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- 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.
The Heralds of Faerûn, or simply the Heralds, were a quasi-independent group of historians and heraldists that took on the responsibility of recording, preserving, and policing the coats of arms, flags, standards, shields, badges, mottoes, symbols, and sigils of armigerous individuals, families, houses, kingdoms, cities, organizations, and mercantile and mercenary companies across most of Faerûn.
Founded in the Year of the Watching Helm, 992 DR, as part of the Harpers, it eventually became difficult for the Heralds to maintain their neutrality and uphold their reputation for impartiality, so they split from the Harpers in the Year of the Empty Scabbard, 1116 DR. The Heralds policed themselves rigorously, removing members who abused their position of power, even reluctantly resorting to assassination in the most egregious cases of corruption. As a result, the Heralds' influence and recognition spread to cover almost every corner of Faerûn west of Thay.
The organization was led by a small council known as the High Heralds, and their apprentices and assistants were called the Heralds Pursuivant. Below these were the many local Heralds in almost every town of adequate size, and the "court heralds" that performed diplomatic services for their sovereign while trying to uphold the ideals of the Heralds. Together they formed a vast information gathering network that was frustratingly difficult to thwart.
New & Upcoming ReleasesIcewind 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.||”|
|“||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.||”|
|“||Delina, Shandie, and Krydle fight to hold back the hordes of devils attacking Elturel while Minsc and Nerys struggle to survive the Blood War raging below! Souls and sanity are set to crumble as the Infernal Tides roll in!||”|
Featured SourceStorm 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...
- Mooncalves were flying, tentacled aberrations often found in the service of greater evils from the Far Realm, such as uvuudaums or aboleths.
- Fachan were single-footed, one-eyed, one-armed, and six-toed monsters who lived in swamps, where they enjoyed ambushing and drowning their victims.
- The Snome family made their fortune by brewing beer, distilling spirits, and importing those same commodities to a thirsty Waterdeep.
- Brightswords was a Waterdhavian holiday featuring parades and demonstrations from the City Watch, City Guard, City Navy, and the Griffon Cavalry.
- Sashes were a common fashion accessory worn all across Toril, from the eastern island nation of Wa to the southern deserts of Zakhara.
- In Maztica, chameleon skin was a required material component for the proper casting of the spell disguise.
- Pelath was a bronze dragon of the Nelanther Isles who disguised himself as a hermit and collaborated with pirates in exchange for treasure.
- Harper mages, priests, and paragons were among the diverse array of specialists employed by the Harpers.
- The Red Claws were a goblinoid tribe of Thar. On worg-back, they harassed caravans between Phlan and Melvaunt, demanding bribes, tolls, or tribute but often attacked anyway on an invented excuse.
And, from the archives:
- Elemental earth manifested in the Plane of Earth, in earth and sand magic, and the blessings granted by earth gods.
- A lich touch spell gave a wizard the power to inflict a chilling, paralyzing touch like that of a lich, as well immunity to it.
- Khumarr was a lowborn drow who succeeded as a blackguard in the cult of Kiaransalee during the coup in Maerimydra.
- White Worm was a hostile barbarian tribe in northern Vaasa that worshiped the albino remorhaz as their totem.
- Syllia Adarbrent was a flame-haired and flame-tempered sea captain of Waterdeep who eloped to Maztica to explore.
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: Provide a source (including page number) when adding lore.
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.