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| a rich coastline of trade, piracy and adventure.
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| the "City of Splendors": a huge and richly detailed city on the Sword Coast.
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| a traditional home of the elves.
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| site of Ten Towns
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| the ancient dwarven stronghold rediscovered and reclaimed by Bruenor Battlehammer in the writings of Drizzt
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| a northern town
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| a confederation of humans, dwarves and elves, with the city of Silverymoon at its heart.
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| a huge desert, known as The Great Sand Sea, is a magical desert in northern Faerûn. It holds the remnants of the once-powerful Netherese Empire, their flying enclaves having crashed to the ground nearly seventeen centuries past when their greatest mage Karsus, in a desperate bid to end the war against the phaerimm, challenged the goddess Mystryl for her divine mantle, causing the Weave to falter and all magic to fail. For generations since, Anauroch, the greatest desert in Faerûn, has encroached relentlessly on border nations, burying them beneath the sands.
The only people to call Anauroch home are the nomadic Bedine tribes and a small Zhentarim garrison, tasked with patrolling and defending a line of oases along the Black Road, the trade route that winds west from the ruins of Teshendale to Llorkh at the foot of the Graypeak Mountains. A diminutive, degenerate people called the D'tarig[3] are the only other major inhabitants, who live along the borders of the desert and interact somewhat with peoples from surrounding countries.
Finally, on 20 Nightal in 1372 DR, the enclave of Thultanthar (also known as Shade) of the ancient Netherese Empire re-emerged from the Plane of Shadow in the skies above the Dire Wood, before drifting into Anauroch, settling above the Shoal of Thirst, bringing the evil and warped Shadovar into the Realms.
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| an area of rich farmland and human civilization. Home to the famous wizard Elminster.
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| a large northern body of water with shores in many politically unstable areas.
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| The open steppe of The Ride lies between the Dragonspine Mountains, the Border Forest and the Gray Land of Thar. It is home to tribes of mounted barbarians who consider any outsiders to be fair game. Although the tribes are prone to constant internal struggling, they will quickly unite to face threats from the outside, like the Zhentarim march on Glister in 1352 DR.[1]
The forces of Zhentil Keep try to control the area, striving to control lucrative mines that riddle the mountain slopes north of the cold plains of The Ride
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| is a region in North Faerûn that rests along the north coast of the Sea of Fallen Stars. It is a temperate realm of farmlands, which includes the Earthfast Mountains[1] and forests along the eastern border with Impiltur.[2] The Vast is home to the large cities of Calaunt, Procampur,[1] Tantras and Ravens Bluff. The land was previously ruled by gray orcs,[3] with some still inhabiting the mountains
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| is a scarcely populated kingdom in the Cold Lands of Northeast Faerûn.[3] It was ruled by King Gareth Dragonsbane[4] as of 1371 DR,[1] and, with Vaasa, formed the Bloodstone Lands.[5] Damara's current ruler (as of 1479 DR) is King Yarin Frostmantle
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| The Great Dale is governed by a druidic hierarchy, under rule of Nentyarch. It is a human land, of 200,000 inhabitants. According to rumours, The Great Dale is the place from which Dalelanders come.
| 1 | 3 | Sun Oct 23, 2011 7:56 am Guest |
| is a former kingdom and current confederacy of feudal lords in Northeast Faerûn of around 1.2 million inhabitants, comprising mainly humans, but also dwarves and halflings
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| The Hordelands, also known as The Endless Wastes and as Taan by the natives, was once the territory of the mighty empire of Raumathar and is now populated by the Tuigans. It is bordered on the north by Yal-Tengri, on the west by Narfell, Rashemen and Thay, on the south by Murghôm, Semphar and the massive Yehimal mountains and on the east by the empire of Shou Lung.
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| is a country in the eastern part of Faerûn. It lies in the Cold Lands region but was once the heart of a vast empire that stretched from the Giantspire Mountains to Lake Ashane which included the Great Dale, much of Thesk, part of the Plateau of Thay, what would become Impiltur, and other lands.
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| is a magocratic gynarchy in the far northeast of Faerûn. The northern part of the country is barren and wreaked by strong, harsh winds while the south is cool but not nearly as bad. Surrounded by mountains and huge lakes and rivers, the built up area of Rashemen is highly defensible, though those northern region are attacked by Nar barbarians and monsters quite frequently.
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| The nation of Thesk is an oligarchy of around 850,000 people, inhabited by humans, gnomes, and orcs. The majority of its inhabitants are either merchants or farmers. The Golden Way, the main trade route to Kara-Tur, runs through Thesk, exposing it to a wide variety of cultures and making its people more tolerant than most Faerûnians
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| is an untamed wasteland of frozen moors and tundra located in the Cold Lands of northeast Faerûn. It is a relatively empty land with sporadic farms and the occasional wandering monster. As much of the land is unclaimed, there are many prospectors who come to Vaasa looking for natural treasure, of which it has many. The lands are rich in precious metals and gems, particularly bloodstone.
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| the huge, relatively new human nation of great wealth and prosperity.
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| is a metropolis and city-state on the Sword Coast and Western Heartlands blend, on the north bank of the river Chionthar about twenty miles east from its mouth on the Sea of Swords. It is to the south of the great city-state of Waterdeep and to the north of the country of Amn, and is located along the well-traveled Coast Way road.[2] A person from Baldur’s Gate is known as a Baldurian
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| is a nation which covers the southern corner of West Faerûn, including the Calim Desert and the Spider Swamp. Calishite is the name given to an inhabitant of Calimshan. The term "Calimite" is a severe insult.[1] Calishites is also used to describe the human ethnicity type that looks like they come from Calimshan. Successor of Coramshan, Calimshan's capital is the sprawling port-city of Calimport, home to emperor Syl-Pasha Ralan el Pesarkhal and the many powerful wealthy nobles called pashas. Other major cities includes Memnon and the coastal city of Schamedar.
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| the crumbling final stronghold of the elves on Faerûn.
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| the mysterious island nation.
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| are a group of islands that form a roughly circular archipelago with the Sea of Moonshae in the centre. They lie roughly 400 miles (644km) West of the region of Amn and to the southwest of the Sword Coast. As of 1371 DR the majority of the Moonshae Isles are ruled by the High Queen Alicia Kendrick, who rules from the capital city of Caer Callidyrr on Alaron
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| are a widely scattered chain of nearly one thousand islands west of Amn and Tethyr in the Trackless Sea. More than half the islands lack potable water and are an unfit place to live. The hundreds of islands that can support life are fought over by ruthless pirates who tend to prey upon the shipping of lines Amn, Tethyr, Calimshan, the Sword Coast and the Moonshae Isles.[1]
Among the hundreds of islands, only the largest of the islands are named. Only a handful of these names are known to the mainlanders, while the pirate captains know them like the back of their hands. The bulk of the the Nelanther pirates have never been captured due to the multitude of hiding places among the islands. Mainlander maps show many of the main islands and many of the minor islands, but not the shoals, currents, small exposed or submerged islets, and other hazards amond the inner Nelanther.[citation needed]
Aside from their shared acts violence and larceny, the Nelanthers have surprisingly little in common with the Pirate Isles of the Dragon Coast. The Nelanthers' pirates are nonhumans such as orcs, lizardfolk, ogres and minotaurs. These various races and factions wage war on each other as often as they do with outsiders.[1]
By 1369 DR, the Twisted Rune had placed a magical gate on the islands to allow for instantaneous movement to other locations.
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| is an island nation that is probably the most mysterious land in all of Abeir-Toril. Pegasi-mounted warriors attack a lot of foreign merchants (though almost always because they are slavers or pirates) and large fleets that head in the supposed direction of the island have a history of being turned away. Nimbral is self-sufficient and only trades with Samarach, Halruaa (both of these only infrequently though) and Zakhara, all mysterious and nigh-unknown lands themselves. As a result, many wild and varied rumours have been spread by the folk of the mainland who have heard of the place.
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| recently emerged from a decades-long civil war with two new monarchs. The strong rule of Queen-Monarch Zaranda Star Rhindaun and King Haedrak III (who formerly served the great Elminster of Shadowdale as a scribe under the name of "Lhaeo") is beginning to restore hope to a cynical, supicious, war-torn land.
Tethyr is now growing, establishing ties with hesitant neighbors, and driving monsters from its lands. There is yet much suspicion in the land, especially towards organizations that admit to meddle in the affairs of others, such as the benevolent Harpers or sinister Zhentarim.
Tethyr's large forests are home to a population of wood elves, who are ever wary of human rulers wishing to tame their forest with torch and axe.
Tethyr is bordered to the north by Amn and to the south by Calimshan, while the pirates of the Nelanther Isles harry the kingdom's maritime commerce, such as trade vessels bound for far-off Maztica.
As of 1479 DR, the current rulers of Tethyr are Queen Cyriana and King Errilam. They have a daughter, the Princess Zandra, who is also one of the Court Vizeras, along with Mynda.
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| is a region located in West Faerûn. The Western Heartlands stretch west from Cormyr and the Dragon Coast to the east, and slowly blend into the coastal Sword Coast region at the Sea of Swords.[1] The city of Baldur's Gate is the strongest city in the Western Heartlands and also Faerûn's most powerful; due a massive influx of refugees created by the Spellplague, the city it has swelled to grow as big as half of Elturgard. Before the Spellplague, there were not any nations in the Western Heartlands, despite Amn's attempts. As of 1479 DR, Elturgard and Najara have grown to be powerful nations in the Western Heartlands; however, the city of Baldur's Gate could still best both of them in a hypothetical war
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| is a country with a long history, located in the Vilhon Reach. It is located on what once was the psiocracy of Jhaamdath on the shore of the Sea of Fallen Stars. Chondath is presently a confederation of city-states under the capital of Arrabar, but used to be a powerful nation in times long past.
All of Chondath is ruled by Eles Wianar, the Lord of Arrabar. He resides in the Generon, a large palace located in the capital.
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| a feudal nation of humans living on former elven and dragon territory.
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| lies on the southern shore of the Dragonmere, and at the western extent of the Sea of Fallen Stars.
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| is an independent city-state at the end of the Vilhon Reach which controls a region of mountainous territory to the southwest of Turmish. The city has long had an association with serpents, and is ruled by the Extaminos family, with mixed blood that is not quite human. The matriach of the Extaminos family is Dediana Extaminos who sports a snake's tail and no legs; she rules over the city with a light hand. Her current mate is First Consort Ssibalentanamas, a spirit naga cleric of Sseth, who is also known as First Keeper of the Sacred Eggs, his main task being guarding the yuan-ti brood chambers.
Dediana's heir is Dmetrio Extaminos, who has been connected for a few years with Glisena Foesmasher, eldest daughter of Baron Thuragar of Sespech.[1]. Besides serving as Hlondeth's ambassador to Sespech, Dmetrio secretly leads the Hlondethan cell of the Cult of the Dragon. He uses the cult to undermine his mother's rule and increase his personal power so that he can one day seize control of Hlondeth and the surrounding region. A recent attempt to extend the cell's influence to Surkh failed, thanks to the Cult of Tiamat active in that city. The Hlondethan cell has been far more successful creating urbroodguards.
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| are a collection of rocky islands that dot the Sea of Fallen Stars and are inhabited by pirates. There are fifteen named islands but around sixty in total. The islands that comprise Prespur are not included in the Pirate Isles, despite their proximity.[1] The general makeup of the islands is mountainous terrain with high rocky cliffs. This means that there are not a lot of ports in the Pirate Isles.[2]
As of 1479 DR, due to the continued shrinking of the Sea of Fallen Stars in the century after the Spellplague, most of the Pirate Isles have become a single large island named Pirate Isle.
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| is a young country of considerable wealth and prosperity governed by its merchants. It is located on the north-western coast of the Sea of Fallen Stars, which puts it in the way of many trade routes.[1] Sembia is not particularly war-like, preferring to keep to themselves and their money, but they have gone to war with the Dalelands and Elves in Cormanthor before, allied with Hillsfar and Zhentil Keep. In the middle of the war however, they switched sides and fought with the elves against human and infernal armies alike. Miklos Selkirk was responsible for this shift.[citation needed] A person from Sembia is known as a Sembite or a Semmite. Sembite is used more commonly in the north of Sembia and the Dragonreach, whereas Semmite is used more commonly in the south.[2]
Selgaunt, a large city on the coast of Sembia, is governed by merchant lords called the Old Chauncel, comprising of prosperous households such as the Uskevren, Foxmantle, and others.
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| is a country that is located in the southwest region of the Vilhon Reach. The nation is ruled by baron Aldorn "Foesmasher" Thuragar, who furthers their independence after once being ruled by Chondath.
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| is a republic with the capital of Alaghôn, and is located in the north of the Vilhon Reach. The approximately 1,700,000 inhabitants are mainly humans, but dwarves are common as well, along side minorities of halflings, elves, gnomes, half-elves and half-orcs.
Turmish is known throughout the Sea of Fallen Stars as the "heartland of the Reach" due to its peaceful nature and concentration on commerce over warfare. Its capital, Alaghôn, serves as the most popular port-of-call along the southern fringes of the Inner Sea.
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| is a portion of the Vilhon Reach, named after the visual effect of sunlight hitting the plains. The plains themselves are unheld by any cohesive force, instead being composed of human-filled city-states, wemic and centaur tribes, and a powerful druidic organization called the Emerald Enclave
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| is a magocratic state in the southwestern-most part of the Unapproachable East with its capital at Veltalar. Most of its land is covered by the Yuirwood. Filled with magic and mystery, it was ruled by one of the most potent spellcasters of the Realms: the Simbul, until 1425 DR, the Year of Seven Sisters, and as of 1475 DR is ruled by fifteen simbarchs — arcanists trained in the Simbul's arts
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| is a peninsula on the Sea of Fallen Stars. It neighbors Aglarond and includes the Archipelago of Altumbel.
Altumbel is a harsh and unforgiving land, which includes the maze-like archipelago of the Thousand Swords. Most of these isles are desolate and rocky, covered with low scrubs and lichen, but some are fairly large, with Ghevden as the largest. One-third of Altumbel's people live scattered over the barren Swords. Pirates harry the islands, but many hail from the Swords themselves - raiding one's neighbors is something of a local tradition.
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| takes its name from the first Grand Viceroy Iphram Chess when the region was a province of Unther [2] Prior to the Spellplague, Chessenta was a country of individual city-states that were often at war with one another. The city of Cimbar was the theoretical capital of Chessenta[3] as it was the definitive capital of Tchazzar's brief Chessentan Empire.[4]
After Chessenta defeated Threskel in 1479 DR, Threskel became a vassal state.
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| is a large forest located in Chondath in the Vilhon Reach, stretching from the Nunwood to the Nagaflow River.[1] It is also known as Satyrwood. The village of Elbulder is to the south of the forest.
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| is one of the Old Empires in eastern Faerûn. The Mulharandi were brought to Toril from Earth by the Imaskar Empire looking for some manpower.[1] After countless praises, Lord Ao contacted Ptah who lead a part of the Mulhorandi pantheon to Toril.[citation needed] Ironically, their traditional enemy is another tribe of Mulan who had been captured by the Imaskari at the same time, the kingdom of Unther.[2]
Mulhorand was destroyed by the Spellplague and as of 1479 DR, the empire of High Imaskar comprises its former territories
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| Prior to the spellplague, Murghôm was an inland nation of farmers and horsemen in East Faerûn north of Brightstar lake. It was theoretically a subjugated territory of Mulhorand. Inhabitants are referred to as Murghômi; their second largest city is Phannaskul with another major town being the heavily militarized Port Ghaast.
The leaders of the Murghômi were called Ataman, and the people are known for their skill with horses. With their position beside Taan, the state as a series of semiautonomous communities that gather into collective government only in times of war. Along with the the Mulhorandi, Murghômi are ethnic Mulani known to be speakers of Mulhorandi and believers in the Mulhorandi pantheon.
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| is a populous nation ruled by the eight Zulkirs of the dreaded Red Wizards, located in East Faerûn.
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| like its long-standing enemy, Mulhorand, was once a great empire, but now seems to be in decline. The magocratic country is ruled by the Northern Wizards from the capital of Messemprar, since the former capital of Unthalass is occupied by Mulhorandi forces.[1]
The city of Shussel hosts a Shou Town
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| is located on an island in the southern part of the Trackless Sea, off the coast of Calimshan.[1] Formerly, the land was located at the westernmost end of the Chultan peninsula. It is a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swamps. Savage human tribes, goblins, and even stranger monstrous folk haunt the thick jungles. Nevertheless, Chult draws adventurers who search for its legendary riches. The primordial Ubtao is almost exclusively revered in the land, for the divine powers of Faerûn awarded Ubtao the dominion over the land of Chult in exchange for the deity's vigilance over the threat from under the Peaks of Flame.
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| consists of the land between the eastern end of the Delphin Mountains to the Sheir Peninsula and from the shores of the Shining Sea to the northern edge of the Mhair Jungles, the Great Wall of Halruaa, the western edge of the Bandit Wastes and the peaks of the Dun Hills.
The city of Sheirtalar hosts a Shou Town
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| is virtually unexplored by people from the civilised lands since it is incredibly difficult to get to. It is surrounded by rugged mountains and to the northwest are the Jungles of Chult. Tashalarans describe Samarachians as cowards who barricade themselves in walled cities at night. The natives apparently cloak the paths to their cities and the passes through the mountains with illusions.[1] The country had been created by the Nimbralese; which would certainly explain their propensity for illusions.
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| is a small, exotic country located on a strip of coast along the southern Shining Sea.[1]. It lies just east of the Chult peninsula, and west of the magic realm of Halruaa. It is famous for beautiful weather, beautiful people, excellent crossbows, and the richest wine producing region in the world.
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| The Realm of Running Waters encompasses the entire Thindol Basin. Its lands are encircled by the Hazur Mountains to the east and north, the Tching Mountains to the northwest, and the Sanrach Mountains to the west. At the heart of Thindol lies the Thingulph, a large sheltered gulf that is fed by six major rivers and opens onto the Great Sea. The flatlands of Thindol are covered by tall grass and scattered orchards, and the Hazur Mountains contain productive veins of gold and iron sufficient to meet the local need.
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| an area of ever-changing mini-nations and fluctuating borders. The Border Kingdoms occupy an area of lush grasslands between the Lake of Steam and the Shaar. This area is divided politically into many smaller principalities and kingdoms. Because of the instability of the Border Kingdoms, no accurate maps exist and the borders move around as rulers and boundaries change — this is the ideal place for adventurers wanting to start a kingdom of their own. A borderer is the name given to an inhabitant of the Border Kingdoms.
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| is a nation on the southern coast of Faerun. It is notable as it's ruled by a race of human, drow and elves know as the Crinti, who make up an upper class. Dambrath is a predominantly isolationist nation, though they do allow some trade with outsiders.
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| is the traditional home of Faerûn's gold dwarves, though there is also a human city nearby, called Khôltar. The country of 1,300,000 dwarves, gnomes, halflings and humans is ruled by a monarchy from the capital of Eartheart.
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| is a land of magic, renowned for its electrum mines.[1] Ruled by Netyarch(wizard-king) Zalathorm Kirkson in the capital city of Halarahh, the fabled, quiet and wealthy magocracy is justly depicted as full of wonder. Created by archwizards foreseeing the fall of Netheril, Halruaa combines the peace and harmony of Cormyr with the magic powers of Thay. Nearly all arcane casting Halruaans are wizards, with one third of the total populace having some sort of magical powers.[2] With such ever-present power, it is likely their strict laws or perhaps their inherent nature has prevented their entire nation from being reduced to dust and ash years ago.
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| is a region in South Faerûn. Despite its name, the Lake of Steam is a quasi-inner sea connected to the Shining Sea.[1]
With the Shaar on the east, it separates the Shining South from the rest of Faerûn. On its shores is a collection of free cities, mainly on the northern and western sides. The southern side, by contrast, is a collection of kingdoms collectively named the Border Kingdoms. At the center of the lake is the Arnrock.
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| is a stretch of grassy plains and gently rolling hills that measure more than 1,500 miles from east to west, and about 250 miles from north to south.
By 1479 DR, due to the Spellplague, the Shaar has become a vast desert wasteland known as the Shaar Desolation. In the center of the Shaar Desolation lies an enormous area called the Underchasm where huge swathes of land around the Great Rift have collapsed into the Underdark. Bordering the Underchasm to the east is a region called the East Rift.
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| The Shining Lands is the collective term used for the countries surrounding the Golden Water. These are: Durpar, Estagund, Ulgarth and Var the Golden.
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| was known as the land of the halflings since its population was almost completely comprised of their race. It was a small kingdom with a population of about 840,000 inhabitants ruled by the halfling theocrat Faran Ferromar. Travelers to Luiren were often surprised to find the locals adventurous and bold as opposed to the fat and quiet halflings one could find elsewhere. The capital city of Luiren was Beluir, a coastal city of 27,210 souls in the longitudinal center of the realm
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| is a fertile land located east of Durpar. Foreigners not familiar with the region are unaware that the realm exists and believe that the land it occupies is simply part of the vast grasslands of the Utter East. In truth, Ulgarth occupies an area off the coast of the Great Sea just before the plains of the Utter East begin. With the Five Kingdoms, it acts as a buffer between Faerûn, Kara-Tur and Zakhara.
Out of the capital, two major cities are Esbresh and Kelazzan
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| The is a region of plains at the eastern end of the Shaar. It is home to various non-human monstrous tribes who are allied in a loose confederation for self-defense. The eastern edge of this region is formed by the Giant's Belt Mountains, a range which separates the plains from the desert to the east.
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| The first three miles below the surface. It is here where the surface dwellers and those in the Underdark most often meet
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| Located three to ten miles below the surface, this layer is where most of the Underdark cities are located
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| Ten miles or more below the surface, the Lowerdark is where even those who know the Underdark loath to go.
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