- The FRW has had its 33,000th article, with the Tethyrian village of Hostim from Lhynard.
- Are you interested in wiki traffic stats? No? What about how they're affected by a pandemic and gaming schedules? See our 2020 stats report for the story.
- In Waterdeep for the Brightswords and Day of Wonders festivals, Sir Whiteout took in a play at the Pink Flumph theater. This was unfortunately interrupted by an incursion of psurlons from beyond the stars. Down in front!
- Artemaz got right to the point in documenting some magical weapons: Kanalruil and the Spear of Halama from Evermeet and Amasal and Thael from Illefarn.
- We welcome RecursiveCurser, who had a run-in with Pelath, the pirate dragon of the Nelanther Isles.
- We also welcome Wwuviking who, busily researching where things come from, hit the menageries, starting with A: abrian, ahuizotl, aquatic ooze, bhut… Will the Viking survive to C?
- Meanwhile, Lhynard jumped ahead, speaking with a wise shedu, dodging harssaf raiders in the desert, and collecting the honey of giant bees. In comparison, the chameleons were much easier to wrangle. The Year of Monsters is over halfway through, and there are still a lot more monsters to see.
Featured ArticlePlane of Shadow was a dark and twisted analog of the Prime Material Plane that was discovered by the ancient Imaskari, forgotten for thousands of years, then rediscovered by the first Netherese Empire. Areas of deep shadow on the Prime Plane, especially subterranean darkness, could become a focus for a vortex to the Plane of Shadow, allowing travel between the planes while the vortex remained open. Upon entering the Plane of Shadow, the dim surroundings looked oddly familiar, but the similarities diverged rapidly as one moved away from the entry point, making mapping the plane impossible. Skilled practitioners of the Art could cast the shadow walk spell, and either enter the Shadow Plane or traverse great distances very rapidly by skirting along the border between the planes before stepping back into the Prime.
Despite its forlorn appearance of abandonment, the Plane of Shadow was home to a wide variety of creatures. Over the millennia, all manner of animals and monsters either wandered into or fell through a vortex and got lost or became trapped. Those that survived eventually became dark creatures imbued with shadowstuff, often with unique abilities. A nearly immortal race of shapeshifters known as the Malaugrym were also quite at home here. Probably the most dominant inhabitants were the descendants of the ancient Netherese enclave of Thultanthar which escaped the Fall of Netheril by shifting the entire floating city into the Plane of Shadow. Over centuries, each generation adapted to the new environment a little better as it replaced part of their humanity with shadow essence, until they became shades.
At some point in its history, the deities Mask and Shar carved out their dominions on the Plane of Shadow. When Shar choreographed the demise of Mystra, precipitating the Spellplague, she managed to inject some of the energy from the Negative Energy plane into the Plane of Shadow, which changed its fundamental nature. Suddenly, the souls of the dead were drawn here first on their way to the afterlife. Shar named the altered plane the Shadowfell.
New & Upcoming ReleasesIcewind Dale: Rime of the Frostmaiden, a new adventure set in Icewind Dale!
|“||Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.||”|
|“||An ancient evil has returned to Baldur's Gate, intent on devouring it from the inside out. The fate of Faerûn lies in your hands. Alone, you may resist. But together, you can overcome.||”|
|“||A magical mixture of rules options for the world's greatest roleplaying game.||”|
|“||The epic conclusion to the long-awaited trilogy featuring one of the most beloved characters in all of fantasy—Drizzt Do'Urden—a rollicking tale of life, death, intrigue, magic, danger, and the timeless bonds of family and friendship from New York Times bestselling author R. A. Salvatore.||”|
Featured SourceDungeon magazine #75 was the 75th issue of Dungeon magazine. It was released in July 1999.
|“||A Priest of Talona has concocted the deadliest poison, and this Assassin's Guild is willing to kill for it.||”|
This adventure is set in the Vast in 1369 DR, using 2nd edition rules. Calispar Delgorth, a priest of Talona, works with the Vipers bandit gang from their hideout in the Brynwood to test a magic-resistant poison on the people of the hamlet of Sevenecho. Adventurers are asked by High Priest Randolph dul Umast of the local temple of Tymora, The Lady's Favor, to brave the Brynwood and seek a cure for the poison.
Today in the Realms...
- Gnome ceremorphs were created when gnomes were subjected to ceremorphosis. Unlike typical mind flayers, gnome ceremorphs retained some memories of their previous lives.
- Mountain goats were stubborn alpine creatures herded by peoples across Toril, including the goliath tribes near Icewind Dale who also used them as mounts for youngsters.
- Draudnu were obyrith demons created by the Mother of Demons to eradicate all non-obyrith life. They were utterly alien in appearance and completely lacking in mercy and kindness.
- Gorse were tiny fey who lived patches of gorse bushes. They were extremely small and very shy, avoiding "big folk" where they could.
- Thunderherders were worm-like creatures related to purple worms. Their name was derived from the approach of their herds eliciting a sound much like thunder.
- Bane minions were created by the evil deity Bane to serve his lieutenant, Gothmenes. They came in black, blue, and red varieties.
- The Wanese daimyo Hoshi Katahiroi commissioned the weaponsmith Chigatta to forge Celestial Fury, a magical katana meant to slay a fearsome dragon.
- Jasuga was the capital of Jasuga Province in Wa. The city was considered unimportant and was largely ignored within Wa, but was notable for its annual wrestling festival.
- Sheshyrinnam, or "the homes of the faithful", was the temple ward of Myth Drannor. Many taverns were also located here, such as the dwarf-owned Silvershield Hall.
- Windrider Glade was a public park in Myth Drannor located near the city's center. The Glade was dotted with minor shrines and was also home to an open-air temple dedicated to Shaundakul.
- The alhoon Hwarlg traveled to Myth Drannor hoping to obtain the spellbook of the wizard Rothilion, but found itself trapped within his crypt instead.
- The Black Flagon was a tavern in Memnon owned and operated by a family of sprites. Guests who insulted sprites swiftly found themselves removed from the establishment.
- Innarlith's Sulfur Street was located in the wealthier part of town, and was once set on fire by escaped black firedrakes.
- The Phylund Hunting Lodge in Ardeep Forest was like a second home to the noble Phylund family, but when fortunes turned it was abandoned to gnolls and the Red Wizard Thegger Grynn.
And, from the archives:
- Ki, an inner energy of life and spirit, was harnessed to push the body beyond its physical limits and produce magical effects.
- In −1812 DR, Keonid, a Netherese arcanist, developed the spell Keonid's forgetfulness, which was later known simply as forget.
- The Argyr was an unusual prayer-book sacred to the faith of Gond, stolen by cultists of Bhaal to lure the faithful to their deaths.
- Hasar Al-Yasan was a noble djinn bound to defend the city of Suj, even a century after its fall. He sent whirlwinds at trespassers.
- Tortles were a tortoise-like race in Chult. With their houses on their backs, they never felt homesick and were well armored.
- In the invasion of Tymanther, the dragonborn of Tymanther defended against giants and dragonspawn from the Black Ash Plain.
- Sarguth's Wheelworks was a wainwright in Essembra in Battledale that employed an assembly line to repair and refit wagons.
- The Raunstrar were a band of female human and half-elf brigands in the Forest of Amtar who preyed on caravans on Trader's Way.
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 Spelljammmer 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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- People—Drizzt, Elminster, all your favorite heroes and villains, and other interesting folk.
- Races—All the races of the Realms, humanoid and monstrous alike.
- Organizations—The Harpers, Zhentarim, and everything in between.
- Creatures—Things that climb, crawl, fly, slither, swim, and usually bite.
- Geography—Faerûn's towns, kingdoms, wildernesses, and more.
- History—From the dawn of the creator races to the present age.
- Deities—The deities of all the pantheons and races.
- Cosmology—The many planes of existence, how they connect, and who inhabits them.
- Magic—Magic in the Forgotten Realms, be it arcane, divine, or stranger arts.
- Items—Gems and jewelry, poisons and potions, weapons and armor, and more. From minor trinkets to artifacts of epic power and renown.
- Novels—All the many novels, short stories, and ebooks set in the Forgotten Realms.
- Sourcebooks—The sourcebooks and adventure modules that detail the world.
- Video games—Classic games like the Baldur's Gate series, Neverwinter Nights and more.
- Comics—Comic book adventures set in the Realms.
- Magazines—The Realms in Dragon and Dungeon magazines.
- Cards—Trading cards and card games featuring the Realms.
- Board games—Punchouts and meeples.
- Authors—The authors of the many novels and sourcebooks.