Page 13 - D&D - Player's Handbook
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vessels have spread out from their home once again,   REGIONS OF THE  REALMS
            seeking to establish trading routes and political connec-  Just as  "the North" describes an  area that includes a num-
            tions, as well as to learn what has changed of the world   ber of nations and governments, a number of collective
            in their century of absence.                       terms exist for other regions across  FaerOn.  Not all  such
             The Lake of Steam. Far to the south and east of the   names are used  universally,  and opinions vary as to which
            Sword Coast, the Lake of Steam is more accurately   lands qualify in  which  groups. Here are some currently
                                                                recognized  regional groupings:
            an inland sea, its waters tainted by volcanism and un-
            drinkable. Around its perimeter is a conglomeration of   The Cold  Lands:  Damara, Narfell,  Sossal, and Vaasa
            city-states and minor baronies typified by the shifting   The Heartlands: Cormyr, the Dalelands, the Moonsea,
            domains known as the Border Kingdoms. Here, along    and Sembia
            the southern shore of the lake, explorers and fortune   The Lands of Intrigue: Arnn, Calimshan, and Tethyr, also
            seekers squander their amassed wealth building cas-  known as the  Empires of the Sands
                                                               The Old  Empires: Chessenta, Mulhorand, and Unther
            tles, founding communities, and drawing loyal vassals
            to them- only to have all those good works disappear
            within a generation or two. In some cases, one of these   sort of place Aglarond will be in a generation's time, ex-
            realms is fortunate to be saved from its inevitable de-  cept that its potential for great change will be realized.
            cline by another group of successful adventurers, who   Chessenta. A collection of city-states bound by com-
            inject enough wealth and wisdom to keep the enterprise   mon culture and mutual defense, Chessenta isn't truly
            going a few more decades.                         a nation. Each city boasts its own heroes, worships its
             Luiren. Long the homeland of halflings and thought   own gladiatorial champions, and spends as much time
            to be the place where their race had its genesis, Luiren   insulting and competing with the other cities as it does
            was lost during the Spellplague to a great inundation   on any other activity. The city of Luthcheq is dominated
            of the sea. In the century since that great disaster, the   by worship of the bizarre deity known as Entropy, while
            waters receded, and now stories told by travelers from   Erebos is ruled by the latest incarnation of the red
            the south tell of halfling communities that survived as   dragon known as Tchazzar the Undying. Heptios con-
            island redoubts.                                  tains the largest library in Chessenta, a center of learn-
             Tethyr. Tethyr is a feudal realm ruled by Queen Anais   ing where all nobles aspire to send their children for tu-
            from its capital of Darromar. The queen commands   toring. That city is looked on with disdain by the people
            her dukes, who in turn receive homage from the counts   of Akanax, whose militant contempt for the "fat philos-
            and countesses of the realm, appoint sheriffs over their   ophers" of Heptios is widely known. Toreus welcomes
            counties, and generally maintain order. The farmlands   all visitors, even those from lands that are despised or
            of Tethyr are abundant, and its markets flow freely with   mistrusted, and foreign coin can buy nearly anything
            trade from the Western Heartlands.                there. The floating city of Airspur still flies somehow, its
             Tethyr has seen more than its share of noble intrigue   earthmotes unaffected by the fall of its fellows when the
            and royal murder, and adventurers who are native to   Sundering came to a close.
            Tethyr or merely passing through that land are often   Cormyr. For most folk in central Faen1n, the notion
            drawn into such plots, either as unwitting accomplices   of a human kingdom is inextricably linked to Cormyr.
            or as easy scapegoats.                            A strong realm bolstered by its loyal army (the Purple
                                                              Dragons), a cadre of magical defenders and investiga-
            LANDS TO THE EAST                                 tors (the War Wizards), and numerous wealthy and in-
            To the east lie many of the older nations of the Realms,   fluential nobles, Cormyr is recovering from its war with
            including the Western Heartlands of Faen1n- those civ-  Sembia and Netheril- a conflict that cost the nation
            ilizations centrally located on the continent, and thereby   much, but left the kingdom standing, and which, in the
            best able to take advantage of trade routes and access to   end, Netheril didn't survive. The pride of that victory re-
            the Sea of Fallen Stars. As in the North, there are cold   mains strong in Cormyr's collective consciousness, even
            lands to the east, as well as more temperate regions. As   as Queen Raedra draws back from plans to permanently
            one travels farther from the Sword Coast, one moves   welcome into the realm towns that lie beyond Cormyr's
            from lands not so different from one's own to places so   traditional borders.
            foreign they might as well exist on other continents or   Cormyreans are justly proud of their homeland, and go
            worlds- which a few of them actually have done.   to great lengths to guard it and its honor. Still, there is no
             Aglarond. The great peninsula of Aglarond juts out   shortage of danger in the Forest Kingdom, whether from
            into the Inner Sea, and that body of water and the for-  scheming, treacherous nobles, monsters out of the Hul-
            ests of the Yuirwood define much of the nation's charac-  l a ck Forest or the Stonelands, or some ancient, hidden
            ter. A realm of humans living in harmony with their elf   magic. Corm yr is many things, but dull isn't one of them.
            and half-elf neighbors, Aglarond has been a foe of Thay   The Cold Lands. The nations of Damara, Narfell, Sos-
            for centuries, in part due to the temperament of its for-  sal, and Vaasa, known collectively to most Faerunians as
            mer ruler, the Simbul. The nation is now ruled by a Sim-  the Cold Lands, rest near the Great Glacier in the cold,
            barch Council, which has backed away from open hos-  dry environs of the northeast. Few outside the region
            tilities with Thay. With the restoration of the Weave, the   have much interest in what goes on here, except for those
            ongoing changes to the political landscape, and calls for   in the immediately surrounding lands, who fear a resur-
            elven independence within the nation, it is unclear what   gence of the ancient evils of the region- though they ar-
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