


At a Glance

The Vast is comprised of the eastern shore of the Dragon Reach and the River Lis, from the River Dalton in the north to the Grey Forest on the border with Impiltur and stretching inland to the Earthspur Mountains. In the past, some kingdoms have arisen here, most notably Vastar, but currently it seems none have the strength to carve their name onto the whole region.


Overview

Realms
Roads
  • North Road
  • Hunt Trail
  • Pass Trail
  • Cross Road
  • Centaur Trail
  • Wandering Trail
  • Hlintar Ride
  • Lion’s Walk
  • Mosstree Trail
  • High Trail
  • Helve’s Trail
  • Stormcrest Trail
Other Landmarks
Neighboring Nations and Features

Sources

  • A Grand Tour of the Realms [1085a] page 71-77
Passing Mention
Other Resources
  • Search for the Vast on the FR Wiki

This page, last modified on 1 July 2018, is intended for use with the Dungeons & Dragons role-playing game. 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 site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Vaasa

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


At a Glance

Vaasa is a frozen marshy land, enclosed by the Galena Mountains and the Great Glacier. While certainly not uninhabited, Vaasa is gloriously free of civilization or utterly devoid of mercy, depending on who you ask.


Civilization

Roads
  • Dead Man’s Walk
  • Gramble’s Climb
Communities
Ruins
  • Moortown
Other Landmarks
Neighboring Nations and Features

Politics

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

Who Rules

As recently as 1357, Zhengyi held power here. Today, however, no one person or creature can be said to control Vaasa.

Who Really Rules
Political Divisions

Sources

  • Forgotten Realms Campaign Setting [11836] page 109-111
  • A Grand Tour of the Realms [1085a] page 118
  • Cyclopedia of the Realms [1031a] page 86
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.

The Ride

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

At a Glance

The Ride is a flat and open steppe, north of the Moonsea and south of the Tortured Land, between the Border Forest and Thar. Mounted barbarians dominate this land, rebuffing all intrusions by outside forces.

Source

  • A Grand Tour of the Realms [1085a] page 117
Passing Mention

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.

Plains

Terrestrial Environment

Plains comprise one of terrestrial environments, the others being badlands, deserts, forests, hills, marshes, moors, mountains, swamps, and subterranean.

Plains of the Realms

Cold: Horse Plains, Land of the Snow Spirits.

crossroads guardian, divine minion, hakeashar, Innugaakalikurit, kupuk, phaerimm, spectator, Statue That Walks, tirichik.  Innugaakalikurit, kupuk, and tirichik are only encountered on the Great Glacier.  Statues That Walk are only encountered in Mulhorand.

Temperate: Fields of the Dead, Endless Waste.

crossroads guardian, dark naga, divine minion, hakeashar, phaerimm, spectator, Statue That Walks.

Warm: Akanal, Eastern Shaar, Shaar.

crossroads guardian, dark naga, divine minion, hakeashar, phaerimm, spectator, Statue That Walks.

The Land of the Snow Spirits

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

Antarctica... aka the Land of the Snow Spirits

At a Glance

The tribes of the Ama Basin (Pazruki, Issacortae, and Tayanuchi) believe that their ancestors include both the humans of the Horse Plains and the spirits of the north. According to the shamans, the spirits inhabit another place which is simultaneously here and not-here. These ancestors have watched over the tribes for countless generations, unseen and unheard but all-seeing and all-hearing.

The shamans say the Land of the Snow Spirits only seems barren and desolate because mortal senses cannot perceive the spirit world. The perfect serenity of this plain should suggest to the wise observer, they say, that this is a home of the spirit ancestors. Similarly, the absence of food and the uncomfortable temperatures in the region say that the ancestors do not wish people to settle here… you may visit, and experience the serenity of proximity to the ancestors, but do not attempt to shape or dominate the land. The tribes respect these “obvious” wishes, and so dwell in the Ama Basin to be as near as they can be to their past, and future.

Neighboring nations and regions include the Koryo Peninsula to the east, Ulhai Shan and the Ama Basin to the south, and Yal Tengri to the west.

The year, in the Xaeyruudh campaign, is 1365 DR. It is unknown who, if anyone, controls the Land of the Snow Spirits.

DM’s Notes

The ground here is ice, and the southerly winds off Yal Tengri ensure that topsoil doesn’t blow here by mistake. The lack of soil means there are no plants, of any size. Since plants are the foundation of an ecosystem, there are no small animals either… what would they eat? A few great white bears hunt for seals and so forth along the southern coastline, but once you move north past the Mountain of Iron at the southern end of Ulhai Shan the absence of small animals means that larger predators are also nonexistent.

Sources

  • The image is courtesy of the wikipedia article on Antarctica. The author notes that this “is typical of most of the continent’s surface.”
  • The Horde [1055b] page 127-128 talks about the climate of this area, but I don’t rely on it because it’s not consistent with an area which stretches into the polar ice cap, which is what this region is. The Land of the Snow Spirits never experiences temperatures above freezing, and thus never thaws. The poster map shows the region, and the tribes in the Ama Basin, but the climate information is the only published material I’ve found on this area.
  • So I made up the rest.

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.