Campaign Setting
This is stuff about the setting's calendar and some quick explanation on the game's primary and supplementary settings. We do this here so we can put the events that happen within the various settings of the game in some loose order. We don't want anyone's brain to explode from the stress and we certainly don't want to cause a temporal paradox.
-
Calendars of the Prime
-
Spell Jammers & Planeswalkers
-
Rights & Rules of the People
-
Vows of a Guild
-
The Wayfinder's Respite
-
The Ouroboros
<
>
The current campaign date of the Forgotten Realms is: 1494 DR, 10,078 ZC on Ravnica, 4561 AR on Dominaria, 837 PD on Wildemount, 1024 BH on Bolheim. For each day that passes in the real world a day passes in the Forgotten Realms.
For points of reference the Second Sundering ended, in 1489 DR, Lord Ao decreed the end of the Era of Upheaval. The last time Drizzt Do'Urden was seen in novel was 1488 DR. Closer to the current date, Gideon Jura, Jace Beleren, Ajani, Chandra Nalaar, and Nissa Revane have not yet formed Gatewatch. The war between the Dwendalian Empire and the Kryn Dynasty has been going for the better part of a year. A general timeline for magic the gathering content can be found here and for the Forgotten Realms, here. Incidentally the current year on Earth is 2022. Some other settings include Krynn, Azeroth, Nentir Vale, Pelinore, Mystara, Mahasarpa, Jakandor, Kalamar, Ghostwalk, Greyhawk and Darksun.
The Forgotten Realms campaign setting is our primary setting. This does not mean that it is the only setting. Your characters may find themselves on any number of planes, various words such as Ravnica, or in any number of strange locations. Most of the time a campaign or session will start on Faerûn, somewhere within the region know as the Sword Coast. As players we will order time using Dalereckoning but your characters and the people they speak with in the setting may use something completely different.
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. 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 Eleint and Marpenoth, and The Feast of the Moon is between Uktar and Nightal. |
Calendar of Harptos
|
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 Eleint 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.
Every four years, another holiday called Shieldmeet is added as a leap day immediately following the Midsummer holiday.
Years (usually described as the passing of winters or summers) are referred to by names, each name is not consistent across the Realms. Each kingdom or city-state numbers 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 widespread differing year dates include the following:
Dalereckoning (DR): Dalereckoning is taken from the Year of Sunrise, when the Standing Stone was raised by the elves of Cormanthor and the human Dalesfolk. Since this time, humans were permitted by the Elven Court to settle in the more open regions of the forests. In some texts, primarily those which do not have direct ties to Dales history, Dalereckoning is called Freeman's Reckoning (FR). The calendar is widely used in Faerûn but has not spread beyond its shores. Dalereckoning is the most common year measurement and is used in all of the Forgotten Realms sourcebooks.
Cormyr Reckoning (CR): Cormyr Reckoning begins at the foundation of House Obarskyr, the dynasty that still rules that land. The 25-year gap between Cormyr Reckoning and Dalereckoning has caused much of the confusion regarding elder days. Timelines and calendars of the period often use DR designation, 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 Sembia), but it causes learned sages to slam their heads violently against their desks trying to figure things out.
Northreckoning (NR): Used in the City of Waterdeep, Northreckoning dates from the year Ahghairon became the first Lord of Waterdeep. A more archaic system called Waterdeep Years (WY) dates from the supposed first use of Waterdeep as a trading post. This reckoning is now largely abandoned except in ancient texts.
Mulhorand Calendar (MC): One of the oldest calendars in use in the Realms, this ancient scheme of record-keeping dates from the founding of Skuld, the City of Shadows, reputedly by a Mulhorandi god.
Present Reckoning (PR): In an attempt to get a handle on the various number systems in use, a new type of reckoning has been implemented with the approval of such worthies as Khelben "Blackstaff" Arunsun of Waterdeep and Vangerdahast of Cormyr and carried abroad by the Harpers. All year-dates trace back to the Time of Troubles as Year 0.
Dalereckoning (DR): Dalereckoning is taken from the Year of Sunrise, when the Standing Stone was raised by the elves of Cormanthor and the human Dalesfolk. Since this time, humans were permitted by the Elven Court to settle in the more open regions of the forests. In some texts, primarily those which do not have direct ties to Dales history, Dalereckoning is called Freeman's Reckoning (FR). The calendar is widely used in Faerûn but has not spread beyond its shores. Dalereckoning is the most common year measurement and is used in all of the Forgotten Realms sourcebooks.
Cormyr Reckoning (CR): Cormyr Reckoning begins at the foundation of House Obarskyr, the dynasty that still rules that land. The 25-year gap between Cormyr Reckoning and Dalereckoning has caused much of the confusion regarding elder days. Timelines and calendars of the period often use DR designation, 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 Sembia), but it causes learned sages to slam their heads violently against their desks trying to figure things out.
Northreckoning (NR): Used in the City of Waterdeep, Northreckoning dates from the year Ahghairon became the first Lord of Waterdeep. A more archaic system called Waterdeep Years (WY) dates from the supposed first use of Waterdeep as a trading post. This reckoning is now largely abandoned except in ancient texts.
Mulhorand Calendar (MC): One of the oldest calendars in use in the Realms, this ancient scheme of record-keeping dates from the founding of Skuld, the City of Shadows, reputedly by a Mulhorandi god.
Present Reckoning (PR): In an attempt to get a handle on the various number systems in use, a new type of reckoning has been implemented with the approval of such worthies as Khelben "Blackstaff" Arunsun of Waterdeep and Vangerdahast of Cormyr and carried abroad by the Harpers. All year-dates trace back to the Time of Troubles as Year 0.
Planeshift, the Magic the Gathering settings are part of our world. In fact if you can think it you can get to it. The universe is potentially infinite and vastly expansive to the very limits of your imagination and beyond it. Below you will find some information that will help players and dungeon masters align the current date of the Forgotten Realms with the other content available.
Cridhe: In Cridhe the years are given in relation to the Parting. The only other known date is that of the Mending of the Clan Tree, in 520.
Dominaria (AR): The dates on this timeline are in A.R.: Argivian Reckoning, with year 1 starting with the birth of Urza. Other known reckonings are Penregon Founded, beginning with the founding of the city Penregon in ~912 A.R., and the Reckoning of the Sages of Minorad, starting with the gathering of said sages in 3000 A.R.. A Dominarian year is 420 days long and divided into twelve 35-day months. Most pre-revisioned dates were given in the Minorad reckoning, but most of them can't possibly be true in post-revisionist continuity. Minorad reckoning is only incorporated in the timeline and translated to A.R. if it can still be true in current continuity. Another dating system was established by New Sumifans in Almaaz. Its Common Era (CE) starts around 3035 AR. (Date of 3000 BCE (Before Common Era) corresponds to times of Brothers, soon after Almaaz joined to Mishra's forces).
Ravnica (ZC/AC): Ravnica works with Z.C. and A.C., which stand for "Zal Concordant" and "Al Concordant", meaning "After the Agreement" and "Before the Agreement" in Old Ravi respectively. The agreement, in this case, is the signing of the Guildpact. The D&D Guildmasters' Guide to Ravnica establishes the Ravnica year of the Guilds of Ravnica block as 10,076 Z.C., which equals ~4560 AR. By this reckoning, the year 1 Z.C. began during the year -4198 A.R.
Cridhe: In Cridhe the years are given in relation to the Parting. The only other known date is that of the Mending of the Clan Tree, in 520.
Dominaria (AR): The dates on this timeline are in A.R.: Argivian Reckoning, with year 1 starting with the birth of Urza. Other known reckonings are Penregon Founded, beginning with the founding of the city Penregon in ~912 A.R., and the Reckoning of the Sages of Minorad, starting with the gathering of said sages in 3000 A.R.. A Dominarian year is 420 days long and divided into twelve 35-day months. Most pre-revisioned dates were given in the Minorad reckoning, but most of them can't possibly be true in post-revisionist continuity. Minorad reckoning is only incorporated in the timeline and translated to A.R. if it can still be true in current continuity. Another dating system was established by New Sumifans in Almaaz. Its Common Era (CE) starts around 3035 AR. (Date of 3000 BCE (Before Common Era) corresponds to times of Brothers, soon after Almaaz joined to Mishra's forces).
Ravnica (ZC/AC): Ravnica works with Z.C. and A.C., which stand for "Zal Concordant" and "Al Concordant", meaning "After the Agreement" and "Before the Agreement" in Old Ravi respectively. The agreement, in this case, is the signing of the Guildpact. The D&D Guildmasters' Guide to Ravnica establishes the Ravnica year of the Guilds of Ravnica block as 10,076 Z.C., which equals ~4560 AR. By this reckoning, the year 1 Z.C. began during the year -4198 A.R.
|
|
With the introduction of Ravnica and the plane shift content there is a slight change to the cosmology of the setting's universe. Ravnica and the other worlds within the plane shifted content exist within their own crystal spheres on the prime material plane very much like Toril. Within those spheres is space as you know it. The crystal sphere containing Toril is called Realm-space. Between these crystal spheres and surrounding them exists the Far Realm, the Blind Eternities, and/or the phlogiston. All of these names define the same thing. It is the playground of Lovecraftian creatures.
Travel between Toril and the plane shifted content may be done by a few spells that are not limited by distance such as the Teleportation Circle spell and some powerful magical items or artifacts. The Plane Shift spell will ironically not work to reach the plane shifted content because these worlds are not on another plane of existence.
Travel between Toril and the plane shifted content may be done by a few spells that are not limited by distance such as the Teleportation Circle spell and some powerful magical items or artifacts. The Plane Shift spell will ironically not work to reach the plane shifted content because these worlds are not on another plane of existence.
Planeswalkers
Read below for changes to this background's feature, Planeswalker’s Spark.
|
To start with this background you must sacrifice your free feat.
You may take this at a later level as a feat. If you do so you do not gain the skill or tool proficiency or the language. |
Planeswalkers and those with Spelljammers are the original travelers of the worlds. The change to the setting's cosmology influences a planeswalker's ability, planeswalk so that it is use-able in this context. A planeswalker can travel with this ability to any plane of existence and/or anywhere on the prime material plane. Only deities, extremely powerful entities, and some spells or spell like effects as is dictated by the dungeon master can bar them from entering a location.
Planeswalking is very draining, causing one level of exhaustion after it is used. The planeswalker must complete a short or long rest before doing it again. It takes 1d6 actions to perform and concentration while it is being performed. It is also not exceptionally accurate but will get you to the general vicinity of your desired destination, within a mile provided you have been there before. Otherwise the destination is determined by the dungeon master. A planeswalker can take things they are wearing or carrying but not other people. DM's may waive the negative costs and the actions required should they so desire as a plot device.
Typically a planeswalker's first time is under the immediate and imminent threat of death. During this moment the planeswalker's spark ignites within them. When such happens the planeswalker vanishes immediately and the dungeon master determines the destination. It should be a place the character would not die within the first few seconds or minutes of arrival. The positive energy plane or the plane of fire is generally not a good choice dungeon masters.
Planeswalking is very draining, causing one level of exhaustion after it is used. The planeswalker must complete a short or long rest before doing it again. It takes 1d6 actions to perform and concentration while it is being performed. It is also not exceptionally accurate but will get you to the general vicinity of your desired destination, within a mile provided you have been there before. Otherwise the destination is determined by the dungeon master. A planeswalker can take things they are wearing or carrying but not other people. DM's may waive the negative costs and the actions required should they so desire as a plot device.
Typically a planeswalker's first time is under the immediate and imminent threat of death. During this moment the planeswalker's spark ignites within them. When such happens the planeswalker vanishes immediately and the dungeon master determines the destination. It should be a place the character would not die within the first few seconds or minutes of arrival. The positive energy plane or the plane of fire is generally not a good choice dungeon masters.
Within the setting each county, region, village, town, city, country, etc. has its own strict and complex legal code that consists of a series of regulations, official decrees, and treatises that are nigh incomprehensible for anyone but the regions barristers and some patriars. By and large laws favor these individuals along with foreign diplomats and local law enforcement. In the case of Baldur's Gate citizens and those living in the Outer City are afforded far fewer considerations. Non-citizens have no rights but are subject to its laws. Non-citizens include most monstrous or semi-monstrous races. Some races are treated as non-citizens and some are absolutely despised and attacked on sight.
Just because you break a law, rule, or vow doesn't mean those that enforce it know that it was broken. If you are careful, lucky, and plan accordingly you can get away with almost anything.
Just because you break a law, rule, or vow doesn't mean those that enforce it know that it was broken. If you are careful, lucky, and plan accordingly you can get away with almost anything.
These are some rough guides to common laws. Not all counties regions, villages, towns, cities, countries, etc. have these same laws or punishments for the breaking of said laws. All fines and punishments regarding crimes against an official, a foreign diplomat, or member of the ruling council/lord are tripled.
- Theft: Flogging and/or public humiliation and 5-10 days incarceration and/or a fine of twice the worth of the stolen goods.
- Worship of forbidden gods: 30 days incarceration and a fine of 250 gp.
- Ownership of another intelligent humanoid creature: 12-20 months incarceration and a fine of 1,800 gp.
- Trespassing: Flogging and/or public humiliation and 12 days incarceration and/or a fine of 215 gp.
- Failure to pay taxes to the ruler: Flogging and/or public humiliation and 5-30 days incarceration and a repossession of property equal to the amount owed.
- Damage/Vandalism to private property: 5-1 5 days incarceration or a fine of twice the worth of property destroyed.
- Damage/Vandalism to ruling property: 5-60 days incarceration and a fine of twice the worth of property destroyed.
- Kidnapping: 60 days incarceration and/or a fine of 800 gp.
- Assault with intent to injure: 30 days incarceration and/or a fine of 350 gp.
- Assault with intent to kill: 250 days incarceration and/or a fine of 1,800 gp, or execution.
- Murder: 8-1 5 years incarceration and/or a fine of 6,000 gp, or execution.
- Treason: Execution.
- Impersonating, Blackmailing, Bribery: 30 days incarceration and a fine or damages up to 300 gp.
- Hampering justice: Fine up to 200 gp and hard labor up to a 10 days.
- Using magic to influence without consent: Fine or damages up to 1,000 gp and edict.
- Tomb-robbing: Incarceration up to 10 days and damages covering the cost of repairs plus 500 gp.
- Disorderly conduct: Flogging and/or public humiliation and 1-5 days incarceration and a fine of 5 gp and/or edict.
- Espionage: Execution or permanent exile.
- Littering: Fine up to 2 gp and edict.
- Poisoning a city well: Execution.
- Forgery of an official document: Flogging and/or public humiliation and exile up to 10 years.
- Arson: Execution or hard labor up to 1 year with fines and/or damages covering the cost of repairs plus 2,000 gp.
- Brandishing weapons without due cause: Incarceration up to 10 days and/or fines up to 10 gp.
- Rape: Flogging and/or public humiliation and 250 days incarceration and/or a fine of 1,800 gp, or execution.
Some guilds and other organizations may have laws, rules, and/or vows that must be upheld to maintain membership. One example are the tenants and the motto of guilds like the Silver Scale Guild which are listed below. Different groups may have a very different set of laws they uphold and it may be important to make sure your morality and ethics align with the groups you choose to join and that those groups align with any other groups you have chosen to sign up for.
- Be courageous in the face of your enemies that they will fear you and the guild. You must show valor.
- Be upright that you may be respected by your allies and so garner their respect for yourself and for the guild. You must show virtue.
- Safeguard the innocent and defenseless that the people know your nature and need not fear you. You must uphold the weak, defend the helpless, and undo the wicked.
- Strive for excellence through self improvement. Banish ignorance with knowledge and use your skill to teach the willing so that their lot in life can be improved. You must show a willingness to improve yourself.
- Represent honor and integrity in your dealings with your allies and those that deal with your allies so they know the kind they deal with and so deal kindly with them or with you. You must be as honest as life permits.
- Quench your temper with patience. You must do everything you can to maintain your alliances through self-restraint and tolerance.
- Give your aid as life permits to those who seek it and ask for aid when needed. You must know when to ask your allies for aid and provide it to your allies when you're able.
"Adventurers shall not cease from exploration and the
end of all that will be to arrive where they started and
know this place for the first time."
~ Reginald Wayfinder
end of all that will be to arrive where they started and
know this place for the first time."
~ Reginald Wayfinder
|
This fabulous tavern in no longer located in the prime material plane. It is sometimes called the Wayfinder's Respite but more often named the Wayfinder Tavern. It is an inn and pub of legend that drifts throughout the astral sea. The inn has only one door leading outside but it ain't to the astral sea. It can sometimes be entered randomly when coming into any other inn or tavern through their main door. The only way to be sure that you'll enter this tavern is by holding a badge while opening an inn or tavern door. The inside of tavern is large, comfortable, and decadent. It's frequently busy, despite its exclusivity, but always seems to have enough room and beds available for the wayward band of adventurers. The inn is expensive and suited for an aristocratic lifestyle, but is known to be willing to barter or trade for treasure, information, and favors. Staying in this in is equivalent to an aristocratic lifestyle and so most stay elsewhere and visit.
|
Badge of the Wayfarer
Wondrous item, special This badge is formed in the shape of a maple leaf with an embossed porcelain mug. While wearing the badge, you can recite its command phrase. Though it takes about a minute to activate. Within a minute after this, if you open an outer tavern or inn door you will find that the door you opened does not lead to the same tavern to which it is attached but to the Wayfinder's Respite. You can then move through the door of your own volition and anyone with you can do so as well, transporting you and/or them to this wondrous tavern and to the astral plane as if by the plane shift spell. This connection lasts for one minute. After this the door shuts as if by itself. Upon opening the door after this one will find that it leads once more to the interior of the tavern or inn that it is attached to.
Any creature that exits the only outer door that the Wayfinder's Respite has will find that they are magically transported back to their home destination unless the owner of the tavern designates a way for the creature. Certain special freestanding or walled doors can be designated as a way and these ways are permanent and can be used by characters holding a badge to transport to different locations. This shares the 24 hour cool down period. Once you return from the Wayfinder's Respite, the badge can't be used again until 24 hours have passed. The badge's command phrase and purpose is a closely-kept secret. While casting identify on the badge only reveals the fact that the badge is magical, a legend lore spell reveals the badge's command phrase and properties. You can set new home destination once a day. The other ability of the badge is to sequester a huge or smaller beast, should it be willing. Only one creature can be kept in such a fashion. The creature is kept in a spacious paddock connected to the tavern. Once per day the creature can either be transported into or out of this space. This takes one minute of concentration and the creature either appears adjacent to the holder of the badge or vanishes into the paddock. If the holder of the badge must be able to touch the creature to send it to the paddock. On one wall of the paddock is a rectangular window through which the creature contained within can view the outside world from the perspective of the badge. Creatures contained within these paddocks must be cared for like any normal beast. At minimum such care will cost the badge holder one extra gold piece per downtime day expended. |
"Open the way!"
"If you have built castles in the air, your work need not be lost; that is where they should be.
Now put foundations under them."
~ Henry David Thoreau
Now put foundations under them."
~ Henry David Thoreau
The former guild complex exists ten miles east of Baldur's Gate along the south shore of the Chionthar River. This means that those who can't fly or swim across the nearly mile wide river must walk through Rivington and pay the toll, a few copper to cross Wyrm's Crossing to get to the city. The crossing also acts as a sea-gate to tax ships heading inland along the river.
The guild itself sits very near the county border that Cumbria shares with Lyonnais. The county of Cumbria is one of two counties that borders Baldur's Gate's city limits. There is a small village called Gravesford that rests only about a ten minute walk from the guild. The village holds a population of about two-hundred people. The count of Cumbria, Count Rahteem has good relations with the guild and has asked the guild to watch over Gravesford even though the village lay in another county. The other two close counties are Giessen and Rushan. |
Draconic : Shio ihk ir vur ir ihk shio!
Common: All for one and one for all! Definition: “All for one and one for all” speaks of a deep bond of unity. If one gets into trouble everyone goes into battle in his/her honor. “All for one” means that the group supports each of its individual members, so if one was in need all of the group would come to his/her aid. “One for all” means that the individual is for the group or cause more than they are for his/her self, such that they put the needs of the group or cause above their own. |
- Be courageous in the face of your enemies that they will fear you and the guild. You must show valor.
- Be upright that you may be respected by your allies and so garner their respect for yourself and for the guild. You must show virtue.
- Safeguard the innocent and defenseless that the people know your nature and need not fear you. You must uphold the weak, defend the helpless, and undo the wicked.
- Strive for excellence through self improvement. Banish ignorance with knowledge and use your skill to teach the willing so that their lot in life can be improved. You must show a willingness to improve yourself.
- Represent honor and integrity in your dealings with your allies and those that deal with your allies so they know the kind they deal with and so deal kindly with them or with you. You must be as honest as life permits.
- Quench your temper with patience. You must do everything you can to maintain your alliances through self-restraint and tolerance.
- Give your aid as life permits to those who seek it and ask for aid when needed. You must know when to ask your allies for aid and provide it to your allies when you're able.
Name: Calesvolus (Cale)
Description: A ruby dragonwrought kobold and former guild member under Soliar, the Ancient Silver. Cale had a personal mount, a Scalamagdrion named Socrates. Cales current situation is complicated. Responsibilities: Cale is seen around sometimes but is no longer the guild master. |
Name: The Kobolds
Description: Twenty-two kobolds, not including those others named here call the den and its connected tunnels home. Most are females and a few are sorcerers. They no longer stay at the guild. Responsibilities: The kobolds are tasked to defend the vault and fetch anything from the vault that is requested by the guild master. |
Name: Leina
Description: Leina is a no bullshit hardworking genasi-orc that takes her job very seriously. She is a fiery woman that goes above and beyond to make sure things run smoothly. She has difficulty making friends but when she does she is one of the best people to have with on your side. Responsibilities: Leina manages the welcome desk, the room keys, the guild quest board, and a few other minor responsibilities. |