Maztica, home of a tribal, Aztec-like civilization is far to the west, across an Atlantic-like ocean called the Trackless Sea. Kara-Tur, which was the original setting of the D&D Oriental Adventures campaign setting, : 103 and Zakhara, home to the Arabian Nights setting Al-Qadim, are also on this continent. It's bordered on the west by the Trackless Sea and on the east by the Endless Wastes and the Hordelands that separate it from Kara-Tur". To the south are the equatorial jungles of Chult and the tropical coasts of Halruaa. : 6 Within the setting, "sub-arctic extremes chill its northern reaches, where ice sheets like the Great Glacier dominate the landscape in blinding white. Faerûn is the western part of an unnamed supercontinent that is quite similar to real-world Afro-Eurasia. The continent has a "landmass of approximately nine and a half million square miles". The sub-continent of Faerûn is set in the northern hemisphere of the planet Toril, or, more formally, "Abeir-Toril". Other organizations of Faerûn include the magical Seven Sisters, a band of assassins called the Fire Knives, a group of ruthless thieves operating out the city of Waterdeep named Xanathar's Guild, and the mysterious Shades-the returning survivors of the long-fallen Netheril empire. Their efforts are being resisted by the Lords' Alliance, a council of knights that pursues the interests of the northern cities. In the northern lands, the Zhentarim is an evil network seeking to dominate the region. The Harpers are opposed by evil organizations, including the Red Wizards of Thay and the nihilistic Cult of the Dragon. A few are dedicated to decent and honest causes, such as the Harpers, who protect the good-natured races and seek a balance between civilization and nature. There are a number of organized alliances in Faerûn, with each pursuing their own particular agenda. Among these are several different races of dwarves, gnomes, halflings and elves, as well as goblins, orcs, lizardmen, ogres, various giants, and even dragons. These are comparable to mythological deities of the ancient Greek pantheon, and cover a range of ethical beliefs and portfolios of interests.įaerûn is home to a number of non-human creatures of varying degrees of civilization or barbarism. Faerûn has a pantheon of deities that are worshipped by the followers of this region. The system of magic is subdivided into divine and arcane categories, with the former empowered by a Faerûnian deity, and the latter by rituals or innate abilities which manipulate a mystical field called the Weave, the source of magical energies on Toril. Ī major difference between the setting and Earth is the presence of magic. Likewise, there are regions where more barbaric tribes and customs persist. There are also a number of notable cities, and trade between nations is common, as in the Renaissance era. Most of the population of Faerûn consists of farmers, who are organized somewhat loosely in a semi- feudal system. Gunpowder, known here as the magical substance smoke powder and different in its composition from historical gunpowder, is starting to make an appearance, but much of the armament is still dominated by pre-gunpowder weaponry such as swords, spears, and bows. Around a hundred novels, several computer and video games and a film use Faerûn as the setting.įictional culture and technology Įconomically and technologically, Faerûn is comparable to Western Europe during the late Middle Ages, giving most new players using this campaign setting an intuitive grasp of the way the society functions. It is described in detail in several editions of the Forgotten Realms Campaign Setting (first published in 1987 by TSR, Inc.) with the most recent being the 5th edition from Wizards of the Coast, and various locales and aspects are described in more depth in separate campaign setting books. Faerûn / f eɪ ˈ r uː n/ is a fictional continent and the primary setting of the Dungeons & Dragons world of Forgotten Realms.
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