Thursday, April 20, 2023

The Underdark
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

The Underdark is the enormous system of subterranean caves, caverns, and tunnels located beneath the surface of Abeir-Toril. The Underdark is not one giant cavern under Faerûn, but rather many huge networks of caverns and caves. As a result, it is not always possible to travel from one end of the Underdark to the other.

The Underdark was divided into several domains that are similar to continents of the world above. While it is possible to travel from one place to another within a domain, separate domains tend to have very few passages linking them. The major domains of the Underdark are the Buried Realms, the Darklands, the Deep Wastes, the Earthroot, the Glimmersea, Great Bhaerynden, the Northdark, and Old Shanatar.

The Underdark's underground landscape varies from small subterranean fissures almost impossible for adventurers to crawl through to more conventional caves and caverns. But there are also wide expanses of deep water in which coral caves grow, blocks of ice that creatures hollowed out and dwelled inside, and cave-like spaces within masses of fungus or bone or else supported by bubbles of magical force.

This varied landscape is as dynamic as the surface of Abeir-Toril. Some areas are always changing over time because of underground magma rivers or the emptying of underground lakes due to cracks in the rock formed by earthquakes. This means maps of the Underdark were highly unreliable.

The Underdark's environment varies vastly from the surface world, making adventuring through it a dangerous expedition. Just like trekking through a desert, adventurers traversing the Underdark's passages need to be well prepared.

The Underdark is mainly without any source of light save for the occasional luminous rocks or fungi. Large portions of it are also without food or water, making well-stocked food supplies a must-have when exploring uncharted terrain underground. Lack of light combined with a tomb-like silence makes traveling something only for the strong-hearted. The nerve-wracking silence makes even experienced adventurers grow agitated.

Just like deep dungeons, the air can grow stale and even poisonous in the Underdark. It can contain explosive gases from underground volcanic activity or other deadly gases bubbling out of deep fissures in the rock. Bad air and poisonous fumes can collect in portions of tunnels and caves more or less isolated from the main vaults and caverns. Siphon-like tunnels holding water can also trap these gases for a long time.

The temperature underground varies according to depth and the proximity of thermal activities in the area. Throughout the year, the temperature remaines stable and moderate in most regions, usually slightly clammy or chilly. The water underground is extremely cold and posed a hypothermia risk.

The Underdark is inhabited by many races, including aboleths, beholders, cloakers, derro, drow, duergar, dwarves,illithids, kuo-toa, quaggoths, rock gnomes, svirfneblin and many other races and creatures. Plant life and animal life can be as varied underground as on the surface, ranging from small insects to hook horrors, black dragons or shadow dragons, which set up their realms deep down. Anything can be expected.

Plant life is unable to utilize sunlight as a source for energy, and thus takes on strange forms adapted to life underground. Many fungi are also found underground. Being unable to digest normal nutrients most of the time, they rely on absorbing faerzress for their energy.

Notable Locations
Menzoberranzan
Mantol-Derith
Velkynvelve

Sunday, April 9, 2023

City of Luskan
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Luskan, also known as the City of Sails, is a port city at the mouth of the River Mirar on the Sword Coast North. Luskan, despite the presence of the Ten Towns, is considered by many to be civilization's farthest reach.

Tucked like a gold filling (or some would say a pus-filled abscess) at the mouth of the River Mirar, Luskan is a city of merchant princesses, swarthy bandit princes, and the most diverse, cutthroat, and fractured cabal of pirates on Toril. Torn into factions, these piratical groups are known as "Ships".

As of 1370 DR, the city was split into northern and southern halves by the River Mirar, and these were connected by the bridges Dalath's Span, Harbor Cross, and the Upstream Span. Other than the Host Tower of the Arcane, the city was dominated by two and three-story buildings.

The city and its five inhabited islands sat in the mouth of the River Mirar, on the Mirarmouth Bay. Three of these were inhabited: Cutlass Island (upon which lay the Host Tower of the Arcane, and which was connected to both sides of the river by bridges), Closeguard Island (which housed Ship Kurth and was connected to the southern bank by a bridge), and Blood Island (which housed Luskan's army garrison). The remaining uninhabited islands were Fang Island (named for its treacherous rocks) and Harbor Arm Island (which sheltered the city's harbor).

The northern section was walled and was almost entirely made up of warehouses. The Mirabar District (also known as the Mirabar Shield) was a fortified compound operated by the merchants of Mirabar, and it contained the Throat, the city's heavily guarded main water tower, which was situated in a grazing area for sheep. The Red Dragon Trading Post, Luskan's most successful overland trading company as of 1370 DR (but no longer in operation in 1483 DR), was situated on the northern bank, as was the North Gate, the portal between the northern and southern banks.

The docks on the northern bank were on the sea coast (western part of the city) and consisted of Whitesails Harbor, used exclusively for the Luskan navy, and the unprotected Open Shore, which was situated outside the city walls and was the only place foreign shipping could dock.

As of 1370 DR, the southern bank consisted of a heavily fortified inner section surrounded by caravan compounds. This area was home to the majority of residents and shops. The southern wall was semicircular, with over a dozen towers. The two towers flanking the South Gate were named the Twin Teeth. The southern bank also housed stables, the Captains' and High Captains' Court, the Market and the Prisoners' Carnival, and the town's original harbor, Dragon Beach, a lawless place where even soldiers feared to tread.

Sammereza Sulphontis said that traders in Luskan "always wear furs, haughty expressions, and ready swords". Luskanite traders were always alert and well-armed. The people of Luskan always tended to be tense and paranoid—rightly so, because of the dangers of the tough city—and they were extremely prejudiced against non-humans. In fact, few non-humans were allowed past the city gates.

Luskan was the gateway to the lands northward and as such was a perfect market for ore from the Spine of the World and scrimshaw from the Ten Towns in Icewind Dale. Luskan traded silver from Mirabar and timber from Lurkwood. It also had a good business in dwarven-made weapons.

As of 1370 DR, Luskan was the main shipyard for Mirabar. Trade with such places as Amn and Calimshan was carried out on the neutral ground offshore from Mintarn because it was not desirable to be associated with Luskan.

As of 1370 DR, the city's market only allowed stalls by permit. These were only given to Luskan companies, and those outsiders who were closely watched. The main offerings at the market were fresh goods, firewood and trinkets.

After Bregan D'aerthe took over the city, they began trading Netherese artifacts to Menzoberranzan.

As of 1370 DR, Luskan had an army of 300 spearmen and a navy of 19 dragonships. The dragonships were each armed with 70 archers. The North Gate was guarded by soldiers with spears and crossbows; in the winter they wore fur caps. While not at war, Luskan ships of war carried out independent piracy against shipping destined for other ports, with the aim of increasing trade with Luskan. While this contravened Luskan law as of 1370 DR, the pirates were actually supplied and directed by the high captains themselves.

Points of Interest
Winter Supply Shop
The Cutlass
The Royal Arms Inn
Seven Sails Inn
Red Dragon Trading Post
Baliver's House of Horses

As of 1372 DR, the city was officially ruled by the five High Captains, all former pirate lords and each of which led a faction called a "ship" named after its respective captain: Ship Taerl, Ship Baram, Ship Kurth, Ship Suljack and Ship Rethnor. The true power in the city resided with the Arcane Brotherhood. The High Captains encouraged the harassment of the trading routes of small cities such as Mirabar, Neverwinter, and Ruathym, and made sure to avoid conflict with Waterdeep and Amn because they were too powerful.

The Arcane Brotherhood also encouraged local traders to treat travelers with disdain and suspicion, due to the possibility that they may be spies for their enemies, often sending low-level agents to follow strangers personally. Luskan was rumored to be allied with the Zhentarim but no evidence of this was ever presented.

By 1480 DR there was no true functioning government and gangs (including the Ships of the High Captains) carved out territories within the city. Some time after 1485 DR, the five High Captains who ruled the city started to conduct legal sea trade across the Sword Coast. They also protected the city and raided the island kingdoms to the west. Secretly, the High Captains were under the sway of Jarlaxle and the Bregan D'aerthe.

Saturday, April 1, 2023

News Section
The Time of Troubles & Era of Upheaval
We would like to welcome you to our homebrewed Forgotten Realms campaign setting.
Inspired By Ed Greenwood

Date Posted News Title
8/8/2024
Pacesetter Games Version of B/X
4/1/2024
We Focus on TTPRG's Here