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{{redirect|Aglarondan|the language|Aglarondan language}}
{{Living Forgotten Realms article|Aglarond region|Aglarond}}
 
 
{{Location
 
{{Location
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| image = Aglarond-UEp97-Lazzaretti-Kauth.png
|image = [[Image:Aglarond_4E.jpg|250px|Aglarond in 1479 DR]]
 
|caption = Aglarond in [[1479 DR]]
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| caption =
|name = Aglarond
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| name = Aglarond
|size =
+
| size =
|capital = [[Veltalar]]
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| capital = [[Veltalar]]
|area = [[The Unapproachable East]] <br /> [[Northeast Faerûn]]
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| area = [[Unapproachable East]]
|ruler = [[Simbarch Council]] <br /> <small>'''Founder:'''</small> [[Brindor Olósynne]]
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| ruler = [[Simbarch Council]] <br /> <small>'''Founder:'''</small> [[Brindor Olósynne]]
|government = [[Wikipedia:Oligarchy|Oligarchic]] [[magocracy]]
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| government = [[Wikipedia:Oligarchy|Oligarchic]] [[magocracy]]
|population = 1,270,080 (as of [[1372 DR]])
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| population = 1,270,080 (as of [[1372 DR]])
|races = {{percentage table|[[Human]]s|64|[[Half-elves]]|30|[[Elf|Elves]]|5|Other|1}}
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| races = {{percentage table|[[Human]]s|64|[[Half-elves]]|30|[[Elf|Elves]]|5|Other|1}}
|religions = [[Chauntea]]ns, [[Seldarine|Seldarinists]], [[Selûne|Selunites]], [[Umberlee|Umberlants]], [[Valkur|Valkurytes]]
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| religions = [[Chauntea]]ns, [[Seldarine|Seldarinists]], [[Selûne|Selunites]], [[Umberlee|Umberlants]], [[Valkur|Valkurytes]]
|imports = Glass, iron, textiles
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| imports = Glass, iron, textiles
|exports = Copper, gems, grains, lumber, wine
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| exports = Copper, gems, grains, lumber, wine
|alignment = {{Alignment grid | off | on | on | off | on | off | off | off | off }}
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| alignment = {{Alignment grid|off|on|on|off|on|off|off|off|off}}
 
| usethe =
 
| useon =
 
| inhabitants = yes
 
| locations = yes
 
| organizations = yes
 
| settlements = yes
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| roads = yes
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| mountains = yes
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| bodies of water = yes
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| forests = yes
  +
| events = yes
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| food and drink = yes
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| items = yes
 
}}
 
}}
 
{{Living Forgotten Realms article|Aglarond region|Aglarond}}
'''Aglarond''' is an [[magocracy|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 [[simbarch]]s — [[arcanist]]s trained in the Simbul's arts.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
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'''Aglarond''' ({{Pronounce|AHG|lah|rond|refs=<ref name="FRCS1eCR-p22">{{Cite book/Forgotten Realms Campaign Set/Cyclopedia of the Realms|22}}</ref>}}) was a [[magocracy|magocratic]] state in the southwestern-most part of the [[Unapproachable East]] with its capital at [[Veltalar]]. Most of its land was 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]] was ruled by fifteen [[Simbarch of Aglarond]] — [[arcane spellcaster]]s trained in the Simbul's arts.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
   
 
==Geography==
 
==Geography==
 
Aglarond's isolation and its long history of sieges by [[Thay]] made the once-trusting Aglarondan people suspicious of outlanders - anyone could be an agent of their hated enemy. Aglarond was separated from the rest of [[Faerûn]] by the plateau of [[Thay]] to the east, and the [[Sea of Fallen Stars]] on the three other sides. The lands beyond the fortress at [[Undumor]] to the Thayan borders were beyond the direct protection of the armies of Aglarond and were thinly populated for this reason.{{fact}}
{{Category jump
 
| name = Aglarond
 
| useon =
 
| inhabitants = yes
 
| locations = yes
 
| organizations = yes
 
| settlements = yes
 
| additional1 =
 
| additional2 =
 
| additional3 =
 
| additional4 =
 
| additional5 =
 
}}
 
   
 
The [[Pirate Isles]] lay only a hundred miles or so off Aglarond's own western islands, but since piracy was punishable by immediate execution in Aglarond, most buccaneers gave the land a wide berth. The length of water that separated Aglarond from Thesk was known as the [[Sea of Dlurg]]. This was more of a bay than a proper sea: At its narrowest point, about midway down its length, only fifteen miles separated the city of [[Furthinghome]] from the [[Thesk]]ian shore.{{fact}}
Aglarond's isolation and its long history of sieges by [[Thay]] have made the once-trusting Aglarondan people suspicious of outlanders - anyone could be an agent of their hated enemy. Aglarond is separated from the rest of [[Faerûn]] by the plateau of [[Thay]] to the east, and the [[Sea of Fallen Stars]] on the three other sides. The lands beyond the fortress at [[Undumor]] to the Thayan borders are past the direct protection of the armies of Aglarond and are thinly populated for this reason.
 
   
  +
There was only one major port in Aglarond, [[Velprintalar]],<ref name="SB.CG-65">{{Cite book/Spellbound/Campaign Guide|65}}</ref><ref name="FRCS3e-200">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|200}}</ref> later known as [[Veltalar]].<ref name="FRPG-76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref> The large peninsula's coastline was mainly comprised of rocky cliffs with villages and towns settled near inlets suitable only for fishing boats and other smaller ships.<ref name="SB.CG-54">{{Cite book/Spellbound/Campaign Guide|54}}</ref><ref name="FRCS3e-199">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|199}}</ref>
The [[Pirate Isles]] lie only a hundred miles or so off Aglarond's own western islands, but since piracy is punishable by immediate execution in Aglarond, most buccaneers give the land a wide berth. The length of water that separates Aglarond from Thesk is known as the [[Sea of Dlurg]]. This is more of a bay than a proper sea: At its narrowest point, about midway down its length, only fifteen miles separate the city of [[Furthinghome]] from [[Thesk]]ian shore.
 
   
 
While the [[fey]]-dominated [[Yuirwood]] covered much of Aglarond, the land between the trees and the shore consisted of fertile, rolling hills that made excellent farmland. Farms were rarely more than ten miles from the shore. The half-elves who made their home under the Yuirwood's leafy canopy discouraged large-scaled settlements of the forest with a mixture of compromise, diplomacy, and the occasional veiled threat. Despite such efforts, though, the woods continued to recede every year. Grasses, shrubs, and vines quickly reclaimed abandoned farmsteads, but trees were slow to return to territory stripped from the Yuirwood long ago.{{fact}}
There are no major ports in Aglarond; there are only coastline villages and towns suitable for fishing boats and other smaller ships.<ref name="SoFS-p10">{{Cite book/Sea of Fallen Stars|10}}</ref>
 
   
 
As of 1479 DR, the Yuirwood was filled with [[plagueland]]s formed in the wake of the [[Spellplague]], filled with ruins of an ancient, long-gone [[eladrin]] civilization.<ref name="FRCG-p89"/>
While the [[fey]]-dominated [[Yuirwood]] covers much of Aglarond, the land between the trees and the shore consists of fertile, rolling hills that make excellent farmland. Farms are rarely more than ten miles from the shore. The half-elves who make their home under the Yuirwood's leafy canopy discourage large-scaled settlements of the forest with a mixture of compromise, diplomacy, and the occasional veiled threat. Despite such efforts, though, the woods continue to recede every year. Grasses, shrubs, and vies quickly reclaim abandoned farmsteads, but trees are slow to return to territory stripped from the Yuirwood long ago.{{fact}}
 
 
As of 1479 DR, the Yuirwood is now filled with [[plagueland]]s formed in the wake of the [[Spellplague]], filled with ruins of an ancient, long-gone [[eladrin]] civilization.<ref name="FRCG-p89"/>
 
   
 
===Climate===
 
===Climate===
 
Although Aglarond was at roughly the same latitude as [[Cormyr]], its weather was much more moderate. The waters moderated the weather, so the seasons were rarely as harsh as they were elsewhere.
 
Although Aglarond is at roughly the same latitude as [[Cormyr]], its weather is much more moderate. The waters moderate the weather, so the seasons are rarely as harsh as they are elsewhere.
 
   
 
===Regions===
 
===Regions===
 
 
;[[Altumbel]]
 
;[[Altumbel]]
:The people of [[Altumbel]] do not consider themselves as part of Aglarond. Rather than become part of this new nation, they set out for the far western end of the peninsula, claiming it as their own.<ref name="FRCS-p199"/>
+
:The people of [[Altumbel]] did not consider themselves as part of Aglarond. Rather than become part of this new nation, they set out for the far western end of the peninsula, claiming it as their own.<ref name="FRCS-p199"/>
   
 
;[[The Fang]]
 
;[[The Fang]]
:[[The Fang]] is the part of the north coast that juts out the farthest into the sea. Although close to Aglarond's capital, its people consider themselves part of another land.
+
:[[The Fang]] was the part of the north coast that jutted out the farthest into the sea. Although close to Aglarond's capital, its people considered themselves part of another land.{{fact}}
 
===Towns and cities===
 
   
 
===Towns and Cities===
The larger cities in Aglarond are the coastal ones. Most cities are supported by agriculture or fishing. Wealthier inhabitants live in stone buildings, the poor live in thatched huts, and those in-between live in buildings of two or three stories, made of weathered wood with steep, shake or tile roofs. Construction is usually dense, with narrow streets.<ref name="S:CG-p60">{{Cite book/Spellbound/Campaign Guide|60}}</ref>
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The larger cities in Aglarond were the coastal ones. Most cities were supported by agriculture or fishing. Wealthier inhabitants lived in stone buildings, the poor lived in thatched huts, and those in-between lived in buildings of two or three stories, made of weathered wood with steep shake or tile roofs. Construction was usually dense, with narrow streets.<ref name="S.CG-p60">{{Cite book/Spellbound/Campaign Guide|60}}</ref>
   
 
;[[Veltalar]]
 
;[[Veltalar]]
:The capital of Aglarond, [[Veltalar]] is a medium-sized city numbering around 70,000 in population. Formerly known as Velprintalar, Veltalar is the seat of the Simbarch Council and Aglarond's principle harbor. Since the [[Spellplague]] the city has expanded westwards to meet the receding coastline of the Sea of Fallen Stars, leaving the older parts of the city, now called [[Old Velprintalar]] as little more than slums.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref> Here thieves and pirates gather, turning the very heart of Aglarond into a wretched hive of scum and villainy.<ref name="FRPG-p76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref>
+
:The capital of Aglarond, [[Veltalar]] was a large city numbering around 70,000 in population. Formerly known as Velprintalar, Veltalar was the seat of the Simbarch Council and Aglarond's principle harbor. After the [[Spellplague]] the city expanded westwards to meet the receding coastline of the Sea of Fallen Stars, leaving the older parts of the city, now called [[Old Velprintalar]] as little more than slums.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref> Here thieves and pirates gathered, turning the very heart of Aglarond into a wretched hive of scum and villainy.<ref name="FRPG-p76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref>
   
 
;[[Delthuntle]]
 
;[[Delthuntle]]
:A young community, [[Delthuntle]] emerged recently as one of Aglarond's commercial centers and major ports. The city primarily makes a profit through trade with the new genasi nation of [[Akanûl]], which helps to give it one of the highest non-native genasi populations throughout the world.<ref name="FRPG-p76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref>
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:A young community, [[Delthuntle]] emerged recently{{timescale}} as one of Aglarond's commercial centers and major ports. The city primarily earned a profit through trade with the new [[genasi]] nation of [[Akanûl]], which helped to give it one of the highest non-native genasi populations throughout the world.<ref name="FRPG-p76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref>
 
===Other geographical features===
 
   
  +
===Other Geographical Features===
 
;[[Dragonjaw Mountains]]
 
;[[Dragonjaw Mountains]]
:The [[Dragonjaw Mountains|Dragonjaws]] separate Aglarond from Thesk to the north, and serves well as a natural defense against the forces of [[Thay]], preventing armies from entering River Umber and the [[Sea of Dlurg]]. Most of the mountains are considered part of [[Thesk]], only the Tannath Mountains and the Tannath Gap are truly part of Aglarond.
+
:The [[Dragonjaw Mountains|Dragonjaws]] separated Aglarond from Thesk to the north, and served well as a natural defense against the forces of [[Thay]], preventing armies from entering River Umber and the [[Sea of Dlurg]]. Most of the mountains were considered part of [[Thesk]], only the Tannath Mountains and the Tannath Gap were truly part of Aglarond.{{fact}}
   
 
;[[Watchwall|The Watchwall]]
 
;[[Watchwall|The Watchwall]]
:[[Watchwall|The Watchwall]] is a massive, magically engineered length of stone wall, stretching from the fortress city of [[Glarondar]] to the slopes of [[Umbergoth]], and thus extends the defensive barrier of the Dragonjaw Mountains another fifteen miles, up to a rock-like fortification containing one-third of Aglarond's armed forces.
+
:[[Watchwall|The Watchwall]] was a massive, magically engineered length of stone wall, stretching from the fortress city of [[Glarondar]] to the slopes of [[Umbergoth]], thus extending the defensive barrier of the Dragonjaw Mountains another fifteen miles, up to a rock-like fortification containing one-third of Aglarond's armed forces.{{fact}}
   
 
;[[Undumor]]
 
;[[Undumor]]
:The fortress of [[Undumor]], formerly known as Emmech, was lost in the [[Hundred Years of Chaos]] to the new [[Thay]]an regime under [[Szass Tam]]. Located at the mouth of the [[River Umbar]] the fortress now serves as an outpost of Thay in Aglarond and is garrisoned by numerous [[undead]] in the former's service. It is constantly in a state of warfare with the nearby fortress [[Dantalien]], where brave but hopelessly inexperienced youths gather to try and clear out the Thayan presence on Aglarond's soil.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
+
:The fortress of [[Undumor]], formerly known as Emmech, was lost in the [[Hundred Years of Chaos]] to the new [[Thay]]an regime under [[Szass Tam]]. Located at the mouth of the [[River Umber]] the fortress served as an outpost of Thay in Aglarond and was garrisoned by numerous [[undead]] in the former's service. It was constantly in a state of warfare with the nearby fortress [[Dantalien]], where brave but hopelessly inexperienced youths gathered to attempt to clear out the Thayan presence on Aglarond's soil.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
   
 
==History==
 
==History==
 
{{main|History of Aglarond}}
 
{{main|History of Aglarond}}
   
Aglarond was formed after the [[Battle of Ingdal's Arm]] in [[1065 DR]], when the [[half-elf|half-elves]], who were victorious in the battle, negotiated for the creation of a new nation, with [[Brindor Olósynne]], who had led the half-elf army, as its first king.<ref name="S:CG-p47">{{Cite book/Spellbound/Campaign Guide|47}}</ref><ref name="GHotR-p117">{{Cite book/The Grand History of the Realms|117}}</ref> The [[Olósynne Dynasty]] remained in power until the apparent death of “[[the Simbul]]” in [[1425 DR]].{{fact}} Following this, the Simbarch Council took control of the country and have ruled it since.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
+
Aglarond was formed after the [[Battle of Ingdal's Arm]] in [[1065 DR]], when the [[half-elf|half-elves]], who were victorious in the battle, negotiated for the creation of a new nation, with [[Brindor Olósynne]], who had led the half-elf army, as its first king.<ref name="S.CG-p47">{{Cite book/Spellbound/Campaign Guide|47}}</ref><ref name="GHotR-p117">{{Cite book/The Grand History of the Realms|117}}</ref> The [[Olósynne Dynasty]] remained in power until the apparent death of “[[the Simbul]]” in [[1425 DR]].{{fact}} By 1475 DR, the Simbarch Council took control of the country and have ruled it since.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
 
{{sectstub}}
 
   
 
==Government==
 
==Government==
 
Aglarond was ruled for several centuries starting in [[1065 DR]] by the [[Olósynne Dynasty]], beginning with the [[half-elf]] King [[Brindor Olósynne|Brindor]] and ending with the apparent death of [[Simbul|Alassra Shentrara]], "the Simbul," in [[1425 DR]].{{fact}} Under this system of government, the monarch was advised by a council of thirty, made up of eleven councilors from major cities and a further nineteen from smaller settlements. Every community in Aglarond was entitled to elect a member to the council, although the [[The Fang|Fanger]] cities of [[Dahst]] and [[Findar]] did not acknowledge that they are part of Aglarond and never sent a councilor.<ref name="S.CG-p51">{{Cite book/Spellbound/Campaign Guide|51}}</ref>
   
 
After the Simbul's disappearance and the end of the monarchy, Aglarond was ruled over by the [[Simbarch of Aglarond|Simbarch Council]], an assembly of fifteen mages learned in the ways of the Simbul. Following her end the Simbul's followers banded together and took control of the [[Palace of the Simbul]], from which they govern today{{timescale}}, and took it upon themselves to lead her former kingdom. Their rule was not unchallenged, however, and the Council eventually resorted to military might to bring rebelling regions to heel. Since coming to power the Simbarch Council have consolidated their rule and extended Aglarond's power over the disputed [[Wizard's Reach]], defeating the armies of [[Thay]]'s exiled [[zulkir]]s for control of the region.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
Aglarond was ruled for several centuries (since [[1065 DR]]) by the [[Olósynne Dynasty]], beginning with the [[half-elf]] King [[Brindor Olósynne|Brindor]] and ending with the apparent death of [[Alassra Shentrara]], "the Simbul," in [[1425 DR]].{{fact}} Under this system of government, the monarch was advised by a council of thirty, made up of eleven councilors from major cities and a further nineteen from smaller settlements. Every community in Aglarond was entitled to elect a member to the council, although the [[The Fang|Fanger]] cities of [[Dahst]] and [[Findar]] did not acknowledge that they are part of Aglarond and never sent a councilor.<ref name="S:CG-p51">{{Cite book/Spellbound/Campaign Guide|51}}</ref>
 
 
Since the Simbul's disappearance and the end of the monarchy, Aglarond has been ruled over by the [[Simbarch Council]], an assembly of fifteen mages learned in the ways of the Simbul. Following her end the Simbul's followers banded together and took control of the [[Palace of the Simbul]], from which they govern today, and took it upon themselves to lead her former kingdom. Their rule was not unchallenged, however, and the Council eventually resorted to military might to bring rebelling regions to heel. Since coming to power the Simbarch Council have consolidated their rule and extended Aglarond's power over the disputed [[Wizard's Reach]], defeating the armies of [[Thay]]'s exiled [[zulkir]]s for control of the region.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
 
   
 
===Military===
 
===Military===
 
Aglarond's army was formed by Brindor Olósynne early in the nation's history.<ref name="S.CG-p48">{{Cite book/Spellbound/Campaign Guide|48}}</ref> The army was small and skilled as of [[1368 DR]], famed for its “[[Forester]]s” — elite units of [[ranger]]s loyal to the crown — operating in the [[Yuirwood]]. The rest of the army comprised [[longbow|archer]]s, [[Pike (weapon)|pikemen]], and a few [[cavalry]]. These were garrisoned at the fortress [[Undumor|Emmech]] (later renamed Undumor) and the citadel [[Glarondar]]. Glarondar also featured a small number of [[griffon]]-riders used for scouting. During this period, the militia numbered around six thousand.<ref name="S.CG-p52">{{Cite book/Spellbound/Campaign Guide|52}}</ref>
   
 
Aglarond also has a strong tradition of local militias. When the size of the army was insufficient to deal with a threat, everyday people in Aglarond came to arms, using [[spear]]s and pikes. The six thousand trained troops could easily be joined by four times that number of citizens.<ref name="S.CG-p52"/>
Aglarond's army was formed by Brindor Olósynne early in the nation's history.<ref name="S:CG-p48">{{Cite book/Spellbound/Campaign Guide|48}}</ref> The army was small and skilled as of [[1368 DR]], famed for its “[[Forester]]s” — elite units of [[ranger]]s loyal to the crown — operating in the [[Yuirwood]]. The rest of the army comprised [[archer]]s, [[pikemen]], and a few [[cavalry]]. These are garrisoned at the fortress [[Undumor|Emmech]] (later renamed Undumor) and the citadel [[Glarondar]]. Glarondar also featured a small number of [[griffon]]-riders used for scouting. During this period, the militia numbered around six thousand.<ref name="S:CG-p52">{{Cite book/Spellbound/Campaign Guide|52}}</ref>
 
   
 
Aglarond did not formally have a navy. The Foresters used boats called [[coastboat]]s for transportation and raids, especially against invading forces.<ref name="S.CG-p52"/>
Aglarond also has a strong tradition of local militias. When the size of the army is insufficient to deal with a threat, everyday people in Aglarond will come to arms, using [[spear]]s and [[pike]]s. The six thousand trained troops could easily be joined by four times that number of citizens.<ref name="S:CG-p52"/>
 
   
 
Most recently{{timescale}}, the military of Aglarond was used to cement the control of the Simbarch Council, first through the suppression of resistance to the new government in outlying regions of the country and later as a defense against the encroaching threat of Thay.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
Aglarond does not formally have a navy. The Foresters use boats called [[coastboat]]s for transportation and raids, especially against invading forces.<ref name="S:CG-p52"/>
 
 
Most recently, the military of Aglarond was used to cement the control of the Simbarch Council, first through the suppression of resistance to the new government in outlying regions of the country and later as a defense against the encroaching threat of Thay.<ref name="FRCG-p88">{{Cite book/Forgotten Realms Campaign Guide|88}}</ref>
 
   
 
==Demographics==
 
==Demographics==
 
As of 1372 DR, Aglarond's population, numbering somewhere around 1,300,000, was mostly made up of [[humans]], though one third were [[half-elves]] and a fair number [[elves]].<ref name="FRCS-p199">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|199}}</ref> Over the course of the century since, the local [[tiefling]] population swelled, due to the large number of refugees fleeing from [[Thay]], particularly in the cities of [[Escalant]], [[Glarondar]], and [[Citadel Dantalien]]. Many [[dragonborn]] also came to Aglarond from neighboring lands and both [[genasi]] and [[halfling]]s were found in large numbers in [[Delthuntle]], [[Veltalar]], and [[Furthinghome]].<ref name="FRPG-p76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref>
 
As of 1372 DR, Aglarond's population, numbering somewhere around 1,300,000, was mostly made up of [[humans]], though one third were [[half-elves]] and a fair number [[elves]].<ref name="FRCS-p199">{{Cite book/Forgotten Realms Campaign Setting 3rd edition|199}}</ref> Over the course of the century since, the local [[tiefling]] population has swelled, due to the large number of refugees fleeing from [[Thay]], particularly in the cities of [[Escalant]], [[Glarondar]], and [[Citadel Dantalien]]. Many [[dragonborn]] have also come to Aglarond from neighboring lands and both [[genasi]] and [[halfling]]s are found in large numbers in [[Delthuntle]], [[Veltalar]], and [[Furthinghome]].<ref name="FRPG-p76">{{Cite book/Forgotten Realms Player's Guide|76}}</ref>
 
   
 
===Humans===
 
===Humans===
 
The humans of Aglarond are regarded as trustworthy and hardworking, living simple lives from agriculture, fishing and herding livestock. Traditionally humans kept close to Aglarond's coastal cities, since these were the first founded by them in the 750s DR, when human colonists first arrived.<ref name="S.CG-p49">{{Cite book/Spellbound/Campaign Guide|49}}</ref>
   
 
Originally, human colonists arriving in Aglarond were [[Untheric|Untherite]]s from [[Chessenta]], but these were soon joined by settlers and adventurers from other parts of [[Faerûn]]. The average height of an Aglarondan female was 157cm (5'2") and a male 173cm (5'8"). They were hardy, tough people with blue or brown eyes.<ref name="S.CG-p49"/>
The humans of Aglarond are regarded as trustworthy and hardworking, living simple lives from agriculture, fishing and herding livestock. Traditionally humans have kept close to Aglarond's coastal cities, since these were the first founded by them in the 750s DR, when human colonists first arrived.<ref name="S:CG-p49">{{Cite book/Spellbound/Campaign Guide|49}}</ref>
 
   
  +
Eastern Aglarondan humans dressed in bright colored tunics and trousers embroidered with black thread. They wore bracelets, circlets, rings, necklaces and earrings made from [[bronze]] or [[silver]]. Those in the west owed much of their culture to the pirates who originally inhabited these areas. They dressed in contrasting colors, donning headbands and bandanas, or wore plain brown or white tunics. Jewelery here was simple and inexpensive, including brooches, earrings, nose-rings and necklaces.<ref name="S.CG-p49-50">{{Cite book/Spellbound/Campaign Guide|49-50}}</ref>
Originally, human colonists arriving in Aglarond were [[Untherite]]s from [[Chessenta]], but these were soon joined by settlers and adventurers from other parts of [[Faerûn]]. The average height of an Aglarondan female is 157cm (5'2") and a male 173cm (5'8"). They are hardy, tough people with blue or brown eyes.<ref name="S:CG-p49"/>
 
   
Eastern Aglarondan humans dress in bright colored tunics and trousers embroidered with black thread. They wear bracelets, circlets, rings, necklaces and earrings made from [[bronze]] or [[silver]]. Those in the west owe much of their culture to the pirates who originally inhabited these areas. They dress in contrasting colors, donning headbands and bandanas, or wear plain brown or white tunics. Jewelery here is simple and inexpensive, including brooches, earrings, nose-rings and necklaces.<ref name="S:CG-p49-50">{{Cite book/Spellbound/Campaign Guide|49-50}}</ref>
+
The average Aglarondan had no concern for [[magic]] as part of everyday life, instead regarding it as best wielded by those in power. A number of Aglarondan monarchs in the [[Olósynne Dynasty]] were powerful spellcasters, but regular people with these powers were viewed with disdain. Any young children who show a particular gift for magic were recruited as apprentices by [[the Simbul]], becoming members of [[the Simbul's Children]].<ref name="S.CG-p50">{{Cite book/Spellbound/Campaign Guide|50}}</ref>
 
The average Aglarondan has no concern for magic as part of everyday life, instead regarding it as best wielded by those in power. A number of Aglarondan monarchs in the [[Olósynne Dynasty]] were powerful spellcasters, but regular people with these powers are viewed with disdain. Any young children who show a particular gift for magic are recruited as apprentices by [[the Simbul]], becoming members of [[the Simbul's Children]].<ref name="S:CG-p50">{{Cite book/Spellbound/Campaign Guide|50}}</ref>
 
   
 
===Half-elves===
 
===Half-elves===
 
The Aglarondan half-elf population was mainly concentrated in and around the [[Yuirwood]]. They were a copper-skinned people, amongst whom about half had pointed ears. There was a large range of attitudes toward other cultures amongst the half-elves. Those who lived on the outskirts of the Yuirwood, nearer to the human settlements, had a more tolerant approach and adopted human traditions, such as living in houses. Those half-elves living deeper in the Yuirwood were in touch with their [[elf|elven]] ancestry, preferring to live the elven way, in small communities, or as hunter-gatherers.<ref name="S.CG-p50-1">{{Cite book/Spellbound/Campaign Guide|50-1}}</ref> Most half-elves either supported or accepted the human presence in Aglarond, but there was rumored to be a small group who were in favor of wiping them out.<ref name="S.CG-p51"/>
   
 
Many of the half-elves, and the [[wild elf|wild elves]] they shared their homes with, distrusted and questioned the authority of the [[Simbarch of Aglarond|Simbarch Council]] that ruled Aglarond since 1425 DR, though it was only recently (as of 1479 DR) that their worries shifted from the ex-[[zulkir]]s of fallen Thay.<ref name="FRCG-p89">{{Cite book/Forgotten Realms Campaign Guide|89}}</ref>
The Aglarondan half-elf population is mainly concentrated in and around the [[Yuirwood]]. They are a copper-skinned people, amongst whom about half have pointed ears. There is a large range of outlooks amongst the half-elves. Those who live on the outskirts of the Yuirwood, nearer to the human settlements, have a more tolerant approach and have adopted human traditions, such as living in houses. Those half-elves living deeper in the Yuirwood are in touch with their [[elf|elven]] ancestry, preferring to live the elven way, in small communities, or as hunter-gatherers.<ref name="S:CG-p50-1">{{Cite book/Spellbound/Campaign Guide|50-1}}</ref> Most half-elves either support or accept the human presence in Aglarond, but there is rumored to be a small group who are in favor of wiping them out.<ref name="S:CG-p51"/>
 
   
  +
Magic among the half-elves was widely practiced; more so among the inhabitants of the Yuirwood. Some of the nomadic tribes still used [[totemic magic]].<ref name="S.CG-p51"/>
Many of the half-elves, and the [[wild elf|wild elves]] they share their homes with, distrust and question the authority of the [[Simbarch Council]] that has ruled Aglarond since 1425 DR, though it was only recently (as of 1479 DR) that their worries shifted from the ex-[[zulkir]]s of fallen Thay.<ref name="FRCG-p89">{{Cite book/Forgotten Realms Campaign Guide|89}}</ref>
 
   
Magic among the half-elves is widely practiced; more so among the inhabitants of the Yuirwood. Some of the nomadic tribes still use [[totemic magic]].<ref name="S:CG-p51"/>
+
Half-elven dress was similar to humans in the areas near human settlements, and even so in parts of the Yuirwood. In the other parts, the half-elves dressed more like [[wild elf|wild elves]], with fur, loincloths and tattoos.<ref name="S.CG-p51"/>
 
Half-elven dress is similar to humans in the areas near human settlements, and even so in parts of the Yuirwood. In the other parts, the half-elves dress more like [[wild elf|wild elves]], with fur, loincloths and tattoos.<ref name="S:CG-p51"/>
 
   
 
===Halflings===
 
===Halflings===
 
As of [[1368 DR]], the [[halfling]] population of Aglarond was limited to a few hundred, concentrated on farmland in the area surrounding [[Mesring]] in the east. They were well-liked by both the humans and the half-elves.<ref name="S.CG-p51"/> There was little to no evidence the halfling population changed substantially since.{{fact}}
 
As of [[1368 DR]], the [[halfling]] population of [[Aglarond]] was limited to a few hundred, concentrated on farmland in the area surrounding [[Mesring]] in the east. They were well-liked by both the humans and the half-elves.<ref name="S:CG-p51"/> There is little to no evidence the halfling population has changed substantially since.
 
   
 
==Economy==
 
==Economy==
 
Aglarond's economy was largely self-sufficient. It produced everything it needed in order to survive. It did, however, produce a small surplus with which it traded.<ref name="S.CG-p51"/> Aglarond exported [[copper]], [[gem]]s, [[grain]], [[lumber]] and [[Aglarondan blood wine]] and imported [[glass]], [[iron]] and [[textiles]]. The half-elven community produced musical instruments and artwork from wood and [[silver]]. Aglarond did not actively seek trade with other nations; instead, it let in a small number of traders from the outside.<ref name="S.CG-p52"/>
 
Aglarond's economy is largely self-sufficient. It produces everything it needs in order to survive. It does, however, produce a small surplus with which it may trade.<ref name="S:CG-p51"/> Aglarond exports [[copper]], [[gem]]s, [[grain]], [[lumber]] and [[Aglarondan blood wine]] and imports [[glass]], [[iron]] and [[textiles]]. The half-elven community produce musical instruments and artwork from wood and [[silver]]. Aglarond does not actively seek trade with other nations; instead, it lets in a small number of traders from the outside.<ref name="S:CG-p52"/>
 
   
 
==Transportation==
 
==Transportation==
 
Sea trade played an important part in Aglarondan economics. The names of vessels from Aglarond were based on the goods they carry like ''Spicesail'' or ''Timberhold''.<ref name="SoFS-p16">{{Cite book/Sea of Fallen Stars|16}}</ref>
 
Sea trade plays an important part in Aglarondan economics. The names of vessels from Aglarond are based on the goods they carry like ''Spicesail'' or ''Timberhold''.<ref name="SoFS-p16">{{Cite book/Sea of Fallen Stars|16}}</ref>
 
   
 
==Culture==
 
==Culture==
 
Aglarondan society was dominated by two primary principles. First, Aglarond was a land of magic, steeped in the teachings of the Simbul, one of [[Mystra]]'s [[Chosen]]. Additionally, Aglarond was the only known state in [[Faerûn]] to possess a demographically significant half-elven population{{fact}}, which traditionally played a large part in local affairs. Aglarond also had a traditional rivalry with their neighbors in Thay, whom Aglarondans distrusted deeply.{{fact}}
 
Aglarondan society is dominated by two primary principles. First, Aglarond is a land of magic, steeped in the teachings of the Simbul, one of [[Mystra]]'s [[Chosen]]. Additionally, Aglarond is the only known state in [[Faerûn]] to possess a demographically significant half-elven population, which has traditionally played a large part in local affairs. Aglarond also has a traditional rivalry with their neighbors in Thay, whom Aglarondans distrust deeply.
 
   
 
===Religion===
 
===Religion===
 
There were few temples and holy sites in Aglarond, none of which were large. Some people worshiped regularly and others were content to show signs of faith in their own manner. Aglarondans believed that the prosperity of their land was a sign that the [[god]]s favored them. Amongst the humans, the farmers tended to worship [[Chauntea]] and the seafarers [[Valkur]] and [[Selûne]]. Half-elves often venerated [[Mielikki]], [[Silvanus]], the [[Seldarine]], or other human deities, depending on their profession or beliefs. The [[Yuir]] elves used to worship their own pantheon of gods who were assumed to have disappeared with the downfall of the Yuir.<ref name="S.CG-p52"/>
   
  +
==Appendix==
There are few temples and holy sites in Aglarond, none of which are large. Some people worship regularly and others are content to show signs of faith in their own manner. Aglarondans believe that the prosperity of their land is a sign that the [[god]]s favor them. Amongst the humans, the farmers tend to worship [[Chauntea]] and the seafarers [[Valkur]] and [[Selûne]]. Half-elves often venerate [[Mielikki]], [[Silvanus]], the [[Seldarine]], or other human deities, depending on their profession or beliefs. The [[Yuir]] elves used to worship their own pantheon of gods who are assumed to have disappeared with the downfall of the Yuir.<ref name="S:CG-p52"/>
 
 
===Gallery===
  +
<gallery>
  +
Aglarond 2e.jpg|''Aglarond ''circa'' [[1358 DR]].''
  +
Aglarond 3e.jpg|''Aglarond ''circa'' [[1372 DR]].''
 
Aglarond_4E.jpg|''Aglarond ''circa'' [[1479 DR]].''
  +
</gallery>
   
==References==
+
===References===
 
{{refs}}
 
{{refs}}
 
[[Category:Countries]]
 
===Maps===
 
*{{Cite book/Forgotten Realms Player's Guide|76}}
 
 
===Sources===
 
<small>3rd Edition D&D</small>
 
*{{Cite book/FRCS|199-200}}
 
<small>4th Edition D&D</small>
 
*{{Cite book/Forgotten Realms Campaign Guide|88-89}}
 
*{{Cite book/Forgotten Realms Player's Guide|76-77}}
 
[[Category:Locations in Northeast Faerûn]]
 
[[Category:Locations in the Unapproachable East]]
 
[[Category:Imports glass]]
 
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[[Category:Exports copper]]
 
[[Category:Exports copper]]
 
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[[Category:Exports timber]]
 
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[[Category:Exports wine]]
[[Category:Nation states]]
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[[Category:Human locations]]
 
[[Category:Imports cloth]]
 
[[Category:Imports glass]]
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[[Category:Imports iron]]
 
[[Category:Locations in Northeast Faerûn]]
 
[[Category:Locations in the Unapproachable East]]
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[[Category:Magocracies]]
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[[Category:Monarchies]]
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[[Category:Locations]]
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[[Category:Locations on Toril]]
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[[Category:Locations in Faerûn]]
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[[Category:Locations on the Sea of Fallen Stars]]

Revision as of 01:46, 8 March 2020

Template:Living Forgotten Realms article Aglarond (pronounced: /ˈɑːglɑːrɒndAHG-lah-rond[1]) was a magocratic state in the southwestern-most part of the Unapproachable East with its capital at Veltalar. Most of its land was 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 was ruled by fifteen Simbarch of Aglarondarcane spellcasters trained in the Simbul's arts.[2]

Geography

Aglarond's isolation and its long history of sieges by Thay made the once-trusting Aglarondan people suspicious of outlanders - anyone could be an agent of their hated enemy. Aglarond was separated from the rest of Faerûn by the plateau of Thay to the east, and the Sea of Fallen Stars on the three other sides. The lands beyond the fortress at Undumor to the Thayan borders were beyond the direct protection of the armies of Aglarond and were thinly populated for this reason.[citation needed]

The Pirate Isles lay only a hundred miles or so off Aglarond's own western islands, but since piracy was punishable by immediate execution in Aglarond, most buccaneers gave the land a wide berth. The length of water that separated Aglarond from Thesk was known as the Sea of Dlurg. This was more of a bay than a proper sea: At its narrowest point, about midway down its length, only fifteen miles separated the city of Furthinghome from the Theskian shore.[citation needed]

There was only one major port in Aglarond, Velprintalar,[3][4] later known as Veltalar.[5] The large peninsula's coastline was mainly comprised of rocky cliffs with villages and towns settled near inlets suitable only for fishing boats and other smaller ships.[6][7]

While the fey-dominated Yuirwood covered much of Aglarond, the land between the trees and the shore consisted of fertile, rolling hills that made excellent farmland. Farms were rarely more than ten miles from the shore. The half-elves who made their home under the Yuirwood's leafy canopy discouraged large-scaled settlements of the forest with a mixture of compromise, diplomacy, and the occasional veiled threat. Despite such efforts, though, the woods continued to recede every year. Grasses, shrubs, and vines quickly reclaimed abandoned farmsteads, but trees were slow to return to territory stripped from the Yuirwood long ago.[citation needed]

As of 1479 DR, the Yuirwood was filled with plaguelands formed in the wake of the Spellplague, filled with ruins of an ancient, long-gone eladrin civilization.[8]

Climate

Although Aglarond was at roughly the same latitude as Cormyr, its weather was much more moderate. The waters moderated the weather, so the seasons were rarely as harsh as they were elsewhere.

Regions

Altumbel
The people of Altumbel did not consider themselves as part of Aglarond. Rather than become part of this new nation, they set out for the far western end of the peninsula, claiming it as their own.[9]
The Fang
The Fang was the part of the north coast that jutted out the farthest into the sea. Although close to Aglarond's capital, its people considered themselves part of another land.[citation needed]

Towns and Cities

The larger cities in Aglarond were the coastal ones. Most cities were supported by agriculture or fishing. Wealthier inhabitants lived in stone buildings, the poor lived in thatched huts, and those in-between lived in buildings of two or three stories, made of weathered wood with steep shake or tile roofs. Construction was usually dense, with narrow streets.[10]

Veltalar
The capital of Aglarond, Veltalar was a large city numbering around 70,000 in population. Formerly known as Velprintalar, Veltalar was the seat of the Simbarch Council and Aglarond's principle harbor. After the Spellplague the city expanded westwards to meet the receding coastline of the Sea of Fallen Stars, leaving the older parts of the city, now called Old Velprintalar as little more than slums.[2] Here thieves and pirates gathered, turning the very heart of Aglarond into a wretched hive of scum and villainy.[11]
Delthuntle
A young community, Delthuntle emerged recently[as of when?] as one of Aglarond's commercial centers and major ports. The city primarily earned a profit through trade with the new genasi nation of Akanûl, which helped to give it one of the highest non-native genasi populations throughout the world.[11]

Other Geographical Features

Dragonjaw Mountains
The Dragonjaws separated Aglarond from Thesk to the north, and served well as a natural defense against the forces of Thay, preventing armies from entering River Umber and the Sea of Dlurg. Most of the mountains were considered part of Thesk, only the Tannath Mountains and the Tannath Gap were truly part of Aglarond.[citation needed]
The Watchwall
The Watchwall was a massive, magically engineered length of stone wall, stretching from the fortress city of Glarondar to the slopes of Umbergoth, thus extending the defensive barrier of the Dragonjaw Mountains another fifteen miles, up to a rock-like fortification containing one-third of Aglarond's armed forces.[citation needed]
Undumor
The fortress of Undumor, formerly known as Emmech, was lost in the Hundred Years of Chaos to the new Thayan regime under Szass Tam. Located at the mouth of the River Umber the fortress served as an outpost of Thay in Aglarond and was garrisoned by numerous undead in the former's service. It was constantly in a state of warfare with the nearby fortress Dantalien, where brave but hopelessly inexperienced youths gathered to attempt to clear out the Thayan presence on Aglarond's soil.[2]

History

Main article: History of Aglarond

Aglarond was formed after the Battle of Ingdal's Arm in 1065 DR, when the half-elves, who were victorious in the battle, negotiated for the creation of a new nation, with Brindor Olósynne, who had led the half-elf army, as its first king.[12][13] The Olósynne Dynasty remained in power until the apparent death of “the Simbul” in 1425 DR.[citation needed] By 1475 DR, the Simbarch Council took control of the country and have ruled it since.[2]

Government

Aglarond was ruled for several centuries starting in 1065 DR by the Olósynne Dynasty, beginning with the half-elf King Brindor and ending with the apparent death of Alassra Shentrara, "the Simbul," in 1425 DR.[citation needed] Under this system of government, the monarch was advised by a council of thirty, made up of eleven councilors from major cities and a further nineteen from smaller settlements. Every community in Aglarond was entitled to elect a member to the council, although the Fanger cities of Dahst and Findar did not acknowledge that they are part of Aglarond and never sent a councilor.[14]

After the Simbul's disappearance and the end of the monarchy, Aglarond was ruled over by the Simbarch Council, an assembly of fifteen mages learned in the ways of the Simbul. Following her end the Simbul's followers banded together and took control of the Palace of the Simbul, from which they govern today[as of when?], and took it upon themselves to lead her former kingdom. Their rule was not unchallenged, however, and the Council eventually resorted to military might to bring rebelling regions to heel. Since coming to power the Simbarch Council have consolidated their rule and extended Aglarond's power over the disputed Wizard's Reach, defeating the armies of Thay's exiled zulkirs for control of the region.[2]

Military

Aglarond's army was formed by Brindor Olósynne early in the nation's history.[15] The army was small and skilled as of 1368 DR, famed for its “Foresters” — elite units of rangers loyal to the crown — operating in the Yuirwood. The rest of the army comprised archers, pikemen, and a few cavalry. These were garrisoned at the fortress Emmech (later renamed Undumor) and the citadel Glarondar. Glarondar also featured a small number of griffon-riders used for scouting. During this period, the militia numbered around six thousand.[16]

Aglarond also has a strong tradition of local militias. When the size of the army was insufficient to deal with a threat, everyday people in Aglarond came to arms, using spears and pikes. The six thousand trained troops could easily be joined by four times that number of citizens.[16]

Aglarond did not formally have a navy. The Foresters used boats called coastboats for transportation and raids, especially against invading forces.[16]

Most recently[as of when?], the military of Aglarond was used to cement the control of the Simbarch Council, first through the suppression of resistance to the new government in outlying regions of the country and later as a defense against the encroaching threat of Thay.[2]

Demographics

As of 1372 DR, Aglarond's population, numbering somewhere around 1,300,000, was mostly made up of humans, though one third were half-elves and a fair number elves.[9] Over the course of the century since, the local tiefling population swelled, due to the large number of refugees fleeing from Thay, particularly in the cities of Escalant, Glarondar, and Citadel Dantalien. Many dragonborn also came to Aglarond from neighboring lands and both genasi and halflings were found in large numbers in Delthuntle, Veltalar, and Furthinghome.[11]

Humans

The humans of Aglarond are regarded as trustworthy and hardworking, living simple lives from agriculture, fishing and herding livestock. Traditionally humans kept close to Aglarond's coastal cities, since these were the first founded by them in the 750s DR, when human colonists first arrived.[17]

Originally, human colonists arriving in Aglarond were Untherites from Chessenta, but these were soon joined by settlers and adventurers from other parts of Faerûn. The average height of an Aglarondan female was 157cm (5'2") and a male 173cm (5'8"). They were hardy, tough people with blue or brown eyes.[17]

Eastern Aglarondan humans dressed in bright colored tunics and trousers embroidered with black thread. They wore bracelets, circlets, rings, necklaces and earrings made from bronze or silver. Those in the west owed much of their culture to the pirates who originally inhabited these areas. They dressed in contrasting colors, donning headbands and bandanas, or wore plain brown or white tunics. Jewelery here was simple and inexpensive, including brooches, earrings, nose-rings and necklaces.[18]

The average Aglarondan had no concern for magic as part of everyday life, instead regarding it as best wielded by those in power. A number of Aglarondan monarchs in the Olósynne Dynasty were powerful spellcasters, but regular people with these powers were viewed with disdain. Any young children who show a particular gift for magic were recruited as apprentices by the Simbul, becoming members of the Simbul's Children.[19]

Half-elves

The Aglarondan half-elf population was mainly concentrated in and around the Yuirwood. They were a copper-skinned people, amongst whom about half had pointed ears. There was a large range of attitudes toward other cultures amongst the half-elves. Those who lived on the outskirts of the Yuirwood, nearer to the human settlements, had a more tolerant approach and adopted human traditions, such as living in houses. Those half-elves living deeper in the Yuirwood were in touch with their elven ancestry, preferring to live the elven way, in small communities, or as hunter-gatherers.[20] Most half-elves either supported or accepted the human presence in Aglarond, but there was rumored to be a small group who were in favor of wiping them out.[14]

Many of the half-elves, and the wild elves they shared their homes with, distrusted and questioned the authority of the Simbarch Council that ruled Aglarond since 1425 DR, though it was only recently (as of 1479 DR) that their worries shifted from the ex-zulkirs of fallen Thay.[8]

Magic among the half-elves was widely practiced; more so among the inhabitants of the Yuirwood. Some of the nomadic tribes still used totemic magic.[14]

Half-elven dress was similar to humans in the areas near human settlements, and even so in parts of the Yuirwood. In the other parts, the half-elves dressed more like wild elves, with fur, loincloths and tattoos.[14]

Halflings

As of 1368 DR, the halfling population of Aglarond was limited to a few hundred, concentrated on farmland in the area surrounding Mesring in the east. They were well-liked by both the humans and the half-elves.[14] There was little to no evidence the halfling population changed substantially since.[citation needed]

Economy

Aglarond's economy was largely self-sufficient. It produced everything it needed in order to survive. It did, however, produce a small surplus with which it traded.[14] Aglarond exported copper, gems, grain, lumber and Aglarondan blood wine and imported glass, iron and textiles. The half-elven community produced musical instruments and artwork from wood and silver. Aglarond did not actively seek trade with other nations; instead, it let in a small number of traders from the outside.[16]

Transportation

Sea trade played an important part in Aglarondan economics. The names of vessels from Aglarond were based on the goods they carry like Spicesail or Timberhold.[21]

Culture

Aglarondan society was dominated by two primary principles. First, Aglarond was a land of magic, steeped in the teachings of the Simbul, one of Mystra's Chosen. Additionally, Aglarond was the only known state in Faerûn to possess a demographically significant half-elven population[citation needed], which traditionally played a large part in local affairs. Aglarond also had a traditional rivalry with their neighbors in Thay, whom Aglarondans distrusted deeply.[citation needed]

Religion

There were few temples and holy sites in Aglarond, none of which were large. Some people worshiped regularly and others were content to show signs of faith in their own manner. Aglarondans believed that the prosperity of their land was a sign that the gods favored them. Amongst the humans, the farmers tended to worship Chauntea and the seafarers Valkur and Selûne. Half-elves often venerated Mielikki, Silvanus, the Seldarine, or other human deities, depending on their profession or beliefs. The Yuir elves used to worship their own pantheon of gods who were assumed to have disappeared with the downfall of the Yuir.[16]

Appendix

Gallery

References

  1. Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.), p. 22. ISBN 0-88038-472-7.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 88. ISBN 978-0-7869-4924-3.
  3. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 65. ISBN 978-0786901395.
  4. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 200. ISBN 0-7869-1836-5.
  5. Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 76. ISBN 978-0-7869-4929-8.
  6. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 54. ISBN 978-0786901395.
  7. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 199. ISBN 0-7869-1836-5.
  8. 8.0 8.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 89. ISBN 978-0-7869-4924-3.
  9. 9.0 9.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 199. ISBN 0-7869-1836-5.
  10. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 60. ISBN 978-0786901395.
  11. 11.0 11.1 11.2 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 76. ISBN 978-0-7869-4929-8.
  12. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 47. ISBN 978-0786901395.
  13. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 117. ISBN 978-0-7869-4731-7.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 51. ISBN 978-0786901395.
  15. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 48. ISBN 978-0786901395.
  16. 16.0 16.1 16.2 16.3 16.4 Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 52. ISBN 978-0786901395.
  17. 17.0 17.1 Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 49. ISBN 978-0786901395.
  18. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), pp. 49–50. ISBN 978-0786901395.
  19. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 50. ISBN 978-0786901395.
  20. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), pp. 50–1. ISBN 978-0786901395.
  21. Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 16. ISBN 0-7869-1393-2.