Full transcript
Toril of Forgotten Realms
Welcome to Toril, an earth-sized world that the Forgotten Realms is set upon. This ancient planet hosts a vast continent. With Faerûn in the west, Kara-Tur in the east, and Zakhara in the south, Faerûn stretches across the northwest quarter of Toril’s primary continent, bounded by the Trackless Sea westward, the Great Sea southward, the vast Hordeland’s eastward, and the ice of the uttermost north. Faerûn is home to countless nations, each with unique cultures and histories. The seas of Faerûn define its commerce and character. The Trackless Sea reaches toward distant Maztica, while the Sea of Swords separates mainland from islands.
The Sea of Fallen Stars, also known as the Inner Sea, has the most merchant traffic due to its location in the center of Faerûn. The Shining Sea connects civilizations of north and south through trade, almost matching the Sea of Fallen Stars in merchant traffic.
The Spellplague & The Second Sundering
Two catastrophic events changed the landscape, geography, and culture of Faerûn throughout the centuries. In 1385 DR, the murder of Mystra, Goddess of Magic, unleashed the Spellplague. Faerûn was reshaped by waves of mystic blue fire. Entire nations vanished or were exchanged with realms from the world of Abeir, transitioning the Forgotten Realms from 3E to 4E. In 1482 DR, a century after the Spellplague, Bhaal, the long-dead god of murder, was reborn in Baldur’s Gate.
His return led to the sundering of rules by which all deities must abide, leading to the Second Sundering, another era of world-changing events. From 1484 DR onward, calamities ravaged Faerûn, earthquakes shattered cities, and the great rain drowned vast territories around the Sea of Fallen Stars. Individuals called Chosen, touched by gods and granted extraordinary powers, sparked conflicts and wars across the continent. In 1487 DR, chasms from the Spellplague vanished.
Places and peoples lost for a century suddenly reappeared. Many effects of the Spellplague had reversed. By 1489 DR, the catastrophes of the Second Sundering had ground to a close, transitioning the Forgotten Realms from 4E to 5E. Faerûn in 5E is made up of many regions.
The Sword Coast
The Sword Coast stretches along the Sea of Swords, a narrow territory dominated by powerful city-states. From Neverwinter in the north to Baldur’s Gate southward, commerce binds these independent cities together through the vital Trade Way. Waterdeep, the City of Splendors, stands as the Sword Coast’s greatest jewel. Built around Mount Waterdeep’s sheltered bay, its natural harbor enabled growth into one of Faerûn’s most magnificent and powerful city-states, dominating regional trade.
Neverwinter actively rebuilds from devastation. Under Lord Neverember’s rule, the city strives to reclaim its title as the Jewel of the North. Though still bearing scars from the Spellplague, hope and determination drive its restoration. Baldur’s Gate survived the last century remarkably intact. Now swollen to become Faerûn’s most populous city, it thrives with commerce and intrigue. Its gates remain open to all, making it a melting pot of races, cultures and opportunities.
Candlekeep remains an eternal bastion of learning and knowledge. Though the Spellplague lifted its crag 100 feet from the coastline, this fortress library continues to guard the accumulated wisdom of countless ages within its walls.
The North
The North refers to the lands west of Anauroch and north of the High Moor. It remains a true frontier despite millennia of civilization, characterized by constant orc invasions, brutal weather and unforgiving wilderness. The High Forest stands as a remnant from the world’s youth. This primeval woodland shelters races unchanged since ancient days, aarakocra soaring through canopies, centaurs galloping hidden trails and treants guarding sacred groves.
Protected by the deities Eldath and Mielikki, this forest has survived when others fell to the woodcutter’s axe. Druids and rangers are the few humans tolerated in its depths. Silverymoon shines as the Gem of the North. Built as a center of learning, this city embodies the greatness that once radiated from ancient Myth Drannor. Its beauty and scholarship inspire all who witness its splendor. In 1369 DR, High Lady Alustriel forged the Silver Marches Alliance.
Human cities, elven settlements and dwarven strongholds united in mutual defense, bringing unprecedented cooperation to the fractious north. The Silver Marches include Citadel Adbar, Citadel Felbarr, Everlund, Mithril Hall, Silverymoon, Sundabar and other allied settlements. Each maintains independence while contributing to collective defense of the region. The Savage Frontier lives up to its name. Free cities, mining camps, trading outposts and independent homesteads dot this wilderness.
Compared to southern lands, much remains virgin forest and untamed mountains, where danger lurks constantly. Wandering barbarian tribes roam these lands, alongside elves and dwarves reclaiming ancient kingdoms. Non-human races still dominate vast unexplored regions, and as northerners say grimly, “The orcs are always with us here”. The Spine of the World stands as an endless, impassable wall of frozen mountains. To most Faerûnians, these peaks mark civilization’s end.
Beyond lies only the endless ice sea, a howling wasteland where survival seems impossible. Beyond the Spine’s western reaches lies Icewind Dale, and the mining territories collectively known as the Frozenfar. These frozen regions attract hardy miners seeking wealth despite constant dangers from giants, dragons and yeti hunting through peaks.
The Western Heartlands
The Western Heartlands is a vast windswept flatland between Cormyr and the Sword Coast, with dangerous bogs and lonely forests. Caravan drivers call these lands “miles and miles, of miles and miles”. Dozens of independent walled cities, farm towns, and strongholds dot the Western Heartlands. Each maintains its own governance and defenses, creating a patchwork of competing interests across these dangerous but vital lands. Najara encompasses the High Moor’s eastern reaches, the Serpent Hills, and surrounding wetlands.
This monstrous realm shelters nagas, yuan-ti, and lizard folk. Though not a nation by human standards, these creatures share mysterious common purpose. Jarant, a huge dark naga, rules as King of Snakes after slaying his predecessor. The brief civil war that elevated him alarmed neighboring nations, though Jarant has maintained Najara’s traditional policy of obscurity. Evereska means fortress home in the elven tongue. This great valley city of moon and sun elves remains hidden between twelve high hills. Elite sentinels guard high passes, while powerful mythal magic protects the refuge within.
Anauroch Desert
Anauroch, the Great Sand Sea, splits northwestern Faerûn into eastern and western halves. This greatest of Faerûn’s deserts devoured ancient Netheril and countless kingdoms since. Yet Anauroch teems with life, including noble Bedine barbarian tribes who roam its wastes.
The Eastern Heartlands
The human nations of the Eastern Heartlands share a common language, and their cultural heritage and social order are similar. Cormyr embodies the ideal human kingdom for many in central Faerûn. Cormyrians proudly guard their homeland’s honor with unwavering dedication and legendary military might. Two renowned forces protect Cormyr, the Purple Dragons, an elite army of battle-tested warriors, and the War Wizards, powerful spellcasters including accomplished sword mages.
The Dragon Coast consists of lands and islands on the Sea of Fallen Star’s south shore. It’s a collection of independent city-states comprising major thieves’ guilds, pirate bands, and agents of Faerûn’s darkest secret societies. To outsiders, the Dragon Coast is a nest of vultures and thieves on too many trade routes. To the initiated, it’s a perfect place to get things done, to get anything done. As Sembians say, everyone has a price, but the price is more reasonable on the Dragon Coast.
Westgate is the major trading city in Dragon Coast. It is the western terminus for sea routes leading to Kara-Tur in the east of Toril. The meeting of east and west creates unique opportunities and exotic trades. All manner of eastern wizards, monks, spirits, and even claims of living Shou deities from the eastern empire of Shou Lung can be found in the region.
Westgate and Teziir have grown large, prominent Shou towns. Sembia serves as broker between Faerûn’s north and south. This land of experienced merchants and scheming young traders exploits its position on the Sea of Fallen Star’s north western shore to dominate regional commerce with ruthless efficiency. Sembians observe contract laws scrupulously, exploiting loopholes others never imagined. Most Sembians dedicate lives to making money, displaying wealth through fashion and revelry, while gossiping constantly about neighbors and opportunities.
Relations with the Dales and Cormyr remain cool after recent war during the Sundering. Sembian merchants quickly dismiss previous conflicts as Netherese manipulation, reminding former partners of long profitable relationships. Pirate Isle lies about 100 miles from the coast of Sembia, with two excellent natural harbors that have been fortified, destroyed, and then fortified again by generations of pirates. At any given time, between 20 and 60 pirate vessels anchor on the main isle or on one of the many islets that surround the main landform.
The Dalelands comprises several forested counties around Cormanthor Forest. These independent Dales maintain age old alliance with forest elves and fey. Their people want only lives untroubled by larger nations’ political concerns, and territorial ambitions. The Dalelands is not unified like Cormyr or Sembia. Eleven separate Dales, such as Shadowdale and Daggerdale, exist today, each with unique territory, militia, and character. The Dales Council coordinates between the Dales.
The Vast is a verdant farming and hunting region that includes the ports of Calaunt, Tantras, Ravens Bluff, and Procampur. These independent city-states coalesced into the nation of Vesperin, a nexus for commerce. Commerce and corruption rule Vesperin more surely than government. This realm serves as haven for adventurers, center for rumor-mongering, and hub for skulduggery.
In this region, gold speaks louder than law or noble ideals. The Moonsea lies north of the Dalelands, connected to the Sea of Fallen Stars by the shallow River Lis. It is infamous for bleak landscapes, harsh winters, ravaging dragons, and cutthroat pirates. Cities rise swiftly in the region through vigorous trade and mercenary armies, only to overextend and fall. Merchant houses compete with knife, fire, and poison. Only the strong and ruthless survive. Notorious ruins like Zhentil Keep and the Citadel of the Raven dot this region. These fallen strongholds serve as grim reminders that even mighty powers eventually fall to time, war, and their own dark ambitions.
Moonsea Borders
The northernmost parts of the Moonsea are dangerous untamed lands of inhospitable wastes filled with monsters. Ancient volcanic flows, which was later carved by glaciers, created bizarre rock sculptures in The Tortured Land. These formations shelter small prey and fast ferocious monsters of strange and terrible forms. The Ride stretches between the Dragonspine Mountains and the gray land of Thar. Proud savage tribes of orcs and humans consider any outlander fair prey.
Only mining communities offering trade are tolerated in these dangerous lands. Thar, the Great Gray Land, spreads as a windswept broken moor with brutal climate. Orcs, ogres, and other humanoids lair in its mountains, constantly threatening Moonsea’s human cities with raids and invasions. Countless terrors roam Thar’s wastes. Manticores patrol skies while bulettes tunnel beneath the earth. Giant lizards and other horrors make every journey across this land a deadly undertaking.
The Cold Lands
The Cold Lands are territories adjacent to the Great Glacier. These frozen realms test the limits of human endurance, where only the hardiest peoples can survive constant winter’s cruel embrace. Once the realm of Zhengyi the Witch King, Vaasa remains an untamed wasteland of frozen moors. Castle Perilous, Zhengyi’s seat of power in the past stands silent but ominous. Centuries after Zhengyi’s defeat, a falling star brought new threats. The Warlock Knights of Vaasa arose as fierce arcane warriors.
They threatened to invade Damara and the Moonsea while eyeing Castle Perilous with suspicious interest. Damara rebuilds from decades of war against neighbors and mountain humanoids. Once mighty, now recovering, it maintains friendly relations with neighbors while profiting from bountiful bloodstone mines. Its leaders watch Vaasa warily for emerging threats. Usurper King Yarin Frostmantle sits on the Dragonbane dynasty’s throne of Damara. Though complaints of tyranny and growing demonic threats persist, worship of Ilmater gives Damara’s people strength and hope for better days.
Paladins of Ilmater, the Crying God, and monks from the Monastery of the Yellow Rose are common throughout Damara, bringing faith and martial skill to defend against darkness and tyranny. Narfell’s infertile soil supports only scraggly grass. The Nars, fierce horse-riding tribes, inhabit this land. Recent decades brought colder conditions and slowing trade, driving the Nars into bickering and raiding neighboring territories. Ancient Narfell was a wizard-ruled state maintaining power through devil-pacts.
Knowledge of these ancient, dangerous ways has reemerged among the desperate Nars, bringing infernal power to the realm at terrible costs. Sossal lies far north of Narfell and have little contact with other Faerûnian lands. Once or twice yearly, Sossrim visitors arrive in Damara bringing furs, seal meat, shaped wood items, and gold for trade with southern peoples. Some Sossrim possess natural druidic powers to bend plants, pass through impenetrable growth, or transport between trees. Their ornate furniture sold steeply in Sembia isn’t carved but sculpted by Sossrim minds through natural magic.
The Sea of Fallen Stars
The Sea of Fallen Stars, also called the Inner Sea, is Faerûn’s largest inland ocean. This huge body of water connects the continents east and west, serving as the primary highway for trade, travel, and cultural exchange. During the Spellplague, large portions of the sea drained out, greatly lowering the sea level, and coastal cities that once rested on its banks were made landlocked. During the Second Sundering, the Great Rain began to fall around the sea, filling it to something approximating its former size.
The Unapproachable East
The Unapproachable East’s exotic lands are regions of terrible magic and strange capricious laws. Few from the Heartlands understand these lands’ alien customs and dangerous political landscapes. The Great Dale comprises two large forests, Dunwood to the north and Forest of Lethyr to the south. A strip of land between splits the two forests. Located in the heart of the Dunwood Forest is the ancient Narfell’s capital of Dun-Tharos. Dun-Tharos became a castle of living trees under the druid known as Nentyarch, before the Rotting Man, servant of Talona, seized it.
The Rotting Man’s mystical machinations thereafter awakened demons beneath the ruins, transforming Dunwood into a demon-haunted nightmare. The Nentyarch fled the corrupted Dunwood to the Forest of Lethyr in the south. Druids, rangers, and woodland folk now guard Lethyr’s boundaries against demonic infiltration from the north. The retreat of the Sea of Fallen Stars during the Spellplague rendered Impiltur’s ports unusable. Declining trade and King Imbrar II’s death ended the royal line, leaving a ragged Grand Council to rule the realm.
The Fraternity of Tharos, a demon cult named after Dun-Tharos, runs wild in Impiltur. The Grand Council’s efforts to combat them prove woefully inadequate. People long for monarchy’s return to restore order and security. The Second Sundering raised the Sea of Fallen Stars’ waters, restoring some of Impiltur’s wealth. Whispers spread among the populace that a lost king of the old line will rise, lifting Impiltur from its woes to greatness once more. Thay is ruled by cruel Red Wizards, who rely on slavery for the wealth and luxury to support magical research and conquest.
The ancient lich Szass Tam and the Council of Zulkirs govern in ruthless magocracy. Thay is a macabre society based on magically altered slaves, and arcane power unrestricted by morality. Though widely distrusted, their trade in magical devices makes them indispensable to Faerûn. The Zulkirs of Thay constantly scheme against neighbors.
Thayan armies have marched on neighboring Aglarond and Rashemen many times. Aglarond is a place of ancient magic and holds one of the world’s largest half-elf populations. Known as the nation keeping Red Wizards from attacking civilized Faerûn, it was a foe of Thay for centuries under the powerful sorceress ruler known as the Simbul. The Simbarch Council rules Aglarond after the Simbul perished. Though backing away from open hostilities with Thay, they maintain careful watch on their ancient enemy, knowing peace with Red Wizards is fragile and likely temporary.
Rashemen is known as the Land of Berserkers. This cold, rugged land of fierce warriors is ruled by masked witches called the Wychlaran. Men fight as berserkers with axe, spear, and bow. Women wield powerful magic of the lands. Though ruled by a powerful warrior called the Iron Lord, true power belongs to the Wychlaran who choose the Lord. Rashemen laws are simple and based on honor, disdaining civilization’s trappings in favor of ancient traditional ways.
The land teems with nature spirits and fey keeping watch over forests, mountains, and waterways. Local folk respect these sentinels carefully, taking care not to offend them. Punishment comes swiftly to those who displease these guardians.
Rashemen is Thay’s long-standing enemy, having often thwarted that nation’s ambitions to rule Faerûn. Little pleases a Rashemi warrior more than the chance to strike down a Red Wizard in battle. Thesk sits on the Sea of Fallen Star’s northeast shore. Nicknamed the Gateway to the East, the fabled Golden Way trade road begins here. Caravans arrive with all manner of goods and people from distant Kara-Tur. Theskians are tolerant and imperturbable people.
Exotic persons and diverse customs are normal where east meets west. Compared to Rashemi suspicion of foreigners, Thesk seems a welcoming place, even boasting some civilized orcs. Telflamm sits at the Golden Way’s end, profiting greatly by controlling access to the Sea of Fallen Stars. The Shadowmasters, a powerful criminal guild serving Shar and wielding shadow power, is the real authority of Telflamm, ruling in all but name. Murghôm, once part of Mulhorand, consists of semi-autonomous farming settlements ruled by mighty dragons.
Each dragon prince claims a particular village and surrounding region, served by humans attending their needs. Some dragon princes are benevolent, others distant, a few downright nasty. Despite conflicts between princes, none yet seeks to rule all as dragon king.
The Hordelands
The Hordelands, also called the Endless Wastes, is a vast rolling tundra. The nomads known as the Tuigan call these plains home. Divided among ten or more tribes, the Tuigans are fierce riders expert with composite short bows. Dismissed as inconsequential for years, the Hordelands now see increased trade between Faerûn and the Shou Lung Empire of the east. Traders carry exotic goods both directions, enriching many along the way despite harsh conditions.
The Old Empires
The Old Empires are heirs to fallen realms that defied the heavens. Summoned to Faerûn millennia ago and enslaved by wizards, these peoples freed themselves with their gods’ help, settling in Mulhorand, Unther and Chessenta. People of Mulhorand were brought from another world by ancient Imaskari and enslaved. Though Mulhorand is called one of the old empires, most don’t know it’s actually the oldest human empire still existing on the continent. When gods heard their followers’ pleas, they arrived in a great celestial ark.
Re and Enlil empowered the slaves, fomenting rebellion. The revolt succeeded, but Re and Enlil couldn’t keep peace, each founding separate dynasties. Re and related deities ruled Mulhorand through mortal incarnations for thousands of years. Time took its toll, and the deities’ attention wavered and diminished, leaving their followers vulnerable to external threats and internal weakness. When magically powerful Imaskari returned during the Spellplague, they took over now weakened Mulhorand. The Imaskari were the new coming of the slave masters of old. Many prayed their vanished gods would return to free them once more.
During the Second Sundering, prayers were answered. What were called Chosen in other lands were recognized in Mulhorand as living gods. They led the Mulhorandi in uprising, manifesting fully in forms of their deities’ descendants. Mulhorand transformed as gods rallied the Mulan to overthrow the Imaskari. The gods remained after the Second Sundering, focusing on defending their restored homeland. For the first time in centuries, Mulhorand’s people are free.
Unther, the once great sister nation of Mulhorand fell far under the rule of the cruel deity Gilgeam, the son of Enlil. With Gilgeam’s death at Tiamat’s Claws, Unther plunged into chaos, Mulhorand’s armies invaded southern Unther, placing conquered areas under martial law. During the Spellplague, a land from Abeir named Tymanchebar fell onto Unther’s lands, erasing most of Unther. The dragonborn race of Tymanchebar named the new realm Tymanther, replacing Unther.
Then Unther suddenly returned in the Second Sundering and promptly went to war against Tymanther. Trapped in Abeir after the Spellplague, Untherites had succumbed to domination by others until one calling himself Gilgeam rose among them. Reincarnated, Gilgeam led the Untherites to rise against their masters. On the eve of a great battle, they were miraculously returned home. Gilgeam wasted no time leading them against the dragonborn occupying their ancestral lands.
The Untherites have retaken much of their former lands. They seek to wipe out the godless lizards they blame for their time of oppression in Abeir. Tymanther retreated to a small tract of land, struggling to survive. Gilgeam wants nothing short of complete return to Unther’s former glory. This requires utterly destroying Tymanther and eventual war with Mulhorand to reclaim lands lost centuries ago. The god king is patient, for he is eternal.
Chessenta’s people are descendants of ancient Imaskari slaves. A collection of city-states bound by common culture and mutual defense, Chessenta isn’t truly a nation. Each city boasts its own heroes and worships its own champions. Chessenta’s people are obsessed with physical conflict. They value war heroes highly, hailing them as celebrities and potential rulers. They spend most of their time insulting and competing with the other cities.
The Shining South
Along Faerûn’s southeastern coast stretches the Shining South, a vast land of myths and unbelievable tales. A land where everyone is a wizard? A kingdom of halflings? A realm ruled by drow? All of these and more exist in the south.
Far to the south lies Halruaa, a nation of wizards descended from Netheril refugees. Halruaa maintains the Netherese fascination with magic. These self-satisfied wizards prefer to pursue the art privately, over exploring the wider world. A ring of mountains guard the west, north and east of Halruaa, with three passes through them. Wizards sometimes travel in the fabled Halruaan skyships, but these fragile and valuable crafts only venture out of Halruaa on major missions.
Halruaa was thought to be destroyed by the Spellplague. In truth, Halruaan wizards propelled their nation into Abeir to escape the Spell-Plague. After the Second Sundering, Halruaa was largely restored to its former insular, magic mighty state. Now that events of those catastrophes are over, famed Halruaan skyships have spread from their home. They seek to establish trading routes and political connections, while learning what changed in their century of absence from the world.
Located east of Halruaa’s mountain wall lies Rethild, the Great Swamp. It is Faerûn’s deadliest swamp, inhospitably hot and foul-smelling, full of parasites, disease, poison gas clouds and quicksand. The lizardfolk of the swamp united into the Kingdom Ilimar.
They have no clear ruler, often functioning independently, but never at cross purposes. Some young black dragons, ally and live with the lizardfolk in a major settlement also called Rethild. This community is built on sunken sarrukh city foundations. It is rumored that there are sarrukhs, one of the ancient creator races, still residing in this area. Centuries ago, the drow conquered the barbarian kingdom Arkaiun. In alliance with a Loviatar cult among the barbarians, the drow enslaved the Arkaiun people and created Dambrath, a realm ruled by half-blood drow known as Crinti. The Arkaiuns rebelled during the Spellplague, turning to totems and nature spirits.
They drove the half-bloods from their lands and burned every priest of Loviatar they could catch. Dambrath is now ruled by nomadic Arkaiun clans, revering the gods Silvanus, Malar and Selûne. Through this devotion, they embraced lycanthropy. Even non-lycanthropes can take animal shapes using totems and primal magic. Luiren is the only Faerûnian realm ruled and inhabited almost exclusively by halflings.
Homeland of the strongheart halflings, Luiren has no real government. Temples of the halfling pantheon tie the society together under the god Yondalla’s guidance. Luiren was lost during the Spellplague to great sea inundation. In the century since, the waters has receded. Now travelers’ stories tell of halfling communities that survived as island redoubts. The Great Rift lies in the center of Shaar, plunging a thousand feet deep. Including the surrounding lands, it rivals Sembia in size.
Quarried by dwarves for centuries, the Rift is the most powerful kingdom held by Faerûnian dwarves. The Great Rift is the ancestral home of gold dwarves. Unlike northern shield dwarves, gold dwarves flourished in one homeland for generations. They turned the Rift engineered by their drow enemies into a thriving stronghold. During the Spell- Plague, the Great Rift’s western half collapsed into the Underdark, forming the enormous Underchasm. What remained became known as East Rift.
During the Second Sundering, Four Chosen restored the Great Rift to its former glory before the Spellplague. The Shaar was a vast rolling grassland. It became a dustbowl when the Underchasm’s formation cut off all fresh water during the Spell- Plague. Nomadic human tribes of the Shaaryan and non-humans such as centaurs, gnolls, and wemics populate the Shaar. Durpar is better known for former glory before the Spellplague. No northern or western nation has seen Durpari ships for a decade or more.
Reports of destroyed cities fuel rumors of Durpar’s final dissolution and collapse. Once called Var the Golden for glorious wheat fields, this Durpari kingdom collapsed beneath the waves in the Spellplague.
It now exists as drowned, silt-covered field of ruins known grimly as Var the Drowned. Estagund shared common cultural heritage with Durpar and Var the Golden. Its Durpari folk value trade and honor the Adama belief system, which teaches that only through honest practices and mutual respect can one find peace and happiness. Over the last 30 years, kenkus have become prominent in the larger settlements of Estagund. More recently, an alliance has grown between Estagund and the rakshasas in the Beastlands.
After the Spellplague, the Beastlands rose from lost kingdom Veldorn’s remains. It’s bound by loose promise that its monstrous inhabitants will defend each other if attacked. Each beast lord vies against others for power. Though occasionally uniting in fractious alliance when threatened, the Beastlands exists in constant low-level conflict. Beast lords include undead, dragons, giants, beholders and rakshasas, each ruling their territory with brutal authority.
The kenkus have become integrated into almost every Beastland state and the cities of Durpar and Estagund. Plenty of humans live here, mostly slaves or outlaws who fled other realms seeking refuge or opportunity.
The Vilhon Reach
The Vilhon reach region shares its name with the Sea of Fallen Star’s long southern arm. Affected greatly by the Spellplague, it became known as Vilhon Wilds. The Second Sundering restored some lands to Pre Spellplague state. During the Spell- Plague, a portion of otherworldly realm known as Shyr crashed onto the nation Chondath. The genasi people of Shyr rejoiced upon discovering freedom from their world’s overlord and created the realm Akanûl. Sespech, a barony at the Vilhon Reach’s southwest end, was affected tremendously during the Spell- Plague.
It became known as the Plaguewrought Land. The Second Sundering has since restored Sespech’s lands to previous state. Hlondeth, also known as the City of Serpents, is a stunning ancient metropolis. Its architecture is dominated by serpent designs and shiny green marbles. The Extaminos family of the yuan-ti race rules this independent city-state. The Shining Plains is a vast, dry grassland. It gets its name from the shimmering heat waves that rise from it most of the year.
It is home to a few human cities and tribes of centaurs and wemics. For centuries, Turmish was known as a merchant realm like Sembia, where trade and commerce were paramount. Held in check by powerful druids, the cities couldn’t grow beyond certain limits, resulting in politically stable, affluent realm with a small, wealthy populace. That changed when the Spellplague drained the Sea of Fallen Stars, leaving busy port Alaghôn high and dry. After being much diminished, Turmish is enjoying revival after the Second Sundering as rising waters returned lost trade.
Turmish is the birthplace of the Emerald Enclave, which has proudly taken credit for the rebirth of Turmishan agriculture, cessation of great rains that plague the region, and the restoration of the god Lathander to prominence.
Lake of Steam
The Lake of Steam is a hodgepodge of varying interests, bustling trade, and frequently changing boundaries. The lake itself is a saltwater bay of the Shining Sea. Stinking yellow waters give off steam from volcanic activity beneath. Cities on the lake’s northern shore were part of Calimshan in the past, retaining their desire for wealth while staying independent. The Border Kingdoms on the southern shore house adventurers seeking to carve out and rule a piece of land until the next would-be ruler takes over. Wizard towers and fortresses dot the landscape, their owners replace time and again.
Lands of Intrigue
South of the Western Heartlands and west of the Vilhon Reach lie the Lands of Intrigue. Also known as the Empires of the Sands, all three rely heavily on trade with distant countries. Amn is controlled by representatives of five noble families, a place where the wealthy rule openly without pretence. Shrewd traders and ruthless in business, Amnians believe successful transaction ends justify any means, ethical or otherwise. Though the nation is rich, influence is curtailed by the rulers’ unwillingness to work together in the nation’s best interest.
The council of five unify in their tight-fisted control of Amn, but can’t agree on major foreign policy matters. The use of arcane magic is illegal in Amn. The only authorized spellcasters are the temples’ divine magic wielders, and arcane users given special dispensation by one of the five oligarchs. Tethyr is a feudal realm ruled by Queen Anais from its capital Darromar. The queen commands her dukes, who receive homage from counts and countesses, appoint sheriffs over counties, and generally maintain order throughout the realm.
Despite its prosperity, Tethyr is steeped in noble intrigue. Adventurers are often drawn into noble plots as unwitting accomplices or easy scapegoats. Survival requires navigating treacherous political waters as dangerous as any dungeon. Calimshan was a land inherited from an old empire founded by genies. It was renowned before the Spellplague for chauvinism, exotic markets, thieves’ guilds, decadent harems, desert landscape, wealthy ruling class, and the many slaves.
The Spellplague shattered the binding of the efreet Memnon and the djinn Calim in Calimshan. The ancient enemies resumed trying to annihilate each other. Thousands more genasi returned and joined the battle, enslaving human population as battle fodder. During the Second Sundering, the human slaves arose to follow a Chosen of Ilmater. Initially using nonviolent resistance, they erupted in full rebellion following the Chosen’s disappearance, overthrowing genie lords and casting them out. Much of Calimshan is now chaotic, dominated by wealth, political influence, and personal power.
Many pray for the Chosen’s return and completion of his work. Others learn the new landscape and grudgingly accept the remaining genasi among them.
Chultan Peninsula
Considered by most to be a backward, unsettled land of monsters, jungles, disease, and savages, the Chultan Peninsula boasts several distinct cultures and relatively stable governments that date back hundreds of years. Located at the westernmost end of the Chultan Peninsula, Chult is a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swamps. Reclusive human tribes, fierce goblins, and strange monstrous folk haunt this dangerous land.
Faith in the many aspects of deity Ubtao holds dominion in Chult. Despite deadly dangers, Chult draws adventurers who search for its legendary riches. The land offers wealth to those skilled and lucky enough to survive its countless perils. Faerûn’s divine powers awarded Ubtao the land of Chult in exchange for his vigilance over threat beneath the Peaks of Flame. Ubtao keeps catastrophe at bay, protecting not just Chult but all of Faerûn from apocalypse.
Home to salamanders and fire creatures, the peaks stand over iron doors leading to the realm of the dead. When the doom of the world approaches, Dendar the Night Serpent will break down these doors and escape into Toril. The lands known as Samarach, Thindol, and Tashalar were wholly or partially drowned during the Spellplague. The yuan-ti kingdom of Serpentes fell too, when waters of the Great Sea joined violently with the Shining Sea. After the Second Sundering, remains of Samarach and Thindol resurfaced, despite apparent fall of both civilizations.
Thindol remains infested with yuan-ti, while illusions cloaking Samarach’s mountain passes continue concealing activities within that nation. Tashalar was restored to a land known for warm, breezy weather, bright, flowing garments, and spicy, delicious foods. The return of this pleasant land brought renewed hope and prosperity to the region after a century of loss. Resurfaced Lapaliiya became part of Elfharrow, a blasted near-desert northeast of Halruaa’s northern mountains.
Elfharrow isn’t a name its residents chose, but travelers gave this violent region after encountering its fierce defenders. Tribes of xenophobic elves claim this area and don’t hesitate to discourage uninvited guests access to these lands by any means necessary, even if they themselves have no interest in looting fallen Lapaliiya’s cities.
Island Kingdoms
The greatest island kingdoms of the western seas have little to do with each other, nor do they have much to do with the rest of Faerûn. Evermeet, the magical kingdom of the elves, lies 1800 miles west of Faerûn in the Trackless Sea. Elven high magic, sea elves, vigilant wizards, and powerful navy guard the island. Few approach Evermeet who aren’t already invited guests. Evermeet is the refuge of the Elven Court withdrawn from Faerûn. Moon elves, sun elves, and some wood elves followed Queen Amlaruil when she moved elven life’s center from ancient Cormanthor Forest.
Evermeet disappeared into the Feywild during the Spell- Plague, but reappeared after the Second Sundering. The island’s return restored hope to many elves who had thought their ancestral homeland was lost forever. Tales speak of Lantan, where Gond is worshiped and magic shunned. Most know little beyond hearsay that Lantan is strange and dangerous, where clockwork machines and infernal devices work great wonders and terrors at makers’ direction. Lantan’s humans and gnomes pioneer technological solution to problems other Faerûnians solve with magic.
The Lantanese inventors constantly create new wonders, sometimes selling or trading these devices for needed materials. Lantan was thought drowned during the Spellplague.
However, it appears Lantan was transferred to Abeir, much like Halruaa. Some ships claiming to be from returned Lantan have appeared in Sword Coast ports after the Second Sundering. Lantanese who emerge from these ships say little about their homeland or what happened in their century away. These traders seek large quantities of raw materials like woods and metals, trading unusual gems and strange gold coins in return. The Moonshae Isles lie due west from the Sword Coast, stretching nearly half its length.
On southern isles live the Ffolk, humans ruled by High King Derid Kendrick. The Ffolk worship a goddess they call the Earth Mother. Her druids gather in sacred groves throughout the islands. The northern isles are territory of the Northlanders, who spread south from Ruathym to settle here and have fought occasional wars with the Ffolk in the centuries that the two groups have uneasily shared these islands. The Nelanther Isles are a scattered chain of islands sprinkled from the mainland into the Trackless Sea.
These islands are fought over by sea-going pirates preying upon ships from Amn, Calimshan, the Sword Coast, and the Moonshae Isles. The Nelanthers have surprisingly little in common with the Dragon Coast’s Pirate Isles. Dragon Coast pirates are predominantly human, while Nelanther pirates are non-humans such as orcs, lizard folk, ogres, and minotaurs. Nimbral the Sea Haven is a fabled and seldom visited land lying off Faerûn’s western coast, southwest of Lantan.
Many believe the land to be mere legend. Nimbral’s reclusive folk have well-deserved reputation as great wizards. The Nimbral Lords, an enclave of studious, introverted, and extremely powerful archmages known for illusion and trickery, rule the place. Nimbral is also known as the Land of the Flying Hunt. Aerial knights clad in armor of glass and mounted on pegasi and hippogriffs patrol Nimbral’s skies and waters. These elite warriors serve as Nimbral’s primary defense against unwanted visitors and potential threats.
Nimbral disappeared suddenly during the Spellplague. Some claim powerful magic moved or hid the island in vast illusion. Nimbral returned after the Second Sundering as secretive as before, where it went and why, remains a mystery.
The Underdark
The region called the Underdark is an entire world beneath Faerûn’s surface. Nations and enclaves of drow, duergar, illithids, aboleths, beholders, and more inhabits this realm. This underground realm operates by rules alien to surface dwellers, forming an entirely different world of conflict, politics, and intriguing adventures.


