In the north are massive glaciers, named Pelvuria and Reghed, and a region of tundra. To the east, Faerûn is bordered by a vast region of steppe that separates it from Kara-Tur. Next in significance is the Shaar, a broad region of grasslands in the south that, together with a large body of water called the Lake of Steam, separates the area around the inland sea from the coastal nations at the southern edge of the continent. This is an irregular inland sea that keeps the neighboring lands fertile and serves as a major trade route for the bordering nations.
Likewise, the region that the players explore can determine what types of monsters they will face, which famous individuals they will encounter, and what types of missions they assume.īesides the exterior coastline to the west and south, the most dominant feature on the continent is the Sea of Fallen Stars.
Role-playing campaigns in Faerûn can be set in a wide variety of locations, each with its own hazards and potential rewards for the participants. įaerûn includes terrain that is as varied as that of Europe, western Asia, and much of Africa is on our planet Earth. The subterranean regions underneath Faerûn are called the Underdark. Maztica, home of a tribal, Aztec-like civilization is far to the west, across an Atlantic-like ocean called the Trackless Sea. This continent also includes Kara-Tur, which was the original setting of the D&D Oriental Adventures campaign setting, and Zakhara, home to the Arabian Nights setting Al-Qadim. The sub-continent of Faerûn is set on the planet Toril, or, more formally, "Abeir-Toril." Faerûn is the western part of an unnamed supercontinent that is quite similar to real-world Afro-Eurasia.
Geography See also Geographical index of Toril Other organizations of Faerûn include the magical Seven Sisters, a band of assassins called the Fire Knives, a group of ruthless thieves operating out the city of Waterdeep named the Xanathar's Guild, and the mysterious Shades-the returning survivors of the long-fallen Netheril empire. Their efforts are being resisted by the Lords' Alliance, a council of knights that pursues the interests of the northern cities. In the northern lands, the Zhentarim is an evil network seeking to dominate the region. The Harpers are opposed by evil organizations, including the Red Wizards of Thay and the nihilistic Cult of the Dragon. A few are dedicated to decent and honest causes, such as the Harpers, who protect the good-natured races and seek a balance between civilization and nature. There are a number of organized alliances in Faerûn, with each pursuing their own particular agenda. Among these are several different races of dwarves, gnomes, halflings and elves, as well as goblins, orcs, lizardmen, ogres, various giants, and even dragons. These are comparable to mythological deities of the ancient Greek pantheon, and cover a range of ethical beliefs and portfolios of interests.įaerûn is home to a number of non-human creatures of varying degrees of civilization or barbarism. Faerûn has a pantheon of deities that are worshipped by the inhabitants of this region. The system of magic is subdivided into divine and arcane categories, with the former empowered by a Faerûnian deity, and the latter by rituals or innate abilities which manipulate a mystical field called the Weave, the source of magical energies on Toril. Ī major difference in the setting from Earth is the presence of magic. Likewise, there are regions where more barbaric tribes and customs still persist. There are also a number of notable cities, and trade between nations is common, comparable to the Renaissance era. Most of the population of Faerûn consists of farmers, who are organized somewhat loosely in a semi- feudal system. Gunpowder, known here as the magical substance smoke powder and different in its composition from historical gunpowder, is starting to make an appearance, but much of the armament is still dominated by pre-gunpowder weaponry such as swords, spears, and bows. Economically and technologically, Faerûn is comparable to Western Europe during the late Middle Ages, giving most new players using this campaign setting an intuitive grasp of the way the society functions.