Toril (formerlyAbeir-Toril) is thefictionalplanet that makes up theForgotten RealmsDungeons & Dragons campaign setting, as well as theAl-Qadim andMaztica campaign settings, and the 1st edition version of theOriental Adventures campaign setting. It is the default world for the 5th edition ofDungeons & Dragons.[1][2]
The name means "cradle of life" in an archaic fictional language of the setting. It consists of variouscontinents andislands, includingFaerûn, Kara-Tur, Zakhara, Maztica,[3] Osse,Anchorome and Katashaka, asub-Saharan-like continent south of Maztica,[4] where humanity appeared.[5] Toril was originally the name ofgame designerJeff Grubb's personal campaign world before part of it was merged with creatorEd Greenwood's Forgotten Realms setting.
Toril was the name ofJeff Grubb's campaign world,[6] and was adopted as the name of the planet upon which the continent of Faerûn existed when he andEd Greenwood were designing the originalForgotten Realms Boxed Set in 1987.[7][8]: 200 Greenwood had written tales for his world "as far back as 1967" and "it had been the setting for his homespun D&D campaigns since 1978".[8]: 200 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.[9]
The setting's entire planet underwent a major change during the 1989Avatar trilogy, which detailed a series of events called the Time of Troubles, during which gods walked the earth and magic became unpredictable.[10][11] These events caused permanent changes in gameplay that were outlined in theAdvanced Dungeons & Dragons 2nd edition campaign setting books.[12] In this edition, Abeir-Toril was considered one ofD&D's three main worlds, along withKrynn andOerth.[1]
In a significantretcon of the setting's history,Forgotten Realms material for thefourth edition ofDungeons & 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,[13][11] displacing portions of Faerûn and the entire continent of Maztica,[14] 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.[14]
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Anchorome is almost unexplored and is at the North ofMaztica. Its best-known inhabitants are theAzuposi, as well as the defunctEsh Alakarans and the xenophobic Poscadar elves. There is also asahuagin realm called Itzcali located in the sea nearby.
The character Balduran, a sea captain and founder ofBaldur's Gate, sails to Anchorome and returns with a great wealth which is used to build the wall around the fledgling Baldur's Gate. In theBaldur's Gate: Tales of the Sword Coast expansion, it is revealed that Balduran returns to Anchorome and retrieves a second hoard of treasure from the Native kingdoms. When he attempts to take on a number of locals to replenish his crew, he discovers they are infected with lycanthropy. The resulting battle shipwrecks Balduran on an island, which is 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 are locked in a bloody lycanthrope feud. The fate of Balduran himself is never clearly revealed.
After the discovery of Maztica by the mercenary captain Cordell, mercenaries from theFlaming Fist are sent to Anchorome. They build 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 has been a complete disaster.
It is speculated that it is the land where theCreator Race known as theAearee retreated a long time ago. It is rumored that several tribes ofthri-kreen make their home in Anchorome's western regions.
The continent of Faerûn is the primary setting of theForgotten Realms and the part of Toril most detailed in stories and supplements.[11][15][16]
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.[17][18][19] According toJim Bambra, "while primarily drawing on Japan for inspiration, [Kara-Tur] also contains elements of medieval China and Korea".[20] Kara-Tur was first described in the original 1985Oriental Adventures book.[21] A reviewer forWhite Dwarf called the long background section of Kara-Tur in the book, a "bonus".[21] Originally intended as a western part of the continent of Oerik in theGreyhawk setting, the description of Kara-Tur in theOriental 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.[22]: 108 The 1987Forgotten Realms Campaign Set left the eastern half of its continent reserved for the future publication of Kara-Tur.[18][19][23] 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.[22] In the process of adapting the setting to the Forgotten Realms, the size of the continent was scaled down significantly.[24]
The ten distinct nations and regions described in the boxed set and their real-world analogues include:[17][22][25][26][27]
In 1989 a printing ofTrail Maps for Kara-Tur appeared as part ofAdvanced Dungeons & Dragons 2nd edition. In 1990 the maps were again included inThe Forgotten Realms Atlas.[30] Later that year TSR converted the monsters of Kara-Tur to second editionAdvanced Dungeons & Dragons rules as part of theMonstrous Compendium series.[31] After 1990, TSR ceased publishing new material related to Kara-Tur. The setting was, however, occasionally referred to by other TSR products such asSpelljammer andRavenloft.
The setting of Kara-Tur still exists on Abeir-Toril inDungeons & 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 ofSword Coast Adventurer's Guide, a supplement forDungeons & Dragons 5th edition, introduced Kara-Tur to the fifth edition ofDungeons & Dragons.[19] 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.[32]
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 versusmonsters.[26] Game studies scholar Aaron Trammell commented that "Although Gary Gygax envisioned a campaign setting that brought a multicultural dimension toDungeons & 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'."[33]
The Kara-Tur campaign setting inspired the following eightadventuremodules (in chronological order):
Threechoose your own adventure style books (one was actually released before the originalOriental Adventures book) were published:
One of novels inThe Empires Trilogy is set in Shou Lung of Kara-Tur.
Maztica, called by its inhabitantsThe True World, is a fictional continent that is a land ofjungles and (to the Faerûnians) mystery. The area was heavily inspired byAztec andMayan culture.[14]
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' byAmnian explorers led by one Captain-general Cordell and his Golden Legion in 1361DR. 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 wildhalflings and Chacs—jaguar spirits. In very old times,couatl came from Maztica to fight the Yuan-Ti ofChult.
Some scorpionfolk from Maztica found an Underdark passage to theUnderdark of Faerûn.[34]
North of Maztica is the continent ofAnchorome. South of it (and separated by a strait) lies an unknown continent.
Maztica was detailed for 2nd EditionDungeons & Dragons in theMaztica Campaign Set byDouglas Niles, and in the Forgotten Realms novels of the Maztica Trilogy—Ironhelm,Viperhand andFeathered Dragon—also by Douglas Niles. It was based onhistorical Central America.[35]
In a retrospective review inBlack Gate, Scott Taylor found Maztica unimpressive because the continent too closely mirrored theMesoamerican world, down to the history of theConquistadores, rather than creating a uniquely fantasy version inspired by the "colorful and diverse" reality that is Mesoamerica.[36]CBR author Matthew England considered it "a rarity in the fantasy genre" to base a continent on these cultures.[14]
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 byMystra'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 is afictional realm styled after the themes and setting depicted in theArabian Nights.[37][8]: 244 The land is the setting of theAl-Qadimcampaign setting for theDungeons & Dragonstabletop role-playing game.[8]: 244 Zakhara is a giantpeninsula of the samesupercontinent that hostsFaerûn andKara-Tur on the planet Abeir-Toril.[8]: 244 Zakhara is located east of Faerûn, and the closest Faerûnian lands to Zakhara areDambrath (by sea) andUlgarth 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 inKara-Tur).
TheZakharan pantheon consists of several cultures, like the culture of Enlightenment and more savage deities, such as Ragarra.
Waters around Zakhara are bountiful withpirates 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 powerfulgenies[8]: 244 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-bindingSha'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".[38]
The setting itself proclaimed to have "much more in common with early Hollywood depcitions rather than hard historical fact."[8]: 244 [37]
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 theArabic-style cities of the continent connected to erotic ideas of theharem and the "Arabian courtesan", tropes fromOrientalist 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.[38]
TheTears of Selûne are a pack of asteroids trailing Abeir-Toril's moon,Selûne.
Known as theWorld Pillar Mountains in Faerûn orWu Pi Te Shao inKara-Tur, the "Roof of the World" is the largest mountain range in the fictionalfantasy world of Toril. It is inhabited by evil Yak-men and separatesZakhara from the rest of thesupercontinent.
Yal-Tengri (also known asThe Great Ice Sea) is Toril's equivalent of theArctic Ocean. It is barely known at all. In the ancient time, the major city on its shore wasWinterkeep; it is now the trade city of Naupau, inSossal. 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
TheEndless 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.
Philip J. Clements referred to "the world of the highly popularForgotten 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.[39][40][14]
Daniel T. Kline summed up Abeir-Toril as a "vast, high-fantasy, neo-medievalist world".[41]
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.[42]
In comparison to otherD&D worlds, Aidan-Paul Canavan found Toril "more illustrative" and that it "became further codified and developed over time" than the world ofGreyhawk, and "militarily more stable and thus may lead to more 'adventure' based missions" compared to the focus on wars withinKrynn/Ansalon. In Canavan's view, Toril more closely resembledRobert E. Howard'sHyborian 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.[40] There were, however, significant changes made to the world to accommodate rule changes between different editions of the game,[11][10][14] explained through magical events within the fictional universe.[43]
Areas of the planet inspired by non-Western real-world cultures, namelyChult, Kara-Tur, Maztica andAl-Qadim's Zakhara, have been criticized for perpetuating simplistic and harmful stereotypes.[44][2] 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.[44]
Medievalist Amy S. Kaufman listed Kara-Tur and theAnauroch 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".[17]
Screen Rant author Derek Garcia questioned the use of Abeir-Toril "as the default setting of modern-dayDungeons & Dragons", as he saw many problematic stereotypes published in the game's history as associated with this world.[2]
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, tothe large undefined continent southwest of Nimbral and southeast of Maztica
Today, many sages surmise thathumanity first appeared in the northern savannas of Katashaka around -34,000 DR