- We hope everyone had a starry Simril and has a safe, healthy, and well-earned holiday period. It's been a long tough year, but by working together, covering our faces, and staying 5 feet (1.5 meters) or more apart, we are getting through this. Adventure at home.
- The prolific Artyom.pavlov had so many adventures it's hard to pick just one. But, still in the ruins of Myth Drannor, in Nightingale Court, Artie heard the Song of Faerûn from the Ear of Myth Drannor, and interpreted it with the diviner Caalenfaire and talking skull Volun. He also won some magical rings from the Great Stone Head, including Torm's Tiny Circlet and Oberon's Airy Lash. Armed with such bling, Artie snuck past Kog and his dark nagas to finally reach the infamous pool of radiance. All I can say is "don't fall in".
- Planewalker SilverTiger12 escaped the Demiplane of Nightmares with bad dreams about diaboli (not as bad as they sound) and neh-thalggu, the brain collectors (so much worse). Next came demons: gadacros wanted to eat their eyeballs, solamiths everything else. A look into the Plane of Mirrors showed not themself, but one of the enigmatic nerra. After couatls told them of yuan-ti experiments, the Silver Tiger investigated and reported on the volatile yuan-ti ignans, after the burns healed. Such is the life of a monster hunter.
- We say "well met" to many new scribes. SyneXP spoke of the Lion Sword of Athalantar and the adventuress Myrjala Talithyn, as well as the early life of a certain drow ranger. Stormrider7 met the Council of the Wood of the High Forest. Jaxterhammer ran into a bibberbang. The Zingaran (oi, wrong setting!) heard the legend of Daganisoraan while a prisoner of sahuagin aboard their manta.
- And Frozenstar32 searched for the wyrms of the North, first exploring the Deeping Cave (fortunately Old Gnawbone was out) and finding the remains of Endracritar. Thalagyrt, Old Lord Memory, lived up to his name in sharing some history. So did Zundaerazylym, the Laughing Wyrm, who told of her Soft Claws and nevertokens.
Featured Articlechasme, or fly demon, was a tanar'ri demon found in the Abyss, though some served the goddess Talona, Mistress of Disease. Chasmes were horrid, disgusting hybrids of flies and humans, with the arms and face of a man but the body of a gigantic fly. They hatched from eggs laid in the corpses of huge demons left lying in the Abyss, and sucked blood through their horn-like proboscises. The droning of their wings could lull an unwary being to sleep, who might awake to find themselves being fed upon and tortured by the cruel demon.
The demonic masters of punishment, torture, interrogation, and torment, chasmes often served greater demons as inquisitors, taskmasters, overseers, or torturers. Some captured runaways and deserters of the Blood War, so they might avoid service themselves. Hence most demons despised chasme, and the feeling was mutual. They were craven creatures, but cunning, with a caution and subtlety few demons possessed.
Chained chasmes pulled the chariot of a nalfeshnee when Impiltur was overrun by demons. Later, gangs of chasme served the monster Imgig Zu in his schemes, and the balor Errtu against the Companions of the Hall, and flew freely over Menzoberranzan.
New & Upcoming ReleasesCandlekeep Mysteries is an upcoming anthology for the 5th-edition Dungeons & Dragons ruleset that will be released on March 16th 2021. It will feature a collection of many mystery-themed adventures.
For the Realms, it has several maps for Icewind Dale: Rime of the Frostmaiden, a comic featuring a moose loose with a frozen caboose, and an article about how to dress for the cold when visiting Icewind Dale.
Featured SourceBlood & Magic is a real-time strategy computer game released by Interplay Productions in 1996. Using the Dungeons & Dragons license, it is set in the newly invented Utter East region of the Forgotten Realms campaign setting. It would inspire elements of the Double Diamond Triangle Saga and Faces of Deception novels in 1998.
Players take the roles of mages who command armies of basal golems, humanoids, and monsters summoned from bloodforges and transformed at sacred shrines using the atypical resource of mana. They wage battles against AI opponents or each other in the multiplayer mode. The single-player game features six campaigns, with the option to play opposing sides and randomized battles, across a total of fifteen maps. Stories range from sword-and-sorcery to romance to comedy to an epic campaign of conquest.
Today in the Realms...
- The Ruldegost family of Waterdhavian nobility seemed like a respectable House that made their coin through trade and banking, but the family matriarch's brother was secretly a member of the sinister Knights of the Shield.
- The Grove of Meditation in the kingdom of Synnoria on the Moonshae Isles was blessed by the Earthmother to provide meditating elven mages the insight needed to advance their powers.
- The horned devil Rotbite possessed the stone golem Awtawmatawn no fewer than two times, terrorizing the inhabitants of Volkumburgh Vale on both occasions before ultimately being foiled by falling down a hole.
- The Lake of Steam separated the Shining South from the rest of Faerûn. The Border Kingdoms, the Shaar, and several free cities such as Mintar, Yeshpek, and Ankhapur all lay along its coast.
- Luthbaern was a town of corpulent cheese-makers, which is just about the nicest thing anyone could say about Luthbaern; its citizens were pompous and arrogant, and the town itself was gray and cramped.
- The humble torch kept darkvision-impaired adventurers across Toril safe as they plundered dungeons and crypts. Remember: always light a torch before opening a sarcophagus. No exceptions.
- The Tower of Solace was a grand building in Neverwinter's Protector's Enclave district where the evil wizard Rhazzad experimented on the plaguechanged victims of the Spellplague under the guise of charity.
- Clangeddin's Hearth, a dwarven group touting themselves as the survivors of Clan Melairkyn, briefly retook the Temple of Clangeddin in Undermountain before they were slaughtered by the lich Morik Stormhand.
- The deep waters of Waterdeep's Deepwater Harbor were kept exceptionally clean by the continuous efforts of the Guild of Watermen and local merfolk from the villages of Tharqualnaar and T'Quession.
- A powerful and ambitious wu jen was once cursed by the Eight Million Gods of Kara-Tur to become a vile tigbanua buso, wandering the island of Wa and turning innocents into savage tagamaling busos.
And, from the archives:
- In the Year of the Hurled Axe, 928 DR, the Lord of Calandor launched a bid for the crown of Delimbiyran, but lacked support.
- The ritual of twin burnings was devised in ancient Yhalvia to bind the tyrannical devil lord Orlex to Thakorsil's Seat.
- Tunfer the Stout was a Tyrran cleric and an advisor to Lord Randal Morn of Daggerdale, during and after Zhent occupation.
- Yerrininae was a drider served as a guardian to Gromph Baenre while he collected spell components outside Menzoberranzan.
- Asuras were the messengers of good deities, who were organized into the Grand Celestial Host under the general Absalom.
- The Altar of the Air was a shrine to the goddess Akadi and somehow protected from the destructive sands of the Calim Desert.
- The banishing smite spell allowed a paladin to strike a foe and banish them to another plane for a period.
Waukeen, the Golden Lady and Merchant's Friend
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.
Note: Our canon policy defines how lore is prioritized.
Beware: This wiki does not provide spoiler warnings.
- 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.