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Forgotten Realms Campaign Setting PDF

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Preview Forgotten Realms Campaign Setting

Dark Perils and Great Deeds Await Welcome to Faerûn, a land of high magic, terrifying monsters, ancient ruins, and hidden wonders. From the forbidding forests of the Silver Marches to the teeming cities of the Inner Sea, Faerûn encompasses shining kingdoms, monster-infested wastes, endless caverns, and sinister citadels. The FORGOTTEN REALMS® Campaign Setting presents the most comprehensive fantasy world ever described! This book contains all the details you need to play DUNGEONS & DRAGONS® adventures in the FORGOTTEN REALMS setting: • A new full-color poster map of Faerûn. • Dozens of new races, feats, and prestige classes for your characters. • The Faerûnian pantheon, including over 100 deities and powers. • Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign. The FORGOTTEN REALMS Campaign Setting is fully updated and redesigned for the new edition of the D&D® game. To make full use of this book, you also need the D&D Player’s Handbook, DUNGEON MASTER’s Guide, and Monster Manual. EAN ISBN 0-7869-1836-5 Visit our website at www.wizards.com/forgottenrealms U.S. $39.95 Can. $55.95 Made in the U.S.A. WTC11836 FORGOTTEN REALMS® CAMPAIGN SETTING ® 610_T11836_001FRCover.qxd 2/27/01 9:34 AM Page 1 Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4 The Land of Faerûn . . . . . . . . . . . . . . . 5 The People. . . . . . . . . . . . . . . . . . . . . . . . 5 A World of Magic . . . . . . . . . . . . . . . . . 6 The FORGOTTEN REALMS Campaign . . 6 Chapter 1: Characters. . . . . . . . . . . . . . . . . 8 Creating a FORGOTTEN REALMS Character . . . . . . . . . . . . . . . . . . . . . . . 8 Character Races . . . . . . . . . . . . . . . . . 8 Character Classes . . . . . . . . . . . . . . . . 8 Character Region . . . . . . . . . . . . . . . . 8 Region-Specific Skills. . . . . . . . . . . . . 9 New Feats . . . . . . . . . . . . . . . . . . . . . . 9 Races of Faerûn . . . . . . . . . . . . . . . . . 9 Classes . . . . . . . . . . . . . . . . . . . . . . . . 22 Character Region . . . . . . . . . . . . . . . . . 28 Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Character Description . . . . . . . . . . . . . 39 Religion. . . . . . . . . . . . . . . . . . . . . . . 39 Vital Statistics . . . . . . . . . . . . . . . . . 39 Prestige Classes . . . . . . . . . . . . . . . . . . . 40 Arcane Devotee . . . . . . . . . . . . . . . . 40 Archmage . . . . . . . . . . . . . . . . . . . . . 41 Divine Champion. . . . . . . . . . . . . . . 42 Divine Disciple. . . . . . . . . . . . . . . . . 43 Divine Seeker . . . . . . . . . . . . . . . . . . 44 Guild Thief . . . . . . . . . . . . . . . . . . . . 45 Harper Scout . . . . . . . . . . . . . . . . . . 46 Hathran . . . . . . . . . . . . . . . . . . . . . . 47 Hierophant. . . . . . . . . . . . . . . . . . . . 48 Purple Dragon Knight . . . . . . . . . . 49 Red Wizard. . . . . . . . . . . . . . . . . . . . 50 Runecaster . . . . . . . . . . . . . . . . . . . . 51 Shadow Adept. . . . . . . . . . . . . . . . . . 52 Chapter 2: Magic . . . . . . . . . . . . . . . . . . . 54 The Weave . . . . . . . . . . . . . . . . . . . . . . 54 Wild Magic. . . . . . . . . . . . . . . . . . . . 54 Dead Magic . . . . . . . . . . . . . . . . . . . 56 Spellfire. . . . . . . . . . . . . . . . . . . . . . . 56 Secret Lore . . . . . . . . . . . . . . . . . . . . . . 57 The Shadow Weave . . . . . . . . . . . . . 57 Elven High Magic. . . . . . . . . . . . . . 58 Rune Magic . . . . . . . . . . . . . . . . . . . 58 Circle Magic. . . . . . . . . . . . . . . . . . . 59 Portals . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Unusual Portals . . . . . . . . . . . . . . . . 60 Building a Portal . . . . . . . . . . . . . . . 61 Spells of Faerûn . . . . . . . . . . . . . . . . . . 61 Cleric Domains. . . . . . . . . . . . . . . . . 62 Spell Descriptions . . . . . . . . . . . . . . 66 Chapter 3: Life in Faerûn. . . . . . . . . . . . 76 Time and Seasons. . . . . . . . . . . . . . . . . 76 Day and Night . . . . . . . . . . . . . . . . . 76 The Hours of the Day . . . . . . . . . . 76 The Calendar of Harptos . . . . . . . . 76 Marking the Years. . . . . . . . . . . . . . 78 Lore of the Land. . . . . . . . . . . . . . . . . 78 Climate . . . . . . . . . . . . . . . . . . . . . . . 78 Flora and Fauna . . . . . . . . . . . . . . . 79 Home and Hearth . . . . . . . . . . . . . . . . 80 Government . . . . . . . . . . . . . . . . . . . 80 City and Countryside. . . . . . . . . . . . 81 Class and Station . . . . . . . . . . . . . . . 82 Families. . . . . . . . . . . . . . . . . . . . . . . 83 Learning. . . . . . . . . . . . . . . . . . . . . . 83 Adventurers . . . . . . . . . . . . . . . . . . . 83 Language . . . . . . . . . . . . . . . . . . . . . 84 Coin and Commerce. . . . . . . . . . . . . . . 86 Labor. . . . . . . . . . . . . . . . . . . . . . . . . 86 Agriculture and Industry . . . . . . . . 87 Travel . . . . . . . . . . . . . . . . . . . . . . . . 90 Trade . . . . . . . . . . . . . . . . . . . . . . . . . 90 Coinage . . . . . . . . . . . . . . . . . . . . . . . 91 Magic in Society. . . . . . . . . . . . . . . . . . 92 The Art. . . . . . . . . . . . . . . . . . . . . . . 92 Religion. . . . . . . . . . . . . . . . . . . . . . . 93 Magic Items . . . . . . . . . . . . . . . . . . . 94 Craft and Engineering. . . . . . . . . . . . . 94 Fortifications . . . . . . . . . . . . . . . . . . 94 Ships . . . . . . . . . . . . . . . . . . . . . . . . . 95 Equipment . . . . . . . . . . . . . . . . . . . . 95 Chapter 4: Geography . . . . . . . . . . . . . . . 98 Exploring Faerûn. . . . . . . . . . . . . . . . . 98 The Heartlands . . . . . . . . . . . . . . . . 98 Anauroch. . . . . . . . . . . . . . . . . . . . . . . . 99 Chultan Peninsula . . . . . . . . . . . . . . . 103 Chult . . . . . . . . . . . . . . . . . . . . . . . . 103 Tashalar . . . . . . . . . . . . . . . . . . . . . 105 Cold Lands . . . . . . . . . . . . . . . . . . . . . 106 Damara. . . . . . . . . . . . . . . . . . . . . . 106 Narfell . . . . . . . . . . . . . . . . . . . . . . 108 Vaasa. . . . . . . . . . . . . . . . . . . . . . . . 109 Cormyr . . . . . . . . . . . . . . . . . . . . . . . . 111 The Dalelands. . . . . . . . . . . . . . . . . . . 116 The Dalelands Character . . . . . . . 116 The Dalelands Compact . . . . . . . . 116 The Dales Council . . . . . . . . . . . . . 118 A Sea of Troubles . . . . . . . . . . . . . 118 Archendale . . . . . . . . . . . . . . . . . . . 118 Battledale . . . . . . . . . . . . . . . . . . . . 120 Cormanthor . . . . . . . . . . . . . . . . . . 123 Daggerdale . . . . . . . . . . . . . . . . . . . 126 Deepingdale . . . . . . . . . . . . . . . . . . 128 Featherdale. . . . . . . . . . . . . . . . . . . 129 Harrowdale. . . . . . . . . . . . . . . . . . . 130 High Dale. . . . . . . . . . . . . . . . . . . . 131 Mistledale. . . . . . . . . . . . . . . . . . . . 133 Scardale. . . . . . . . . . . . . . . . . . . . . . 135 Shadowdale . . . . . . . . . . . . . . . . . . . 137 Tasseldale . . . . . . . . . . . . . . . . . . . . 140 Dragon Coast . . . . . . . . . . . . . . . . . . . 141 The Hordelands . . . . . . . . . . . . . . . . . 145 Island Kingdoms . . . . . . . . . . . . . . . . 146 Evermeet . . . . . . . . . . . . . . . . . . . . 146 Moonshae Isles . . . . . . . . . . . . . . . 148 Nelanther Isles . . . . . . . . . . . . . . . 150 Lake of Steam . . . . . . . . . . . . . . . . . . 151 Lands of Intrigue . . . . . . . . . . . . . . . 153 Amn . . . . . . . . . . . . . . . . . . . . . . . . 153 Calimshan. . . . . . . . . . . . . . . . . . . . 155 Tethyr. . . . . . . . . . . . . . . . . . . . . . . 157 The Moonsea . . . . . . . . . . . . . . . . . . . 159 The North. . . . . . . . . . . . . . . . . . . . . . 165 The High Forest . . . . . . . . . . . . . . 165 The Savage Frontier . . . . . . . . . . . 168 Silver Marches. . . . . . . . . . . . . . . . 171 The Sword Coast North . . . . . . . . 176 Waterdeep. . . . . . . . . . . . . . . . . . . . 178 Old Empires . . . . . . . . . . . . . . . . . . . . 182 Chessenta . . . . . . . . . . . . . . . . . . . . 182 Mulhorand . . . . . . . . . . . . . . . . . . . 184 Unther . . . . . . . . . . . . . . . . . . . . . . 186 Sembia . . . . . . . . . . . . . . . . . . . . . . . . . 188 The Shining South. . . . . . . . . . . . . . . 191 The Great Rift. . . . . . . . . . . . . . . . 191 Halruaa. . . . . . . . . . . . . . . . . . . . . . 194 Luiren. . . . . . . . . . . . . . . . . . . . . . . 195 The Shaar . . . . . . . . . . . . . . . . . . . . 197 The Unapproachable East . . . . . . . . 199 Aglarond. . . . . . . . . . . . . . . . . . . . . 199 The Great Dale . . . . . . . . . . . . . . . 201 Impiltur . . . . . . . . . . . . . . . . . . . . . 202 Rashemen . . . . . . . . . . . . . . . . . . . . 203 Thay . . . . . . . . . . . . . . . . . . . . . . . . 205 Thesk. . . . . . . . . . . . . . . . . . . . . . . . 209 The Underdark. . . . . . . . . . . . . . . . . . 210 The Vast . . . . . . . . . . . . . . . . . . . . . . . 214 The Vilhon Reach . . . . . . . . . . . . . . . 215 Chondath . . . . . . . . . . . . . . . . . . . . 217 Sespech . . . . . . . . . . . . . . . . . . . . . . 218 Turmish . . . . . . . . . . . . . . . . . . . . . 220 Western Heartlands. . . . . . . . . . . . . . 222 Beyond Faerûn . . . . . . . . . . . . . . . . . . 230 Kara-Tur. . . . . . . . . . . . . . . . . . . . . 230 Maztica. . . . . . . . . . . . . . . . . . . . . . 230 Zakhara. . . . . . . . . . . . . . . . . . . . . . 230 The Sea of Night . . . . . . . . . . . . . . . . 230 Selûne . . . . . . . . . . . . . . . . . . . . . . . 230 The Dawn Heralds . . . . . . . . . . . . 231 The Five Wanderers . . . . . . . . . . . 231 Chapter 5: Deities. . . . . . . . . . . . . . . . . . 232 Worship. . . . . . . . . . . . . . . . . . . . . . . . 232 Patron Deities . . . . . . . . . . . . . . . . 232 Sins and Penance . . . . . . . . . . . . . . 232 Changing Deities . . . . . . . . . . . . . . 233 Azuth. . . . . . . . . . . . . . . . . . . . . . . . . . 236 Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Chauntea . . . . . . . . . . . . . . . . . . . . . . . 238 Cyric. . . . . . . . . . . . . . . . . . . . . . . . . . . 239 Eilistraee . . . . . . . . . . . . . . . . . . . . . . . 240 Gond. . . . . . . . . . . . . . . . . . . . . . . . . . . 241 Helm . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Ilmater . . . . . . . . . . . . . . . . . . . . . . . . 242 Kelemvor . . . . . . . . . . . . . . . . . . . . . . 243 Kossuth . . . . . . . . . . . . . . . . . . . . . . . . 244 Lathander . . . . . . . . . . . . . . . . . . . . . . 244 Lolth . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Malar. . . . . . . . . . . . . . . . . . . . . . . . . . 245 Mask . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Mielikki. . . . . . . . . . . . . . . . . . . . . . . . 246 Mystra. . . . . . . . . . . . . . . . . . . . . . . . . 247 Oghma. . . . . . . . . . . . . . . . . . . . . . . . . 247 Selûne . . . . . . . . . . . . . . . . . . . . . . . . . 248 Shar . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Shaundakul . . . . . . . . . . . . . . . . . . . . . 250 Silvanus . . . . . . . . . . . . . . . . . . . . . . . . 251 Sune . . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Table of Contents 2 T11836_620_FRCampChIntro.qxd 11/15/01 1:39 PM Page 2 Talos . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Tempus . . . . . . . . . . . . . . . . . . . . . . . . 252 Torm . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Tymora . . . . . . . . . . . . . . . . . . . . . . . . 253 Tyr . . . . . . . . . . . . . . . . . . . . . . . . . . . 253 Umberlee. . . . . . . . . . . . . . . . . . . . . . . 254 Uthgar. . . . . . . . . . . . . . . . . . . . . . . . . 254 Waukeen . . . . . . . . . . . . . . . . . . . . . . . 255 Cosmology of Toril . . . . . . . . . . . . . . 256 The Outer Planes. . . . . . . . . . . . . . 256 Ao . . . . . . . . . . . . . . . . . . . . . . . . . . 258 The Afterlife . . . . . . . . . . . . . . . . . . . 258 Creatures of the Outer Planes . . . 259 Chapter 6: History. . . . . . . . . . . . . . . . . 260 Creation of the World. . . . . . . . . . . . 260 The First Flowering . . . . . . . . . . . . . 261 The Newcomers. . . . . . . . . . . . . . . 261 The Crown Wars . . . . . . . . . . . . . . 261 Netheril. . . . . . . . . . . . . . . . . . . . . . . . 261 The Nether Scrolls . . . . . . . . . . . . 261 The Phaerimm Onslaught . . . . . . 262 Fallen Empires. . . . . . . . . . . . . . . . . . 262 The Old Empires . . . . . . . . . . . . . . . . 263 The Orcgate Wars. . . . . . . . . . . . . 263 The Long Decline . . . . . . . . . . . . . 263 Calimshan . . . . . . . . . . . . . . . . . . . . . . 263 Rise of Chondath . . . . . . . . . . . . . . . . 263 Ages of Unity and Dissolution. . . . . 264 The Time of Troubles . . . . . . . . . . . . 264 The Tuigan Horde . . . . . . . . . . . . . . . 265 Recent Years. . . . . . . . . . . . . . . . . . . . 265 An Abbreviated Timeline . . . . . . . . . 266 Chapter 7: Organizations . . . . . . . . . . . 272 The Cult of the Dragon . . . . . . . . . . 272 Emerald Enclave . . . . . . . . . . . . . . . . 273 Fire Knives . . . . . . . . . . . . . . . . . . . . . 273 Harpers . . . . . . . . . . . . . . . . . . . . . . . . 274 Lords’ Alliance. . . . . . . . . . . . . . . . . . 275 Malaugryms . . . . . . . . . . . . . . . . . . . . 277 People of the Black Blood. . . . . . . . . 277 Red Wizards . . . . . . . . . . . . . . . . . . . . 278 The Seven Sisters . . . . . . . . . . . . . . . . 280 Shades . . . . . . . . . . . . . . . . . . . . . . . . . 280 The Xanathar’s Guild . . . . . . . . . . . . 281 Zhentarim. . . . . . . . . . . . . . . . . . . . . . 281 Adventure: The Color of Ambition. . . 284 Chapter 8: Running the Realms. . . . . . 288 Characters . . . . . . . . . . . . . . . . . . . . . . 288 Additional PC Races . . . . . . . . . . . 288 Monster Levels . . . . . . . . . . . . . . . 289 Creating Characters Above 1st Level . . . . . . . . . . . . 289 Patron Deities . . . . . . . . . . . . . . . . 290 Optional Rules . . . . . . . . . . . . . . . . 290 Running the Game. . . . . . . . . . . . . . . 291 Timekeeping. . . . . . . . . . . . . . . . . . 291 Terrain and Movement . . . . . . . . 291 Other Resources. . . . . . . . . . . . . . . 292 Known Dungeons of Faerûn . . . . 293 Campaigns. . . . . . . . . . . . . . . . . . . . . . 297 World-Building. . . . . . . . . . . . . . . . . . 298 Rewards . . . . . . . . . . . . . . . . . . . . . . . . 299 Awarding Experience . . . . . . . . . . 299 Gems of Faerûn. . . . . . . . . . . . . . . 300 Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . 301 Adventure: Green Bones . . . . . . . . . . . . 302 Chapter 9: Monsters . . . . . . . . . . . . . . . 308 Animal. . . . . . . . . . . . . . . . . . . . . . . . . 308 Beholder, Death Tyrant . . . . . . . . . . 309 Dracolich. . . . . . . . . . . . . . . . . . . . . . . 310 Gargoyle, Kir-Lanan . . . . . . . . . . . . . 312 Rothé . . . . . . . . . . . . . . . . . . . . . . . . . . 313 Shade . . . . . . . . . . . . . . . . . . . . . . . . . . 314 Index . . . . . . . . . . . . . . . . . . . . . . . . . . 315 Playtester Credits . . . . . . . . . . . . . . . . . . 320 Maps and Diagrams: Character Regions . . . . . . . . . . . . . . . . 29 Calendar of Harptos . . . . . . . . . . . . . . 77 Resources and Trade . . . . . . . . . . . . . . 88 Political Boundaries . . . . . . . . . . . . . . 100 The Dalelands. . . . . . . . . . . . . . . . . . . 117 Ashabenford . . . . . . . . . . . . . . . . . . . . 134 Evermeet . . . . . . . . . . . . . . . . . . . . . . 147 Nimbral. . . . . . . . . . . . . . . . . . . . . . . . 150 The North. . . . . . . . . . . . . . . . . . . . . . 174 Tharchs of Thay . . . . . . . . . . . . . . . . 206 A Scholar’s View of Abeir-Toril. . . . 231 Realms Cosmology. . . . . . . . . . . . . . . 257 Sidebars: Converting Core D&D Characters to FORGOTTEN REALMS Characters. . . . 9 Folk of Faerûn . . . . . . . . . . . . . . . . . . . 10 Faerûnian Names. . . . . . . . . . . . . . . . . 12 The Retreat, and After . . . . . . . . . . . . 14 Orcs and Their Kin . . . . . . . . . . . . . . . 16 Powerful Races . . . . . . . . . . . . . . . . . . . 21 Faerûnian Instruments . . . . . . . . . . . . 22 Druid Circles. . . . . . . . . . . . . . . . . . . . . 24 Monastic Orders. . . . . . . . . . . . . . . . . . 25 Special Paladin Orders. . . . . . . . . . . . . 26 Mage Runes . . . . . . . . . . . . . . . . . . . . . 27 Mage Runes and the Curse of Mystra. . . . . . . . . . . . . 28 Mystra and the Weave . . . . . . . . . . . . 55 The Story of Spellfire . . . . . . . . . . . . . 56 The Magister . . . . . . . . . . . . . . . . . . . . 57 Waterdeep’s Climate . . . . . . . . . . . . . . 79 Titles and Forms of Address . . . . . . . 82 The Concerns of the Mighty . . . . . . . 84 Masters and Apprentices. . . . . . . . . . . 92 Chultan Weapons. . . . . . . . . . . . . . . . 103 A Jungle Legend: The Uluu Thalongh. . . . . . . . . . . . 105 Glacier of the White Worm. . . . . . . 107 The Purple Dragon . . . . . . . . . . . . . . 115 The Lost Dales. . . . . . . . . . . . . . . . . . 116 Key to the Dales . . . . . . . . . . . . . . . . 118 Between Shieldmeets . . . . . . . . . . . . . 120 Aencar, the Mantled King . . . . . . . . 122 The Dragons of the Dragon Coast . 142 The Seas of Faerûn . . . . . . . . . . . . . . 146 Ghost Ships . . . . . . . . . . . . . . . . . . . . . 157 Zhent Terminology . . . . . . . . . . . . . . 162 Where Gods Walk . . . . . . . . . . . . . . . 165 The Uthgardt Barbarians . . . . . . . . . 168 The New Settlers . . . . . . . . . . . . . . . . 171 Tchazzar . . . . . . . . . . . . . . . . . . . . . . . 183 The Dark Side of Sembia . . . . . . . . . 189 Who Made the Great Rift?. . . . . . . . 192 Travel in the Underdark. . . . . . . . . . 210 Araundordoom . . . . . . . . . . . . . . . . . . 213 Gaulauntyr “Glorytongue” . . . . . . . . 220 Eldenser, the Worm Who Hides in Blades . . . . . . . . . . . 224 The Chosen of Mystra . . . . . . . . . . . 247 How the Art Came to Maulaugadorn . . . . . . . . . . . . . . 248 Alorgoth, Bringer of Doom . . . . . . . 250 Advancing the Years . . . . . . . . . . . . . 260 Lost Empires . . . . . . . . . . . . . . . . . . . 266 The Meaning of the Pin . . . . . . . . . . 274 Characters Above 20th Level . . . . . 289 The Haunted Halls of Eveningstar. 295 Tables: 1–1: Deity Conversion . . . . . . . . . . . . . . . . 9 1–2: ECL Experience Requirements . . . 21 1–3: Favored Deities by Region . . . . . . . 23 1–4: Character Regions . . . . . . . . . . . . . . 30 1–5: Feats . . . . . . . . . . . . . . . . . . . . . . . . . 33 1–6: Improved Familiars. . . . . . . . . . . . . 35 1–7: The Arcane Devotee . . . . . . . . . . . . 40 1–8: The Archmage . . . . . . . . . . . . . . . . . 41 1–9: The Divine Champion. . . . . . . . . . . 42 1–10: The Divine Disciple. . . . . . . . . . . . 43 1–11: The Divine Seeker . . . . . . . . . . . . . 44 1–12: The Guild Thief . . . . . . . . . . . . . . . 45 1–13: The Harper Scout . . . . . . . . . . . . . 46 1–14: The Hathran . . . . . . . . . . . . . . . . . 47 1–15: The Hierophant. . . . . . . . . . . . . . . 48 1–16: The Purple Dragon Knight . . . . . 49 1–17: The Red Wizard. . . . . . . . . . . . . . . 51 1–18: The Runecaster . . . . . . . . . . . . . . . 52 1–19: The Shadow Adept . . . . . . . . . . . . 53 2–1: Wild Magic Effects. . . . . . . . . . . . . 55 2–2: Portal Malfunction . . . . . . . . . . . . . 61 3–1: The Calendar of Harptos . . . . . . . . 77 3–2: Living Languages . . . . . . . . . . . . . . 85 3–3: Mundane Items . . . . . . . . . . . . . . . . 96 3–4: Special Items . . . . . . . . . . . . . . . . . . 97 3–5: Weapons . . . . . . . . . . . . . . . . . . . . . . 97 5–1: The Faerûnian Pantheon . . . . . . . 234 5–2: The Mulhorandi Pantheon. . . . . . 236 5–3: The Drow Pantheon . . . . . . . . . . . 236 5–4: The Dwarven Pantheon . . . . . . . . 238 5–5: The Elven Pantheon. . . . . . . . . . . 238 5–6: The Gnome Pantheon . . . . . . . . . . 240 5–7: The Halfling Pantheon. . . . . . . . . 240 5–8: The Orc Pantheon. . . . . . . . . . . . . 240 8–1: Common Monstrous Adventurers . . . . . . . . . . . . . . . . . . 288 8–2: Terrain and Overland Movement in Faerûn . . . . . . . . . . 292 8–3: Gems . . . . . . . . . . . . . . . . . . . . . . . . 300 8–4: Arcane Spell Scrolls . . . . . . . . . . . 301 8–5: Divine Spell Scrolls. . . . . . . . . . . . 301 Table of Contents 3 T11836_620_FRCampChIntro.qxd 11/15/01 1:39 PM Page 3 Or will hudns mma- Theyare and tertible company r more rechsive d w e h greater power, others toil in the servic ielders of magic, and their P ELMINSTER Male human (Chosen of Mystra) Ftr1/Rog2/Clr3/Wiz20/ Acm5/Epic4: CR 39; Medium-size humanoid; HD 1d10+7 plus 2d6+14 plus 3d8+21 plus 14d4+98; hp 219; Init +10; Spd 30 ft.; AC 29 (touch 17, flat-footed 25); Atk +17/+12/+7 melee (1d8+6/19–20, +5 thundering longsword) or +15/+10/+5 ranged touch (by spell); SA Sneak attack +1d6, turn undead 6/day; SQ Archmage high arcana, Chosen immunities, Chosen spell-like abilities, detect magic, enhanced Constitution, enhanced Intelligence, epic-level benefits, evasion, silver fire; SR 21; AL CG; SV Fort +17, Ref +13, Will +17; Str 13, Dex 18, Con 24, Int 24, Wis 18, Cha 17. Height 6 ft. 2 in. Skills and Feats: Alchemy +27, Balance +6, Climb +5, Concentration +34, Decipher Script +9, Diplomacy +6, Handle Animal +7, Heal +8, Hide +8, Intimidate +11, Intuit Direction +6, Jump +5, Knowledge (arcana) +27, Knowledge (geography) +22, Knowledge (history) +17, Knowledge (Dale- lands local) +17, Knowledge (nature) +17, Knowledge (nobility) +17, Knowledge (the planes) +22, Knowledge (religion) +12, Listen +13, Move Silently +8, Open Lock +6, Perform (dance) +6, Ride +8, Scry +27, Search +9, Sense Motive +11, Spellcraft +29, Spot +14, Swim +5, Tumble +5; Blooded, Craft Staff, Craft Wondrous Item, Expertise, Forge Ring, Heighten Spell, Improved Ini- tiative, Luck of Heroes, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Penetration, Twin Spell. Special Qualities: Archmage High Arcana: Arcane reach, mastery of counterspelling, mastery of elements, spell power +4 (total). Chosen Immuni- ties: Elminster is completely unaffect- ed by attacks that duplicate these effects: detect thoughts, disintegrate, Evard’s black tentacles, feeble- mind, finger of death, fireball, magic missile, sunburst, temporal stasis. Chosen Spell-like Abilities (all 1/day): dispel magic, lesser ironguard, see invisibility, shapechange, Simbul’s synostodweomer (converts prepared spells into 2 points of healing per spell level), spider climb, teleport without error, thunderlance, true seeing. Detect Magic (Su): Line of sight. Enhanced Constitution: The Chosen of Mystra template adds +10 to Elminster’s Constitution. Enhanced Intelli- gence: Elminster used wish spells to increase his Intelligence. His Intelligence score has a +4 inherent bonus included in its value. Epic- Level Benefits: Bonus spell level ×4 (included in the listing below), six effective levels of wizard and five of archmage (included in above total). Silver Fire (Su): See Chapter 2 for details. Cleric Spells per Day: 4/4/3. Base DC = 14 + spell level, 16 + spell level for evocation and enchantment spells. Domains: Magic (use spell trigger or spell completion devices as a 26th-level wizard), Spell (+2 bonus on Concentration and Spellcraft checks). Caster level 3rd. Wizard Spells per Day: 4/6/6/6/5/4/5/3/3/3/1/1/1/1. Base DC = 21 + spell level, 23 + spell level for evocation and enchantment spells. Caster level 25th. Signature Possessions: Ring of protection +3, amulet of natural armor +5, bracers of armor +7, ring of regeneration, mantle of spell resistance, +5 thundering longsword, Elminster’s eversmoking pipe. As a very powerful wizard, Elminster has access to incredible resources and can acquire or make almost any nonartifact item he might need, given time. Like his onetime apprentice Vangerdahast, this ancient wizard is finally starting to seem truly old, prone to long reveries in which he sees again people and places now long vanished. The strongest of Mystra’s Chosen rarely moves directly against his foes, preferring to work through younger and more vigorous heroes. The Sage of Shadowdale for years confounded the Zhentarim, the Red Wizards of Thay, and a hundred rival mages while at the same time training and rearing a long succession of apprentices who all became superb spellcasters in their own right. Before that he foiled renegade Chosen, helped found the Harpers, and raised several of the Seven Sisters. During the Time of Troubles, he saved Toril by holding Mystra’s power inside him- self, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic. He’s also a passable fighter and thief and a superb dancer. Elminster is a consummate actor and delights in acts of whimsy, helping the needy and lovelorn, and dispensing poetic justice to those who deserve it. He has a heart of gold, a deep need to bring tyrannical, pompous, and cruel persons low, and a crotchety, “Don’t push me” manner. After knowing the love of the goddess Mystra, nothing awes him or leaves him much afraid. CHARACTER DESCRIPTION TERMS The nonplayer character descriptions in this book, whether presented in a sec- tion of their own or in a brief parenthetical mention in the text, use a lot of abbreviations. See Chapter 8: Running the Realms for infor- mation about characters of higher than 20th level. Character Abbreviations: Standard Classes: Bbn, barbarian; Brd, bard; Clr, cleric; Drd, druid; Ftr, fighter; Mnk, monk; Pal, paladin; Rgr, ranger; Rog, rogue; Sor, sorcer- er; Wiz, wizard. Specialist Wizards: Abj, abjurer; Cjr, conjurer; Div, diviner; Enc, enchanter; Evo, evoker; Ill, illu- sionist; Nec, necromancer; Tra, transmuter. DUNGEON MASTER’s Guide Prestige Classes: Arc, arcane archer; Asn, assassin; Blk, black- guard; Def, dwarven defender; Lor, loremaster; Shd, shadowdancer. FORGOTTEN REALMS Prestige Classes: Acm, archmage; Chm, divine champion; Dev, arcane devotee; Dis, divine disciple; Gld, guild thief; Hrp, Harper scout; Hie, hierophant; Hth, hathran; Prp, Purple Dragon knight; Red, Red Wizard; Rnc, runecaster; Sha, shadow adept; Skr, divine seeker. DUNGEON MASTER’s Guide NPC Classes: Adp, adept; Ari, aristocrat; Com, commoner; Exp, expert; War, warrior. Other Abbreviations: LG, lawful good; NG, neutral good; CG, chaotic good; LN, lawful neutral; N, neutral; CN, chaotic neutral; LE, lawful evil; NE, neutral evil; CE, chaotic evil; Str, Strength; Dex, Dexterity; Con, Constitution; Int, Intelligence; Wis, Wisdom; Cha, Charisma; HD, Hit Dice; hp, hit points; Init, initiative bonus; Atk, attacks; Spd, speed; AC, Armor Class; SA, special attacks; SQ, special qualities; AL, alignment; SV, saving throw bonuses; Fort, Fortitude; Ref, Reflex; Will, Will. Introduction 7 Illustration by Sam Wood Elminster T11836_620_FRCampChIntro.qxd 11/15/01 1:40 PM Page 7 G uarded wizards of Thay, distrusted by the common folk of the Dalelands, seek deeper knowledge in the elven ruins of Cormanthor. Determined clerics of Tyr wander the cold lands of the Moonsea, battling against the sinister influence of the Zhentarim. Stout-heart- ed shield dwarves seek to free the plundered citadels of their ances- tors from the feral orcs and ogres that occupy them. Almost any kind of fantasy hero or villain may find a home in the FORGOTTEN REALMS® campaign setting. Faerûn is an old continent with hun- dreds of disparate cultures. In this world, your fighter is not defined simply by his Strength score of 16 and his mastery of the bastard sword. He is defined by his homeland, his training, and his background. Just as the Dungeon Master (DM) carefully crafts adventures to highlight the magic and perils of the far-scattered lands of Faerûn, each player contributes to the campaign a character whose personality, motivations, and attitudes reflect the heroes—or the villains—of a land shrouded in mystery, myth, and legend. Creating a Forgotten Realms Character Any character created using the rules in the Player’s Handbook works as a FORGOTTEN REALMS character, but this chapter explains how to create a character tailored for Faerûn and ground- ed in all the rich detail of the setting. To create a 1st-level char- acter, turn to the beginning of the Player’s Handbook and use the steps outlined in the Character Creation Basics section. Follow the Player’s Handbook steps in character creation but add in the additional features to Step 2: Choose Class and Race (choose a region here as well), Step 7: Select a Feat, and Step 8: Review Description we describe in this chapter. Character Races Faerûn is home to hundreds of intelligent races and gives rise to dozens and dozens of potentially heroic paths. In a FORGOTTEN REALMS cam- paign, a number of new character races are available for players. The standard races described in the Player’s Handbook are present in Faerûn, although they’re often known by names specific to Toril, the planet the continent of Faerûn is located on. For example, the standard dwarf is known as the shield dwarf, although gold dwarves and gray dwarves are commonplace adventurers. Moon elves, rock gnomes, and lightfoot halflings correspond to the Player’s Handbook elf, gnome, and halfling, respectively. Humans and half-orcs don’t have any spe- cific subraces in Faerûn, but your choice of home region (see below) adds a new level of detail to these characters, too. Character Classes Some of the classes described in the Player’s Handbook have signifi- cant new opportunities in the FORGOTTEN REALMS setting. For example, every cleric chooses a patron deity from the expansive Faerûnian pantheon. Many of these deities have access to new domains not described in the Player’s Handbook. In addition to the prestige classes described in the DUNGEON MASTER’s Guide, your character can now aspire to join one of a number of new prestige classes specific to Faerûn. While beginning characters won’t qualify for the archmage class, the Faerûnian prestige classes are something a character may choose to strive toward right from 1st level. Character Region The Player’s Handbook only requires you to choose a race and a class, but the FORGOTTEN REALMS campaign setting also gives you the ability to further define your character by choosing a region in which your character grew up (or at least gained most of her early experience). Your native region helps define your character as part of the world of Toril and gives you additional choices for which feats and equipment you can have. Each race and class description lists a number of suggested regions in which that type of character is particularly common or encour- aged by the principal culture. If you choose a region where your char- acter's class is favored, your character gains access to special regional 8 T11836_620_FRCampCh01.qxd 11/14/01 2:34 PM Page 8 feats and bonus starting equipment. See Table 1–4: Character Regions for a list of the possible regions and the specific benefits, and consult the Regional Feat Regions map to help in selecting a region. Region-specific Skills A character’s region may also affect his or her list of skills. As a gen- eral rule, characters with the Knowledge skill often focus on the region in which they grew up, although characters may focus on regions in which they have lived as adults or which they have studied in books. Regional Focus: A character may choose to add a regional focus to the geography, history, nature, nobility and royalty, or religion areas of the Knowledge skill. The regional focus provides a +2 bonus on Knowledge checks that pertaiun to the region in question. For example, a character may choose Knowledge (Sembian history) instead of Knowledge (history) in order to be particularly adept at Knowledge (history) checks pertaining to Sembia. Local Knowledge: The Knowledge (local) skill per se does not exist in a Forgotten Realms campaign. Instead, a character who chooses Knowledge (local) must specify the region his knowledge applies to. For example, someone familiar with the legends and per- sonalities of Sembia would take the Knowledge (Sembia local) skill. New Feats This chapter introduces a number of new feats appropriate to vari- ous lands and cultures of Faerûn. A shield dwarven cleric might learn to fix her spells to objects through the Inscribe Rune feat, while a Mulhorandi mage could delve into the dangerous lore of the Shadow Weave and learn to tap sources of magical energy that most wizards dare not touch. Of course, all the feats described in the Player’s Handbook are still available to Faerûnian characters. Races of Faerûn Faerûn is inhabited by hundreds of different races. Some races are native and have lived here for uncounted thousands of years. Others arrived over centuries of migration and conquest from other planes and worlds. The races most commonly found as player characters— humans, dwarves, elves, half-elves, half-orcs, halflings, and gnomes— are descended from both Faerûnian natives and immigrants from other worlds. Because of their complex ancestry, members of most of these races and subraces display a wide range of skin and hair colors. As a further consequence of their mixed heritage, humans, dwarves, elves, and the other major races of Faerûn have much in common with their kin on other worlds. Rather than repeating facts that have been established in the Player’s Handbook, this section focuses on the ways in which the races and subraces of Faerûn differ from the standard races described in the Player’s Handbook. Languages: Automatic and bonus languages for all races appear in the race descriptions, since Faerûn is home to a number of unique tongues. In the case of races for which “home region” appears in the race description—for example, humans or planetouched—the lan- guage selection is determined by the character’s home region. See Table 1–4: Character Regions for details. A character’s choice of race and region determines her automatic and bonus languages. Table 1–4: Character Regions supersedes the automatic and bonus language information in the Player’s Hand- book. However, the following languages are always available as bonus languages to characters, regardless of race or region: Abyssal (cler- ics), Aquan (water genasi), Auran (air genasi), Celestial (clerics), Common, Draconic (wizards), Dwarven, Elven, Gnome, Goblin, Giant, Gnoll, Halfling, Ignan (fire genasi), Infernal (clerics), Orc, Sylvan (druids), Terran (earth genasi), and Undercommon. Druids also know Druidic in addition to their other languages. Regions: Each race description gives the primary regions or strongholds of the race. Characters can choose one of these regions for their home region, they can default to the general racial entry for their region, or they can choose to be from elsewhere in Faerûn. The information given in this section helps you construct a charac- ter, but does not directly affect your character’s starting feats or equipment. The regions/cultural descriptions that key into the regional feats and equipment on Table 1–4: Character Regions are those listed in the Classes section. HUMANS Compared to most of the nonhuman races, who tend to get along with others of their own race reasonably well, the humans of Faerûn are divided into innumerable competing nations, states, sects, religions, bandit kingdoms, and tribes. Humans argue about anything, fight about most things they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior. Characters 9 Converting Core D&D Characters to Forgotten Realms Characters If you created a character with the Player’s Handbook and would like to bring that character into the FORGOTTEN REALMS campaign setting, the biggest point of conversion lies in the differences between the pantheons. Table 1–1: Deity Conver- sion shows which FORGOTTEN REALMS deities correspond to the Player’s Handbook deities. TABLE 1–1: DEITY CONVERSION Player’s Handbook Deity FORGOTTEN REALMS Deity Boccob Azuth, Mystra, Savras, Velsharoon Corellon Larethian No change Ehlonna Mielikki Erythnul Cyric, Garagos, Malar Fharlanghn Selûne, Shaundakul Garl Glittergold No change Gruumsh No change Heironeous Torm, Tyr Hextor Bane, Loviatar Kord Lathander, Tempus, Uthgar Moradin No change Nerull Cyric, Malar, Talona Obad-Hai Silvanus Olidammara Oghma, Sune, Tymora Pelor Ilmater, Lathander, Torm St. Cuthbert Helm, Hoar, Tyr Vecna Shar, Velsharoon Wee Jas Azuth, Kelemvor Yondalla No change Also, the subraces of Faerûn vary from those presented in the Player’s Handbook and the Monster Manual. For simplicity, choose the FORGOTTEN REALMS subrace that matches the racial ability score modifiers for your character. Standard elves become moon elves, standard dwarves become shield dwarves, standard gnomes become rock gnomes, and standard halflings become lightfoot halflings. T11836_620_FRCampCh01.qxd 11/14/01 2:35 PM Page 9 The longer-lived races of elves and dwarves tend to have respect for individual humans who deserve it without necessarily respecting the entire race. The elves have difficulty forgetting that the first human empires of Netheril, Raumathar, Narfell, and other ancient lands were built upon magical secrets borrowed or looted from the elves. The fact that those early human empires invariably corrupt- ed themselves with evil magic does not reassure the elves. The dwarves, particularly the shield dwarves of northern Faerûn, respect humans as fierce warriors, but fear that there would be little room for their race in a world dominated by humankind. Humans don’t see it that way, of course. Their greatest heroes out- shine the deities themselves, or become deities in their own right. Unfor- tunately, the same could be said of humanity’s greatest villains, and that is the challenge facing any human adventurer. Power comes at a cost. Regions: Humans can be found in almost every corner of Faerûn. Decide what character class you wish to play and pick a region listed in the class description, consult Table 1–4: Character Regions or browse through Chapter 4: Geography for a region that seems appro- priate to your character. Racial Abilities: Human characters, regardless of region, have all the human racial traits given in Chapter 2 of the Player’s Handbook except as follows: • Automatic Languages: Common, home region. Bonus Languages: Any (other than secret languages, such as Druidic). DWARVES Dwarves ruled vast kingdoms beneath hill and mountain long before humans wandered into Faerûn. Many sages suspect that the first dwarves came to Faerûn millennia ago in a great migration from another plane. However, it occurred so long ago that evidence of it is almost nonexistent, and meanwhile the dwarves are now as natu- ral a part of Faerûn as the mountains themselves. The two main dwarven subraces are the shield dwarves of northern Faerûn and the gold dwarves of the far south. The gray dwarves, or duergar, are an Underdark race less common than their surface kindred. The gray dwarves are generally evil, although a few exiles defy this rule. Male dwarves of any type take pride in their beards, the most remarkable of any race. Some female dwarves of Faerûn can grow beards, too, often passing as males among the nondwarves of the sur- face lands. Dwarven women may choose to shave their beards to match human-style expectations of beauty, while others glory in luxurious plaited beards that match their hair or wear sharply cut goatees. For many generations the dwarven race declined in numbers from endless wars with orcs and their kin. However, in the Year of Thunder (1306 DR), the great god Moradin bestowed a new blessing upon his people. The dwarves tell different stories about the source of this blessing, which they refer to as the Forge or the Thunder Blessing. Some say that it was the result of a mighty quest by a dwar- ven heroine. Others say that Moradin had planned to reforge his peoples’ souls all along. Whatever the source of the blessing, the birthrate among dwarves has soared until it is now fully half as high as that of a young and vigorous human land. The new dwarven generation is commonly referred to as the thunder children. Nearly a fifth of dwarven births after the Thun- der Blessing have resulted in identical or fraternal twins. The thun- der children share little of the fear and distrust of arcane magic possessed by their ancestors. Most dwarves still feel more com- fortable wielding an axe instead of a wand, but many thunder chil- dren, particularly the twins, study wizardry or the sorcerer’s arts. In the past few years, these thunder children have come of age, and dwarves are once again a common sight in Faerûn. Many young stout folk leave their homes in groups of a hundred or more to found new clans in hills unclaimed by other dwarves. Others have chosen to wander the world, seeking glory and wealth. Characters 10 Ah, humans, now. There’re a lot of us, to be sure, flung far across all these lands, and more besides, across the sundering seas. We battle like orcs and dream like elves and work harder than all but the dwarves at their forges—and we cover Faerûn. There was a time when any fool could have told you where the folk of this land or that came from, but now we sail or ride so far and often that we’re all from everywhere. Even the most isolated villages hold folk who hail from they know not where. Yet you can still tell something of where someone hails from by their hair and build and skin and manner, though any traveler knows not to assume too much from a quick glance. Remember that, and hearken: If you look upon tall build, pale skin, hair of flame or straw, and eyes of hazel or blue, slow to speak, apt to frown at cities and go wide-eyed in wonder at finery or magic, then you look upon a Northerner of the Sword Coast. If such a one has darker hair, more muscular build and speaks swifter, he may be from the Moonsea North, or easterly in the Cold Lands. Both kindreds roar at war and in drink, and like to sing—long rising and falling chants. They spit and growl and can speak many words with their glares. If folk are of medium height and all manner of hues about their hair and eyes, you gaze upon Heartlanders. They’re more stocky— burly, some say—in the Dales, and apt to be fine-featured and handsome in Cormyr and Tethyr, with more Southern blood (black hair, yellow or orange eyes, and dusky skin) in Waterdeep, Amn, the Dragon Coast, and Sembia. Heartlanders are soft-spoken and careful, knowing well how easy it is to offend, with so many folk brushing blades past each other. The folk of Turmish are dark brown in the skin and black in the hair. The Vilhon Reach and the Border Kingdoms about the Lake of Steam are crossroads where all folk mix and marry—and look it. Courtesy and fair speech are virtues in these lands, and these folk weave wondrous compliments into every greeting. Calimshan, now, is a place of dusky skin—nut-brown to ochre— with much black body hair that the sun may bleach almost white. Shorn and shaved and oiled often, such hides turn golden. Thayans are much the same. Dark dun skins can be seen in the Old Empires, alongside red eyes and paler skins, many the hue of new parchment. The slaves there betray many bloodlines from other lands. Proud they are, all these people, and sharp of brows and looks, with finely chiseled features. In the lands around the Easting Reach they turn slender and shorter and agile, soft-spoken again like Heartlanders. Beyond, in Rashemen and Narfell, skins go swarthier and manners are hard as a well-made blade. It is said that no Nar can rest until he avenges the smallest slight with blood, and any Rashemi is capable of finding an insult in the most innocuous of remarks. Why the gods make us all different, only they know. —Olram Faravaerr, Merchant of Mintarn Folk of Faerûn T11836_620_FRCampCh01.qxd 11/14/01 2:36 PM Page 10 Gold Dwarves Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerûn. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders. Regions: The ancestral home of the gold dwarves is the Great Rift, located in the dry plains of the Shaar. Gold dwarven outposts can also be found in the Smoking Mountains of Unther and in the Giant’s Run Mountains west of the Vilhon Reach. The gold dwarf entry on Table 1–4: Character Regions describes characters raised in the Rift. Racial Abilities: Gold dwarves have all the dwarven racial traits given in Chapter 2 of the Player’s Handbook except as follows: • +2 Constitution, –2 Dexterity: Gold dwarves are stout and tough, but not as quick or agile as other races. • +1 racial bonus on attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark. (This replaces the attack bonus against orcs and goblinoids.) • Automatic Languages: Dwarven, Common, home region. Bonus Languages: Giant, Gnome, Goblin, Shaaran, Terran, Untheric. Gray Dwarves Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslave- ment and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers. The gray dwarves are an evil and bitter race, but retain the supe- rior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armor and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means aban- doning the evil gods of the duergar and embracing the traditional dwarven pantheon, while for others it is a more practical betrayal, usually involving stealing from other gray dwarves. When discov- ered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal, and cast out under penalty of death. Some clans secretly aid their outcasts—or encour- age them to leave before they are found out. To return is to die. This grim fate drives most outcasts to the surface, where they struggle to survive in an unwelcoming world. The surface dwarves hate the duergar because they turned to evil, and no other surface races hold much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles, although a small number were lucky or smart enough to leave before being discovered. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin. Characters 11 Illustration by Matt Wilson Shield Dwarf Human Rock Gnome Deep Gnome Gold Dwarf Gray Dwarf T11836_620_FRCampCh01.qxd 11/14/01 2:38 PM Page 11 CHABACTERS _.IcL ong humans alone, its inhabitants bear literal- usands of names. Some folk have no sur- common clan name, and others have a ellation. In Tharsult, “Tashalar, and the . Border Kingdoms, the word “s&’ is much used. It means “of the blood of,” and denotes a famous ancestor-or falsely claimed ancestor-so that a‘ farmer might be “Baer sar Thardizar,” after the famous warlord of centuries ago. Older usages such as “of the” and the name of a trade or placei (such as Ruthrir 0’ the Forge and Sammert d the Hollow) are falling out of favor and are now rarely heard Onlyyimrds and the ’ nost haughty adventurers use personal achievements in their Elven @row): Male:.Alak, Drizzt, Ilmryn, Merinid, Tebryn, Zaknafeip. Female: Akordia, Chajithra, nya, Nedylene, a u t , SiNafay, Vlondril. Surname$: Aba Cobya, Glannath, Illistyn, Phara, Seerear, Vrinn, Xiltyn. Gnome: Male: Burgell, Colmarr, Dorgan, Fa Orlamm, Rondell, Stolig. Female: Calanddra, ?3r Lissaj Meree, Nathee, Zefazadda. Surnames: Bla Freatorm, Rivenstone, Tavartarr, Uvaikk, Whitehorn. Halfling: Male: Blazanar, Corkapry, Dalabrac; Halandar, OmErt, Roberc, ’Thiraury;Wilimac. Female: Aloniira, Calathra, Deldiira; Melinden, Olpara, Rosinden, Tara,” Weninda. Surnaqes: Bramblefoot, ,DarQagon, Hardingdale, Merrymar, Occupations cac be seen . Hslraaan: Malt: Aldym, Meleghod;, Pres/ for “works 2- >rks - mer;Sandrue, Tethost, Urega hlaethe, Chalan, er, herder was-a guard or vhbite, Darants, and turnstone a miller. Gedreghost, Maurmeril, Stamaraster, Zorastryl. = since areas sharing a Lntanecle: Male: Eberc, Fodoric, Koger, Lambrac, Midoc, Norbert; Samber, Tibidoc. Female; Avilda, Bersace, Cbarisy, Mel- sany, ’ Phaerilda, Ravace, Umbrasy. Surnames: Angalstrand, Decirc, Lamstrand, SeKorc, SeLanpra,$eMilderic. Illmkan: Male: Ander, Blath,%ran, Frath, Geth, Lander, Luth, Malckr, Stor, Taman, Urth. Female: Amafrey, Betha, Cefrey, Kethra, , Mar‘a, Olga, Silifrey, Westra. Surnames: Brightwm Helder, Hornraven, Lackman, Stonar, Stormwind, Wmdrivver...

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