T O P I C R E V I E W |
Titus le Chmakus |
Posted - 01 Mar 2017 : 10:04:51 Hi
We are looking for text writers about Faerun lore for our Faerun Total War mod on Medieval 2 Total war game.
We are a lot into coding matters so we do not have time nor talent to write the texts explaining all the units, buildings, factions and all sorts of stuff around the lore.
So anyone who is interested into writing could help.
As a start, could anybody produce a text of presentation for lets say Thay. It has to be something like 15-20 lines presenting the Thayan nation (1372 DR) to somebody ignoring everything about it.
For game reasons, we have decided to split the Lords alliance into 3 factions : Waterdeep, Baldur's Gate and Luruar confederacy. Also, we have removed the dwarves from Luruar, making it another faction called Delzoun dwarves. So that the players can control a dwarven faction !
The Captains confederacy is Luskan/Tuern/Ruathym.
Elves of Cormanthyr is only for now, Evereska and Tangled trees but their goal will be to recreate the lost Elven empire and reconquere Myth Dranor.
If you are motivated, then we will need the same for Orcs of Many Arrows, Captain's confederacy, Waterdeep, Baldur's Gate, Amn, Tethyr, Calimshan, Luruar confederacy, Delzoun dwarves, Zhentarim, Shadovar, Damara, Rashemen, Aglarond, Mulhorand, Unther, Chondath, Sembia, Cormyr, Elves of Cormanthyr, Moonshae isles.
Thanks for any help |
21 L A T E S T R E P L I E S (Newest First) |
Titus le Chmakus |
Posted - 05 Apr 2017 : 08:43:04 Ok thanks, I've amended the game textfile. |
Mapolq |
Posted - 04 Apr 2017 : 20:01:08 No, it's totally sensible to keep Threskel to Mourktar and Mordulkin, and then giving Unther control of Mourktar is justifiable given that it'd be hard to give them a surviving chance otherwise.
Edited Unther snippet to reflect Mourktar situation. |
Titus le Chmakus |
Posted - 04 Apr 2017 : 14:58:08 Yeah I know, not the best choice though, Threskel is now part of the Mordulkin region. But as the game only limitates to 197 regions, we had to make choices. And also, Mt Thulbane is pretty empty ... Powerful but empty ! And as we cannot code flying creatures, having only that dragon there made the region pretty useless ! |
sleyvas |
Posted - 04 Apr 2017 : 14:08:09 quote: Originally posted by Titus le Chmakus
Yeah, we'll see what we do with Moonshae. As you said, it will be more interesting to conquere the Nothmen Isles at gamestart, if it is not too inaccurate ...
For Unther, you're right too, Mulhorand is so strong that having only Messemprar at gamestart would be useless. We're not going to create a full roster of units, to see this faction being unplayable ! And also, we have decided not to use Mount Thulbane/Threskel as a region.
Ah, just getting to here. |
sleyvas |
Posted - 04 Apr 2017 : 14:06:46 quote: Originally posted by Titus le Chmakus
Thanks ! Fantastic !
For the Moonshae Isles, there is not much informations in the 3.5ed ... So I don't even know which settlements of the Isles are in the High Kingdom and which ones of the Northlanders Isles are out ? If you have precisions on it, please tell me !
Another thing, we have Messemprar and Mourktar being the only 2 remaining cities of Unther. And also, the game will be coded so that it will be rather hard to win for the player choosing this faction as Unther are really weak (or Mulhorand is OP) !
I cannot email other members as I don't have enough posts ...
Just to note, on Mourktar, technically its a rebellious state not part of either Unther or Chessenta. Its a part of Threskel. Its also the city with the largest center of worship of Bane, and it favors the worship of an outcast god of the Untherite pantheon (specifically Assuran of the Three Thunders/ Hoar the Doombringer). When Unther was falling, a lot of Untherites fled to there, but the city was still not under the rule of Unther. |
Titus le Chmakus |
Posted - 04 Apr 2017 : 08:00:32 Yeah, we'll see what we do with Moonshae. As you said, it will be more interesting to conquere the Nothmen Isles at gamestart, if it is not too inaccurate ...
For Unther, you're right too, Mulhorand is so strong that having only Messemprar at gamestart would be useless. We're not going to create a full roster of units, to see this faction being unplayable ! And also, we have decided not to use Mount Thulbane/Threskel as a region. |
Mapolq |
Posted - 03 Apr 2017 : 15:32:44 When you figure out what to do with the Moonshaes, we can change the text, but I think mine applies well to the starting position in your map. Otherwise, dazzlerdal explained the situation very well.
I also agree with dazzlerdal that Unther and Mulhorand would usually aim to conquer their "traditional" client states. A bit of a problem since the map only has one province of Murghōm, I believe, and not much of the Shaar, but that's the idea. Mulhorand's invasion of Unther was very much an oddity, no doubt Mulhorand in 1372 DR wants to finish what they started, but that's not a goal that's constant through time or even agreed upon by all factions within Mulhorand.
And I've seen a picture of Unther including Mourktar in your thread, I wasn't sure what to say since Mourktar is independent (part of the loose nation of Threskel) and should probably be "rebel", but perhaps you don't want Unther to start so weak. |
Titus le Chmakus |
Posted - 03 Apr 2017 : 14:31:32 Thanks for the infos. I'll have to see what we do with Moonshae.
For Unther, I don't know what to think, the Forgotten Realms campaign book says that Mulhorand wants to conquere Unther ... Anyway, the goal is to conquere 40 regions for all factions, so we can impose the ones you mentionned. |
Gary Dallison |
Posted - 03 Apr 2017 : 12:13:45 Hmmm. Tricky questions.
Around 1347 DR a peace treaty is signed between the Ffolk and the Northmen kingdoms.
Then in 1371 DR the northmen kingdoms supposedly all swear fealty to the High Kingdom of the Ffolk. Given that the northmen kings are not hereditary (the strongest northman takes the throne when the predecessor dies) it is unlikely that this alliance between Ffolk and Northmen will last more than a few years (2 or 3 perhaps).
I don't know how the game is setup but if its set in 1372 DR then I guess all kingdoms should be part of the Ffolk High Kingdom (but that wouldn't make for a very interesting start of play). Within a year (or at the start of the game) perhaps there could be rebellions on all the Northmen islands except for Gnarhelm (which is the most civilised of the northmen kingdoms and looks to be one that is or wants to have an inherited monarchy - well the olafsson dynasty want that way).
As for Unther. I'm not sure about Unther's goal being the conquest of Mulhorand. Since the end of the first age of their empire's there has been a longstanding alliance between these two empires. I don't believe they have ever wanted to conquer each other since.
Perhaps a more realistic aim for these two empires is to restore the territories of their empire's at their height. So Unther's goal could be to conquer Chessenta, Aglarond, the Wizard's Reach and some of the Shaar. Mulhorand's goal could be to conquer Thay, the Wizard's Reach, Murghom, Semphar, and some of the Shaar.
That way the two nations can come into conflict but do not necessarily have to destroy each other because they have always historically been allies.
Just a suggestion.
|
Titus le Chmakus |
Posted - 03 Apr 2017 : 11:49:49 Thanks for your feedback dazzlerdal, it helps a lot ! We are all interested in the realms lore but there are so many things that we can't know. That is why I posted here ! YOU are the lore experts !
So to get back to Moonshae, at present, we defenetly have Callidyr, Corwell and Moray as the High Kingdom. The others, Roggarsheim, Iron Keep, Westphal, Hammerstaad and Gnarhelm are 'rebels'. In the game, it means they do not belong to any faction. As of 1372, do you think we should add some of these to the Kingdom ? We also planned to make all these Northlander isles to have the same culture as the Captains confederacy, so the units will be similar, as long as they have not been conquered by the Ffolk or if they trun back rebels.
For Unther, I did not know about this political situation. So we'll have to find a way to reflect this. But it will be harder to complete Unther's goals (destory Mulhorand) ! |
Gary Dallison |
Posted - 03 Apr 2017 : 09:51:03 Technically in 3rd edition the Moonshae Isles are all united under the rule of the High Kingdom (by about 1372 DR I believe).
If you want to keep the Moonshaes separated into Ffolk and Northland (which would probably be prime targets for the captains confederacy) then Callidyr, Corwell, Moray, and one other on Snowdown that I can't remember the name of are the major ffolk settlements).
The Northland islands are all highly independent and shouldn't really be united under one flag unless conquered. But since you have the captains confederacy in existence (a move I like, I could never understand why they got rid of it) then the northland islands were a part of it at one point.
As for Unther. That is a nation in near constant flux. Following Gllgeam's death the cities split into independent states. Then Alasklerbanbastos (an ancient dracolich and rival of Tchazzar) uses his dragon thralls to conquer Unthalass. Then Mulhorand moves in and conquers the Greenfields and Unthalass. At this point Mulhorand's conquest slows as it is far from home occupying hostile territory. Within Mulhorand the churches of Anhur and Horus are at each others throats vying for the attention of the pharaoh (and both have much influence over the army). Then independent forces begin to appear to claim portions of the territory (the legion of nanna sin and bandits from the south), and to top it all off the Red Wizards are interfering to ensure Mulhorand doesn't conquer Unther.
It should be really hard for anyone to conquer all of Unther. |
Titus le Chmakus |
Posted - 03 Apr 2017 : 09:28:53 Thanks ! Fantastic !
For the Moonshae Isles, there is not much informations in the 3.5ed ... So I don't even know which settlements of the Isles are in the High Kingdom and which ones of the Northlanders Isles are out ? If you have precisions on it, please tell me !
Another thing, we have Messemprar and Mourktar being the only 2 remaining cities of Unther. And also, the game will be coded so that it will be rather hard to win for the player choosing this faction as Unther are really weak (or Mulhorand is OP) !
I cannot email other members as I don't have enough posts ... |
Mapolq |
Posted - 03 Apr 2017 : 00:48:53 That's alright.
As promised, I finished the descriptions. I've decided to describe the Moonshae Isles as if the High Queen rules only over the Ffolk, since your map shows them starting without the northern part of the islands where the northlanders live. If that's changed, I can modify the description accordingly.
I can do descriptions for buildings as well (though I'd obviously need more information on what they are and what they are supposed to do). Personally, I like to post my work here, but if you want to send it to my email I can organise everything and post it here, if you don't mind.
The e-mail address is in my account. |
Titus le Chmakus |
Posted - 31 Mar 2017 : 09:54:11 quote: Originally posted by Mapolq
What she calls Uttersea is most definitely not Evermeet. I don't know if her placement comes from looking at Ed Greenwood's maps or something of the sort, but the fact remains that at least since 1988 (FR5 - The Savage Frontier), the island that looks kind of like a boomerang is named Tuern, and Uttersea is its main settlement. I don't have the OGB, so if someone else here can comment on other maps of that time or refer me to somewhere this has been discussed, I'm actually curious now.
Anyhow, I made a suggestion, it's up to you to take it. I'm not going to school you or your mod leader on how to make a TW mod. I've asked you once or twice whether you're still taking suggestions for changes, I haven't got a straight answer. It's entirely justifiable from your perspective not to want to change a lot of things, but I'd like to know where I stand. In any case, I'll finish these writeups around Sunday and go my merry way if there's nothing else you want from me.
By the way, George, thanks a lot for the compliment.
Sorry mate I didn't want to offend you. Your work is perfect and I would really like you to keep going on with it !
You can school me there is no problem I don't have any pretention of holding the truth ! The thing is that on Savage frontier book, there is defenetly an Island called Tuern with Uttersea being its main settlement, but I can hardly locate it. It seems to be West of Ice Peak, as you said ... And also, when I wanted to check on the mod map, I found another explanation for its location : the size of the map ! Maybe the guy who made the map placed it there for it to be on the map ! Otherwise it would have been too far west to be there ... And also, as George said, it is neighther on the 3.5 map.
So we defenetly take suggestions that is absolutly not a problem
By the way, the next task for text writing would be the buildings descriptions. Are you interested in that ? If yes, can you MP your email, so that I can send you the .txt file directly ? It will be much more simple than copy/paste everything.
Thanks again for your precious help |
George Krashos |
Posted - 31 Mar 2017 : 02:29:47 quote: Originally posted by Mapolq
What she calls Uttersea is most definitely not Evermeet. I don't know if her placement comes from looking at Ed Greenwood's maps or something of the sort, but the fact remains that at least since 1988 (FR5 - The Savage Frontier), the island that looks kind of like a boomerang is named Tuern, and Uttersea is its main settlement. I don't have the OGB, so if someone else here can comment on other maps of that time or refer me to somewhere this has been discussed, I'm actually curious now.
Anyhow, I made a suggestion, it's up to you to take it. I'm not going to school you or your mod leader on how to make a TW mod. I've asked you once or twice whether you're still taking suggestions for changes, I haven't got a straight answer. It's entirely justifiable from your perspective not to want to change a lot of things, but I'd like to know where I stand. In any case, I'll finish these writeups around Sunday and go my merry way if there's nothing else you want from me.
By the way, George, thanks a lot for the compliment.
Perfectly deserved.
The Ol' Grey Box had little on the islands of the Trackless Sea. The information was found in FR5 Savage Frontier and as I recall, wasn't re-printed in The North boxed set.
-- George Krashos |
Mapolq |
Posted - 30 Mar 2017 : 17:32:52 What she calls Uttersea is most definitely not Evermeet. I don't know if her placement comes from looking at Ed Greenwood's maps or something of the sort, but the fact remains that at least since 1988 (FR5 - The Savage Frontier), the island that looks kind of like a boomerang is named Tuern, and Uttersea is its main settlement. I don't have the OGB, so if someone else here can comment on other maps of that time or refer me to somewhere this has been discussed, I'm actually curious now.
Anyhow, I made a suggestion, it's up to you to take it. I'm not going to school you or your mod leader on how to make a TW mod. I've asked you once or twice whether you're still taking suggestions for changes, I haven't got a straight answer. It's entirely justifiable from your perspective not to want to change a lot of things, but I'd like to know where I stand. In any case, I'll finish these writeups around Sunday and go my merry way if there's nothing else you want from me.
By the way, George, thanks a lot for the compliment. |
Titus le Chmakus |
Posted - 30 Mar 2017 : 09:15:56 Ok so that is why everything fits in so well ;-)
For the map, my mod leader, the one who made it, spent hundreds of hours creating it ! ;-) So I bet he's seen that. But thanks for advising, we can't be perfect ! And critics are always welcome (positiv or negativ). What she calls Uttersea is probably Evermeet ... So we'll leave Tuern where it is and see if we set Ice Peak as a settlement (it is not for now but could perhaps be added ...?
|
Mapolq |
Posted - 29 Mar 2017 : 18:18:42 Fixed.
And yes, I've taken a look at your faction map to try to make the lore fit as well as I can.
As an addendum, I think (can't be sure since I don't have the actual map, just the faction areas one in your thread) you have added Tuern as an island just a little bit northwest of the Icepeak, on the Sea of Moving Ice. That is most likely an error from Karen Wynn Fonstad's (otherwise brilliant) Atlas - she places Tuern there and an island called "Uttersea" farther west and a little bit to the south.
However, both earlier (The Savage Frontier) sources and all the later ones I know have clearly said Tuern is the island she called "Uttersea", and "Uttersea" is the main settlement in Tuern. The island she calls "Tuern" either doesn't exist or is fairly irrelevant.
A problem might be that fixing this would have Tuern be outside of your campaign map. I'm not sure if you have added the Icepeak as a region, if not, that'd be an easy fix (make the Icepeak - or its main settlement, Aurilssbarg, a region, and scrap your Tuern). |
Titus le Chmakus |
Posted - 27 Mar 2017 : 11:32:20 Great ! Keep going on ! The best is that you wrote it to fit perfectly with the starting settlements in every factions !
BUT ;-) Gundarlun is not part of Captains Confederation at gamestart !
;-)
Thanks again |
George Krashos |
Posted - 26 Mar 2017 : 03:56:02 Looks like you have the gig well in hand Mapolq. Good stuff.
-- George Krashos |
Mapolq |
Posted - 25 Mar 2017 : 20:06:45 This is pretty simple stuff which you could no doubt do yourselves, but since you're needing collaborators, I'm making those you asked. I wish I was able to get into the Total War forum, but maybe later we can talk about a little more involved lore questions here as well. It seems you're at a fairly late stage in developing, so you might not be interested in things like what kind of units might be proper, what territory borders should be, how militarised and rich each province might be, the proper colors and coats of arms, etc. But if you are, that'd interest me more than writing snippets.
I'm taking "15-20 lines" to mean about 150 words, which is more or less the standard for English, I believe. Feel free to give feedback while I post more of these here, so I can adapt them to your needs.
Thay: A rich and populous nation at the eastern end of Faerūn, Thay stretches across the huge plateau that shares its name, as well as neighboring lands over which it often wages war against other nations such as Aglarond, Rashemen and Mulhorand. The land is ruled by a large organization of mages, the Red Wizards, who have been the dominant power in Thay since its beginning in 922 DR, when they led the revolt against the powerful Mulhorandi Empire to establish their own nation. Most prominent among the Red Wizards are the Zulkirs, powerful wizards of which there is one for each of the eight disciplines of magic. The land itself is divided in Tharchs, and the administration of those is handled by the Tharchions and their underlings, in a bureaucratic structure. Society is largely divided into an elite of majorly Mulan heritage, a lower class which is mostly Rashemi, and a very large number of human and humanoid slaves.
Waterdeep: Waterdeep is a large city-state located at a natural harbor in the middle part of the Sword Coast, near the mouth of the river Dessarin. Its influence stretches along the entire Sword Coast and inland across the Dessarin Valley, and it is one of the major centers of trade in the whole of Faerūn. Due to its size, wealth, magical tradition and the cosmopolitan attitude of most of its citizens, Waterdeep is known continent-wide as "the City of Splendors", and enjoys a cultural impact on the world that far exceeds its political reach. Though the site of Waterdeep has been inhabited since ancient times, the foundation of the city can be traced to 882 DR, making it a much younger player in Faerūn than many of its competitors, such as the ancient city of Calimport or even the northern port of Luskan. The city is ruled in aristocratic manner, with sixteen Lords forming its ruling body. The identities of the Lords are kept secret through use of magic and subterfuge, except for one Open Lord - currently Piergeiron the Paladinson.
Baldur's Gate: Baldur's Gate is a city-state located near the mouth of the river Chiontar in the southern Sword Coast. Second in size only to Waterdeep in that great shoreline, it thrives on trade much like its bigger counterpart to the north and the nation of Amn to the south. Though largely devoid of political or military ambitions far from its gates, Baldur's Gate could nevertheless count on the loyalty of its many citizens as well as farmers, fishermen and traders from the surrounding areas, and the large company of mercenaries known as the Flaming Fist. Overshadowed by the grandeur of Waterdeep, Baldur's Gate is not so well-known in the wider world, but its importance on trade and strategic location as a hub between the major powers of Faerūn should not be underestimated. The city is ruled by an elected oligarchy - four rulers known as the "Grand Dukes". It is unclear when Baldur's Gate was first populated. It takes its name from the fabled hero Balduran, who is said to have founded the city a long time ago.
Luruar: Luruar, also known as the Silver Marches, is a confederation of the cities of Silverymoon, Everlund and Sundabar, along with smaller towns and villages. It was founded in 1371 DR in order to coordinate the cities' efforts against orcish and barbarian hordes, and named in honor of the goddess Lurue. The territory of Luruar extends across the vales around the Nether Mountains - a rugged, heavily wooded and bitterly cold land which hides incredible mineral wealth. The High Lady Alustriel rules the city of Silverymoon and acts as the leader of the council that governs Luruar. Founded in 574 DR, the city is known as "the Gem of the North" for its beauty and high culture, brought by in great part by its mixture of human and elven settlement. The city of Everlund, not far to the south, is a great trade hub founded over a crossing of the Rauvin. Further up the river is Sundabar, built around a very old dwarven citadel, now populated by dwarves and humans alike and known for its wealth in lumber and metals.
Delzoun: The land of Delzoun takes its name from an ancient dwarven kingdom which existed in the north of Faerūn for thousands of years, before falling over a thousand years ago. The region encompasses the territory around three great dwarven citadels in the north, Citadel Adbar, Citadel Felbarr and Mithral Hall. Set against and sprawling under the Ice Mountains, Rauvin Mountains and the Frost Hills, the citadels are extremely well-protected and derive their wealth from mines of gold, mithral and other metals, and the product of the great dwarven forges. Citadel Adbar is ruled by king Harbromm, and is the only fortress of the original Delzoun never to have fallen into enemy hands. In contrast, Citadel Felbarr, ruled by king Warcrown, and Mithral Hall, ruled by king Bruenor, were only in the last decades pried from the local orcish tribes. Dwarven armies are well-known for their great skill and superb equipment, with units such as the Iron Guard of Adbar being recognised as some of the most elite soldiers in Faerūn.
Captains' Confederacy: The domain of the Captains of Luskan stretches across part of the northernmost tip of the Sword Coast and many of the islands of the Trackless Sea such as Ruathym and Tuern. These are, for the most part, cold and forbidding lands rich in minerals, home to the hardy human folk known as the Illuskans, or simply Northmen. It is said that the great Northman seafarers first arrived in this region millenia ago in their ships, establishing their colonies. The city of Luskan at the mouth of the river Mirar thrives on trade and war, and is the grandest settlement of the Confederacy and the residence of the Captains, from where they direct their raiding parties and pirates. Over a thousand years ago, it was known as the citadel of Illusk, founded by refugees of Netheril around the ancient tower-like structure that sits at the mouth of the Mirar. The Netherese were since expelled or mingled with locals, but the structure, known as the Hosttower, still houses a powerful tradition of spellcasters.
Elves of Cormanthyr: The elven realm of Cormanthyr, sitting on the great forest of Cormanthor to the northwest of the Inner Sea, is over five millenia in age. During this time, it saw the rise and fall of many human civilizations and petty kingdoms, as well as that of the great Myth Drannor, built in the heart of the elven lands and shared with all friendly peoples. With the fall of Myth Drannor and the Elven Court, however, many of the elves left the forest for the distant island of Evermeet, leaving most of the region empty, without a ruler, and suffering the attack of bands of drow from the Underdark. Since the remaining elves mostly keep to themselves, their wealth should be measured in their powerful magic and extraordinary craftsmanship. Even though the elves do not field a large army, they can be fearsome in battle. Elves of Cormanthyr are also allied with their kinsmen in the hidden fortress of Evereska, and can deploy great magic and some of the most skilled warriors of Toril.
Orcs of Many Arrows: The orcs of the north have been pushed back to the forbidding range known as the Spine of the World for millenia by human, elven and dwarven folk. However, the orcs have managed to eke out a living and even thrive in those far lands, and once in a few generations, are known to descend from the mountains and high valleys and threaten all civilization west of the Inner Sea. The last great invasion of this sort happened over a hundred years ago, and many in the southern lands fear the time is coming for another one. Even though the orcs have been pushed from some of their advanced fortresses in the north, such as the Citadel of Many-Arrows, which the dwarves restored to its ancient name of Citadel Felbarr, they have reorganised around the Dark Arrow Citadel to the northwest under the leadership of King Obould Many-Arrows, an orc warlord of great intelligence and might who is already plotting the invasion which will bring the southern civilizations to their knees.
Amn: The nation of Amn was once the northernmost of the great emirates of the Shoon Imperium, ruled from Calimshan. Around a thousand years ago, it formed part of the great borderlands between Calishite civilization and the Talfiric peoples and Chondathan settlers. With the collapse of the Shoon in 450 DR, Amn became an independent kingdom, peaceful and prosperous, growing in wealth and might. Its rather large territory is dominated by fertile flood plains near the coast, where the bustling capital of Athkatla is located, two tall mountain ranges running east-west which form a formidable barrier against invaders, the rich shores of Lake Esmel in the middle, and the highlands and forests in the east, famous for rich deposits of precious stones. More recently, the monarchy has been abolished, and Amn is ruled by the Council of Six - secret, unnamed oligarchs presumably risen from the most important trading families. Thanks to its central location in Faerūn, its abundant wealth and its embracing of commerce, Amn is one of the foremost mercantile powers in the whole of Toril.
Tethyr: Inhabited by elves and dwarves in its ancient past, the land of Tethyr was conquered by the Calishite in a series of expansions of their domains around three thousand years ago. With the fall of the Shoon Imperium, Tethyr became independent for the second time, along with its northern neighbor, Amn. Tethyr is a vast land comprising the basins of the rivers Ith and Sulduskoon, highlands stretching all the way to the Arnaden and Erlkazar, as well as the elven forest of Wealdath and the Tethyr peninsula. Most of the countryside is fertile, with great farms, pastures, groves and vineyards. The institution of nobility is prevalent and very important in Tethyrian custom, with landed nobles owning most of the land. The current ruler is Queen Zaranda, who rose to power after managing to unify the nation after a bloody civil war which only ended in 1369 DR and resulted in much death and destruction. Still, Tethyr is a rich land of many millions and Queen Zaranda can count on many loyal nobles, and is able to raise sizable and competent armies.
Calimshan: Calimshan is the most ancient of the human civilizations of Faerūn, and perhaps all of Toril, that still exist. Its history goes back about ten thousand years, and its current name dates from around -6000 DR, when the djinni lord Calim established his rule over the local humans in the city of Calimport, and did battle with the efreeti lord Memnon. Though long freed from its elemental masters, the Calishites of this day and age still practice slavery and have a history of ruling over large empires. The current nation of Calimshan covers the whole of the northern coast of the Shining Sea, from the Calim Desert to the Lake of Steam. The bustling city of Calimport is its capital, and one of the largest cities of Faerūn. Calimshan imports much food for its large population, and exports mostly spices, wines, gems and manufactured goods and magics. Trade - as most aspects of life - in Calimshan is rife with plots and backstabbing. The current ruler is Syl-Pasha Ralan el Pesarkhal, an extremely cunning man.
The Zhentarim: The Zhentarim, or The Black Network, are not actually a nation, but an armed mercantile organization allied with the Church of Bane, the god of Tyranny. Founded in 1261 DR in Zhentil Keep by the wizard Manshoon, they expanded to control a number of cities across Faerūn, such as Mintar, on the Lake of Steam, and built connections in order to dominate trade in many other places, like Mulmaster. Still reeling from religious conflicts taking over a decade after the death of Bane in the Time of Troubles, pitting the followers of the god Cyric, the Prince of Lies, against those of Xvim - now reborn as Bane - the Zhentarim are not as powerful as they once were, but may soon see a resurgence under the strong rulership of Fzoul Chembryl, the Chosen of Bane. Since they control such varied territories, the Zhentarim draw from diverse peoples - including orcs - for their armies and all kinds of goods - including slaves - for their trade. The organization also boasts many wizards and excellent spies and assassins, and counts on the support of the clergy of Bane.
The Shadovar: The Shadovar are direct descendants from peoples of the ancient and magically-advanced human nation of Netheril. Their capital, the city of Shade, is built over an inverted floating mountain, and escaped the downfall of Netheril to the plane of Shadow, where it stayed for over fifteen centuries. It returned to Faerūn in 1372 DR, and now hovers over the southern part of the desert of Anauroch, where Netheril once was. The elite of Shadovar society is comprised of shadow-infused humans known as shades, and many of them are powerful wizards and priests, particularly of the goddess of darkness, Shar. Their leader is the Netherese arcanist Telamont Tanthul, and his many sons are known as the Princes of Shade. Since arriving in Faerūn, the Shadovar have been trying to rebuild a Netherese Empire, starting by the desert of Anauroch and its native tribes. They have also explored ancient places such as the dwarven ruins of Ascore. Eventually, they plan to conquer or infiltrate nearby lands to consolidate their might.
Damara: The kingdom of Damara is located on the northeast of Faerūn, on the plains between the Galena and Giantspire mountains, where the Icelace and Pelauvir rivers meet. First populated around three hundred years ago, with the slow retreat of the Great Glacier, Damara has turned into a prosperous kingdom, albeit now weakened by a long war against a sorcerer king who ruled neighboring Vaasa. Damara finally won the war in 1371 DR, and now hopes for a period of peace under its king, Gareth Dragonsbane. Together with Vaasa, the lands to the south of the Great Glacier and near the Galena mountains are often called "The Bloodstone Lands", due to the mining of a precious chalcedony called bloodstone for its red specks. In Damara, many humans and dwarves dedicate themselves to mining these stones, as well as iron, gold and silver. Even though the growing season is short and the winters are harsh, the hardy folk of Damara cultivate the vast plains, though food is sometimes imported through Impiltur.
Rashemen: The heart of the land of Rashemen is the area between the curve formed by the lakes Ashane and Mulsantir and the Sunrise Mountains, though the Rashemi also claim great swathes of plains to the north, known as the North Country, and to the east into the Endless Wastes, where Citadel Rashemar protects from incursions by the steppe peoples. Rashemen is a rugged land with many forests, mainly exporting furs and wool. It was once a disputed land between the empires of Narfell and Raumathar, and after both of them fell, it became its own country. In -75 DR, covens of witches supported a number of warlords in unifying the land. Still today the Witches of Rashemen are a large group of female arcanists who rule Rashemen, though governance is often the domain of warrior lords chosen by the Witches. It is said that in the ancient past, travellers of similar outlook and appearance to the Illuskans of the Trackless Sea appeared in the land of Rashemen and mingled with the natives. Some traditions, such as that of the berserker warriors, seem to hint at a connection.
Aglarond: The realm of Aglarond is located on the northern part of the Aglarondan peninsula, including the Yuirwood forest, but excepting Altumbel. Though the forest had been an elven land for many millenia, the peninsula itself has been colonized by humans for about fifteen centuries, when Jhaamdathan, Untheric and Chessentan settlers arrived from the south and west, and gradually populated most of the land. Aglarond itself can trace its existence to the founding of the realm of Velprin in 773 DR, which eventually allied with the elves of the Yuirwood and mixed with them in great numbers, leading to the large quantity of half-elves in Aglarond even today. Aglarond is ruled by a powerful sorceress and a Chosen of Mystra, Queen Alassra Silverhand, more commonly known as The Simbul. Aglarond's economy is traditionally self-contained, in great part due to the constant threat of military invasion from Thay. The relative peace of recent years has brought more trade to its shores, however, and it exports some grain, fruit, lumber, metals and textiles.
Mulhorand: The history of Mulhorand starts about four thousand years ago, when the ancient empire of Imaskar captured slaves from far-away lands. It is said that the gods of the slaves followed them to Imaskar and led a great revolt. During the following millenium, these peoples, known as the Mulan, forged their own empires, founding great cities on the river deltas, and were ruled by manifestations of their gods themselves until recently. Only since the Time of Troubles, Mulhorand has been ruled by a true mortal, Pharaoh Horustep the Third. The land today is bounded on the west by the Alamber Sea and on the east by the Dragonsword Mountains. These are dry plains crossed by several large rivers with fertile basins. It exports some foodstuffs, paper, granite, precious stones and gold. Currently, Mulhorand is winning a war against Unther and might be able to annex its rival. It relies on the great armies of its noble houses, each affiliated with one of their gods and boasting many priests and wizards.
Unther: The history of Unther starts about four thousand years ago, when the ancient empire of Imaskar captured slaves from far-away lands. It is said that the gods of the slaves followed them to Imaskar and led a great revolt. During the following millenium, these peoples, known as the Mulan, forged their own empires, founding great cities on the river deltas, and were ruled by manifestations of their gods until recently. In the Time of Troubles, with the fall of Gilgeam, Unther lost its last god-king and since then it has been in decline, culminating in the current war in which Mulhorand is occupying most of the Untheric land. Unther traditionally rules the west coast of the Alamber Sea and the extensive plains between the Smoking and Uthangol Mountains, east to the River of Swords and Azulduth. Now, the only city left under Untheric control is Messemprar, though it still controls rich mines and farmland and has recently gained influence over Mourktar. Its fearsome warriors and the arcane society known as the Northern Wizards are keeping the Mulhorandi at bay for now.
Chondath: Chondath is arguably the heir of the ancient empire of Jhaamdath, which was destroyed by the elves in -255 DR. The surviving humans founded cities around the Vilhon Reach, and many came to be known as the land of Chondath. The Chondathans then migrated in great numbers and colonised the northern Inner Sea, including Cormyr, Sembia, and Impiltur, as well as the Western Heartlands. However, around 900 DR, after a crushing defeat by the elves of the Chondalwood followed by a disastrous civil war in which plague magics ravaged the land, Chondath declined. Only two centuries ago it started regaining some of its power, and today it is a trading nation that dominates the southern coast of the Vilhon Reach, from the capital, Arrabar, to the city of Hlath. The government of Chondath is decentralized, with its cities often at odds with one another and employing many mercenaries, which also work abroad in more peaceful times. Apart from warriors, Chondath exports lumber, salt and spices. Lately, Eles Wianar, the ruler of Arrabar, is indisputably the most powerful man in the nation.
Sembia: Like its neighbor Cormyr, the nation of Sembia grew out of the colonies of Chondath south of the forest of Cormanthor. Chondathans started arriving in the region almost fifteen centuries ago, and when Chondath lost the Battle of Singing Arrows to an elven army in 884 DR, Sembia declared itself independent. Sembia was not without elven enemies, however, and conflicts with them threatened the young nation for a long time, and elves are still viewed with suspicion in Sembia. During the last centuries, Sembia expanded inland, incorporating wildlands and independent dales to its territory. It is now a mercantile and agricultural power, with vast farmlands and vineyards, its foundries produce quality steel, its cities are home to many skilled artisans and its ports trade with most of Faerūn. Sembia is ruled by a merchant oligarchy which selects an Overmaster periodically - currently, that is Kendrick the Tall. It often relies on mercenaries for its wars, but also counts on its fearsome navy, a large population, and well-protected cities.
Cormyr: Like its neighbor Sembia, the kingdom of Cormyr was born out of the colonization of the northern shores of the Inner Sea by Chondathans. Different from Sembia, it achieved independence early, when a settler named Ondeth Obarskyr allied with the elves and declared himself king in 26 DR. The Obarskyr dynasty rules Cormyr to this day, though the current king, Azoun V, is an infant, and his aunt the Princess Regent Alusair rules the kingdom. Cormyr has been traditionally sympathetic to the elves since its founding, settling the lands delimited by the Thunder Peaks and the Storm Horns, and then expanding eastwards into the Tunlands. They are fertile and heavily forested lands, and Cormyr exports much food and timber, along with good steel from its foundries. Recently, with the Zhentarim trying to control a route between the Sword Coast and the Moonsea, Cormyr came into conflict with them over the Stonelands, gaining the upper hand for now. For war, Cormyr relies on a highly professional army, the elite Purple Dragon knights and the War Wizards of Cormyr.
Moonshae Isles: The Moonshae Isles, or more properly the realm of the Ffolk located in them, is a collection of petty kingdoms all ruled by High Queen Alicia Kendrick from the castle city of Caer Callidyrr. The islands are a rocky, hilly and cold place for the most part, with farmlands being restricted to a few valleys, and encroached by forests and misty bogs. For a long time, the history of the Moonshae Isles revolves around the conflicts between the Ffolk who live mostly in the south, and the Northmen. It is unclear when the islands were first settled, but tales say their history goes back many centuries, at least. However, only in the last three decades the Ffolk have been unified in a High Kingdom, and the northlanders have no central authority. As a relatively small and harsh land, the Moonshaes export mainly timber and metal items, including as armor and weapons. In war, they are brave and adapted to fighting on harsh terrain. The Ffolk are unusual in that they tend to revere one goddess - Chauntea, who they call the Earthmother - above all others. |
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