Welcome to Toril, the world set to D&D’s Forgotten Realms, Oriental Adventures and Arabic Adventures. This is a ongoing campaign world I have been running since 1997, currently using the 5th Edition of D&D Rule set D&D Next. This world is somewhat different from the cannon setting, but there are a lot of similarities to the current Forgotten Realms. Feel free to check out their Wikipedia for more minutia of the worlds. This setting is split into the three continents, with Faerun containing Forgotten Realm and Oriental Adventures, Zuhkara being the homeland for Arabic Adventures, and Maztika for my newest Baldurian Adventures group.
DM approval through Legendary Stats roll.
DM approval through Rule of 6.
Barbarian (Berserker, Totem Warrior, Chaos Chosen)
Bard (College of Lore, College of Valor)
Cleric (Knowledge, Life, Light, Nature, Tempest, Trickery, War, Death, Mystic Theurge, Rune Caster)
Druid (Circle of the Land, Circle of the Moon)
Fighter (Champion, Battle Master, Eldritch Knight)
Monk (Way of the Open Hand, Way of the Shadow, Way of the Four Elements)
Mystic only available to level 10 (Order of the Awakened, Order of the Immortal)
Paladin (Oath of Devotion, Oath of the Ancients, Oath of Vengeance, Oathbreaker)
Ranger (Hunter, Beast Master, Deep Stalker, Guardian, Seeker, Stalker)
Rogue (Thief, Assassin, Arcane Trickster, Swashbuckler, Mastermind)
Sorcerer (Draconic Bloodline, Wild Magic, Storm, Shadow)
Warlock (Pact of the Chain, Pact of the Blade, Pact of the Tome, The Undying Light)
Wizard (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, Artificer)
Constructs (Cyrean), free willed constructed beings.
Dragonborn (Black, Blue, Brass, Bronze, Brown, Cobolt, Copper, Gold, Green, Iron, Purple, Red, Silver, White), created by the dragonlords of Abeir after the fall of the Titans.
Dwarves (Blackton, Frostbeard, Grenkum, Hardbromm, Lutgehr and Rummaheim, Kozakura), the Stout Folk, great drinkers and miners.
Elves (Cormyrean, Llewyrr, Illythiiri, Yotsu), the Fair Folk, tall and willowy with a haughty attitude.
Extraplanar (Aarakocra, Aasimar, Genasi, Githvyril, Tiefling), the many varied races immigrated from other planes, as different as they are wonderous.
Giantkin (Pyradocian), half breeds and lesser giants of Faerun.
Gnomes (Cormyrean, Lantan, Riften), feywild immigrants gifted with invention.
Halflings (Ghostwise, Uthgardian, Luiren), the Free Folk, great travelers.
Humans (Calishite, Cormyrean, Chultan, Damaran, Karaturian, Luskan, Mulan, Rashemi, Riften, Tethyrian, Uthgardian, Waterdhavian) the most populous race in the world.
Orcs (Theskan, Pale), the toughest of races on Toril.
Shifter (Cloakess, Jaguar Warrior, Lycanthrope, Lythari, Ratticus, Ursusi, Werecrotti)
Faerun, a traditional European medieval trope with significant changes and developments along the way. Arcane trains trace through the Underdark, the world has been split into titanic nations that span the realms and the world is mostly occupied territories with deep political infighting. Most of the more wild places are still untamed with the governments more concerned with rivals than any regional threats. Gunpowder is finally relatively common, but firearms are still millennium off production or mass adoption.
Designed for parties that want a little more political power play and military events during their stereotypical dungeon crawler experiences.
Maztika, a harsh glimpse into the culture and world of Meso-America and Native American culture. This world contains elements of ancient horrors, ruined empires, blood sacrifice and an ever looming threat of the Old Ones overshadowing the search for Anchormere, the Promised Land. The lands have thousands of unique horrors and beasts, as well as decrepit empires and tribal lands your party will have to ovecome while retracing the steps of Balduran the Explorer.
Designed for parties that want a deep dive into exploration and survival that is ever pressing while engaging in more stereotypical dungeon crawls.
Zuhkara, a middle age Arabic trope containing chiefly elements of ‘The Arabian Night: One Thousand and One Nights’, ‘Tales of the Jinn’, and the Arabic city-states and empires of Africa in the mid-1100s. The entire Continent is united from a religious Crusade 300 years ago from a collection of five powerful mystic theurges, The Grand Caliphs of Providence. The entire continent is united under a single faith, The Ten Fates which strictly forbids worship of any other than the nine sanctioned Gods. Meanwhile the city states of Southron and Hill-land tribes are starting to show cracks against the religious oppression.
Designed for parties that want a little more religious and ethical dilemmas to overshadow their stereotypical dungeon crawler experiences.
The Outer Planes
The Celestial Sphere, The great celestial sphere, sixteen massive planes, each tailored and created to give peace or torment to the mortals of Toril, revolving around the Court of the Dead where they enter. The Gods make their homes here and look out over the mortal world, maintaining their flocks.
Elemental Plane, a swirling maelstrom of chaos and energy made into pure elemental forces. It contains the four elements of Evocation magic, as well as the radiant and necrotic planes. The vast majority of evocation and conjuration spells are drawn from the energy of this Plane. The destructive and creative energies are so well balanced that elemental creatures spring forth from the pure matter of this realm.
Shadowfell, Toril’s dark twin, the shadowfell echos the locations and realm of the Material Plane, but muted. The negative energy plane seems to bleed over in this realm, sucking all life and joy from it over time. This realm is extremely close to ours, with areas of the world physically overlapping in places called Shadow Crossings and Darktowns. There are extreme similiarities to the Negative Energy Plane, however Shadowfell is able to support life, in a manner of speaking. Shadow Dragons and the remnants of the Netherese Empire rest here.
Feywilds, the Wild Realm, was originally the home for the Elves, Fey, Gnomes, and surprisingly the Goblins of Toril. This is also a source of magic used by those creatures innately which works outside of The Weave and normal rules. There lush forest and jungle cover all, ruled over by the Eladrin Courts, and the Goblin Empire of Pansaer. Dragons also entire the realm for its high levels of magical energy. It also tends to overlap the Material Plane, in the deepest parts of the forests and jungle, and certain magical spots call Crosswalks.
The Far Realm, the Outer Space. All that exists outside of our realities. All who go there come back changed, made and deformed. Supposedly Ao came from the Far Realm to create our realities, and that is where he has gone back to. Occasionally the Farm Realm has pushed back into our reality, birthing horrors like the Illithid, Beholders, and the Aboleth. Invaders and defilers that they are, the Farm Realm has been locked away forever behind the celestial barrier known as The Crystal Gate, but if you have the right key, it can be opened…
Sources of Power
Deities of Toril , the dozens of deities and demigods of significant influence that have the ability to grant their followers with aspects of their power. This emboldens their churches and their worshippers. Strangely, some individuals can also tap these forces underpinning their power without a gods consent, merely through the strength of their faith alone. Most gods have access to several aspects, allowing their followers to find the particular branch of the church that appeals to them most.
Mystra’s Weave, a layer of power and logic underneath the reality of the material plane. This is the source of arcane magic drawn either through learning of the Eight Schools of Elminster, or through stranger sources of knowledge within the world. The weave controls all aspects of arcane magic, and even divine spells have to work through it’s constraints. Very few things exist outside the rules and restrictions of the Weave, all of them Artifacts of great power.
Primal Spirits, the energies that make up Toril are woven deep into it’s people and the land itself. These primal energies have become the spirits of the animals in some places, or a more general mental and natural force in others. These spirits heed the call of the druids and hermits that are able to perceive and work along their will. Primal spirits, while not as powerful as the Gods, none the less banned deities from stepping into the Material Plane to stop their meddling and destruction. Hallucinogenic compounds are the most effective way for the uninitiated to contact the spirits, who have quite strange motivations and ideals compared to the average person.