Biodata
| Feature | Details |
|---|---|
| Name | Faerûn |
| Original Name | 费伦 |
| Type | Continent and magical world-region |
| World | Toril 158 |
| Primary Magical Framework | The Weave and spell-slot casting 6 |
| First Appearance | Chapter 6 6 |
Magic and the Weave
Faerûnian arcane and divine magic is mediated through the Weave. Its spellcasters prepare magic through memorization rather than freely spending a mana pool, creating a system that favors powerful high-level casters over low-level ones. 6
| Aspect | Faerûnian system |
|---|---|
| Spellcasting method | Casters repeatedly read and chant spells until the magic is memorized in an abstract form; casting expends and erases that memorization. 6 |
| Spell slots | Spellcasting is limited by daily slots, though the Weave grants more daily uses than Aelir’s mana system at higher levels. 6 |
| Ninth-circle magic | Requires at least level 17 to learn and master. 6 |
| Weave Nodes | Concentrated nodes can power major magical works and high-level Land Cards; a node beneath Undermountain is linked to Halaster Blackcloak’s localized madness. 191 202 |
| Land Card overlap | Activated Faerûn Land Cards recreate a local Weave-compatible environment outside Faerûn. A documented LV7 card affected an area roughly ten kilometers in radius; beyond it, Faerûnian arcane and divine magic ceased to function. 225 |
Magical traditions
| Tradition | Documented legacy |
|---|---|
| Creator race magic | The earliest magical civilization recorded knowledge on the “Skin of the Great Cosmic Serpent,” later known as the Nether Scrolls. 722 |
| High Elven Magic | Elven magic fused individual spirit and soul with the elven race and gods; through ritual cooperation, it could reshape landscapes on a vast scale. 189 |
| Netherese arcana | Netheril created the Arcanist profession and the prototype of the modern magical system. Its spelljammer technology was later largely lost. 189 209 |
| Imaskari artifice | Imaskar pushed Oddity-making and portal technology to extremes, giving rise to the Artificer profession. 189 |
| Shadow Weave | A distinct and heavily researched magical path associated with the Shadow Plane and powers such as the Undercity. 592 |
History
| Era / Civilization | Recorded significance |
|---|---|
| Creator race | During the ancient Thunder Age, a reptilian “creator race” founded cities in a warm, jungle-covered North and recorded foundational magical knowledge that became the Nether Scrolls. 722 |
| Elven arrival | Elves crossed time and space to Faerûn more than ten thousand years ago, bringing High Elven Magic and later establishing influential realms. 189 |
| Netheril | Netheril became a defining human magical civilization, producing Arcanists, floating cities, spelljammers, and legendary magic before its destruction. 189 209 241 |
| Imaskar | Imaskar became another major human magical civilization, but was ultimately destroyed after aggressively exploiting slaves. 189 241 |
| Modern age | Faerûn remains shaped by ancient ruins, surviving Netherese powers, divine rivalries, monster territories, political wars, and competition for lost magical knowledge. 581 529 |
Creator race identity dispute
The ancient civilization beneath Neverwinter was initially believed to be the returning Creator race. Its awakened inhabitants proved to be Lizardfolk, however, and later investigation suggested they may have inherited or usurped the true creators’ civilization, then rewritten its history to portray themselves as its founders. 722 749
Society and Power
Personal combat ability, magic, equipment, and access to allies are central to political survival in Faerûn. Rulers, nobles, and major faction leaders are commonly warriors, spellcasters, clerics, or individuals protected by such figures. 148 358
| Topic | Details |
|---|---|
| Class advancement | Native inhabitants gain class levels through learning, training, and personal interests; a mage can acquire warrior or rogue levels by studying those disciplines. 495 |
| Leadership | Major rulers require substantial personal power because assassination, poison, curses, and magical attacks are routine threats. 358 |
| Equipment | A warrior’s practical strength depends heavily on magical weapons, armor, and protective items; being stripped of equipment can be fatal even to an expert combatant. 330 |
| Adventuring | Adventurers routinely face monsters, hostile terrain, criminal betrayal, and dungeon exploration for wealth, knowledge, or political influence. 183 273 |
| Wilderness crime | Much of Faerûn consists of sparsely populated forest, swamps, and wilderness, where murder and robbery can be difficult to detect or punish. 273 |
Religion and Afterlife
Faith is a tangible force in Faerûn rather than a merely private belief. A genuine follower must sincerely accept a deity’s doctrine and live according to it; after death, that deity claims the follower’s soul. 166
- Gods directly influence mortal affairs through Chosen, clerics, avatars, divine artifacts, and competing churches. 176 241
- Non-believers whose souls are not claimed by a god are sent to the Wall of the Unbelievers, where they can be preyed upon by devils and demons. 166
- Faith can create power. Sustained worship by millions of werewolf goblins allowed the Phoenix God Bennu to manifest as a true deity in Faerûn. 724
- Religious alignment does not ensure political unity. Gods, demon lords, and their followers repeatedly form temporary alliances against stronger threats or abandon allies when circumstances change. 189 724
Peoples and Creatures
Faerûn is inhabited by numerous intelligent peoples, magical creatures, extraplanar beings, and ancient survivors.
- Humans dominate many kingdoms, city-states, merchant networks, and magical institutions. 358
- Elves include Moon Elves, Sun Elves, Drow, and other branches with distinct societies, magical traditions, and religious loyalties. 189 250 479
- Dwarves maintain ancient religious and cultural sites, including abandoned settlements beneath Undermountain. 204
- Dragons are intelligent, magical, politically aware beings; powerful dragons can rule territories, command monsters, accumulate spellcasting resources, and threaten cities. 348 645
- Aberrations such as Aboleths and Mind Flayer Overminds possess potent psionic abilities and ancestral or collective memories. 204 529
- Undead, demons, devils, constructs, elemental creatures, and summoned beings are common enough to shape warfare, labor, politics, and magical research. 205 560 749
Major Regions and Sites
| Region / Site | Notable characteristics |
|---|---|
| Amn and Athkatla | A wealthy commercial power where Athkatla is regulated by city guards, the Shadow Thieves, and Cowled Wizards. Waukeen’s Promenade is a major marketplace for goods, contraband, magical items, and spellcasting materials. 183 |
| Waterdeep | A prosperous city with guild protections, relatively equal laws, cultural diversity, and access to Undermountain through the Yawning Portal Inn. 202 |
| Undermountain | Halaster Blackcloak’s vast magical dungeon beneath Waterdeep, containing ancient temples, flooded levels, Drow ruins, artificial ecosystems, dragons, aberrations, and a Weave Node. 202 204 206 |
| Caledon | An ancient Calishite city bordering the Great Calim Desert. Its Mage Tower still bears claw scars from Sephiraktar’s attack during the Year of the Dragon’s Fury in 1018 DR. 82 |
| Luskan | Once associated with piracy, crime, and exile; under later West Coast rule it became a trade-focused city with stronger security and administration. 321 |
| Neverwinter | A northern city whose prosperity and reliance on external protection left it militarily vulnerable during the Creator race conspiracy and subsequent invasion. 729 748 |
| Silvermoon Alliance | A northern power protected by Elastra Silverhand, high-level mages, and powerful allied dragons. 351 561 |
| Underdark | A dangerous subterranean realm containing Drow cities, Duergar, monsters, ancient ruins, and competing religious factions. 157 204 325 |
| Anauroch and the Enoq Desert | Regions tied to Netherese revivalism, floating cities, the Shadow Plane-linked Undercity, and the former City of Shadow. 560 777 |
Conflict and Instability
Faerûn is repeatedly characterized as a land where peace is temporary and crises overlap rather than resolve cleanly. 529
- Dragons, giants, monsters, and hostile wilderness threaten settlements, trade routes, mines, and isolated travelers. 158 445
- Political factions such as the Harpers, Zhentarim, Red Wizards, Shadow Thieves, Cowled Wizards, and rival churches use espionage, assassination, magical coercion, and proxy wars. 176 273 443
- Ancient powers—including Netherese survivors, sealed civilizations, legendary liches, and buried magical infrastructure—regularly return as modern threats. 581 749
- Divine conflict can destabilize entire regions, though Ao’s restrictions limit the open destructive potential of gods and their Chosen. 583
- Military technology and magic coexist. Firearms, artillery, airships, constructs, magical wards, summoned troops, and divine blessings all appear in modern warfare. 729 749
Interplanar Significance
Faerûn is accessible through portals, planar travel, and Planeswalker abilities, making it a point of contact between different magical systems and worlds. 6 225
- Astar used a portal to lure Faerûnian travelers and monsters into captivity, extracting magical knowledge through coercion, torture, and dissection. 6
- Faerûnian gods—including Mystra, Oghma, Talona, and Gond—show particular interest in foreign magical knowledge, Planeswalker Sparks, and imported technology. 176 241
- Its magic adapts differently from foreign systems: some outside spells and technologies can be translated into Weave-based casting, while others may be incompatible. 240