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Abeir-Toril

Abeir-Toril is the fictional planet that makes up the Forgotten Realms Dungeons & Dragons campaign setting, as well as the Al-Qadim and Maztica campaign settings, and the 1st edition version of the Oriental Adventures campaign setting.

The name means "cradle of life" in an archaic fictional language of the setting. It consists of various continents and islands, including Faerûn, Kara-Tur, Zakhara, Maztica,[1] Osse, Anchorome and Katashaka, a sub-Saharan-like continent south of Maztica,[2] where humanity appeared.[3] Toril was originally the name of Jeff Grubb's personal campaign world before part of it was merged with Ed Greenwood's Forgotten Realms setting.

Publishing history edit

Toril was the name of Jeff Grubb's campaign world,[4] and was adopted as the name of the planet upon which the continent of Faerûn existed when he and Ed Greenwood were designing the original Forgotten Realms Boxed Set in 1987. Abeir- was added as a prefix to the planet's name so that it would be the first entry in the alphabetical encyclopedia of terms included in the set.[5] The setting's entire planet underwent a major change during the 1989 Avatar trilogy, which detailed a series of events called the Time of Troubles, during which gods walked the earth and magic became unpredictable.[6][7] These events caused permanent changes in gameplay that were outlined in the Advanced Dungeons & Dragons 2nd edition campaign setting books.[8] In this edition, Abeir-Toril was considered one of D&D's three main worlds, along with Krynn and Oerth.[9]

In a significant retcon of the setting's history, Forgotten Realms material for the fourth edition of Dungeons & Dragons "reveals" that the world was split in two in prehistory, divided between the primordials (Abeir) and the gods (Toril). Toril is the world that has been showcased so far. A cataclysm called the Spellplague has caused several parts of the two worlds to switch places,[10][7] displacing portions of Faerûn and the entire continent of Maztica,[11] with regions of Abeir: Tymanther, Akanûl, and Returned Abeir. A subsequent event called "The Sundering" reverted many of these changes and restored much of the pre-Spellplague Toril.[11]

Abeir-Toril is the default world for the 5th edition of Dungeons & Dragons.[9][12]

Fictional continents edit

Anchorome edit

Anchorome is almost unexplored and is at the North of Maztica. Its best-known inhabitants are the Azuposi, as well as the defunct Esh Alakarans and the xenophobic Poscadar elves. There is also a sahuagin realm called Itzcali located in the sea nearby.

Long ago, Balduran, a sea captain who was the founder of Baldur's Gate, sailed to Anchorome and returned with a great wealth that was used to build the wall around the fledgling Baldur's Gate. It was revealed in the Baldur's Gate: Tales of the Sword Coast expansion that Balduran returned to Anchorome and retrieved a second hoard of treasure from the Native kingdoms. When he attempted to take on a number of locals to replenish his crew he discovered they were infected with lycanthropy. The resulting battle shipwrecked Balduran on an island, which was later discovered by a Merchant Guild from Baldur's Gate and subsequently by the player who is sent to confirm the finding, where both the original crews' and the natives from Anchorome's descendants were locked in a bloody lycanthrope feud. The fate of Balduran himself was never clearly revealed.

After the discovery of Maztica by the mercenary captain Cordell, mercenaries from the Flaming Fist were sent to Anchorome. They built a keep, Fort Flame, in the shores of Balduran's bay (which is actually far below Balduran's resting place) but other than this it had been a complete disaster.

It is speculated that it is the land where the Creator Race known as the Aearee retreated a long time ago. It is rumored that several tribes of thri-kreen make their home in Anchorome's western regions.

Faerûn edit

The continent of Faerûn is the primary setting of the Forgotten Realms and the part of Toril most detailed in stories and supplements.[7][13][14]

Kara-Tur edit

Kara-Tur's cultures and peoples are fantasy analogues of medieval regions of East Asia, including China, Korea, Japan, the Ryukyu Islands, Tibet, and others.[15][16][17] According to Jim Bambra, "while primarily drawing on Japan for inspiration, [Kara-Tur] also contains elements of medieval China and Korea".[18] Kara-Tur was first described in the original 1985 Oriental Adventures book.[19] A reviewer for White Dwarf called the long background section of Kara-Tur in the book, a "bonus".[19] Originally intended as a western part of the continent of Oerik in the Greyhawk setting, the description of Kara-Tur in the Oriental Adventures rulebook made no attempt to link it with another D&D game-world. The first map of Kara-Tur appeared in the adventure module OA1: Swords of the Daimyo (1986), where the setting was still world-neutral.[20]: 108  The 1987 Forgotten Realms Campaign Set left the eastern half of its continent reserved for the future publication of Kara-Tur.[16][17][21] In 1988, TSR released a boxed set, Kara-Tur: The Eastern Realms, describing the region in greater detail, with two 96-page books and maps.[20] In the process of adapting the setting to the Forgotten Realms, the size of the continent was scaled down significantly.[22]

The ten distinct nations and regions described in the boxed set and their real-world analogues include:[15][20][23][24][25]

In 1989 a printing of Trail Maps for Kara-Tur appeared as part of Advanced Dungeons & Dragons 2nd edition. In 1990 the maps were again included in The Forgotten Realms Atlas.[28] Later that year TSR converted the monsters of Kara-Tur to second edition Advanced Dungeons & Dragons rules as part of the Monstrous Compendium series.[29] After 1990, TSR ceased publishing new material related to Kara-Tur. The setting was, however, occasionally referred to by other TSR products such as Spelljammer and Ravenloft.

The setting of Kara-Tur still exists on Abeir-Toril in Dungeons & Dragons 3rd edition and is often mentioned in Forgotten Realms supplements. Characters and artifacts from Kara-Tur sometimes show up in Faerûn, but beyond that there is little interaction between the continents. The 2015 release of Sword Coast Adventurer's Guide, a supplement for Dungeons & Dragons 5th edition, introduced Kara-Tur to the fifth edition of Dungeons & Dragons.[17] There is a brief description of the land along with references throughout the book to its culture and how certain classes or backgrounds might fit in there.[30]

Reviewer Michael Mullen, looking at the setting of Kara-Tur before the publication of the boxed set, stated that players would probably like the world, but that it would depend largely on how familiar the DM was with Oriental culture or Japanese movies and television. He remarked that the "usual opposition, if not human, will be from the spirit world", rather than more conventional battles versus monsters.[24] Game studies scholar Aaron Trammell commented: "Although Gary Gygax envisioned a campaign setting that brought a multicultural dimension to Dungeons & Dragons, the reality is that by lumping together Chinese, Japanese, Korean, Mongolian, Philippine, and "Southeast Asian" lore he and co-authors David "Zeb" Cook and Francois Marcela-Froideval actually developed a campaign setting that reinforced western culture's already racist understanding of the "Orient".[31]

Related products set in Kara-Tur edit

Modules edit

The Kara-Tur campaign setting inspired the following eight adventure modules (in chronological order):

Books edit

Three choose your own adventure style books (one was actually released before the original Oriental Adventures book) were published:

One of novels in The Empires Trilogy is set in Shou Lung of Kara-Tur.

  • Troy Denning (1990). Dragonwall. Wizards of the Coast. ISBN 0-88038-919-2. {{cite book}}: |work= ignored (help)
Other edit
  • Dragon #315, for information on ancestor feats and martial arts styles specific to the Kara-Tur setting, as well as updated information on the 10 empires and regions of Kara-Tur.

Maztica edit

Maztica, called by its inhabitants The True World, is a fictional continent that is a land of jungles and (to the Faerûnians) mystery. The area was heavily inspired by Aztec and Mayan culture.[11]

Early in its fictional history it was a land fought over by the gods Qotal the Plumed Serpent and his brother Zaltec. For a crime against his sister, Qotal retreated from Maztica for an age but returned in recent times.

It was 'discovered' by Amnian explorers led by one Captain-general Cordell and his Golden Legion in 1361 DR. Amn was quick to carve out its claim to the land for trade benefits, establishing the port city of Helmsport, and the church of Helm led the encroachment into the new land. The native peoples were devastated by foreign diseases and the ruthlessness of the invaders, and this, coupled with the difficulties encountered on Maztica backfiring against them, caused the church of Helm to come under heavy criticism. Lantan also claimed some lands.

Maztica is divided into the nations of Nexal, Kultaka, Huacli, Kolan, Pezelac, and Payit. The region known as Far Payit neighbours Payit, both in the east around Helmsport. The native people of Maztica from Payit and Far Payit are known as Payits, whereas natives from the other nations are known as Mazticans. There are also the human races known as the Dog People and the Green Folk. Many monstrous races also live in Maztica, including wild halflings and Chacs—jaguar spirits. In very old times, couatl came from Maztica to fight the Yuan-Ti of Chult.

Some scorpionfolk from Maztica found an Underdark passage to the Underdark of Faerûn.[32]

North of Maztica is the continent of Anchorome. South of it (and separated by a strait) lies an unknown continent.

Maztica was detailed for 2nd Edition Dungeons & Dragons in the Maztica Campaign Set by Douglas Niles, and in the Forgotten Realms novels of the Maztica Trilogy—Ironhelm, Viperhand and Feathered Dragon—also by Douglas Niles. It was based on historical Central America.[33]

In a retrospective review in Black Gate, Scott Taylor found Maztica unimpressive because the continent too closely mirrored the Mesoamerican world, down to the history of the Conquistadores, rather than creating a uniquely fantasy version inspired by the "colorful and diverse" reality that is Mesoamerica.[34] CBR author Matthew England considered it "a rarity in the fantasy genre" to base a continent on these cultures.[11]

Maztica was also the name of the elder goddess who embodied the land of Maztica. Killed by her own son Zaltec, she was the wife of dead Kukul, but unlike her husband, continues to live on in the continued existence of the continent.

In 4th edition, the Spellplague caused by Mystra's death caused Abeir and Toril to briefly merge and then instantly rip apart again. As a result, Maztica is no longer a part of Toril, having been replaced with a continent called "Returned Abeir". On some maps, it has been renamed Anchorome.

Zakhara edit

Zakhara is a fictional realm styled after the themes and setting depicted in the Arabian Nights.[35] The land is the setting of the Al-Qadim campaign setting for the Dungeons & Dragons tabletop role-playing game. Zakhara is a giant peninsula of the same supercontinent that hosts Faerûn and Kara-Tur on the planet Abeir-Toril. Zakhara is located east of Faerûn, and the closest Faerûnian lands to Zakhara are Dambrath (by sea) and Ulgarth or arguably Konigheim (by land). Zakhara is mostly isolated from the rest of the world, as the peninsula is separated from the main mass by the World Pillar Mountains (also known as Wu Pi Te Shao in Kara-Tur).

The Zakharan pantheon consists of several cultures, like the culture of Enlightenment and more savage deities, such as Ragarra.

Waters around Zakhara are bountiful with pirates and corsairs who charge traders tolls to cross "their" seas, such traders willingly pay these exorbitant fees as Zakhara's exotic trading goods tend to be well worth the price back in Faerûn. Occasionally the pirates decide to completely cut off Zakhara from Faerûn.

The land is full of secretive cities, unwelcoming to travellers, huge deserts, lush oases and powerful genies who meddle in the affairs of humans frequently. The continent is ruled by a theocracy headed by the Grand Caliph, and tales tell of demon-infested cities and godless sorcerers (like the genie-binding Sha'irs) wielding strange magic. Powerful magic and great warriors of every like are to be found in Zakhara.

Zakharans are firmly convinced they are more civilized than the rest of the world and treat "barbarians" accordingly.

The capital city of Zakhara is Huzuz, the "City of Delights".[36]

In the view of Myles Balfe, the Fantasy "Orient" of Zakhara has been designed as a new and exotic counter-realm for players to experience, contrasting with more common settings depicted as "a moralized neo-medieval Europe". It is presented "as a chaotic, alien space". In some depictions Balfe sees the Arabic-style cities of the continent connected to erotic ideas of the harem and the "Arabian courtesan", tropes from Orientalist fiction. In his view the ruling Grand Caliph - "the symbolic figurehead of the entire Land of Fate" - is depicted as impotent to protect his own harem, so that he and his land are dependent on western-style heroic characters to save them.[36]

Other features edit

Tears of Selûne edit

The Tears of Selûne are a pack of asteroids trailing Abeir-Toril's moon, Selûne.

Wu Pi Te Shao edit

Known as the World Pillar Mountains in Faerûn or Wu Pi Te Shao in Kara-Tur, the "Roof of the World" is the largest mountain range in the fictional fantasy world of Toril. It is inhabited by evil Yak-men and separates Zakhara from the rest of the supercontinent.

Yal-Tengri edit

Yal-Tengri (also known as The Great Ice Sea) is Toril's equivalent of the Arctic Ocean. It is barely known at all. In the ancient time, the major city on its shore was Winterkeep, it is now the trade city of Naupau, in Sossal. Far in the north of the sea is a small island dominated by a cathedral-like spire, inhabited by gnomes of Gond.

The Yal-Tengri is free of ice for the six summer months of the year

The Endless Ice Sea is the name of the western Faerûn part of it. Somewhere there is Jhothûn, the long-forgotten capital of a mighty empire of Giants.

Reception and analysis edit

Philip J. Clements referred to "the world of the highly popular Forgotten Realms series" as "an unusually well-developed D&D setting", which has great variety among its fantasy races. A number of human cultures in different regions take their inspirations from real-world cultures.[37][38][11]

Daniel T. Kline summed up Abeir-Toril as a "vast, high-fantasy, neo-medievalist world".[39]

CBR writer Jared King considered the history of the world of Toril "full of deep lore crafted over decades of editions" and found the Dawn War, a conflict involving the gods in the ancient past of the setting, especially fascinating.[40]

In comparison to other D&D worlds, Aidan-Paul Canavan found Toril "more illustrative" and that it "became further codified and developed over time" than the world of Greyhawk, and "militarily more stable and thus may lead to more 'adventure' based missions" compared to the focus on wars within Krynn/Ansalon. In Canavan's view, Toril more closely resembled Robert E. Howard's Hyborian Age, as both are "constructed as a patchwork or mosaic of kingdoms, realms and lands, many borrowing directly from historical settings". Even though "pseudo-medieval European analogues" were predominant, a great variety in environments and cultures could be encountered in the setting. The regions of Toril were given many details and relationships among each other in various game products. As a world designed for role-playing games it has a static character: where main characters in fantasy settings designed for novels could drastically change the world, the descriptions of Toril have to be "re-usable" for various groups of players.[38] There were, however, significant changes made to the world to accommodate rule changes between different editions of the game,[7][6][11] explained through magical events within the fictional universe.[41]

Areas of the planet inspired by non-Western real-world cultures, namely Chult, Kara-Tur, Maztica and Al-Qadim's Zakhara, have been criticized for perpetuating simplistic and harmful stereotypes.[42][12] In July 2020, Wizards of the Coast added a sensitivity disclaimer to digitally sold products describing such regions, to acknowledge and distance themselves from problematic content.[42]

Medievalist Amy S. Kaufman listed Kara-Tur and the Anauroch desert of Faerûn in 2010 as two of the few fantastic realms based on non-European medieval cultures to date. She remarked that the setting descriptions "reinforce their distance from the "real" Middle Ages", "which suggests that the [non-Western] realms may be outside the imaginative limits of designers, at least for now".[15]

Screen Rant author Derek Garcia questioned the use of Abeir-Toril "as the default setting of modern-day Dungeons & Dragons", as he saw many problematic stereotypes published in the game's history as associated with this world.[12]

References edit

  1. ^ Bornet, Philippe (2011). Religions in play: games, rituals, and virtual worlds. Theologischer Verlag Zürich. p. 286. ISBN 978-3-290-22010-5.
  2. ^ Tom Costa (2005). . Archived from the original on November 12, 2006. Retrieved March 19, 2007. I know several folks (myself included) who transplanted Atlas Games' excellent Nyambe (with some tweaks), which also built off many of the old 2E articles in Dragon on African gaming, to the large undefined continent southwest of Nimbral and southeast of Maztica
  3. ^ James, Brian R. (May 2006). (PDF). p. 8. Archived from the original (PDF) on 2007-03-06. Today, many sages surmise that humanity first appeared in the northern savannas of Katashaka around -34,000 DR
  4. ^ "TSR Profiles". Dragon. Lake Geneva, Wisconsin: TSR, Inc. (#111): 64. July 1986.
  5. ^ "Volume 1 Issue 13 – Ampersands & Alliteration". Rfipodcast.com. 13 April 2010. Retrieved 18 January 2018.
  6. ^ a b MacKay, Daniel (2001). The Fantasy Role-Playing Game: A New Performing Art. McFarland. p. 39. ISBN 978-0786408153.
  7. ^ a b c d Carbonell, Curtis D. (2019). Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic. Liverpool: Oxford University Press. pp. 100, 105–108. ISBN 978-1-78962-468-7. OCLC 1129971339.
  8. ^ Greenwood, Ed; Grubb, Jeff; Bingle, Don (1993). Forgotten Realms Campaign Setting. TSR, Inc. ISBN 1-56076-617-4.
  9. ^ a b Baird, Scott (June 23, 2022). "How The Forgotten Realms Became The Default Setting Of Dungeons & Dragons". Screen Rant. Retrieved July 11, 2022.
  10. ^ Baichtal, John. "Forgotten Realms Campaign Guide Chronicles the World's Epic Changes". Wired. Retrieved 18 January 2018.
  11. ^ a b c d e f England, Matthew (June 8, 2020). "10 Hidden Details About D&D 5e Lore Everyone Completely Missed". CBR.com. Retrieved May 25, 2022.
  12. ^ a b c Garcia, Derek (December 23, 2021). "D&D's Problematic Lore That Still Needs Fixing". Screen Rant. Retrieved June 10, 2022.
  13. ^ Szporn, Ari (March 9, 2020). "Dungeons & Dragons: Exploring Chult, the Dinosaur-Filled Jungle". CBR.com. Retrieved July 8, 2022.
  14. ^ Greenwood, Ed; Heinsoo, Rob; Reynolds, Sean K.; Williams, Skip (June 1, 2001). Carter, Michele; Martin, Julia; Rateliff, John D. (eds.). Forgotten Realms Campaign Setting (3rd ed.). Wizards of the Coast. ISBN 0-7869-1836-5.
  15. ^ a b c Kaufmann, Amy S. (2010). "Medieval Unmoored". Studies in Medievalism. 19: 1–11.
  16. ^ a b Bornet, Philippe (2011). Religions in play: games, rituals, and virtual worlds. Theologischer Verlag Zürich. p. 286. ISBN 978-3-290-22010-5. Retrieved 4 October 2020.
  17. ^ a b c Hergenrader, Trent (2019). Collaborative Worldbuilding for Writers and Gamers. Bloomsbury Academic. p. 49. ISBN 978-1-3500-1667-5.
  18. ^ Bambra, Jim (June 1988). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#134): 76–77.
  19. ^ a b Shepherd, Ashley (February 1986). "Open Box: Dungeon Modules". White Dwarf. Games Workshop (74): 9–10. ISSN 0265-8712.
  20. ^ a b c d e f Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. ISBN 0-87975-653-5.
  21. ^ Rolston, Ken (January 1988). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#129): 84–86.
  22. ^ Applecline, Shannon (2014). Designers & Dragons: The '70s. Evil Hat Productions. p. 73.
  23. ^ a b c d e f Appelcline, Shannon. "Kara-Tur: The Eastern Realms (1e) | Product History". Dungeon Masters Guild. Retrieved 2020-12-08.
  24. ^ a b c d e f g h Mullen, Michael (January 1988). Jaffe, Anne (ed.). "Ah, So Desu Ka? (Oriental Adventures Review)". Space Gamer/Fantasy Gamer. Allen Emrich (81): 28–30.
  25. ^ a b Gary Gygax; David Cook; François Marcela-Froideval (1985). Oriental Adventures. TSR, Inc. p. 4. ISBN 0-8803-8099-3.
  26. ^ Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 109. ISBN 0-87975-653-5.
  27. ^ Shepherd, Ashley (August 1986). "Open Box". White Dwarf. Games Workshop (80): 2–4.
  28. ^ Appelcline, Shannon. "The Forgotten Realms Atlas (2e)". Dungeon Masters Guild. Retrieved 2021-02-11.
  29. ^ Appelcline, Shannon. "MC6 Monstrous Compendium Kara-Tur Appendix (2e)". Dungeon Masters Guild. Retrieved 2021-02-11.
  30. ^ Kim Mohan, ed. (2015). Sword Coast Adventurer's Guide. Wizards of the Coast. ISBN 978-0786965809.
  31. ^ Trammell, Aaron (2016). "How Dungeons and Dragons Appropriated the Orient". Analog Game Studies. 3 (1). ISSN 2643-7112.
  32. ^ . Archived from the original on 2008-02-15. Retrieved 2008-12-22.
  33. ^ Barron, Neil; Barton, Wayne; Ramsdell, Kristin; Stilwell, Steven A. (1992). What Do I Read Next? 1992. Gale Research. p. 273. ISBN 978-0810354067.
  34. ^ Taylor, Scott (November 30, 2011). "Art of the Genre: Maztica Memories". Black Gate. Retrieved May 18, 2022.
  35. ^ Grubb, Jeff with Andria Hayday (1992). Al-Qadim: Arabian Adventures. TSR. pp. 8–10. ISBN 1-56076-358-2.
  36. ^ a b Balfe, Myles (2004). "Incredible geographies? Orientalism and Genre Fantasy". Social & Cultural Geography. 5 (1): 75–90. doi:10.1080/1464936042000181326. S2CID 145553724.
  37. ^ Clements, Philip J. (December 2019). Dungeons & Discourse: Intersectional Identities in Dungeons & Dragons (PhD). p. 78. Retrieved May 5, 2022.
  38. ^ a b Canavan, Aidan-Paul (April 2011). Looting the Dungeon: The Quest for the Genre Fantasy Mega-Text (PDF) (PhD). pp. 130–131, 238.
  39. ^ Kline, Daniel T. (2015). "Contemporary Neo-Medieval Digital Gaming: An Overview of Genre". In Ashton, Gail (ed.). Medieval Afterlives in Contemporary Culture. Bloomsbury Academic. p. 97. ISBN 9781441102829.
  40. ^ King, Jared (January 26, 2022). "10 Wild Pieces Of D&D Lore To Include In Your Next Campaign". CBR.com. Retrieved July 8, 2022.
  41. ^ Stypczynski, Brent A. (2021). A Worldbuilder's Guide to Magic. McFarland & Company. pp. 179–180. ISBN 9781476686837.
  42. ^ a b Blum, Jeremy (2020-07-11). "'Dungeons & Dragons' Book 'Oriental Adventures' Receives A Sensitivity Disclaimer". HuffPost. Retrieved May 14, 2022.

External links edit

  • Toril page on official Spelljammer website

abeir, toril, fictional, planet, that, makes, forgotten, realms, dungeons, dragons, campaign, setting, well, qadim, maztica, campaign, settings, edition, version, oriental, adventures, campaign, setting, name, means, cradle, life, archaic, fictional, language,. Abeir Toril is the fictional planet that makes up the Forgotten Realms Dungeons amp Dragons campaign setting as well as the Al Qadim and Maztica campaign settings and the 1st edition version of the Oriental Adventures campaign setting The name means cradle of life in an archaic fictional language of the setting It consists of various continents and islands including Faerun Kara Tur Zakhara Maztica 1 Osse Anchorome and Katashaka a sub Saharan like continent south of Maztica 2 where humanity appeared 3 Toril was originally the name of Jeff Grubb s personal campaign world before part of it was merged with Ed Greenwood s Forgotten Realms setting Contents 1 Publishing history 2 Fictional continents 2 1 Anchorome 2 2 Faerun 2 3 Kara Tur 2 3 1 Related products set in Kara Tur 2 3 1 1 Modules 2 3 1 2 Books 2 3 1 3 Other 2 4 Maztica 2 5 Zakhara 3 Other features 3 1 Tears of Selune 3 2 Wu Pi Te Shao 3 3 Yal Tengri 4 Reception and analysis 5 References 6 External linksPublishing history editToril was the name of Jeff Grubb s campaign world 4 and was adopted as the name of the planet upon which the continent of Faerun existed when he and Ed Greenwood were designing the original Forgotten Realms Boxed Set in 1987 Abeir was added as a prefix to the planet s name so that it would be the first entry in the alphabetical encyclopedia of terms included in the set 5 The setting s entire planet underwent a major change during the 1989 Avatar trilogy which detailed a series of events called the Time of Troubles during which gods walked the earth and magic became unpredictable 6 7 These events caused permanent changes in gameplay that were outlined in the Advanced Dungeons amp Dragons 2nd edition campaign setting books 8 In this edition Abeir Toril was considered one of D amp D s three main worlds along with Krynn and Oerth 9 In a significant retcon of the setting s history Forgotten Realms material for the fourth edition of Dungeons amp Dragons reveals that the world was split in two in prehistory divided between the primordials Abeir and the gods Toril Toril is the world that has been showcased so far A cataclysm called the Spellplague has caused several parts of the two worlds to switch places 10 7 displacing portions of Faerun and the entire continent of Maztica 11 with regions of Abeir Tymanther Akanul and Returned Abeir A subsequent event called The Sundering reverted many of these changes and restored much of the pre Spellplague Toril 11 Abeir Toril is the default world for the 5th edition of Dungeons amp Dragons 9 12 Fictional continents editAnchorome edit This Dungeons amp Dragons related section describes a work or element of fiction in a primarily in universe style Please help rewrite it to explain the fiction more clearly and provide non fictional perspective February 2010 Learn how and when to remove this template message Anchorome is almost unexplored and is at the North of Maztica Its best known inhabitants are the Azuposi as well as the defunct Esh Alakarans and the xenophobic Poscadar elves There is also a sahuagin realm called Itzcali located in the sea nearby Long ago Balduran a sea captain who was the founder of Baldur s Gate sailed to Anchorome and returned with a great wealth that was used to build the wall around the fledgling Baldur s Gate It was revealed in the Baldur s Gate Tales of the Sword Coast expansion that Balduran returned to Anchorome and retrieved a second hoard of treasure from the Native kingdoms When he attempted to take on a number of locals to replenish his crew he discovered they were infected with lycanthropy The resulting battle shipwrecked Balduran on an island which was later discovered by a Merchant Guild from Baldur s Gate and subsequently by the player who is sent to confirm the finding where both the original crews and the natives from Anchorome s descendants were locked in a bloody lycanthrope feud The fate of Balduran himself was never clearly revealed After the discovery of Maztica by the mercenary captain Cordell mercenaries from the Flaming Fist were sent to Anchorome They built a keep Fort Flame in the shores of Balduran s bay which is actually far below Balduran s resting place but other than this it had been a complete disaster It is speculated that it is the land where the Creator Race known as the Aearee retreated a long time ago It is rumored that several tribes of thri kreen make their home in Anchorome s western regions Faerun edit Further information Faerun The continent of Faerun is the primary setting of the Forgotten Realms and the part of Toril most detailed in stories and supplements 7 13 14 Kara Tur edit Kara Tur s cultures and peoples are fantasy analogues of medieval regions of East Asia including China Korea Japan the Ryukyu Islands Tibet and others 15 16 17 According to Jim Bambra while primarily drawing on Japan for inspiration Kara Tur also contains elements of medieval China and Korea 18 Kara Tur was first described in the original 1985 Oriental Adventures book 19 A reviewer for White Dwarf called the long background section of Kara Tur in the book a bonus 19 Originally intended as a western part of the continent of Oerik in the Greyhawk setting the description of Kara Tur in the Oriental Adventures rulebook made no attempt to link it with another D amp D game world The first map of Kara Tur appeared in the adventure module OA1 Swords of the Daimyo 1986 where the setting was still world neutral 20 108 The 1987 Forgotten Realms Campaign Set left the eastern half of its continent reserved for the future publication of Kara Tur 16 17 21 In 1988 TSR released a boxed set Kara Tur The Eastern Realms describing the region in greater detail with two 96 page books and maps 20 In the process of adapting the setting to the Forgotten Realms the size of the continent was scaled down significantly 22 The ten distinct nations and regions described in the boxed set and their real world analogues include 15 20 23 24 25 Shou Lung Imperial China during periods of centralized government 24 T u Lung Historical China during eras of political disunity e g the Warring States period 24 Wa Feudal Japan Edo Kamakura period 26 24 Kozakura Japan 27 Feudal Sengoku period 24 Northern Wastes Historical Eastern Siberia 23 Tabot Tibet 20 23 Koryo Korea 20 23 The Island Kingdoms Pre colonial civilizations of Indonesia 23 and the Philippines 25 The Plain of Horses Historical Mongolia 20 24 This region is the Kara Tur portion of the Hordelands also known as the Endless Wastes The Jungle Lands of Malatra Pre colonial civilizations of Indochina 24 23 historical versions of the Khmer Empire and Vietnam as well as the hill tribes inspired by their real life Southeast Asian counterparts citation needed In 1989 a printing of Trail Maps for Kara Tur appeared as part of Advanced Dungeons amp Dragons 2nd edition In 1990 the maps were again included in The Forgotten Realms Atlas 28 Later that year TSR converted the monsters of Kara Tur to second edition Advanced Dungeons amp Dragons rules as part of the Monstrous Compendium series 29 After 1990 TSR ceased publishing new material related to Kara Tur The setting was however occasionally referred to by other TSR products such as Spelljammer and Ravenloft The setting of Kara Tur still exists on Abeir Toril in Dungeons amp Dragons 3rd edition and is often mentioned in Forgotten Realms supplements Characters and artifacts from Kara Tur sometimes show up in Faerun but beyond that there is little interaction between the continents The 2015 release of Sword Coast Adventurer s Guide a supplement for Dungeons amp Dragons 5th edition introduced Kara Tur to the fifth edition of Dungeons amp Dragons 17 There is a brief description of the land along with references throughout the book to its culture and how certain classes or backgrounds might fit in there 30 Reviewer Michael Mullen looking at the setting of Kara Tur before the publication of the boxed set stated that players would probably like the world but that it would depend largely on how familiar the DM was with Oriental culture or Japanese movies and television He remarked that the usual opposition if not human will be from the spirit world rather than more conventional battles versus monsters 24 Game studies scholar Aaron Trammell commented Although Gary Gygax envisioned a campaign setting that brought a multicultural dimension to Dungeons amp Dragons the reality is that by lumping together Chinese Japanese Korean Mongolian Philippine and Southeast Asian lore he and co authors David Zeb Cook and Francois Marcela Froideval actually developed a campaign setting that reinforced western culture s already racist understanding of the Orient 31 Related products set in Kara Tur edit Modules edit The Kara Tur campaign setting inspired the following eight adventure modules in chronological order OA1 Swords of the Daimyo 1986 OA2 Night of the Seven Swords 1986 OA3 Ochimo The Spirit Warrior 1987 OA4 Blood of the Yakuza 1987 OA5 Mad Monkey vs the Dragon Claw 1988 zip FROA1 Ninja Wars 1990 OA6 Ronin Challenge 1990 zip OA7 Test of the Samurai 1990 Books edit Three choose your own adventure style books one was actually released before the original Oriental Adventures book were published Blade of the Young Samurai Endless Quest 23 1984 Test of the Ninja AD amp D Adventure Gamebook 5 1985 Warlords 1 on 1 Book 7 1986 One of novels in The Empires Trilogy is set in Shou Lung of Kara Tur Troy Denning 1990 Dragonwall Wizards of the Coast ISBN 0 88038 919 2 a href Template Cite book html title Template Cite book cite book a work ignored help Other edit Dragon 315 for information on ancestor feats and martial arts styles specific to the Kara Tur setting as well as updated information on the 10 empires and regions of Kara Tur Maztica edit Maztica called by its inhabitants The True World is a fictional continent that is a land of jungles and to the Faerunians mystery The area was heavily inspired by Aztec and Mayan culture 11 Early in its fictional history it was a land fought over by the gods Qotal the Plumed Serpent and his brother Zaltec For a crime against his sister Qotal retreated from Maztica for an age but returned in recent times It was discovered by Amnian explorers led by one Captain general Cordell and his Golden Legion in 1361 DR Amn was quick to carve out its claim to the land for trade benefits establishing the port city of Helmsport and the church of Helm led the encroachment into the new land The native peoples were devastated by foreign diseases and the ruthlessness of the invaders and this coupled with the difficulties encountered on Maztica backfiring against them caused the church of Helm to come under heavy criticism Lantan also claimed some lands Maztica is divided into the nations of Nexal Kultaka Huacli Kolan Pezelac and Payit The region known as Far Payit neighbours Payit both in the east around Helmsport The native people of Maztica from Payit and Far Payit are known as Payits whereas natives from the other nations are known as Mazticans There are also the human races known as the Dog People and the Green Folk Many monstrous races also live in Maztica including wild halflings and Chacs jaguar spirits In very old times couatl came from Maztica to fight the Yuan Ti of Chult Some scorpionfolk from Maztica found an Underdark passage to the Underdark of Faerun 32 North of Maztica is the continent of Anchorome South of it and separated by a strait lies an unknown continent Maztica was detailed for 2nd Edition Dungeons amp Dragons in the Maztica Campaign Set by Douglas Niles and in the Forgotten Realms novels of the Maztica Trilogy Ironhelm Viperhand and Feathered Dragon also by Douglas Niles It was based on historical Central America 33 In a retrospective review in Black Gate Scott Taylor found Maztica unimpressive because the continent too closely mirrored the Mesoamerican world down to the history of the Conquistadores rather than creating a uniquely fantasy version inspired by the colorful and diverse reality that is Mesoamerica 34 CBR author Matthew England considered it a rarity in the fantasy genre to base a continent on these cultures 11 Maztica was also the name of the elder goddess who embodied the land of Maztica Killed by her own son Zaltec she was the wife of dead Kukul but unlike her husband continues to live on in the continued existence of the continent In 4th edition the Spellplague caused by Mystra s death caused Abeir and Toril to briefly merge and then instantly rip apart again As a result Maztica is no longer a part of Toril having been replaced with a continent called Returned Abeir On some maps it has been renamed Anchorome Zakhara edit Zakhara is a fictional realm styled after the themes and setting depicted in the Arabian Nights 35 The land is the setting of the Al Qadim campaign setting for the Dungeons amp Dragons tabletop role playing game Zakhara is a giant peninsula of the same supercontinent that hosts Faerun and Kara Tur on the planet Abeir Toril Zakhara is located east of Faerun and the closest Faerunian lands to Zakhara are Dambrath by sea and Ulgarth or arguably Konigheim by land Zakhara is mostly isolated from the rest of the world as the peninsula is separated from the main mass by the World Pillar Mountains also known as Wu Pi Te Shao in Kara Tur The Zakharan pantheon consists of several cultures like the culture of Enlightenment and more savage deities such as Ragarra Waters around Zakhara are bountiful with pirates and corsairs who charge traders tolls to cross their seas such traders willingly pay these exorbitant fees as Zakhara s exotic trading goods tend to be well worth the price back in Faerun Occasionally the pirates decide to completely cut off Zakhara from Faerun The land is full of secretive cities unwelcoming to travellers huge deserts lush oases and powerful genies who meddle in the affairs of humans frequently The continent is ruled by a theocracy headed by the Grand Caliph and tales tell of demon infested cities and godless sorcerers like the genie binding Sha irs wielding strange magic Powerful magic and great warriors of every like are to be found in Zakhara Zakharans are firmly convinced they are more civilized than the rest of the world and treat barbarians accordingly The capital city of Zakhara is Huzuz the City of Delights 36 In the view of Myles Balfe the Fantasy Orient of Zakhara has been designed as a new and exotic counter realm for players to experience contrasting with more common settings depicted as a moralized neo medieval Europe It is presented as a chaotic alien space In some depictions Balfe sees the Arabic style cities of the continent connected to erotic ideas of the harem and the Arabian courtesan tropes from Orientalist fiction In his view the ruling Grand Caliph the symbolic figurehead of the entire Land of Fate is depicted as impotent to protect his own harem so that he and his land are dependent on western style heroic characters to save them 36 Other features editTears of Selune edit The Tears of Selune are a pack of asteroids trailing Abeir Toril s moon Selune Wu Pi Te Shao edit Known as the World Pillar Mountains in Faerun or Wu Pi Te Shao in Kara Tur the Roof of the World is the largest mountain range in the fictional fantasy world of Toril It is inhabited by evil Yak men and separates Zakhara from the rest of the supercontinent Yal Tengri edit Yal Tengri also known as The Great Ice Sea is Toril s equivalent of the Arctic Ocean It is barely known at all In the ancient time the major city on its shore was Winterkeep it is now the trade city of Naupau in Sossal Far in the north of the sea is a small island dominated by a cathedral like spire inhabited by gnomes of Gond The Yal Tengri is free of ice for the six summer months of the yearThe Endless Ice Sea is the name of the western Faerun part of it Somewhere there is Jhothun the long forgotten capital of a mighty empire of Giants Reception and analysis editPhilip J Clements referred to the world of the highly popular Forgotten Realms series as an unusually well developed D amp D setting which has great variety among its fantasy races A number of human cultures in different regions take their inspirations from real world cultures 37 38 11 Daniel T Kline summed up Abeir Toril as a vast high fantasy neo medievalist world 39 CBR writer Jared King considered the history of the world of Toril full of deep lore crafted over decades of editions and found the Dawn War a conflict involving the gods in the ancient past of the setting especially fascinating 40 In comparison to other D amp D worlds Aidan Paul Canavan found Toril more illustrative and that it became further codified and developed over time than the world of Greyhawk and militarily more stable and thus may lead to more adventure based missions compared to the focus on wars within Krynn Ansalon In Canavan s view Toril more closely resembled Robert E Howard s Hyborian Age as both are constructed as a patchwork or mosaic of kingdoms realms and lands many borrowing directly from historical settings Even though pseudo medieval European analogues were predominant a great variety in environments and cultures could be encountered in the setting The regions of Toril were given many details and relationships among each other in various game products As a world designed for role playing games it has a static character where main characters in fantasy settings designed for novels could drastically change the world the descriptions of Toril have to be re usable for various groups of players 38 There were however significant changes made to the world to accommodate rule changes between different editions of the game 7 6 11 explained through magical events within the fictional universe 41 Areas of the planet inspired by non Western real world cultures namely Chult Kara Tur Maztica and Al Qadim s Zakhara have been criticized for perpetuating simplistic and harmful stereotypes 42 12 In July 2020 Wizards of the Coast added a sensitivity disclaimer to digitally sold products describing such regions to acknowledge and distance themselves from problematic content 42 Medievalist Amy S Kaufman listed Kara Tur and the Anauroch desert of Faerun in 2010 as two of the few fantastic realms based on non European medieval cultures to date She remarked that the setting descriptions reinforce their distance from the real Middle Ages which suggests that the non Western realms may be outside the imaginative limits of designers at least for now 15 Screen Rant author Derek Garcia questioned the use of Abeir Toril as the default setting of modern day Dungeons amp Dragons as he saw many problematic stereotypes published in the game s history as associated with this world 12 References edit Bornet Philippe 2011 Religions in play games rituals and virtual worlds Theologischer Verlag Zurich p 286 ISBN 978 3 290 22010 5 Tom Costa 2005 Africa in the Realms Archived from the original on November 12 2006 Retrieved March 19 2007 I know several folks myself included who transplanted Atlas Games excellent Nyambe with some tweaks which also built off many of the old 2E articles in Dragon on African gaming to the large undefined continent southwest of Nimbral and southeast of Maztica James Brian R May 2006 A Grand History of the Realms PDF p 8 Archived from the original PDF on 2007 03 06 Today many sages surmise that humanity first appeared in the northern savannas of Katashaka around 34 000 DR TSR Profiles Dragon Lake Geneva Wisconsin TSR Inc 111 64 July 1986 Volume 1 Issue 13 Ampersands amp Alliteration Rfipodcast com 13 April 2010 Retrieved 18 January 2018 a b MacKay Daniel 2001 The Fantasy Role Playing Game A New Performing Art McFarland p 39 ISBN 978 0786408153 a b c d Carbonell Curtis D 2019 Dread Trident Tabletop Role Playing Games and the Modern Fantastic Liverpool Oxford University Press pp 100 105 108 ISBN 978 1 78962 468 7 OCLC 1129971339 Greenwood Ed Grubb Jeff Bingle Don 1993 Forgotten Realms Campaign Setting TSR Inc ISBN 1 56076 617 4 a b Baird Scott June 23 2022 How The Forgotten Realms Became The Default Setting Of Dungeons amp Dragons Screen Rant Retrieved July 11 2022 Baichtal John Forgotten Realms Campaign Guide Chronicles the World s Epic Changes Wired Retrieved 18 January 2018 a b c d e f England Matthew June 8 2020 10 Hidden Details About D amp D 5e Lore Everyone Completely Missed CBR com Retrieved May 25 2022 a b c Garcia Derek December 23 2021 D amp D s Problematic Lore That Still Needs Fixing Screen Rant Retrieved June 10 2022 Szporn Ari March 9 2020 Dungeons amp Dragons Exploring Chult the Dinosaur Filled Jungle CBR com Retrieved July 8 2022 Greenwood Ed Heinsoo Rob Reynolds Sean K Williams Skip June 1 2001 Carter Michele Martin Julia Rateliff John D eds Forgotten Realms Campaign Setting 3rd ed Wizards of the Coast ISBN 0 7869 1836 5 a b c Kaufmann Amy S 2010 Medieval Unmoored Studies in Medievalism 19 1 11 a b Bornet Philippe 2011 Religions in play games rituals and virtual worlds Theologischer Verlag Zurich p 286 ISBN 978 3 290 22010 5 Retrieved 4 October 2020 a b c Hergenrader Trent 2019 Collaborative Worldbuilding for Writers and Gamers Bloomsbury Academic p 49 ISBN 978 1 3500 1667 5 Bambra Jim June 1988 Role playing Reviews Dragon Lake Geneva Wisconsin TSR 134 76 77 a b Shepherd Ashley February 1986 Open Box Dungeon Modules White Dwarf Games Workshop 74 9 10 ISSN 0265 8712 a b c d e f Schick Lawrence 1991 Heroic Worlds A History and Guide to Role Playing Games Prometheus Books ISBN 0 87975 653 5 Rolston Ken January 1988 Role playing Reviews Dragon Lake Geneva Wisconsin TSR 129 84 86 Applecline Shannon 2014 Designers amp Dragons The 70s Evil Hat Productions p 73 a b c d e f Appelcline Shannon Kara Tur The Eastern Realms 1e Product History Dungeon Masters Guild Retrieved 2020 12 08 a b c d e f g h Mullen Michael January 1988 Jaffe Anne ed Ah So Desu Ka Oriental Adventures Review Space Gamer Fantasy Gamer Allen Emrich 81 28 30 a b Gary Gygax David Cook Francois Marcela Froideval 1985 Oriental Adventures TSR Inc p 4 ISBN 0 8803 8099 3 Schick Lawrence 1991 Heroic Worlds A History and Guide to Role Playing Games Prometheus Books p 109 ISBN 0 87975 653 5 Shepherd Ashley August 1986 Open Box White Dwarf Games Workshop 80 2 4 Appelcline Shannon The Forgotten Realms Atlas 2e Dungeon Masters Guild Retrieved 2021 02 11 Appelcline Shannon MC6 Monstrous Compendium Kara Tur Appendix 2e Dungeon Masters Guild Retrieved 2021 02 11 Kim Mohan ed 2015 Sword Coast Adventurer s Guide Wizards of the Coast ISBN 978 0786965809 Trammell Aaron 2016 How Dungeons and Dragons Appropriated the Orient Analog Game Studies 3 1 ISSN 2643 7112 EN World Morrus D amp D 4th Edition D20 News Kara Tur and Zakhara are they going to be released as portions of FR Archived from the original on 2008 02 15 Retrieved 2008 12 22 Barron Neil Barton Wayne Ramsdell Kristin Stilwell Steven A 1992 What Do I Read Next 1992 Gale Research p 273 ISBN 978 0810354067 Taylor Scott November 30 2011 Art of the Genre Maztica Memories Black Gate Retrieved May 18 2022 Grubb Jeff with Andria Hayday 1992 Al Qadim Arabian Adventures TSR pp 8 10 ISBN 1 56076 358 2 a b Balfe Myles 2004 Incredible geographies Orientalism and Genre Fantasy Social amp Cultural Geography 5 1 75 90 doi 10 1080 1464936042000181326 S2CID 145553724 Clements Philip J December 2019 Dungeons amp Discourse Intersectional Identities in Dungeons amp Dragons PhD p 78 Retrieved May 5 2022 a b Canavan Aidan Paul April 2011 Looting the Dungeon The Quest for the Genre Fantasy Mega Text PDF PhD pp 130 131 238 Kline Daniel T 2015 Contemporary Neo Medieval Digital Gaming An Overview of Genre In Ashton Gail ed Medieval Afterlives in Contemporary Culture Bloomsbury Academic p 97 ISBN 9781441102829 King Jared January 26 2022 10 Wild Pieces Of D amp D Lore To Include In Your Next Campaign CBR com Retrieved July 8 2022 Stypczynski Brent A 2021 A Worldbuilder s Guide to Magic McFarland amp Company pp 179 180 ISBN 9781476686837 a b Blum Jeremy 2020 07 11 Dungeons amp Dragons Book Oriental Adventures Receives A Sensitivity Disclaimer HuffPost Retrieved May 14 2022 External links editToril page on official Spelljammer website Retrieved from https en wikipedia org w index php title Abeir Toril amp oldid 1185109431, wikipedia, wiki, book, books, library,

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