Regions
Regions
mentioned here are covered in passing. More detail can
be found from the official Forgotten Realms Campaign Sourcebook.
Additionally, Regions where your characters are familiar
with are detailed in PC character & background handouts
which are given during the start of the Campaign.
The
Dalelands: Surrounding the edges of the old elven
forest, Cormanthor, the Dales are home to both a tough,
independent people and many dark secrets of the past.
Cormyr:
A rising power under the command of King Azoun IV (now
deceased), Cormyr is an established nation under the rule
of law.
Sembia:
A kingdom of allied merchant cities on the coast of the
Inner Sea, Sembia is a land of opportunity and treachery.
The
Moonsea: A small, deep lake, the Moonsea is bordered
with independent city-states and their Vassals. Great
evil lies on the shores of the Moonsea in the form of
Mulmaster and the fell Zhentil Keep.
The
Vast: Situated on the far side of the Dragon Reach,
the Vast is the gateway to the east. The region is centered
in its greatest city, Ravens Bluff, and is both friend
and challenge to heroes from throughout the Realms.
The
Dragon Coast: A wild region of pirates, rogues, and
traders, the Dragon Coast includes the Pirate Isles of
the Inner Sea. Its most powerful city, however, is shadow-plagued
Westgate.
The
Western Heartlands: A wild, wide open space of endless
plains, haunted moors, and monsterinfested hills, the
Western Heartlands is still an untamed frontier, waiting
for the birth of new kingdoms and leaders.
Waterdeep:
The City of Splendors, the greatest city in the North,
Waterdeep is a merchant's dream, a wizard's marvel, and
potentially an adventurer's worst nightmare. It sits upon
one of the great underground complexes of the Realms -
Undermountain.
The
Island Kingdoms: Diverse and mysterious, the kingdoms
of the Trackless Sea include the Moonshaes, elven Evermeet,
magical Nimbral, and wondrous Lantan.
The
North: The North is defined as the region north of
the River Delimbiyr, excluding Waterdeep ^nd reaching
to the Spine of the World (the mountains also known as
the Wall). This is a region of barbarian tribes and walled
cities that challenge the dominance of the goblin races.
Anauroch:
Anauroch is the Great Sand Sea, a spreading desert in
northern Faerun. Within its borders, entire ancient nations
have been swallowed and lie waiting for any who would
brave the desert's perils.
The
Cold Lands: Crouched in the shadow of the Great Glacier,
these areas include Thar, Vaasa, Damara, and Sossal. They
are under the continual threat of monstrous incursions.
The
Unapproachable East: A land of magic and treachery,
the Unapproachable East lies hard on the borders of the
barbarian Hordelands to their east. The land is dominated
by Thay, with its fell Red Wizards, and the various nations
that oppose it.
The
Old Empires: The eldest living cities and organized
nations of the Realms, the Old Empires claim to be the
birthplace of the modern world. Under the stagnant control
of their soulless god-kings, they remain as they were
millennia ago.
The
Vilhon Reach: The southern coast of the Sea of Fallen
Stars is a land of fallen nations, opulent cities, and
ancient woods. It is a land of mercenary companies and
petty kingdoms in endless minor wars.
The
Empires of the Sands: The southern countries of Amn,
Tethyr, and Calimshan are a mixture of the established
Realms and the wonders of the South, influenced by both
cultures and different from either.
The
Shining South: The strange and magical lands of the
far South are little more than legends to the natives
of the Dales and Waterdeep, but they are legends of power
and glory. From the jungles of Chult, to mage-dominated
Halruaa, to Luiren, land of the halflings, the South is
a diverse and deadly land.
The
Underdark
The wildest frontier in the Realms is not reached by moving
in a cardinal direction, such as north or south. The most
dangerous frontier in Faerun is reached by going down.
The
lands of the Realms are riddled with geological uplifts,
sinkholes, caverns, lava tubes, smokeholes, and fault
lines. Add to this a millennium of delvings by dwarves
and other ancient races, and another world lurks hidden
beneath one's feet. This is the world of the Underdark.
The
Underdark is huge, sprawling, and for the most part unmapped
and undiscovered. It is possible (it is said) to walk
from the Spine of the World to Calimshan, and from there
to Unther, without once drawing a breath of surface air.
Great empires have risen and fallen deep within the earth
without the surface-dwellers having the slightest inkling
of their birth or passing.
And
the Underdark is inhabited by nations of mind flayers,
abolechs, kuo-toans, myconids, and other creatures of
the darkling plain. The best known of the Underdark races
are the drow, for they maintain their relationship with
the surface through raids and outposts. Only 500 years
ago Shadowdale was a drow surface outpost, and reports
of drow raiding parties are still common.
The
best-known of the drow cities is fabled Menzoberranzan,
reputed to lie beneath the Savage Frontier, but there
are others: Eryndlyn, which lies beneath the High Moor;
Sshamath, in the Far Hills; and Llurth Dreier in the Shaar.
The oldest drow city, Bhaerynden, was destroyed in a civil
war, the cavern it occupied falling in to form the Great
Rift now occupied by the dwarves.
The
drow are not the only individuals within these dark tunnels,
and races and peoples undiscovered and much deadlier than
they await the incautious traveler and the foolhardy adventurer.
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