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"...Knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have. Wherefore guard the word written and heed words unwritten—and set them down ere they fade... Learn then, well, the arts of reading, writing, and listening true, and they will lead you to the greatest art of all: understanding."
Alaundo of Candlekeep

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

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Day of wonders-5e

It all goes like clockwork here, really.

Featured Article

FRA Procampur map
Procampur, formerly known as Proeskampalar, was a city-state in the Vast, lying on the north coast of the Sea of Fallen Stars and the eastern shore of the Dragon Reach, situated at the western end of the North Road after Maerstar, and on the High Trail from High Haspur.

It was an old and established city, originally settled by dwarves from Earthfast and human refugees from Jhaamdath in the Year of the Starry Shroud, −153 DR. In its time, it prospered off trade with Westgate, was conquered by Impiltur, was nearly attacked by Cormyr, and suffered plague and dragon raids, but also warred against pirates, orcs, and hobgoblins, and Mulmaster and Sembia. It grew into a proud, enduring, and wary city, with a long heritage.

Procampur was an independent city-state, ruled by the Thultyrl, who was advised by the Hamayarch. It had a mutual defense pact with neighbouring Tsurlagol, and friendly relations with many neighbouring states. It was also the richest city on the north coast of the Inner Sea and in the Vast, famed for its jewelers and metal-smiths. The city was home to the very first Thayan enclave, the greatest temple of Oghma in the Domes of Reason, produced the great eastern explorer Vilhiard, and played host to Koja of Khazari. Procampur's most unusual feature was the districts that divided the city by function and occupation, each with their own distinct roof color. These divided the people too, giving them a rigid social structure, but they were proud, well mannered, and orderly.

New & Upcoming Releases

Frostmaiden-cover-5e
Icewind Dale: Rime of the Frostmaiden, an upcoming 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.
Bg3
Baldur's Gate III is an upcoming computer game under development by Larian Studios and will be the third game in the Baldur's Gate series.
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.
Tasha
Tasha's Cauldron of Everything is an upcoming sourcebook for 5th-edition Dungeons & Dragons.
A magical mixture of rules options for the world's greatest roleplaying game.
Relentless cover
A new novel by R.A. Salvatore, the third and final book of the Generations trilogy featuring Drizzt Do'Urden!
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 Source

StormKingsThunder
Storm King's Thunder is an adventure module and sourcebook for the Forgotten Realms using the 5th-edition ruleset of Dungeons & Dragons. Set in the Savage Frontier region of the late 15th century DR, it pits players against giants of many varieties.
To Fight Giants, You Must Be Giant

Ages ago, giants and dragons waged war across the Savage Frontier. These battles are long forgotten by the human civilizations of today, but ancient relics remain. And now, the land shudders once more with the thunder of giant footsteps.

Hill giants raid farms for food and livestock, as stone giants lay waste to settlements in their path. Frost giants plunder coastal towns, as fire giants gather slaves. Cloud giant castles drift across the sky, casting ominous shadows on the cities of the North. But no threat compares to the wrath of the storm giants, who stand betrayed.

Puny adventurers must rise to the challenge, gather their strength, unlock the power of ancient runes, and take the fight to the giants' doorsteps. Only then can they discover a hidden evil fomenting a war between giants and small folk. Only then can they forge an alliance to end the war before it begins.

A Dungeons & Dragons® adventure for characters of levels 1–10. For use with the fifth edition Player's Handbook®, Monster Manual®, and Dungeon Master's Guide®.

Today in the Realms...

...it is 26 Eleasis, or the 26th of Highsun. Selûne is a waxing gibbous moon 🌔.   

Realmslore


And, from the archives:

  • The Dark Robes were a secret guild of necromancers in Baldur's Gate. Respectable citizens during the day, they worked with undead in the catacombs and crypts at night.
  • Dreammist was a highly addictive and deadly drug produced by boiling the mordayn herb. Its vapors induced hallucinations of profound beauty that made the real world intensely dull.
  • A potion of somnolence was a potent potion that put one who drunk it quickly to sleep. One drop in a vial of water was enough for several hours of sleep. It was also dangerously addictive.
  • A kalmari was a monster composed of smoke that existed on the material plane by possessing corpses or living beings that were willing or coerced.
  • A baluchitherium was a type of prehistoric rhinoceros that roamed on plains. If raised from a calf, they could be trained as beasts of burden.
  • The Waning Crescent, a ceremonial sword of the clerics of Selûne at Moonshadow Hall in Yhaunn, symbolized the office of the priest or priestess responsible for the internal administration.
  • Dili was a cheerful little girl kept as a test subject at the Spellhold asylum and prison for mages. She had an innate power to transform into whatever form she liked.
  • Perfectone Mercantile was a company based in Longsaddle that specialized in teleporting goods and people around its network of cities, and delivered the dead into space for funerals.
  • Chain contingency was a powerful arcane spell that triggered up to three other spells to be cast if certain conditions were met.
  • The sand whisper spell known to wizards of Anauroch transmitted all sounds within a small area to distant locations at random, creating silence and protecting against even banshee screams.
  • Gods' Day, a.k.a. "Be Kind to the Guard and Watch Day", was an annual holiday in Waterdeep that commemorated the end of the Time of Troubles. Citizens thanked the gods and showed their faiths proudly.

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