The Great Republic of Aerulia was formed from the regional instability after the formation of the Cormyrean Empire and the stabilisation of the new Shou’s Dragon Order. The first to ally in this new republic where the Rune-lords of Rashemen, The Goliath of Pyrados and the Reavers of Rosewood. Wishing to possess agency over their lands and the trade routes of the Sea of Fallen Stars, they formed a Republic and Senate made up of the greatest Landowners, Warriors and Scholars of the three Kingdoms combined.

They centered it in the newly built Mulan City of Athalantar, City of Mages, to avoid the petty squabbles over who would lead. Over the years, they managed to secure the loyalty and honor of Al Gebra, City of the Warlords, while providing untold trading and riches to the Minor Kingdoms of the Great Rift, and Military support to the Trade Cities.

The true might of the Republic isn’t it’s military forces, which are substantial, but the propaganda and wealth they share with their neighbours. Converting not just wallets, but hearts and minds.

Athalantar, the Capital of Aerulia

2015-04-16_18.10.25.jpg A Mageocracy, it is also the home to countless Dignitaries, Generals and Advisors of the member states. Those members are under the constant protection and magical transport of the Blue College, the institution in charge of Abjurers in the city and Abjuration College Magic. It was supposedly founded by students of the great Elminster, Chosen of Mystra, and has political depths far exceeding the other Colleges of Athalantar.

The population is in the millions, with the majority being Humans and Half-Elves, with populations in the thousands of Goliaths and Half-Orcs and smaller Artisian communities of Gnomes and the Dark Elves. Dwarves tends to shun the city, with exception of the rare diplomat from Wyrmbones Citadel. The city has a police force trained called The ‘Arcana Magicka Politzia’ (AMP) by the Purple College, an institute dedicated to the study of Evocation and the Arts of War, and assisted by the Seers and Diviners of Foresight College.

The city also has an integrated Hospital system built on the hard work of the Thayan College red wizards mastering Conjuration, and the Mythal College of Necromancy. Of all the mundane and magical illlnesses very little cannot be cured or resolved, if you can pay the fees involved. Generally healthcare can be quite exorbitant, so plenty of mundane healers find work in and around the healthcare system. For those with a little extra cash the Imaskari College masters of flesh-craft and transmutation can give you a permanent alteration to your physique.

A little further uptown on the promenade the Twin Institutes of Yeoman’s College and Rainbow College who study Enchantment and Illusion respectfully, hold grand shows and entertainments for the crowds and concerts for the Politicians. Some of the grandest shows in the known world happen here. Most locals here have French sounding names and accents and speak Aerulian.

The Most Common Church Bodies here are The Gods of Magic, Civilisation, Love, Trade, Arcadia, and Corellon the God of Mastery.

The Founder Cities

Immilmar the Iron Throne

Immilmar.png Captial of Rashemen, this large kingdom has single-handedly thrown back the forces of Cormyrea and the Dragon Armies of Shou with its combination of tough fighters and powerful mystics. The society is constructed somewhat of a Meritocracy, with leadership often contested and challenged. To rule and command one must be strong in Rashemen, but strong in spirit. Often an outsider might mistake the society for a Tribal one, with respect paid to elders and women while practicing raw physicality and often garrish Tattoos.

The truth is far more complex, most warriors of Rashemen practice heavy tattooing because of the cultural beliefs in the symbols that draw strength from Clan, the Hathran, and the spirits of the near barren tundra itself. Referred to as Runeskins, those toughest of Warriors speak softly, but proudly while following their Runelords into battle with overwhelming odds. Also one of the few intergrated and surface-dwelling Dwarven clans lives in this region, as the ground is forbidden for Mining according to the Hathran. Most Rashemi are Human, with a sizable Dwarven population.

They also have some of the hardiest and toughest livestock available, with Reshemi Clydesdale’s being unmatched in the battlefield. The Hathran are the shamanish spirtual leaders of the Rashemen, they cannot call to war, they are forbidden from leaving the lands of Rashemen, and they have absolute power in their domain. Bound in womanhood to the land itself, they protect it’s rolling hills and heavy snowbanks against all threats. Most locals have russian names and accents, and speak Rashemi.

The most common Church bodies here are; The Gods of Brotherhood, Civilization, The Dwarven Gods, Gwaeron Windstrom and Grumbar the Changeless.

Pyrados the Gatekeep

Alpha-coders-wallpaper-abyss-fantasy-city-201815.jpg City of Giants, in truth very few of the Pyradocians are True Giant anymore. None of them practice the ordning, but if you watch closely you’ll notice the taller a person is, the more respect they get from the natives. Originally made up of Eldritch giants of old, Forest Giants of the Winterwoods, Cloud Giants of the North Heirdoom, Stone Giants of the south reaches, and the Voadkyn of the Realms.

Pyrados is essentially an attempt by the Eldritch giants to use the knowledge gained in the millennium to reform the Giant Empire of the Second Age. All answered the call who could, except those too dull witted to understand it, or arrogant to unite their strength. They have their sights set on destroying the Frost Giant and Fire Giant Kingdoms of the Eastern reaches and recruiting the rare Storm Giant they find. The City Leader is Koth the Eartshaper, a Storm Giant Geomancer.

Most of the City Elders have been around for at least 8 centuries, and the city is built and created over the last 200 years, a massive gate connecting the Great Rift to the Sea of Fallen Stars. If ever the threats of the Great Rift are greater than the rewards they plan to open the Rift Gate. Most of the population is Half-Giants known as Goliaths, with only a few thousand True Giants left. Most of the population have giant blood, as those without find it extremely socially difficult to live in the city with their ordning tendancies. Most have a fairly neutral accent and traditional giant names, and speak Pyradocian Giant.

The most common Church bodies here are; Iallanis the Serene, Shiallia the Frisky, Hiatea the Giantmother, Wyvernspur and Reyearth the Rune Creator.

Vastholme of the Wild Things

640x305_18659_Lord_of_The_Rings_Concept_Art_2d_fantasy_town_night_lord_of_the_rings_picture_image_digital_art.jpg Capital of Rosewoods, home of the Reavers. Vastholme is the chief trade port between Shou and Aerulia, surrounded by overgrown ruins amongst thick forest and jungle. Vastholme has one of the largest half-orc populations outside of Thesk, with slightly more humans and the rare Minotaur Pirate. Aerulian adventurers, historians and tomb raiders are often drawn to Vastholme to dig into the many ruins and treasures left from ages of old.

The City is ruled by the Grand Tyrant Yuri Bloodhunter, and while a despot, he actually runs the city with incredible skill, merging the economic interests of the region and the interests of his people. His chosen soldiers are called Doomguard, and are notorious cannibals. This is because the locals follow a tradition as old as Jergal, ancestor worship revolving around cannibalism of their own dead.

They also use this as an intimidation tactic to break their Hobgoblin neighbors. It is also the greatest repository of necromantic powers in Aerulia, between the Night Hags of the Rosewood Swamps and Excommunicated members of the Mythal College known as Repo Men, They have a practice of transplanting organs into dying people, giving them a day and a year to use them, before violently hutning them down and reclaiming the gift. It also has the largest collection of free willed undead in the Material Plane. Most accents are a southern drawl, have Polish names, and speak Durpari.

The most common Church bodies here are; The Gods of Theft, The Viziers of the Damned, and Bhaal Lord of Murder.

Al Gebra the Lords of War.

fortress.jpg This highly militant city was form from Tymanther during the ‘Dragonblood Accord’ when dragons raised the old city to the ground. A lot of people think of it as a temporary settlement or fort, because the entire city is constructed out of treated wood, usually sharpened to a spike. The reason why is because of a powerful enchantment to protect against dragonbreath that can only be enchanted into wood, not stone. The wood is usually treated extremely well, giving a discipline to the city and is exported Redwood and Ironwood from Cormyrea.

Al Gebra is house to the ‘Grand Tourney’, a challenge of gladiatorial combat and physical tests. Ruled over by Vanquisher Cassius, the Voice, who overseas the Great Dragonborn House of Gebra. The city focuses on two things, military training and tactics, and creating the largest armies of Aerulia, usually travelling the Republic far and wide. The greatest mercenary clans of Aerulia also come from Gebra, recruited from the veterans of the military. Vanquisher Cassius is also the Highest General of Aerulia, and although his office is seated in Athalantar, he often stays in Gebra and correspondes via Sending. Most accents are Afrikaans with african american names, and speak Gebra-khan.

The most common Church bodies here are; The Gods of Brotherhood, Gods of Civilization, Eilistraee the Bladesinger, Hakke of the Desert Wind, Tymora Lady Luck, and Garagos the Weapon-master.

The Trade Cities

Damara the Jewel of the Fallen Stars

abstract-fantasy-city-HD.jpg The Kingdom of Galena rests on a peninsula in the middle of the Seas of Fallen Stars. The King Gareth Dragonsbane relocated here from the Bloodstone Mountains during the War of the Gems. The Rashemen were unwilling to give them safe haven, but helped them to relocate to their current realm. The Damarians make a heavy trade in fabled Damarian Wool, and Damarian Wine.

They also have a proud jousting knight tradition and have had trouble readjusting to the naval trade in the last few years. Many a retired privateer has made a living trading shipcraft in this reborn kingdom. They have a very small military presence, with their coast constantly harried with pirates, even a pirate-king or two. Damarians talk with a upper english accent, english names and speak Damarian.

The only church Bodies here are; The Gods of Civilisation, Trade, and Brotherhood

Halruaa the Windy City

airship_city_by_min_nguen-d6lnzda.jpg A mostly human population this city reborn comes from the defunct Halruaa Empire that is now the Wastelands of Malarholme. They’ve been resettled now for a good three generations, and mostly practice their mercantile skills and elemental arts. Some of its biggest exports are Soarwood and Elemental Plane components.

The city is ruled over one of the Djinn Lords, Heracitus of Quar’tala, and his thousand and one slave Genasi. Although they are property, these Genasi rule over as minor bailiffs and judges in the city and exhibit relative political influence. Also the more truthworthy and wonderlust are like to travel Aerulia as exotic traders. It also contains three large portals; one to Quar’tala, another to their besieged cousins in Calimport, and a final one leading to the distant lands of Zukhara and Heracitus’ Jinn allies. They speak Calishite here with Swedish accents and have elemental based names and use wild dyes to colour their hair or tattoo their skin.

The only church Bodies here are; Gods of Magic and Trade, Aerdrie Faenya, Goddess of Good Winds

Lurien City of Good Folks

fantasy_city_by_zicuta-d6x8h5f.jpg Resting on the plains south of the Bloodstone Mountains and east of the Gulf of Lurien, the rolling green hills have been chosen by The Diminutive Knights and the Great Caravans as paradise. The Current Ruler is Faran Ferromar, head of Caravan Ferromar. The Knight-General Beluir leads the Diminutive Knights, masters of cavalry and tactics. Their Gnome allies have created massive fortresses throughout the countryside and titanic siege weapons to defend their land aggressively.

They have beared the brunt of 3 separate wars with the Cormyrean Empire, but thanks to Al Gebra, have always mounted a credible defence against the invasion forces. To this day there are still minor skirmishes on the northern border. This is unfortunate as they usually interrupt the fables Taurus Brewery from completing the popular Froathy Bullsemen ale for trade. They usually supliment it with minor inventions and mechanical parts from the workshops of Caravan Tinkerton. They talk with a chappie accent, traditional halfling names, and speak Luiric.

The only church Bodies here are; Gods of Arcadia and Bhalla the Rainbringer.

Mulhorand the Holy City

great-fantasy-city.jpg This vibrant port rest of some of the largest farmland and plantations in all of Aerulia, only dwarfed in Faerun by the Rice patties of Shou. They make a roaring trade in Cotton, Leather, Cheese, and skilled Slaves. The City has some large populations of Tieflings from the Thayan refugees, and Fey’ri from House Dlardrageth. This has lead to a highly religious society constructed around dozens of Churches.

Pretty much all Churches, good and evil can be found in the city limits. Dlardrageth has reformed into a Church, it’s members desperately trying to seek shelter from the Fate of Baator. They specialise in Fiendbane weapon creation to better slay their cousins, and most holy weapons come from their house. The Current city Mayor is a old Cleric of Reyearth called Vraska Gorgonspawn, her title earned from her mastery of ‘Turn to Stone’ spells. They have a southern drawl accent, Turkish names, and speak Thayan.

Murghom Gateway to the West

Dark_Fantasy_Bad_Dream_in_The_City_Images.jpg The nearest outpost to the Uthgardian front, the region has a significant problem with spy’s, espionage and assassinations. The town learder Tenser Sojourner is a specialist in Divination magic, placed here by the Aerulian senate. He views his position as a burden to his honor, and controls the city with the gusto of a wet towel. There are also problems Shifters, who are found from time to time. Shifters are the spawn of werewolf attacks from the Mooncurse Wasteland and cause uproar in the city every month.

The cities only pride is the still maintained Temple of the Moon, a church built for the now dead power of Selune the Moon-maiden. The city mostly trades in experienced smugglers and traders, to help get goods across the Wild Isles and Uthgardian seamen. They have Caribbean accents and central african names, and speak Calishite here.

The only church bodies here are Selune the Moon-maiden, Bhalla the Rainbringer and Malar the Hunter.

Unther the Eternal

2997095_orig.jpg This dying port is the last link between Aerulia and the Free Cities, the last vestige of the grand Empire of Unther. Once an ancient mageocracy, the city is finding solidarity in religion with the Cult Temple of the World Serpent. Although the church is meant to be forbidden until the fight is complete, these ‘clerics’ are rousing up the populous into believing that their faith when so uncertain will lead to great rewards in his victory. It is also finding fertile ground considering their hated rivals ‘Mulhorand’ worship Reyearth the Rune Creator, and the old lineage of the emperor is severed, leaving the average Untherite while nervous about organised leadership.

Unther is making a trade in the Salt Flats in the city limits, exporting across Aerulian and to the Sword Coast. It also allows them to sell their fish stocks further inland than most of their competitors. Their military is non-existant as in recent memory they’ve had an excellent trade relation with Al Gebra, helping them during their exodus. The have Irish names, accents, and speak Mulanite.

The only church Bodies here are; Asagorath’s Cult of the Dragon.

The Minor Cities of the Rift

Citadel Wyrmbones home of Blackton Clan


Build under the partially slagged stones of Blackston Keep, that was the sight of an incredible dragon battle before ultimate the dragon was slain. Its bones still rest against the mountainside, a trophy for the newly renamed Wyrmbones Citadel beneath the mountain. It is ruled over by the Dwarf-King Janis Blackston, tall and proud, his arm burnt off by the very dragon above him.

Wyrmbones, aside from a great political ally to Al Gebra, is the chief supplier for surface treated Adamantine in Faerun. Only the strongest and blackest of weapons come from the forges here, but they also make a sizeable trade in Fyrite alloys, used to create Dragonbane Weapons and to treat the wood imported to Al Gebra. The Citadel is a tradtional Dwarven Clan, rough Scottish accents and great big bushy beards. Most of the dwarves here have very dark colouring and pale skins from a lack of sunlight, traders usually travelling underground for trade rather than maintain a surface market in the Keep.

The only church Bodies here are; The Dwarven Gods.

Dambrath the Cities of Towers

Sharn_1_.jpg Home of the Aarakocra, also known as noble Kenku, are a race of avian people. They were rulers of the Fourth Age, before the coming of Elves, and have split into many races. The Kenku stayed in the material plane and became lesser beings, the Aeree fled to the mysterious world of Abeir, and the true Aarakocra assended to the Elemental Plane of Air. After nearly two hundred centuries they have returned.

Used to a thinner atmosphere they constructed a city on the highest part of the Great Rift, constructing mile high towers to live on top of. They live in worship of the Archmage Whitefeather who has lead them back to the Material Plane. The chief concern of the Dambrathians is History and Archaeology, leveraging their Gem mines for Athalantar magicks. They fund several explorations into the Underdark and maintain an Airship network from Vastholme to the Cormyrean Empire. They talk with a valley girl accent, descriptive names, and speak Low Auran.

The only church Bodies here are; Aerdrie Faenya, Goddess of Good Winds

Myth Mannorak city of Dark Elves

hidden-kingdom1.jpg A lot changed with the Dragonblood accord, not the least of which was thousands of new elves springing forth from human lineage. The rift opened up, and with it, the newly restored Dark Elves left the dead clutches of Lolth and praised the run once more. The Ilythiiri had a difficult few years, unable to settle with their pale cousins in the Winterwoods, the Pyradocians while a very settlement was unable to accomidate their numbers and untrusting of their motives. After years of hardship and struggle, the Ilythiiri set up a city of their own.

Ruled by the Dark Elf Achmage Evard the Darkmind, Myth Mannorak is a haven for all excommunicated drow, underdark dwellers of a noble persuasion, and a giant target for the monsters and evil races of the Underdark. Drow, Illithid and Duergar attacks are constant, and the defensive measures of the dark elves are numberous. During the founding of Aerulia, the citizens worked hard to make sure their were part of the new alliance. Sending mages, magical reagants, this city has made itself the homeland of all Underdark explorers, exporting the riches found there throughout the realm. They speak with a french accent and have tradtional elven names and speak Undersylvan.

The only church bodies here are; The Elven Gods.

Geographical Features

Jotun Peaks

Home to the Fire Giant empire Jotunheim, rivals to the Pyradocians and aggressive to both Cormyrea and Aerullia. The harsh peaks and lava runs make it an inhospital area to cross, allowing the Jotuns a perfect defense.


The wasteland of Old Thay, a giant crater left of the old mageocracy. The entire expanse is left barren save the roaming Living Sentient Spells. The high mages of Athalantar keep a close eye on the region to prevent their escape.

Purple Wyrm Mountains

A large expanse of moutains created from the Imaskari Empire. It still contains stray pieces of their teleporation and interdemensional magics that play havoc with travellers, but it remains an effective barrier for the most part against the marauding Raurin hobgoblins across the border.

The Rift

A large crack created from a titanic magic event generations ago. The Rift is a literal craft that drops the kilometres down into the Underdark itself. This allows the creatures locked away under the earth a free roam to attack and pillage the countryside around it. Most of the locals are a tougher sort than most at this point.

The Rosewood Wetlands

Named after the rosewood, a type of mangrove tree with a highly aromatic property, the rosewood is home to much greater treasure. During the War of Shadows and the attacks of Netherese, half of their infamous floating cities crashed here in the largest magical battle seen since the Fall of the Third Age. Seven in total rest here amongst the jungle and wetlands, the largest repository of ancient arcane lore in the known world.


Future Faerun Falme88