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Returned Abeir

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Map of the continent of Returned Abeir in 1479 DR
Returned Abeir
Geographical information
Type Continent
Area Toril

Inhabitants of Returned Abeir
Locations in Returned Abeir
Organizations in Returned Abeir
Settlements in Returned Abeir

Returned Abeir was the name the natives of Toril gave the large, horseshoe-shaped landmass, known to its inhabitants as Laerakond (pronounced L-AIR-ah-KON-d),[1] that appeared during the Spellplague. Located west of the Trackless Sea, it replaced Maztica.[2][3]

HistoryEdit

During the Spellplague parts of Abeir merged or swapped with parts of Toril. Returned Abeir was the largest of these. The jaunt between world disrupted the tyrannical dragon overlords who had ruled the land since the separation of Abeir and Toril.[2]

RegionsEdit

As of 1479 DR, Returned Abeir was divided into roughly eight regions or kingdoms. They surrounded the great bay of the Dragon Sea. The entire continent was covered in the silvery Steelsky of Abeir, a residue of a fallen Dawn Titan.[2]

The Dusk PortsEdit

The Dusk Ports were ostensibly a collection of free trade cities on the western shores of the Dragon Sea. In reality, they were vassal states to the green dragon, Orlarrakh. Each port vied with each other for favored status with "The Green Duchess" but all followed her orders.[4] The five Dusk Ports were:

  • Dusklan—A city of racial diversity that harbored escaped slaves, if only to use them as sacrifices to Orlarrakh.
  • Lylorn—The dominant Dusk Port as of 1479 DR. Lylorn boasted the most far reaching trade network and the most aggressive sailors.
  • Marrauk—A bleak and wind-scoured city in an equally desolate hillside. Marrauk featured a busy shipping trade and a fiercely defiant government.
  • Mreyelundar—A city of lawlessness and home of the strange Order of the Dawn. It was the most actively anti-draconic of the 5 cities.
  • Tarsith—A calm fishing community known for their exports of rock crabs and fine sailing equipment.

EskornEdit

Eskorn was a densely forested land that was controlled by an upstart human kingdom that overthrew their draconic overlord, Eskornamundyr, some several hundred years before the Spellplague threw the continent into Toril. It was considered a backwater realm pretending to be a kingdom. The current royal dynasty barely enforced the laws of the region, moving from one royal keep to the next and the law of the land moved with them. The capital of Stormhelm was a small city on the Dragon Sea rife with political intrigue and backstabbing.[5]

Another point of interest was the Royal Keep of Nornglast: a mysterious, haunted castle. Nornglast was the “capital” of the undead empire, the Eminence of Araunt, a bizarre organization of specters and ghosts that claimed every crypt and mausoleum in the world as a principality. A network of undead-only portals called "deathways" extended out from Nornglast, connecting its crypt to dozens of others across Toril.[5]

FimbrulEdit

Fimbrul was a vast mountain range locked permanently in winter's grip. It was the sleeping place of the last of the Dawn Titans who slumbered since they were overthrown by their former dragon mounts. What little population called this region home were mostly earth giants and near-feral orcs. All of these residents despised dragons for one reason or another and expelled them from Fimbrul whenever possible. A handful of dwarves made their home there, constantly warring against both the dragons and giants.[6]

MelabrauthEdit

Melabrauth was the oldest dragon kingdom on Returned Abeir. It was ruled by Melauthuar the Undying One, a huge black dragon. The region was mostly unmapped, heavily monster-infested and completely unnavigable to non-dragons. During the Spellplague shift, the dragonborn slaves of Melauthuar rose up and escaped, leaving the kingdom dramatically weakened, but not destroyed. As of 1479 DR, dragonborn were prohibited from entering and humanoid slaves of all kinds were not allowed.[7]

RelmaurEdit

Relmaur lay on the southern edge of Fimbrul and acted as a buffer between the dragon empires of Melabrauth and Skelkor. Relmaur was primarily a dragonborn kingdom consisting of escaped slaves and their descendants. It was a highly defensive kingdom, with all cities lying underground. As of 1479 DR, they came into conflict with orcs from Fimbrul, but the dragonborn had the upper hand at that time.[8]

SkelkorEdit

Skelkor was the evil dragon empire of Returned Abeir. Larger than Melabrauth and more powerful, Skelkor was ruled by the Empress Dragon, Gauwervyndhal. Skelkor treated its slaves with special brutality, which led to a large rebellion when the Spellplague hit. In the wake of the planeshift, a large quantity of amber-like crystals appeared across Skelkor. The amber had the peculiar quality of weakening dragons almost to the point of death. This "dragonbane amber" fueled a rebellion that nearly wiped Skelkor off the map, but the substance quickly evaporated after use and within a few years, Gauwer returned and resumed control of the region.[9]

Some two hundred years before the Spellplague, a rebel group of dragonborn managed to seize a portion of western Skelkor and hold it until the plague ripped their kingdom of Tymanchebar from Abeir and literally dropped it on Unther in Toril. The survivors founded the kingdom of Tymanther. Tymanchebar occupied a portion of what is now the Dragon Sea.[9]

The Sword LandsEdit

The Sword Lands were human-controlled lands south of Eskorn. They were largely lawless and without rulers save a series of warlords who constantly disrupted the relative peace of the countryside. For some reason, the Sword Lands were left alone by the dragons that dominate the rest of the continent. The reality of the situation was the dragonheirs, humans with the ability to control dragons by gaze or touch, probably still frightened the dragons, despite the fact that these near-mythical figures probably all died out.[10]

Tarmalune and the Windrise PortsEdit

Tarmalune was often referred to as Tarmalune Great Port. It was a sizable metropolis rivaling Waterdeep in size and splendor. The surrounding area was free of draconic control due to the lingering presence of the sleeping Dawn Titan Achazar, who ruled the region centuries ago. His extended slumber prompted the people of Tarmalune to declare themselves free, although dragons still feared a centuries-planned ambush from the sleeping pillar of fire. The titan slumbered in the form of a 100 foot (30 m) column of fire that burned at all hours, regardless of weather.[11]

While the city was free from the dragons, it had a reputation for collaborating with them and returning escaped slaves, lest the dragons would have overcome their fear and turned on the bustling metropolis.[11]

The Windrise Ports, of which Tarmalune was the largest and the most prosperous, were made up of five cities on the southeastern shores of the Dragon Sea. The other cities were:

  • Harglast—A spartan trade port ruled by the dragonborn.
  • Imdolphyn—A wealthy city that specialized in shipbuilding and textiles.
  • Ramekho—A dilapidated city with little or no laws that was popular with adventurers.
  • Sambral—A city of eloquent blademasters who prided themselves on their taste and style.

ReferencesEdit

  1. Ed Greenwood (September 3rd, 2008). Questions for Ed Greenwood (2008). Retrieved on January 8th, 2009.
  2. 2.0 2.1 2.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 200. Wizards of the CoastISBN 978-0-7869-4924-3.
  3. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 87. Wizards of the CoastISBN 978-0-7869-4924-3.
  4. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 202-203. Wizards of the CoastISBN 978-0-7869-4924-3.
  5. 5.0 5.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 204-207. Wizards of the CoastISBN 978-0-7869-4924-3.
  6. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 208-209. Wizards of the CoastISBN 978-0-7869-4924-3.
  7. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 210. Wizards of the CoastISBN 978-0-7869-4924-3.
  8. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 211. Wizards of the CoastISBN 978-0-7869-4924-3.
  9. 9.0 9.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 212-213. Wizards of the CoastISBN 978-0-7869-4924-3.
  10. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 214-215. Wizards of the CoastISBN 978-0-7869-4924-3.
  11. 11.0 11.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide, p. 216-217. Wizards of the CoastISBN 978-0-7869-4924-3.

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