GUIDING PRINCIPLES
- No spotlight-hogging NPCs. All the famous NPCs are either historical figures long dead (Elminster) or real but the stories you've heard of them are highly fictionalized bard's tales (Drizzt - there's a dark skinned elf ranger in the North, but he was never a Drow, and the stories about him are only slightly more real than Chuck Norris Facts).
- Weird it up. FR is fairly vanilla, whereas "All Bells & Whistles D&D" can have some weird stuff. I use the weird stuff and integrate it into the FR setting.
- Trust NPCs (or not), never stereotypes. I'm more than bored with the predictably haughty but basically Chaotic Good elves and grumpy but basically Lawful Good or Neutral dwarves. I want all the PC races to be available as villains, adversaries, or competitors, not just humans or monsters all the time. The world and society should reflect that too.
- Points of Light / Sword & Sorcery / Albion. On the big Fantasy O' Dial, move the needle a good bit away from Tolkien and closer to an Arthurian Barsoom with a dash of Lovecraft.
RULES
Dungeons & Dragons 5th Edition.
Races Available - As per 5E PHB, but no Dragoborn. Yuck. See Variations below.Classes Available - As per 5E PHB.
Alignments - Law, Neutral, Chaos. That's it. No good/evil axis.
Optional Rules - Feats but no Multiclassing.
House Rules -
- Wizards and Sorcerers can go Chaotic Insane.
- Initiative: Group. Roll one d20 + Highest Prof bonus.
- Encumbrance: 1 medium item per point of Strength. Smaller items weigh 1 Str per bundles of 3 (daggers) to 20 (arrows). Armor weighs 1/2 its AC bonus when worn, full AC when carried.
- Coins: Starting money & equipment priced in Silver. 1 gp = 50 sp.
- Small Weapons: Small PCs buy weapons normally, but damage reduced 1 step (d12, d10, d8, d6, 4, d3).
- Hit Points: Start with Max. Roll full Hit Dice pool each level; take new total if higher.
Dwarves - Typically Lawful but often amoral in the sorts of contracts or bargains struck and no internal sense of "fairness" or "full disclosure". Only the Duergar go for slavery though. Big fans of magic, like German myth. Fond of forging magic rings. Average height is 4 1/2 - 5 feet. Most common class is Fighter (Eldritch).
Elves - Halfway between Memory, Sorrow and Thorn and Hellboy II. Typically Chaotic, Immortal, Immune to weather-based extremes of cold and heat. Many see mortal races as mortals look on animals. Love music and dancing, but often use Enchantment magics on non-elf "invitees" to revelry. Many humans have gotten lost in the woods or severe frostbite this way. Same size as humans but leaner. Do not worship gods (the elves were here first) but can be clerics of Ao or Cosmic Forces such as the Light of Creation of the Weave of Reality. No Drow! Drow are an Underdark cult, not a Race. However there are the Norns, a kingdom of elves in the far north, that really hate mortals and wish they'd leave the planet (use Wood elf stats). Elves of the High Forest or the Dales are High Elves. Most common class is Warlock (Fey).
Half-Races (-Orcs, -Elves, Tieflings): Not necessarily of recent Human-X pairings (and Half-Orcs never are). The old blood sometimes pops up after generations, like red hair. More common in some lands than others (also like red hair). Half-Orcs and Tieflings are always born to Humans. Half-elves may be born to elf or human parent, and usually thinks of self as elf or human, not a race. Only Aglarond and Silverymoon have enough half-elves to make their own culture. Appearance of each is very subtle and they often pass for "ugly or odd looking" humans. Tiefling's horns are small enough they can be hidden under a hood or droopy hat.
Halfings: Think of them as "surface goblins". They're sometimes called "Hobs". The sub-races are Skulks and Grunts. Here's a picture of one. Excellent turnip farmers and pig herders. Bathing optional.
Gnomes: I don't have strong convictions here, so let's go with PHB standard. Open to suggestions.
PRE-HISTORY
Ao creates the Weave, a field of magical energy that holds back the Darkness Beyond the Stars and allows for a space where Light, order, and life can happen. The few beings from Before The Time of Light which are inside the Weave are rendered comatose and hidden under oceans or in the hearts of moons.
Ao creates the world and the Immortals - Elves, Dragons, Titans, Ghul, Shaar, and Djinn. Most of the dragons fly off into the Far East beyond what is now the Hordelands. The Djinn head south across the Shining Sea. Nothing is really known of what happens to them.
Elves (who are truly immortal and immune to inclement weather) take up residence in the Great Forest that spans unbroken from Sword Coast to the Hordelands, north of and around the coasts of the Sea of Fallen Stars. The Ghul set up their kingdom in Unther but are few in number. The Shaar spread across the Shining South.
The Titans are few, but so powerful they declare independence from Ao and declare Toril belongs to them. Ao kills their leaders Tharzidun, Aber, Lan, and Mer, disintegrating their bodies and shattering their immortal souls into millions of pieces. Tharzidun's soul-shards form the first demons, Aber's soul-shards land throughout the world and bond with natural plants and creatures to make treants, unicorns, sphinxes, and so on. Lan's soul shards bond with rock and metal, forming gnomes, dwarves, giants, and less common beings. Mer's soul-shards remain as free-roaming spirits of places and things (e.g., the spirit of the old tree), but occasionally take more physical forms such as dryads or water elementals. The remaining Titans flee to other planes of existence.
Elves (who are truly immortal and immune to inclement weather) take up residence in the Great Forest that spans unbroken from Sword Coast to the Hordelands, north of and around the coasts of the Sea of Fallen Stars. The Ghul set up their kingdom in Unther but are few in number. The Shaar spread across the Shining South.
The Titans are few, but so powerful they declare independence from Ao and declare Toril belongs to them. Ao kills their leaders Tharzidun, Aber, Lan, and Mer, disintegrating their bodies and shattering their immortal souls into millions of pieces. Tharzidun's soul-shards form the first demons, Aber's soul-shards land throughout the world and bond with natural plants and creatures to make treants, unicorns, sphinxes, and so on. Lan's soul shards bond with rock and metal, forming gnomes, dwarves, giants, and less common beings. Mer's soul-shards remain as free-roaming spirits of places and things (e.g., the spirit of the old tree), but occasionally take more physical forms such as dryads or water elementals. The remaining Titans flee to other planes of existence.
The elves, shaar, and ghul battle for supremacy over the Realms. The elves and shaar are equally strong, but the ghul are few and beset from both sides. In desperation the ghul build Gates and start importing mortal slaves from other worlds (of which goblins and humans are the most numerous) to serve them in their palaces and as soldiers. The ghul learn how to tap into the Weave created by Ao, using Evocation to make weapons, Enchantment to control the mortal minds, and Necromancy to make use of their bodies after death.
Unther expands quickly into elven and shaar territory, and Eastward. Some human slaves escape on horseback into the Hordelands. Humans bring their religions with them from other worlds, and their prayers attract the attention of foreign Gods. Some Gods divert their attention to Toril and empower clerics and paladins.
Human Liches created by the Ghuls encounter something in the high plateau of Thay, and are changed by it. Their minds are made incapable of being Enchanted by the Ghul, and the Liches set up their own kingdom in Thay, determined to enslave as they were enslaved and tear down their former masters.
Despite harassment from Thay, Unther continues to expand. Its mortal armies consist of weak mortal soldiers, but they are legion in number and replenish their numbers faster than the Shaar or Elves can match. The Ghul begin experimenting on their mortal subjects and create many varieties of goblins, plus orcs and trolls from human stock, making their armies even more ferocious and harder to kill.
Desperate for power to resist the Ghul, the Shaar develop ChaosTech powered by the energies from beyond the Weave of Reality. Unfortunately as a side effect of reaching deeply and recklessly beyond the Weave for more power, the Shaar are exposed to the Darkness Beyond the Stars and are driven mad. Their rational plans become less rational and they cease to care about the morale of their troops. Eventually someone did something really stupid and blew up the heart of the Shaar Empire and caused it to collapse into the earth. Rivers filled in the crater, forming the Lake of Steam. Sahuagin live among the broken ruins of the Shaar capital. The living weapons developed by the Shaar (the Illithids and Beholders are most famous) retreat deep into the bowels of the Earth.
Humans and goblinois (including halflings) flee in great numbers into empty Shaar lands and also the elven lands and some join forces with the elves to resist the Ghul. The pacts forged in Myth Drannor and Aglarond set up human kingdoms within elven lands that resist Unther forces. In Calimshan and the Shining South, far beyond Ghul or elf control, the first independent human and goblinoid realms form. Bugbears become a problem in the northern forests.
Auril, one of the first elves to awaken, cannot abide living side by side with mortals. They are beneath the elves and usurpers of a world made for them. She loses elf political infighting and leads her followers onto the Great Glacier and further north into the Frozen Lands. Her followers make her Queen and worship her as a living God. She is the Queen of Storms and Darkness and no mortal has seen her Palace of the North.
Dragons, long absent from the Realms, return in great numbers from the East. They ravage through Unther and into the north, burning forests clean and leaving vast swaths of plains and scorched hills. So many Ghul are killed in one battle that Unther disintegrates. Chessenta, the Vilhon Reach, and Mulhorand declare independence, and the few Ghul who survive retreat into their temples and give up their dreams of ruling the world. The Great Elven Forest is so badly damaged that regrowth isn't possible and the loss of Elven dominance over the North becomes foreseen; large numbers of them leave by ship for the Undying Lands of the West or via Spelljammer Ship to live among the stars.
Thousands of years pass. Human kingdoms rise and fall. Wizards rise to power, create wonders, and disappear.
THE PRESENT
The Year is 2314 D.R. More than two-thousand years have passed since men and elves formed a pact at Myth Drannor to resist the Ghul and Shaar forces from the South. Some elves living today still remember that. No one has seen a Ghul or Shaar in over a thousand years however, and the elven forests were burned beyond recovery by a rage of dragons, leaving vast open plains and clear dales for humans to build cities and kingdoms. Only the Summer King in the High Forest, the Queen of Storms and Darkness in the Frozen North, and the Fair Court of Myth Drannor remain.
You Are Here:
Uthmere is the City-State of the Grand Duke Fandrell. His excellency claims to be Grand Duke of all of the Great Dale and Ashanath, but his troops rarely patrol past Carwyth Hold halfway through the Dale. That's a bit West of "here" actually - you're in village somewhere along the road to Ashanath. The great woods to the south and north keep you from wandering too far from the road.
Nearby:
Both the Rawlinswood and the Forest of Lethyr are inhospitable and dangerous, but for different reasons. The woods to the north are full of monsters out of Narfell and the further north. The woods to the south are thick with magical beasts and druids that like to keep city-folks out.
Impiltur is the only civilized realm within a month's travel. Its southern cities are ruled somewhat competently by the Circle of Knightly Lords, and they are the premier maritime trading cities of the Sea of Fallen Stars, taking goods to Chessenta, Sembia and Mulhorand.
Thesk to the south has one well-patrolled road kept clear and safe by Impilturian trading houses so goods can flow from the Hordelands and beyond.
Narfell to the north is, as ever, a wasteland of demon-worshiping barbarian tribes, chaotic cults, and twisted ruins. Nearly two-thousand years ago the Banite Emperor of Narfell tried to take on Unther and Thay simultaneously using Shaar weaponry and chaos-tech. The counter-attack, plus the forces unleashed when the weapons broke, have left it a ruin of wild magic - but also attractive to certain kinds of wizards or cults for setting up shop.
Damarra is full of human clans often at war with each other or raiding south into Impiltur, Uthmere and Thesk on their longboats. If you can find a way through them to Vassa, that place is relatively okay by comparison.
What do we do now?
We crawl hexes, that's what. You're near the town of Phandelvar if you start somewhere.
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