Introduction

Welcome to Erlkazar!

The ambitious project before you is the final product of many hours of work, developed from existing TSR material in an effort to create something real, something that belonged to our group. It is by no means exhaustive or authoritative on the lands of the south, and should not be taken as such. Instead, the words herein should be accepted as the basic beliefs and knowledge of characters that live in Erlkazar.

Besides this introduction, most everything in this player manual should be taken as the viewpoint of an Erlkazaran. It is not necessarily 100% truth, as your characters may later discover. Instead, it is built upon the lore and legends of generations, and is as real and vital to the people of this land as stories of America’s fight for independence are to us. There is little light that can shine bright enough that we would feel our culture inferior to others or make us less proud of our revolution over those who founded the colonies that started our country; this is absolutely true for Erlkazarans as well.

Our campaign will begin in Shining Shores, a small town of about 300 on the western edge of the Deepwash, a vast freshwater lake. Your character need not be born there. However, you will need a reason for the person to be in Shining Shores, and have been there for at least a year or two. As you will see, outsiders are viewed somewhat dimly in Shining Shores, but will eventually be accepted when they’ve contributed their time and efforts to the betterment of this community.

Here are some questions you might ask yourself and your character as you read the material. This manual is not all-inclusive, and as long as there is logic to the decision, the area is ours to change and add to, as we want. The game is much better when everyone gets involved in shaping it, so adding or modifying something about Shining Shores in order to make a character make sense is perfectly alright.

Where does the character come from, if not Shining Shores?

Why is the character here?

How long has the character been here?

What kind of goals or interests does the character pursue?

How did the character learn the skills he has?

What does the character do for enjoyment?

Who are the character's parents? Who are his friends?

Are there things or actions the character will not tolerate?

What value does the character place on the lives of people? Of animals?

What sort of political camp does the character fall in to, if any?

What is the religious affiliation of the character, if any?

How did the character acquire his most prized possession?

Does the character have any rational or irrational fears or paranoia?

Does the character have any peculiar quirky actions or notable physical traits?

These few questions should help get you started as you read through the following pages. I’ll offer a few notes to help get you started.

On the races listed in the Players Handbook:

Wild elves exist in small groups throughout Erlkazar. They are mostly shy and secluded.

Some moon elves may exist in Erlkazar, but their families probably originated elsewhere.

Gold elves are likely from the Forest of Tethir, and probably moved their families here to avoid persecution at the hands of Tethyrian monarchs over the years. Half-elves would likewise have parentage from the above elves.

Gnomes and halflings are rare, though a few exist in isolated areas. Since these races are given to wander, placing them is easy enough, but they are likely to have small families if any.

Dwarves are at home here, and there are some traditional, old dwarven settlements in the mountains of Erlkazar. There could be some in the towns, likely affiliated with some form of craftsmen. The dwarven history here is proud and long.

Humans are by far the most prevalent of the races here. They vastly outnumber any other peoples, and most of the native Erlkazarans are descended from Tethyrian blood.

On classes in the players handbook:

Fighters are likely the most common class. Most Erlkazarans can handle themselves well in a fight, and so many become gifted warriors. Depending on where one is raised, a person has different views on armor and weapon choice, but individualism is applauded.

Mages are more numerous here than in the surrounding lands, as there is a prominent school of magic in the area. Mages may hail from anywhere and come to study here for several years. The magic school is very near Shining Shores, so that a graduate or near graduate could easily find himself still in town.

Priests of the various faiths are common enough. A priest could be in Shining Shores for any number of reasons: traveling from one city to another, looking to establish a shrine at Shining Hall, doing missionary work, etc. So long as one is not an open priest to a dark god, most people will listen at least half-heartedly to what is being said, and few would persecute a religious pilgrim, so long as he is not a nuisance.

Thieves do well to pose as something else. The people of Shining Shores don’t have much, but they aim to keep it. There are a few ruined manor houses and long fallen towers in the area, as well as ruined cities to the south that might attract a thief. A local might simply have acquired these rogue skills by dealing with caravan passersby, as there is plenty of through traffic to practice on.

Weigh the options out before committing to a character, but don’t let something herein stop you from playing what you want to play. We can fix anything to make it work (unless you intend to convince me to let you play a drow monk with a 25 strength…)

Basic Planetology

The planet on which the Forgotten Realms is set is known as Abeir-Toril, or simply Toril.

The western portion of the land mass where Erlkazar sits is known as Faerûn, and encompasses all of the lands of the south around us as well as the distant, cold barbarian north. Far to the east is reported to be a land of horsemen and even stranger lands beyond that. To the south, beyond the closest neighbors, is said to be a land of flying carpets and other strangeness, as well as a distant land of mages who fly about in great galley ships with giant balloons atop them.

Toril has one moon, called Selune (also the name of the goddess of the moon.) This moon makes its cycle roughly every 30 days, and is trailed by a string of shining lights known as the Tears of Selune. The Tears remain bright in the sky, even when the moon is new.

There are many creation myths throughout the world which vary from region to region, religion to religion. However, it is a commonly held belief that the dragons and elves preceded most other races on the planet, though dwarves seem to believe that they too have been around since the dawning age. The elves have almost always held to their forests, and the dwarves to their caverns, and out of what remained the other races have grown.

Halflings and gnomes vary according to the area. These two small races tend to prefer the company of their own kind, and so they don’t mix into human society the way some other races do. Halflings do so more, but their innate attitude of inquisitiveness and revelry makes them sometimes incompatible with polite company.

Humanity’s growth outpaces all other races. They vary according to character and appearance, but given their short time as a civilized race, they have made tremendous inroads.

The goblinoids would quickly outpace the humans if only their life spans were longer. Their reproductive cycle is very short as well, and so putting down kobolds this year may not generate much a relief in the long run. Goblins, orcs, ogres, and their kin populate the planet wherever they can get a foothold, usually in the most inhospitable of places, creating a strength that makes them into dangerous foes.

There is no shortage of races beyond these. There are many underdark races about which little is known, including the whispered-about mind flayers and drow. There are reported to be “bird-men” in places that have long remained hidden from view, as well as some water-dwelling races like the sahuagin. Lizard men exist in many marshy places, and there are legendary races such as dragons and giants who offer a constant threat to all other races.

Divine Beings of the Realms

The Gods and Goddesses of the Realms are a numerous lot, with a seemingly endless variety of portfolios. Virtually any cause that a person could take up is represented by some divinity or other, with some very gray areas presided over by more than one entity.

Likewise, there are some religions that have flourished in the past and even some that have disappeared. Most deities see their power go through a more or less cyclical change and the gods realize that their popularity today is no guarantee of a full temple tomorrow.

Knowing this, there is a great deal of acceptance of one faith for another, since most recognize the actuality of other divine beings’ existence and the value of that god’s worshippers. There are exceptions in cases where the views of the respective gods are opposed and their followers war with one another (such as the clergy of Selûne and those of Shar), but this is over ideology, not whether one of the faiths is real or valid. Travelers should bear this in mind so that if presented with a foreign or new priesthood, caution is taken not to dismiss it offhandedly, offending the devotee (unless this is your intent.)

Naturally, not every deity develops the same number of worshippers. Some are scarcely worshipped at all, but instead receive offerings and prayers for grace and mercy, such as the golden offering to Umberlee of the Sea prior to a long voyage. Some powerful beings such as Chauntea are quietly worshipped by a great number of people – no farmer goes a day without at least a simple prayer to the Earth Mother. On the other hand, Talona has fewer but more fervent worshippers, whose tattooed visages make much more of an impression than a common laborer.

Throughout the Realms, there are many gods and goddesses, and one would be a religious scholar indeed to know all of them and their various religious creeds. However, there are a few with strong local followings, which are well known throughout the Realms:

Chauntea

The Great Mother is the patron of farmers and others who live off or respect the land. She is venerated in almost all lands, and her clergy are known to be quiet, often overlooked assistants of the local populace. Chauntea is thought of as a wise and patient goddess, one who does not make great divine presentations but instead teaches that people should live in harmony and balance with nature.

Azuth

The Patron of Wizards is popular in the lands of Erlkazar, more so than in the neighboring nations of Tethyr or Amn. Azuth serves the Lady of Magic, Mystra, as the divine leader of mages and other spellcasters. The clergy are believers that magic is an art in the extreme, and that abuse of magical power is an affront to the Art. Many faithful of the Lord of Spells look upon sorcery as a scholarly pursuit, and are quick to point out that there is a time for magic and a time to “stay your spell a moment longer.” The largest temple to Azuth in the civilized world is located in Duhlnarim.

Mystra

The Lady of Mysteries is the goddess of all magic, and is served by Azuth in his capacity as the guide of wizards. Her followers watch over and protect magic in all forms, particularly those in ancient places or in danger of being lost. Mystra teaches that magic should be respected and revered to the benefit of all, not just practiced as a method of power. She is the guardian of the universal forces that permit magic to work, and as such, is viewed as one of the most powerful of divinities.

Bane

While not as popular in Erlkazar, there are those in neighboring Tethyr that are firmly in the fold of the Black Lord. Tyrants, despots, and those who work treachery to advance their own power are the favored of Bane. He charges them to go forth and work fear into the hearts of those who would do good, grabbing up what power they may to prepare the way for Bane’s rule of the entire world. Bane leads other dark gods and is served by Bhaal, Loviatar, Talona, and a twisted minion called Iyachtu Xvim (which some whisper is his unholy son.)

Waukeen

Favored more by the people of Amn, Waukeen still has a large following among the merchants and travelers of the trade routes crossing Erlkazar. The Merchants’ Friend promises that an age of prosperity lies ahead if only those tradesmen and shopkeepers would sell their wares at a profit, yet still affordable to commoners. This would bring about the greatest benefit for all concerned, and enrich everyone.

There are other deities with localized clergy who are revered, but whom travelers through these parts seem to be less familiar with. This is not to say that these powers are less important or inferior, simply that their messages have struck a chord of some variety with the people of the region, and their teachings have taken root.

Deneir

The patron of glyphs, scribes, and writing, Deneir’s faithful maintain a great monastery in the mountains above Impresk Lake, the Edificant Library. It is rumored that tomes of ancient, mystical nature line the walls of this stronghold, and that copies of many lost books exist here and nowhere else. Deneir’s acolytes travel to villages, teaching children to read and ever-seeking their next treasured manuscript.

The Triad

Torm and Ilmater serve Tyr, the god of Justice, and of late the three have become more entangled so that in the south many warriors serve the Triad. The followers of these three beings believe in justice, honor, duty, humility, and martyrdom for a good cause.

Helm

In eastern Tethyr (Saradush), a hold to Helm is growing in power as the Everwatching One’s clergy are beginning to travel into western Erlkazar to patrol and spread their teachings. Helm is the patron of guardians and protectors, and there is some degree of uncertainty regarding these fanatical faithful, described by some as being “all law, no justice.”

While not meant to be exhaustive, below is a list of deities with whom most residents of Erlkazar are passingly familiar. Most information here can be assumed to be correct, as least as far as it applies to the lands of and around the civilized south.

BhaalGod of Death and Murderers

LathanderGod of Spring, Renewal, and New Ventures

MyrkulLord of the Dead

OghmaThe Binder, God of Knowledge

SharGoddess of the Night and Loss

SilvanusLord of the Druids, God of Nature

Sune FirehairLady of Beauty, Goddess of Love

Talos the DestroyerGod of Storms and Thunder

TempusFather of Battles, God of War

TyrGrimjaws, the Even-Handed One, God of Justice

BeshabaGoddess of Ill Luck (placated, she may not visit)

EldathGod of Peace and Quiet Places

IlmaterThe Crying God, Patron of Martyrs

LliiraThe Lady of Joy

LoviatarThe Lady of Pain and Torture

MalarGod of the Hunt, the Beastlord

MaskGod of Thieves

MielikkiLady of Rangers and Woodkeepers

Red KnightTempus’ Right Hand, Lady of Strategy

SavrasThe Diviner, God of Truth-Seekers and Prophets

SharessGoddess of Lust and Pleasure

TymoraGoddess of Good Luck and Gamblers

UmberleeThe Bitch Queen, Goddess of Sea Storms

Throughout Faerûn there are other whispered beings of great power who may or may not be gods. These individuals certainly possess abilities beyond what should be possible, and do receive some placation from would-be worshippers, but whether or not they are divine (or in some cases, still in existence) is unknown; they are far-distant rumors to people of Erlkazar.

NobanionLegendary God of Lions in the far east

GaragosWhispered to be a God of Destruction in the east

BhaelosCalishite God of Destruction