Aglarond
Aglarond (pronounced: /ˈɑːglɑːrɒnd/ AHG-lah-rond) 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, and around 1479 DR, it was ruled by fifteen Simbarchs, arcane spellcasters trained in the Simbul's arts.
Structure
Aglarond was ruled for several centuries starting in 1065 DR by the Olósynne Dynasty, beginning with the half-elf King Brindor1314 and ending with the apparent death of Alassra Shentrara, "the Simbul," in 1425 DR.3 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.15
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 governed as of 1479 DR, 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 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.
Culture
Aglarondans prefer to live alone and in peace, but they've rarely been given that opportunity. The rest of Faerûn does not think much of the peninsula nation (if they think of the place at all) but the same can't be said of the Red Wizards of Thay. Before the recent cessation of hostilities, Aglarond lived under the constant threat of invasion by the zulkirs, who saw the peninsula as the first stepping-stone in their ongoing campaign toward world domination.
Despite this, the outside world rarely touched Aglarondans who weren't part of the nation's well-trained military force. While not ignorant of foreign affairs, most Aglarondans chose not to be affected by distant events. The humans quietly fished the Sea of Fallen Stars and tended the broad fields and pastures between the shore and the trees. The elves harvested nature's bounty beneath the Yuirwood's leaves.
Coastal and arboreal Aglarondans have differing attitudes toward magic. Those who live under the trees have a healthy respect for and appreciation of magic. Those who don't are fearful of all things magical, especially if they come from outside the country, an attitude likely rooted in generations of trouble with Thay. Even native Aglarondan spellcasters are regarded with suspicion until they have demonstrated their trustworthiness.
History
Historically, the area controlled by Aglarond was originally a powerful elven kingdom, that of the Yuir, founded more than 18,000 years ago by refugees from the War of the Three Leaves. Settlers from Thearnytaar, Eiellûr and Syòrpiir established the Kingdom of Yuir in a remote corner of Faerûn, far away from the politics and conflicts that eventually erupted into the Crown Wars.
The surrounding area fell under the sway of the ancient Mulhorandi Empire before being ravaged in the Orcgate Wars. The area was largely left alone, with the Yuir elves enjoying significant relations with the empire of Cormanthyr across the Inner Sea (thanks to a gate linking Myth Drannor to the Yuir capital) which enriched them. Several times the area fell prey to political machinations, including a brief conquest of the region by the Second Untheric Empire in the Year of the Scarlet Sash, although they failed to penetrate deep into the Yuirwood.
After the Fall of Myth Drannor and subsequent retreat of many of the elves of Faerûn, the area became more dominated by human settlers, with a large wave of migrants arriving in 756 DR. Hostile confrontations between the dwindling Yuir and arriving humans gave way to friendlier relations, including a rapid increase in the half-elven population. Over time, the half-elves of the Yuirwood and the human settlers of the coastlands developed into two distinct populations, with increasingly uneasy relations. These relations came to a head in 1065 DR when Indrila Demaz, the Queen of the coastal city of Velprin, launched an invasion of the Yuirwood in retaliation for half-elven raids on unauthorised loggers. This invasion was checked and defeated by Brindor Olósynne at the Battle of Ingdal’s Arm. In the resulting peace treaty, it was decided to unify the Yuir half-elves and the human settlements as a single nation, Aglarond, with its capital at the newly-renamed city of Velprintalar. Some human settlers rejected this outcome, choosing instead to move to Altumbel.
Brindor’s reign was successful uniting and strengthening Aglarond. He was followed on the throne by Althon (1128-89), Elthond (1189-94), Philaspur (1194-97), the Mage-Queen sisters Thara and Ulae (1197-1257), Halacar (1257-60) and the Mage-Queen Ilione (1260-1320). After Ilione’s death without issue, she bequeathed the throne to her apprentice, Alassra Shentrantra Silverhand, better-known to history as the Simbul, one of the Seven Sisters. The move was controversial, but the Simbul proved herself an exceptionally powerful and strong ruler, one of the most powerful spellcasters who has ever lived on Toril and one of the Chosen of Mystra. The Simbul single-handedly halted several attempted invasions of Aglarond out of Thay to the east, and was fully capable of defeating a dozen Red Wizards in combat by herself. The Simbul was also the on-off lover of Elminster, one of the most infamous and powerful mages of Faerûn. The Simbul is noted for her ferocious temper and wild rages if she feels that she or her kingdom have been wronged, which sometimes wrong-foots even her closest allies. The Harpers, the Lords’ Alliance, the Alliance of the Silver Marches and other good-aligned organisations hold Aglarond and the Simbul as a powerful, if unpredictable, ally.
In recent years Aglarond has beaten back several attacks by Thay, and strengthened its trade and military relations with other lands.
The Current Clack in 1496 DR
The status of Aglarond in 1496 DR (the time period of Dungeons & Dragons 5th Edition) is somewhat unclear.
In 1385, Faerûn was consumed by the event known as the Spellplague, which laid waste to parts of the continent and magically transformed other parts. The onset of the Spellplague drove the Simbul insane and she effectively abdicated control of Aglarond. She found respite from her insanity thanks to consuming magical items, which were brought to her by allies including her sisters and Elminster of Shadowdale. In 1425 she was able to hold her sanity together to destroy the demigod Velsharoon (whose power had largely been lost in the Spellplague) when he attacked Aglarond.
In 1479, the Simbul was restored to full sanity. But very soonafter, she gave up her life to save Elminster, who had been mortally wounded in battle with a contingent of War Wizards of Cormyr, who saw him as an enemy.
During the Simbul’s “sickness,” and ever since, Aglarond was ruled by the Simbarch Council, a coalition of lords, wizards and notables trained by or inspired by the Simbul’s bravery.
After the onset of the Spellplague, the waters of the Inner Sea receded and the capital at Velprintalar was badly impacted, with the new coast located some miles away. A new capital city was established on the shore at Veltalar, which Old Velprintalar became a suburb of. Veltalar prospered, with its population rising to 70,000 by 1487. During the Second Sundering of 1487, when Faerûn was “healed” of much of the damage sustained during the Spellplague, the waters of the Inner Sea returned to their former level; Veltalar was lost beneath the waves, and hurried construction took place to expand Old Velprintalar, again now on the coast, to accommodate the refugee population.
Demography and Population
As of 1372 DR, Aglarond's population, numbering somewhere around 1,270,080, was mostly made up of humans, though one-third were half-elves and a fair number elves.1 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.12
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.19
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 5 foot 2 inches (157 centimeters) and a male 5 foot 8 inches (173 centimeters). They were hardy, tough people with blue or brown eyes.19
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. Jewelry here was simple and inexpensive, including brooches, earrings, nose-rings and necklaces.20
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.21
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.22 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.15
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 in the 1400s DR, though it was only in the 1470s DR that their worries shifted from the ex-zulkirs of fallen Thay.10
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.15
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.15
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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.
Territories
Aglarond is bordered by the mercantile nation of Thesk to the north, with whom Aglarond has various trade agreements. To the south, beyond the Yuirwood, lies a loose confederation of city-states, running from Delthuntle in the west to Taskaunt in the east, with Laothkund as their largest and most important city. These cities drift between independence and being influenced by Thay to the east and Chessenta to the south, across the Wizards’ Reach. To the west lies Altumbel, a small peninsula made up of independent towns and villages, dominated by the city-state of Spendeliyon (the not-always-accurately-called City of Pirates). The Thousand Swords lies off the coast of the Altumbel Peninsula, an assortment of islands, islets, sandbars and craggy rocks. These islands are occasionally used as a base of operations by pirates, although Aglarond’s utter intolerance of piracy usually dissuades such activity.
Military
Aglarond's army was formed by Brindor Olósynne early in the nation's history.16 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 of 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 6,000.17
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 took up arms, using spears and pikes. The 6,000 trained troops could easily be joined by four times that number of citizens.17
Aglarond did not formally have a navy. The Foresters used boats called coastboats for transportation and raids, especially against invading forces.17
In the late 1400s DR, 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.3 They relied on expert infiltrators trained in divine magic to spy on and thwart Thayan activities.
Religion
There were few temples and holy sites in Aglarond, none large. Some people worshiped regularly, and others were content to show signs of faith in their 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 pantheon of gods, who were assumed to have disappeared with the downfall of the Yuir.
Foreign Relations
Aglarond's relative isolation should mean potential enemies pass it by, but that hasn't been the case. A number of different organizations would love to see the downfall of the Simbul and her people. Four of the most prominent are described here.
The Red Wizards
The Red Wizards of Thay are by far the most consistent thorn in Aglarond's side. They have tried to invade at least ten times since King Brindor began his rule, and three of those attempts have come during the Simbul's reign alone. For more details on the Red Wizards and their plots, see Thay.
The Thayans have chosen commercial expansion over military conquest, but that doesn't mean they no longer covet Aglarond. Their desire to conquer this land stems from two reasons. First, the zulkirs believe they can't attack other parts of the world while leaving their western flank exposed. And while Aglarond may not have much of a navy, the Red Wizards would gladly clear-cut the Yuirwood to build one. They see Aglarond as the perfect base for further advances, providing Thay not only the needed routes and resources, but also a buffer against any retaliation from the western powers, which wound have to fight through the peninsula to reach Thay.
The current Thayan plan is to cozy up as close to the Aglarondans as the Simbul will permit. The zulkirs hope that the Simbul will be impressed by the benefits of trade and allow Thayan enclaves in Aglarondan cities. Then, when the time is right, the Red Wizards can attack Aglarond from within.
Cult Of The Dragon
The Cult of the Dragon has a secret cell in the village of Glarondar. These evil souls venerate Nartheling, the fang dragon of Umbergoth, and hope to persuade the wyrm to become a dracolich. Small bands of cultists regularly make the pilgrimage from Glarondar to the top of the icy peak, bringing the dragon news of the town and opportunities to enrich itself by providing information on caravans and patrols.
The current leader of the Glarondan cell is a half-elven necromancer by the name of Winn Kardzen (CE male half-elf Nec7). He is plotting an attack against the fortress at Glarondar by reanimating corpses in the Umber Marshes to simulate a Thayan attack. This is designed to draw the patrols from the Watchwall, giving Nartheling a chance to ravage the town while the army is off chasing decoys.
The Nilshais
Sinister creatures from some far dimension, the nilshais are alien sorcerers who have constructed dark gateways into Sildëyuir, the extraplanar refuge of the star elves. Worse yet, some of the elven realm's portals linking it to the Yuirwood have fallen into the hands of the nilshais, and the invaders have dispatched marauding bands to scout out the ancient forest and learn more about the world beyond. The nilshais are contemptuous of Material Plane life and hunger for new lands to conquer; it is only a matter of time before they gather their strength for a major incursion, bringing madness and vile sorcery to the green haven of the Yuirwood.
The Sons of Hoar
The Sons of Hoar are a newly formed group that aims to peacefully remove the Simbul from her throne and install a "normal" person on the throne. In their parlance, "normal" means a high-born human noble of Velprin's old line, preferably one who isn't a spellcaster. This group plays on Aglarondans' natural distrust of magic, even that used by their neighbors. They want a real hero on the throne, one of the people, not someone catapulted to power through pacts with unnatural forces.
The Sons of Hoar have great support in the nominally independent regions of Aglarond, particularly in Altumbel and the Fang. While some of the Sons are cynical racists acting out of naked ambition, they have also attracted misguided idealists to their cause. The cold, hard core of the secret society plans a well-orchestrated coup to seize power over their homeland, while the rank and file believe their leaders are honorable. The leaders of the Sons are carefully feeling out the appointed rulers of every major settlement in the nation, convincing them to side with them or step aside for someone who will. They call for the oft-absent Simbul to give up her throne. When she does, they plan to install one of their own as ruler over a human-dominated Aglarond.
Laws
The people of Aglarond follow a simple set of laws that proscribe most acts of violence against people or property. The local ruler settles all matters of justice, often through punitive fines, unless someone has been hurt or killed. There is no national police force, but any officer in Aglarond's army can enforce the laws of the land and apprehend anyone breaking them. Technically, anyone can appeal a local sentence to the Royal Council or even the Simbul, but in practice, this rarely happens.
The written laws are kept in the library of the Royal Council. However, they are often misunderstood, so local officials often apply common sense to any situation. If the city watch believe an action to be a crime, they treat it as such. One universal law is compulsory enlistment in the army, served when an Aglarondan reaches the age of majority. Service is at least one year, but many youths choose to serve for several. Many conscripts are assigned to local militias and garrisons and never serve in the distant border fortresses of Emmech or Glarondar.
Trade & Transport
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.15 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.

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