Realms
Explore the major lands and political realms of Teneris.
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C
- CaligranThe eastern of the two great continents of Teneris, mostly desert since the Desolation, whose habitable north holds the Lands of Exile, the refuge of the surviving races.
- CanarqueThe western of the two great continents of Teneris, a collection of fragmented lands discovered by an imperial expedition that returned in 289 AVD, and known to most imperial subjects as the New World.
D
- Da’fat FederationThe elven federation south of the Calinor-dal, founded in the Second Age by elven tribes who fled north after the Desolation; every surviving elven people lives there, and Lady Nemarin is its spiritual leader.
E
- Eastern ProvincesThe lands across which the hobgoblin chief Miraak Var Trask waged a relentless campaign, uniting countless goblinoid clans.
- The EmpireThe human realm at the heart of the Lands of Exile, an absolute monarchy heavily shaped by faith, ruled from Marble City by the unbroken line of the Red Eagle and divided into five provinces under their Sovereigns.
F
- Farr IslandsAn island group in the Great Western Sea, a few days' sail from the Free Folk's cities, whose tribal, seafaring people produce some of the best sailors in the realm and send chocolate and other exotic goods to the Empire.
- FrazaThe harsh northern realm beyond the Empire's mountain passes, a land of monsters and relentless winter whose clans live free, honour strength and deed above blood, and esteem their seers and witches.
- Free CoastA coast whose cities are ruled by seven pirate lords and their fleets, a place of constant feuds where high elven patrols are the terror of Neptun's pirates.
- Free PortsThe self-governing city-states of the free folk on the western coast, with Pupa, Pruva and Neptune the largest of them, where there is no king, little law, and powerful gangs thrive.
I
- Iron IslesRemote island groups of metal and stone in the Northern Ice Sea, north of Fraza, where wizards rule a powerful caste society, those without magic are enslaved, and the arcane arts are studied without limit.
L
- Lands of ExileThe northern lands of Caligran where the ancient races took refuge after the Desolation, with the Empire at their heart, a harsh world of rare magic, scarce learning, many faiths and dangerous wilds.
M
- MortenoxThe great crater in which the city of Vansreik stands, and the name of the ancient city whose ruins and necropolis lie beneath it, reached through the Deep Pit and the tunnels of the Undercity.
N
- Northern ProvincesThe northern provinces of the Empire, bordering the lands of Fraza, where imperial supply lines serve the legions and northern customs such as the Day of the Thousand Fangs have taken root.
T
- TenerisThe ancient world in which the Lands of Exile lie, with two great continents, Caligran in the east and Canarque in the west, divided by the Great Western Sea and the vortex called the Eye of Aquaron.
- Tide Breaker BayA bay named, together with the coastal towns and cities, as the place where the seafaring mercenaries of the Brine Blades can be found.
U
- UnderdarkThe underground realm beneath the surface, home to dark elves and other peoples, where Emperor Conrad II led his legions in 151 AVD and imperial garrisons still hold the tunnels.
- Undermount KingdomA kingdom named alongside the Empire as a land where Gruznar Barmbeard is renowned as a master brewer.
W
- Western MarchesA region named, with the underdark, as one of the two places where the drow mercenary Sazz'rast Saveer is especially skilled at pathfinding and concealment.
- Western ProvincesThe western provinces of the Empire, forest country of wood elves and rangers where northern settlers have been common since Skolpa's raids and the great mercenary companies compete for contracts and influence.
Y
- Yellow SeaThe barren eastern steppe beyond the great forests, so flat and empty that crossing it is likened to crossing a sea, home of the capra and said to be roamed by horse-born riders and horned creatures.
