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"The wars of the Vilhon Reach have taught both man and elf the fortune and folly of conflict. They have also taught grand Faerûn that the cost of war exceeds the blood spilled on the battlefield."
Miritol Kran, Sage of Alaghôn

A guide to the Forgotten Realms that anyone can edit, covering all editions and media.

Current Clack

Ciruelo Cabral - Evermeet

Maura Silverhand and Prince Lamruil Moonflower on Evermeet, the island of elves.

Featured Article

CoRB Map of the Vast
The Vast was a land in north Faerûn resting along the north coast of Inner Sea, bounded by the Dragon Reach in the west; the Earthspur Mountains, the Gray Forest, and Impiltur in the east; and the Moonsea and Damara in the north. It was a land of open spaces and rolling farmlands, sparsely settled but far from empty. It was home to fertile fields and hunting grounds; long rivers like the Fire and the Vesper; old-growth forests like the Brynwood and Adhe Wood that survived logging, as well as new-growth woodlands; and the great mountain ranges of the Earthspurs that girded it and the Earthfasts that ran through to meet the sea at sheer cliffs.

Over its history, the Vast was home to many great cities and realms. There was the ancient elf city of Ylraphon, an outpost Cormanthyr and once the abode of the famed Srinshee. Among the oldest human cities north of the Inner Sea were Procampur, orderly, mannered, and proud; and Tsurlagol, oft-ruined yet the Gateway to the Unapproachable East; both settled by the fallen Jhaamdathan Empire. There was also Vastar, for which the land was named, an ancient orcish nation with a turbulent history of strife and hordes that poured into other lands. It fell to the dwarf kingdom of Roldilar, the Realm of Glimmering Swords, a brief but shining surface holding for the Stout Folk. Next came the so-called Time of Glorious Fools, a fresh wave of human settlement and human adventurers who carved a new land out of the ashes of the old, giving rise to the new cities of Calaunt, corrupt and gloomy and foul; Tantras, boisterous and home to many temples, and once even the god Torm the True; and finally the famous Ravens Bluff, the Living City, freewheeling, vibrant, and a city of adventurers. Lastly, these three united in the nation of Vesperin, a neutral land of trade and intrigue in the 15th century.

The peoples of the Vast were diverse: there were orcs and goblinkin; dwarves, halflings, gnomes, and elves; and a variety of human immigrants, Chondathan, Damaran and even immigrants of far-eastern Thesk. On one hand, Vast folk oft-preferred to keep to themselves, satisfied with home and community, feeling one with their land. On the other, they were known as adventurers, explorers, and pioneers, with a spirit of daring, optimism, and opportunity, more so than anywhere else in Faerûn. Here all the monsters and evils of the world seemed more easily defeated and the heroes to win out more often, by pluck, determination, or luck.

New & Upcoming Releases

The Fallbacks- Bound for Ruin
The Fallbacks: Bound for Ruin by Jaleigh Johnson is a novel set in the Forgotten Realms and intended to be the first in a series about an original band of adventurers, called the Fallbacks.

To become renowned adventurers, this party needs to survive their first job: recovering a mysterious spellbook from a lost temple for a hefty payout. Tess hopes this assignment can turn her group of fledgling freelancers into a true team. But when their client is killed, their coin and his murderer both vanish, leaving the party to take the fall.

Stuck with a sentient, bloodthirsty grimoire and pursued by mercenaries and the undead, this is hardly the mission Tess envisioned. Her crew must save the day, get the gold, and clear the party’s name—which they haven’t even agreed upon yet! With the threats against them mounting, a single mistake will see this party over before it even begins.

Can this band of mismatched misfits stay together in the face of danger? Or are they bound for ruin?
SMAII-02-cover-A
Saturday Morning Adventures II #2 is a comic written by David M. Booher, drawn by George Kambadais, and published by IDW Publishing. Bobby, Diana, Eric, Hank, Presto, Sheila, and Uni get lost in Luskan and meet Minsc.

Bobby is missing! After crash-landing in the middle of a pirate war on the Sword Coast, the party has one fewer member… and one more? Bobby and Sheila have been clashing over Bobby's increasingly, well, barbaric behavior, and it appears Bobby has now run away. With Dungeon Master's health deteriorating and the quest to find a cure further out of reach, they get help from a surprising ally. Oh, did we mention there’s a sea monster? Because there’s definitely a sea monster.

FF4-cover-A
Fortune Finder #4 is a comic written by Jim Zub, drawn by Jose Jaro, and published by IDW Publishing. It continues the adventures of the amnesiac adventurer Finder in Sigil, the City of Doors.
Finder's quest to uncover their true identity leads them to Mechanus, a realm of absolute order that maintains the structure of the multiverse. But when the beings who patrol this realm discover an agent of chaos in their midst, Finder's journey may finally be done for good. Secrets are revealed in this penultimate issue of the series inspired by the new sourcebook, Planescape: Adventures in the Multiverse!

Featured Source

Ad&d gateway to the sf
Gateway to the Savage Frontier is a Dungeons and Dragons computer game developed by Stormfront Studios and published by Strategic Simulations, Inc. The title was the first game to take place in the Savage Frontier region and was the #1 selling MSDOS game in North America in August 1991. The improved Gold Box game engine was utilized, which was later used to create the first ever graphical MMO.

The players find themselves in the middle of the Zhentarim's plot to send monstrous armies across the Anauroch desert. In order to achieve this, the Zhentarim attempt to locate four ancient statuettes that repel monsters from all directions. However, the players have the opportunity to find the ring of reversal and put an end to the Zhentarim's plans.

Today in the Realms...

...it is 18 Ches, or the 18th of the Claw of Sunsets. Selûne is a waxing crescent moon 🌒.  

Realmslore

  • The Yawning Portal was a tavern in Waterdeep renowned for being the primary route into Undermountain. Owned and operated by the famous adventurer Durnan, it was a popular attraction for visitors and a common staging ground for expeditions into the dungeon below.
  • Warpriests combined the martial strength of warriors with the devotion and wisdom of clerics. They fought for their deity when required whilst praying for peace all the while.
  • Sheyruushk was the divine realm of Sekolah, patron god of the sahuagins. As one might expect from an evil shark god, it wasn't a particularly nice place. Not only was it a terribly cold ocean filled with horrors, it was also located in the hell of Stygia.
  • Fort Knucklebone was a junkyard stronghold in Avernus ruled over by the warlord Mad Maggie, from which she commanded her gang of wasteland marauders. The archdevil Zariel tolerated the fort since it kept Maggie's rival warlords in check.
  • The city of Deepspur in Akanûl grew prosperous from the many rich metal and gem mines in its vicinity. It was mostly populated by various flavors of genasi—that is, until many of its inhabitants mysteriously went missing.
  • Devang was a vizier of Estagund who was secretly a rakshasa. He persuaded Rajah Jasraj Seltrarir to sign a trade agreement with the evil city of Tirumala, a move so bewildering to the people of Estagund that they assumed their rajah had been replaced by a fiend.
  • Skult was a thief from Milvarune who often worked with his fellow Theskian Vandarl as a criminal for hire in Cormyr. The duo, referred to as "Skull and Van", were often hired by nobles to steal from creditors and trade rivals.
  • A pentekonter was a type of galley with two banks of oars, allowing it to reach great speeds when necessary. This coupled well with its other distinguishing feature: a large, front-mounted ram for breaking apart other ships.
  • Ramships were simple galleys used by the pirates of Immurk's Hold to defend their harbor against unwanted intruders. Close to rowboats in size, they were sometimes loaded up with flammables and sent crashing into enemy ships.

Featured Image

Tel-quessir races - Steve Prescott
Left to right: drow, wild elf, sun elf, wood elf, and moon elf.

Welcome

Well met, traveler! This wiki covers the rich and popular Forgotten Realms campaign setting for Dungeons & Dragons from TSR, Inc. and Wizards of the Coast, including Realmslore from the Oriental Adventures, Al-Qadim, Maztica, The Horde, Planescape, and Spelljammer settings, covering sourcebooks, novels, video games, comics, and more across all editions. See the aims and scope of this wiki here.

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Contents  

Realmslore
Media
Crunch
  • Classes—The myriad classes, kits, paragon paths, prestige classes, and epic destinies available to the people of the Forgotten Realms.
  • Spells—Selected spells with special relations to the Forgotten Realms.


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