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The Realms
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These are not the Realms as you know them.
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Life in the Realms
           
This adventure is set in the Forgotten Realms, known as simply "the Realms" (or occasionally, among a few scholars, "Faerūn") to its inhabitants. Faerūn encompasses all of the known lands of the world (or at least those known to the PCs), yet more lands are said to lie beyond them - such fabled places as the mysterious Unapproachable East, where it is said that the people kill strangers with a mere touch and dragons rule the land, or legendary Halruaa, where even the lowliest page or scullery maid is more powerful than the mightiest mages, or even mythic Evermeet, from whence the Elven Queen rules her Court.
           
In this game only the Heartlands (considered to be the area west of the Vast and north of Amn, excepting the Moonshaes) may be familiar to the PCs and available as background locations. Humans are the dominant race of Faerūn, replacing the elves before them. While any other race might be found in almost any place, there are places they're more common than others - humans are ubiquitous, but the other races are much less common than standard Forgotten Realms lore indicates. While not rare enough to cause comment, the presence of a nonhuman is uncommon enough to take note of (and village children - and maybe adults - would stare).
           
Most people can read, thanks to the local priest of Deneir. Sexism isn't particularly widespread, and there is practically no racism between the subspecies of humans (though there isn't really much variation from the caucasian standard of the Heartlands, and what other subraces there are tend to be from foreign lands). Barter, copper and silver are the coins of the Realms, and it isn't unusual for the young to head out on their own in search of gold and glory (though 'on their own' usually means joining an adventuring company).
           
Magic is fairly uncommon, and magic-users are held in healthy respect. People worship many different gods as they go about their lives, but most choose one faith to belong to so that when they die and their souls travel to the Plains of the Dead and lose all memory, they will be taken to serve in the realms of their god rather than be left forever in the land of the dead under the shadow of the Bone Castle - or, if they've been wicked in life, condemned to the Nine Hells.
Everyday life:
           
The lower class is up at or before dawn, tending to the work they do to survive. Some have no choice in what they do, others do, but the wealth earned is mostly in bartered goods, and leaves just enough for a (hopefully) decent life and whatever taxes are required of them - and when they have coins, they're of copper. Inexperienced help (apprentices for example) usually earn nothing more than the meals they eat, the roof over their heads and the knowledge of the craft they work at. Work continues until it's too dark to see, or until bedtime if it can be done indoors, and free time for other pursuits is hard to come by. However, most adults can read at least a little, if slowly and without too many fancy words in the way. The gods of everyday life (such as Chauntea, Umberlee, Shar, Ilmater, Malar and Myrkul) are worshipped more than any others, and often it is their priests who grant the children of their parish what little education they receive. Geography, politics, other races and languages, history, mathematics and other such concerns aren't a part of their lives, and most never travel farther than the next village, most not even that. Many adventurers and other mercenaries come from this walk of life.
           
The middle class - primarily merchants, well-established craftsmen, mercenaries, soldiers and lesser nobles - rise at dawn or not long after to begin their work, which is generally less menial than that of the lower classes. In theory most pick the trade they wish to follow, but in practice the family trade is usually passed down, as it's all they know (but they know it well). Their work generally continues until nightfall, when dinner is eaten and there is time for other pursuits and interests. The middle class often has at least a little silver coin, sometimes even for the apprentices, and there's room for a little luxury now and then - and most members of the middle class have enough education to read, write and count tolerably well, sometimes even in more than one language (though it isn't common). Sometimes it's the clergy of a patron god that educates the young, but often the children learn what they need to know from their family. There's room for less survival-oriented faiths, and a more stern view of the worship of darker powers (such as Shar and Malar). Despite this relatively easier life, some adventurers and many priests, soldiers and squires come from the middle class.
           
The upper class is composed mainly of nobles, wealthy merchants and other powerful people such as high priests and some few adventurers. They often have servants to take care of the menial details of their lives such as cleaning, cooking or going to the market, and the luxury of rising at what hour they wish and working as long as they wish (though sustaining their position often requires at least one member of the family to work several hours each day). They have the time and money to spend on esoteric interests, and are usually well-educated and at least marginally aware of the doings of the other powerful people in the area - and perhaps the wider Realms as well. Their position and occupation is usually inherited, though most have the freedom to seek other means of earning their way if they choose. They have the most wealth invested in coinage and deal primarily in gold and trade bars. It's the upper class that has the most opportunity and inclination to follow more esoteric gods, such as Siamorphe, Oghma, Sune and Azuth, and often the high priests of any faith come from this background. Due to the multitude of nobles' children with money, too much time on their hands, no great inheritance and a high opinion of themselves compared to the rest of humanity, a great many adventurers come from this background as well.
Back to Life in the Realms
Interracial relations:
           
The dwarves are a race in decline; constant warring has reduced their numbers to but a fraction of ages past, and it seems fewer dwarves are born each year. They live in mountain strongholds dug deep into the earth, and are, as a society, isolationists; they tolerate the other races to trade with, but few venture forth from among them. They have a fierce hatred of goblins, and are not all that fond of elves. Dwarves are considered children by their elders until the age of 20, and children never, never leave their home and hearth or are risked by exposure to the world and people outside. They attain the status of adulthood at the age of 50. Dwarves are more common in the North than anywhere else, though they populate most of the mountain chains of Faerūn - and they avoid the hot, humid climates, built better for the cold.
           
While not exactly rare, elves are nowhere near as populous as mankind, and they dwell in or around the forests that comprise their territory. Once the rulers of Faerūn, the elves' power is steadily dwindling, and only one of their great nations remain: the Elven Court in Cormanthor. (There are no elves in Sembia due to that nation's hostile stance against them.) Though often somewhat aloof or condescending, the elves get along well with humans - usually. Due to their long lives, elves are considered children by their elders until the age of 50 or so, and aren't considered adults until they're about 100.
           
Treated as a separate race due to the significant differences between them and both their parent races (primarily their lifespan), half-elves are slightly more common than elves, and are often liasons to the elven nations. Usually they seem even more distant than the elves, but have no problems with the other races, but because of their special status as offspring that will outlive generations of their human family but will die far before their elven family, they must struggle to fit in with either side, and generally find it easier to live with humans, though they find half-elves grow increasingly aloof over the years as the people they grew up with age and die; most need such shields to protect them from the toll time takes. However, the humans are perhaps easier to deal with than the elves, who often unconsciously (and sometimes consciously) patronize them, treating them as they do the short-lived humans - unwilling to engage them in their pursuits, the results and rewards of which often aren't achieved or perfected within a half-elf's lifetime.
           
Halflings have no nation or language of their own, and tend to live sedentary and peaceful lives scattered among and between human communities - especially in the Dalelands, where they're an almost common sight. Halflings are a good-natured, genial people who favor a warmer temperate climate and pastoral countryside, and theirs is the society that most mirrors mankind's. They have no problems with the Big Folk or other races, but are wary of them - often even other halflings have a hard time settling into a community unless they have blood ties there - but then, thanks to their large families, most do. They are not an uncommon sight in most rural towns and villages, often trading or dropping by on the way to visit relatives. However, adventuring is generally frowned upon as a pursuit for decent halflings, and those who become adventurers by choice are more rare even than gnomes.
           
The rarest of all the 'common' races, gnomes favor colder regions and live almost exclusively in the North. Like halflings they have no country of their own, but unlike them they have their own secret culture, and are wary as dwarves at letting others learn of it - though they have a soft spot for children. Gnomes wear their red stocking caps the way dwarves wear their beards - with pride - and like dwarves they love beer, but unlike dwarves the gnomes are attracted to parties and celebrations - and are best known for their notorious sense of humor. They seem to have no problem with any of the races, but in some ways their secrecy makes them more aloof than any others.
           
The other races of the Realms are either not populous enough or not friendly enought towards humans to be taken note of here, apart from mentioning that there's a reason most of the Realms remains a frontier, and that the nonhumans not mentioned here are called monsters by mankind. They have no recognized kingdoms of their own, but occasionally they have been known to form huge hordes and come pouring down into civilized lands, pillaging until driven back into the wastes from whence they came.
           
The relative ratio of nonhumans to humans, from the greatest number to the least, is:
Human - halfling - elf - half-elf - dwarf - gnome.
Back to Life in the Realms
Monsters:
           
Monsters - everything from goblins to will'o'wisps to ghosts to dragons - are a concern for everyone who lives outside a city - and that's almost everyone. Some may be superstition, others legend, but the wilds crawl with things that aren't friendly to mankind. Goblins are said to steal children in the night, trolls lurk the lonely moors, and every now and then a horde of orcs pours from the wastes to pillage and loot everything in their path. Most terrifying of all are the dragons that terrorize the land when they emerge from the wilderness to sate their hunger for gold and for flesh.
           
But despite these horrors, the most common threat to the average peasant is hunger, sickness, and beasts such as the wolves that howl outside their doors in the winter. Children are frightened with tales of ogres and giants, but for most the greatest fear is war or plague.
           
The most common monsters are, from greatest to least:
bandits/marauders - wolves - bears and wolverines - goblins - orcs - misc. deep-wilderness monsters - dragons.
Magic and the supernatural:
           
Magic is a fact of life, but for most people it's the same as nuclear physics - they know it's powerful, but they have no idea what makes it work. The supernatural in general isn't exactly feared, but it's certainly distrusted - but those who can bend magic to their will make those who don't uneasy. This is the view of the greater population; adventurers, mercenaries and those who live in cities aren't quite so skittish about it - and the Weave is something of a comfort, a kind of guarantee that magic won't go haywire and kill everyone (a message the church of Mystra spreads whenever possible). Also, leaders often hire those with magical powers to serve them - as long as they aren't too powerful.
           
Things taken for granted in the original setting and most games: Magic isn't something easily gained, and things of it or pertaining to it aren't conveniently sold in magic shops - there are no magic shops. Disturbing the dead is not well regarded in most places; such matters as raising the dead, commanding the dead or speaking with the dead aren't taken lightly. To disturb the dead is seen as an offense and an obscenity - not to mention that most folk fear reprisal from the ghosts of those angered.
Back to Life in the Realms
Religion:
           
Religion is important to everyone, but is neither treated like modern-day religion (with it's all-powerful God pervasive through the lives of his followers) nor standard game religions (with their clear-cut division between gods of Good and of Evil). There is no doubt that the gods exist, and they touch on every walk of life, but because there are so many and their influence waxes and wanes with their following, they aren't so all-encompassing in people's lives - they exist and must either be placated or prayed to at certain times, but beyond immediate need, few people think much about them in everyday life (apart from the almost-automatic rote prayer for certain occurrences, such as bad luck or brewing storms).
           
There is one exeption to this - almost everyone has a patron god, whether inherited or chosen, whose dogma and customs they more or less try to follow. The reason for this is the afterlife, a beleif common to the pantheon as a whole. The dead are said to go to a vast, bleak plain, where they drink from the well of oblivion and are taken away to the realm of their god, whom they serve for all eternity. There they are rewarded or punished as befits their lives according to the dogma of their faith. Those without a patron god or who betrayed their faith are taken by the Lord of the Dead, their bodies used to build the endless wall around the Castle of Bones; they are the Faithless and the False.
           
Every region has some gods they worship over others, but few are seen as 'evil' - and their priests (as with most priests of less good-natured gods) are chiefly concerned with placating them... and seeking power through them, of course. The most common faiths are those of Chauntea, Lathander, Tempus, Bhaal, Tymora and Beshaba, Myrkul, Gond, Valkur, Helm, Ilmater, Umberlee and Oghma.
           
The faith of Chauntea, the Great Mother, is the most popular faith in all the Realms; summer and all green, growing things belong to her, and because of this the greater population of the Realms does as well, as most peasants and pioneers are farmers. Second only to hers is the faith of the Morninglord Lathander; he calls spring from winter's grip, light from darkness; he is said to be present at every birth, and favors the young. But though theirs is the greater following, Tymora and Beshaba, sister goddesses of luck and ill fortune, are no doubt those most often invoked. However, though their goodwill is often prayed for, their priesthood cannot rival that of Tempus, Lord of Battles, numbering more than all others but Chauntea and Lathander.
           
Myrkul, the Lord of the Dead, is prayed to whenever a loved one dies, making his one of the most important faiths in the Realms; priests of Myrkul are responsible for the death rites of nearly everyone, and they alone have the power to consecrate the ground so that the dead may rest in peace. Sune, goddess of beauty, love and passion, and Lliira, the Lady of Joy, are oft invoked, but their following is less than that of Gond, the god of craftsmen. Most would say that Ilmater, the Broken God (or irreverently, the God on the Rack), is called on too often, and all those who travel or make their living by water attempt to placate Umberlee. Malar's feral, merciless followers take their tithe from the peasants at the edges of civilization, repaying it by protecting them from hunger and hungry beasts, a gift not taken lightly in the long winter months, and though Silvanus, the god of the wilds, hears no prayers from the tamed folk, he is often on their mind. Lastly, Oghma, the Lord of Knowledge, is worshipped by the educated elite - and in turn educate the elite.
Back to Life in the Realms
Politics:
           
Politics are the concern of the upper class - but then they're the upper classes' greatest concern. There are few true nations in the Heartlands, and none are currently at war (at least, not the kind with great armies). Sembia might expand its borders, and Cormyr and the Dales watch them closely (some might say 'suspiciously'). There are no true nations west of Cormyr and north of Amn, but the western Heartlands are rife with petty lords and warlords trying to change that. The Dragon Coast is rife with petty lords as well, but they tend to be merchant lords, too busy with their smuggling and profiteering - and keeping their precarious seats - to take much note of what happens beyond the southern city-states.
           
The most immediate threat is the Zhentarim, who send war parties, spies and agents out from Zhentil Keep on the northern shore of the Moonsea, scrabbling for power to invade the Dales - and from there, the world. But there the rumor (or perhaps myth) of a greater threat - a nation ruled entirely by mages, who keep their subjects as slaves and deal with demons, and who intend to conquer the world. The story of the Red Wizards of Thay might be nothing but a bard's tale, but it's a popular one.
           
The real political groups of any power aren't grouped by nation, but by intent: The Heralds are a secretive group who often advise leaders and kings, and the Harpers are an even more secretive group, identifiable only by their harp who are generally thought of as the fighters of oppression and evil.
political groups: The Harpers, The Iron Throne, The Lord's Alliance, The Zhentarim, The Heralds
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Languages and Geography
           
The character starts the game knowing their native tongue, and can know (or learn) as many additional languages as their INT:Knowledge bonus indicates. However, all additional languages require the skill Speak Language. The 'common tongue' is Chondathan, and all human languages use the Thorass alphabet. Note: All characters MUST speak the local common tongue, Damaran.
           
The human languages are Chondathan (the most widespread), Illuski (a 'singing' tongue in wide use in the North and the northwestern Heartlands as well as the northern Moonshaes), Damaran (a gutteral language spoken about the Moonsea) and Waelan (spoken by the Ffolk of the southern Moonshaes). There are also secret languages spoken only by the initiated, such as Ruathlek (wizards), Dęlic (Moonshae druids) or Drueidan (Heartlands druids), and 'dead' languages, such as Auld Thorass (spoken by elves (and other ancient races) who have little contact with non-elves).
           
The nonhuman languages available for play are Dethek (dwarvish), Espruar (Quelantha ("High Elvish," spoken primarily by gold elves), Quelakhvesta (the 'common' tongue, spoken primarily by moon elves and n'Tel'Quessir), and Quelquessir (sylvan 'common')), Nķhsesspro (gnomish: Syellansk in the North, Yewsk in the Silver Marches and Fiensk on the Moonshaes) and orcish (variations of Tharsk in the Heartlands, and variations of Draung in the Western Heartlands). Halflings and half-elves have no racial language, and other races aren't particularly communicative (though I might make an exception for a really, REALLY good explanation).
           
Players take note: The nonhuman languages are available to their own race only. The only exception to this is Espruar (Quelakhvesta). Knowing another nonhuman tongue requires convincing me you have the background for it.
           
Players take note: The language of magic is Ruathlek, not Draconic.
Click the map to view regional information (opens a small new window)
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Names by race and region
           
Different racial and regional cultures in the Realms result in names with a certain flavor, roughly divided along racial and geographical lines. (If you need help thinking of a suitable name, try looking here.) The FRC 3e book lists a selection of names, but consider the following names to be guidelines instead.
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Dwarves
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Dwarves bear only a first name, to which are attached qualifying names and phrases. A clanless or outlaw dwarf, or one ashamed of or protecting the identity of his clan, commonly uses only the name of his kingdom to distinguish him from others with the same name. (There are many legitimate reasons to conceal a clan name from non-dwarves, e.g. when outsiders try to pressure the dwarf with blackmail, deception or entreaties to others in the clan.) The lowest dwarves attach themselves to their state or hold ("Mongor of the Iron House").
           
The kingdom name (e.g. "Dorn of the Deep Realm") is only used when outside of it. Within it, the dwarf must be more specific (e.g. "Dorn of the Firecaverns"). Use of a mythical or extinct kingdom might be a matter of pride or an attempt to deceive. Among non-dwarves, some dwarves just use the name of a known location (e.g. "Dorn of Amphail"). A dwarf deliberately concealing information (i.e. to a hostile questioner) will often merely say he is "of the dwarves," which to another dwarf is an insult. (e.g. "I am Dorn, of the dwarves," typically delivered in a flat voice that adds the unspoken, "Wanna make something of it?") Among dwarves it's more common to use one's clan name (e.g. "Dorn Redshield"); a kingdom name is only necessary when a clan is established in more than one realm - a rare thing these days.
           
Dwarves are proud of their heritage; if a dwarf is descended from a hero, he/she'll use the qualifier, "son/daul of" or "grandson/granddaul of." If the descent is removed more than two generations, the phrase "blood of" is employed - but only in the case of the most famous of heroes or rulers ("Dorn, blood of Gordrimm").
           
In all cases, a personal descriptive qualifier is added if two or more dwarves can be confused (common in the case of a clan dwelling in one spot, where two dwarves with the same first name also share bloodlines, clan and location). The qualifier may be as simple as "the Younger or "One-Eye", or may refer to a deed or interest ("Giant-slayer" or "Trollhunter"). Some families use combined names as an alternative or addition to qualifiers. E.g. a large dwarven family might have two or three Dorns; as the father's name is likely also Dorn, qualifiers such as "the Younger" are avoided. Instead, the sons receive another dwarven name tacked onto the end of their "Dorn," resulting in (e.g.) "Dorndaggan," "Dornadar" and "Dornidrin." Thus the dwarf in these examples would be "Dorn the Younger Hammerhand, son of Ardagh, blood of Gordrimm, of Glitterdelve in the Deep Realm," ensuring that his challenges, messages and bills aren't sent to his uncle, "Dorn the Old Hammerhand, blood of Gordrimm, of Glitterdelve in the Deep Realm."
           
Adventuring companions of dwarves usually find it easier to give a dwarf a nickname, used as a surname when among humans ("Dorn Firebeard") if the dwarf doesn't want to involve his clan's reputation in the matter. Wanderers who live exclusively among humans, or are outlaws without clan affiliations from birth, usually adopt human last names.
           
Dwarven names aren't distinctly separated between the genders, and non-dwarves often mistake female dwarves for males. The only exception is in female names ending on -ne; male names never do. Dwarven names should have a Tolkienesque (or Pratchett-esque) quality. Examples of Dethek names include:
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Male
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Female
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Last (Clan) name
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Grimnor
Bruenor
Dori
Bolin
Thronūr
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Valdyr
Gloin
Hathar
Thondar
Bili
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Bhaelan
Dinin
Valin
Thoras
Galyr
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Idrin
Merul
Everild
Aurne
Thrindel
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Stonesplitter
Battlehammer
Blackshield
Ironjaws
Oakenshield
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Stonesplitter
Boulderhome
Shieldmountain
Firetooth
Trueforger
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*Dorn was a famous warrior-hero of the North; many, many dwarves have been named after him down through the ages.
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Elves
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Elves bear a personal and family name, at least one of which they tend to translate into the human tongue as a nickname. The family name is important, as siblings can be hundreds of years apart in age. Some gold elves have a tradition of having a secret "true" name, revealed to none but those closest to them.
           
Elven names should have a Tolkienesque (or Cherryh-esque) feel. Examples of Espruar names include:
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Male
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Female
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Last name (not translations)
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Ellarian
Gaelin
Aredhel
Lianthorn
Merith
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Aeldith
Solaith
Liosnan
Siruil
Nysal
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Alustriel
Kessla
Laerune
Kanlyn
Arafel
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Eilwyn
Lilland
Cyravel
Sylath
Tiadel
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Goldenleaf
Snowmantle
Whitelock
Starbow
Windwalker
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Alenuath
Nierdre
Raerdrimne
Durothil
Le'Quella
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Gnomes
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Gnomes, like dwarves, only possess a first name. However, their names often refer to some character trait or work that the gnome does, and thus seem more like nicknames if they're translated into the human tongue. Unlike dwarves, they don't usually have a family name, instead referring to the area their family lives in if necessary. Outside their normal haunts they tend to add a home location (in order to avoid discussions with other gnomes who may or may not be close relations.
           
Nķhssespro names should have a Scandinavian feel. Examples of Nķhssespro names include:
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Male
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Female
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Gammel Nok
Hyggen
Rumpelstiltskin
Aarman
Pil
Hob
Lunte
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Orviis
Nils
Tomten
Pyrusander
Tomte
Gardvord
Gordbo
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Tommelise
Lillemor
Islif
Gemyse
Kandis
Nissepi
Rapunzel
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Kristjörn
Gladpi
Nissemor
Godpi
Klowecone
Nisseline
Hollyberry
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Halflings
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Halflings bear a personal and family name, and they take their family names very seriously, not least because their families are so extensive (and well-documented). Flower names are popular among females.
           
Halfling names should have a Tolkienesque feel. Examples of halfling names include:
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Male
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Female
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Last name
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Bilbo
Drogo
Meriadoc
Bandobras
Barliman
Fredegar
Everard
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Noakes
Samwise
Peregrin
Hamfast
Gorbadoc
Toby
Rory
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Primula
Melilot
Esmeralda
Olive
Lobelia
Myrtle
Lily
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Angelica
Dora
Mimosa
Belba
Peony
Yamara
Mirabella
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Proudfoot
Fallohide
Brandybuck
Took
Baggins
Butterbur
Overhill
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Sackville
Hamfast
Gamgee
Burrows
Bolger
Baggins
Gamwich
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Humans
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Most humans bear a single name, with a secondary name added if there's confusion, either from profession ("Doust the Fighter"), location ("Doust of Shadowdale") or lineage (particularly if some legendary figure was in the family line, e.g. "Doust, grandson of Miniber the Sage"). In addition, a name may be added for a physical condition ("Doust Blackmane" or "Doust Firehair") or a legendary or extraordinary event ("Doust Trollkiller"). Generally, commoners have a single name with a qualifier if necessary, and nobles bear both their own and their family name.
           
Young children are given a pet name that is sometimes retained, but usually dropped on adulthood. A wedded couple sometimes takes a common name, which may be his or her (particularly when dealing with nobility) or may be a new name entirely. In the course of a lifetime, humans can take and discard several surnames, keeping their given names througout.
           
Noble and landed individuals tend to retain the family name, a name usually derived from the individual who established the family's fame, position or prowess. Such names are retained even after the nobility has fallen from grace or power. Again, special additional names for events or appearances are common.
           
Human mages tend to eschew long names and titles, and the general feeling is that a mage's name should precede him or her, such that a single mention of the name is sufficient to identify who of that name is being spoken of.
           
Human priests usually include the identification of their faith in their name, supplanting any family or noble names ("Amaster of Tymora"). In higher church circles and matters involving leaders of particular temples or faiths, the full title is important ("Amaster of Tymora, Patriarch of Baldur's Gate").
           
Human names should have a regional feel, though it isn't absolutely necessary. Examples of human names include:
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Region
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Male
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Female
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Last name
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Cormyr
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Vangerdahast, Azoun, Bradaskras, Sarp, Alaphondar, Brace, Giogi, Chanthalas, Florin, Aubaerus, Augrathar, Baerauble, Beldred, Bhereu, Faerlthann, Francan, Garmos, Gondegal, Halantaver, Jolias, Junstal, Lheskar, Martin, Mulkaer, Ondeth , Orphast, Peldan, Rhigaerd, Thaun, Thomdor
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Tessaril, Myrmeen, Alusair, Filfaeril, Blaerla, Darlutheene, Emthrara, Laspeera, Maglanna, Minda, Nacacia, Naneatha, Selzair, Shassra, Suzara, Tanalasta
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Obarskyr, Redbeard, Etharr, Woodband, Ambershields, Bleth, Buruin, Dracohorn, Felsonn, Fireblade, Frayault, Gelzunduth, Halarn, Huntsilver, Illance, Imbranneth, Jelde, Khelbor, Lurelake, Olorar, Roaringhorn, Rowanmantle, Saernclaws, Trueshield, Tyranon, Undril
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the Dales
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Doust, Mourngrym, Scotti, Darvin, Dorn, Evendur, Gorstag, Grim, Malark, Morn, Randal, Stedd, Jonstan, Elgath, Dheren, Alduvar, Erethun, Aumry, Belrovur, Beregon, Crandan, Deren, Elgath, Galath, Halvan, Hanseld, Holfast, Jamble, Jhaok, Jherald, Joadath, Lashan, Mourntarn, Multhimmer, Sandan
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Shaerl, Shandril, Belurastra, Jalandyl, Jalia, Shaunil, Lureene, Selni, Shirrye, Alyth, Alena, Azargatha, Dove, Elizzaria, Jalissa, Jhanhira, Jhessail, Lella, Shaliana, Storm, Sylune
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Amcathra, Dakker, Tharm, Mossgreen, Manycoats, Ravenhair, Morn, Falconhand, Aumershair, Axehaft, Blackbrow, Brightstar, Danali, Greene, Grimarrow, Harpenshield, Heward, Hillstar, Sulwood
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the Dragon Coast
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Sardan, Joss, Mangusta, Alexander, Jhastar, Daelric, Xandos, Nico, Aron, Koger, Kelemvor, Maskar, Maxer, Erich, Gunthor, Rairun, Sothinar, Stersen
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Rhannon, Cassandra, Idriane, Mera, Rain, Charissa, Rassauva, Melsany, Reanne, Westra, Laverne, Elizzaria, Nelyssa, Renoen
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Wistaan, Alander, Ironsar, Barasstan, Wyndlass, Eriach, Ulath
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the Moonshaes - the Ffolk
(Scottish)
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Cedwin, Sedrick, Artur, Taran, Cean, Padraig, Tristan, Keren, Pontswain, Randolph, Cymrych, Daryth, Shane
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Gwendolyn, Eilonwy, Riannon, Moira, Robyn, Gemma, Kamerynn, Gwennath, Dana
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MacDonagal, Dynnatt, Koart, Nowll, Kendrick, Hugh, Burne, O'Roarke, Scully
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the Moonshaes - Northlanders
(Scandinavian)
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Volmer, Stig (stIH), Soren, Per, Leif, Laug (lau), Jörgen (yUERen), Svend, Troels, Skov (skow), Jens, Lars, Henning, Nils, Torben, Anders, Thorgal, Ulvgrim, Rasmus, Flemming, Jeppe (yEPpeh), Bjorn, Halfdan, Pelle, Bo
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Line (LEEneh), Trine, Vibeke, Sidsel, Helga, Gitte, Signe (SEEneh)
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( Often begins with the name of a parent and ends with -son or -dottir.
) Hedegaard, Nilsson, Kofod, Hojby, Hjort, Borgvald, Möller, Lindgren
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the Moonsea
(Russian/Romanian)
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Hugo, Rolf, Hans, Rufus, Ren, Maalthiir, Bain, Bane, Erethun, Gordon, Meerkun, Guthbert, Burt, Malyk, Tren, Grigor, Bor, Fodel, Glar, Igan, Ivor, Kosef, Mival, Pavel, Sergor, Gannon, Tyran, Vzoun, Garth, Fzoul
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Olga, Britta, Charlotte, Alethra, Kara, Katernin, Mara, Natalķ, Olma, Tana, Zora, Tyra, Mivil, Olavia, Arvien, Eragyn, Ithana, Shrae
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Rivenstave, Golthammer, Bersk, Chernin, Noemfor, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag, Darkhand, Malorn, Mindogar, Mirksha, Ghend, Chembryl
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the North
(Scandinavian)
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Beorg, Heafstaag, Jierdan, Kelvin, Kurth, Malchor, Rethnor, Suljack, Sydney, Taerl, Wulfgar, Dendybar, Aakar (OHkar), Baram, Belorn, Blath, Bran, Stor, Weregund, Halbrinn, Stolig
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Agatha, Catti-Brie, Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Liv (Lieu), Helena, Ilse
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Harpell, Kessel, Brightwood, Helder, Hornraven, Lackman, Stonar, Stormwind, Windrivver
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Sembia
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Orosul, Amadin, Ambrose, Arthagus, Aladiam, Munro, Osper, Rellant, Thentias
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Felsharra, Kessia, Sashesh
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Treskeden, Andelmaus, Cassimar, Elgaun, Linthalam, Trollgrip, Uskevryn
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the Western Heartlands
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Arkhon, Volothamp, Mirt, Marco, Guthry, Anton, Piergieron, Khelben, Durnan, Danilo, Athar, Torm, Peldan, Senn, Targen, Teredic, Thaliach, Theremen, Thorm, Tunfer, Tyran, Weygart
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Luisa, Aurora, Jallia, Talana, Sheila, Silver, Stellaga, Ulara, Varana, Yvonna
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Amcathra, Arunsun, Geddarm, LaValle, Thann, Wands, Tormel, Beechwood, Ethander, Horgontivar, Insilhand, Mulmar, Nimune, Ogresbane, Reldacap, Sharin, Shendean, Silvertree, Snowbrand, Ubler, Wheelwright, Whiteshield, Windbough, Windtamer, Wyvernblade
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Timekeeping, holy days and history
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The time period:
           
The period is late medieval, before the advent of gunpowder. While Dalereckoning (DR) is the most widespread numbering system for the years, there are others, including Cormyr Reckoning (CR) and Northreckoning (NR); when all else fails, people can generally agree on what year it is by referring to it's name as recorded in the prophecised Roll of Years. However, for common folk, years are measured by the winters they've lived.
           
As the game begins, it is 1345 DR, the Year of the Saddle, on the 10th of Mirtul.
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Measuring time:
           
The year has 365 days, and is divided into 12 months of 30 days each. Each month is further divided into three "tendays" (also called "rides"), and the individual days have no names (though one might refer to "the middle of the third tenday" or "the 23rd of Ches"). The five extra days are holidays that fall between the months, and don't belong to any month.
           
Though such things as sundials, hourglasses and even waterclocks exist, most folk simply don't need to measure time more accurately than "dawn, morning, highsun, afternoon, dusk and night" - or perhaps just near "breakfast, lunch or supper" (a somewhat more precise measurement among halflings). Though people tend to know the date fairly well (it's important to farmers if nothing else), the hour, or "candlemark" after the hour-candles some priests and mages use, isn't taken much note of by folk at large. If an adventurer asked a farmer what the hour was, his answer might be a strange look and "It's well after highsun and heading towards suppertime."
           
However, adventurers at rest usually leave someone awake to keep watch, and set the length of the watches by dividing the day into ten slices: Dawn, morning, highsun (noon and an hour on either side), afternoon, dusk, sunset, evening, midnight, moondark and night's end (false dawn). Each of these slices lasts anywhere from one to four hours.
Marking the Years
           
For most common folk, the only thing interesting about the different years is counting how many winters they've lived or reminiscing about something that happed in a specific one ("Ayuh, I remember the winter o' the year our Jhondyr was born; no one had a bite to eat an' it rained wolves, an' it was so cold that if ye were caught outside at night, the breath froze right in yer lungs an' choked ye to death."). Though Dalereckoning is in widespread use by sages and other such nitpickers, most people refer to births, deaths, weddings and other events by the names given them by a prophet long centuries ago; it's rare that the events of the year can't be connected to the name given it, and most people view the names as portents of the years ahead.
Dalereckoning
           
Because Dalereckoning has been reconciled to the ancient elven calendar and was the first numbering system to see widespread use in the west, it's the most widespread of all the numbering systems in use. However, not everyone uses Dalereckoning when the years must be counted; many kingdoms and city-states number years differently, usually to measure the reign of a dynasty or the current monarch, or since the founding of the country. The result is a hodgepodge of overlapping numbers that serve to confuse the ordinary person and frustrate the sage. The most widespread numbering systems include the following:
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Dalereckoning (DR)
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Dalereckoning is taken from the year that humans were first permitted by the Elven Court to settle the more open regions of the forest. In some texts, primarily those that have no direct ties to the Dales or its history, Dalereckoning is called Freeman's Reckoning (FR).
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Cormyr Reckoning (CR)
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Cormyr Reckoning begins at the foundation of House Obarskyr, the dynasty that still rules the kingdom of Cormyr. 1 DR is equal to -25 CR. The 25-year gap between Cormyr Reckoning and Dalereckoning has caused much confusion regarding elder days. Timelines and calendars of the period often use DR designator, but place the founding of Cormyr at 1 DR instead of 26 DR. This is understandable, given that the two reckonings are from two nearby parties and spread by a third (the merchants of what would become Sembia), but it has caused learned sages to slam their heads repeatedly against their desks trying to figure things out.
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Northreckoning (NR)
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Used in the City of Waterdeep and its immediate environs, Northreckoning dates from the year Ahghairon became the first Lord of Waterdeep. 1 DR is equivalent to -1032 NR.
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The months and seasons:
           
The year has 365 days, and is divided into 12 months of 30 days each. Each month is further divided into three "tendays" (also called "rides"), and the individual days have no names (though one might refer to "the middle of the third tenday" or "the 23rd of Ches"). The five extra days are holidays that fall between the months, and don't belong to any month. The four seasons are associated with Lathander, Chauntea, Mielikki and Myrkul.
The Calendar of Harptos
           
Most Faerūnians use the Calendar of Harptos, named after the long-dead wizard who invented it. Few actually know its name, as it's the only calendar they know. As in the Gregorian calendar, there are twelve months to a year; each month has 30 days divided into three "tendays". There are a number of widely celebrated holidays that fall between the months; those days belong to no month. Likewise, every four years there is a day that falls outside the year entirely; this special day (Shieldmeet) is described below. The months are shown with their colloquial names and in relation to their Gregorian counterparts.
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January
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Hammer
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"Deepwinter"
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Midwinter
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February
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Alturiak
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"the Claw of Winter"
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March
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Ches
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"of the Sunsets"
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April
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Tarsakh
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"of the Storms"
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Greengrass
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May
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Mirtul
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"the Melting"
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June
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Kythorn
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"the Time of Flowers"
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July
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Flamerule
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"Summertide"
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Midsummer
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(Shieldmeet)
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August
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Eleasias
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"Highsun"
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September
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Eleint
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"the Fading"
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Higharvestide
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October
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Marpenoth
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"Leafall"
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November
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Uktar
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"the Rotting"
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The Feast of the Moon
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December
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Nightal
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"the Drawing Down"
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Shieldmeet
           
Once every
four years, a day belonging to no month is
observed, following Midsummer Night. This
day is known as Shieldmeet, and is a day
for the making and renewing of pacts,
oaths, and agreements. It is a day for
tournaments, tests and trials for those
wishing to advance in battle fame or clerical
standing, for entertainment of all types,
particularly theatrical, and for dueling.
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In addition to the five holidays are the four seasonal solstices/equinoxes, which are not universally celebrated or even recognized:
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Spring equinox:
Summer solstice:
Autumn equinox:
Winter solstice:
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Ches 19
Kythorn 20
Eleint 21
Nightal 20
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Midwinter
           
Midwinter is
known officially in Cormyr as the High
Festival of Winter. It is a feast where,
traditionally, the local lords of the land
plan for the year ahead, make and renew
alliances, and send gifts of goodwill.
           
To the common folk throughout the Realms,
this is Deadwinter Day, the midpoint of the
worst of the cold.
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Greengrass
           
Greengrass is
the official beginning of spring, a day of
relaxation. Flowers that have been carefully
grown in the inner rooms of the keeps and
temples during the winter are blessed and
cast out upon the snow to bring rich growth
in the season ahead.
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Midsummer
           
Midsummer,
called Midsummer Night or the Long Night, is
a time of feasting and music and love. In a
ceremony performed in some lands, unwed
maidens are set free in the woods and 'hunted'
by their would-be suitors throughout the night.
Betrothals are traditionally made upon this
night.
           
It is very rare indeed for the weather
to be bad during this night - such is
considered a very bad omen, usually thought to
foretell famine or plague.
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Higharvestide
           
Higharvestide
heralds the coming of fall and the harvest.
It is a feast that often continues for the
length of the harvest so that food is always
on hand for those coming in from the fields.
There is much travelling about on the heels
of the feast, as merchants, court emissaries,
and pilgrims make speed before the worst of the
mud arrives and the rain freezes into snow.
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The Feast of the Moon
           
This festival,
also called Moonfest, is the last great
festival of the year. It marks the arrival of
winter and is also the day when the dead are
honored. Graves are blessed, the Ritual of
Rememberance is performed, and tales of the
doings of those now gone are told far into the
night. Much is said of heroes and treasure and
lost cities underground. Wars are usually fought
after the harvest is done, continuing as late as
the weather permits.
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The History of the Heartlands
The Roll of Years
           
Years are referred to by name rather than by number, as the different reckoning systems confuse matters. The names of the years were penned centuries ago - supposedly by a mad prophet - and are taught to children by their parents, wandering bards and sometimes the local clergy. Most folks don't know the names of the years to come, though they are recorded; mostly they know the year that is, the years they've lived and a handful more from the tales of the old, and perhaps the year to come. But naming the years doesn't get the crops in, and most folk leave it at that.
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The events of recent years:
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1345
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Year of the Saddle
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The current year.
Hammer:
The Dales: Daggerdale is occupied by Zhents.
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1344
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Year of Moonfall
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Known only to the elves, the Retreat from Faerūn begins; elves begin disappearing across the Trackless Sea.
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1343
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Year of the Boot
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Silverymoon and Everlund are saved from an orcish horde by the Moonlight Men, a mercenary group; it's said that they slew four thousand orcs at Turnstone Pass before they fell. Their heroic battle is immortalized in song by one of only six survivors, the famed bard Mintipur Moonsilver.
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1342
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Year of the Behir
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1341
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Year of the Gate
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1340
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Year of the Lion
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The Battle of the River Rising is fought in Featherdale between Semban forces and a cult.
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1339
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Year of the Weeping Moon
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Lord Aumry of Shadowdale is slain; Jyordhan takes his place.
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1338
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Year of the Wanderer
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1337
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Year of the Wandering Maiden
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1336
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Year of the Highmantle
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Azoun Obarskyr IV is crowned King of Cormyr.
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1335
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Year of the Snow Winds
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Alusair Nacacia Obarskyr, the Steel Princess of Cormyr, is born.
Prince Haedrak Lhorik is born at the High Palace of Silverymoon.
The Evereska Charter claims the Greycloak Hills for the elves.
King Rhigaerd Obarskyr of Cormyr dies in the waning days of this year.
The North suffers the Bleak Winter.
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1334
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Year of the Blazing Brand
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Prince Foril, infant son of Prince Azoun IV and Princess Filfaeril Selzair "the Dragon Queen" of Cormyr, dies.
Princess Tanalesta, daughter of Prince Azoun IV and Princess Filfaeril of Cormyr, is born.
Manshoon and Fzoul Chembryl become the new lords of Zhentil Keep.
The faithful of Loviatar swarm in Westgate, making the Church of Pain many enemies.
The North suffers the Bleak Winter.
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1333
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Year of the Striking Falcon
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The Great Amnian Trade War, during which Amn is unified under the Council of Six.
Lord Iorltar of Zhentil Keep names Manshoon his successor as first lord.
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1332
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Year of the Sword and Stars
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Numerous tribes of goblins and their ilk are reported to be on the move in the western Marching Mountains. Some claim they're led by evil sorcerors.
Prince Azoun IV of Cormyr and his wife Filfaeril have a son, Foril.
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1331
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Year of the Leaping Dolphin
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1330
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Year of the Marching Moon
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1329
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Year of the Lost Helm
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Prince Azoun IV and Princess Filfaeril of Cormyr are wed.
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1328
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Year of the Adder
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1327
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Year of the Blue Flame
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1326
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Year of the Striking Hawk
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1325
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Year of the Great Harvests
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The beer and wine of this year are legendary.
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Significant historical events:
(These events are only known to locals, historians and the nobles they tutor, and others with reason to know.)
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1322
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Year of Lurking Death
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Monstrous attacks at a 50-year high.
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1321
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Year of Chains
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(Elves only) King Zaor of Evermeet is assassinated. Queen Amlaruil becomes sole ruler of the elves.
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1316
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Year of the Gulagoar
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The Zhentarim take control of Teshendale, the Dalelands. Refugees pour into Daggerdale and Dagger Falls. There's a rebellion against the ruling Morn family, who are slaughtered, and Lord Malyk replaces them as ruler of the Dale.
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1314
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Year of the Shadowtop
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Piergeiron becomes the Unmasked Lord of Waterdeep, the Sword Coast North.
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1308
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Year of the Catacombs
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Baeron, Open Lord of Waterdeep, dies of fever, and Shilarn, his wife, immolates herself on his funeral pyre.
Lhestyn becomes the Open Lord of Waterdeep. Construction begins on Lhestyn's (later Piergeiron's) Palace. It is complete by early winter.
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1307
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Year of the Mace
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Prince Azoun IV of Cormyr born.
Sulasspryn (Moonsea) collapses into a huge sinkhole, destroying the city.
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1306
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Year of Thunder
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Moonsea War. Mulmaster vanquished by an alliance of the other Moonsea cities. Hulberg is destroyed by Mulmaster. Sulasspryn suffers heavy damage.
Vangerdahast of Cormyr founds War Wizards.
A dragon invasion, known as the Dragon Run, sweeps out of the Moonsea North. Phlan is destroyed.
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1304
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Year of the Stag
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In early summer, the hero Maeran Faerlin of Westgate, a trio of mages known as the Hunting Hands, a band of archers and Alion Narithryn of the Morninglord hunted down a black dragon. Only Alion survived the battle.
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1303
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Year of the Evening Sun
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Fall of the human kingdom of Thar (northern Moonsea).
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1300
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Year of the Starfall
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Joadath of Shadowdale dies. Aumry and Sylune become Lord and Lady of Shadowdale.
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1298
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The Year of the Pointed Bone
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Lhestyn, as the "Masked Lady," infiltrates Shadow Thieves Guild of Waterdeep and exposes it. Within the span of a bloody week, the Shadow Thieves are either dead or fled from the city due to the Watch and the Lord's agents (like Lhestyn).
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1297
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The Year of the Singing Skull
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Lord Joadath of Shadowdale massacres the Tyrists on Watcher's Knoll.
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1290
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The Year of the Whelm
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Dragonspear Castle (the Sword Coast) falls.
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1288
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The Year of the Roaring Horn
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Human kingdom of Thar (northern Moonsea) established.
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1279
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The Year of the Snarling Dragon
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A dragon goes on a murderous rampage through Battledale, Featherdale, and Tasseldale, killing hundreds of people. It's reign of terror ends when it is driven off by the conglomeration of adventuring companies known as the Crossed Swords.
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1275
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The Year of the Blade
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Rhigaerd II is crowned King of Cormyr at 6 years of age; his uncle Salember ("The Rebel Prince") reigns as Regent in Cormyr until the year of the Rock (1286 DR).
Zhentil Keep grants Yulash "independence."
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1272
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The Year of the Shrieker
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An army of monsters led by the Zhentarim assault Silverymoon, but are repelled by Alustriel's Spellguard.
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1267
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The Year of the Groaning Cart
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A bountiful harvest year.
Colderan Morn rules in Daggerdale. He drives the dwarves of Clan Brightblade from the dale.
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1262
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The Year of the Black Wind
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The Guildwars and the Misrule of the Lords-Magisters: All but two Guildmasters are slain in Waterdeep during the Guildwars.
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1261
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The Year of Bright Dreams
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Azoun III (1241 to 1275), King of Cormyr.
Manshoon (Zhentil Keep) founds the Zhentarim.
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1255
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The Year of the Raging Flame
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A tidal wave of murder, purportedly supported by priests of Bhaal, is dubbed the "Crusade of Slaughter," which sweeps bloodily from eastern Amn along the trade-routes to the very walls of Westgate before being broken in late autumn by hastily hired mercenary armies. In their wake, the crusaders leave the shattered ruins of the royal Amnite city of Torlathan, fracturing the trade route between Amn and Westgate. Intermittent efforts to rebuild this link falter with the death of Amn's last reigning monarch in 1276, leading to a precipitous decline in Westgate's westbound caravan trade for several decades thereafter. Bhaalists are relegated to their wilderness fastnesses, driven from the cities.
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1254
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The Year of Silent Steel
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A civil war erupts in Sembia and lasts for three years.
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1253
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The Year of Beckoning Death
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Plague year in Cormyr and Sembia.
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1248
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The Year of the Cockatrice
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King Verovan, the last true king of Westgate, dies. Fed up with the excesses of the monarchy, the noble merchant families of Westgate establish the position of Croamarkh, an elected head-of-state whose term of office lasts four years.
Known as the Year of the Bounty in Waterdeep, a record harvest and mercantile explosion causes a dramatic increase in population. Due to the expanded trade, the merchants form guilds, and a recognized merchant-gentry emerges in the city.
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1235
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The Year of the Black Horde
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The Black Horde: Waterdeep is besieged for nine months by the largest orc horde in recorded history. The city is spared when Ahghairon and his generals introduce griffons as flying steeds for the army, allowing them past the orcs to gain food and aid outside the walls. Warlord Khallos Shieldsunder steals control of the city from the Silvermayor while the city is under siege by the Black Horde. The northern walls are breached for the first time in 604 years.
Alustriel, Storm Silverhand, and an army of elves and Harpers free Silverymoon from the orc seige. Alustriel destroys the self-proclaimed High Mage Shaloss Ethenfrost and his apprentices in spellbattle, while Storm, the archmage Tulrun, and the Harpers are victorious at the Battle of Tumbleskulls. Alustriel is the first High Mage of Silverymoon to ever be unanimously chosen by the people.
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1232
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The Year of the Weeping Wives
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Sessrendale is destroyed by Archendale.
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1232
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The Year of the Long Watch
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Elf-maidens setting out for a pleasure outing are never seen again. This becomes the basis for the epic poem "The Long Watch."
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1209
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The Year of the Blazing Banners
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The naval Battle of the Fallen: Cormyr, Sembia, Impiltur and the Vilhon Reach powers unite a great fleet to defeat the pirate Urdogen and his fleet. Urdogen and nearly all of the Inner Sea pirates perish. Hopes of unifying all the nations along the Inner Sea soon die as each country falls to petty bickering over the spoils of the pirates' holds, or accuses each other of delays that result in the near-total loss of the Sembian war fleet.
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1204
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The Year of the Private Tears
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The pirate Urdogen claims the Dragonisle and rule of the pirates of the Inner Sea. He begins raiding all Inner Sea ports.
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1201
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The Year of Embers
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Death of Immurk the Pirate King aboard his ship, the Sea Scorpion, while fighting Sembian warships. By this time, the pirate fleet of the Inner Sea is huge.
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1186
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The Year of the Mesmer Pool
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Birth of Prince Dhalmass Obarskyr, the future "Warrior King" of Cormyr (1186-1227DR).
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1180
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The Year of Sinking Sails
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Sembia loses its' fleet in Pirate Isles.
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1164
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The Year of Long Shadows
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The pirate Immurk "the Invincible" captures the coronation crown of Cormyr's new king, Palaghard I. This marks the rise of piracy in the Inner Sea from their hideouts in the archipelago that become known as the Pirate Isles.
The nations of the Inner Sea begin building their own warships, seeking to defend their merchant fleets and hunt the pirates in their own lairs. Westgate does not participate. King Blaervaer issues a royal edict that defines piracy as a raid against a ship docked in Westgate's harbor. As a result, Westgate becomes a relatively safe port for pirates to visit, and the city's inhabitants need no longer fear pirate raids.
Voonlar (southwestern Moonsea) founded.
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1150
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The Year of the Scourge
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A virulent plague strikes Silverymoon, resulting in the death of nearly half its population.
Plague throughout the Sword Coast. Worship of Talona and Loviatar soars. Waterdeep is hit hard by the plague, the situation made worse by attacks by trolls and orc tribes.
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1091
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The Year of Watery Graves
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A dragon sinks the treasure-laden Winsome Wyrm just outside Westgate's harbor, a long-popular tale in the city which is told and retold in the form of the "Ballad of the Shadow Storm."
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1090
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The Year of Slaughter
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Battle of the Bones: A huge horde of goblins and orcs arises from the High Moors and attempt an invasion of the North. The Battle of the Bones marks the spot of the great battle that destroyed the horde.
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1058
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The Year of the Spider's Daughter
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The famous Bowgentle leaves Silverymoon to embark on a great career matched in scope only by the deeds of Elminster the Sage.
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1044
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The Year of Singing Shards
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Aencar the Mantled King dies. The Dales split up into independent, though allied, communities.
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1038
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The Year of Spreading Spring
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The world grows warmer. The lands of Narfell, Vaasa, and Damara are fully free of ice, and large-scale immigration begins to these lands.
Aencar begins to unify the Dales, taking the title of "the Mantled King."
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1032
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The Year of the Nightmaidens
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Year 0 of Northreckoning.
Warlord Raurlor of Waterdeep announces his plans to establish the Empire of the North. Ahghairon of Waterdeep kills him. The wizard takes the Warlord's seat, declaring himself the first Lord of Waterdeep. He restructures Raurlor's armies and navies into the city guard (army and navy), and the watch (city police), bringing order to Waterdeep. The first Lords of Waterdeep take office.
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1030
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The Year of Warlords
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Aencar becomes Warlord of Battledale.
Warlord Raurlor of Waterdeep increases the size of Waterdeep's standing army and navy to a size unseen since the Fallen Kingdom. His rulership turns Waterdeep into a garrison and military encampment, "to protect Waterdeep from her many jealous enemies."
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1018
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The Year of the Dracorage
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Rage of Dragons in Faerūn and the Heartlands.
A great flight of dragons assaults Zhentil Keep. The old Keep is destroyed, but the city is saved by its Banites.
Westgate is set aflame by a red wyrm of the Thunder Peaks, and the royal family and much of the populace is slain in the resulting conflagration that engulfs the city, bringing the Campion dynasty to an end. The city is eventually saved thanks to the heroics and able leadership of Sarvyn Eorn, a mercenary lord. Sarvyn Eorn is crowned as King of Westgate by acclamation. King Sarvyn holds his throne for many years, widely recognized for his wisdom, craftiness, and principled nature. The Bane of Thungarbarath forges a strong relationship with the monarchy of the Forest King, and marries Lady Ardine Huntsilver of Cormyr, a favored second cousin of King Arangor and a granddaughter of Prince Tanalar, the second son of King Galaghard III.
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1010
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The Year of Three Signs
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The Free City of Waterdeep is officially established. Laroun becomes the first Warlord of Waterdeep.
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Currency
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Players take note!
           
The currency standard in this game is NOT the "100 cp = 1 gp" rule used in the game books. In this version of the Realms, gold is much more rare and copper is the common trade coin (or silver among merchants, minor nobles and adventurers). Gold is reserved for the truly rich - though it's more common among the ancient races of dwarves and elves. Electrum and platinum are uncommon and not commonly minted into coins.
           
However, while most peasants have a few coins to trade with, most trade at that level occurs through barter. Bartered items have a fairly agreed-upon value, and examples of barter items are shown below.
           
While some things cost more or less than they do in the official books (haggling is an option), the prices listed there can be taken as a general guide. In order to convert coins into the standard of this game, see the following charts.
KFR0 Currency standard:
100 cp = 1 sp
30 sp = 1 gp
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Profession
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Average wages/month
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Farm hand
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Food, board
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Apprentice
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Food, board, learning the craft - sometimes simple work with a small bit of coin
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Farmer
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20 sp, used to run and maintain the farm
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Craftsman
Blacksmith
Armorer
Scribe
Weaponsmith
Potter
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30 sp, used to procure raw materials
100 sp, used to procure raw materials
15 sp
100 sp, used to procure raw materials
15 sp, used to procure raw materials
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Mercenary/soldier
Militia
Footman
Horseman
Archer
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50 cp
1 sp, must buy/maintain armor/weapons
4 sp, must buy/maintain armor/weapons
2 sp, must buy/maintain armor/weapons
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PHB
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KFR0
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1 cp
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1 cp
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10 cp (1 sp)
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10 cp
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100 cp (10 sp, 1 gp)
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100 cp (1 sp)
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1000 cp (100 sp, 10 gp)
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1000 cp (10 sp)
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3000 cp (300 sp, 30 gp)
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3000 cp (30 sp, 1 gp)
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Bartered goods
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Value in coin
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Bartered goods
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Value in coin
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A loaf of fresh bread (wheat)
A sack of flour (30 lbs.)
12 eggs
A pail of milk (2 gal.)
A wheel of cheese
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2 cp
15 cp
50 cp
6 cp
2 cp
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A leg of lamb
Ham (1 lb.)
Small game
A bushel of potatoes
A bushel of apples
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12 cp
4 cp
1 cp
2 cp
7 cp
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A mug of beer
A mug of wine
A sack of salt (1 lb.)
A sack of sugar (1 lb.)
A pot of honey
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1 cp
2 cp
125 cp
12 sp, 50 cp
400 sp
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Chicken
Pig
Cow
Sheep
Goat
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50 cp
625 sp
188 sp
88 sp
125 sp
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Woolen tunic
Small iron pot
Soap
Rope
A sheet of paper
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1 sp
10 cp
7 cp
6 cp/50'
85 cp
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Horse (draft)
Horse (riding)
Pony
Mule
Feed (1 day)
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200 sp
112 sp, 50 cp
100 sp
100 sp
8 cp
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*Note that this exchange rate isn't absolute; prices vary by region, availability, type and haggling.
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Coinage
           
Different nations mint different coins, and some regions don't mint any at all, simply using the coinage of their neighbors. The names and exchange rates for these coins are shown below. Traveling adventurers and merchants bring a steady flow of foreign and ancient coins through different regions, but the most common coins in the Heartlands are those of Sembia and Cormyr; farther westward Sembia's coins take second place along with Waterdhavian currency behind the coins of the southern merchant-kingdom of Amn, with Cormyr's coins in fourth place.
           
With so many different coins about, the confusion of travelers is eased by simply referring to coins outside the nations that mint them by widespread names. Gold coins are called "lions" throughout Faerūn, though only Cormyr's gold coin is stamped with a lion, and silver coins are often referred to as "marks." Copper coins are simply called "coppers." Coins are generally valued by the metal they're made of rather than rarity, age or whose face they bear. A silver coin (circular and unholed) is typically an inch-and-a-quarter across and an eighth of an inch thick; 50 coins weigh 1 lb.
           
Merchants throughout the Realms use silver trade bars stamped with the trail mark of the merchant or company that uses them; the bars are generally ingots in 20-, 50-, and 100-sp denominations, regarded as bulk coins and checked by weight. The city of Baldur's Gate mints large numbers of these trade bars and has set the standard for them.
           
Generally, the coins in use in the North are Waterdhavian, in the Western Heartlands they're Amnian, in Cormyr they're Cormyrean, in Sembia and the Dragon Coast they're Semban, and the Moonsea and Dales share chiefly Sembian and Cormyrean coins.
National coins by prevalence:
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Sembia
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Amn
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Cormyr
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Waterdeep
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*Cormanthyr
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cp
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Replaced by iron
steelpence
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fandar
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thumb
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nib
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thalver
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sp
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raven
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taran
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falcon
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shard
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bedoar
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gp
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noble
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dantar
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lion
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dragon
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shilmaer
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Other
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-
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-
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-
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toal
harbor moon
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ruendil
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*The coins of the ancient elven kingdom of Cormanthyr are also seen in human lands (particularly the Dales),
and are famous throughout the Realms.
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Exchange rates/descriptions:
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Value:
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Sembia
The Sembian steelpence is not as common outside of Sembia as its other coins. The steelpence and raven are holed through the center. All Sembian coins have a slightly raised rim about the edges and hole.
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Steelpence
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A square iron coin that replaces copper in Sembian trade; it's three times as thick as a regular coin (and weighs three times as much), and carries no stamp.
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1 cp in Sembia and Tasseldale; 0.5 cp elsewhere
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Raven
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The symbol of the nation, the silver raven is triangular with blunted edges. It carries the stamp of a raven, wings outstretched and holed through the middle, on both sides.
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1 sp
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Noble
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A five-sided coin stamped with a scale on one side and a sword on the other.
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1 gp
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Cormyr
All coins in Cormyr are stamped on one side with the face and name of the current monarch.
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Thumb
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A disc an inch across (like the last knuckle of a thumb), stamped with the face of the King on one side and the Royal Wizard on the other.
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1 cp
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Falcon
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A standard disc stamped with the face of the King on one side and a falcon on the other.
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1 sp
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Lion
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A disc an eighth of an inch larger than a falcon, stamped with the King on one side and a lion on the other.
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1 gp
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Amn
Amnian coins are slightly smaller and thicker than regular coins, but have the same weight of metal - except the dantar, which is twice as thick.
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Fandar
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A disc slightly larger and thicker than a regular copper. Both sides are stamped with weighted scales, one weighted to the right, the other to the left.
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2 cp in Amn, 1 cp elsewhere
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Taran
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A disc slightly smaller and thicker than a regular silver. One side is stamped with a griffon, the other with an open hand, fingers together.
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1 sp
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Dantar
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A standard disc, but twice as thick. Bordered with seven stars on one side, a diagonal spear before flames on the other.
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2 gp
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Waterdeep
The City of Splendor is the most powerful city-state in the Heartlands, and its coinage is used throughout much of the Sword Coast.
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Nib
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A disc an inch across, stamped with the city's coat of arms on one side and a scale on the other.
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1 cp
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Toal
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A brass square pierced with a central hole, stamped with the city's coat of arms on one side, the city gates (stylized) on the other, and the edges molded like rope.
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20 cp in Waterdeep; nothing outside the city
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Shard
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A standard disc stamped with the city's coat of arms on one side and a ship on the other.
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1 sp
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Harbor moon
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A wide, flat electrum crescent 4 inches long and 2.5 across, thick as a coin and stamped with the city's coat of arms in the center of one side, 16 crescents in a ring on the other.
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10 sp in Waterdeep, 6 sp outside the city
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Dragon
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A standard disc, but twice as thick.
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1 gp
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Cormanthyr
Elves use the coins of their ancient kingdom to trade with. They are not uncommon in the Dales or other places where elves still dwell; however, they are more or less unknown in Sembia (though Sembians accept them as they do any coin). These coins are often centuries old, and all have 10 edges. The ruendil is very rare.
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Thalver
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A standard disc stamped with a stag on one side, a bow and arrow on the other.
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10 cp
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Bedoar
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A standard disc stamped with a stalking big cat on one side, a shield marked with a star on the other.
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1 sp
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Shilmaer
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A standard disc etched with red lines depicting a phoenix flying on one side, stooping on the other.
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1 gp
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Ruendil
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A standard disc of platinum, etched with black lines depicting a dragon's head before a starburst on one side, crossed swords on the other.
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200 sp
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Back to top
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The Second Cycle
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