I have been trying to find out what the current year DR is, and what the official names for the months of the year. So far, I haven’t had much luck. I must be missing something, but if any of you guys know the answer to this, then I’d love to find out.
Thanks
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
As for the current year, that's not really a thing I believe. Most of the official adventures take place somewhere between 1485 and 1495, if I'm not mistaken, but there's no "living timeline" that moves along with ours.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
The most advanced start date in any published 5th edition adventure is DR 1492, which is the year that Tomb of Annihilation, Out of the Abyss, Curse of Strahd, and Storm Kings Thunder are all said to start, plus probably Waterdeep Dragon Heist. Other mentioned adventure start dates are:
Yep, FR set adventures are published with a DR year, but I don't think the months are ever discussed, if so it's rare. Also I've seen some bloggers point out that the order 5e adventures have been published are not necessarily in DR chronological orders. Like Candlekeep "takes place" a few years before BG:DiA.
It kinda plays to a post I made in another thread that DR like lore is more inspirational than something to adhere too. But there's no reason Tryanny of Dragons can't take place after BG:DiA other than you may having to alter some NPC persepctives and maybe replace one or two.
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Jander Sunstar is the thinking person's Drizzt, fight me.
The most advanced start date in any published 5th edition adventure is DR 1492, which is the year that Tomb of Annihilation, Out of the Abyss, Curse of Strahd, and Storm Kings Thunder are all said to start, plus probably Waterdeep Dragon Heist. Other mentioned adventure start dates are:
The reason I wanted to know this. Is I’m trying out an interesting new way of making characters and general world building idea
Create a resume, cover letter and reference letters
The cover letter should include a brief explanation of what you have been doing with your life and why you want to join the adventurers guild, as well as what skills you believe you will bring to the guild as a new adventurer.
It should also include your address and so on
The resume should include all the standard parts of a real world resume.
Personal Profile
Experience (whether it be as an apprentice, a volunteer, a paid workman etc)
Education
Skills
Hobbies and Interests.
The reference letters should be from people who know you well. They can be character, work or educational references. The best idea is to create one of each. That gives you three contacts that your DM can use to create NPCs that ground you in the world.
You then submit these documents to the guilds administration during your personal interview sessions (one to one’s with the DM that last about an hour). Your application to join the guild is then assessed by the guild administration and once the assessment is complete you are formally accepted into the guild by the guild master of the guilds local branch
From that point, you get teamed up with other adventurers into an adventuring party. You formally meet your other party members during the session 0 orientation ceremony, after which your party is able to choose a level 1 adventure to get them started.
Any treasure you find during the course of your adventures you get to keep but you must pay monthly dues to the guild. These dues depend on your guild level (which the purpose of the game, is just your character level,) therefore, the higher you get and the more money your character gets, the more you have to pay to the guild.
level 1 - 4 pays 5 copper per month
levels 6 - 8 pays 10 copper per month
levels 9 - 11 pays 10 silver per month
levels 12 - 15 pays 1 gold per month
levels 16 - 19 pays 5 gold per month
levels 20+ pays 10 gold per month.
The guild provides banking services for adventurers, with agents all over the world. They are easy to find in even small towns. You can seposit and with draw funds to and from the guilds bank. Any funds deposited are held in your name and the guild takes 10% of all deposits. You can also pay your dues to guild bankers
Where an item is deposited, the guilds agent assesses its value and charges a 10% fee of the items value, to deposit it. Or you san convert the item into currency by selling it to the guild and the 10% fee is taken from your profits.
The guild also provides free accommodation and cheap medical care/healing magic at its guild halls in larger towns.
If you don’t pay your dues, the guild sends out collectors to hunt to down and make sure you pay what you owe. Unpaid dues also mean that you will no longer be entitled to the free accommodation and cheap health care and you won’t be able to visit the guild hall to update or acquire new quests etc. You also wont be able to use the guild bank as anything you deposit will and anything you currently hold in the bank will be used against your debt first.
There are other guilds that adventurers may also be part of. Merchant guilds, thieves guilds etc. The adventurers guild does not stop you from joining others, and it really doesn’t care whether you are a thief, an assassin, a rogue or even a cleric or paladin. It cares only that you are a capable adventurer who is able to fulfil the requests made of the guild by the citizens of the world.
The idea is that this kind of character creation and world building creates a sort of living world that feels more real than your typical high fantasy setting.
Rollback Post to RevisionRollBack
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
Thanks, I knew that. What I meant is while 5e adventures will often make a passing reference to DR year, with little consequence (I can only think of Storm King's Thunder, maybe mentioning events from other modules) they don't really talk much about months, barely mentioning what season it is. It's like time in FR without deep lore diving consists of knowing what a Tenday is and the notion of DR.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
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Hi,
I have been trying to find out what the current year DR is, and what the official names for the months of the year. So far, I haven’t had much luck. I must be missing something, but if any of you guys know the answer to this, then I’d love to find out.
Thanks
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
Calendar: https://forgottenrealms.fandom.com/wiki/Calendar_of_Harptos
As for the current year, that's not really a thing I believe. Most of the official adventures take place somewhere between 1485 and 1495, if I'm not mistaken, but there's no "living timeline" that moves along with ours.
Want to start playing but don't have anyone to play with? You can try these options: [link].
The most advanced start date in any published 5th edition adventure is DR 1492, which is the year that Tomb of Annihilation, Out of the Abyss, Curse of Strahd, and Storm Kings Thunder are all said to start, plus probably Waterdeep Dragon Heist. Other mentioned adventure start dates are:
Find my D&D Beyond articles here
Yep, FR set adventures are published with a DR year, but I don't think the months are ever discussed, if so it's rare. Also I've seen some bloggers point out that the order 5e adventures have been published are not necessarily in DR chronological orders. Like Candlekeep "takes place" a few years before BG:DiA.
It kinda plays to a post I made in another thread that DR like lore is more inspirational than something to adhere too. But there's no reason Tryanny of Dragons can't take place after BG:DiA other than you may having to alter some NPC persepctives and maybe replace one or two.
Jander Sunstar is the thinking person's Drizzt, fight me.
The months are mentioned in the Sword Coast Adventurer's Guide, https://www.dndbeyond.com/sources/scag/welcome-to-the-realms#SpecialCalendarDays
There have been some inconsistencies, notably when it comes to LMoP. https://alphastream.org/index.php/2020/04/09/the-official-timeline-for-the-forgotten-realms-and-its-adventures/
Want to start playing but don't have anyone to play with? You can try these options: [link].
Thanks guys,
The reason I wanted to know this. Is I’m trying out an interesting new way of making characters and general world building idea
Create a resume, cover letter and reference letters
The cover letter should include a brief explanation of what you have been doing with your life and why you want to join the adventurers guild, as well as what skills you believe you will bring to the guild as a new adventurer.
It should also include your address and so on
The resume should include all the standard parts of a real world resume.
The reference letters should be from people who know you well. They can be character, work or educational references. The best idea is to create one of each. That gives you three contacts that your DM can use to create NPCs that ground you in the world.
You then submit these documents to the guilds administration during your personal interview sessions (one to one’s with the DM that last about an hour). Your application to join the guild is then assessed by the guild administration and once the assessment is complete you are formally accepted into the guild by the guild master of the guilds local branch
From that point, you get teamed up with other adventurers into an adventuring party. You formally meet your other party members during the session 0 orientation ceremony, after which your party is able to choose a level 1 adventure to get them started.
Any treasure you find during the course of your adventures you get to keep but you must pay monthly dues to the guild. These dues depend on your guild level (which the purpose of the game, is just your character level,) therefore, the higher you get and the more money your character gets, the more you have to pay to the guild.
The guild provides banking services for adventurers, with agents all over the world. They are easy to find in even small towns. You can seposit and with draw funds to and from the guilds bank. Any funds deposited are held in your name and the guild takes 10% of all deposits. You can also pay your dues to guild bankers
Where an item is deposited, the guilds agent assesses its value and charges a 10% fee of the items value, to deposit it. Or you san convert the item into currency by selling it to the guild and the 10% fee is taken from your profits.
The guild also provides free accommodation and cheap medical care/healing magic at its guild halls in larger towns.
If you don’t pay your dues, the guild sends out collectors to hunt to down and make sure you pay what you owe. Unpaid dues also mean that you will no longer be entitled to the free accommodation and cheap health care and you won’t be able to visit the guild hall to update or acquire new quests etc. You also wont be able to use the guild bank as anything you deposit will and anything you currently hold in the bank will be used against your debt first.
There are other guilds that adventurers may also be part of. Merchant guilds, thieves guilds etc. The adventurers guild does not stop you from joining others, and it really doesn’t care whether you are a thief, an assassin, a rogue or even a cleric or paladin. It cares only that you are a capable adventurer who is able to fulfil the requests made of the guild by the citizens of the world.
The idea is that this kind of character creation and world building creates a sort of living world that feels more real than your typical high fantasy setting.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
Thanks, I knew that. What I meant is while 5e adventures will often make a passing reference to DR year, with little consequence (I can only think of Storm King's Thunder, maybe mentioning events from other modules) they don't really talk much about months, barely mentioning what season it is. It's like time in FR without deep lore diving consists of knowing what a Tenday is and the notion of DR.
Jander Sunstar is the thinking person's Drizzt, fight me.