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==Setting== [[File:Toril-3e.jpg|thumb|right|400px|Deja vu, I've been in this place before..]] Set on the planet Abeir-Toril, most of the Forgotten Realms source material focuses on the continent Faerûn. Faerûn is pretty similar to pre-industrial Europe, with the exceptions of all of that crazy fantasy stuff. At the low end, Wizards and Sorcerers make up 1% of the typical human population, and half of them are actually good at it. It seems to think that's a small number, despite being substantially more than MDs in the modern world (0.29%), most of whom are in very niche specialties. Multiple Clerics, "often" mid-level, can be found "in virtually every thorp and hamlet", and are common enough that people tend to die of old age, rather than injury their body can't heal naturally or disease. Despite a serious percentage of the population being casters, many of some skill, outside of Thay none of them do anything but maintain the status quo, try to violently conquer the world, or violently put an end to those trying to conquer the world. (That's the player's and villains' job) Here are a plethora of nations, kingdoms, organizations, deities, and fully fleshed-out NPCs who are ripe with political intrigue and conflict. As [[Lorraine Williams|You Know Who]] tightened her grip on TSR, and pushed [[Greyhawk]] and [[Mystara|The Known World]] into the margins, Forgotten Realms annexed some other authors' work. [[Douglas Niles]]' [[Bloodstone Pass]] and R.A. Salvatore's [[Icewind Dale]] both got retconned in. And then Niles did [[Maztica]]. Each time this happened, that pushed the boundaries of ''others''' creativity that much further away. You know. Those others, who don't have contracts with bigshot publishers. ''Us.'' By the end of 2e little left on Toril was left worth a DM's time to flesh out that had not been fleshed out. There was very, very little room for an incomer's own stuff. Even WoTC thought that this had gotten really out of hand: when 4th edition rolled along, they decided to give the place a reboot. Hey, the Time of Troubles worked for the 1e-to-2e shift, right? They came up with the idea of "the Spellplague": killing [[Mystra]] off through the machinations of her long-time enemy [[Cyric]] and triggering another massive magical upheaval, similar to the one that had ended the Age of Magic when Mystryl had been killed off. They then skipped time forward a century, to add icing to the cake, presenting a rebuilding world and retconning Abeir-Toril from being the planet's almost never used full name (so it'd be first in the setting encyclopedia) to being twin planets, with [[Abeir]], under the dominion of the [[Archomental|Primordials]], serving as an origin for 4th edition races. Unfortunately... the result was an absolute PR ''nightmare''. The dramatic changes in everything from geology to cosmology, with the [[World Tree]] replaced by the [[World Axis]], just infuriated the setting's fandom, who have something of a reputation as obsessive-compulsive [[grognard]]s even by the standards of the D&D fandom. Not surprisingly, when the edition change rolled out, a new apocalyptic makeover, the Sundering, was used alongside a 10 year skip to change things more back to the way they were. Although, on the plus side, a lot of the uber-NPCs who didn't have huge fanbases actually stayed dead - they even killed off some more of Mystra's Chosen during the Sundering. All in all, Forgotten Realms is the ultimate [[skub]] setting of D&D, with people still bitching over every little change from 1st edition onwards. Yes, even more than 2e/3e [[Greyhawk]]: at least there, the grognards enjoy a consensus, that what ''[[From The Ashes]]'' did was a blip, a Late Unpleasantness in the past. Ironically, 5e's attempt at focusing attention on the Realms has begun making it even less popular, as by this point most of the fandom is getting well and truly sick that one setting is getting all the 5e love. You'll notice going down that a lot of the sub-settings, in particular, seem to rip-off of real-world places and people. Well, that's intentional: Forgotten Realms was designed with the idea that it has long had secret portals to our real-world throughout history - which may or may not have anything to do with the D&D Cartoon. So, a lot of shit in Forgotten Realms is literally supposed to have either been brought there from earth, or inspired earth by slipping through the portals. Mulhorand, for example, is not only "Ancient Egypt in D&D with the Egyptian Gods ruling it", but is by its fluff actually populated ''by'' the descendants of Ancient Egyptians who were sucked through portals into the Realms and enslaved by evil wizards. ===[[Faerûn]]=== {{dnd-stub}} Medieval/Renaissance Europe/Near East/Africa. The setting of the vast majority of D&D stories, including those of a certain dark elf, to top it all off with the center of attention in D&D videogames to boot. If you've somehow don't know about it, there's a [[Player's Guide to Faerun|guide]] to it. This setting provided inspiration for most of the 3e [[splatbook|splatbooks]]. Most of the attention Faerûn gets is centered on its west coast, the Swordcoast, and [[Dalelands]]. A common theme of the continent, (as the others like [[Kara-Tur]] and [[Zakhara]] were original and currently treated as separate D&D worlds), is how littered the region is with the remains of long-dead temples, towns, cities, and civilizations whose existence has mostly washed from memory with the passing of time (Forgotten Realms TM). Rarely does this happen by mundane real-life means like profits drying up or being conquered by a neighbor. It always has to be the fault of some Fiend, power-hungry Mage(s), and/or adventuring party, with a notable percentage of the previous occupants dying in some horrific manner, often with a Horde of orcs being somehow involved that has come to raid and raze the place before, during or after the incident. [[grimdark|So remember when exploring some ruins, never will the original inhabitants just abandon a place willingly, minute residue from their dusty dried blood must still stain the walls]]. <gallery> Faerun political.jpeg|full Faerûn map Faerûn map.jpeg|the 5e map of the western Faerûn focused on Sword Coast with the immediate lands around it. Faerun 1e.jpeg|1e 1479-faerun low-res 4e.jpeg|4e map, mostly outdated so use older ones. YearofOathsForsakenMap.jpeg </gallery> ====[[Sword Coast]]==== {{dnd-stub}} As a continent is still a Dizzying vast place, Sword Coast is the main location for adventures or at least the start, with the majority of 5e modules assuming this. In terms of operation area, the Sword Coast is the areas surrounding cities that are part of the [[Lords' Alliance]]. This is your Usual sandbox fantasy location, with cities-states overlooking smaller Towns, instead of classical kingdoms. Still tons of monsters and ruins of past civilizations. This is where you will find your [[Waterdeep]], [[Neverwinter]] and, if you stretch a bit, [[Luskan]] and [[Baldur's Gate]]. To ensure that the Sword Coast won't have its shit together enough to send armies out to repossess all the long-abandoned real estate surrounding these cities, they are mostly governed as city states with a few satellite towns and hamlets under their wings - you know, so us hero-types can get into loads of adventures and be needed to do generally hero-like stuff and get paid for it. The Sword Coast is also where many of the Forgotten Realms Factions are centered, such as the [[Zhentarim]], the [[Lord's Alliance]] and so on. Whether that really means something is up to you, but if you ask sourcebooks and adventures set in this place, it's damn near the most important thing in the world. <gallery> The-sword-coast-campaign-map.jpeg| the Sword Coast, the place most of your official 5e Forgotten Realms games will happen. Faerûn map.jpeg|The Sword Coast with the Heartlands, so [[Baldur's Gate]] can feel included. Skt03-thenorth.jpeg|the North, the place most 5E modules take place. </gallery> ====[[Icewind Dale]]==== Your Artic setting is just north of the [[Sword Coast]]. Here be Frostbite, frost giants, isolation, and eldritch horrors. ====Western Heartlands==== Here be [[Baldur's Gate (City)|Baldur's Gate]] and every other existential threat the city (more accurately the [[Baldur's Gate (Games)|main character of the video games]]) has to deal with. You have Warlock's Crypt, home to the powerful Netherese lich [[Larloch]], who hates it when you mispronounce his name as Warlock. To the east is the Grand Protectorate of [[Elturel]], a theocracy of goodness that attracts a lot of [[paladin]] types. The highest honor of the nation is being a Hellrider, named after the brave army that rode with [[Zariel]] into [[Hell]] (you know before they bravely noped back out, shut the portal on Zariel, and causing her to fall and become an [[Archdevil]]). Zariel now hates Elturel for some reason. Depending on what time you play the holy city is either secretly ruled by a vampire lord, has a second sun over the city, and is controlled by a seemingly benevolent man who secretly sold the city to Zariel, Zariel has come collecting and dragged the city into [[Avernus]], or some ending for Descent into Avernus you and your friends made up. You got Trielta Hills, where the [[Gnome]]s and [[Halfling]]s live like the footnotes they like to be. Najara is the evil nation that is openly-not-secretly ruled by [[yuan-ti|snake people]]. Evereska in the Greycloak Hills is another secluded place where the dying elven race lives, especially with a recent influx of refugees from [[Cormanther]]. South of Baldur's Gate we got [[Candlekeep]] where the nerds live. Can't enter the library fortress unless you give them a scribble of paper they don't already own. And then finally we have the Far Hills in the far southeast, the base of the military arm of the [[Zhentarim]] and its main headquarters as of 5e. <gallery> SCA-WesternHeartlands5e.png| if you play [[Baldur's Gate (Games)]], some places may sound familiar. </gallery> ====Eastern Heartlands==== Although the Swordcoast gets the most focus, the Western Heartlands is More of [[Ed Greenwood]]'s babies, where he and his players spend most of their own time. We have [[The Dalelands]], a loose confederation of independent small towns that were given this land by the elves of Cormanthor as a pact in hopes that these common farming folk will act as a buffer against approaching evils. Ed's OC [[Elminster]]'s hometown, Shadowdale, is here. The Dalelands is always under threat of plots by its more nationalize neighbors to break up these close nit rural communities to annex their lands in addition to other D&D baddies. To the Southeast is [[Cormyr]] one of the very few classical fantasy kingdoms that exist in the Forgotten Realms. Nobility is important, and the only way to really get in is through political marriages. Commoners and adventures with remarkable skills that want to get their family's foot in the door could join the purple dragon knights or the War Wizards; though not a hereditary title, it's still your best way to start schmoozing with nobility. Sembia is your conglomeration of capitalist port towns, a place where to get trade goods without the taxation or quality control of Cormyrs ports.There's always merchants willing to sell or searching for a new source of revenue to milk. Westgate is somehow an even seedier cesspool of crime and villainy that makes Amn and Sembia look like ethical and orderly governments by comparison. Bribery and profits are only what matter. The Moonsea is a region filled with independent cities constantly rising and falling, this is where [[Zhentill Keep]] is found, the birthplace of the [[Zhentarim]]. With the founder, the now ancient archmage Manshoom, falling out of favor, and an ill-advised alliance with the [[phaerimm]] causing a devastating shadow war with the returned Netherese, the Zhentarim's current main base of operations is now in the West but still looking to reclaim their birthplace. Cormanthor is your classic big ass forest containing the remains of an ancient elven empire. The main city was [[Myth Drannor]], a relatively recent city by eleven standards, attempting to preserve the few vestiges of elven civilization by opening up to other races and giving way land to the Dalelands. but like more things Elven, haters going to hate, and demons going to demon, after several incursions, the straw that broke the elven back was a idiot elf High Mage, Khyssoun Ammath, created and reared a red dragon that never known evil. Apparently the ruling counsel forgot or lacked the heart tell poor Ammath that taking this red dragon on joy rides was the impossibility required to destroy the city's protective wards, and released three imprisoned [[yugoloth|yugoloths]] that proceeded to build an army of darkness and razed Myth Drannor, one of the last real elven cities. Around the transition to 4e, ancient Elf Cambions finally conquered the ruin of Myth Drannor, only for a crusade to take it back and decide to seriously try to rebuild the city this time. Myth Drannor was returning to power until The Second Sundering, where Sembia invaded the Dalelands. Calling on allies, it was a war between the alliance of The Dalelands, Cormyr, and Myth Drannor vs the Netherese and their puppets, ending with the last Netherese flying capital city crashing into Myth Drannor, once again destroying the remains of two once grand empires. This war started about 6 to 16 years ago between 4e and 5e, With the status quote returning to how it was before in 3e. <gallery> Eastern Heartlands3e.png </gallery> ====[[The Lands of Intrigue]]==== South of the [[Sword Coast]] and [[Baldur's Gate]] is basically Faerûn's slice of [[Al-Qadim|Zakhara]]. Long ago the [[Genie]] lord Calim swept into the area with his lackeys and created his slave empire. Eventually, his [[Genie]] generals tried to take a slice of Calim's pie for themselves, resulting in a brief war that absolutely ended with the local angry tree-hugging elves High mages Fusing much of the Genie across the nation into a giant floating crystal, taking care to also shatter Calim's and his former head righthand, Memnon, minds across the land, but transforming the surrounding area into a desert as a byproduct. and then the elves pat themselves on the back and called it a day instead of finishing the job like they usually do. After their master was imprisoned, the humans created their own empire of [[Calimshan]], with eventually the land of Tethyr rebelling for independence, resulting in the merchant nation of [[Amn]] also getting some breathing room. Amn the northern plutocratic nation of trade ruled by a council of once 6 now 5 wealthy families. Ships from every land on Toril make port in Athkatla, the city of a coin whose marketplace is twice the size of [[Waterdeep]]s. From magic items to your [[slavery|kidnapped grandma]] this is the best place to find, buy and sell those kinds of things. Wealth is expected to be flaunted and the only major government setback to committing most crimes is paying a fine for getting caught. The only death penalty is being an Arcane caster who has not paid the secretive Cowled Wizards' steep membership fee. In the south, not so obsessed with acquiring wealth as Calimshan receives about as much trade as Amn. Like Amn, wealth determines power in Calimshan movement class hierarchies, with the Syl-pasha, the "chief guildmaster" of the city of Calimport being usually the most important. Calimshan is defined by how prevalent magic is in everyday life and sees itself as the greatest of nations as they accept and are willing to evoke any and all gods in the Faerûn pantheon and have at least one still working temple dedicated to each one. Nothing can go wrong when a public temple to [[Tyr|Ty]][[Lawful Stupid|r]], [[Bhaal|Bha]][[Murderhobos|al]], and [[Cyric|Cy]][[Stupid Evil|ric]] are in the same city. Sandwiched between the two nations is the kingdom of Tethyr. The Spanish Constitutional monarchy, with landholding being important with gods that enrich it the most important. Tethyr's history has long been defined by the many secret coups and the peasants' viva la revolutions. Muranndin is a nation of monsters and bandits that carved its place between Tethyr and Amn, just south of the Small Teeth mountain range, in 1371 DR. The Great Mur has only nominal control over the chieftains and bandit lords, who spend their time raiding the neighbouring contries and each other. Cape Velen used to be a duchy of Tethyr, but declared indepence after getting cut off from them by Muranndin several years prior. Ghost sightings are super common here, to the point that the locals just ignore them entirely. ====[[The Old Empires]]==== South of the sea of falling stars you got your pre-Islamic middle eastern nations. Long ago some human tribs discovered the portal network of a creator race and used it to conquer a massive portion of Eastern Faerûn, with outposts even in the endless wastes. The Imaskar Empire became master artificer wizards and relied on magic items for day to day life. They still needed slave labor so they went to the actual planet Earth and kidnapped pre-bronze age humans near the Fertile Crescent and Nile River. This went bad for the Imaskari, despite being anti-theists and taking precautions to create a barrier to block divine magic, they didn't expect the slaves pantheons to bypass it with a host of Avatars. Imaskar wizards were not immediately wiped out, but the Mesopotamian [[Mulhorand]] and Egyptian [[Unther]] people were freed, established thier own empires ruled by god-kings that battled the remains of Imaskar artificers for years until they were mostly driven off-world or underground. The new empire ran smoothly, but Imaskar pregiguce placed harsh restrictions on arcane magic, which [[wizard|wizards, having no sense of right or wrong]], rebelled and formed their own magocracy they named [[Thay]] (and they have been a nuisance to everyone ever since). Their first order of business was open a portal to an orc dominated planet (which the leader of the revolution was executed before he could do something), having the world overrun with orcs while [[Gruumsh]] probably massacred all of [[Mulhorand]] pantheon that didn't peace out. After that was resolved nothing much happened until 4e. [[Mulhorand]]. [[Unther]]. [[Chessenta]] bunch of city-states that broke away from Mulhorand under the leadership of a Red Dragon and God-king of Tiamat named [[Tchazzar]]. [[Tymanther]] during 4e, the chunk that replaced Mulhorand was filled with Dragonborn that were really sick of being ruled by dragons. They were on peaceful terms with the returned Imiskar, but when Mulhorand came back between 4e and 5e, they were also sick of dragons (including Dragonborn). Wanting to reclaim all lost lands [[Gilgeam]] had declared two wars on the new nation, which only halted for now by his father [[Enlil]], making the Dragonborn his new chosen people. ====[[Shining South]]==== Pseudo-Africa and Pseudo-India, in that it's mostly covered in tropical jungles and swamps, with one huge-ass desert. Notable regions include Halruaa, an isolationist [[magocracy]], [[Dambrath]], a nation of horse-riding, [[Loviatar]]-worshipping black [[amazons]] (of the "women run things, men obey" variety) ruled over the by [[Crinti]] (a matriarchal mixture of [[half-elves]], [[drow]], and half-drow), and the halfling homeland of [[Luiren]]. Is home to Faerun's native population of [[thri-kreen]], as well as a race of [[spelljammer|alien]] [[beastfolk|elephant people]] called [[Loxo]]s. Despite the Shining South's lack of any major influence or pronounced interaction with the rest of the Forgotten Realms, the damage this region suffered as a result of the 4E [[Spellplague]] - which, amongst other things, saw [[Halruaa]] blow up, [[Luiren]] sank underwater, and Dambrath's Crinti rulers be deposed by a human uprising that brought about a restoration of their pre-Crinti culture - was hugely unpopular. Some of that is inexplicable - Halruaa blowing up makes perfect sense, since the place was literally as magical as [[Eberron]] and the Spellplague's whole thing was making magic dangerously unstable - but other complaints are more reasonable; if such an "old ways" movement against the Crinti had ever been explicitly mentioned in 3e or 2e lore, Dambrath's civil uprising would have made sense - especially in light of the baked-in drow tendency towards slave raids - but with no explicit pretext, it seemingly comes out of nowhere. 5E brought [[Halruaa]] back from death. with foresight foreseeing the all-consuming blue fire that followed Mystra’s death, and used it to displace itself in Abeir (while displacing part of that world into the [[Plane of Shadow]]). Now they're back to spread the joys of Airships. Because [[halfling]]s luck, they treated their entire nation being underwater like their basement was flooded. After calling a plumber off-screen, Luiren now returns to being the land of hobbits everyone forgets about. Dambrath are still are horse-riding nomads and hate the Crinti. They take [[lycanthropy]] as a showing reverence to a favored deity and honoring their heritage. ====[[Chult]]==== {{dnd-stub}} ====[[Nimbral]]==== {{dnd-stub}} southwest of Chult is A mysterious island nation populated by mostly half-elves, supposedly once ruled by the church of [[Leira]], goddess of illusions and lies before being taken over by a group of also super secretive illusionist archmages during the Time of Troubles. [[Alpha Legion|By the nation's very nature this is all we know about them and this may also be a very elaborate lie]]. You can't teleport to the island and they have invisible [[hippogriff]] knights that will sink uninvited ships. This secrecy probably also hides the fact also has [[Spelljammer]] ports, within 2e there is a secret "the resort" where crews go for vacation. The second time Nimbral did anything was in 5e where the Spelljammer Academy is located, an also secret place where recruits across the Forgotten Realms learn how to Spelljam. ====[[Unapproachable East]]==== Eastern Asia, a blend of Mongolian, Russian, Indian, and Chinese traits. Most famous for being the lands covering [[Thay]], the biggest civilization of evil wizards in the setting, and the more obscure land of [[Rashemen]], which is sort of Russian [[berserker]] country ruled by masked witches but which everyone knows because it's the homeland of [[Minsc]]. It's the setting for ''Mask of the Betrayer'', the first expansion pack for ''[[Neverwinter Nights]] 2'', since they decided to set a Forgotten Realms video game somewhere interesting for once. ====[[Cold Lands]]==== Your other Russian/Slavic nations sandwich between the Anauroch, [[Unapproachable East]], and the Great Glacier; this is as far north you can go before getting into [[Icewind dale]] territory, but somehow the Great Glacier is even colder and more dangerous. You have [[Damara]], a kingdom run by incompetent nobles, and is starting to have a demon infestation problem. This is the best setting if you want to run a game in feudal Russia or [[Kislev]]. To its east is [[Narfell]], the remains of a demon-worshiping empire that conquered much of the Cold Lands and the east before that was destroyed in a protracted war with the predecessors of Rashemi. (Says devils in 5e Sword coast adventure guide, although it was demons in older sources and under the Nar peoples' description, [[durp|feel like a typo]]) To the west is [[Vaasa]], a place once destroyed by a lich before being defeated by Damara, that is now watched over by the iron-fisted Warlock Knights who are currently debating if they should break from their charge and invade their neighbors again. Finally, there is [[Sossal]], founded what a group from [[Rasheman]] who believed they could create a kingdom in the Great Glacier near the Sea of Ice (different from the Sea of Moving Ice), the equivalent of medieval Russians following a river north and settled down in [[Conan]] [[Hyborian Age|fantasy Siberia]]. (This is still speculation as we know very little definitive about it). ===[[The Horde|Hordelands]]=== The Eurasian Steppes, with Tibet thrown in as well, and yes they had their own version of [[Genghis motherfucking Khan]] and Mongol invasions. [[Dragon Magazine]] #349 and its web supplement pgs. 46-64 updated parts to [[Dungeons & Dragons 3rd Edition]], v3.5 revision. ===[[Kara-Tur]]=== Ancient China/Japan/Korea. Updated for 3e with the ''[[Weeaboo Fightan Magic|Book of Weeaboo Fightan Magic]]'' and ''Oriental Adventures'', but never updated for 4e as a setting. Little bits of it were included in Dragon for 4e, covering [[Weeaboo|Samurai and Ninja]] and horde themes as well as new monk stuff and [[Hengeyokai]] as a race. ====[[Malatra]]==== Ancient India/Southeast Asia. Got its own living campaign at the end of [[2e]] and the beginning of 3e, and was soon forgotten afterward. ===[[Maztica]]=== Pre-Columbian South/Central America, the subject of the eponymous splatbook for AD&D. Was not updated for [[3e|3rd Edition]], but skipped a generation and got an update for [[4e|4th Edition]]. In the form of being replaced by the continent of [[Abeir]] and having everything about it shunted into another universe. Wasn't in [[3e]] either so fuck them. Manages to be the skubbiest aspect of the setting; some adore it for being South American Fantasy, a rare thing, others hate it for being so transparently "the Aztec world shunted into the Forgotten Realms". Some madlads at the [[DM's_Guild|DM's Guild]] went and wrote a full translation to [[5e|5th Edition]] with a "the Aztec world shunted into the Forgotten Realms, but this time the Aztecs won and gave [[Lolth]] and to a lesser extent [[Helm]] the finger before integrating the surviving colonists" feeling. Also, they're back where Abeir used to be because why the fuck not. ====[[Anchorome]]==== Pre-Columbian North America. What's written about is based on the [https://en.wikipedia.org/wiki/Ancestral_Puebloans Native Americans of the Four Corners] cultures. ====[[Katashaka]]==== Despite being located south of not!Central America, it's supposed to be based on Pre-Colonial Africa, and that is literally all that is known. ===[[Osse]]=== Pre-Colonial Australia. Outside the pun, that's largely all that's known. ===[[Al-Qadim|Zakhara]]=== Medieval Middle East/Hollywood Arabia. Left to hang in the wind after 2e ended, save some 3e articles in [[Dragon Magazine]], and probably not likely to come back any time soon. But 5e did bring back the yakmen. ===Realmspace=== [[File:Realmspace.jpg|right|500px]] {{dnd-stub}} {{NeedsImages}} Because [[Spelljammer]], Toril is part of a solar system with planets you can fly to. ====The Crystal Sphere==== Back in 2e, when the [[Phlogiston]] was a thing and every [[wildspace]] system was enclosed by a Crystal sphere, The inside of Realmspace's Crystal sphere was covered in colossal spell Glyph, which the occasional wizard will get Nuked by a spell upcasted to 10th level+ as they foolishly try to decipher them. Portals into and out of the sphere open and close randomly, with an estimated 3,200 portals existing at a time. Also, the stars in Realmspace are portals of versus sizes to the [[Inner_Planes#Radiance|Quasielemental of Radiance]]. Another unique feature inside the Realmspace Crystal Sphere is the hundreds of thousands of humanoids from a mix of races, marching in a line around the sphere's meridian; all have the mark of [[Torm]] on their palms, silent chant, and wave hands like they are casting spells. Legends say that they are the evilest souls that die each quinquennial, so they are punished by gods to eternally open portals so spelljammers can get in and out. [[derp|This duty/curse doesn't stop them from falling into the Phlogiston when a portal opens on the meridian]]. With 5e Officially abolishing the [[Phlogiston]] and Crystal Spheres, consider this all [[retcon|retconed]] away factoids. ====The Sun==== The hottest place in the system, which may be the result or as a byproduct, the sun has many portals to the [[Inner_Planes#Fire|Plane of Fire]], so fire [[elemental]]s, [[efreeti]], [[Helian]], [[firenewt]], [[salamander]]s, Giant Lavaworms, and other creatures of flame like it here (many scholars think they are here because the like the smell of nuclear fusion). As you would expect, the surface is covered with lakes of molten earth and liquid flame, with fire pillars erupting millions of miles up - helians like to ride them, bronco rider style. This may be the most obvious way to get into the plane of fire, but there are many dangers as we are talking about 2e's plane of fire. You're basically trying to get close to a plasma-filled star, and the best you have is old-school fire immunity which will not only not protect your clothes from turning ash, but also that ring of fire immunity also has limits as it will melt in your hands with you along with it. Another problem is making sure to avoid the 12 100,000-mile diameter dead magic zones orbiting the sun, called sargassos. They also have to contend with the Helians, who will shoot down any ship that gets close enough to prevent other races from exploiting their home planet. ====Anadia==== The closest planet to the sun, so 70% of the planet is a barren wasteland filled with the biggest canyons in Realmspace and predators that would feel at home in [[Dark Sun]]. The exception to this are the poles, where massive glaciers produce rivers of meltwater that nourish fertile hill-country. The dominant race of Andia is an unnamed [[halfling]] subrace, distinguished by their dark sin, smaller eyes and ears, and visual adaptation to a naturally brighter world - these guys basically have the opposite of darkvision, having a hard time seeing when it's ''not'' lit up like a neon Christmas tree. They also are noted for being very emotionally extreme, though it's unclear if this is a personality trait or a cultural trait; if they like something, then they love it, but when they don't like it, they abhor it. The Northern Polearate is a constitutional democracy made up of 13 counties, of which only four are safe to visit for outsiders on spelljammers, as the other nine violently discourage visitors with primed anti-air batteries. Well, for a given value of being "safe". See, the Northern Polearates are not only violently paranoid about outsiders stealing their precious water reserves, but also militant halfling supremacists; they believe halflings are the intellectually dominant race of [[Wildspace]], and other races should be shepherded into reserves under their control "for their own wellbeing". Don't mean they won’t accept business with outsiders, just stay <s>outside the segregated</s> inside the visitor-allowed zone and don't get left behind by your vessel. The Southern Polearate, in contrast, is a parody of the violently warring Italian city-states from the age of Shakespeare. Seriously, these guys are ridiculously aggro compared to your regular halfling; most halflings here ''die'' around age 25 due to being murdered in some clan-feud or another. It doesn't help that a; the pole's cultural motto is literally "Anything worth fighting over is worth dying for", and b; social standing is literally determined by how valuable the stuff you own is. Even minor details of one's personal properties, such as the size of your land in inches or the kind of fences you use to mark your borders, is stuff that these halflings will stab each other for. Spelljammers wisely stay the fuck away from these bumblefucks, lest they be swarmed by loot-crazed blood-vendetta-swearing halflings. Even [[orc]]s or [[goblin]]s would probably be more hospitable. In the wasteland areas, the dominant sapient race (because, remember, they technically ''are'' sapient) are the [[Umber Hulk]]s, the feral descendants of [[Neogi]] fighting slaves abandoned here when the neogi tried to invade, only to get so sick of getting their shit kicked in that they cut their losses and left. The local halflings like to credit this to their racial luck and ingenuity. Outsiders suspect the '''real''' reason has to lie with two of Anadia's dominant predators; the [[gremlin]]-like [[Painsjan]], which are voracious carnivores that swarm the wastes in huge hordes, and the [[Anadjiin]], a race of large, humanoid dino-bugs with genius-level intellects who have taken on the personal responsibility of balancing Anadia's ecosystem. Evidently, they've decided that crazy halflings and burrowing beetle-apes are a decent choice for dominant sapient lifeforms, so their tastes are obviously quite questionable, though they do eat a lot of them. ====Coliar==== A warm Gas Giant filled with hundreds of earth and water islands orbiting inside the planet a various altitudes. The planet is primarily inhabatied by [[Lizardfolk]], [[aarakocra]], and [[dragon]]s. Thunderstorms happen a lot near the top, so the aarakocra prefer living in on the lower islands. The aarakocra have 100 separate democratic governments, which happened to be all matriarchal for the last 1,200 years by popular vote. They often trade spelljammer gems they mine for Gun to deal with Lizardfolk expansion. The [[Lizardfolk]] are [[communist]]s, making sure everything is shared equally amongst them selves. At their ports, they sell aarakocra meat and feathers, overpriced water, and include the air tax as a docking fee. They have an interest in spelljammers, specifically buying or renting them so they (and some dragons) can get their eggs as close as possible to the sun to produce superior children. The section on the Sun explains the inherent dangers of getting so close to that ball of fire. Finally, acting as a neutral party are the dragons. Having a more neutral alignment leaning than the chromatic and metallics on most other worlds, not going into open conflict with each other, and even some more willing to interbreed. Being more cooperative, they scheme together to increase their hoards. Acting as a neutral party between lizardfolk and aarakocra, they will lean towards whichever side they can profit from more but will come to the of either side if they notice them being attacked by outsiders (which some shadier folk take advantage to destroy vessels that flee their ports without <s>getting all their money rung out</s> pay all the dock fees). All dragons also have an agreement with the two races to be able to use any spelljamming at any time. ====Toril==== See top of page =====[[Selune]]===== From Toril, Selune looks like a glowing Tidal-locked wheel of cheese, and that is what moon people want the people of Toril to think. Despite being named after the goddess of the moon, the native palled-skinned humans and elves actually worship and named their world [[Leira]], the goddess of illusions and trickery. The moon is very earth-like. The moon people have a culture that values aesthetics and intense passions, with the average citizen buying art, fine foods, and fancy furniture. The moon people import silk and pay fine gold for the safe travel of foreign artists (who tend to survive only for a few days or weeks on Selune before getting stabbed by another artist). They also buy deadly magical items... The people of Selune are mostly open with everyone except the people of Toril. The Reson is that they are culturally paranoid that Toril will invade them (a not unreasonable conclusion given how many [[Yuan-ti|clandestine]] [[Zhentarim|expansionist]], [[Thay|power-hungry mages]], and [[Elder Evils|world-ending threats]] only kept in check by the stumbling of [[Player Character|exceptional samaritans]]. In this paranoia, the Toril facing side of the moon is shrouded in an illusion to hide the cities and habitability. All citizens are traned from a young age in guerrilla warfare and made hundreds of secret underground bunkers. All spelljammer must dock on the Darkside of the moon to hide geographical and trade information from most Toril onlookers. Toril inhabitants are allowed on Selune but will be treated as potential spies with the executioner axe ready within the hour as soon as they stumble on a military or trade secret. =====Tears of Selune===== Circa −3500 DR, this asteroid field trailing behind the moon of Selune had suddenly appeared out of nowhere. Many groundings have their own self-centered interpretations, but many space people point to the mysterious castle at the center of the cluster as the main puzzle piece, though knowone has yet to return from that Brown Pudding-filled castle. Many asteroids have been converted into spelljammer ports like the Dragon Rock or pirate hideouts where Mind flayers, neogi, and Githyanki hide out and plan their future raids on Toril. Also, The Citadel is a fortress where groundling dwarfs in the system find their spacelegs before becoming entrepreneurial space dwarves. The [[Rock of Bral]] is heavily hinted at being canonically here until outright stated in the 5e release. ====Karpri==== A planet covered only by water, a water world if you may, but you are not invited. It doesn't even have a solid planetary core. The world is divided into three sections; each one is hostile to spelljammers in different ways. The warmest it will ever at the Poles get is -10 degrees during the hottest summer days. Your are losing your landing gear at best if you make the mistake of letting your ship touch the ice. You will find any creature that would be at home in the [[Inner_Planes#Ice|Frostfell]] like polar bears, [[Homunculus]] (bets me why they here), [[Hydra|cryohydra]], [[Slime|white pudding]], [[remorhaz]], ice toad, [[winter wolf]], and [[yeti]]. Their also a group of marooned gnomes on the southern pole. The equator sargasso is covered in a massive seaweed forest. There are leaves large enough to support a landing spelljammer, but The giant hungry insects mean the only reason to land here is for quick emergency repairs (or have heavy-duty bug repellent). In between the two is only open water with telepathic dolphins and xenophobic Sea elves that had immigrated from Toril. They hate whalers, and all foreigners are whalers. Orbiting the planet is a hunted military space station made of seven archaic man-o-war ships. it was placed there by the [[Elven Imperial Fleet|Elven Imperial Navy]] to oversee the relocation of the Sea elves but mind flayers attack, and now it floats dialectic with elven ghost guarding it. ====Chandos==== In contrast to Karpri, Chandos is covered with islands but just as unfriendly to Spelljammers. Chandos is described to be comprised of earth motes, that shift and move like marble in a jar. About every 48 hours, Everything moves, with mountains and land masses suddenly rising or sinking back under the water. Landing something as heavy as a spelljammer always has a chance of the island suddenly shifting. There are tribes of Humans, dwarves, and orcs that eke out a nomadic lifestyle, searching for food while betting on which land mass will be safe to stay when the islands start changing. They are the survivors of a spelljammer cracking on Chandos generations ago. The orcs are the friendliest and most civilized, while the Humans and dwarves have become very debased from their time surviving on Chandos. ====Glyth==== A ringed, seeming barren, [[Far Realm|Far Realms]]-touched, inhospitable planet, which actually houses a thriving community of Mind Flayers and their 'skull cattle' farms. To prevent the cattle from hiding on the surface, the Mind Flayers periodically burn down their own forests which causes the atmosphere to smell like a charnel house and rain acid. There is a drinkable gelatin ocean which is kept clean by slurping everything from the surface down to the sea floor. Underground are the Mind Flayer cities, raising Oortlings and other varieties of humanoids as child geniuses for culinary brains, while any offworlders or slaves bred for muscle are put to hard labor. Still, several slaves escaped and rebelled on Glyth, with the Free Thinkers Union hiding deeper underground (an Under-Underdark, if you will) being the largest group the Mind Flayers are desperate to find. Most Realm spacers (except most of Toril) are aware, just like the Neogi, that you shouldn’t trust or deal with Mind Flayers directly. Rational people avoid Glyth, but they still keep seminally active Spelljammer ports just so they can trade with off-world Mind Flayers and other aberrations, or occasionally trick the odd foreign Spelljammer into delivering its crew as new slaves. Glyth has three moons: Haven is the only neutral ground between rival cities and the base of the Glyth Security and raiding fleet; the frozen moon Mingabwe is one of the only friendly ports in the region to land and plan raids against the Mind Flayers; its still living founder, the pirate turned paladin, Justin "Do Good" Demonslayer, went to the third moon Polluter to hide two evil magic items but settled on Mingabwe to found one of the few sanctuaries on Glyth. Given how optional the lore of the Spelljammer and Elder Evil Books were, it is questionable if The Elder Evil [[Atropus]], the World Born Dead, ever destroyed all life on Glyth with its necromantic presence. As of 5e we do know the Mind Flayers are still doing fine. By the late 15th century DR, Captain N'ghathrod in [[Dungeon of the Mad Mage]] had left his underground city to be a space pirate. So the bulk of the Illithid cities were fine, assuming the Atropus scenario is canon. Some also have the headcanon that the reason why the Realms Space stopped being a major center of Spelljamming (outside Spelljammer was never meant to be part of the main continuity) was that this is an alternate timeline where everyone else except the protagonists (PCs) drove off Atropus at the last minute, thus destroying the space economy in the process and why until recently there was a secret academy to train Spelljammers. ====Garden==== Is an A-class-sized cluster of Asteroids held together by the roots of an ancient and massive sentient Clonal tree known as Yggdrasil's Child, a relationship to the one in [[Ysgard]] is undetermined as the "plant" speaks to no one. Its main trunk is a twisting of many smaller 100 feet in diameter trunks all covered in thick foliage, and it is practically immortal as it's immune to cold, heat, and electrical damage and regenerates faster than a stubborn troll. The rest of the planet is a labyrinth of rock and root systems with a passageway between 33 to 100 yards, just large enough to navigate a spelljammer through the maze. This is a popular spot for tree huggers, but also a population of small ferry animals, making it a common pit stop for spelljammers, and also hidden smuggler and pirate coves; you could fly within 10 yards of a pirate ambush, and neither side knows it because of how thick the root walls are. ====H'catha==== Looking like a cartwheel being gravitationally locked with the sun, the planet is a disk world with a 1,000 miles tall spindle-shaped mountain at the center surrounded by an ocean in its outer circumference and its underside (you also find one of three crashed ships on the underside as a relic of H'catha's previous civilization's Round H'catha Society). H'catha is inhabited by several hives of [[beholder]]s, doing what they do best. What they are also fighting over, in addition to the typical beholder-on-beholder race wars, is over the hundreds of hundreds of hidden mind-readying stations supposedly created by the beholder gods and tasked to the original hive before the civil war to use H'catha to gather all knowledge in existence and impart it into a living mind. You do need to be big-brained not to go crazy if you do gain ultimate knowledge. The Bartender, [[Large Luigi]], is the only beholder to ever "gain complete knowledge of everything", and that made him a pretty chill guy living on the [[Rock of Bral]]. ====[[Abeir]]==== The counter-Toril is a parallel planet no one knew about before because it occurred in the same dimensional space until the spellplague screwed with reality. Home to the [[Dragonborn]] and primordial elementals, as well as all the new sub-giant races and whatever else was introduced in 4e. Ruled over by evil draconic overlords, barring a few kingdoms founded by rebellious giants and humans. Oh, and some weird undead empire that has magical undead-only portals connecting to all graveyards and mausoleums and crypts on Toril, which they claim as their territory.
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