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Forgotten Realms - A Home Brew Version

23rd of Tarsakh, 1489.

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The Laws of Forgotten Realms - A Home Brew Version

Rules of the World: Magic in the Forgotten Realms is omnipresent, governed by the Weave, a cosmic force manipulated by mortals and monitored by the goddess Mystra. Here, magic can warp the laws of nature, creating regions where time flows differently or where the dead speak. Gods frequently interact with their followers directly, influencing political and personal affairs, while mythical creatures roam both wild and urban settings, making the world unpredictable and wondrous.

Cosmology

Origin of the World: The world of Toril, the primary planet of the Forgotten Realms, was forged in the fires of creation by the deity Ao, with subsequent shaping by other gods who imbued it with life, magic, and variety. This divine influence is evident in the enduring power of the gods and their churches, the mythic histories of its peoples, and the ancient ruins that hint at past epochs of unimaginable power and civilization.

Principal Geography & Features

Physical Geography and Special Features: The geography of Toril is marked by its extreme diversity. From the chilling, monster-infested Icewind Dale in the North to the steaming, monster-infested jungles of Chult in the South, from the vast, spell-scarred plains of the Anauroch desert to the bustling cities and towns dotting the Sword Coast, every environment presents its own challenges and wonders. Special properties include areas of wild magic, ley lines of power, and living lands that respond to the magical or emotional states of those traveling through them.

Initial Active Setting

Unique Geographical Quirks and Deep Magic:

  The Forgotten Realms are a world of astonishing geographical diversity and magical profundity. Encompassing a multitude of regions each with their own quirks, the Realms feature enchanted forests, mystical islands, expansive deserts, and deep, mysterious underrealms. Magical phenomena are woven into the fabric of the world, manifesting as arcane storms in the Anauroch desert, ghostly lights in the Evermoors, or the legendary mists of the Shadowfell encroaching on the borders of reality.  

Scale of the Storytelling Space:

While the campaign begins on the expansive continent of Faerûn, known for its varied climates and cultures from the icy reaches of Icewind Dale to the tropical jungles of Chult, the narrative has potential to traverse other continents such as the mysterious and exotic lands of Kara-Tur, the unexplored wilderness of Maztica, or the magical isles of Evermeet. This provides an epic scale, offering endless opportunities for exploration and adventure.