A grand tour of the real.., p.1

A Grand Tour Of The Realms, page 1

 

A Grand Tour Of The Realms
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A Grand Tour Of The Realms


  Ed Greenwood, Jeff Grubb "A Grand Tour Of The Realms"

  (C)1993 TSR,Inc. All Rights Reserved.

  Contents

  The World of the Realms

  The Planet and its Continents

  Faerun

  Hordelands

  Kara-Tur

  Maztica

  Zakhara

  Races in the Realms

  Humankind

  Dragons

  Dwarves

  Elves and the Elven Nations

  The Goblin Races

  Gnomes

  The Half-Elven Peoples

  Halflings

  The Giants

  The Underdark Races

  Other Races

  Character Classes in the Realms

  Fighters

  Rangers

  Paladins

  Wizards

  Specialist Wizards

  Priests

  Druids

  Rogues

  Bards

  Faerun

  The Regions of Faerun

  The Underdark

  Time in the Realms

  The Calendar of Harptos

  Special Calendar Days

  Marking the Years

  The Roll of Years

  Present Reckoning (PR)

  Names in the Realms

  Languages of the Realms

  Languages of the Realms List

  Currency in the Realms

  Character Description Abbreviations

  The Dales and the Elven Court

  The Dalelands

  History

  The Dalelands Mindset

  The Dales Council

  Archendale

  Battledale

  Daggerdale

  Deepingdale

  Featherdale

  Harrowdale

  The High Dale

  Mistledale

  Moondale

  Scardale

  Sessrendale

  The Elven Woods

  Other Features of the Dales Area

  Cormyr

  Government

  History

  Lords of Cormyr

  Cormyte Defense

  Wizards in Cormyr

  The Cormyrean Mindset

  Customs

  Adventuring in Cormyr

  Locations of Interest

  Sembia

  History

  The Overmaster

  The Sembian Mindset

  Locations of Interest

  The Moonsea

  History

  The Moonsea Mindset

  Interesting Features

  The Vast

  History

  The Vast Mindset

  Interesting Features

  The Dragon Coast

  History

  The Dragon Coast Mindset

  Interesting Features

  The Western Heartlands

  History

  The Western Heartlands Mindset

  Interesting Features

  Merchants of the Realms

  Waterdeep

  History

  Government

  Defense and Justice

  Other Important Factions

  The Waterdhavian Mindset

  Religions in Waterdeep

  Thieves' Guilds in Waterdeep

  The Wards of Waterdeep

  Beyond the Heartlands

  The Island Kingdoms

  Evermeet

  Lantan

  Mintarn

  The Moonshaes

  The Nelanther

  Nimbral

  Orlumbor

  Ruathym

  The Savage North

  Barbarian Peoples

  Citadel Adbar

  Hellgate Keep

  High Forest

  Icewind Dale

  Llorkh

  Luskan

  Mirabar

  Neverwinter

  Silverymoon

  Sundabar

  Anauroch

  The Cold Lands

  Damara

  Glister

  The Great Glacier

  Narfell

  The Ride

  Sossal

  Thar

  Vaasa

  The Unapproachable East

  Aglarond

  Impiltur

  The Great Dale

  Rashemen

  Thay

  Thesk and Telflamm

  The Old Empires

  The Alamber Sea

  Chessenta

  Mulhorand

  Unther

  The Vilhon Reach

  Chondalwood

  Chondath

  Gulthmere

  Hlondeth

  Nimpeth

  Sespech

  The Shining Plains

  Turmish

  Empires of the Sands

  Amn

  Calimshan

  Tethyr

  The Shining South

  The Great Rift

  Halruaa

  Jungles of Chult

  Lake of Steam

  Luiren

  Raurin

  The Shaar

  Lost Empires

  The World of the Realms

  =======================

  Faerun 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, Faerun 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 y II 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 Faerun 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 Faerun

  between the Sword Coast and the Inner Sea.

  Abeir-Toril has a single satellite, Selune (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 Selune. 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-misted 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 Selune is

  roughly 30 days. For further information on the calendar, refer to the

  Time in the Realms section in the "Faerun" 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 north-west

  quarter of the dominant continent on Toril. It is bounded on the west

  by the Trackless Sea, on the south 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, Nimbral, 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 turne d 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.

  Kara-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-TEE-ka), 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 Faerun, 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.

  Zakhara

  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 bugging 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-KARR-ah), 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 djinn 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 born

  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 Faerun 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, most of

  which are in direct competition with each other for land, food, and

  survival. Humankind is the most successful of the major races in

  Faerun, 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. All 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

 

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