IT1: Setting.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 2 posts
 Think Not of Man when
 Dragons Dwell so Near
Thu 18 Dec 2014
at 01:20
IT1: Setting

Map of Faerun

This message was last edited by the GM at 22:30, Sat 29 July 2017.

Dungeon Master
 GM, 3 posts
 Think Not of Man when
 Dragons Dwell so Near
Thu 18 Dec 2014
at 01:44
Re: IT1: Setting

Deities of the Forgotten Realms (Main Pantheon)

DeityAlignmentSuggested DomainsSymbol
Auril, goddess of winter NE Nature, Tempest Six-pointed snowflake
Azuth, god of wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god o ft yranny LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god of murder NE Death Skull surrounded by a ring of blood droplets
Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain
Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god of writing NG Knowledge Lit candle above an open eye
Eldath, goddess of peace NGLife, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god of protection LN Life, Light Staring eye on upright left gauntlet
Ilmater, god of endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god of the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god of birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess of illusion CNTrickery Point-down triangle containing a swirl of mist
Lliira, goddess of joy CG Life Triangle of three six-pointed stars
Loviatar, goddess of pain LE Death Nine-tailed barbed scourge
Malar, god of the hunt CE Nature Clawed paw Mask, god of thieves CN Trickery Black mask
Mielikki, goddess of forests NG Nature Unicornís head
Milil, god of poetry and song NG LightFive-stringed harp made of leaves
Myrkul, god of death NE Death White human skull
Mystra, goddess of magic NG Knowledge Circle of seven stars, or nine stars encircling a flowing red mist, or a single star
Oghma, god of knowledge N Knowledge Blank scroll
Savras, god of divination and fate LN Knowledge Crystal ball containing many kinds of eyes
Selune, goddess o ft he moon CG Knowledge, Life Pair of eyes surrounded by seven stars
Shar, goddess of darkness and loss NE Death, Trickery Black disk encircled with a border
Silvanus, god of wild nature N Nature Oak leaf
Sune, goddess of love and beauty CG Life, Light Face of a beautiful red-haired woman
Talona, goddess of disease and poison CE Death Three teardrops on a triangle
Talos, god of storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god of war N War Upright flaming sword
Torm, god of courage and self-sacrificeLG War White right gauntlet
Tymora, goddess of good fortune CG Trickery Face-up coin
Tyr, god of justice LG War Balanced scales resting on a warhammer
Umberlee, goddess of the sea CE Tempest Wave curling left and right
Waukeen, goddess of trade N Knowledge, Trickery Upright coin with Waukeenís profile facing left

Non Human Deities

DeityAlignmentSuggested DomainsSymbol
Bahamut,dragon god of good LG Life, WarDragonís head in profile
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity of art and magic CG Light Quarter moon or starburst Deep
Sashelas, elf god of the sea CG Nature, Tempest Dolphin
Eadro, merfolk deity of the sea TN Nature, Tempest Spiral design
Garl Glittergold, gnome god of trickery and wiles LG Trickery Gold nugget
Grolantor, hill giant god of war CE War Wooden club
Gruumsh, orc god of storms and war CE Tempest, War Unblinking eye
Hruggek, bugbear god of violence CE War Morningstar
Kurtulmak, kobold god of war and mining LE War Gnome skull
Laogzed, troglodyte god of hunger CE Death Image of the lizard/toad god
Lolth, drow goddess of spiders CE Trickery Spider
Maglubiyet, goblinoid god of war LE War Bloody axe
Moradin, dwarf god of creation LG Knowledge Hammer and anvil
Rillifane Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moonbow, elf goddess of the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of the hunt LE Nature, Tempest Shark
Semuanya, lizardfolk deity of survival N Life Egg
Skerrit, centaur and satyr god of nature N Nature Oak growing from acorn
Skoraeus Stonebones, god of stone giants and art N Knowledge Stalactite
Surtur, god of fire giants and craft LE Knowledge, War Flaming sword
Thrym, god of frost giants and strength CE War White double-bladed axe
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Yondalla, halfling goddess off ertility and protection LG Life Shield

This message was last edited by the GM at 18:43, Sat 27 Dec 2014.

Dungeon Master
 GM, 12 posts
 Think Not of Man when
 Dragons Dwell so Near
Fri 19 Dec 2014
at 02:36
Re: IT1: Setting

The Dales

There are several dales:

Capital: Archenbridge
Population: 92,300 (92% humans, 3% half-elves, 2% gnomes, 2% halflings)
Government: Autocratic rule by the Swords
Religions: Chauntea, Lathander, Tempus (Mielikki, SelŻne, Silvanus)
Imports: Exotic metalwork, silks, spices
Exports: Produce, ores, timber
Alignment: NG, LN, N
Archendale is the strongest military power in the Dalelands.

Capital: Essembra
Population: 32,714 (87% humans, 5% half-elves, 4% halflings, 2% gnomes, 1% dwarves)
Government: Lordship
Religions: Gond, Tempus (Chauntea, Corellon Larethian, Silvanus)
Imports: Clothing, fine metalwork, oil, rope, spices
Exports: Ale, cheese, fruit, grain, meat, livestock, wool
Alignment: CG, NG, N
Battledale has through history been the scene of most of the big battles in the Dalelands, hence the name.

Capital: Dagger Falls
Population: 28,041 (88% humans, 5% dwarves, 3% half-orcs, 2% gnomes, 1% halflings)
Government: Lordship
Religions: Lathander (Mielikki, Silvanus, Tempus)
Imports: Armor, books, glass, jewelry, metalwork, paper, texiles, weapons
Exports: Furs, meats, ores
Alignment: LG, NG, N
For a long time, Daggerdale has been occupied by or at war with Zhentarim agents of Zhentil Keep. Its original name some centuries ago was Merrydale and it was famed for the hospitality of its inhabitants. After an outbreak of vampirism the town lost its friendliness and the residents took to being ever armed with daggers, hence the change of name. Daggerdale is also currently ruled by Randal Morn, a famous member of The Four.

Capital: Highmoon
Population: 50,239 (70% humans, 20% half-elves, 9% elves)
Government: Republic with elected lord
Religions: Corellon Larethian, Oghma
Imports: Cotton, fine manufactured items, silk, textiles, wood
Exports: Fur, meat, timber
Deepingdale is known for its friendly and welcoming atmosphere. It is named after the Deeping Princess, an elf-maiden who married a human and led many humans and half-elves to settle here, far from prejudices of gold elves.

Capital: None
Population: 14,020 (84% humans, 11% halflings, 2% half-elves, 2% gnomes)
Government: Democracy
Religions: Lathander (and Cyric)
Imports: Armor, fine manufactured goods, weapons, oil
Exports: Cheese, corn, grain, salted meat, vegetables
Alignment: NG, N, CG
As one of the smallest dales, Featherdale has never been involved in the big struggles of some of the other dales, as such it is a peaceful place. The Featherdarrans' chief virtues are resilience, common sense, brawn, and a natural aptitude for farming.

Capital: Harrowdale Town
Population: 42,061 (90% humans, 5% half-elves, 4% elves)
Government: Republic (plutocracy)
Religions: Chauntea, Mystra, Oghma, Tymora (Malar, Mielikki, Silvanus)
Imports: Glassware, lace, ore, paper, silk, spices, tools, weapons
Exports: Ale, beef, cheese, fruit, furs, lumber, mutton, wool
Alignment: LG, LN, NG
The oldest of the current dales. Formerly known as Velardale

High Dale
Capital: Highcastle
Population: 8,179 (86% humans, 10% gnomes, 3% half-elves)
Government: Republic with elected High Constable
Religions: Gods of the Dancing Place
Imports: Armor, books, metalwork, paper, textiles, weapons
Exports: Copper
Alignment: LG, LN, NG
The High Dale lies at a strategic pass over the Thunder Peaks.

Capital: Ashabenford
Population: 27,807 (87% humans, 5% dwarves, 3% gnomes, 2% halflings, 2% half-elves)
Government: Republic
Religions: Chauntea, Moradin, Silvanus, Tyr
Imports: Manufactured items, oil, ores, textiles
Exports: Ale, beets, cheese, grain, hay, meat, potatoes, vegetables
Alignment: LG, NG, CG
With fertile lands and protected from dangers by surrounding dales, Mistledale is a pleasant place to live. Mistledale's capital is the town of Ashabenford and is home of the fierce Riders of Mistledale. The town has had troubles of late with attacks from Zhentarim and Drow.

This dale no longer exists. Its people joined Sembia as the city of Ordulin

Capital: Chandlerscross
Population: 125,015 (94% humans, 3% half-orcs, 2% halflings)
Government: Republic (anarchy)
Religions: Tempus, Tymora
Imports: Illicit substances, manufactured goods, oil
Exports: Ale, grain, vegetables
Alignment: LN, N, CE
Named after a canyon, presumably a result of the battle between elven god Corellon Larethian and orc god Gruumsh.

This dale was destroyed by the army of Archendale. Its land was salted to prevent resettlement.

Shadowdale is the most famous of the dales in The Dalelands, and is known as the home of the archmage Elminster. Through its history, Shadowdale has battled both Zhentarim and drow invasions. What Shadowdale lacks in numbers, it makes up by the strength of its inhabitants, including some retired adventurers

Also known as the Lost Vale, home of the Saurials.

Capital: Tegal's Mark
Population: 14,020 (94% humans, 2% halflings, 2% gnomes, 1% half-elves)
Government: Republic
Religions: Tyr
Imports: Gold, jewels, silver, tin
Exports: Fine manufactured goods, pottery, textiles
Alignment: LG, LN, N
Tasseldale lies close to, and is heavily influenced by, Sembia.

The northernmost of all the dales, Teshendale lies near the Moonsea.

This message was last edited by the GM at 18:41, Sat 27 Dec 2014.

Dungeon Master
 GM, 13 posts
 Think Not of Man when
 Dragons Dwell so Near
Fri 19 Dec 2014
at 02:42
Re: IT1: Setting

"A long time ago, Tasseldale was in the heart of old Cormanthor. Over the centuries, mankind cleared the land and made farmlands and pastures out of the forests. Ye can still find elven ruins scattered throughout the Dale. Most folk believe that the elves kept the Sembians out of Cormanthor - but ye need only look at Tasseldale to see how Sembian plows and gold defeated elven arrows." - Elminster

   Tasseldale is the most civilized of the Dales and is dotted with a wide variety of small communities that, as a group, are considered Tasseldale. These communities are set in a dry river valley stretching from the end of Arch Wood to Featherdale on the River Ashaba. The river itself has long since found another course (perhaps underground), leaving a wide, verdant, but relatively dry plain.
Tasseldale is the crossroads of the Dales, a pleasant defile marked with light copses of woods and scrub. Its many small communities and villages are lined with the shops and houses of artisans: toymakers, lacemakers, tinsmiths and potters, woodworkers and cabinetmakers, tailors and builders, weavers and vintners and scribes. A dozen of these communities lie scattered from Blackfeather Bridge to the Arch Wood, all of them no more than one street long.

   Tasseldale has a force of mounted police officers, known as mairshars, composed of four patrols of 12 people each, plus 11 trainees who fill in to replace the sick or wounded. This force is charged with patrolling the Dale, protecting all the small village communities, and maintaining the peace. To that end the mairshars are allowed to function as judges as well as arresting officers.

   The ruler of Tasseldale is the leader of these forces, the Grand Mairshar Elizzaria.

   The mairshars are Tasseldaleís only visible fighting force, but every man and woman between the ages of 14 and 64 is considered part of the Tasseldale militia, and these chubby, contented villagers can lash out and destroy invading armies, as the forces of Lashan of Scardale learned several years ago.

   Tasseldale is seeing an influx of merchants and trade from Sembia, including Sembian families moving into the Dale to get away from the hustle and bustle of the more metropolitan areas. Whether these new arrivals take to Daleland ways or the Dale suffers the same fate as Moondale remains to be seen.

This message was last edited by the GM at 18:41, Sat 27 Dec 2014.

Dungeon Master
 GM, 20 posts
 Think Not of Man when
 Dragons Dwell so Near
Sat 20 Dec 2014
at 12:14
Re: IT1: Setting

Tegal's Mark

Tegal's Mark is a typical tassel, located near Rauthauvyr's Road. It was founded by a swordsmith named Tegal about 180 years ago. His work was exceptional, and Tegal's blades were prized from Suzail to Mulmaster, As is customary with swordmakers, Tegal had a unique smith's mark that he impressed on his blades.

When he died, his apprentices continued his work and kept Tegal's mark alive. The swordworks are still known as Tegal's Mark and the village that grew around the forge goes by the same name.

1. The Sharburg. Built on the ruins of an ancient elven watchtower, the Sharburg has recently been reinforced with low stone walls. In the past Tasseldale's mairshars were based here and the Grand Mairshar received embassies and holds audience in the old tower. Now however the heart of the patrol has been moved to Tasselheart and The Sharburg is home to only a small contigent of the Mairshars.

2. Aladiam's Imports. Aladiam is a retired adventurer who imports silks and spices from Sembia. He also fences and smuggles on the side. Player characters will find that Aladiam is always looking for daring sellswords to carry his illicit goods.

6. Tormel Cabinetmaker, Noted as one of the finest woodworkers in the Dalelands, Tormel is now semiretired. The business is continued by his son, a dull-witted fellow named Senn. Tormel's work can fetch as much as 100 gp for a well-made armoire or dresser.

7. Grenden Toymaker. This small shop is filled with wondrous devices of all kinds. Grenden  is a friendly fellow who is delighted when one of his toys finds its way into a child's hands.

9. Tegal Swordsmiths. The largest weapon-makers in the Dalelands, the Tegal Swordsmiths enjoy a fine reputation for strong and true blades, The company's leading smith, Jalissa Two-hammers, is capable of forging weapons of quality for five times normal price, but requires at least one month of preparation.

10. Elgaun Manor. This luxurious residence is only occupied in the summertime. The Elgaun family of Yhaunn is fond of spending their summers here. A couple of local Tasseldalefolk look after the property during the winter.

11. Theremondivyr's House. The local wizard is a quiet scholar and sage-for-hire named Theremondivyr He is a rather timid and nervous man. Theremondivyr will aid anyone who is seeking knowledge, but will go out of his way to help out adventurers of good heart.

This message was last edited by the GM at 00:45, Sun 28 Dec 2014.

Dungeon Master
 GM, 31 posts
 Think Not of Man when
 Dragons Dwell so Near
Sat 27 Dec 2014
at 16:06
Re: IT1: Setting

Calendar of Harptos
named after the long-dead wizard who invented it, his twelve wives, and his ten daughters

There are 365 days in the year, split up into twelve months of thirty days each with five holidays that fall between some months. The names of the months are given in both the formal names and the common ones. The seasons run like they do for the northern hemisphere; Hammer is like January and Flamerule is like July. Each week consists of ten days, called a tenday.
Month	Name	   Common name
1	Hammer	   Deepwinter
2	Alturiak   The Claw of Winter
3	Ches	   The Claw of the Sunsets
4	Tarsakh	   The Claw of the Storms
5	Mirtul	   The Melting
6	Kythorn	   The Time of Flowers
7	Flamerule  Summertide
8	Elesias    Highsun
9	Eleint     The Fading
10	Marpenoth  Leaffall
11	Uktar	   The Rotting
12	Nightal	   The Drawing Down
The holidays are Midwinter, Greengrass, Midsummer, Highharvestide and The Feast of the Moon. Midwinter falls between Hammer and Alturiak, Greengrass between Tarsakh and Mirtul, Midsummer is between Flamerule and Eleasis, Highharvestide is between Elient and Marpenoth, and The Feast of the Moon is between Uktar and Nightal.

Note: The holidays do not fall on the actual day the season changes. The 19th of Ches is the Spring Equinox, the 20th of Kythorn is the Summer Solstice, the 21st of Elient is the Autumn Equinox and the 20th of Nightal is the Winter Solstice.

Every four years, another holiday called Shieldmeet is added as a leap day immediately following the Midsummer holiday.

This message was last edited by the GM at 19:35, Sat 27 Dec 2014.

Dungeon Master
 GM, 32 posts
 Think Not of Man when
 Dragons Dwell so Near
Sat 27 Dec 2014
at 18:40
Re: IT1: Setting

Titles and Forms of Address

CommonerGoodmanGoodwife or Maid
Knight, OfficerSirLady, or Lady Sir
Mayor, Warden, Commander, SeneschalLordLady or Lady Lord
Baron, CountMilordMilady
Duke, Viscount, MarquisHigh LordHigh Lady
Grand Duke, PrinceHighnessHighness
King, Queen, ArchdukeMajestyMajest