Forgotten Realms Campaign Setting 3rd edition

The Forgotten Realms Campaign Setting was published in 2001 by Wizards of the Coast, Inc. It is a Forgotten Realms campaign sourcebook for use with the 3 edition of the Dungeons & Dragons role-playing game. The book was written by Ed Greenwood, Sean K. Reynolds, Skip Williams, and Rob Heinsoo, with the contributions of members of the Wizards company staff. The book is 320 pages in length, illustrated in color, and hardbound.

In 2002, the Forgotten Realms Campaign Setting won the Origins Award for Best Role-Playing Game Supplement of 2001.

"Dark perils and great deeds await

Welcome to Faerûn, a land of high magic, terrifying monsters, ancient ruins, and hidden wonders. From the forbidding forests of the Silver Marches to the teeming cities of the Inner Sea, Faerûn encompasses shining kingdoms, monster-infested wastes, endless caverns, and sinister citadels. The ® Campaign Setting presents the most comprehensive fantasy world ever described!

This book contains all the details you need to play ® adventures in the setting:


 * A new full-color poster map of Faerûn.
 * Dozens of new races, feats, and prestige classes for your characters.
 * The Faerûnian pantheon, including over 100 deities and powers.
 * Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign."

Description
This is the third-edition release of the Forgotten Realms campaign setting for Dungeons & Dragons and a number of changes were made since the previous books were published by the former TSR, Inc. The most important update was to incorporate the significant revisions to the game system with the 3-edition update. Various regional feats, character attributes, prestige classes, spells, and NPC statistics all used the new rule set.

The work also made some notable updates to the campaign setting, including the widespread presence of Red Wizard enclaves in various cities, the presence of a mysterious group called the Shadovar in the southern Anauroch desert, and the increasing surface presence of drow in the Dalelands. The setting history was updated to reflect the various major events, such as the changes to the Faerûnian pantheon since the Time of Troubles and the defeat of the Tuigan Horde.

The book was organized into nine chapters, covering in broad detail the campaign setting. The primary emphasis was on the continent of Faerûn, and the other continents of Toril were only briefly mentioned.

In addition to the nine chapters, this work includes two short adventures and a number of maps, including a fold-out map of the continent of Faerûn. There are also many sidebar topics and tables.

Introduction
A summary of the Forgotten Realms for new players and old alike, as well as stats for the Realms' oldest character, Elminster Aumar.

Chapter 1: Characters
How to create a player character for the setting in summary. This includes new races such as planetouched, as well as new subraces for core races, such as drow or gold dwarves, information on incorporating core classes, regional feats, religions, and setting-specific prestige classes such as arcane devotees, harper scouts, or red wizards. The chapter also includes tips for converting characters built for the then-core setting of Greyhawk into characters suitable for the Realms.

Races

 * human • dwarf (gold dwarf • gray dwarf • shield dwarf) • elf (drow • moon elf • sun elf • wild elf • wood elf) • gnome (deep gnome • rock gnome) • half-elf • half-orc • halfling (ghostwise halfling • lightfoot halfling • strongheart halfling) • planetouched (aasimar • genasi • tiefling)

Classes

 * barbarian • bard • cleric • druid • fighter • monk • paladin • ranger • rogue • sorcerer • wizard

Prestige Classes

 * arcane devotee • archmage • divine champion • divine disciple • divine seeker • guild thief • Harper scout • hathran • hierophant • Purple Dragon knight • Red Wizard • runecaster • shadow adept

Chapter 2: Magic
An explanation of how magic, both arcane and divine, operates in this setting and a number of unique aspects of magic. A few additional spells are provided, primarily to support the new domains.

Domains

 * air domain • animal domain • cavern domain • chaos domain • charm domain • craft domain • darkness domain • death domain • destruction domain • drow domain • dwarf domain • earth domain • elf domain • evil domain • family domain • fate domain • fire domain • gnome domain • good domain • halfling domain • hatred domain • healing domain • illusion domain • knowledge domain • law domain • luck domain • magic domain • mentalism domain • metal domain • moon domain • nobility domain • ocean domain • orc domain • planning domain • plant domain • portal domain • protection domain • renewal domain • retribution domain • rune domain • scalykind domain • slime domain • spell domain • spider domain • storm domain • strength domain • suffering domain • sun domain • time domain • trade domain • travel domain • trickery domain • tyranny domain • undeath domain • war domain • water domain

Spells

 * Aganazzar's scorcher • analyze portal • anyspell • armor of darkness • blacklight • claws of darkness • cloak of dark power • create magic tattoo • darkbolt • eagle's splendor • Elminster's evasion • fantastic machine • fire stride • flashburst • flensing • gate seal • gembomb • great shout • greater anyspell • greater fantastic machine • Grimwald's graymantle • lesser ironguard • maelstrom • maw of stone • moon blade • moon path • moonbeam • moonfire • scatterspray • shadow mask • shadow spray • Snilloc's snowball swarm • spider curse • spider shapes • spiderform • stone spiders • thunderlance • waterspout



Chapter 3: Life in Faerûn
A general overview of life, lore, culture, and commerce in this setting. Information is also provided for timekeeping and for simulating local economics and climate conditions in the Realms.

Equipment

 * aspergillum • bandoleer • chess • draughts • old men's bones • talis • hammock • insect netting • marbles • potion belt • scroll organizer • alchemical sleep gas • disappearing ink • cassil • nararoot • powderhorn • powderkeg • scentbreaker • blade boot • chakram • claw bracer • cutlass • khopesh • maul • saber • scourge

Chapter 4: Geography
Each of the significant regions of the continent is explored, along with places of interest, cities, politics, and significant individuals, such as Drizzt Do'Urden or the Seven Sisters.
 * Anauroch • Chultan Peninsula (Chult • Tashalar • Samarach • Thindol) • Cold Lands (Damara • Narfell • Vaasa • Sossal) • Cormyr • Dalelands (Archendale • Battledale • Cormanthor • Daggerdale • Deepingdale • Featherdale • Harrowdale • High Dale • Mistledale • Scardale • Shadowdale • Tasseldale) • Dragon Coast • Hordelands • Island Kingdoms (Evermeet • Lantan • Moonshae Isles • Nelanther Isles • Nimbral) • Lake of Steam (Lapaliiya) • Lands of Intrigue (Amn • Calimshan • Tethyr) • Moonsea (The Ride • Thar • Tortured Land) • The North (High Forest • Savage Frontier • Silver Marches • Sword Coast North • Waterdeep) • Old Empires (Chessenta • Mulhorand • Unther) • Sembia • Shining South (Great Rift • Halruaa • Luiren • Shaar • Dambrath • Durpar • Estagund • Rethild • Var the Golden • Veldorn) • Unapproachable East (Aglarond • Great Dale • Impiltur • Rashemen • Thay • Thesk) • Underdark • The Vast • Vilhon Reach (Chondath • Sespech • Turmish) • Western Heartlands • Kara-Tur • Maztica • Zakhara • Sea of Night (Selûne • Dawn Heralds • Five Wanderers)

Chapter 5: Deities
A listing of the major deities of the Faerûnian pantheon, along with a brief description of the Realms' cosmology. Several new domains are introduced, with the incumbent spells listed in Chapter 2: Magic.


 * Azuth • Bane • Chauntea • Cyric • Eilistraee • Gond • Helm • Ilmater • Kelemvor • Kossuth • Lathander • Lolth • Malar • Mask • Mielikki • Mystra • Oghma • Selûne • Shar • Shaundakul • Silvanus • Sune • Talos • Tempus • Torm • Tymora • Tyr • Umberlee • Uthgar • Waukeen

Chapter 6: History
This is an overview of the detailed history of this setting, with a lengthy time line at the end of the chapter.

Chapter 7: Organizations
Groups, cults, and other organizations play an important role in the realms, and several of the most significant are detailed herein such as the Harpers or Zhentarim.


 * Cult of the Dragon • Emerald Enclave • Fire Knives • Harpers • Lords' Alliance • Malaugryms • People of the Black Blood • Red Wizards • Seven Sisters • Shades • Xanathar's Guild • Zhentarim

Adventure: The Color of Ambition
In this short sample adventure module for low-level characters, the players seek to determine the schemes of a Red Wizard enclave opperating near a small town.

Chapter 8: Running the Realms
This chapter provides useful advice for the game referee or "dungeon master" trying to run an adventure or campaign in this setting.

Adventure: Green Bones
In this short sample adventure module for advanced characters, the players explore the lair of a green dragon.

Chapter 9: Monsters
A brief list of monsters unique to this continent are introduced.


 * pack lizard • riding lizard • spitting crawler • two-headed adder • winged viper • tressym • death tyrant • dracolich • kir-lanan • rothé (deep rothé • ghost rothé • surface rothé) • shade

Index
The following index only includes topics from the main chapters of the book. The two mini-adventures, "Color of Ambition" and "Green Bones", are indexed separately on their own subpages.

Connections
Forgotten Realms - Campaign Setting 3. Edition pt-br:Forgotten Realms: Os Reinos Esquecidos 3ª edição