A request for input on the FR Nations and their relative strength

Evil Factions in the FR (Who can make a difference)

I'd like to point out that there is a large list of organisations in teh realm which have a huge influence on buiseness there. ANd here it folows with information I could dig up in just under an hour...

-----

The Church of Cyric
Headquarters: The church maintains nu true central headquarters, allthough several outposts vie for the title.
Members: Roughly 12,000 clergy and 250,000 worshippers.]Hierrarchy: Loose.
Leader: Cyric
Alignment: CE, NE, CN
Secrecy: Medium

The Cult of the Dragon
Headquarters: The members of the church of the Cult do not presently maintain a central headquarters. However, they are in the process of constructing one--amighty fortress in the Western Heartlands, built over an extinct volcano that houses the fabled Well of Dragons...
Hierarchy: Webbed
Leaders: The Wearers of Purple (Elite Wizards who tame dragons and have the knowledge to turn them into Dracoliches via the use of Sammasters Tome)
Religion: None, though the cult primarily worships Bane, Talos, Shar, Talona, Velsharoon. A handfull even venerate Cyric, Gargauth, Malar or Tiamat.
Alignment: CE, CN, NE
Secrecy: Very High

The surface Drow of Cormanthor
Headquarters: Cormanthor on the surface and various cities in the underdark. But soon they will corrupt the Mythal of the Ancient Elven court there and then they shall move into those forests en masse and most likely make it their primairy base under cover of the Mythal then under their control.
Members: Estimated 15,000 living on the surface, unknown tens of thousands in the underdark waiting to surface.
Hierarchy: Varies per house, mostly Militaristic.
Leader: Varies per house.
Religion: Varies per House, mostly Vhaeraun the masked Lord.
Alignment: NE, CE, CN
Secrecy: Low

The Night Masks
Headquarters: A guildhall in Westgate, but the Vampire leaders have their own secret underground lair in which they reside and where they keep their coffers.
Members: Approximately 900, including the Court of the Night Masters. However the Faceless soon expects to fully assimilate the Fire Knives from Cormyr into his ranks which will boost his number and talent amoung his followers greately.
Hierarchy: Webbed
Leader: The Faceless (Manshoon clone with a now own identity)
Religion: Mask
Alignment: CE, LE, NE
Secrecy: High

Red Wizards of Thay
Headquarters: Thaymount, Thay.
Members: Approximately 1,000 actual Red Wizards, with approximately 5,000 practicing wizards in their service. Lots of slaves.
Hierarchy: Militaristic.
Leaders: The Zulkirs of Thay (Loose council of eight Red Wizards, each specialised in a different school of arcane magic.) Below them are the Tarchions who each rule a province of Thay. Below the Tarchions are the rest of the Red Wizards.
Religion: Kossuth, Bane, Shar, Loviathar.
Alignment: LE, NE, LN, CE.
Secrecy: None

The Shades
Headquarters: The city of Shade, normally floating above Anauroch, just off the northeast coast of the shadow sea (or, to give it its Netherese name, the Hidden Lake).
Members: Approximately 500 shades among the approximately 25,000 shadovars.
Hierarchy: Militaristic.
Leader: Telamont, the High Prince of Shade. Below him are his sons, the Twelve Princes of Shade all very powerfull beings, almost all of at least 30th level.
Relegion: Shar
Alignment: NE, LE.
Secrecy: Medium.

The Zentharim
Headquarters: Zhentil Keep, The Moonsea.
Members: At least 10,000 mainly located in the Moonsea.
Hierarchy: Militaristic.
Leader: Fzoul Chembryl, Chosen of Bane.
Religion: Bane (primarily), Cyric (some holdouts in the western lands).
Alignments: LE, NE.
Secrecy: Low

The Arcane Brotherhood
Headquarters: The Host Tower of the Arcane, in Luskan.
Members: 130
Hierarchy: Loose.
Leader: Arklem Greeth, Archmage Arcane of the Host Tower. Below him are the four Overwizards.
Religion: Auril, Bane, Umberlee.
Alighments: CE, LE, NE.
Secrecy: Medium.

The Beholders
Headquarters: None
Members: At least 2,000
Hierarchy: Militaristic.
Leader: None
Religion: None (Beholders have a deity known as the Great Mother, but their allegiances to eachother are not tied by faith.)
Alignments: LE, NE.
Secrecy: Medium or high.

The Church of Bane
Headquarters: Zhentil Keep, the Moonsea.
Members: Roughly 8,000 clergy and 135,000 worshippers.
Hierarchy: Militaristic.
Leader: Fzoul Chembryl, Chosen of bane.
Religion: Bane.
Alignment: LE, NE, LN
Secrecy: Low

The Church of Shar
Headquarters: No official headquarters because it must remain hidden to avoid persecution, but the Temple of the Old Night in Calimport is by far its largest religious house.
Members: It is impossible to know the exact number of worshippers who consider Shar their patron deity, or who venerate her sufficiently to be considered active in her church. The best estimate is that perhaps as many as 100,000 Faerunians have chosen Shar as their patron, and of this number some 3,500 represent her clergy.
Hierarchy: Webbed.
Leader: Shar
Relegion: Shar.
Alignment: NE, LE, CE.
Secrecy: Very High.

The Deamonfey
Headquarters: A subterranian lair in the North located beneath the ruins of Lothen of the Silver Spires, near the dwarven ruin known as the Hall of Four Ghosts.
Members: 52 (2 half-fiends, 33 fey'ri, 9 servants, and 8 individual asociates.)
Hierarchy: Loose.
Leader: Countess Sarya Dlardrageth.
Religion: The daemonfey do not worship the deities of Faerun. They venerate their namesake )the demon elves of House Dlardrageth) and pay homage to certain infernal powers.
Alignment: CE.
Secrecy: Medium.

The Eldreth Veluuthra
Headquarters: None.
Members: About 100.
Hierarchy: Loose.
Leaders: The blade lords, five very powerfull elves under which one powerfull and ancient baelnorn.
Religion: Corellon Larethian.
Alignment: CN, CE, NE.
Secrecy: Low.

The Fire Knives
Headquarters: Secret vaults beneath Castle Cormaeril, in the city of Westgate.
Members: 75 real assasins, uknown numbers of other employees and other rogues.
Hierarchy: Militaristic.
Leader: Lord Tagreth Cormaeril, the Grandfather of Assasins.
Religion: None.
Alignment: LE, NE.
Secrecy: Medium.

House Karanok
Headquarters: Luthcheq, Chessenta.
Members: Approximately 300 members of the noble house, plus several hundred guards and servants.
Hierarchy: Militaristic.
Leader: Maelos Karanok.
Religion: Entropy (Tiamat).
Alignment: LE.
Secrecy: None (allthough groups outside Chessenta conceal their identity and agenda.)

The Iron Throne
Headquarters: Merchant offices in Suzail.
Members: 3,530.
Hierarchy: Segmented.
Leader: Krakosh, a very powerfull male stormgiant sorcerer.
Religion: Popular religions in the organisation which are popularly venerated are: Kelemvor, Mask, Shar, Waukeen.
Alignment: LN, LE, CN, CE, NE.
Secrecy: High.

The Kir-Lanans
Headquaters: None.
Members: About 4,000 (and growing FAST)
Hierarchy: Loose.
Leader: None.
Religion: None, Kir-Lanans only exist with the desire to punish the deities and kill all the wretched "god-slaves".
Alignment: CE.
Secrecy: None.

The Knights of the Shield
Headquarters: Inselm Hhune's palatial manse in the city of Baldurs Gate.
Members: 60-100, plus three of four times as many agents.
Hierarchy: Loose.
Leader: Inselm Hhune, First Lord of the Shield Council.
Religion: Gargauth the Outcast.
Alignment: CN, LE, NE.
Secrecy: High.

The Kraken Society
Headquarters: Ascarle (underwater city in which you can breathe due to a dark elf Mythal that covers it of old. The city was found abandoned by the societies leader and taken as their own. The city is now ruled by a Mindflayer who goes by the name of Vestress), north Trackless Sea.
Members: Unknown, but assumed to number hundreds of agents across the North and the Western Heartlands, plus tens of thousands of aquatic troops and mindflayers.
Hierarchy: Webbed.
Leader: Slarkrethel (NE Male Kraken Wiz20, Chosen of Umberlee)
Religion: Umberlee, varies.
Alignment: NE, LE, N.
Secrecy: Medium.

Malaugrims
Headquarters: Each Malaugrim maintains its own headquarters and sanctuaries, usually in the area where its current form dwells. The Shadow master maintains a powerfull stronghold on the Plane of Shadow.
Members: 5 currently in Faerun, about 100 alltogether.
Hierarchy: Loose.
Leader: The Shadowmaster.
Religions: Shar, Gargauth, Bane.
Alignment: CE.
Secrecy: High.

Mind Flayers
Headquarters: Various cities in the Underdark.
Members: Unknown, but at least five cities of 1,000 or more Mind Flayers are known to exist in the underdark with tens of thousands of slaves.
Hierarchy: Militaristic.
Leader: None, or the Elder Brain of a city.
Religions: Ilsensine.
Alignment: LE.
Secrecy: None (although few on the surface other then the illithids known the locations of the Underdark Cities.)

Monks of the Dark Moon
Headquarters: None.
Members: 192.
Hierarchy: Militaristic.
Leader: Shar.
Religion: Shar.
Alignment: LE.
Secrecy: Medium.

Larloch
Headquarters: The Warlock's Crypt, western Troll Hills in the Sword Coast.
Members: Larloch himself and a large number (several dozen) of powerfull liches and vampires. Below them they have amassed an arsenal of magic items, spells and a huge number of undead followers.
Hierarchy: Militaristic.
Leader: Larloch.
Religion: Unknown.
Secrecy: Low.

Monks of the Long Death
Headquarters: Firesteap Mountains, Lake of Steam.
Members: 100.
Hierarchy: Militaristic.
Leader: Lenet the Cold.
Religion: Varies.
Alignment: LE, LN.
Secrecy: Low.

People of the Black Blood
Headquarters: None.
Members: 50-100.
Hierarchy: Loose.
Leader: Bloodmaster (the most powerfull of each group and there are 6 groups spread across Faerun).
Religion: Malar.
Alignment: CE, NE, N.
Secrecy: None, although the People rarely reveal their affiliation to those outside the group.

The Rundeen
Headquarters: Various residences in Calimshan and Tashalar.
Members: Thousands, including the many merchants, bandits, and pirates involved or emplyed by the Rundeen. The primairy organisation probably numbers about 3,000 members.
Hierarchy: Segmented
Leaders: The Grand Yrshelem (five individuals).
Religion: Waukeen, any.
Alignment: LN, N, LE, NE.
Secrecy: Medium.

The Shadow Thieves
Headquarters: Two Guildhouses in Athkatla, one of which true, one of which false.
Members: Uncertain, but probably more then 3,000 operatives work for the guild at any one time.
Hierarchy: Webbed.
Leaders: The Shadow Council.
Religion: Mask.
Alignment: LE, NE, CE, CN.
Secrecy: High.

The Twisted Rune

Headquarters: Various secret locales in Calimshan.
Members: 30
Hierarchy: Webbed.
Leaders: The Rune Council (a group of nine epic arcane masters, among which a powerfull ancient dracolich)
Religion: None.
Alignment: CE, LE, NE.
Secrecy: High.

-----


That's about it, I could go and look into the good factions if You'd like but I don't have as much information on them.

If anyone doesn't know what these factions areally are and what their goals and motivations are, just state so and I'll add them to the list!

{NOTE: I still have to add the Orcish horde of the Spine of the World, the Demons from Hellgate keep and the forces of Auril in the North. After that I'm quite sure I've listed them all. Will do that today or tomorrow.}

TFO - Out.
 
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Edena_of_Neith

First Post
I am not going to attempt, at least for the moment, to quantify Power Levels.
For a good reason ... I'm still trying to gain a general perspective on who the various powers ARE, which might have Power Levels TO quantify.

The people who invented the Forgotten Realms wished to create a complicated setup akin to the complexity of our Real World, with all the intrigue, double (and triple, and quadruple) alliances, intertwined relationships, and political uproar you'd find in Real Life.
I'd say they did a good job.

Alright then, I'll take yet another stab at quantifying the various power groups of Faerun.

It's a start ...

- - -

CONTESTED REGIONS:

Anauroch
Ardeep Forest
Border Kingdoms
Chessenta
Chondalwood
Chondath
Chult
Cormanthor
Cormyr (excluding Cormyr the Nation)
Dalelands
Damara (excluding Damara the Nation)
Dragon Coast
Frozenfar
Great Dale
Great Glacier
Great Rift (excluding Dwarven Nation of the Great Rift)
High Forest
Hordelands
Icewind Dale
Impiltur
Inner Sea (Sea of Fallen Stars)
Lake of Steam
Moonsea
Moonshae Isles
Narfell
Nelanther Isles
Neverwinter
Pirate Isles
The Ride
Savage Frontier
Shaar
Shining Plains
Silver Marches
Spine of the World
Stonelands
Sword Coast North
Tashalar
Tethyr (excluding Tethyr the Nation)
Thar
Tortured Land
Trackless Ocean
Underdark
Vaasa (excluding Vaasa the Nation)
Vilhon Reach
Western Heartlands

- - -

NATIONS:

Aglarond
Amn
Ardeep Forest - Elves
Calimshan
Coral Kingdom
Cormyr
Damara
Dambrath
Durpar
Estagund
Evereska
Evermeet
Great Rift - Dwarves
Halruaa
Hlondeth
Lantan
Lapaliiya
Luiren
Luruar
Mulhorand
Murghom
Nimbral
Rashemen
Sembia
Sespech
City of Shade
Tashar
Tethyr
Thay
Thesk
Thindol
Turmish
Ulgarth
Unther
Vaasa
Var the Golden
The Vast - Dwarves (RPGA name unknown)
The Vast - Elves (RPGA name unknown)
Veldonn

- - -

CITY-STATE NATIONS

Baldur's Gate
Candlekeep
Chad Nessad
Hillsfar
Ironfang Keep
Larloch's Necropolis
Luskan
Melvaunt
Menzoberranzan
Mulmaster
Procampur
Raven's Bluff
Shadowdale
Skullport
Waterdeep
Westgate
Zhentil Keep

- - -

NOTABLE PEOPLES

Anauroch - Bedine
Anauroch - Phaerimm
Beholders
Chondalwood - Halflings
Dragons - Chromatic
Dragons - Gem
Dragons - Metallic
Goblins
Orcs
Underdark - Aboleth
Underdark - Deep Dwarves
Underdark - Duergar
Underdark - Illithid
Underdark - Sharn
Underdark - Svirfneblin

- - -

NOTABLE OUTSIDERS

Daemons
Demons
Devils
Faerie
Malaugrim
Unseelie

- - -

ORGANIZATIONS:

Church of Bane
Surface Drow of Cormanthor (evil)
Eldreth Veluuthra
Emerald Enclave
Harpers
House Karanok
Kir-Lanan
Monks of the Long Death
People of the Black Blood
Red Wizards of Thay
Seven Sisters
Zhentarim

- - -

SECRET ORGANIZATIONS:

Arcane Brotherhood
Church of Cyric
Church of Shar
Cult of the Dragon
Daemonfey
Fire Knives
Iron Throne
Knights of the Shield
Kraken Society
Monks of the Dark Moon
Night Masks
Rundeen
Shade
Shadow Thieves
Twisted Rune
 
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green slime

First Post
Can you really lump some tof these groups together like you have? Seriously, does anyone consider "The Seven Sisters" a power group that needs to be accomodated to in any grand master plan, as opposed to the individual sisters themselves? Some for Beholders, Illithid, Dragons... I mean is there really a community voice for these groups? I can understand that certain dragons are dominant powers in local areas, but in no way is dragonkind going to get upset over Meclaristides (just grabbing a name out of a hat) untimely demise at the hands of money grabbing Adventurers, and swoop down pillaging and destroying the Dragon coast in response.
 

William Ronald

Explorer
Edena,

It might be possible to consolidate many of the groups, as green slime mentioned. Many of the groups are very loosely organized at best.

You also need to list the Harpers in the notable organizations. Possibly you might wish to have a category for such monstrous humanoids as kobolds, bugbears, et cetera. (Many of these groups are quite separate from each other, and would be hard to unite.)

My advice is to just take time to think about some of the issues that have been raised on this thread. If you wish to do a truly comprehensive list, maybe some of us could work with you on it.

Mr. Draco, welcome back to the boards!
 

JohnBrown

First Post
William,

You are completely correct. The level of Nationalism (or as Mr. Draco phrased it Morale) could potentially be very subjective. You are also correct that a nation faced with an outside threat does tend to band together fairly effectively. It could be argued, however, that a strength of a nation isn’t measured by how well it can defend itself, but how well it can project “power” in some or all of its various forms (military, economic, cultural, etc.). To do that well, a nation would have to have a pretty good sense of “self”.

While such a ranking probably doesn’t exist currently, I think that it could be inferable, however. To change venues for a moment to Greyhawk so that I can make a reasonable example, the demi-humans there tend to be on the clannish side. Sure the gnomes of the Good Hills have sworn loyalty to the Lion Throne of Keoland, but they tend to think of themselves as members of their clans first, citizens of Keoland second. They readily lend their support when faced with an enemy that threatens them both, such as the giant invasion during the Greyhawk Wars, but probably wouldn’t be quite as eager to help Keoland, say annex the Hold of the Sea Princes. Seeing Keoland survive is one thing. Seeing Keoland restored to its former glory is another. The elves of Highfolk are closely aligned to Furyondy, and often lend support, but such support would probably disappear if Furyondy tried to annex Dyvers. Then you have the elven country of Celene that won’t help anyone unless it is a true elven cause. Even to the point of refusing to aid dwarves and gnomes fight the orcs of the Pomarj in the Ulek states.

So, it would be safe to assume that true enclaves of demi-humans in Greyhawk would have a generally tepid attitude toward the human nations that they lived in. And thus you would be relatively safe in assigning a generally low nationalism/morale rating to any given percentage of demi-human population within a given nation. Is it still subjective? Yes, but you could make some reasonable guesses. If the same holds true for the Realms, well there you go. As far as the human population is concerned, again still subjective, but any nation that is truly a nation would have to have at least a moderate level of nationalism/morale. If they didn’t then they wouldn’t be a nation – a collection of loosely aligned tribes or city-states perhaps, but not a true nation in the terms that we generally think of nations.

In other words, it would take some work, but I think you could assign such things accurately enough for a D&D campaign or as a staring point to an IR.


Mr. Draco,

Let me say I love your formulas. They are much tighter than mine. I could quibble the point that some of your factors could be rolled together for simplicity sake, but that is neither here nor there. I would ask a couple of questions on how you would envision some of these factors being used? Mainly those things that make up your Political Ranking.

If what you are talking about is to use this information in a D&D campaign then using factors such as Leadership and Political Influence might be important things to quantify. If it were to be used in an IR-type situation where the players are the leaders of the nations, how would those numbers be used? I’m not saying they couldn’t be, it just isn’t as intuitive to me as say Information Gathering.

Also, assuming an IR-like situation, by what means could a ruler adjust his nation’s focus? Your formulas seem to be a really good way to quantify a starting point, but I don’t see how they are adjustable. Again, they might be, but it isn’t jumping out at me.


Edena,

I believe William and Green Slime are right. If you are looking to run another IR, it might help to just focus first on those nations that are more easily quantifiable before trying to tackle things like the whole of dragon-kind. First, define how the nations behave. Once you are comfortable with that base formula, wildcard situations, such as dragons might prove to be easier to tackle. Realistically (assuming that you could call any of this realistic :) ), many of these wildcards might just side with one faction or the other, effectively becoming part of a nation as opposed to establishing their own faction, assuming that they choose to become active at all, or could realistically turn the tide of a campaign.
 

Mr. Draco

First Post
Well, I'm glad to hear the feedback on my formulas. :)

As for how I envision them used...

Well, let me take this a bit at a time, as for the Political Rating components:

Morale- fairly obvious

Leadership- The strength of the leadership. This represents their ability to inspire the populace to action, their ability to convince politicians from other nations to agree with them, things like this.

Political Influence- This is basically how much influence a given country has on others in the political arena. Think of this like those news stories going around about the United States holding private talks with some of the undecided nations on the security council. The US wants their votes, so they've been reminding the undecided countries where most of the world power is, and how much they owe the US. Also, what nearly amounts to threats of cut off money donations have been made.

Now, as to how you'd use these ratings in an IR style game... I'd say you couldn't. Or, you could, but it would be very hard to deal with. The mathematics involved in this would be hideous to keep track of for any resonable amount of people, and it would slow down the flow greatly. As a participant in several IRs, I feel the whole idea behind the IR phenomena is a very free-flowing game, with absolutely massive arms races and power gaining. Basically the ultimate munchkin and role-playing fest of all time, as not only are you put in command of armies as powerful as you can imagine (well, effectively this is true, as very nearly anything you can imagine can be done in an IR), but you are required to role-play your part very well, as instead of dice, often descriptions and posting activity seem to hold major parts of all IRs.

The formula I came up with is more of a way to quantify the power levels of nations. It wouldn't work well with an IR-esque game, because as was mentioned, it does lack a bit of flexibility.

However, if you guys want me to come up with a formula and mathematics for a more IR fitting game, I'm sure it could be done with minimum math involved. It'd just take me about a week, maybe a little less, to perfect it.

Lemme know if you're interested in that last bit ;)
 

Some Feedback from me.

CONTESTED REGIONS:

Anauroch
Ardeep Forest
Border Kingdoms
Chessenta
Chondalwood
Chondath
Chult
Cormanthor
Cormyr (excluding Cormyr the Nation)
Dalelands
Damara (excluding Damara the Nation)
Dragon Coast
Frozenfar
Great Dale
Great Glacier
Great Rift (excluding Dwarven Nation of the Great Rift)
High Forest
Hordelands
Icewind Dale
Impiltur
Inner Sea (Sea of Fallen Stars)
Lake of Steam
Moonsea
Moonshae Isles
Narfell
Nelanther Isles
Neverwinter
Pirate Isles
The Ride
Savage Frontier
Shaar
Shining Plains
Silver Marches
Spine of the World
Stonelands
Sword Coast North
Tashalar
Tethyr (excluding Tethyr the Nation)
Thar
Tortured Land
Trackless Ocean
Underdark
Vaasa (excluding Vaasa the Nation)
Vilhon Reach
Western Heartlands

NOTE: Silver Marches (Excluding the Alliance of Silverymoon)
Which is a table alliance of humans elves dwarves and sniverblin nations. They are on the verge to unite and become one real nation under the rule of the Queen Alustriel.

NOTE: Trackless Ocean (Excluding the North Trackless Sea since it's under a firm rule and Iron Fist from the Kraken Society.)
- - -

NATIONS:

Aglarond
Amn
Ardeep Forest - Elves
Calimshan
Coral Kingdom
Cormyr
Damara
Dambrath
Durpar
Estagund
Evereska
Evermeet
Great Rift - Dwarves
Halruaa
Hlondeth
Lantan
Lapaliiya
Luiren
Luruar
Mulhorand
Murghom
Nimbral
Rashemen
Sembia
Sespech
City of Shade
Tashar
Tethyr
Thay
Thesk
Thindol
Turmish
Ulgarth
Unther
Vaasa
Var the Golden
The Vast - Dwarves (RPGA name unknown)
The Vast - Elves (RPGA name unknown)
Veldonn

NOTE: City of Shade (Should be city state? Although mobile they still number few and just 1 city... I think they are more appropriate as city state how mobile they are.)

NOTE: Silver Marshes - Silverymoon Alliance (Should most certainly be among this list IMO)

- - -

CITY-STATE NATIONS

Baldur's Gate
Candlekeep
Chad Nessad
Hillsfar
Ironfang Keep
Larloch's Necropolis
Luskan
Melvaunt
Menzoberranzan
Mulmaster
Procampur
Raven's Bluff
Shadowdale
Skullport
Waterdeep
Westgate
Zhentil Keep

NOTE: Anauroch - Limrith's Nameless City ( Should IMO be among the list. Limrith is a CR 27 Ancient blue Dragon Sorceress with a whole ancient Netherese city under her rule. She discovered it buried by the sands but she and her massive army of constructs and unique and selfdesigned crystal gargoyles are excavating it ever since and she rules it now as her own. It is a formidable force she has there and most certainly notable of a decent PL. Limrith has defeated every massed Phaerimm assault to claim the netherese magic of her city for several years now. She and her city aer a force to be reckoned with IMO.)

NOTE: Sword Coast North - The Warlock's Crypt (Larloch's massive undead city of numerous spires where vampires and powerfull liches reside. Ruling over a large undead plague Larloch rules with a cold undead fist from his throne while he researches ever deeper in arcane lore and the Realms around him. Larloch is like a father to the Thayan Zulkir or Necromancy and a lich himself, Szaz Tam. But how odd this one is again like the city of shade, I think it befits best under the City States)

- - -

NOTABLE PEOPLES

Anauroch - Bedine
Anauroch - Phaerimm
Beholders
Chondalwood - Halflings
Dragons - Chromatic
Dragons - Gem
Dragons - Metallic
Goblins
Orcs
Underdark - Aboleth
Underdark - Deep Dwarves
Underdark - Duergar
Underdark - Illithid
Underdark - Sharn
Underdark - Svirfneblin

NOTE: Svirfneblin (Not of any interest in the Underdark, they are spread out and their number counting few... They have been massacred at the City of Blindingstone at the hands of the Drow. Now few remain and scattered among the underdark. Most of the remaining Svirfneblin now live in the Silver Marshes on the surface or just below. Under the protection of Silverymoon and the alliance of which they now take part themselves. They show their thanks to the Alliance by guarding all Underdark exits from attacks from below with their very lives.)

NOTE: Orcs and Goblins are Devided in three clear forces across the North. Namely the ones I had to update in my post above this one :)

The army of Many Arrows
Headquarters: Dark Arrow Keep, Western spine of the World.
Members: Unknown but estimated to be around 6,500 orcs of which 2,250 are stationed in or around Dark Arrow Keep.
Hierarchy: Military
Leader: King Obould Many Arrows
Religion: Gruumsh, Auril.
Alignment: CE.
Secrecy: Medium

The Horde of the North
Headquarters: None or unknown.
Members: Unknown but the Horde its number is estimated to range around as much as 25,000 thousand humanoids or more composed of Orcs, Goblins, Bugbears, Trolls, all sorts of Giants and Ogres.
Hierarchy: Military.
Leader: If there is a leader or if there are multiple leaders they must be very powerfull indeed to forge such an army but none are identified as such at the moment. Mutliple tribe leaders and powerfull giants are believed to have some sort of council to make decisions.
(According to the IceWind Dale games the horde is lead by two immensely powerfull Cambions. The two halffiends name Isair and Madae, they are brother and sister, Isair a epic wizard and fighter and Madae once a cleric of Ilmater, now a devoted and epic level Cleric of Xvim. And with the power they wield they might very well indeed bring these chaotic humanoids together and forge a true army from them... the North beware.)
Religion: Xvim, but some venerate Bane or Auril or the gods of their race.
Alignment: CE, NE, CN.
Secrecy: None (or in the case of Isair and Madae: Very High. Since they are trying to unite all cambions and abominations under their rule. All half-dragons, all Yuan-ti, evil halfelves and everything that might be considered an outcast by society.)

The Cult of Auril
Headquarters: A great glacier where once a river was, it was a gift from Auril to her devoted cult and is located somewhere in the mountains of the Frozen North above Icewind Dale.
Members: Unknown but several hundred barbarians, druids and rangers are known to worship the Frost Maiden. But several hundred more creatures of the North are believed to worship her. Among her worshippers are estimated to about 80-100 of her clergy.
Hierarchy: Webbed.
Leader: Three human sisters, all high level clerics/hierophants of Auril. They rule from a great temple within the glacier, formed purely out of ice.
Religion: Auril
Alignment: NE, CE, LE, N.
Secrecy: High

The scattered humanoids of the North
Hedaquarters: None
Members: Unknown but estimated to range in the several hundreds of thousands, the best guess is between 250,000 and 400,000 Orcs, Globins, Giants and other humanoids spread across the whole Northern Mountains across Faerun.
Hierarchy: Varies
Leader: Varies
Religion: Varies
Alignment: CE, LE, NE.
Secrecy: None, varies
- - -

NOTABLE OUTSIDERS

Daemons
Demons
Devils
Faerie
Malaugrim
Unseelie

NOTE: No real known Devil or Unseelie interfearance in the Realms. Just a strong demon presence at Dark Fang Keep and in Hellgate Keep. Same goes for the Faerie, just the Demons seem to be represented in the Realms if I go by the sources.

- - -

ORGANIZATIONS:

Church of Bane
Surface Drow of Cormanthor (evil)
Eldreth Veluuthra
Emerald Enclave
Harpers
House Karanok
Kir-Lanan
Monks of the Long Death
People of the Black Blood
Red Wizards of Thay
Seven Sisters
Zhentarim

NOTE: The seven sisters aren't really an organisation. you could better just name them the Chosen of Mystra or let them fall under the Harpers. Since all of them are members of the Harper society or they rule their own kingdom or organisation so if you'd just leave them out as a individual organisation they'd fall under other things automatically which would be more simple in my opinion.

- - -

SECRET ORGANIZATIONS:

Arcane Brotherhood
Church of Cyric
Church of Shar
Cult of the Dragon
Daemonfey
Fire Knives
Iron Throne
Knights of the Shield
Kraken Society
Monks of the Dark Moon
Night Masks
Rundeen
Shade
Shadow Thieves
Twisted Rune


------
That's it, just some notes to help complete it I hope :)
 

Serpenteye

First Post
Hi all, just dropping by to offer my moral support, since I can't make a real contribution. ;)
Edena, what can I say, you rule. :D Mr Draco, nice to see you again, the formula looks good.
Hopefully I'll be able to participate in another IR this spring, I still don't know just how busy I'm going to be. I'm looking forwards to facing you all again in that great competition of wits, powergaming, role-playing and writing skills that is an IR.
 

William Ronald

Explorer
Does anyone who is fairly knowledgeable about the Realms have an idea of how cohesive some of the nations are?

For example, John Brown raised the point that different groups in a nation may react differently to a leader's decisions. (The Aglarond example.)

How supportive are demi-human (to use a 2E term) and humanoids of the nations that they dwell in where they are a minority group?

I think that Mr. Draco does have a valid point that some of the factors in this thread would be fairly hard to quantify. Although it might be possible to get a feel for some of them, such as the nationalism/morale issue.
 

Mr. Draco

First Post
Although I don't know anyone who would be that knowledgable, I'd like to point out that my formula takes dissent into account under the "communication" score (intra-country communication). So it's not something that needs to be worked-into the system :D
 

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