Night of No Tomorrow

By ten.eerfnaeco@naz

Published on May 30, 2001

Gay

Hey guys! I'm back. First of all, I'd like to thanks all of you guys out there who read NNT and sent me your comments through e-mails. I also received numerous request for some info about the setting that the story is based on, ie the Forgotten Realms. Sorry about that. Yeah, I know how frustrating it is to read a story and at the same time not knowing half of what the setting is all about. So, before I go on with the rest of NNT, I'll just drop this piece of note that hold some brief info about the Forgotten Realms and the world of Faerun. Most of the info are from the TSR published Forgotten Realm Campaign Setting. But as for maps and further infos, the best way to find out is by going to the Forgotten Realms websites (thrust me. There are loads of it in the net).

Whew, well having said all that, here you are. The next part of the story as ready. But I still have some changes to make. Be patient :) Again, if you have any comments or suggestions, drop us a note at zan@oceanfree.net. Anyway, here you go

Drew and Andy


THE WORLD OF FAERUN

Faerun is a continent hugging a larger world, which in turn is the third world of the eight orbiting a central sun, which is encapsulated in a crystal sphere within a swirling chaos, which is the only one in a myriad of alternate dimensions. But for the races of Toril - for the elves, dwarves, gnomes, halflings and humans - Faerun is a very important place: it is home.

Abeir-toril, more commonly known as Toril, is the name of the orb that Faerun are set upon, just as Earth is the orb that Eurasia is set upon. The name is archaic, meaning 'the cradle of life' and is rarely used in everyday speech. Abeir-toril is an Earth-sized planet dominated by a large continent in its northern hemisphere as well as a number of other large landmasses scattered about its surface. This northern continent is called Faerun in the west, Kara-Tur in the East, and Zakhara in the South.

Faerun consists of the northwest quarter of the dominant continent of Toril. It is bounded on the west by the Trackless Sea, on the South by the Great Sea, on the East by the wide expenses of the Hordelands and on the North by the icy lands of the Savage North and the Great Glaciers. The continent also includes the number of large offshore islands, including Lantan, Nimbral, the Moonshaes Isles, the fabled Anchorome and the mysterious elven retreats, Evermeet.

The Realms are home to a myriad number of sentient races, most of which are in direct competition with each other for land, food and survival. Humankind is the most successful of the major races in Faerun. However, human have to share their position with other older, and generally benevolent races: dwarves, elves (and half-elves), halflings and gnomes. Yet, human and the other elder races are regularly threatened by other humanoid races, which include goblins, orcs, ogres, the underwater and underground races and most importantly, the powerful and dangerous dragons.

Human: Humans are the predominant race in Faerun. They rule most of the significant empires and kingdoms. They also are the most social and tolerant of races, excepting perhaps the halflings.

Dwarves: Dwarves are short, stocky fellows, easily identifiable by their size and shape. They have ruddy cheeks, dark eyes and dark hair. They tend to be dour, taciturn, moody and have strong mistrust towards magic. They possess infravision, which allows them to see in the dark and have great natural resistance to magic. There are several kinds of dwarves: the mountain dwarves, the gold dwarves, the wild dwarves and lastly the evil duergar, also known as the dark dwarves.

Elves: Elves tends to be shorter and slimmer than normal humans. Their features are finely chiseled and delicate and they speak in melodic tones. Their faces are thinner and more serene with pointed ears at each side. Elves are generally looked upon as being frivolous and aloof. They have natural resistance to magic, particularly charm and sleep spells. They also possess infravision, high dexterity and tend to be very skilled in the use of bow and long swords. There are five subraces in the Realms. The gold elves have golden skin with copper, black or golden blond hair. Their eyes are golden, silver or black. Moon elves are much paler with faces of bleached white tinged with blue. Their hair are usually silver-white, black or blue and their eyes are usually blue or green. Wild elves have copperish in hue skin with tinctures of green. Their hair are usually brown or black with occasional blonds. Sea elves are radiant in different shades of blue-green, with irregular shades of brown darkening their skin slightly. Their hair are usually blue or green and they also possess webbed hands and feet and able to breath under water. Lastly are the evil drow (the dark elves), which comprises the most sinister and evil segment of the elven races as if this subrace seems to balance the tranquility and goodness of their cousins with unrepentant maliciousness and evil. They have black skin, pale eyes, and white hair. They live underground and are very war-like and have high resistant to magic.

Gnomes: Kin to the dwarves, gnomes are noticeably smaller than their distant cousins. They also proudly maintain to be less rotund than dwarves. Most have dark tan or brown skin, white hair and rather large nose. They also have natural resistance to magic and possess infravision.

Halflings: Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and quite often florid. They hair is typically curly, and the tops of their feet are covered with coarse hair. They are highly resistant to poisons and magic, possess infravision and also have natural skill in using slings and short swords as weapons.

Half-Elves: Half-elves are a mix of human and elven blood. They are handsome folk, with good features and grace of each of their races. A half-elf has curiosity, inventiveness and ambition of their human ancestors, and the refined sense, love of nature, and artistic tastes of their elven ancestors. They possess infravision and higher than normal dexterity than humans, but limited resistance to magic.

Dragons: Considered as individuals, dragons are the most dangerous creatures of the Realms. A dragon in full fury may level an entire city and one at play may even destroy a party of brave knights. They vary in sizes and capabilities but are generally huge winged reptiles that can spit deadly breaths. There are two types of dragons in general:

Chromatic dragons are those whose scales resemble enameled armor - usually red, green, black, white or blue. The chromatic dragons are usually evil, dark hearted creatures devoted in equal parts to their own feeding, wealth and the suffering of others. They have different capabilities and personality depending on their colors. Red dragons are fire-breathing beast, generally greedy, paranoid to the extreme but the most powerful and dangerous of all the dragon kind. Green dragons are highly intelligent, very manipulative and stronger in magic compared to others. They prefer playing with their victims first rather than killing them quickly with their poisonous breath. Black dragons are acid spitting beasts, sleek, dangerous and very opportunist. White dragons are the most agile and swiftest of all dragon kind. They are able to breathe icy breath but have the lowest intelligence compared to the rest of the dragon kind. Blue dragons are the most warrior-like of all dragon kind. They prefer to travel in group and wreck destruction from the air using their lightning breath.

Metallic dragons have scales that shimmer like coins, and are generally classified as gold, silver, copper, bronze and brass dragons. These creatures tends to be more towards good or neutral aligned, or at least seem more disposed to talk to humans than to devour them straightaway (though if threatened, they will do so quickly and without remorse). They are also nobler in attitude compared to their evil cousins.

In summary, dragons are intelligent, deadly, powerful and wise. All are considered as powerful spellcasters and highly resistant to many enchantments. However, they are very vulnerable to flattery, which is hence considered their greatest weakness.

FAERUN

Faerun civilization range from the ancient magical kingdoms of the South to the savage frontier lands where the rule of law extends only as far as a warrior's sword arm. The land is dominated by humans, but a sizable number of elves, dwarves, halflings and gnomes dwell on and under it as well. The land holds an even greater number of evil races - goblins, orcs, ogres, drow, illithids, beholders - to challenge the rule of humankind and its allies. And then, there are dragons - great beasts of tremendous power with their own hidden agendas.

In short, Faerun is a hotbed of activity for the adventurous, ranging from the icy lands of the Savage North and the Great Glaciers in the North to the hot jungles of Chult in the South, from the great metropolitan city of Waterdeep in the West to the evil nation of Thay and the warrior nation of Rashemen in the far East. It is home to hundreds of heroes, adventurers, rogues, wizards, sages, freebooters and idealists. It is a land of adventure.

There are various regions of Faerun:

The Dalelands - Surrounding the edges of the old elven forest, Cormanthor, the Dales are home to both a tough, independent people and many dark secrets of the past.

Cormyr - A rising power under the command of King Azoun IV, Cormyr is and establish nation under the rule of law.

Sembia - A kingdom of allied merchant cities on the coast of the Inner Sea, Sembia is a land of opportunity and treachery.

The Moonsea - a small, deep lake, the Moonsea is bordered with independent city-states and their vassals. Great evil lies on the shores of the Moonsea in the form of Mulmaster and Zhentil Keep.

The Vast - Situated on the far side of the Dragon Reach, the Vast is the gateway to the East. The region is centered in its greatest city, Ravens Bluff, and is both friend and challenge to heroes from throughout the Realms.

The Dragon Coast - A wild region of pirates, rogues and traders, the Dragon Coast includes the Pirate Isles of the Inner Sea. Its most powerful city, however, is shadow-plagued Westgate.

The Western Heartlands - A wild, wide-open space of endless plains, haunted moor, and monster infested hills, the Western Heartlands is still an untamed frontier, waiting for the birth of new kingdoms and leaders.

Waterdeep - Also known as the City of Splendor, Waterdeep is considered as the greatest city in the North. Waterdeep is a merchant dream, a wizard's marvel, and potentially an adventurer's worst nightmare. It sits upon one of the great underground complexes of the Realms - known to all as the Undermountain.

The Island Kingdoms - Diverse and mysterious, the kingdoms of the Trackless Sea include the Moonshae Isles, the elven retreat Evermeet, the magical island Nimbral and wondrous Lantan.

The North - The North is defined as the region north of the River Delimbiyr, excluding Waterdeep and the reaching to the Spine of the World. The lands are also known as the Savage North and Icewind Dale. This is a region of barbarian tribes and walled cities that challenge the dominance of the goblin races.

Anauroch - Anauroch is the Great Sand Sea, a spreading desert in northern Faerun. Within its borders, entire ancient nations have been swallowed and lie waiting for any who would brave the desert's perils.

The Cold Lands - Crouch in the shadow of the Great Glacier, these areas include Thar, Vaasa, Damara and Sossal They are under continual threat of monstrous incursions.

The Unapproachable East - A land of magic and treachery, the Unapproachable East lies hard on the borders of the barbarian Hordelands to their east. The land is dominated by the nation of Thay, with its evil ruling Red Wizards, and surrounded by the various nations that oppose it. Amongst them are Aglarond and the warrior nation, Rashemen.

The Old Empires - The eldest living cities and organized nations of the Realms, the Old Empires claim to be the birthplace of the modern world. Under the stagnant control pf their soulless god-kings, they remains as they were millennia ago.

The Vilhon Reach - The southern coast of the Sea of Fallen Stars is a land of fallen nations, opulent cities and ancient forests. It is a land of mercenary companies and petty kingdoms in endless minor wars.

The Empires of the Sands - The southern countries of Amn, Tethyr and Calimshan are a mixture of the established Realms and the wonders of the South, influenced by both cultures and different from either.

The Shining South - The strange and magical lands of the far South are little more than legends of power and glory. From the jungles of Chult, to mage-dominated Halruaa, to Luiren, land of the halflings, the South is a diverse and deadly land.

THE GODS OF THE REALMS

The gods of the realms are best described as powerful immortal beings made from pure energy that is derived from the very essence of the portfolios they rule. For example, Sune Firehair, Goddess of Beauty and Love arise from the very essence of beauty, love and passion. The chaotic fury of battle gives rise to Tempus, God of Battles and the black energy of darkness gives rise to Shar, the Nightgoddess. These essences merge together and given thoughts and will by the mysterious Overpower, known as Ao, Master of the Cosmos and Creator of the Realms. The gods of the realms, divided according to their portfolios are given the freedom to act in their own free will, which in turn is guided by their own nature. Thus they act as the Keeper of the Balance - the dark power of Shar is opposed by the power of Selune and Lathander. The destructive power of Talos is opposed by the benign power of Chauntea, Silvanus and Eldath. The chaotic power of Bane is opposed by the lawful power of Tyr. The magical power of Mystra is opposed by the inventive power of Gond. The gods of the Realms is divided in two ways. One they are divided according to their own alignments; be it good, evil or neutral. Another way to divide them is according to the level of their power, be it the Greater power, Intermediate power or the Lesser power. The power of each of the deity depends on their own influence in the Realms as well as the size of their worshippers. The more worshippers they have, the greater their influence is in the Realms hence the more powerful they become. However, note that even though a deity of the lesser power is considered a 'weak' god, the deity could still destroy an entire city without raising a metaphysical sweat.

PANTHEON OF THE GODS

GREATER POWERS

Bane, the Black Lord, God of Strife, Hatred and Tyranny Chauntea, the Great Mother, Goddess of Health, Growth and Farming Lathander Morninglord, God of Dawn, Renewal and Birth Myrkul, the Deathlord, God of Death and Decay Mystra, the Lady Magic, Goddess of Magic and Mysteries Oghma, the Binder, God of Wisdom and Knowledge Shar Nightbringer, Goddess of Darkness and Loss Silvanus Treefather, God of Wild Nature Sune Firehair, Goddess of Beauty, Love and Passion Talos the Destroyer, God of Storms and Destructions Tempus the Foehammer, God of Battles Tyr the Just, God of Justice

INTERMEDIATE POWERS Beshaba, the Lady Doom, Goddess of Bad Luck Bhaal, the Murderous One, God of Murder, Assassins and Violent Death Gond Wonderbringer, God of Artifice, Inventions and Crafts Helm the Vigilant, God of Guardians and Protectors Ilmater the Crying One, God of Endurance and Perseverance Mask the Shadowlord, God of Thieves and Intrigues Mielikki the Lady of the Forest, Goddess of Rangers and the Woodlands Selune the Moonmaiden, Goddess of the Moon Tymora the Lady Luck, Goddess of Good Luck Umberlee the Bitch Queen, Goddess of the Ocean Waukeen the Trader, Goddess of Trade, Money and Wealth

LESSER POWERS Auril Frostmaiden, Goddess of the Cold and Winter Azuth the High One, God of All Wizards Deneir, the Lord of All Glyphs and Images, God of Literature and Literacy Eldath the Quiet One, Goddess of Peace and Tranquility Leira the Lady of the Mist, Goddess of Lies and Deceptions Lliira the Joybringer, Goddess of Joy and Freedom Loviatar, the Maiden of Pain, Goddess of Pain and Tortures Malar the Beastlord, God of the Savage Wilds and Bloodlust Milil the Melodious, God of Poetry and Songs Talona the Lady of Poison, Goddess of Diseases and Plagues Torm the True, God of Duty, Loyalty and Bravery

ORGANIZATIONS IN THE REALMS

The Zhentarim

The Black Network of the Zhentarim is a not-so-secret group of evil mages, priests and warriors devoted to the task of dominating the power throughout the Heartlands region. To that end, they work to achieve the downfall of an ever-increasing list of opponents, including the Dalelands, the Harpers, rival Moonsea cities, the Cult of the Dragon, Cormyr, Sembia, and anyone else who gets in their way. That which cannot be infiltrated and controlled must be cowed into obedience or destroyed.

The Black Network is active throughout the Heartlands, but has three major bases of operations, Darkhold, the Citadel of the Ravens and Zhentil Keep. There are three members of the Zhentarim inner circle who oversee all the operation within the Network. They are the archmage Manshoon, the archmage Sememmon and Fzoul Chembryl, the High Priest of Bane.

The Zhentarim activities in the Heartlands include a number of legal and illegal actions. Trade is the major component of the Zhentarim's income and they are not limited morally to mere transport of ores from the Moonsea area and finished goods from Waterdeep and the North. The Zhentarim also do excellent business in poisons, illicit drug, weapons and slaves.

Conquest is also high on the Zhentarim agenda, usually using the forces of Zhentil Keep or some other catspaw such as Voonlar or Llorkh. They also make extensive use of nonhuman tribes and mercenaries, usually promised to be paid with the spoils of pillage after the battle. The chief intent is to punish enemies or weaken rivals and it is usually implemented after failure to take over the community from within.

Assassination, theft, blackmail, kidnapping and torture are all acceptable method to advance Zhentarim goals. They have no compunctions about hiding behind aliases or setting up rivals against each other, but usually wish to let their opponents know who is responsible for their downfall. They has infiltrated a number of thieves' guilds throughout the Heartlands and the North and has agents in most major cities. In addition, they have nonhuman monstrous allies and have an especially good relationship with beholders.

The Red Wizards of Thay

The Red Wizards are the rulers of Thay, and the powerful ruling zulkirs of that land are chosen from among their numbers. The Red Wizards are abroad throughout the Realms as spies and agents of their kingdom. Their actions are supposedly for the good of their home government but each Red Wizard has his or her own agenda to pursue.

The stated goal of the Red Wizards is to establish Thay as the superior political force in the Realms. The Wizard's chief opponent has historically been Mulhorand, since Thay is a former principality of that ancient country, but in recent centuries their attention has been redirected westwards, towards the cities in Cormyr and Sembia, and in the direction of strong concentrations of magic in the Moonseas, the Dales, Nimbraal and Halruaa.

The Red Wizards encountered in the Realms may be working towards this end, working towards their own ends, or seeking to discredit others, including other Red Wizards. Most of the plots of the Red Wizards are so involved that it is often difficult to determine where one ends and another begins.

The Red Wizards are many things, but one of the things that they are not is subtle. Swaggering, boastful, insulting and dangerous, yes, but never subtle. It takes great personal danger for a Red Wizard to affect personal humility, no matter how slight and tolerate even the most subtle reproach as to the superiority of the Thayvian people. Despite this, there are always new Red Wizards to challenge adventurers.

The Cult of the Dragon

This semireligious organization was founded by Sammaster, a powerful wizard favored by the gods with great power. Unfortunately, this additional power brought delusions of godhood and madness, and he came to believe in time that 'dead dragon shall rule the world entirely' and began to work toward that goal. While Sammaster has died, risen as a lich, and fallen again, his cult lives on and continues to threaten the Heartlands.

The Cult of the Dragon venerates dragons in general, evil dragon in particular, and specifically dead evil dragons, reanimated as powerful and evil dracoliches. The Cult act as an information network for its dracoliches, brings gems and riches as offerings and encourages other evil dragons to become dracoliches.

The Cult is active throughout the Realms but is specifically powerful in the Cold Lands and the North, where the dragons are particularly popular. Cult members activities include gathering information on particularly rich caravans to be raided, stealing unique items to be offered to their master and leading raids against their enemies, who in their minds are all those who might oppose the rulership of the dragons.

Senior members of the Cult are known as Keepers of the Secret Hoard, and to them is given the secret of the creation of dracoliches. Each senior member is also in possession of a ring of dragons. The Keepers use these to protect themselves against assailants.

The Harpers

The Harpers are a semisecret society based in the Heartlands. The Harpers have seen a number of incarnations though the years, with rising and falling levels of political power. They are primarily a good-aligned group that is allied with a number of good churches, and are receiving support from powerful neutral individuals, including druidic circles. Their aim is to keep the dangers both of and to civilization at bay, including goblin raids, dragon flights, and the insidious control of other groups such as the Red Wizards of Thay, the Zhentarim and the Cult of the Dragons. They believe in the power of the individuals, the balance between the wild and the civilized and the good of humankind and its allied sentient races. They also believe in preserving the tales of the past, so that one may learn from those tales for the future. The Harpers attracts a wide variety of people, mainly the elves, rangers and bards.

Harpers are spread throughout the North and Heartlands, often operating in secret. They are by their nature meddlers and often operate alone or in small groups to achieve their ends. Except when battling long-term foes, it is unimportant to them if their name is connected with their actions.

The Harpers are an amorphous organization and as such have no main base of operations. Two common Harper locales are the city of Berdusk, where they are centered on Twilight Hall, a sprawling complex of buildings under the control of the local temple of Deneir, and Shadowdale, where they have powerful allies. Harper members or allies include such worthies as Khelben Arunsun, an archmage of Waterdeep, Elminster, the Old Mage of Shadowdale, Lord Mourngrym, Lord of Shadowdale, Lord Piergeiron, Lord of Waterdeep, Lady Alustriel, High Lady of Silverymoon and Storm Silverhand, Bard of Shadowdale.

The Harpers are a force of good in the Realms and some people might find themselves being aided by unseen allies if their business aids the organization. The only hints as to these allies' identity is a harp and moon symbol of the group.

The Seven Sisters.

These are mortals who, along with several other individuals, hold a share of Mystra's great power within them, in order to maintain the Balance of Power amongst the gods of the Realms. Being the Goddess of Magic, Mystra tends to hold more power than any other deity in the Pantheon of the Gods. Thus, this pose a possible threat to all the other gods that Mystra could use this power against them all. Therefore, to maintain this Balance of Power, Mystra agree to divide her power and thrust it to several mortals of her own choosing. The Goddess herself couldn't tap upon this shard of power without the mortal's permission and hence, the Balance of Power is maintained. These mortals are known as Mystra's Chosens. The Seven Sisters are some of these mortals. Others includes the archmages Elminster od Shadowdale and Khelben Arunsun of Waterdeep. Mystra's Chosens shares several traits that marked the touch of the goddess. These traits include silver hair, great wisdom and remarkably slow ageing (perhaps even immortality).

The seven sisters are:

Storm Silverhand, Bard of Shadowdale Dove Falconhand, a ranger of the group known as the Knights of Myth Drannor The Simbul, Witch-Queen of Aglarond High Lady Alustriel, the High Lady of Silverymoon Laeral, consort of Khelben Arunsun Sylune, once a Witch of Shadowdale An unknown seventh sister.

The Seven Sisters, as with all of Mystra's Chosen, hold great magical powers, which to date have seemed to foil the best attempts of the Red Wizards of Thay, the Zhentarim and other factions to discover their true nature.

Next: Chapter 10


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