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Planet toril small

Toril, also known as Abeir-Toril ("cradle of life"),[4] is the third planet in orbit around the Sun in the crystal sphere known as Realmspace.[1][2] This size E spherical earth body is home to the FORGOTTEN REALMS, KARA-TUR (Oriental Adventures), AL-QADIM (Arabian Adventures), and MAZTICA Campaign Settings. Toril has one moon, named Selûne, and is orbited by an asteroid cluster, known as the Tears of Selûne.[3]

Overview[]

Toril is the most populous planet in Realmspace, and is the homeworld of some of the most powerful individuals in the sphere. Many of its nations have regular and prosperous contact with the various settlements and factions of wildspace, and have sponsored several adventuring companies to explore and survey the void. The people of Toril have a long history of contact with the inhabitants of wildspace, with some of its most ancient civilizations having established outposts within the asteroid cluster that orbits Toril.

Like the inhabitants of Oerth, the natives of Toril are perfectly happy to welcome extra-planetary visitors, in much the same way that they accept the presence of extra-planar travellers. The difference lies in the fact that natives of Toril tend to have a more egalitarian view of their place in the cosmos, and as such are reasonably tolerant of non-natives who choose to live and work amongst them. The slow trickle of smokepowder and arquebuses into the greater Realms is partly a result of this tolerance, though a greater part is probably due to the efforts of the Lantana.[5] However, attempts to import mass quantities of smokepowder into the Realms from wildspace have all failed spectacularly (often with disastrous result).

The world of Toril boasts a diverse range of terrain types, and approximately sixty percent of its surface is covered in water. It is dominated by a large supercontinent in its northern hemisphere, but there are a number of other large land masses scattered about its surface. This large northern continent is divided into three subcontinents, namely Faerûn to the west, Kara-Tur to the east, and Zakhara to the south. To the west, across the Trackless Sea and beyond the island of Evermeet, lies the lands of Maztica.

Faerûn is the cradle of the Realms, and is the heart and center of Toril. It occupies the northwestern quarter of the large northern supercontinent, and is bound to the west by the Trackless Sea, to the south by the Great Sea, to the east by the vast emptiness of the Hordelands, and to the north by the Great Glacier. Dozens of nations, hundreds of city-states, and countless tribes, towns, and villages cover its expanse. The subcontinent of Faerûn features sandblasted deserts, vast forest depths, forbidding mountains and gleaming inland seas.

To the east, far beyond the vast emptiness of the Hordelands, across mountains as tall as the sky, impenetrable jungles and empty grasslands claimed by fierce Tuigan tribesmen lies the fantastical lands known as Kara-Tur. A land of silks, spices, and gold, travellers speak highly of the mighty Shou Empire which extends for thousands of miles and is defended by a mighty wall. Despite being a land of mystery to most inhabitants in the west, most spacefarers know Kara-Tur as the home of two of the most active groundling nations in Realmspace, the Shou Lung and the island nation of Wa. Both groundling nations have invested heavily in establishing their own spelljamming fleets, and have developed unique ship designs of their own, including the Shou Lung Dragonship, and the Tsunami and Locust's of Wa.

To the south and east of Faerûn, across the Great Sea, lies the subcontinent of Zakhara, the Land of Fate. Also known as the Burning World, Zakhara is a hot, dry land of great deserts, lush oases, rocky mountains, and powerful genies who meddle in the affairs of mortals. Zakhara's great and secretive cities hug the coastline in search of trade and water, and Zakharan dhows are a common sight in ports all along the coast.

Far to the west of Faerûn, across the vast Trackless Sea and well beyond the mystical island of Evermeet, lies the lands known to its inhabitants as Maztica, the True World. Maztica is a land of forbidding natural barriers, and hundreds of remote, reclusive cultures, most of whom are hostile to each other. Several powerful merchant companies from the east have sought to establish a foothold on this remote continent, fighting the strange warriors of this land in an effort to wring as much wealth out of the land as possible.[6][7][8][2][9]

Inhabitants[]

Toril boasts a wide range of habitats and climatic regions, and as such features a large variety of terrestrial, aquatic and avian life forms, with new species and localized variants being discovered all the time. Some of these life forms are native to Toril, some were introduced from elsewhere in Realmspace, and some are imports from other dimensions and planes.

Toril is by far the most densely populated planet in Realmspace, and features hundreds of intelligent creatures, from the teeming kingdoms of humankind to hidden colonies of secretive creatures whose total population number no more than a few dozen. Of the many races on Toril, only a dozen or so account for ninety percent of the planet's total population. Humans are by far the most numerous and successful of Toril's major races, and are a young and vigorous race of kingdom-builders, merchants, wizards and clerics whose crowded cities are scattered across the world.

Although the time of the elder races is past, the world is filled with wonders of stone, wood and magic wrought by the elves and the dwarves at the height of their power. Grim dwarven citadels filled with the clamour of industry, and graceful elven cities resembling spun glass still stand, even as the human dominion grows year by year. The halflings and the gnomes never commanded the power of the dwarves or the elves, and have seemingly adapted to the rise of humankind, and even prospered. Both the halflings and the gnomes have established their own communities across human dominated lands.

Many other civilized folk share Toril with the major races: centaur and fey roam the great northern forests, while merfolk rule vast underwater domains in the warm seas of the south. Less civilized folk, such as the savage orcs, goblinoids, and ogres all have their own lands that they lay claim to.[6][2][9]

Trade[]

Many cities on Toril are aware of the economic opportunities available through trading with spacefarers, and as such numerous ports have facilities that cater to the needs of spelljamming vessels and their crews. Below are some of the most notable ports of call on Toril.

  • Waterdeep, known as the City of Splendors, is one of the largest cities in the north, and is certainly the most cosmopolitan city on Faerûn. Located along the Sword Coast, Waterdeep boasts an excellent deep water harbour, a wise ruling council, a tolerant populous and a strong tradition of magic. Here spacefaring traders are welcomed, even embraced, although a spelljamming vessel is required by law to land miles out to sea before sailing into the harbour so as to minimise the risk of mass panic. Waterdeep imports magic items of all types, while exporting utilitarian magic items, such as everfull casks, food products and clean water. Reasonably priced metal products are also big sellers, either in bulk or as special orders.[10][9]
  • Calimport is the capital, and largest city-state, of the ancient nation of Calimshan. One of the oldest continuously populated cities on Faerûn, Calimport attracts a large number of seasonal residents and transient traders. The decadent city-state lies to the south of the Calim Desert, on the shores of the Shining Sea. Spelljamming vessels are required to land miles to the south on the Shining Sea before sailing into port, so as to protect local merchants and their economic interests by preventing a rush on 'exotic' goods imported from wildspace.[11][9]
  • Chunming is a port-city in the empire of Shou Lung, and has one of the largest spelljamming ports on Toril, second only to the Dock. Authorities insist that spelljamming vessels fly over the city before landing, so that an additional "air tax" may be levied against them. The spaceport was designed to be beautiful, while remaining extremely functional. Columns of wood and metal embedded with jade support the structure as its piers extend about 300 feet (91 meters) out into the sea. The docks are able to accommodate nearly 100 ships, while the dry docks can accommodate an additional 20 vessels. Chunming imports exotic foods and spices from the Known Spheres, as well as magical items of all types, alchemical devices and mages for hire. The city exports excellent quality jade figurines, smokepowder, paper products, and artillery, but the biggest sellers are spell scrolls and medicinal potions and powders.[9]
  • Iiso is a major port-city located on the eastern coast of the island of Tsukishima. The city is both an important commercial hub as well as the center of the island nation of Wa's program to establish its own spelljamming fleet. When the government of Wa discovered that both the Shou Lung as well as the elves had a presence in wildspace, they were determined to establish their own fleet of spelljammers to promote and protect their own interests. In the last few decades the government of Wa has designed and built its own unique spelljammers, including the extremely potent and very large Tsunami, and the smaller, and cheaper to produce, Locust. Although the port serves as a naval base where the Tsunami are housed, foreign vessels are allowed to make use of the docks for trade. However, in the interests of security, the crew are not allowed to leave their vessel. Despite the bureaucracy and overbearing security, Iiso has proven to be a prosperous port of call for those willing to risk being executes as a spy. Iiso exports rice, clothing, textiles, fruit, vegetables and processed meat products. Occasionally craftsmen will risk arrest by government agents to sell their manufactured goods directly to visiting ships, including baskets, eating utensils, and precious silk cloth.[12][9]
  • The Dock is the largest spelljamming port on Toril, and is owned and operated by the Arcane. Located in the middle of the largest glacial ridge of the Wu Pi Te Shao mountain range, which separates Shou Lung from the Great Sea, the Dock has facilities to accommodate over 300 individual ships. This obscure spot was chosen several hundred years ago by the arcane because it is nearly impossible to get to by land. The Dock has a large indoor bazaar, where everything imaginable is sold; even the neogi patronise the bazaar to purchase items of value, and to sell the slaves they have managed to kidnap. The Dock is policed by mercenary companies in the employ of the arcane, who ensure that nothing untoward happens to the facility, the arcane or their guests.[9][13]
  • Rauthaven-2e

    Map of the City of Rauthaven

    Rauthaven, also known as The Resort, is a port-city located on the most south-easterly point of the island nation of Nimbral. Known as the Sea Haven, Nimbral is a seldom visited island off the west coast of Faerûn, southwest of Lantan and about 2,000 miles (3,218 kilometers) south of the Moonshae Isles. Nimbral is known for its merchant traders, who are found up and down the Sword Coast. However, the Resort is specifically designed to encourage visitors to rest and relax, and mercantile activity by visiting ships is actively discouraged. Instead, docking fees are waived as long as a ships' crew patronize the bars, saunas, massage parlours, and other facilities available to them. If they have no plans to use the facilities, a docking fee of 20 gold pieces is levied against the ship. Spelljammers are forced to land to the north of the city, in the Eastern Ocean, before sailing into port since the island is warded against skyships and other aerial threats who approach from above. Nimbral is also defended by the Flying Hunt, aerial knights mounted on pegasi and clad in glass armour who patrol the skies and the seas around the island.[14][9][15]

Satellites[]

Toril has a single moon, named for Selûne, goddess of the night sky and navigation. This luminous heavenly body is followed across the sky by a cluster of shining shards, known as the Tears of Selûne.[4][2]

Selûne[]

Main article: Selûne

Selûne is the single moon in orbit around Toril. It is a luminous size D spherical earth body and is inhabited by pale skinned humanoids. There is no evidence to suggest that Selûne resides on the moon, although there may be portals or gates leading to her extraplanar realm.[2][16]

The Tears of Selûne[]

Main article: Tears of Selûne

The Tears of Selûne are a cluster of asteroids which follow Selûne in its orbit around Toril. The asteroids are home to any number of settlements, including human communities, beholder factions, elven outposts, and a number of other races.[2][17]

Appendix[]

Gallery[]

External Links[]

References[]

  1. 1.0 1.1 Jeff Grubb, Concordance of Arcane Space, 1989, (TSR Inc.), Realmspace sidebar, pages 82 and 84
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Jeff Grubb, Lorebook of the Void, 1989, (TSR Inc.), chapter 4 Known Spheres, pages 93-94
  3. 3.0 3.1 Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Toril chapter, pages 18-31
  4. 4.0 4.1 Ed Greenwood, Jeff Grubb, "A Grand Tour of the Realms", Forgotten Realms Campaign Setting 2nd edition (revised), 1993, (TSR Inc.), ISBN 1-5607-6617-4, The Planet and its Continents section, The World of the Realms, page 4
  5. Ed Greenwood, Jeff Grubb, "A Grand Tour of the Realms", Forgotten Realms Campaign Setting 2nd edition (revised), 1993, (TSR Inc.), ISBN 1-5607-6617-4, Lantan section, Beyond the Heartlands, pages 108-109
  6. 6.0 6.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo, Forgotten Realms Campaign Setting 3rd edition, 2001, (Wizards of the Coast), ISBN 0-7869-1836-5, The Land of Faerûn, pages 5-6
  7. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo, Forgotten Realms Campaign Setting 3rd edition, 2001, (Wizards of the Coast), ISBN 0-7869-1836-5, Beyond Faerûn, pages 230-231
  8. Ed Greenwood, Jeff Grubb, "A Grand Tour of the Realms", Forgotten Realms Campaign Setting 2nd edition (revised), 1993, (TSR Inc.), ISBN 1-5607-6617-4, The World of the Realms, pages 4-6
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Toril chapter, pages 18-24
  10. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo, Forgotten Realms Campaign Setting 3rd edition, 2001, (Wizards of the Coast), ISBN 0-7869-1836-5, Waterdeep section, chapter 4: Geography, page 178
  11. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo, Forgotten Realms Campaign Setting 3rd edition, 2001, (Wizards of the Coast), ISBN 0-7869-1836-5, Calimshan section, chapter 4: Geography, pages 155-156
  12. Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian, "Volume II", Kara-Tur: The Eastern Realms, 1988, (TSR Inc.), ISBN 0-88038-608-8, pages 161–162
  13. Nigel Findley, Into the Void, 1991, (TSR Inc.), page 95.
  14. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo, Forgotten Realms Campaign Setting 3rd edition, 2001, (Wizards of the Coast), ISBN 0-7869-1836-5, Nimbral section, chapter 4: Geography, page 150-151
  15. Nigel Findley, Into the Void, 1991, (TSR Inc.), pages 197-208, 210-224, and 243-284
  16. Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Selune section, Toril chapter, pages 25-28
  17. Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Tears of Selune section, Toril chapter, pages 29-31

Connections[]

Realmspace
Celestial Bodies of Realmspace
The Sun (Primary) | Anadia | Coliar | Toril | Karpri | Chandos | Glyth | Garden | H'Catha
Additional Astronomicals of Realmspace
Comet K'Thoutek | Skull of the Void | Caer Windlauer | Galleon Nebula | Color Spray Nebula | King-Killer Star
Constellations of Realmspace
The Dragon of Dawn | The Firbolg | The Harp | The Sword and Dagger | The Lady of Mystery
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