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Jorkens
Great Reader

Norway
2950 Posts

Posted - 13 Aug 2010 :  11:38:44  Show Profile Send Jorkens a Private Message  Reply with Quote  Delete Topic
Well, Thauramarth you asked for it.

I've been goofing around with just seeing how the Realms would develop if I just started to write in every idea I have thought out or used throughout the years. I plan to start with the 2nd ed. Campaign sett, write myself through the format and then just take product after product that I like and see what I can make fit. And most likely never finish, but that’s not really the point.

Be warned that there are no rules of canon here, so this is in the grey area whether it could be called the Realms at all. But no disrespect towards any writers or editions are intended.

As I have not had my dear wife go through it my dyslexia will probably shine through a bit and for that I am sorry. Style and tone will probably be decided by the records being played as I wrote and should probably have been edited and formed a bit, but that will have to wait. Any comments are of course welcome.

Here we go...

Edited by - Jorkens on 17 Aug 2010 08:50:46

Jorkens
Great Reader

Norway
2950 Posts

Posted - 13 Aug 2010 :  11:39:25  Show Profile Send Jorkens a Private Message  Reply with Quote

The Planet and its continents:

Moon: Selune.

Visible planets: Dusky Anadia, Green Coliar, Blue Karpri, Chandos, ringed by Glyth, odd-appearing Garden and disk-shaped H'Catha. Many cultures use the planets and the star configurations to structure their lives. Among the traditional Tethens in the Western Heartlands the faces of Selune is still seen as the image of the souls strength and used to decide the best time for taking action. This is combined with the priests decisions made from watching the night birds flight in combination with the images of the planets.

Among the Harpers, especially those of the North-West there are long traditions of meditating in the light of these heavenly bodies, combined with magical rituals combining both prayer and trances that seeks messages from the gods.

The Astrologers of the Southern empires have developed symbols that regulate the magic of their towers when the planets and stars stand in certain positions in relations to the same. The more powerful wizards have several towers that try to catch the image of different constellations.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 13 Aug 2010 :  11:41:23  Show Profile Send Jorkens a Private Message  Reply with Quote
Continents.

Hordelands= the Endless Waste.
These lands were devastated by the wars of the Imaskari and the Raumathar in an era now mostly myth. As the lands are said to be cursed by old magic few travel there these days, even with the promises of rich trading with the lands to the east. Even the sky-ships of the South are weary of flying here because of numerous reports of dragons and other flying creatures resembling lions and displaying powers unknown in Faeruns creatures.

The city's of the ancient empires are said to have been left intact by the great magic's that destroyed most of the inhabitants of the two lands and the ruins are said to still harbor most of the magic the ancients left behind. The Red Wizards of Thay are among the few that brave the chaos that lingers in the wastelands in their search for wizardry to help them against their rivals or in the service of power-mad fire demons.

There are many stories told about forgotten city's of King-Priests that still live in the ways of Raumathar and Narfell or of humans carrying the faces or souls of beasts and demons. and it is true that creatures such as the hyena headed Gnolls are a common sight in the borderlands, as are hostile humans which culture seems decidedly alien and scary to the Faerunians.

Kara-Tur
Most of the stories told about the lands on the other side of the Endless Waste are pure myth. Some stories talk about Dragon-Kings, Floating Islands of Giants and Wizards communicating with the Winds and Waves in their search for enlightenment. Others talk about portals to the land of Demons, of the home of Gods and of non-human kingdoms. In other words very few know anything of use about these lands. But it does serve bards and tale spinners well, in addition to being the perfect excuse for charlatans and swindlers.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 13 Aug 2010 :  11:42:24  Show Profile Send Jorkens a Private Message  Reply with Quote
Maztica.
Continent with no name. A few sailors who has become lost in the storms along the western coasts of the Moonshae and Anchorome tell stories about getting lost for weeks before finding a foreign land where birds rule and the sorcerers transports their souls into items that contains their magical strength as well. Mighty kings are worshipped as the children of the gods and animals advise humans as equals. In some cases they even rule.

Most of the sailors telling these stories have been found passed out on ruined vessels along the Sword Coast and most people treat the stories as lies and hallucinations, but some sages, especially in Amn, points to the amount of time the sailors have been gone and to some likenesses to the ancient Tethens bird-worship and feather magic. Could there once have been ties to the lands of the far west? Some claim that there are isolated islands in the Trackless Sea that will make the journey easy if found and other stories tell of magical gates found in the Jagged Teeth that brings one to an unknown world of green. Could these really be an ancient way's to the hidden areas of the west?

Zakhara.
The rout across the Great Sea is hazardous, both because of numerous monsters and reefs and because of the violent storms that ravage the area. The ever present pirates are another factor of course. The storms are so violent and unpredictable that it is usually thought that magic or especially mischievous gods are involved. It is said among the people of the northern coast that the magicians of the lands of Zakhara have at one time offended the gods of the Four Elements and the southern lands are therefore always at risk from their servants. The sea, answering to both the rulers of Water and Wind is especially exposed to these attacks, but also the Mountains and Deserts are dangerous routs of travel, not only because of the elements themselves, but also from cultists of the Elemental Gods, spirit servants and creatures travelling trough elemental portals.

The natives of Zakhara have to some degree gotten the situation under control, thanks to benevolent gods and the work of magicians who has learned to tame servants of the Elements and tie them to their service. This makes the lands inhabitable to the natives, but foreigners, who don't know the signs of danger or the ritual prayers needed to keep the gods good-will are at great risk here and few even reach the coast.

What trade there is between the continents is therefore mostly done in Var the Golden and Durpar and at the conditions set by the Zakharan traders. As the routs are dangerous and seldom travelled it is mostly luxury goods that are traded, which have led to the south being named The Land of Gems by the Durpari.



More later.

Edited by - Jorkens on 13 Aug 2010 11:42:47
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GRYPHON
Senior Scribe

USA
527 Posts

Posted - 13 Aug 2010 :  14:35:26  Show Profile Send GRYPHON a Private Message  Reply with Quote
Interesting...
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 13 Aug 2010 :  15:15:51  Show Profile Send Jorkens a Private Message  Reply with Quote

Races of the Realms

Humankind.
The strongest and most populous of the races of the Realms, they are able to adapt and change as needed, seen in their ability to harness both the iron of the material world and the magic of the gods and dimensions. Tradition and culture will change as needed and pride is a term that changes with time.

The different cultures of humankind is a diverse collection of looks and traditions, formed by history and surroundings into a diversity not found among other races. Warriors, sages, farmers, hunters, nomads, priests traders and wizards of a dozen kinds are found among the humans in unnumbered variations, continually bewildering the structured thinking of many other races.

It has long been predicted among the sages of Chondath that humans will dominate the world of Faerun to a greater and greater degree, but in the last couple of centuries this seems less and less likely as the strength of humankind shows signs of wavering. With the never ending conflicts among the great human city's and countries other creatures seem to be going bolder and the stories about the days of the Beasts are going more and more common.

Dragons

The dragons of Faerun are a varied and myth-shrouded family. The common dragons seen and heard about by most people are the red, white, black, green and blue species, which are mostly found north of the Sea of Fallen Stars. Stories also talk about golden dragons, guardian dragons and dragons living in rivers and mists, but these stories are rare enough for many to doubt their basis in reality. There are dragons further south to, but these often seem to be different from their northern cousins. The same goes for the dragons of the east. Some sages, especially from the schools of Hillsfar, speculate that many of the unique dragons met and described are visitors from these lands.

Another problem is that the name is used on species that might not be related at all. Some dragons are monstrous lizards, some are shape-changers, some are semi-divine and some are spirit creatures. Some dragons fly, some do not, most dragons have a deadly breath weapon, but some do not, some are god-like of intelligence and some are no smarter than a crocodile. Some are evil, some are good, and others couldn't care less. Many of them show signs of having been part of a common culture and show some similarities where philosophy is concerned, but this is not universal, even within a single species.

There are also tales of dragons carrying the shape of men and living in human settlements. Some of these are said to be disguised dragons reacting out of curiosity or lust, but others are said to be part of a separate species, the Song Dragons. There are many stories that tell of wizards that took the shape of dragons, especially during the days of old Netheril, and some of them are caught in that shape even today, but there are also tales of wizards who managed to go one step further. The true shape of a being is based on the divine idea on what is and what is not. A being might polymorph, disguise and enspell itself and others all it wants, but it can not change the shape the gods gave. Well, almost. Once, long ago, some wizards managed to create harmony-spells that could form small "holes" in reality by singing the tiny part of divine consciousness located in an area to sleep. The songs unraveled a tiny part of the words that created the universe for a second and enabled the wizards to change it as they saw fit. Wizards, being wizards, sought power and many decided to take a body with greater power, dragons being a logical choice. Some of these wizards might also be the forefathers of shape-changers or strange mixtures of creatures and logic's. As the true shape was now not part of reality ,they were able to have two forms, both of them being as real as the other one, and were able to assume either one at will. Needless to say the gods were not amused and it is said that for each wizard that attempted the song magic there were a hundred who were killed or caused catastrophes that still marks the Realms. But as I said, some were successful and were able to live on after the magic had been cast, passing their changed nature on to their descendants.

There are also stories about the gods being the mightiest of dragons or of the dragons being servants of the gods. Most of these tales seem to be from the lands near the Moonsea and even though most are likely memories ancient cults or wizardly tricksters, others might contain a grain of truth. Many dragons are in possession of magic's that are unknown or forgotten by the short lived humans and some have used these powers to form cults around themselves where their faithful are given access to powers that to them might seem to be of a divine nature.

The Cult of the Dragon, centred in the lands north of the Thar, but operating longer south, might be an of-shot of such a cult, but of an even more sinister nature. Although their rituals and basic tenets are based around the worship of dragons (some say they even let their spirits inhabit the corpses of dead dragons) there are also an inner circle of the cult that works to control the dragons by way of old runes drawn by the cursed Sammaster a thousand years ago. These runes are said to be irresistible to the dragons and draw them into the clutches of the purple robed wizard-priests of the cult. These dragons are never direct servants of the cult, but can be manipulated by the runes to a degree, mostly by inciting rage or ideas into the dragons mind, more or less like the minor suggestion magic's that some mages of the Dragon Coast use. The most powerful of the runes, which only Sammaster and a couple of other Wearers of Purple know, are said to be able to bind the dragon to a spot or to incite rage in all dragons who have seen the symbol at an earlier time. The recent Flight of Dragons that came out of the north is thought by many to be the result of these runes, cast for some unknown reason by the cult.
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Hawkins
Great Reader

USA
2131 Posts

Posted - 14 Aug 2010 :  03:43:33  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
Wow. That was a fun read. Thanks for sharing, Jorkens.

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Lady Kazandra
Senior Scribe

Australia
921 Posts

Posted - 14 Aug 2010 :  08:10:02  Show Profile  Visit Lady Kazandra's Homepage Send Lady Kazandra a Private Message  Reply with Quote
Keep it coming Jorkens. I'm lovin' it!

"Once upon a time the plural of 'wizard' was 'war'." -- The Last Continent, by Terry Pratchett

Edited by - Lady Kazandra on 14 Aug 2010 08:10:24
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 14 Aug 2010 :  08:16:47  Show Profile Send Jorkens a Private Message  Reply with Quote
Thanks. Its great to hear that its not completely unreadable. ANd by all means questions and suggestions are appreciated.

Dwarves.

The dwarves of Faerun are an ancient race that for the last centuries have been in sharp decline in the Realms. Most of their own kingdoms are gone and the northern dwarves are now a splintered race living in various isolated strongholds or among men and other races.

There are many questions tied to the origin of the dwarves and their nature. Some legends tell of the gods creating them from the rocks themselves, others say that they are ancient travellers from other planes or dimensions. Regardless of such speculations it is certain that the dwarves have been a part of this world for as long as anyone can remember. Some changes have of course happened, such as the cultural differences between the Shield dwarves of the North and the Gold dwarves of the South, the development of metallurgy away from bronze with the following the loss of magic, the developing surface culture among the descendants of Shanathar, the splintering of the clans during the early Days of Iron and the more or less collapse of the greater society of the north in recent years. But all in all the dwarves and their culture are more or less the same as during the days of Myth Drannor, something one can say about few other races of the Realms.

Almost all dwarves are lead by a king, and under him there is a counsel of clan-leaders supplemented by master craftsmen and priests of various sorts, although these usually have a strong alliance to a clan in the first place. Most clans are specialized in their role, giving the dwarven society a strong class-structure. The amount of conflict around these class-roles are usually minor, but there have been instances, especially in the later years. Much of this stability has to do with the militaristic views found among most dwarven societies and the tradition that all clans and its members are of like worth in battle ready militia. In ancient times the society was more diverse and often more open, but as kingdom after kingdom fell, the dwarven society became more and more shaped by the defensive needs of its members.

Dwarven armies are usually based around heavily armoured infantry, armed with iron and steel weapons fitting their more common opponents. The dwarves of the Shanathar and around the Sea of Fallen Stars usually wear chain and fight with a combination of shield and an axe (where goblinoids are common) or hammer (against armoured humans and elves). Among the southern dwarves, where light cavalry is a standard opponent, crossbows are more common, as is airborne cavalry and large body shields. In the farthest north many strongholds have long-standing conflicts with giants making long spears and large two handed weapons common., armour is usually made to give maximum mobility (chain at the most) as no plate or shield is really of much use if the giants actually manage to hit the dwarf. Cavalry is somewhat rare although there are examples of animals being used, although mostly for scouting. The heavy horse of late Shanatar was a special case, but one that survives in many stories and legends and even today there are dwarves who try to bring to life again the tradition of these old myths.

For the most parts these armies are today composed of highly motivated levies combined with a relatively small force of professional fighters and even mercenaries. Earlier ideas of companies based around specific functions or weapon types are now usually dropped, with different arms and armour fighting side by side. This have lessened the quality of the modern dwarven forces compared to the armies of the ancients.

Battlemages are not seen today, although there are legends about dwarves calling on powerful runes and staging complex rituals to command the powers of magic with their own bronze work. For the most part these runes went out of use with the discovery of the magic-hindering iron which the mystics saw as a sign from the gods proclaiming the death of the old arts. This led to conflict with a large part of the spell casting cast (which became the Derro under Anauroch) and the traditional guilds of bronze workers (who gathered under the banner of Duergar) and a bloody series of civil wars that led to the victory of the iron users. What little magic is still used is part of secret rituals combining sacrifices, ritual painting of the smiths and the forging of adamantite, mithral and other mysterious metals not hostile to the use of magic. For the most part these few runes and rituals are kept secret by the priests and master smiths.

It is said that among the mysterious Derro the magic has destroyed the dwarves minds and they now live as near animals feeding on the dead supplied by their master wizards rituals. The various groups of conservative Duergar never fell so far, but they have combined their mastery of bronze with a hatred of all the surface races that disregarded the traditions. They still use magic, but their extreme focus on craftsmanship has lessened its importance outside of the creation of items. Exceptions to these are the two runes of Unseen and Enlarge, which were essential in allowing the Duergar to escape into the Underdark. Because of this the priest teach a rudimentary knowledge of these to all the Duergar along with their first apprenticeship in their chosen craft. So far has the pride in their craft gone that they have developed a society of slavery where other races handle any job not tied to the working of stone and metal.

In many ways the dwarves are at a crossroad where they must change or die. Some even talk about leaving the iron behind and going back to the days of magic; though these radicals are few, there is talk of isolated dwellings and strongholds doing just that. There are even whispered rumours about dwarves seeking contact with the despised Derro and Duergar again, to try to rekindle the old traditions that still survive in the Underdark. If these changes gain a wider acceptance this will come as quite a shock to humans and others who have grown accustomed to the dwarven smiths supplying the best iron and steel that money can buy and the sight of dwarven warriors decked out in iron armor. The image is so strong that most other races have more or less accepted the view that dwarves are by their nature non-magical, disregarding old tales saying otherwise. But for now the dwarves in general keep their almost religious relationship with the iron that ties them to both their work and the earth, no matter how much it hinders them from using the magic their forefathers once wielded.
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Quale
Master of Realmslore

1757 Posts

Posted - 14 Aug 2010 :  15:35:35  Show Profile Send Quale a Private Message  Reply with Quote
I particularly like the part about the various types of dragons, and the derro, I have the Suel in the Realms tough.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 14 Aug 2010 :  16:01:19  Show Profile Send Jorkens a Private Message  Reply with Quote
quote:
Originally posted by Quale

I particularly like the part about the various types of dragons, and the derro, I have the Suel in the Realms tough.



I have actually been contemplating adding Lakofka's old Suel pantheon to the Realms, maybe as deities worshipped in the South East somewhere. That reminds me that I have to find out what to do about priests. Wizards were enough of a problem and is still a mess.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 14 Aug 2010 :  19:02:12  Show Profile Send Jorkens a Private Message  Reply with Quote
As with the dwarves any strangeness here should be blamed on going through every album I own involving Grace Slick whilst writing. Nothing with Starship of course.

Elves.

The creatures called elves in the common tongue are a race of highly magical humanoids from another world that came through gates thousands of years ago. Some of the gates to the lands of the fey can still be found today, although many of the modern ones used lead instead to pocket dimensions were the elves of Faerun have retreated to. Some of these are quite large, such as the one called Evermeet by the elves or the one found in Cormanthor. Most of these gates are located in hills or ancient groves where the elves built their city's centuries ago, although some of the ancient portals, opening between large rune-covered standing stones, can still be found, especially in the area around Evereska and near Myth Drannor.

The few elven communities that are built entirely in Faerun are now small villages containing a couple of hundred elves, usually near a gate and co-inhabited by domesticated animals that show as strong ties to the land of Faerie as their masters. If possible the dwellings will be found hidden among the crowns of the forests greatest trees or in stone castles in hidden valleys. The greatest of these settlements are Evereska, the nearest thing Faerun now has to an independent elven country. It is said that the elves here, both Sun and Moon elves guard the largest permanent gate to faerie found in the Realms, one the elves will never want to see fall into the hands of their enemies.

The elven people are highly magical, as is their world, but the longer an elf stays in Faerun the weaker it becomes, as its soul is left behind in the Fey world. Both travellers and elves born in Faerun are affected. This "splintering" means that the elves exist on a finite amount of magic that is constantly being drawn out by the forces of Faerun. After hundred of years most elven spirits will travel back to their own world, to be given new bodies, the husk being left behind in the Realms. If an elf dies a sudden death in this world, it is bound to never reunite with its soul, thereby dying forever, unless certain magic's can bind their spirit until it can be brought home. The old elven kingdoms had artifacts that managed to save the spirits of whole armies in their great historic battles, but today such items are rare and most elves are extremely weary of putting themselves in life-threatening danger. Some, especially among the green elves, though have turned to a life of hedonism and almost mad death defiance, as their ties to faerie are weak and their philosophy tied to this world by the belief in reincarnation. Others are rumoured to seek a new soul from human deities and spirits with the help of forbidden magic.

The mysterious Dark Elves were thrown out of both the Fey and Seelie worlds and have existed for generations without souls warping them and turning them into demon servants. Even the elven resistance to iron is lessened among these elves, who let slaves work the metal before dipping it in the magical Faizzaer springs they form their communities around. The water of these coats the weapons and armour with a layer of magic that enables the dark elves to use them without any hindrance. This process needs to be repeated once every two months to retain the effect.

All elves are creatures of magic, but the strength of this magic lessens in those born in this world and among elves that have generations of ancestors born in the Realms the magic is relatively weak. To generalize the Sun elves, who usually travel quite often between the worlds, have the strongest magic, the Moon Elves are very varied and the Green elves have very little individual magic, instead developing a community rituals. The Dark Elves are a highly magical breed, but their powers come from the hidden reserves of the Underdark and from the Demons they worship.

All elves, as magical creatures, are allergic to iron, never using it and fearing it. It is said that iron weapons are even more deadly against elves than other mortals. No elf will use an item of iron, instead using bronze or the mysterious blue Elf-Iron crafted in the Fey world. On the other hand, no elf can be damaged by non-magical wood or stone, as items not shaped by mortals will not harm them. The scepticism felt against the short lived races has increased as the use of the dreaded iron has increased becoming almost a symbol of elven defeat and most modern elves will do their best to stay hidden. Even in war the elves now prefer to stay unseen, hidden by magic and runes that call for natures help, fighting with bows and traps that put them in minimal danger. If needed the elven warriors will dress in bronze scale (or a Elf-Steel mail among Sun Elves and nobles) and fight with sword and spear. These days these are seen as acts of desperation.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 14 Aug 2010 :  20:16:25  Show Profile Send Markustay a Private Message  Reply with Quote
quote:
Originally posted by Jorkens

have actually been contemplating adding Lakofka's old Suel pantheon to the Realms, maybe as deities worshipped in the South East somewhere. That reminds me that I have to find out what to do about priests. Wizards were enough of a problem and is still a mess.

Tan Chin, of Solon (and former Artificer of Imaskar) is a Suel Lich.

I have theorized that the Suel were actually an Imaskari outpost, that became an empire in its own right after they lost contact with Toril (when Imaskar fell).

Which is why the Red Wizards are distant relatives of the Scarlet Brotherhood. At least in my Realms, anyway.

EDIT: And its canon that Wee Jas and Mystra were BFFs.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 14 Aug 2010 20:18:37
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 14 Aug 2010 :  20:42:58  Show Profile Send Jorkens a Private Message  Reply with Quote
quote:
Originally posted by Markustay

quote:
Originally posted by Jorkens

have actually been contemplating adding Lakofka's old Suel pantheon to the Realms, maybe as deities worshipped in the South East somewhere. That reminds me that I have to find out what to do about priests. Wizards were enough of a problem and is still a mess.

Tan Chin, of Solon (and former Artificer of Imaskar) is a Suel Lich.

I have theorized that the Suel were actually an Imaskari outpost, that became an empire in its own right after they lost contact with Toril (when Imaskar fell).

Which is why the Red Wizards are distant relatives of the Scarlet Brotherhood. At least in my Realms, anyway.

EDIT: And its canon that Wee Jas and Mystra were BFFs.



That fits. I have been thinking of having a culture that took some elements from the Suel (mostly the suel lich, the pantheon and the name)in the mountains between southern Faerun and Kara-Tur (which I don't use anyway). Maybe with some ties to the yak-men. And why not the other way around, with the Imaskari being an outpost of the Suel?
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 15 Aug 2010 :  09:56:52  Show Profile Send Jorkens a Private Message  Reply with Quote
The goblin races.

The term goblin races (or goblinoids) is a bit misleading, as it more describes a group of humanoid creatures somewhat similar in attitudes and habits, than a group of species related. The hobgoblins and goblins are of common ancestry, but there is little to tie the orcs, kobolts, norkers and such to each other. Even less so with the ogres, trolls and gnolls which some times has been included in the group. Even the bugbears, usually named as relatives of the goblins are of unclear lineage.

Many of the races, more precisely the goblins, hobgoblins, orcs and kobolts, share a dislike for daylight, mostly because of their existence in the jungle like darkness of the Underdark, but they lack the extreme light-aversion of the true Underdark races. All the races are by choice or nature carnivorous, although the goblins, kobolts and hobgoblins are more omnivorous than the others. The orcs are said to be able to eat anything and some sages, such as Athraxises of the Marshes, have theorised the trolls in reality need no sustenance except that drawn from the Earth itself.

The goblinoids are mostly tribal hunters, although goblins and orcs do sometimes cultivate mushroom and moss farms in the Underdark and hobgoblins of the Vast overlook large slave worked farms and herds. Most tribes, being used to a nomad existence, will usually over-hunt an area and then move on to the next one. In the Underdark this rarely causes much problems, as food here is abundant, but in the Overworld an orc horde on the move can lay the land barren for years.

Where culture is concerned it is as all things varied. Most goblinoids are superstitious and all but the orcs and trolls are weary of spirits. It is said that they commonly fear magic, but that's just common sense, few goblinoids fear magic that they themselves use. The shamans and witch-doctors often hold great power, especially in the upper Faerun, where the humanoids feel unsure about the signs and magical dangers they meet. The goblins and hobgoblins will have anything from a single shaman to a caste of priests working in combination with wizardly spellcasters, it all depends on the size of the group and the development of their society. Among the orcs the shaman holds the least power, warriors showing some magical ability are seen as far greater than those who live by the mercy of spirits and gods. The ogres and bugbears will respect power in all forms although their loyalty is to the powers invoked, not to the magic-user himself. Most which doctors or shamans will be ripped to pieces after a defeat. With the development of iron this has of course changed quite a bit and many tribes now see the magic users lack of abilities where the metal is concerned as a sign of weakness.

Most spellcasters will know single runes or be in a relationship with local spirits, either as servants of the greater ones or as masters of lesser ones. Few goblinoids have developed the ability to read and few have taken to the book magic of Netheril or the complicated symbolism of the South. Some have shown signs of having a talent for the feared necromancy of Narfell, but this is most likely gained through spirit influence.

In addition to the priestly class and the spellcasters there are the war chiefs and kings. Many of these were earlier more or less the same, but in the later centuries there has grown forth a warrior cast that prefers one of their own to lead. This is probably a tendency taken after humans they have fought (in areas where others than a warrior monarchs rule their enemies, other forms of leadership might grow forth among goblinoids) and the kings rule is still as loose and shaky as the priests earlier. The sign of a good ruler is safety, plunder and enough food, those who can not supply these on a regular basis will need great personal power to hold on to their power. This goes for both their tribal leaders or employers if they take work as mercenaries. Goblinoids see little reason to support an ideal or a loosing cause. At the same time they see little reason to be satisfied with winning if there is little plunder to be had.

Unfortunately for most of Faerun the goblinoids seem to be drawn to the surface for several reasons. One is greed, as the some of the races' ambivalent relationship to the sun has lead them to worship gold as a sign of power. In the religion of the goblins, hobgoblins and bugbears gold is said to be a captured part of the sun which gives its owner great power. Orcs are not that interested in what the treasure is, as long as it is something treasured by other species. Orcs are greedy and hateful, they get pleasure from taking as much as they can, thereby showing their power over the original owners. Taking the lives and meat of the same is of course the ultimate victory. Most Underdark races value gems highly, as the sparkling of the rocks is quite spectacular in the phosphorus light commonly found in the vegetation under ground, so these serve a natural part of their plunder.

Another reason is hunger for meat. In the minds of most goblinoids the only true food for a warrior is meat, as it gives the feeder part of the strength and spirit of the victim. Intelligent races are preferred. Some differences in this belief exists though. Hobgoblins limit this to mean the meat of enemy warriors, whilst orcs and bugbears are not that discriminate. Kobolts fear the revenge of the opponents therefore only eating the meat of those slain in ambush or sleep, those which have not knowledge about the faces of their killers. Goblins, being pragmatic will usually adapt. If they kill a warrior it is a sign of the killers great strength, if they kill in ambush it is a sign of intelligence and if they kill the unarmed it is a part of gathering spiritual strength. As long as they are getting fed they are happy. The ogres, trolls and norkers have an even simpler view of things, there is meat, that is something you can eat. Some ogres do collect the heads of their opponents in the same way as hobgoblins, but they miss the spiritual part of the act and unless they end up as jewelery the skulls are quickly forgotten.

The acquisition of better weapons and armour is another important reason for the goblinoids to seek humans and other races. Trolls, being creatures created from the trees and earth itself has no technology, although there are ancient stories telling of troll kings and civilizations. Most sages believe these to be different creatures that are extinct in the modern Realms. Ogres, bugbears and gnolls are at stone age level at best and kobolts, although fine smiths, never work anything but bronze. Goblins and hobgoblins are extremely varied and willing to learn. In the Underdark and Anauroch they will usually be at stone age level, among the Western Heartlands and in the mountains of Turmish they are known as skilled workers of bronze, showing signs of having learned the craft in the tradition of Netheril. Some, such as the hobgoblins of the Vast and the tribes that have managed to take over old dwarf holds have learned to work iron and quickly adapted. Orcs, when first encountering the over world were first awed by the metallurgy found among the dwarves and sought to plunder as much as possible. This has with time developed into a single-minded hatred and lust after everything the dwarves own or even touch. In some areas the same attitude has been seen were humans and elves are concerned. But where actually working the metals is concerned they are among the least talented of the goblinoids. Their works are somewhat functional, but even a goblin would frown at the smith-work of an orc.

Another interesting result of the goblinoids meetings with metallurgy is the development of great skills where mining is concerned. If possible they will of course use slaves to do most of the hard work though. Being used to the dangers of the stone bound Underdark they understand stone better than most and many, especially among the goblins and kobolts, are now miners that rival most humans and even in some cases dwarves. There are known cases of the goblinoids being hired to work human mines, although this is in areas where few or no dwarves are found.

These differences in culture and technology makes the goblinoids unpredictable opponents. Some are soldiers as developed in the art of war as their neighbours, others are one step up from beasts. The goblins that have adapted to the upper surface have an uneasy alliance with the great worgs after the spread of a variation of a Beast Talk rune three hundred years ago and the hobgoblins of the Vast have developed a fine cavalry. Orcs of the North and the Desertmouth Mountains are usually heavily armoured and the goblins of the North and the Osraun mountains are known as fine archers and even used as mercenaries by the local lords. Ogres are extremely individual and the bugbears will ape after their strongest defeated opponent, for example preferring the club of an ogre barely defeated over the Elf-Steel blade taken from a sleeping elf.

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Hawkins
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USA
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Posted - 15 Aug 2010 :  17:01:42  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
One question, what is a norker?

Errant d20 Designer - My Blog (last updated January 06, 2016)

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back. --Lewis Carroll, Through the Looking-Glass

"Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

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Jorkens
Great Reader

Norway
2950 Posts

Posted - 15 Aug 2010 :  17:51:27  Show Profile Send Jorkens a Private Message  Reply with Quote
Norkers are relatives of the hobgoblins that have long fangs pointing down from their upper jaw. They were from the 1st ed. Fiends Folio. They got into the text mostly through whimsy while I was writing as I have never actually used them. The only mention of them in a Realms product is in the part about Underdark races in Drizzt Du'Urdens guide to the Underdark.

As with much of Fiends Folio it can be argued that they were never needed as a monster. Still, they are far above the absolute hilarious ridiculousness of the Carbuncle which has to be the most idiotic creature ever put into the game. Even worse than the Wingless Wonder and the Flump. I wonder if any one ever in any game in the world used that creature.
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Hawkins
Great Reader

USA
2131 Posts

Posted - 16 Aug 2010 :  01:24:52  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
Thank a bunch for illuminating me! =)

Errant d20 Designer - My Blog (last updated January 06, 2016)

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back. --Lewis Carroll, Through the Looking-Glass

"Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

* My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
* Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
* The Hypertext d20 SRD (3.5 OGL Rules)
* 3.5 D&D Archives

My game design work:
* Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
* Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
* Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
* Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 16 Aug 2010 :  07:42:23  Show Profile Send Jorkens a Private Message  Reply with Quote
And now we moved on to a mellower fare of Dylan, early Doobie brothers and Marvin Gaye.

Gnomes.

Called the Forgotten Folk of the Realms. The gnomes are a races of small manlike creatures that are generally thought to be relatives of the dwarves although this is mostly based on appearance. Unlike the common dwarves of today, the gnomes are a highly magical race. Minor items of magic such as Feather tokens and one-use rune stones are common among gnomes that travel or wanders in the forest alone Most gnomes know a couple of tricks or spells that helps them survive in the forests or wooden hills of the Realms. Those spells that enable them to hide or to communicate with the burrowing creatures and small animals that surround them are the most common. The runes are seen as an inheritance of each family and are passed down from generation to generation. Most family's know one to four runes; although some individual gnomes might know more these are not seen as part of the family tradition. There are those among the gnomes, such as the Imagemakers of the Trieltas, that are among the greatest casters of illusions and ancient Netherillian symbols still found in the northern Realms. These Imagemakers are an important part of gnomish culture and tradition, but one seldom discussed with outsiders.

The gnomes are said to have no form of writing and few traditions for keeping track of lore and history. Although this might seem to be the case for most outsiders, the lack of scholarly traditions is a result of the role of the Imagemakers and other lorekeepers like them. These isolated illusionists and sages observe the world from their castles and all gnomes know that, in the few cases where knowledge not of a practical nature in their daily lives are needed, the records kept by these rival Candlekeep itself.

There are records of the gnomes having been slaves of old Netheril and this does seem likely as the gnomes are today distributed mainly in the lands bordering Anauroch. What form the Netherillian slavery took and if the gnomes were gated into the Realms by the wizards is unknown, as is how they liberated themselves. The Imagemakers might know, but finding their hidden keeps is a quest few would even think of undertaking. Those gnomes found further East or West than the border areas are city dwellers or family's having migrated for their own reasons. The exception is in the eastern parts of Turmish where gnomes showing clear cultural differences can be found, these might be early refugees or natives of a different world entirely.

The gnomes are a religious people, but few priests are found among them. Most gnomes pray (and sacrifice when needed) in secluded spots seen as sacred or containing an altar to the spirits of the land and the ancient champions of the gnomes. The few priests found are often wanderers that are called on for specific tasks or when great choices are to be made, but usually it is seen as each gnomes task to find the answers he or she needs.

For the most part the gnomes of today live in settlements that practice a council-based democracy. In the old days the gnomes were ruled by kings more or less the same way as the dwarves and elves and although this is more or less unheard of today there might be isolated groups still practising monarchic traditions. Although they see themselves as part of the same settlement, the different family's and clans will spread out over large area. Some live alone, some form family based hamlets. The dwellings themselves can be among the roots of ancient trees, under the earth or in the hillsides. This is a matter of practicality and preference, not tradition, so it can vary within each settlement. Most will be hidden and easily defended though.

Gnomes usually live of the land, feeding themselves with a mixture of hunting, gathering and limited (mostly subterranean) farming. Craftsmanship is highly valued and most gnomes know at least one trade that they work in the winter months when few gnomes go outside. Metal craft is highly valued and all metals are used when needed. The metal parts of weapons and armour are mostly made of bronze though as magic is an important part of gnomish warfare. Armour is usually studded leather or a light scale mail and common weaponry consists of a spear, a light crossbow or bow and a bronze short sword or hand axe. Shields are used among some gnomes, but mostly in the west. Cavalry and organized units are seldom seen today and gnomish warfare is based around idea of guerilla tactics. Some gnomes know the secrets of crafting items from the legendary metal Arandur, but as this needs to be done with the blood of a red dragon it is seldom done today. The gathering of the dragons blood would be a worthwhile quest for a gnomish hero and one certain to secure his name in legend.

Edited by - Jorkens on 16 Aug 2010 07:43:45
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 17 Aug 2010 :  08:50:11  Show Profile Send Jorkens a Private Message  Reply with Quote
A good mix of Deep Purple and Carol King was behind this.
I hope someone will tell me if anything is completely idiotic or ridiculous here.


Halflings.

In various locations across the Realms there are species of small human-like creatures that are usually named halflings by their neighbours. The name is not one well liked among the peoples themselves, as it indicates them being a lesser species. Some sources claim that all halflings call themselves hin, and although this is true in some areas, such as the lands of Luiren in the South and Sunset Vale, its far from universal.

The reason for this is that, like goblinoid, the term halfling is in fact used on several races that may not even be related.

The hin of Luiren (wrongly dubbed Hairfeet) are seen by some as the prototypical halfling, with their hairy feet and big bellies. They love food and stories from far of lands and are known as tricksters. They are rural and usually seen as harmless, although ship captains and traders from the South tell horror stories about bloody pirates that raid human ships along the coast. Most northern sages laugh these rumours of as wild sailors tales. The Luiren hin visiting the north just smile and shrug their shoulders if asked. Some claim that the Luiren hin are the true-bloods of the species and all other races have separated from this main group, but they differ quite a bit from their nearest relatives, the hin of Sunset Vale, which show clear signs of being mixed with an eastern species that jokingly call themselves Tallfellows.

The Tallfellows, who are mostly found in the Northeastern parts of the Realms, are most likely a fey species that wandered into the large woodlands of the Great Dale and Cormanthor. In the last couple of centuries these hin have spread out across much of the Sword Coast and Cormyr and are a common sight in most city's. Except for their size they show few likenesses with the hin of the South. The Tallfellows are optimistic and adventurous creatures, showing a fey lust for life that has mixed well with the more earthy qualities of the hin in the Vale. They have been seen as an elven race in some lands as there are likenesses, but the Tallfellows show none of the elves double existences. If they are related to other fey species it is more likely that they are of the same lineage as the brownies.

The hin of Sunset Vale looks like a mix of the other two species, with a lighter build than the people of Luiren and far more human features than the Tallfellows. They live in villages that are a mix of southern barrows and the huts of the northern Tethens and are governed by strong councils where each villager has a voice. The Sunset Vale hin are far more militant and organized than the southern hin of Luiren and have a long history of resisting humans and humanoids nearing their land. In the recent years there has been quite a bit of Trouble with the lord of Darkhold and his Zenthish allies, but in most cases the hin militia has come out as winners. These more serious traits are mixed with the Tallfellows whimsicality and impulsiveness, which make them a common sight far from the Vale. By now most large city's North of the Dragon Coast has a large minority of hin which in most cases trace their family's back to the Vale. They can be found working a number of trades, both legal and illegal, and has even started to move into positions of power in some areas.

In addition to these three species there is also a fourth race who, to make matters even more confusing, calls themselves Hairfeet. These halflings are mostly found south of the Dragon Coast down to the plains of Shaar. They are especially common in the Purple Hills of Tethyr and in the Vilhon Reach. Hairfeet look quite a bit like the hin of the south, but do not have pointy ears and are far more hirsute than other halflings, even able to grow beards. But to a human onlooker who only sees the hairy bare feet and the (usually) shaven face there is little difference from the Luiren hin. They also show minor inborn magical abilities to hide and to discern the motives of others, abilities not seen among the other hin. Some sages speculate that Hairfeet are in fact a species of small humans that have adopted some cultural habits from the hin. But these are speculations, as the Hairfeet themselves are extremely sceptical to outsiders and have not interest in shearing their secrets. Most Halflings live in communities that are at least partly based around working the earth, but among the Hairfeet the whole culture is based around farming. Almost all settlements are small villages involved in communal farming and limited herding. They are a serious people with few signs of spirituality or organized religion. The world is here to be cultivated and tended, not to be worshipped. It is unnecessary to add that they get along very well with the hill dwarf descendants of Shanathar and the races mix regularly. On the other hand the Hairfeet have a long history of conflict with the tethen peoples who object to the Hairfeet sowers killing of birds and the lack of respect given to the earth spirits. The sage Haellvadh of Berdusk has speculated that the fall of the ancient Talfir, a tethen civilization said to have ruled a thousand years before Netheril, might in fact have been caused by the forefathers of modern halfings. Although this would then most likely be the hin of the Sunset Vale the stories might give some clues as to where the conflict between the two people has its roots. In Tethyr and Amn this dislike has lost some of its origin and instead become more or less a common prejudice and in some cases outright racism.

Almost all halfling have adopted iron and steel as part of their culture. This is of course an advantage for an agriculturally based society, but is also a logical consequence of most halflings scepticism where magic and spirits are concerned. Their conflicts with various humans employing these powers would only strengthen the dislike for magic and today it is very rare to see a halfling showing real knowledge of magic. There are of course small tricks and local traditions (especially among Hairfeet), but few real wizards can be found. A typical hin of today, wearing at least an iron buckled belt, an iron bladed knife (no hin would be without one) and a good piece of steel to make fires, couldn't use magic if its life depended on it.

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Thauramarth
Senior Scribe

United Kingdom
729 Posts

Posted - 17 Aug 2010 :  10:27:11  Show Profile Send Thauramarth a Private Message  Reply with Quote
quote:
Originally posted by Jorkens

Well, Thauramarth you asked for it.

Now, you see, fellows? All of this, just because I asked nicely. Thanks are in order, me thinks .
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 17 Aug 2010 :  10:42:17  Show Profile Send Jorkens a Private Message  Reply with Quote
quote:
Originally posted by Thauramarth

quote:
Originally posted by Jorkens

Well, Thauramarth you asked for it.

Now, you see, fellows? All of this, just because I asked nicely. Thanks are in order, me thinks .



Oh yea, I think of happy blessings to Thauramarth every evening when I sit pulling my moustaches and mumbling for three or four hours writing this. Why did I have to open my big mouth? The druids and figuring out priests nearly did me in. I only dread the day when I have to start the geography part...

No seriously, I haven't had this much fun with the Realms ( what little of them is left here)outside of actual gaming for years.
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Hawkins
Great Reader

USA
2131 Posts

Posted - 18 Aug 2010 :  06:01:57  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
I find reading about your Realms quite enjoyable. Thank you.

Errant d20 Designer - My Blog (last updated January 06, 2016)

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back. --Lewis Carroll, Through the Looking-Glass

"Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

* My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
* Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
* The Hypertext d20 SRD (3.5 OGL Rules)
* 3.5 D&D Archives

My game design work:
* Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
* Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
* Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
* Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 18 Aug 2010 :  08:44:00  Show Profile Send Jorkens a Private Message  Reply with Quote
Thanks. Well, its never been used this way until now. Some things have been used, some things old ideas and notes and some are just whimsy. I wonder if I am even able to run it this way at all?

This is the last part of the races. The Races of the Underdark are mostly handled within the above postings, except for the illithids(whose position I am going to lessen anyway) and the beholders. Next we start with the classes.

Here the recordplayer ended up with Don Nix and Aunt Mary. With a small dose of Mass. I don't think it shows.


The Giants.

As in a thousand other worlds the giants of Faerun are a myth-enshrouded group of beings which figure in the histories and legends of all races still living in Faerun. Some of these giants are easily identifiable even after thousands of years,, others again seem to be more unique, powerful, godlike or from species that are apparently extinct in the modern world. The elven sage Illathoes Brafliir of the Beast Tamers, who was his times leading expert on giants speculated that many of these stories were brought with the races from other worlds and that the giants found in them never walked in Faerun.

There are many things that points towards the giants being invaders from other worlds and not a single family with their origin in Faerun. Some, like the eastern Firbolg and the Voadkin seems to have ties to fey and arboreal worlds that have little to do with the home of the large giants that seem tied to the elements and might have their origins in other planes or as lesser children of gods. The fire and Frost giants are still said to guard portals to other planes and the stone giants speak the languages of creatures originating in the plane of Earth. The hill giants seem to be a primitive creature which might have its origin in the Realms, as might their relatives the western firbolgs, the mountain giants and the verbeeg. The cyclops are said to have their origins among the ancient mages of Zakhara and the fomorians are the children of a god bound in eternal nightmares by the divine rulers of some far away plane. The Cloud giants have ties to Netherill and are said to be of the mixed blood of mages and giants brought in from the planes of Air. The storm giants are said to be the thousand children of the first rainfall.

Some of these stories might well be myths or even fairytales, especially those told by the giants themselves which usually revolve around the idea of them being the first born of various deities, wrongfully robbed of their place in this world. But even then there is enough evidence found in old sources, especially among the Selunar runes of Raumathar, that the giants have their origin in other worlds.

In most cases culture of the giants are an interesting study. If it is one thing that sets the giants apart from other races it is the unchanging nature of their culture combined with the fact that most of the same is inherited from other species. It seems like more or less every group of giants in the Realms has taken to aping a single culture at one time and then never changed. Hence the frost giants and fire giants similarities with the dwarves, the cloud giants ties to Netheril, the voadkins likenesses to humans, the ties between the firbolg and the fey, the hill giants to the humans of the Dawn Age etc. Because of this one can also find isolated groups of giants that show a society and culture far different from the norm of Faerun. Examples of this are frost giants that have clear elven traits, horrible firbolgs behaving like highly intelligent and magical ogres and cloud giants that live naturally along with Cloud Dragons.

As even their outer appearance seems to be affected by these first meetings it has been suggested that many giants were once powerful spirits that were cast into this world at various times and forced to take a material form. As this seems to have happened at different times in the Realmsian history there is the possibility that it can happen again.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 19 Aug 2010 :  08:40:41  Show Profile Send Jorkens a Private Message  Reply with Quote
Today's post is a little boring, although neither Temptations, Queen or even Aunt Mary is to blame. Its just that most of the fighter information actually fits better under each area; but as I said, I try to follow the 2nd ed. setting book.

Fighters.

Faerun and its neighbouring continents have at all times been a place of danger; with the strong flows of magic and the unstable nature of the world it is nearly impossible for a land or an area to be truly safe. This is reflected in the general society, which combines a rule by those with the ability hold on to their position through arms and the individual inhabitants ability to defend themselves. Without both disaster is usually not far away. Therefore, even if some ability with weapons or magic is common, there is usually a need for experienced warriors and soldiers in all lands and areas.
These warriors vary from the militias of the Dalelands, the war bands of the humanoids and humans of the borders, to the professional armies of Chondath and the knights of Cormyr. In some borderlands every adult has been trained in the use of weapons. This is common in the North and in the Dalelands and the common weapons in these areas are the spear and the short bow. Most village fletchers and smiths can make the necessary weapons to arm the citizens with such weapons. In the lands of the Vilhon the commoners often have a good knowledge of missile weapons, but have little knowledge of melee weapons as these are strongly regulated in Chondath and not generally needed in Turmish. The rulers of the various independent city states has a history of relying on a noble elite and mercenaries and thereby preferring their citizens to not be heavily armed.
The man to man fighting against organized opponents is usually done by mercenaries and noble cavalry in the lands of the southern Sea of Fallen Stars and beyond. Monsters are usually hunted down by the local lord and his retainers. All of these are professional and highly trained soldiers that are supplied by professional smiths and outfitters. They are organized and structured into various companies and units decided by local tradition. In the lands north of the Dragon Coast, such as Cormyr, with their nobles of Chondathan decent, and the Vilhon mercenaries of Sembia, fights the same way, although most people this far north are used to looser formations and smaller units that take advantage of the land and keep out of large scale battles. In tethen lands the light lance and the short bow are the traditional weapons, as are slim longswords. The warrior use hit and run tactics combining hidden archers and lightning attacks by light cavalry, both often aided by spells and magic that hides their numbers and places of hiding. In the North the levies are helped by the heavy weapons of champions and professional warriors who wield pole arms, heavy axes and heavy throwing spears, designed to combat the giants, ogres and other large creatures still common in these lands. These champions often belong to brotherhoods or families with strong warrior traditions, which often include a mystic tradition giving them access to runes and magic's.

The use of steel and iron is by now common in most central lands, both among warriors and commoners, but to a varying degree with bronze still being the norm in many areas. The tradition of heavy iron armour has spread from two directions in the last centuries, from the professional armies of the Vilhon and from the spreading dwarven refugees. The use of bronze or other alternatives in war has been in decline since the last days of Netheril and most of the old magical metals and alloys are now lost secrets searched for by magic-users and adventurers all over the Realms. In the East bronze is still the preferred metal of warriors wielding both magic and weapons and no elf of the surface will touch iron. The tethens of the borders keep their own traditions alive and iron spreads slowly. The dwarves and other races are more and more relying on steel and iron although those still strong in magic keep to the old traditions.

This also affects the use of armour among the warriors. The use of chain mail has spread with the warriors of Turmish is becoming more and more popular. Splint mail is common among most warriors of the Vilhon and the South. The harsh fighters of the Moonsea and the Vast usually wear cheaply made scale mail an armour type also common in the North. Bronze scale and bronze cuirass are still common along the Sword Coast. Leather and studded leather in various forms are used throughout the Realms, especially among races and peoples without a tradition for professional soldiers and feudal warriors.
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Jorkens
Great Reader

Norway
2950 Posts

Posted - 19 Aug 2010 :  16:39:19  Show Profile Send Jorkens a Private Message  Reply with Quote
quote:
Originally posted by capnvan

Jorkens,
I have one immediate concern on the subject of fighters. Bronze will get you very dead very quickly in a world where iron and steel exist. A bronze weapon will simply not penetrate steel armor, and a steel weapon will cut through bronze like it's not even there.

They simply won't co-exist for practical purposes — no warrior would wield or wear bronze if he has any choice for steel, and the "riddle of steel," once it's relatively widespread, would be almost universally adopted wherever practicable.



Exactly. That's the whole point. But if you use the steel and iron, you cant use magic. In areas where magic has a strong position either by religious or by tradition a warrior will have to fight by using lesser weapons and by using other tactics than a straight on fight. In many areas iron is seen as a metal created by others than the gods as it seems like their power doesn't affect it. Iron is still rare enough to make it expensive and little used as armour by anyone but nobles and elites. tin and copper is a lot more common in the Realms and the supplies of it is in some ways replenished by certain gods in an attempt to hinder the spreading of iron. It doesn't work that well.

A bronze sword can quite easily be worked magic on and enspelled in ways that will make it able to pierce most iron armour, but the brittleness of the metal will always put the weapon in danger of breaking. In general the ironsmiths are more on the iron age/early medieval stage, so high class steel is still rather rare. Armour is usually of iron or leather and bronze will work quite well against these. Even scale and lamellar will not protect against a bronze point if you know how to stab, even if a good chain would most likely break the point. Then again, it is quite a feat to break through a chain mail with a slashing weapon anyway and requires both great strength and a high quality blade.Another hindrance is the attempts to hide various iron ores, something that doesn't bother the dwarves, but has been a problem for many humans.

But at the moment a troop of mail wearing purple dragons would be nervous riding out against thunland raiders that used minor magic and family runes that helped them hide and sneak up on their opponents. Even if the mail protected the riders bronze arrows could then be used to snipe on their horses and the armoured parts of their bodies.
And if it came to close combat, the elders might have asked the spirit of the Tun river to bless their weapons so as to make them able to pierce the armour (giving the weapons a higher damage, but they are still brittle enough to break on a 1 or 2)which will also do a bit to even the odds.

Now, if they were to have with them a couple of war wizards they would be safer(although these would of course be the first victims of the thunlanders)which is one of the reasons why Cormyr has developed the organization. But even Cormyr has some problems with the opposition from the traditional minded parts of its own population in the north, which follow much of the tethen spirit lore and dislikes the effect the iron use and smithies have on their surroundings.

It is quite likely that in the future iron and steel will become totally dominant and then only rare mages and such will want to use anything else. But at the moment magic is still common enough, whether its background is in writing or from spirits, to make both superstition and practical hindrances for this.

But as the spread would be faster I have a feeling that the claim that iron originated in the last days of Netheril is false, it is most likely of a much newer nature.

Does this make any sense or am I just rambling?
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Elfinblade
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Posted - 19 Aug 2010 :  17:39:59  Show Profile Send Elfinblade a Private Message  Reply with Quote
Impressive Jorkens! Keep it coming ;)
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Jorkens
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Posted - 19 Aug 2010 :  21:49:22  Show Profile Send Jorkens a Private Message  Reply with Quote
Its not so worked out as you thing. Half of this is brainstorming which is why I appreciate the feedback.

The iron issue. One. I came to the Realms and Ad&d from a Swedish BRP variation called Drakar och Demoner (strange naming coincident eh?), the rule here was that magic and iron don't mix. magic weapons and armour had to be of other materials. It is a skill-based and classless system, so it is one way of limiting wizards.

Another is the idea that iron can repel and harm elven creatures. I like fairytales and would like to have the elves and dwarves more in than direction than the tolkienesque tradition. It also lets me keep the dwarves as the non magical race of D&D and at the same time combine it with the idea that dwarves are great magic workers.

I just use a cheap solution and claim that iron is a metal and ore that is said to not be a part of the original creation and therefore not a part of the magic that all of the present being is a part of. There might be something geological wrong with this, but there is magic in this world and no character can be a geological expert anyway, so I will use it.
Iron and steel can not be ensorcelled, bronze can, as can the various metals and alloys from Volos Guide to All things Magical. This makes these even more valuable and worth seeking out.

A caster can not throw magic whilst wearing iron or steel. Not even a dagger. The same goes for priests. I am a bit unsure about the wearing of armour at all, but I would say that wearing heavier armour than leather would force the caster to use the magic more as rituals and at a far slower speed. Maybe as much as 20 minus intelligence number of rounds?

Priests and wizards will give some more details on magic and make things even more confusing.

Just keep on asking, any questions help.

Edited by - Jorkens on 19 Aug 2010 21:50:28
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Jorkens
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Posted - 20 Aug 2010 :  07:58:33  Show Profile Send Jorkens a Private Message  Reply with Quote
This one is a bit short. Not to be blamed on a combination of Captain Beefheart, early Commodores and the Spencer Davis Group. There are to many things here I am not quite sure about yet.

Rangers

This name is used for two very different groups. In one case it is a common name for foresters and various specialized border guards of various lands. Cormyr, Chondath and several large trading coasters all use men and women like these to help as a combination of guards, killers and scouts.

The name is also used about a loose society of travelling warriors and sages that have strong ties to old the old deities of the tethen and the Turmishan. Many of their secrets are well hidden from people outside of the cult and the Harpers. Even though they are not as a group a part of the Harpers, there are very few rangers that don’t have some ties to the mysterious organization.

The origin of the Harpers are disputed. Some claim that they were originally guardians of the Turmishan Dancing Ring cult, who with the help of the triple ecstasy of Sharess, Jandath and Deneir, kept the land safe from the mostly hostile gods of Turmish. As the dances could last for days it was a constant danger that the worshippers of the hostile gods would attack the vulnerable participants. Therefore the rangers were organized to guard the dancers and defend them in any way possible, usually by combining ambush and spirit magic. Even today the rangers have close ties to spirits in their nearby surroundings.

Another part of the rangers history can be found among the tethen of the Sword Coast and ancient north Cormyr. In their mystery traditions Shandakul the son of Silvanus and of the Two Mothers of the World are tied to various locations of power, many of them places of magic and gates. The rangers are selected followers of Lurua that travel through the lands in the tracks of Shandakul to retain the reality of the universe against the unwinding of the Dreamer. The Child of the two Mothers and Father of Gods, Silvanus is placated and prayed to in an attempt to balance the two goddesses. To help them the rangers have learned various old Moon runes and secrets of Bird magic that aids them in strengthening the sites of power and in travelling the roads of Shandakul. In these travels they often ally with the bards that try to serve many of the same goals by singing and chanting the old truths that form reality and to keep time as a constant movement. This combination of the cyclic thinking of the rangers and the linear idea of the bards are united (often uneasily) within the Harpers and the groups goal has always been to form a triple balance between Nature, Time and Reality.


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Jorkens
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Posted - 21 Aug 2010 :  07:46:55  Show Profile Send Jorkens a Private Message  Reply with Quote
Some Debussy, some Crystals and a bit of Brownsville Station. I know a strange combination. This one was a bit difficult as through all the years no one has ever played a paladin nor have I used more than one or two as NPC's so I had no prior idea to work from.

Paladins/Knights.

There are a number of orders and groups of warriors within the Realms that see themselves as defenders of various ideals and beliefs.

The most common one is the armoured noble fighter that forms the backbone of the armies in the lands surrounding the Sea of Fallen Stars. These are usually mounted and decked out in the best armour and arms that is used in the area. Around the Vilhon this usually means lances, swords and mail of some sort. Examples of these are the knights of Cormyr gathered under the banner of the Purple Dragon, the Chondathan lancers and noble Athaer orders. The city’s of the Dragon Coast usually muster mercenaries bearing the same sort of arms. The knights of Turmish and Thay are usually mounted archers that specialize in fighting as individuals and in killing of enemy leaders and spell users. In Tethen lands there is an old tradition of a warrior cast of chiefs that protects the inhabitants; even today the lamellar clad warriors have a function as individual patrolmen and brigand hunters. The weaponry was traditionally the sword and spear, but will now wary from region to region.

In the North there are few warriors that fit these descriptions, as there are fewer areas with a strong nobility and the terrain is usually not ideal for horsemen. The noble warriors found here will, as those of the Moonsea, usually fight on foot and be armed with scale mail and heavy, long shafted weapons of some sort. Various stories are told of hidden groups serving the mysteries of the old Netherilian warrior cults.

In the South there are the mail-clad riders of the faceless Sasani brotherhoods with both riders and horses clad in chain or scale mail. The idea of heavily armoured cavalry has been tried by Zenthil Keep in recent years, but with limited success.

In most cases these armours and weapons will be made of iron in this age, but among the Thayvans, Turmishan and some areas of the North bronze is still common as it allows for the use of magic, something seen as dishonourable among the Chondathans and their neighbours.

The warriors mentioned until now are mostly the fighters found among the nobility and elites, fighting for themselves or their rulers, but there are also other warriors that fight for more lofty ideals, forming various brotherhoods and orders.

Many of the cults and faiths of the Realms are served by champions or wandering servants of the gods in various forms, but few do it in any organized fashion. Most of the various brotherhoods and orders of religious warrior-mystics encountered are servants of violent and destructive gods. There are the half crazed servants of Targus that attack out of the Turmish mountains in a drug-crazed frenzy, covered in runes and symbols drawn by their priests, but these seldom have a long life. There are lone hunters of various bloody deities such as Malar, Herana and the Demon cults of Thay, but these are loners living in what they see as direct contact with their god. Various other warlike gods, such as The Red Knight of Chondath, the tethen Tempus and raging Bhalerus of Calimshan have servants that crop up wherever there is war or bloodshed, but these are viewed with fear by most people and avoided. The same goes for the servants of the nature gods, which one never knows if will show a benevolent or destructive side of their deity. In other words, most servants of the gods which do not take to role of priests are viewed with a combination of awe and fear in most of Faerun.

The exception to this is in the lands of the Vast where the faith in the Triad of Tyr, Torm and Ilmater have formed a strong hold on the populace because of the gods protection against the servants of the Dark Lord Bane and his devils. The servants of these gods see themselves as holy warriors holding the chaotic enemies of mankind in check by strengthening the faith in the Triad and defending the gods followers wherever they can. In Impiltur and the Vast there are several fortified temples where young men and women spend years studying and training, preparing themselves for following the commands of the Triad and the lands rulers. Even warriors from lands as far away as Waterdeep have followed their visions and travelled to these fortresses and castles. They form a well respected (and in some ways feared) class half way outside of the common rules and regulations. They guard the traditions, the land and their faith from all intruders, both physical and spiritual.

Outside of the human race there are plenty of prophets and mystics that fight in the name of the gods or for their people, but these usually lack the wandering and seeking aspect of the religious knights. The elves have their hero- warriors that balance between two dimensions and draws power from both, the dwarves have their ancient Shield brotherhoods, but these are usually devoted to the community more than to a religious ideal or faith.


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Jorkens
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Posted - 22 Aug 2010 :  07:39:37  Show Profile Send Jorkens a Private Message  Reply with Quote
Well, I at least found out that writing to early Belgian Heavy metal like Dark Wizard and Crossfire is nearly impossible. Al Stewart and Crosby, Stills, Nash & Young are better choices.

This is the first part of this piece. The second one will come later.


Wizards.

The name or title of wizard can be considered more or less a collective term for the various types of spellcasters that draw their power from their own knowledge instead of prayers. Terms like runecasters, symbol makers, enchanters, mages, necromancers etc may refer to wizards using specific forms of magic or they might be used interchangeably, as most non-casters don’t know the difference. Some wizards are specialized in a single type of magic, or even in a single spell, whilst others vary between methods of casting and might have some basic knowledge about a huge number of spells. Some people bare the titles proudly whilst others would never consider themselves wizards, even if their abilities rivals many a proud enchanter.

The world is magic. The universe is magic. All creatures and all of creation is magic. Reality, dreams and time are all part of magic. All things have a true nature and name that is tied to magic.
These are the basic teachings among wizards of the the Western Inner Sea lands.

The accepted view among sages is that magic is the possibility to, to various degrees, manipulate these laws of being at the will of the caster. There are usually limits to the degree that this can be done, based on method and difficulty and the casters knowledge of both the magic used and the subject the magic might be used on. The most important limitation is on the change or alteration of the true nature of physical matter, in other words unravelling the work of the gods, which very few mages throughout time have been able to do. The outer form can easily be changed, but changing the true nature or spirit of matter is something that demands recreating a part of reality.

The knowledge of a True Name will always make the magic more potent, as will using a part of ones own true name when casting, something that can be very dangerous. In the North the belief around the True Names is especially strong and many believe that the true source of magic is contained within the name. This true name is said to be tied to the spirit and souls of all things created by the gods and raw magic. All living things and all of nature have various degrees of True Names. A rock has a true name (of little use), but is also part of the true name of a mountain and the knowledge of this will give a spellcaster both the ability to more easily communicate with the spirit of the mountain and also to strengthen any magic used against it. Even the winds and waves have True Names in some form, but the farther away from ones own species one goes the more difficult it is to fathom, even less understand, these True Names, some times they are words, some times they can only be drawn or written. Other times they contain a mixture of elements.

But to all of this there is one exception, one element of reality that has no ties to magic. Iron. This metal is said to have been introduced into the Realms as an enemy of magic. Who did it vary with the telling of the story; some claim that the dark god of the Moonsea lands was responsible, some claim that the hatred of the Queen of Air and Darkness was the origin and others claim that the war gods made it to free the mortals from the slavery of magic. Orcs see it as a blessing of the gods made to drive out the creatures of magic such as elves, who shun the material. Many legends tie iron to the fall of Netheril. Whatever its background, one thing is certain. Iron will hinder magic from flowing freely. Therefore no spell caster can be in contact with iron and no magic can be cast through it. This is the reason for the iron collar forced upon all citizens of the magic-hating land of Unther. Neither can an item containing iron be used to store magic or tied to its effect. Iron is susceptible to the effects of magic though, as the raw magic has then been formed into reality. Therefore a wizard can not hold a steel blade or wear iron mail, nor can he enchant the same directly, but he can throw spells on and damage a warrior wearing the same. The spread of steel and iron has in many ways changed the role of magic among many races of the Realms.


The raw magical powers themselves must be shaped by the caster in one way or another. It has been said that the methods are really as innumerable as the possibilities of magic itself, its just a matter of finding them. When such a method has been learned it can both be written down and passed on to others, which accounts for the numerous forms of magic and traditions found today.
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