The World of
the Realms
Paerun is no more
than a small territory hugging a larger world, which in turn is only the third
world of eight orbiting a central sun, which is entirely encapsulated in a crystal
sphere within a swirling chaos, which in turn is only one in myriad alternate
dimensions. But for the races of Toril, for the elves and dwarves and gnomes
and halflings and humans, Faer-6n has a very important name: It is home.
The Planet
and its Continents
Abeir-toril (AH-BEER Tor-RILL), more commonly
called Toril, is the name of the orb that Faerun and the Forgotten Realms are
set upon, just as Earth is the orb that Eurasia is set upon. The name is
archaic, meaning cradle of life, and is rarely used in everyday speech.
Abeir-Toril is an Earth-sized planet dominated
by a large continent in its northern hemisphere as well as a number of other
large landmasses scattered about its surface. This northern continent is called
FaerCin in the west, Kara-Tur in the east, and Zakhara in the south. It is the
primary purpose of this tome to deal with the western portion of this huge
landmass, in particular the region in Faerfin between the Sword Coast and the
Inner Sea.
Abeir-Toril has a single satellite, Selone
(also the name of the goddess of the night sky and navigation). This luminous,
heavenly body is followed in its path across the sky by a collection of shining
shards, called the Tears of Sel6ne. These tears are said to be nothing more
than a cluster of ordinary asteroids and debris that trail the moon in its
path, yet the Tears remain reflective and bright even when the moon is new in
the sky.
In addition to the moon, there are seven
visible planets that wander against the star-inisted sky. They are dusky Anadia,
green Coliar, blue Karpri and Chandos, ringed Glyth, odd-appearing Garden, and
disk-shaped H'Catha. All follow regular paths around the sun. The stars are
distant and eternal, and form themselves into patterns and constellations that
each culture names according to its own desires.
A Torillian year is 365 days of 24 hours each.
An orbit of Selrine is roughly 30 days. For further information on the
calendar, refer to the Time in the Realms section in the "Faerrin"
chapter.
Faerun
Faerun (Fay-ROON) is the cradle of the Realms,
the heart of the FORGOTTEN REALMS' campaign setting. In discussion, Faerun and
the Realms are used interchangeably. Faerun consists of the northwest quarter
of the dominant continent on Toril. It is bounded on the west by the Trackless
Sea, on the east by the Great Sea, on the east by the wide expanses of the
Hordelands, and on the north by the ice of the uttermost north. The continent
includes a number of large off-shore islands, including Lantan, Nimbrall the
Moonshaes, fabled Anchorome, and Evermeet.
Hordelands
Beyond the lands of Thay and Rashemen is a
land of endless emptiness, paling with its vast openness even the Shaar to the
south or the Fields of the Dead in the Western Heartlands. It is a treeless
land occupied by barbarian herdsmen and raiders, the hollow link between Faerun
and Kara-Tur. It is called the Endless Waste in old texts. Its people call it
Taan and themselves the Tuigan. The modern natives of Faerun call it the
Hordelands, for out of this land came the engine of destruction known as the
Horde.
Two years after the Time of Troubles, the
barbarian tribes of this land united and like a swarm of ants surged westward
into the lands of Faerun. They conquered all that stood in their way, and even
the Red Wizards of Thay paid kind words and hard tribute to their majesty.
Under the leadership of Yamun Khahan, they boiled into the civilized lands of
the Unapproachable East.
The Horde was turned back by the combined
efforts of an alliance of western nations under the leadership of King Azoun IV
of Cormyr. Yamun Khahan was slain and the Horde disbanded, some of its elements
returning to their barren land, others settling on the lands of their newfound
conquests.
The Horde has left its mark on the Realms,
with a new flood of refugees and immigrants moving westward into Impiltur and
the Vast. The Sea of Fallen Stars has carried these newcomers to all of its
ports and beyond, and new heroes and legends have erupted in their wake.
And still the Hordelands sit like a watchful
beast eying both Faerun and Kara-Tur, and none know when they will erupt
again in another Horde, and who can turn it back if they do.
Kora-Tur
Beyond the emptiness of the Hordelands lies a
mystical and magical land known as Kara-Tur (Kah-rah-TOUR). It is a
region very different from the lands of the Realms, and in the past only the
hints of whispers of legends have come across that land to this. With the
coming of the Horde and the wave of refugees pressed before it, more facts,
legends, and tales of this land have passed from talespinner to talespinner.
Many stories that cannot be placed elsewhere are said to come "from
Kara-Tur when the world was still new."
The more amazing of the tales, of mortals
passing through walls without magic, steam-breathing dragons, or warriors with
hidden powers, are easily discounted or explained. However, it remains
that the lands of Kara-Tur are very much unlike the native Realms.
Kara-Tur is known for two of its great
nations, Shou Lung and Kozakura. Shou Lung may be the mightiest empire in the
world, overshadowing the early days of Mulhorand, and the entire empire is
ruled from a central city by an sage king advised by the spirits of his
predecessors. Kozakura is equally famous as an island of warriors where duty
and honor mean all to the loyal samurai and wandering ronin.
Kara-Tur's influence on Faerun is only
distantly felt, and then mostly in the form of some tavern tale of great riches
and wise dragons, or in some mysterious artifact which appears in the court of
a distant king. However, there are occasional travelers, both merchants and
adventurers, from west to east and vice-versa, and care must be taken before
challenging one of Kara-Tur's legendary warriors in combat.
Maztica
Beyond Evermeet in the Trackless Sea is a continent
until recently unrevealed, known to its inhabitants as Maztica (Mahz-TEEka),
the True World. Its existence has been hinted at in various tales over
the millennia, but only with the voyage of Captain Cordell in 1361 DR was the
drape of isolation ripped aside and the True World revealed.
Maztica is a wild and almost untouched land,
dominated by great jungles and thick forests. Its peoples live simply in small
communities or religion-based city-states. Their magics derive not from
conventional (read "elder kingdoms") forces, but through focii of
feathers and claws. The entire scope of these abilities, and the True World's
new gods, is unknown.
The revelation of Maztica has had little
effect on the bulk of the Realms, as there are more than enough new places to
go and new monsters to vanquish without making a long sea voyage. The greatest
effects have taken place in the Empires of the Sands and the island kingdom of
Lantan, all of whom have laid claims to wide swaths of the new land (without
consulting those who were living on it before the revelation). New riches have
poured into these lands, making their rulers more powerful, but sending costs
skyrocketing for commoners.
Six years after the revelation, much is still unknown
about this far land. Maztican individuals and artifacts have been drifting into
the Realms, a subject of comment and curiosity. The strange feather magic
(pluma) and claw magic (hishna) have daunted sages, new vegetables have
appeared in Faerfin, brought from Maztica, and the warriors of Maztica,
like warriors throughout the world, are judged by the strength of their arms
and the spirit in their hearts.
Zakhona
Far to the south, beyond the fabled lands of
Halruaa and Luiren, of Durpar and Var the Golden, is a very different world, as
alien as Maztica and as powerful as Kara-Tur. Located on the far side of the
Great Sea, it is a hot, dry land of deserts and rocky mountains, its great
cities hugging the coastlines for trade and water. It is a land of magic
unknown in the north, of powerful monsters and more-powerful rulers. It is
known as Zakhara (Zah-KARRah), the Burning World, the Land of Fate.
Zakharan culture at first blush seems to be
related to that of the Empires of the Sands, or the desert tribes of Anauroch,
and indeed there may be a long-distant connection, magical or otherwise. But
the Land of Fate is a solid, unified culture unsullied by what the inhabitants
laughingly call the Barbarian North. Its gods are unified into a single
pantheon, and its leaders call heavily upon genies to solve every problem that
confronts them. Items such as diinn rings and flying carpets that are
infrequently encountered in the Realms are rumored to be sold on the open
market in Zakhara, and every person bom to that land is said to be royalty. The
truth of such claims may be distorted by the distance the tales have traveled.
Zakhara, like Kara-Tur, is separated from
Faer6n by a great empty expanse, such that those who brave the Great Sea are
most often adventurers and merchants who seek the new, the novel, and the
profitable. The traveler should be warned, however, that Zakharans are firm in
their belief that they are much, much more advanced and civilized than any
other people, and treat others accordingly.
Races in the
Realms
The Realms are home to a myriad number of
sentient races, Tmost of which are in direct competition with each other for
land, food, and survival. Humankind is the most successful of the major races
in FaerCin, but the race's supreme position is by no means a sure and secure
one. Humans share their position with other older, generally benevolent races:
dwarves, elves (and human-elf hybrids), halflings, and gnomes. Yet humans and
the other elder races are regularly threatened by goblins of all descriptions,
underwater and underground races, and most importantly, the powerful and
dangerous dragons.
Humankind
The most populous and strongest of the major
races of the Forgotten Realms, humans are considered the dominant race in
Faerun. Humankind in Faerun comes in all shapes, sizes, and colors. Individuals
sometimes show the height of the halflings, the stockiness of the dwarf, or the
slenderness of the elf, yet remain completely human. Human skin color ranges
from the pale, almost translucent Lantanese to the dusky, dark-eyed natives of
Unther, with all shades in between.
The concept of subraces, common in other races
such as halflings and elves, does not exist in humankind. Alt nationalities and
races of humans can interbreed without difficulty, and their children, unlike
the elves, will have traits of either or both parents. After a time, any
isolated group of humans tends to establish its own traits, which may change in
a few generations with the introduction of new settlers or invaders. This easy
assimilation may account for the success of the race over others.
Humankind is also one of the most aggressive
of the major races, approaching the goblins in ferocity and the dwarves in its
single-minded drive when aroused to battle. At any time in the North, some
group of humans, often with nonhuman allies, is fighting some other group
(usually of humans and nonhuman allies). The dwarves think that humans battle
indiscriminately among themselves because their lives are so short and
therefore meaningless. The elves think they are aggressive because humanity has
not yet figured out how to communicate properly.
Humankind has a spoken and written language
that is accepted as Realmspeak and Tradetongue even between nonhumans as a form
of common language (and is known casually as common) Humans have developed the
idea of money beyond the dwarven conception of raw ore accumulated into a maze
of different systems and coinage. They have generated art and literature and
commentary by the ton-load, as well as raised the practice of slaughtering a
foe to an art form and a science.
Humanity's greatest advantage is its
persistence and potential. No other race has as many special opportunities to
increase in power and ability and sees them through. Most of the powerful and
wise in the Realms are humans (as are most of the pettyminded and cruel).
Within their own race, humans seem to provide equal chances to both males and
females. While the tendency in many societies is for women to occupy a domestic
role, there is little resistance to a powerful female leader or proficient
wizardess, should a woman choose such a position as her goal in life.
Humankind's attitudes range from the beatific
to the diabolic, and its numbers include clerics of good faiths, pirates,
traders, kings, beggars, slaves, mages, heroes, cowards, fishermen, and
mercenaries. Humanity's abilities are limitless, and the question has been
asked by some that when this race finally gets all the quirks out of its system
and gets moving, will there be any room left for the other races of the Realms?
Dragons
Considered as individuals, dragons are the
most dangerous creatures of the Realms. A dragon in full fury may level an
entire city, and one at play may even destroy a party of brave knights. These
creatures vary in size and capabilities, but are generally huge winged reptiles
that can spit fire, acid, cold, or other fell creations.
Dragons come in two main types. The chromatic
dragons are those whose scales resemble enamelled armor-usually red, green,
black, white, or blue. The chromatic dragons are usually darkhearted wretches
devoted in equal parts to their own feeding, wealth, and the suffering of
others. The metallic dragons have scales that shimmer like coins, and are
generally classified as gold, Silver, copper, bronze, and brass. These
creatures tend toward good and neutral alignments, or at least seem more
disposed to talk to humans than to devour them straightaway (though if
threatened, they will do so quickly and without remorse). Such a listing is not
all-inclusive, and there are reports from a number of sages of yellow, brown,
purple, gemstone, and steel-colored dragons found along with more common types.
Dragons in the earliest days were the rulers
of Faerun between the Inner Sea and Sword Coast, and though they are now few
(well, fewer), their individual power remains great. With the coming of elves
and humans, the dragons retreated to the North. Though it is rare, some elder
wyrm of the race still occasionally comes down from the North or arouses itself
from its decades-long sleep in some forgotten dale and terrorizes those it
encounters.
Rarer still is one of the most deadly
occurrences in the Realms, a flight of dragons. At such a time, great numbers
of chromatic wyrms of all ages descend from the North to rain destruction down
on all they encounter. The last such fiight was over I 1 years ago, in the Year
of the Worm. Dragons of all shapes and sizes came down from the lands beyond
Thar into the area of the Moonsea, the Dales, and Cormyr. The destruction was
extensive, almost ruining Phlan, damaging Zhentil Keep and the Citadel of the
Raven, and causing the death of Sylune, the Witch of Shadowdate. The most
destructive of the wyrms were killed by powerful wizards and brave warriors,
but a great many more took refuge in the mountain fastnesses of the Storm
Horns, the Thunder Peaks, and the Desertsmouth Mountains, and continue to this
day to raid outlying villages and travelers.
Finally, there seems to be a 300-year cycle
called the Rage of Dragons, at the peak of which all dragonkind is
affected. The ancient kingdoms of Anauria and Hlondath may have been victims of
this form of attack. Not enough information is available on the Rage of
Dragons, and no one looks forward to collecting more.
This most recent flight of dragons is widely
held to be the work of the Cult of the Dragon, a mysterious group of people
said to have devised strange magical arts that give them mastery over evil
dragonkind. Other sages believe it to be some sort of ritual or cyclic behavior
on the part of evil dragons, rather than a concerted attack.
Among both good and evil dragons, there is a
code of honor that allows dragon combat without resulting in death. Such combat
involves ritual battle with feints and pulled blows, each side demonstrating
the damage it could have inflicted. This is the source of the legendary subdual
of dragons, where the brave hero gives the dragon a hard swat on the snout and
the beast rolls over and surrenders. In reality, such subdual combat is the
product of a stated challenge (in auld wyrmish, an archaic dragon tongue), with
the proper forms and appearances observed. Individual dragons may agree to such
combat with humans, though they do not pull their attacks when fighting
nondragons in this fashion. It should also be noted that since the Time of
Troubles a decade ago, there is no recorded instance of a dragon agreeing to
such combat or surrendering in this fashion to a mortal creature.
As a general rule for dealing with dragons,
intelligence and good manners are the best weapons. Being able to identify the
creature and its tendencies are half the battle, as this information is the
foundation for good preparation (after all, that ring of fire resistance is of
little value if the dragon turns out to have green scales instead of red).
Dragons are also very aware of their long-standing prestige and great wisdom
and are thus easily flattered. A glib-tongued warrior may be able to make a
deadly attack (or better yet make a clever escape) when fighting a proud and
vain dragon. In summary, dragons are intelligent, deadly, powerful, and wise.
Many have spellcasting abilities in addition to their other attacks. Once they
ruled this land, and only through the determined actions and increasing numbers
of the other races were they driven north. Treat them with caution.
Dwanues
The dwarves of Faerun are a short, stocky
people who seem to be a part of the earth itself, ranging in shade and hue from
a rich earth-red to a granite-stone gray. Dour and with a strong distrust
towards magic beyond that which a magical axe can lend, they appear to others
as a withdrawn, moody people.
Dwarves come in a wide variety of hair, skin,
and eye colors, regardless of their origin. The designations of mountain, hill,
and jungle dwarves are fairly artificial, and more a matter of taste, closer to
those humans who like the sea and those who prefer the high country. Both
dwarven males and females have beards, though the females usually (but not
always) shave.
Dwarven Life: Dwarves remain deeply tied to their roots and their
sense of family and nobility. Dwarven nobles have declined in number with their
race, and so are treated with respect by all, despite any long-running feuds
that may develop between the dwarven kings. Loyalty and perseverance are considered
dwarven virtues, and very common among the wanderers (see below). For this
reason dwarven adventurers are often welcomed into adventure companies as a
source of stability, solid reason, and battle prowess.
Shield Dwarves: The dwarves are a people whose numbers in the North
have dwindled with the passing years. Their overall population has been
declining since the days when the dragons controlled the lands of Cormyr and
the Sunrise Mountains still spouted flames and steam. Among the dwarves, these
northern dwarves are known as mountain dwarves to show their home terrain, or shield
dwarves to reflect their battle prowess and history.
The reason for the numeric decline of these dwarves
is twofold: For ages the dwarves have engaged in interspecies wars that
bordered on genocide. Their primary foes were orcs and goblins, who sought out
the same caverns and mines the dwarves considered their homes. In ancient days
a live orc was competition both for treasure and for living space, and dwarven
armies fought and died to protect and expand their realms. Unlike the goblin
races, however, the dwarves were slow to recover their losses, and in time
their numbers have diminished so that in another millennium the dwarf may join
the duergahydra and the mornhound in extinction in the Realms.
This sense of racial loss hits all dwarves,
and particularly shield dwarves, deeply, and they tend be melancholy and
defeatist. They often throw themselves into their work, be it crafting blades
or seeking adventure. The last vocation is extremely popular with the few
younger dwarves of the Realms, as the thinking is that if their dotir dwarven
gods have dealt @i poor hand to the race, the best one can do is perform
great deeds, so that the race is remembered in wondrous tales if not in
descendents.
The Hidden: The northern, mountain-dwelling
dwarves also tend to divide themselves by behavior into two categories: the
hidden and wanderers. The hidden are a reflection of the shield dwarven sense
of their loss and danger as a race. A majority of shield dwarves (and of
dwarves in general) can be classified as part (-)f the hidden. The hidden are
reclusive and remain secretive about their homelands. Because of this, the
small kingdoms of the dwarves are known about only in a general fashion. For
example, the dwarves of the Far Hills travel to E@isting for trade, yet no one
knows if they are one community or several, and how they are ruled. More common
are those dwarves who identify their home as some long-abandoned or
enemy-occupied hold, such as the dwarves that were of Hammer Hall, or those of
the Iron House, who had been (]riven out of the mines of Tethyamar.
Wanderers: Another
type of shield dwarf that has been on the increase is the dwarf that seeks the
company of humans in their towns and cities. Most adventuring dwarves come from
this background, and are conversant in human styles and customs without
abandoning their own heritage. It has been hazarded (but not
voiced around dwarves) that they enjoy being
around other creatures more sh(@rt-lived than they. From such roving shield
dwarves come tales of adventuring dwarves, who enjoy the company of humans and
even settle in their cities. Such dwarves are known among their peoples as the
wanderers.
Gold Dwarves: As the race of dwarves dwindles in the North, one great
dwarven kingdom still thrives to the far South. There the earth is rent in a
great chasm that could swallow the nation of Cormyr. Located on the rim of that
chasm are the towers of the city of Eartheart, and within the walls of that
chasm is carved the huge dwarven nation of Underhome, These southern dwarves
are said to be very different from their northern cousins-prouder, more
haughty, and more energetic. These dwarves are called gold dwarves or
hill dwarves, the former name showing their wealth, the latter the terrain they
are more comfortable with.
Wild Dwarves: Shield dwarves (both wanderers and the hidden) and gold
dwarves dominate the dwarven population of the Realms. There are stories,
though, of a savage dwarven offshoot in the jungles of Chult, known as wild
dwarves or jungle dwarves, but they have been little seen beyond the borders of
that great wood. Wild dwarves are said to be tattooed, bloodthirsty savages,
but this may be an exaggeration.
Duergar: Finally, deep beneath the surface of the earth dwells a
race of twisted dwarf-like creatures called the duergar. Surface
world dwarves view these creatures with a
hatred that exceeds that of the elves for the drow. The dwarves deny any true
kinship with this race, despite evidence to the contrary.
ELE)es ar2c-) ti2e ELuey2 Natfor2s
The elves are one of the major races of the
Realms, and once ruled large sections of the Realms after the time of the
dragons and before the coming of humankind. Now the majority of these
long-lived beings have retreated from the onslaught of humankind, seeking
quieter forests, and their numbers in the Realms are a faction of those even a
thousand years ago.
The elves of the Forgotten Realms are of
human height, but much more slender. Their fingers and hands are half-again as
long as a human's, and delicately tapered, and their bones are light and
surprisingly sturdy. Elven faces are thinner and more serene, and elven ears,
as are ears in half a hundred known worlds, are pointed.
There are five known elven subraces in the
Forgotten Realms, and four of them live in relative harmony. Cross-breeding is
possible between the subraces, but in the case of the elves, the child will
either take after the male or female parent's race (there are no drow-moon elf
mongrels, and the child of such an unlikely union would have either all the
traits of a dark elf or of a moon elf). The subraces are:
Gold Elves: Gold elves are also called sunrise elves or high
elves, and have bronze skin and hair of copper, black, or golden blond.
Their eyes are golden, silver, or black. Gold elves tend to be recognized as
the most civilized of the elven subraces and the most aloof from humankind and
the other races. The majority of the native elves of Evermeet are gold elves,
though the royal family are moon elves.
Moon Elves: Moon elves are also called silver or gray elves, and
are much paler than gold elves, with faces of bleached white tinged with blue.
Moon elves usually have hair of silver-white, black, or blue, though all
reported colors normally found in humans and elves may be found in this race.
Their eyes are blue or green, and have gold flecks. They tend to tolerate
humankind the most of the elven subraces, and the majority of adventuring elves
and half-elves are of moon elf descent.
Wild Elves: Wild elves are called g-reen elves, forest elves, and
wood elves, and are reclusive and distrusting of noneives, in particular
humankind. Wild elves of the Forgotten Realms tend to be copperish in hue with
tinctures of green. Their hair tends toward browns and blacks, with occasional
blonds and copper-colored natives. Their eyes green, brown, or hazel. They tend
to be the least organized of the elven peoples, and while there is no eiven
nation made up entirely of wild elves, there are wild elves in every other
elven nation and on Evermeet.
Sea Elves: Sea elves, also called aquatic or water elves,
are divided into two further divisions: those of the Great Sea (includ-
ing all its salt-water domains such as the
Shining Sea and Sea of Swords), and those of the Sea of Fallen Stars. Great Sea
elves are radiant in different shades of deep greens, with irregular patches of
brown striped through their bodies. Fallen Star sea elves are various shades of
blue, with white patches and stripes. Both have the full variety of eye and
hair color found in all the elven peoples and have webbed feet and hands and
the ability to breathe water.
Dark Elves: Dark elves, also called drow (pronounced to rhyme with
now or how) or night elves, comprise the most sinister and evil segment of the
elven race, as if this subrace seems to balance the tranquility and goodness of
their cousins with unrepentant maliciousness and evil. Drow have black skin
that resembles nothing so much as polished obsidian, pale eyes (often mistaken
for solid white), and hair of stark white. The variations in coloration present
in the other elven subraces is missing here. Most of this fell race has been
driven underground, and it members are shunned by the other elven subraces.
(See also the Underdark Races section.)
Elven Life: The elves call their own race Tel'Quessir, which
translates as the people. Strangers, in particular nonelven Strangers,
are generally placed under the category N'Tel'Quess, or not-people. Most elves
treat the not-people with respect and politeness, as a host would a stumbling
child, though the drow fiercely enslave any who are not of their race and
consider the other elven subraces N'Tel'Quess.
The elves are generally ruled by hereditary
noble houses that have held control of their nations for generations (and given
the nature and long life of elves, the rule of a wise king may exceed the
history of a human nation). Elven rule is autocratic and absolute, and it is
the theology and philosophy of the elves which prevents abuse of such complete
power. The coronals (monarchs of the Elven Court) make their pronouncements
rarely, preferring to remain outside the normal course of their subjects' lives.
However, once a decision is made and pronounced by a coronalwhether to declare
war or retreat to Evermeet-it is followed by the bulk of the population.
The Retreat: The oddest phenomenon of elven life (to human
observers) is the Retreat, which is viewed as a lemminglike drive to sail to
the farthest west, beyond the sea. In the case of the elves of the Forgotten
Realms, the reason is not some biological drive, but rather the decision of the
leaders of the elven nations to withdraw to less hostile lands. Such a decision
was made after years (human generations) of thought, discussion, and
meditation. Once made, it is irrevocable.
In the case of the recently voided Elven
Court, the decision to retreat was made some 500 years after deliberation
began. In the Year of Moonfall (1344 DR), the Pronouncement of Retreat passed
from elf to elf, and they began to quietly evacuate their homelands along the
Inner Sea. While for humans the disappearance of the Elven Court is regarded as
a sudden vacuum in the
9
10
heart of the Realms, for the Elven Court
itself it was as inevitable (and as important) as a merchant moving his shop
farther down the street to increase the distance from a competitor.
The elves in Retreat usually make for Evermeet
across the sea or Evereska on the edge of the Great Sand Sea of Anauroch. Those
who reach Evermeet swear their fealty to Queen Amtaruil, who is that domain's
monarch. Lot-ig ago the etven nation of Ever-meet made the decision to fight
those humans (and members of other races) who came to her shores, and as a
result Evermeet is both the strongest sea power in the Realms, and a haven for
the other elves in Retreat. Those who choose not to abandon the Realms entirely
join the community at Evereska and seek to help defend Evereska's new colony in
the Greycloak Hills.
Those elves on the Sword Coast and with easy
access to the sea make the passage to Evermeet by boat, protected by the Navy
of the Queen. How those farther inland cross is not known, for none see their
passage out of the world of humankind. Great magics and extradimensionat gates
are assumed to be used, though there have been tales of great butterflies
carrying some elven nobles westward.
The Former Elven Nations: The former elven nations of the Realms include
Illefarn, where Waterdeep now rises from the seacoast; Askavar, which is now
called the W(.)od of Sharp Teeth, and the Elven Court, which once ruled
Cormanthor, the forest country that ran from Cormyr to the Moonsea. Current
elven
nations include Evermeet in its seaward
seclusion and Evereska (located in a mountain valley), with its colony in the
Greycloak Hills. In addition, there are scattered groups of elves found
throughout the realms, including wild elves, groups without noble rulers, and
those who are comfortable with the human population (usually younger elves).
The drow are not welcome among the elven nations and so have their own lairs in
the Underdark..
Adventuring Elves: Adventuring elves are usually moon elves, though there
are wild and gold elves as well found among humankind's adventuring companies.
Sea elves and drow are much rarer in the surface world, but there are notable
exceptions.
T)2e Goblfr2 Races
The goblin races include all creatures such as
kobolds, goblins, orcs, and hobgoblins. Some sages extend the definition to
ogres, bugbears, trolls, and half-orcs. Regardless of their defined content,
the goblin races are by and large uncivilized bands of sentient creatures that
prey on other beings, raiding and pillaging when they can, stealing quietly
when they can't. There has never been a great goblin nation or orcish empire,
though all the goblin races have been used as servants, lackeys, and
dragon-fodder for other more powerful individuals.
The goblin races have existed in the Realms as
long as the elves, for elven histories have mention of the various creatures as
brutish invaders harassing the borders of
their realms. The goblin races have been involved in genocidal wars with
dwarves over their mountain peaks and with humans over the lowlands. Usually
the goblin races have been repulsed or crushed, but there are still many
ancient dwai-ven halls in orcish hands.
The goblin races are generally underorganized
and underequipped, and would have been wiped out several times over were it not
for their rapid breeding cycle and high self-preservation instinct. Faced with
overwhelming odds, most members of a goblin race waver and retreat, and for
this the tag cowardly is usually added to the collection of epithets that are
used to decribe them.
The goblin races tend to be cruel, evil, and
malicious, aping humankind in dress and title, but with a slant towards harm as
opposed to help. The greatest orcish citadels of the Desertsmouth Mountains are
governed by a king and royal court in a rough travesty of Cormyr. Similarly,
those goblins living beyond the range of the Lords of Waterdeep tend to have
lords who rule in disguise in the manner of the Lords of Waterdeep. Such
kingdoms are pale shadows of human empires in that they are little more than a
handful of encampments or castles ruled by brute force.
Some members of these races, particularly
among the half-orcs and ogres, brave the well-deserved hostile attitude of the
rest of the world toward their ancestry in order to seek to make an honest or
good living, but these are exceptions to the general character of these savage
creatures. Caution is urged when encountering them in the wild.
Gnornes
The gnomes of Faei-Cin are a small, friendly
race of humanoid creatures common in most regions of the Realms. They are
smaller and less stocky than dwarves, and are thought to be distant relatives
of dwarves (though only gnomish men have beards).
The faces of gnomes, regardless of age, are
lined as if with centuries of smiles and frowns, making these people appear to
be carved from wood. Their natural coloring, from a light ash color to maple to
the color of varnished and buffed Oak, increases the tendency to think of
gnomes as a woods folk-when they are thought of at all.
The gnomes are called the forgotten folk of
the Forgotten Realms, for despite the fact they are an everyday sight in major
cities and have good-sized communities of their own, they seem unbothered by
the world and similarly only rarely become involved with it. Gnomes have no
history beyond the memory of the eldest clan member and the songs of legend.
They have never developed their own written tongue, acquiring the written
language of those they live among for everyday use. Unlike the elves, they have
no millennial heritage, and unlike the dwarves, no death-knell tomorrow. As a
result, they tend to take life as it comes, one day at a time.
Gnomes are among the most common-sense beings
of a world filled with all manner of magical things. Their natural tendency
towards illusioncraft has given them a wisdom to look beyond the
fancy trappings of speech and appearance to
find out what is really there instead of making them more crafty and cunning.
Gnomes value their families first, then whatever other relatives they encounter,
then other gnomes, then the world, in that order.
Gnomes have no subraces, but since the Time
of Troubles a different sort of gnome has appeared in the Realms, coming
primarily from the South. These gnomes are particularly interested in craft and
artifice, including all manner of sciences and invention. This new breed of
gnome is relatively rare, but counts among its numbers primarily younger gnomes
who venerate the god Gond Wonderbringer (who resembles a gnome in their version
of the faith). Such gnomes are currently found as apprentices to smiths,
craftsmen, and wizards, and are eager to learn as much about the world around
them as possible. What they will do with this knowledge is as yet undetermined,
but given the legendary wisdom of the gnomes, everyday humans have little to
fear.
The Half--Elver2 Peoples
Half-elves are a mixture of human and elf, and
occupy the middle ground between the two. They are stockier than elves, but
thinner than humans, and may or may not show the distinctive, eiven
pointed ears. They still have the slender and finely chiseled facial
features of the elven faces. It is possible for a half-elf to pass as
human or elf for brief periods, but usually such duplicity is discovered.
I I
12
Half-elves ,ire not a true race, but rather
the product of the union of human and elf, and as such they have no national or
racial heritage other than that of the area and family they have been brought
up in. A half-elf that has been raised in the Elven Court thinks like an elf.,
while one from Aglarond thinks like a human, for the elven people have been
long bred into the general population there.
As a result of their hybrid heritage,
half-clves tend to be individualistic and their outlook and behavior varies
greatly from person to person. Many are adventurers by nature, in that they Ire
seeking their own niche in a world where (to their eyes) they belong truly to
neither major culture.
Half-elves take on soi-ne of the features of
their elven subrace:
• Moon half-elt,es tend to be
pale with just a touch of blue around the ears and at the chin.
• GoLi half-elves tend
to have bronzed skin.
• Wild half-elves are
very rare and tend to have copperish skin tinged with green.
• Sea half-elves tend to
be a blend of the fleshtones of their human and elven parents. For instance,
the child of a Lant,,in merchant and a Great Sea elf is likely to be a light
green.
• Drow half-elves are
very rare and tend to be dusky-colored with silver or white hair and the eye
colors found in humans.
Regardless of origin, half-elves have a
universal set of common abilities (as detailed in the Player's HancUx)ok). A
drc)w half-elf does
not gain additional drow powers, or a sea
half-elf water-breathing ability (save at the decision of the DM).
Half-elves may mate and breed, but will always
produce the offspring of the other parent (a half-elf-elf pairing will produce
elven children, while a half-elf-human pairing will result in human children).
Second generation half-elves only result if two half-elves marry.
HciLf-lfr2,gs
Halfling,s are the smallest of the major
races, and to observe their communities outside cities, the most numerous (and
growing). They tend to resemble small street urchins, wise beyond their years. The
halflings of the Forgotten Realms have a light covering of hairy down over most
of their bodies that is most noticeable on the backs of their hands and the
tops of their bare feet. Often their faces are bare, though there are more than
a few full-bearded halflings as well.
The halfling people have a saying: "First
there were dragons, then dwarves, then elves, then humans. Then it's Our
Tom!" This attitude that all things will turn out to their benefit (and be
served up to them on a silver platter) is typical of the hatfling
mindset--cocksure, confident, and with more than a streak of larceny to it.
A halfling's appearance, similar to that of a
small human child, belies the fact that this is a race with the same basic
needs as any other. Halflings live in many of the same areas as humankind and
may be considered a competitor. Yet rather than being overtly hostile,
halflings have a smug, farsighted -attitude that these lumbering giants (human
beings) will eventually leave, destroy themselves, or give themselves up, and
that which remains will be theirs.
This is not to say that halflings as a race or
as individuals are evil, for they would do nothing to harm another unless harm
had been inflicted on them first. But the tendency for them to take advantage
is strong. Many a human thieves' guild has as its master thief a small,
child-like creature who can sneak into and out of areas that larger folk cannot
manage.
Halflings are delighted by the concept of
money, which they consider a human invention that redeems the race. They enjoy
gathering bunches of it, but unlike the dwarves with their ancient hordes, they
see no point in keeping it, and fritter it away on gifts, parties, and
purchases. Money is a way of keeping score on how well one is doing against the
world and all its clumsy, lumbering races.
Hatflings come in all the same skin colors and
with the same variety of hair and eye color as humans. They tend to respect
their families as groups not to steal from (though borrowing is permitted), and
they show a strong loyalty to friends and those who have stood up for them.
There seem to be only minor differences between the three major subraces of
halfling: hairfeet, tallfellow, and stout. (Their differences are as noted in
the Player's Handbook.) The subraces mix easily with each other and with other
races.
Halflings excel at roguish tasks, and those
who apply themselves in this area find their talents welcome among adventuring
companies and thieves' guilds. As a result, hatflings are as well-traveled and
knowledgeable about the world as humankind, if
not moreso. The crux of their knowledge is centered on immediate goals and
gratificatim, for it is not as important for a hatfling to know who the local
lord is as much as to Scope Out the bill of fare at the local tavem.
T(-) the far South there is said to be a
nation of halflings called Luiren, whose inhabitants have pointy ears.
Considering the fact that most of the other dominant races of the Inner Sea
came originally from the South, and the stated (if joking) halfling intentions
to eventually dominate all other races, the idea of a halfling nation is
somewhat disturbing.
T)2e Gfcir2ts
The giants of the Realms have always been a
secondary race, involved in battling whoever is on top. Their earliest
appearances are in tales in which they contended with dragons for the control
of the North, a battle that they usually lost, though their weakening of the
dragons may have eased the influx of elves and dwarves. In battling with the
dwarves for their mountain homes, they again came off a poor second, as dwarven
size and fighting techniques were of great benefit in fighting giants, and are
to this day. Then came the arrival of humankind in the North, pushing those
giant communities that survived further back.
At present the giants are a collection of
broken nations and shattered dreams, their long history overshadowed by modern
events and newcomer races. They still are their strongest in the mountains of
FaerCin, particularly in the North and the Cold Lands, thriving in those
territories that others have shunned.
The occasional giant may be found in Waterdeep
or Cormyr, but the bulk are still viewed as savage, brutal, and not
particularly bright. This is untrue, since they are battlewise, lore-filled,
and capable with both weapons and craft. Their power is often shown through
their leadership capabilities, as giants are increasingly becoming leaders of
groups of other less developed races, such as goblin tribes or orc holts.
T12e Ur26enc-)aizk Races
Not all of the Realms is above ground. Beneath
its surface, labyrinthine tunnels snake and coil through natural caverns and
tunnels made by races long dead, and nations long toppled. This is the
Underdark, a region as deadly as any Surface swamp or mountain fastness.
In this land of eternal night i- number
of races thrive. Some have been driven to these lands by outside forces, some
have a dislike of light, and some simply prefer the security which the
surrounding walls hold. Their variety is tegion, and their influence is felt
throughout the Realms, as they often boil out of their hidey holes to raid the
surface lands. They include, but are not limited to:
The Drow: The dark elves are by and large the best-known, most
organized, and most powerful race beneath the surface of the earth. Communities
of drow rule the lands beneath the North and the Moonsea, and smaller nations
may be found throughout
the Realms. Their best-known nation is the
underground citystate of Menzoberranzan, home to a variety of scheming, evil
families and their spawn and slaves. Drow in the past have even dominated the
surface lands around their lairs, most recently holding the lands around and
now comprising Shadowdale in the years following the fall of Myth Drannor.
The Duergar: The outcast subrace of the dwarves seeks to burrow
deeper than their cousins, and unlock the greater evils that lie within the
earth. Unlike the drow and goblins, duergar are not comfortable on the surface
and never venture forth. It is assumed that much of the deepest construction of
the Underdark is done by these gray dwarves. Like their surf-@ice cousins, the
duergar are dying out from competition and low birth rate. They often
sell their services and loyalty to more powerful creatures in exchange for
wealth and a form of protection.
The Goblin Races: The goblin races are not a major factor in the
Underdark, save as servitors ,ind slaves of more powerful races. Instead, they
occupy those regions of the caverns closest to the surface, where they serve as
a first level of defense beneath the land.
The Illithids: These creatures, whose heads resemble a cephalopod, are
also known as mind flayers. They have deadly powers of the mind, and live in
great fortresses carved out of the living rock. Independent and scheming, the illithids
rarely enter into long-standing alliances with others of their race, let alone
other races, and such alliances are broken when it suits them.
The Beholders: Individually these creatures are as deadly as any dragon,
and they often carve out large territories in the caverns of the Underdark and
in desolate areas of the surface. They are uncomfortable with others of their
race, and usually establish themselves as the chieftain of a disparate group of
races (having removed any previous chieftains with their disintegrator rays).
Beholders have integrated well with evil humans, Stich that they can be found
beneath major human cities and in the service of such groups as the Black
Network of the Zhentarim.
Ot)2eiz Races
The Realms is filled with sentient creatures
of all descriptions, and the above listing is not exclusive. There are lizard
men prowling the swamps, myconids patrolling haunted caverns, and centaurs and
satyrs deep within the woods where even the elves go not. Deep beneath the seas
mermen, tritons, and sahuagin clash, and in the Mountains aarakocra challenge
the dwarves for their halls and dragons for their lairs.
All of these races (and more) provide an
example of the diversity of life in the Realms, and the great variety of
threats they hold for the traveler, the merchant, and the explorer. While
humankind is the most visibly successful of the races, that perch is by no
means secure, and many races, old and new, may have a say in whether humans survive
or pass from greatness like the elves, dwarves, and dragons before them.
13
14
Chairzacten Classes
In the
Realms
-@@X dventurers are known by their many
skills. Warriors, wizards, 1--i priests, rogues, and all the Subclasses, kits,
and varieties found within each of these major classifications allow
adventurers a wide array of choices in their career and differing ways to
increase their power. The Realms holds promise for each of these breeds of
adventurer, as well as dangers and challenges.
Ffgbteizs
The services of trained warriors are in
constant demand in the Forgotten Realms, owing to the large number of hostile
creatures (including other humans) to be found in the world.
Fighters and their subgroupings tend to
gravitate to certain positions and responsibilities, including:
Local militias,
including police patro@, sentries, palace guards, and watchmen. In times
of hostilities, such women and men as these serve as foot troops in battle.
Such positions are usually low-paying and hold little status, as in the
battlefield such troops are often used to soften enemy attacks with
"acceptable losses." However, it is here that most heroic warriors
make their start, serving with these groups to protect their homes, with the
survivors moving on to greater things. • Mercenary companies engage in fighting
for a price. These pay better than militias, but have the disadvantage that
local rulers/employers usually give mercenary companies the most difficult
positions or tasks, as they are professionals paid for their experience.
• Trail guards have
the advantage of good benefits and travel with the disadvantage that such
fighters must fight not only to protect their own lives but the property of
others. Some of the smaller traders offer high wages but deduct any losses they
incur from those wages.
• Raiders are
fighters who perform acts of banditry and piracy. The disadvantage of this
lifestyle is that these fighters do not normally operate in civilized areas and
may be hunted down by more law-abiding groups.
• Bodyguards and other
protection opportunities offer low pay at relatively little risk.
• Leadership possibilities are
available at high level for fighter types, as their abilities (as opposed to
those of wizards and priests) are generally understood by the populace,
allowing a measure of trust.
• Gladiators and professional
fighters are a rare occurrence in the North, though some debauched regions do
set up such matches, usually between slaves or prisoners and monsters. The
older realms to the south, including Amn, Calimshan,
and Unther, have
established gladiatorial guilds.
Adventuring companies
offer the highest return in advancement and money, as well as allowing warriors
a great degree of independence. The disadvantages of these operations are the
great deal of personal risk fighters are placed in and the essential need for
cooperation with others.
Rcingeizs
Rangers are specialized breed of warrior,
suited to a wilderness existence while still retaining more of the trappings
and station of society. Individuals who become rangers are normally from the
civilized agricultural areas of the Realms, as opposed to its wilderness areas.
Rangers are a phenomenon primarily confined to
the North, in particular that region north and west of the Sea of Fallen Stars
called the Heartlands. Occasionally rangers hail from Amn or Chondath, but a
ranger farther south is as rare as sympathy from a beholder. This may be due to
the fact that rangers function best in those regions that are still being
developed and explored by civilized humankind, and as such have little to do in
those regions that have been settled and ruled (at least in name) for
centuries.
Due to their low numbers, regional restrictions,
and tendency to perform along the lines of moral good, rangers are both very
individualistic and clannish. A ranger can often be found on his or her own, or
in a company of druids or adventurers, where wilderness skills are useful. At
the same time, when rangers meet, they often exchange names and gossip on the
latest doings of others of their type. While not a political or social force,
rangers comprise a finely wrought network of information, and it is this
network that makes them a natural part of the group known as the Harpers. Not
all rangers are Harpers, but many are, and the Harpers recruit further from the
ranks of rangers only on the recommendation of rangers within the Harpers.
Palabfns
Paladins are fighters of a higher calling than
most common warriors. They fight for a strongly held moral and ethical code,
and are held to exacting standards in all their actions. Failure to live up to
their moral and ethical alignment results in their downfall, and the stripping
of all special abilities granted by the paladin class.
There is no specific paladin's code, no set of
do's and don'ts by which paladins are graded on a pass/fail basis. The closest
thing to such a code is "Quentin's Monograph," a short treatise on
the nature of alignment and paladinhood by a retired paladin. In addition to
flowery descriptions of early endeavors and practical advice on the care of
weapons and animals, the monograph summarizes what it calls the Paladin's
Virtues.
The listing is not all-inclusive, and every
paladin grades and emphasizes these virtues based on his or her own personal
ethos and religious background. Paladins may obey all these virtues to the
letter and still lose their special status, or flout one virtue in the name of
another and still retain paladinhood. In this
fashion, ,i paladin may exist outside an organized hierarchy or even
lead rebellions and wars against unjust or evil causes. It is possible under
these virtues that one paladin may even fight another, both seeking to defend a
different paladin's virtue or interpretation of all of them.
Paladins in the Realms, like priests, are
devoted to a particular deity. The most common paladin deities are those which
embody action, decision, watchfulness, and wisdom. Torm and Tyr are both
popular deities for paladins, as is Ilmater, who stresses the need to suffer to
attain one's goals. All these gods are good and lawful in their basic
alignment.
Paladins also serve deities who present
themselves as being good but not necessarily lawful, and lawful but not necessarily
good. These include Azuth and Helm, who ire lawful and neutral in their
outlook, and Mystra, Deneir, Lathander, and Milil, who are good and neutral.
Chauntea and Mielikki are @ilso neutral and good, but tend to attract more
druids and Fingers than paladins, though there are exceptions. No gods who
claim true neutrality, evil, or chaos in their ethos and morals have paladins
operating in their name.
WfzalQbs
In many races, certain individuals have the
ability to channel the ambient magical energies of the world to produce a
desired effect. In the Forgotten Realms, this ability is called magic, or the
Art, and the Realms are home to large number of the Art's practitioners.
All manner of spellcasters people the
Forgotten Realms, and though universities and magical schools exist, the great
majority of spellcasters still learn their skills in the time-honored fashion:
by apprenticeship to a higher-level mage. After years of what seem to the
student to be arduous and unpleasant chores, the tutoring mage will begin
instruction in the easiest cantrips, later moving on to the first spells, and
presenting the apprentice with his or her first spell book. Upon leaming the
basics, the Young wizard usually journeys out to gain some real-life experience
in his or her craft. Some go no further in their development, seeking other
safer pursuits, and some perish in their adventures. Those that survive return
to their former masters or to others of greater skill to team greater magics
and to share what they have discovered.
The magic universities function using this
same principle on a larger scale; they house many wizards and sages with
various specialties. They are not large operations, including maybe a dozen
students at most and three or four sages with any true magical ability, but
they are a change from the previous one-on-one relationship of mage and
apprentice. These schools are almost nonexistent in the North, appearing only
in the past 20 winters, and their first students are just now making their name
in the Realms at large. Such colleges are said to be more common (and much
larger) in the South, particularly in such magical lands as Nimbral and
Halruaa. In the North, the failed experiment of a large university is recorded
in the toppled stones of a ruined magi-
The Palabfr2's Vfliztries
The paladin's virtues are:
Oi-i organized approach brings the most good for all.
Laws exist to bring
prosperity to those under them.
(@njust laws must be overturned or changed in
a reasonable and positive fashion.
t'l@eople rule; laws
help.
Cause the most -ood
through the least harm.
'filotect the weak.
6s@oodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
(ioodness radiates from the heart.
Giive others your mercy, but keep your wits
about you.
cal college outside Beregost. Magic colleges
in the North tend to be low key where they exist at all.
Practitioners of the Art are found in most
walks of life, and there are former mages among the merchant class and
courtiers. Many make their living at magic, either as court wizards,
adventurers, or sages (the last being the least well-paid or recognized). Often
they devote long periods of time to producing magical items. When they adventure,
they are looking both for money to fund their researches, for magical items to
understand and comprehend, and for books to expand the scope of their leaming.
Wizards develop a signature rune that they use
to identify their belongings, sign as their name, and warn others. As a mage
gains in power, more individuals recognize the rune and connect it with a
mighty individual, not to be trifled with. Since some runes are connected with
magical spells, the use of signature runes reinforces the tendency of ordinary
people to shy away from such magically marked items.
A mage may develop a signature rune at any
time, though it should not be altered once created, to avoid confusion. This
rune is used in all spells that require writing, including symbol-type spells,
and nonmagically to indicate property or for messages. In a world where the
majority of the people speak but do not read a common language, such runes are
important to instruct the unknowing and to warn the cautious.
Mages relearn their spells daily from spell
books, and usually maintain two sets of the text-,-a traveling set for use in
the wilderness, and a larger, more complete set at or near their home. Such
books are very important; many specialized books that were once wizard's tomes
are highly valued for the original spells therein.
15
16
The Cuizse of-
the Mage Rur2es
powerful (level 10+) mage's sigil is protected
by the Trifold f7LCurse of Mystra, a curse which afflicts those (magician or
not) who willfully copy the sigil of a known mage in order to deceive. The
offender must make three ability checks--one against Strength, one against
Intelligence, and one against Charisma.
If the Strength check is failed, the offender
loses one point of Strength permanently, and 1-4 hit points permanently.
If the Intelligence check is failed, the
offender loses one point of Intelligence permanently, and is feebleminded (as
per the spell, no saving throw).
If the Charisma check is failed, the offender
loses one point of Charisma permanently, and a glowing apparition (thought to
be Azuth in his mortal form) follows the offender around, pointing and
shouting, "Falsely done!" This apparition stays with the offender
from anywhere from several days to two months, and can cast a real cloud over
formal dinner parties (as Zeboaster the Blunt discovered when pulling a prank
in the presence of Vangerdahast of Cormyr), not to mention alerting all beings
encountered as to the offender's perfidy.
Specialfst Wizairzbs
Some mages are specialist wizards, concentrating
their work in a particular direction and devoting themselves to a particular
school of magic. A school differs from a college and university in that it is a
particular type of study as opposed to a physical location. Wizards
specializing in illusion/phantasm magic are said to belong the school of
illusion, whether they operate in the lands of Thay or in the jungles of Chult.
Specialist mages have always existed in the
Realms, but their numbers (save for the illusionists) were never great previous
to the Time of Troubles. Most of the old guard wizards like Khelben and
Elminster are nonspecialized mages. Since the Time of Troubles, the number of
specialist wizards has increased, and these wizards have differing attitudes
from their elders. The result of this magical gap in ages has yet to be
resolved.
Abjurers: These wizards specialize in abjuration spells, and are
concerned with wards and protection spells. Their general attitude is that in a
danger(-.)us world, the first order of business is to stay alive and whole.
Abjurers prefer green and brown in their clothing. Only humans can be
abj'urers.
Conjurers: Conjurers are specialists in conjuration/summoning
magics, and believe that to be a successful mage, all you need is to be able to
call into being allies, lackeys, or powerful servants to work your will.
Conjurers tend to be flashy in both dress and attitude. Humans and half-elves
can be conjurers.
Diviners: These cautious wizards specialize in the divination
school, particularly those spells of higher than 3rd level (known as the
greater divinations). They are careful, cautious planners, bookish and
literal in their outlook, as they are directed
toward the gathering and verification of information. Their dress and manners
are conservative and modest. Humans, elves, and half-elves can be diviners.
Enchanters: Enchanter specialist wizards hold a dual role. They
imbue their magics into static objects, but also use their enchantmen@charm
spells to influence and control others. As a result, they are as a class very
self-confident and tend to think of themselves as superior, even to other
mages. Enchanters are social creatures and tend to dress stylishly. They are
most comfortable in cities, which provide a wide circle of admirers (and
subjects for their charms). Humans, elves, and half-elves can be enchanters.
Musionists: Illusionists are devoted to one of the eldest specialty
wizard schools, concentrating on the powers of illusion and phantasm. As a
group they tend to be secretive, even to the point of having their own written
language, Ruad@ek, derived from their magical writings. They dress in simple
grays and browns, perhaps with an accent of color or a gemstone. Only humans
and gnomes can be illusionists; of the two, the gnomish illusionists are the
more civil and friendly.
Invokers: Invokers are those mages who specialize in the
invocation and evocation schools of magic. Capable of calling matter and
effects such as lightning and fire out of thin air, they are used to possessing
power and commanding the respect (or at least fear) of those around them.
Self-confident to the point of cockiness, invokers prefer bright primary colors
in their dress. Only humans can be invokers.
?@ecromancers: Necromancers are a
two-sided coin. Some are interested in necromancy from its healing and
restorative aspect in relation to the human body, while others (the
better-known half) concentrate their work on the dead and undead. As a result,
the school is separated into two camps, one white, the other black. White necromancers
are healers, work with local churches, and are in general good-aligned. Black
necromancers -are secretive to the point of obsession, vengeful, and often
black-hearted. Their dress tends to match their outlook. Only humans can be
necromancers.
Transmuters: Transmuter,
the masters of the alteration school of magic are, as a rule, creatives,
experimenters, and explorers who are never happy with the way things are, but
rather intensely intrigued by the way things could yet be. Their garb is cut
for comfort, as opposed to fashion or camouflage. Humans and half-elves may be
transmuters.
PTziests
Priests are those individuals capable of
directing energies derived from particular entities known properly in the
Realms as powers, though often referred to as deities or gods. All priests
belong to faiths that venerate these powers and advocate their aims and goals.
The peoples of the Realms tend to be generally
tolerant of all faiths, such that in larger cities there are temple districts
of various faiths of dissimilar alignments and goals existing side by side.
Faiths and temples maintain varying levels of influence in the local
government, and only in a few cases is there a state religion. One such example
is the island nation of Lantan, whose strange inhabitants are
almost all worshippers of Gond. Even so, there
are shrines to other deities on Lantan, though they exist primarily to serve
foreign visitors.
Priests in the Forgotten Realms are divided
into two types: the standard, generalist cleric, who has set abilities common
to all churches regardless of faith, and the specialty priest, who has special
abilities granted by the power in question. Many of the major faiths of the
Realms have specialty priests, but the most common such priest encountered is the
druid (see next section).
Priests can also be divided into two groups
within their faith's organization, though met-nbers of one group easily and
often cross into the other group. Hierarchy-bound priests are those who are
usually tied down to a specific location, such as a temple, shrine, or
monastery, and work primarily to the good of that location, the church, and the
community, though not necessarily in that order. Mission priests are at-large
agents entrusted to wander the length and breadth of the Realms spreading the
basic tenets and beliefs of their faith.
Many of the priests found in adventuring
parties, working alongside merchants, or in mercenary companies are mission
priests. However, the line is a fuzzy one, such that a specialty priest who has
spent his life in the hierarchy may suddenly decide, for the good of his order,
to engage in a quest for an artifact, gather a group of like-minded
adventurers, and set off as a mission priest. Similarly, a cleric who has spent
tier life in adventuring companies, tithing a large part of her earnings to
setting up shrines for the power she follows, may determine to retire to a
temple to use the experience she has gained to teach others, and enter the
church hierarchy in that fashion.
Most faiths are fairly loose with such
restrictions, only requiring that a priest get the approval of a superior (or
of the power being venerated, if the priest is of matriarch/patriarch level)
before joining or leaving the hierarchy. In a similar fashion, priests have no
required dress code or raiment outside of the garb required for ceremonies. In
general, priests dress in the colors of their order (usually those of their
holy symbol) and wear some obvious symbol of their faith on their person.
Priests of Tymora will tend towards grays and wear a silver disk either on a
neckchain or affixed to a circlet, while priests of Tempus will wear helms (or
metal skullcaps) and display Tempus's symbol (the fiery sword on the crimson
field) on their shields.
Dizrjfbs
Druids, the most common type of specialty
priest, tend to worship outside of standard temple complexes, and instead
wander the land, collecting into loosely affiliated circles throughout the
Realms. The term circle serves to illustrate the unending cycles of natural
processes, and to emphasize that no one creature is intrinsically superior to
another. These druid circles fill the same requirements as church hierarchies
do within the clerical faiths, but are much smaller. Among druids the
distinction between the hierarchy-bound priest and the mission priest becomes
almost meaningless because of the loose nature of circles and the roving
tendencies of druids who are the caretakers of large regions.
In the northern Realms from the Sword Coast to
impiltur, druids in lightly settled areas have tended to gather in small
groups, often with rangers and other allies, for mutual protection, defense of
key areas or resources, and in order to accomplish their common goals more
easily. These groups, usually consisting of a dozen or fewer druids and 20 or
fewer others, vary widely in prominence and working relationships. In some, the
druids live together in a woodland grove, and in others, they are widely
scattered, with other group members serving as go-betweens. In some groups the
druids and rangers deal with each other as equals, and in others the druids are
revered by those who work with them.
In the Realms at large, these circles make up
a network of communication and aid among those who venerate Chauntea and
similar powers, such as Mielikki and Eldath. In general, the druids of the
Realms seek balance between the needs of people (especially civilized peoples)
and the needs of the natural world at the expense of neither.
While druids are relatively weak in the
Dalelands at the moment, they have several major areas of power, including the
Border Forest, the Gulthmere Forest, and, in particular, the Moonshaes. In the
latter, the druids are worshippers of a good uncommon in the rest of the
Realms, the Earthmother, and this faith is both native and unique to the area.
Druids of the same circle may worship
different deities, though in general, druids of the same circle tend to worship
the same god. Common powers venerated by druids are Eldath, Silvanus, Chauntea (in
places), and the elemental lords, in particular Grumbar and Kossuth (earth and
flame, respectively). Player character druids do not begin the game as members
of a circle, but may form such circles if they find other druids and either
accept them or are accepted into their ranks.
Great and grand druids are singular beings,
and there is only one such individual for a 500@mile area about the abode of a
great or grand druid. Each is entrusted with the organization and protection of
the circles and other druidic shrines within that domain. The precise borders
of a great druid's domain are nebulous at best, but there are three major
regions within Faet-an. The first and eldest is on the southern shores of the
Sea of Fallen Stars, and includes the Gulthmere Forest and the Chondalwood. The
second is located in the scattered remains of ancient Connanthor, ranging from
Connyr to the Moonsea, and includes the ancient territories of the Elven Court.
The third is located in the North. It is based in the High Forest but includes
all other forests and woods in the area. Druids are also active in the Moonshaes
and the forests surrounding the Great Dale, but it is unknown at this time if
their organization includes great and grand druids.
When a druid reaches sufficient level to
advance in rank, she or he is expected to seek and and challenge another druid
of his or her position. A sign will be sent by the power the druid wor, ships
indicating the location of the druid sought, unless the first druid knows the
second druid's location already. At high levels, this is the only method of
advancement for these specialty priests.
17
18
Musical
ly2stlzuments
ol: the Realms
or bards to be effective, they must be
conversant with their Ftools. The Realms have a number of alternative
names for many common instruments, and also feature instruments that are
unique.
Birdpipe: A
set of pan pipes.
Glaur: A short, flared, and curved horn which resembles a
cornucopia, and is fitted with valves (those without valves are known as
gloons).
Hand Drum: A dOLible,headed drum.
Longhorn: A
Faerfin flute.
Shawm: A double-reed instrument, the ancestor of the oboe and
bassoon.
Songhorn: A
recorder.
Tantan: A
tambourine.
Thelarr: Also
called the wbistlecane, this is a simple reed instrument.
Tocken: A
set of carved, oval, open-ended bells, played like a
xylophone.
Wargong. Also called a shieldgong, the wargong is often made of the shields of
one's vanquished foes. It is played with mallets.
Yarting: A guitar.
Zulkoon: A complex and semiportable PLIMP-organ.
In addition, such devices as the trlit-npet,
the signal horn, the harp, the dulcimer, the lyre, and the mandolin are
commonly found in the Realms. Players who wish to introduce the bagpipe do
-,(7, at their own risk.
Ro,gries
As more people gather in large cities, i-nore
individuals who prey on large collections of humankind gather as well. Chief of
those are human scavengers who seek their profession by stealing from others.
These are the rogues of the Realms. Their allegiance is to themselves and a
handful of allies (at best), and their intentions are not always for the good
of their prey. In the wilds, their behavior is often useful and beneficial to
the group, but in the larger cities, their acts usually spell trouble, and most
lawful towns have laws against such activities.
Despite such laws, thieves and thievery are
common. Most major cities have a number of thieves' dens competing with each
other in stealing and theft. A few cities (such as Zhentil Keep) have an
organized group of rogues (a guild) controlling all such activity, and some can
even operate from a building in broad daylight. Most thieves' dens are secret
gathering spots, often located beneath a city, and they change as guards and
lawful groups discover them.
-Me city of Waterdeep once was home to the
most powerful guild of thieves in the North. The Lords of Waterdeep smashed
that guild, forcing its leaders to flee the city. Those leaders are now
the Shadow Thieves of Amn). Rogues of all types still operate in Waterdeep, but
they are broken into innumerable small groups or operate alone. The
most recent attempt at organization, headed by
a beholder named Xanathar, has been smashed by the Lords and their agents.
The most common respite for rogues is what
they call the "honest trade"-adventuring. V,7hile adventuring,
roguish abilities may be used and indeed lionized in song ind legend, when what
a rogue is doing is almost the same as his or her in-town activities. The only
difference is that instead of stealing from a lord's manor, she or he is butglarizing
a lich's tomb. Many thieves take to this life, -,idhering to a code that keeps
them out of trouble in civilized areas but keeps them in gold. Some leaders of
important organizations are of this type. Their fellow guild mei-nbers trust
the cash box with such individuals in the city, but keep an eye on them in the
wild for pocketed gern,-, and magical items that find their way into their
high-topped boots.
Buizbs
Bards have been called rogues with a better
biographer, and indeed, they have many of the abilities and tendencies of their
itt,reptited cousins, yet are in the main more welcome throughout the Realms
than their ro&@Liish fellows. That level of tnist operates mainly on
the social level, though, for while a landed lord may invite a bard into his
home for dinner, he will inevitably count his silverware afterward.
Bards have a number of skills which make them
singularly valuable in the Realms. They are wanderers by nature, and carry new
items, information, gossip, rates, warnings, and other bits of knowledge from
place to place. Further, it is the bard's nature to share this information, as
opposed to hoarding it for his or her own good (something wizards are regularly
accused of doing). The arrival of a famous bard is the subject of everything
from mild discussion in larger cities to celebra, tion in isolated villages.
Bards are often rewarded with both food and shelter, and also pick up new tales
and legends to relate elsewhere.
Bards can be of any alignment, though some
part of their morality or ethos must be neutral. There are evil bards in the
Realms, though their nature is not always apparent--garden,variety rogues are
usually assumed to be of evil (or at least greedy) intent, but bards are generally
presumed to be beneficent (or at least neutral). Many evil bards
profit under this assumption.
Contributing to the reputation of bards as
forces for good is the existence of a primarily good-aligned secret
organization-the Harpers. The Harpers include druids, mages, priests, and
rangers in addition to bards, but the group's musical background and the
predominance of bards in such numbers among its ranks account for its
appearance as a bardic society. Membership in the Harpers is limited and by invitation
only, so that not every bard is a member of this group, though to the forces of
evil it often seems so.
Most bards are independent by choice and by
nature, owing nothing to any except their traveling companions. Not all bards
are musicians (some are rumormongers or poets), and not all i-atisicians are
bards, though musical background is definitely useful in bardic society. Of old
there were bardic colleges in the Realms, but they have been long since been
abandoned, save for a few names and ancient stories.