The Realms
Since FRA begins in 1357 Dalereckoning (DR), it should be clear to everyone that I'm using the original edition of the setting to start with. A lot of things have happened in the decades since TSR's original guide was published -- perhaps most importantly, the Tuigan invasion, the Time of Troubles, and the return of the Phaedrimm -- and everybody already knows how history turned out. So why not use the latest 3.5 edition Player's Guide to the Forgotten Realms background instead, you ask? After all, we're using the feats from it, along with most other 3.5 edition rules...
The short answer is this. I have quite a few Realms supplements stacked up in my closet, and most of them are really cool and fun to play, and a lot of them happen in a certain order -- or at least are concerned with or framed by a Faerun that has, over the years, aged less than gracefullly (as even Ed Greenwood and Bob Salvatore would probably attest to). I see this campaign as a long-term one, and I think it would be great fun to start at the beginning and try to work our way through as many of the modules and supplements as we can stand -- but without the hassle, of course, of an inevitable rules conversion. Many of us D&D dinosaurs look back on the original setting with a (probably stupid and annoying) nostalgia, since so many of the changes and additions to Ed's vision have irreparably harmed it or, at least, were carried out in a less-than-satisfying way. Now, fault Ed's crummiest writing all you like -- I do (Spellfire, ugh!) -- but starting in 1357 allows us to explore Faerun without having to deal with all the worst Realms weirdness, like genasi, shadovar, etc., and to bring in reasonable weirdness, like wild magic and the newer gods, in such a way as to show up the deadline-encumbered, high-fantasy-combat-obssessed Richard Awlinsons and Troy Dennings of the world.
I understand that not everybody is going to have a copy of the original setting, and it isn't that big a deal if you don't. Cormyr, at least, hasn't changed so radically that players can't use their 3rd edition sourcebook to create a character who was born and raised there; and I have endeavored to make the process easier by drawing broad outlines for both Cormyr and Arabel elsewhere on the Web site. There are, however, a few things it might be worth bringing up on this page, since some information concerns the whole Realms and everyone living in it.
- The evil gods Bane (Strife), Bhaal (Murder), and Myrkul (Death) are all still healthy and in charge of their portfolios, and so is the original goddess of magic, Mystra. In other words, the Godswar has not yet occurred, Cyric, Kelemvor and Midnight are all still human and totally unknown, and none of the drow pantheon has disappeared.
- Magic works perfectly normally everywhere (though it is much rarer than usually presented).
- Kara-tur, the Hordelands, Maztica, etc., have not been explored yet.
- Everything you've read about in your other Realms books has yet to play out, with the exception of the events detailed in Darkwalker on Moonshae and The Crystal Shard, currently in progress.
- As previously mentioned, neither genasi, saurials, nor shadow magic make for normal conversation topics.
- Tilverton is still around, and so is King Azoun. (See the "Cormyr" section for more on this.)
- Gunpowder is only being experimented with in Lantan, and Waterdeep just got its first crude printing press.
Except in large urban centers, modern metallurgical and architectural techniques and mechanical technologies are quite difficult to come by -- though people still manage to manufacture wonderful products out of wood, plant fiber, animal tissue, and other cheap and plentiful materials. Metal armor and high-quality steel is expensive and generally out of reach of all but the wealthiest families. Glass, spices, lace, jewelry, etc., remain the priviliges of wealth and luxury, and are common only in trading cities like Suzail and Waterdeep, only wished-for elsewhere.
For commoners, barter is still the rule of the day. Coinage is usually made of stamped copper, tin, bronze, and other soft and common metals, with silver rare and gold usually far too precious to serve as a practical medium for trade. Very few people have the opportunity to save or use money, and are content to deal in homemade products and foodstuffs. In a few rural areas metal currency, unless it is gold or silver, is still refused as basically useless; however most inns and waymeets do deal in it, since they receive so much merchant traffic. Merchants and moneylenders are the only people who universally pay in cash. Since minting counterfeit coins is an easier process than it is today, money is generally measured by a standard of weight.
Humans are by far the norm when it comes to settled species, with halflings a distant second, since their habits, cultures and attitudes are so similar. Dwarves are mostly happiest with their own kind, though their peculiar reliance on trade is such that a majority of people can claim to have seen or spoken with one. Gnomes are very rare, but seem to enjoy traveling, and sometimes visit certain cities or inns to play music, drink, or share a tale for an evening or two. Elves are practically unknown outside of the inner Dalelands and the wild North, and don't seem to enjoy the company of anybody except their fellows. Half-elves, on the other hand, seem to like everybody; but you can well imagine how unlikely they are, especially in places like Sembia where their kind are distrusted and feared.
Since nearly everyone is involved in farming, herding, or woodworking, the most influential religions are those of relatively benign and benevolent nature deities. The churches of Lathander, Chauntea, Gond and Sylune are major forces in the Realms at large, being far more numerous and powerful than any other. Myrkul plays an important part in most peoples lives, as do Tymora, Eldath, Helm, and Ilmater, all of whom are deeply respected and often revered. Mystery gods like Sylvanus, Shar, and Oghma are more often respected than loved. It is difficult but not impossible to find the rare devotee of Meilikki, Waukeen, Torm, Sune, or Tyr. Other Powers, particularly violent ones like Tempus, Umberlee and Malar, are respected and feared; Bane, Talona, Beshaba, and Bhaal on the other hand are outright hated and shunned (at least in the Heartlands, they are; things are different in the Moonsea, they say). Demihumans have their own strange gods, but in general do not share their religious ideas with the Big Folk.
The priesthood is one of the few escapes common people (especially women) have from a life of back-breaking toil or -- as practiced by the innumerable mercenaries, cutpurses, and assorted bandits and highwaymen populating Faerun -- robbery and casual brutality. There are consequently a terrific number of priests and missionaries in the Heartlands, and some among them -- not many, but some -- can claim to work genuine miracles and speak personally with the gods. (The majority simply pretend to.) These special souls are called The Chosen or The Favored, and represent the Cleric class in your PHB. Chosen priests and priestesses are commonly accorded a great deal of respect by others, and can usually count on a warm reception by whatever lord or nobleman they happen to encounter. Churches are almost always dominated by The Chosen, since it is (understandably) believed that they know the will of the gods better than regular people.
Wizards and sorcerers are only popular with very rich people, since they make such excellent friends and bodyguards. Everyone else tends to shy away from them as apostates or heretics (or both), except for some of those living in liberal, cosmopolitan places like Waterdeep and Suzail, or in exceptionally dangerous places like Shadowdale (where they are an absolute requirement for survival). Kings and noblemen get along with magic-users, since the latter are usually exceptionally intelligent and come in handy as counselors and tutors. But even for powerful kings like Azoun, magic itself remains at heart a dangerous, unwelcome and ill-conceived-of subject, and the dominion of elves and other strange creatures.


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