What high-end fantasy fabrics and textiles exist in the Forgotten Realms?

Dungeons and Dragons has defined many fantastic and interesting metals (mythril, adamantine…) and leathers (dragon scales, Leather golem armour…). The lore also likes to call out food and drink as local specialty trade goods (Knucklehead Trout in Icewind Dale, or Crumblecake in Red Larch). It seems, however, that there are very few signature fabrics, like fancy silks or wools. I am not specifically looking for magical items or special effects, or any real game effect at all really.

What high end, fantastical materials for clothing exist in the lore of the Forgotten Realms?

I am currently running a game for a player who plays a weaver, and is looking for an interesting material to weave into a scarf for purely RP reasons. I can easily handwave Giant Spider Silk or Unicorn Hair, but I would be very interested to know about actual in-lore materials. The party is currently near Yartar, which has a bustling fashion and textile industry, so I can handwave that VERY exotic materials are imported at high cost, or sold on the black market.

Travel Chart for the Forgotten Realms

I’ve got a game set in the Sword Coast and Savage Frontier area of the Forgotten Realms. Is there a book or online resource that I can look at that has travel times between the various locations? For example, I have characters traveling from Waterdeep to Yartar. I’d like to know the road distance and time from Waterdeep to Red Larch, then Red Larch to Triboar, the Triboar to Yartar.

I know that travel times depend on the mode of transportation. Something with the distances is fine. I can extrapolate time from the distance based on walking, riding, etc.

I also know that the big maps have legends that can be used to get distance information. First, I don’t have those maps. I have a bunch of map images on my computer. Many of them chopped into smaller regional maps. Second, a chart of the distances is easier and faster than measuring all the time.

Are any of the kingdoms/realms of the Forgotten Realms based on real world civilisations?

Have designers/writers for D&D ever cited explicit real world corolaries (current or historical) for any of the civilizations or peoples of the Forgotten Realms?

I’m looking at building a new character for an upcoming campaign and I think it would help me to role play better if I can contextualize it as a citizen of a real country or region.

Which Good Forgotten Realms gods accept the use of necromancy?

I just started learning D&D and my Dwarven Healer (Cleric of the Revered mother) has to pick from among a list of spells. These include necromantic spells, such as Inflict Wounds, which I don’t intend to pick.

However, I noticed D&D does not have any kind of “evil” tag for spells. Furthermore the Player’s Handbook states necromancy is not evil, though taboo in many societies.

So I ask myself, which Lawful Good gods would allow their servants to use necromancy for a noble end? Such as raising noble comrades with their prior consent, to crush an ork army. Which (neutral or chaotic) Good gods would?

The Question gains further urgency by the fact, that I will automatically learn the spell “Raise Dead” at level 9 as a Life Domain Spell!

What language would be appropriate for texts to be written in about Thor (Forgotten Realms)?

In our LMoP campaign, there is a Cleric whose deity is Thor. He has come across several texts that discuss Thor (myths and religious texts).

What language would those texts most likely be written in?

(I don’t know if this is helpful context, but he is a Wood Elf).

Would Illuski (Nordic) languages be appropriate here?

What is the current situation of Cyric in the Forgotten Realms?

I am DMing a homebrew campaign in the Forgotten Realms, the subplot involving the cleric is heavily linked to the past history and current situation of some of the gods. I am now interested in the fate of Cyric.

In the year of the Blue Fire (1385 DR) Cyric, with the aid of Shar, murdered Mystra, causing the Spellplague. We can read in Grand History of the Realms (page 159) that

Tyr, Lathander, and Sune move against Cyric and successfully imprison the Black Sun in his Supreme Throne, under a sentence of house arrest to last one thousand years.

This is confirmed in the Forgotten Realms Campaign Guide (page 74) for DnD 4th edition:

Tyr, Lathander, and Sune united to imprison him in his nightmarish playhouse of a plane, the Supreme Throne, where he remains to this day, alone and increasingly insane.

I read to this day as the Year of the Ageless One, i.e. 1479 DR, as written in the same guide at the very beginning of the introduction via Elminster’s words. The Sword Coast Adventure’s Guide sets the current year to 1489, then only 104 years has passed since Cyric was imprisoned. At page 27 there is only a little paragraph about Cyric and its church, without any details about the imprisonment.

I wonder what are the consequences of its imprisonment on its church and worshippers, since it seems there are not anyone. Is Cyric actually free and he can roam wherever he wants? Or is he still confined in the Supreme Throne?

I know that it is a homebrew campaign and (theoretically) I can do whatever I want, but I prefer to be as faithful as possible to the official campaign setting.

If you have any details coming from current adventures (Princes of Apocalypse, Rise of Tiamat, etc), please use the spoiler quote.

In Forgotten Realms lore, can gods use spells above 9th level?

After Karsus’s folly, Mystra imposed a ban on use of magic above 9th level (I believe there are specific conditions for 10th level spells, but that’s not the main issue here). However, I believe the specific mentions of Mystra’s Ban have unclear wording:

In the aftermath of Netheril’s fall, however, Mystra banned certain high-level spells that she deemed too powerful for mortals to wield responsibly. Thus, current-day spellcasters no longer have access to true spells of 10th level and higher. Instead, access to epic magic comes via two feats—Improved Spellcasting Capacity and Epic Spellcasting—that function in very different ways.

(p43, Lost Empires of Faerun)

When Mystryl reincarnated herself—this time as Mystra—she used the form of a beautiful peasant girl learning the basics of cantra magic but with the capacities for archwizardry. Her first priority was to recreate the weave of magic. This time, she made magic follow a few more rules, and no spell above 10th level would function.

(p12, Netheril: Empire of Magic)

The second text seems to imply that the weave doesn’t allow for spells above 10th level. Which means that the gods, if they use the weave, couldn’t either. The first one, however, says that this ban is due to mortals not being responsible enough to use those spells. So perhaps the gods, who haven’t shown such irresponsibility, can use them?

I fear that other source material isn’t particularly optimistic. The Deities & Demigods book for 3e doesn’t mention the use of spells above 9th level.

OpenID Connect realms strategy

I’m reaching out to see if I can get a second opinion on something that came up at work. One of the clients of the company that I work at is setting up an OpenID Connect provider to authenticate api’s that they will be exposing to third parties (partners and in the future perhaps other api’s available to the general public). This provider might also be used for internal api’s further down the line.

Since the provider has to be exposed to the internet, do you think it is a reasonable strategy to set up three different realms, each of them for the three scenarios that I described above? (external api’s for partners, external api’s for the general public, and internal api’s). In case it’s relevant, the client is working with RedHat SSO.

To make the administration manageable, as long as each partner has its own client and it is correctly configured per the needs of each integration scenario, I thought that this setup would be correct. On the other hand, publicly available api’s will probably serve different, less sensitive information so I thought it could be acceptable to have a separate realm for those cases.

Thanks in advance!

Can I use a Forgotten Realms Adventure League Character in an Eberron AL Game?

Getting reading for GenCon and I’ve got a Lvl 5 Lizardfolk Paladin that I’d like to use in a series of Eberron games at GenCon. Other than some cursory googling, I don’t know much about Eberron besides that it’s pulpy, steam-punk DnD. I’ve been looking for something different and this sounds right up my alley.

I wonder if this particular character is the best fit for the setting though. From what I’ve read, deities work differently in Eberron. Would there be any reason, thematically and/or rules-wise, that a GM wouldn’t let me use this character?