My last Realms character was a LN Diviner specialist from Mulmaster, a member of his cities 'Cloaks.' (Basically portrayed as sinister 'thought police' like the Psi-Cops of Babylon 5.)
He honestly believed that he came from the best, fairest, safest city in the Realms, where order was maintained, the innocent and just were free to live in peace and the guilty lived in dread that the 'police' of the city could pluck evidence from any crime scene (or suspect) magically.
Everyone else assumed that what they had read in various supplements written by people from RIVAL areas was unbiased and true, thinking that Mulmaster was an oppressive dictatorship where mind-reading mages would come by night, trump up phony charges and drag you out of your home (or execute you on the spot).
But he didn't come from that mythical place. The Mulmaster he came from was harsh, even cruel, but ruthlessly fair.
Someday I'll play a Red Wizard merchant / artificer who is out gathering components and amassing funds (and experience) for his research and item creation. Just to annoy the purists who assume that all Red Wizards combine the machiavellian schemes of the Brain with the mental agility of Pinky, my Red Wizard will be loyal to the homeland (if not particularly interested in living there and being dragged into deadly political strife!) and proud of his heritage and culture, but be a genius. As a genius, he will be Neutral Evil, but other than being obviously selfish and callous and (perhaps even being a Necromancer!), he won't be at all interested in lording it over people (why would be want to bother with dominating the living? They ask too many questions. Easier to stick with dead minions that can't rebel) or betraying allies (he isn't suicidal, why piss off a group of people powerful enough to be worth travelling with? The whole is always stronger than the sum of its parts, and an ally with curative magic or a strong sword-arm is always good to have around).
It would be quite the hoot to play an Evil Red Wizard who is more able to function in a good aligned party cooperatively and reliably than the average Paladin player... I think a *reasonable* and intelligent evil character, able to play well with others and juggle cooperation with optimizing his own personal benefit from any given encounter, could be challenging to play. Then again, in 15 odd years of gaming, it's always the *good* characters that screw up a party and cause strife, so evil must be better.
For an archer, the Dales and the North of Waterdeep / Silvery Marches area have a lot of hunter sorts who might go for that. Most other areas in the Realms are a tad over-developed to have Rangers or hunters (Sembia doesn't even have a forest left...), or hate 'adventurers' and charge them a few hundred gp a year just to exist, although they might have more militant yeomen that are at liberty and can find time to 'adventure,' assuming their mercenary company / unit isn't at war or otherwise actively engaged and needing their services.