A land of open water and deep woods, Aglarond is a nation of humans, elves, and half-elves on a broad peninsula thrust into the Sea of Fallen Stars. Elves and humans have intermingled in Aglarond for centuries— Few natives can claim a pure bloodline one way or the other. No other region in Faerûn has a higher half-elf population.
Settlements and Features
Aglarond includes both coastal land and communities, as well as the vast Yuirwood forest.
Capital City; Population 70,000
Aglarond’s capital, formerly called Velprintalar, is the nation’s chief port. The inhabitants followed the retreating coast as the Sea of Fallen Stars subsided late in the previous century. They left behind the older, narrower, jumbled buildings of what is now called Old Velprintalar to worsening slumhood.
Simbarch Council: Aglarond is ruled by a council of fifteen simbarchs, all spellcasters. They meet in the old Palace of the Simbul, a mansion of pale green stone built upon a rise overlooking the city. The simbarchs inherited both the palace and their titles from the country’s former ruler, though their current positions required armed strife with outlying populations who were initially disinclined to be governed by the Council.
One simbarch, Seriadne, takes the form of an elf but is actually a malaugrym who seeks to advance her own sinister agenda. Another, Ertrel, works to undermine his fellow simbarchs—he is allied with Ambal, the leader of the Stone Bears thieves’ ring.
Thayan Outpost Aglarond’s grim fortress-city Emmech was lost to Thayan influence and renamed Undumor. This fortification at the mouth of the River Umber houses voracious monsters, vampire knights, and shambling corpses under the command of a necromancer.
Forces of untried city youths and battered woods folk, launched from Citadel Dantalien, join in perennial attempts to clear the undead threat. Rumor has it that Undumor is burrowing under the Umbar River to bypass Dantalien with a tunnel wide enough to disgorge hundreds of shambling corpses each minute.
The Watchwall is a massive, magically engineered stone wall stretching 15 miles from the fortress city of Glarondar to the slopes of mighty Umbergoth. The Watchwall overlooks the Umber Marshes, a morass of bogs, swamps, and mudflats run through with shallow streams that drain south.
The Army of the Green Drake consists of a mere 350 troops stationed in Glarond Keep and along the Watchwall. Their numbers are so significantly reduced from their former strength that monsters out of Thay and the Umber Marshes are becoming bolder. Still, the threat along the Watchwall is considered minor compared to that from Undumor. Thus, troop levels remain low, as does morale.
Aglarond’s signature feature is the Yuirwood, a forest whose depths are a dangerous expanse of plaguelands and hostile fey. The woods also contain ancient, malfunctioning portals that open sometimes to a splintered nightmare land of loss, and other times, to the Feywild.
The wild tribes of half-elves and elves of the Yuirwood are suspicious of outsiders, including their fellow citizens living along the coasts. They dispute the rule of the Simbarch Council. The simbarchs, for their part, have made little effort to assert their authority over the denizens of the deep woods. Until recently, they were more concerned with the exzulkirs in the Wizard’s Reach.
Of more concern are the plaguelands hidden in the tangles of the Yuirwood. Ruins of an eladrin civilization litter the forest and seem to attract pockets of active Spellplague, especially within menhir circles. These standing stones are monuments that also mark fey portals that once opened onto a realm called Sildëyuir. A few circles now lead to fragments of that fabled land—islands of solid ground inhabited by strange monsters. A large part of Sildëyuir was pulled into the returning Feywild, and many eladrin finally found a true home there.