- Inspired by recent news, Ruf explored Baldur's Gate: its history, its politics, its people, its defenses, layout, and more. He mapped its Upper City and visited the grand High Hall, the seat of government, where he hobnobbed with the noble "patriar" families, such as the unlucky Dluskers.
- Looking for a new way of getting around the planes? Lhynard studied the color pools (aided by Emolyn) in the Astral Plane (just mind the githyanki pirates) and the just-as-colorful ethereal curtains in the Ethereal Plane. He took a faceted-green color pool to Wenimats, home of the Azuposi gods.
- Meanwhile, Sir Whiteout heard the music of the planes and impressively recorded all the planar tuning fork sounds needed for the plane shift spell, in convenient six-second durations. But experimenting with F♯ ( listen) sent him to Cania and Nessus, bottom two of the Nine Hells, and he had to follow the River Styx out.
- We welcome back Gem Hound, who took one of those color pools into the mind flayer city of Oryndoll, City of Loretakers. Passing through the Thrall Caverns, she stopped at the Spinal Tap (no heavy metal, just the dread music of the bonethriven) and took in a show at the Amphitheater, until she was caught poking around in the Undervaults of Ilsensine. We hear the drooling has stopped now…
Featured ArticleIoun stones were rare but renowned magical stones and gems that orbited their owner's heads and bestowed a wide variety of powers and enhancements according to their shape, color, and composition. They could only be crafted by experienced spellcasters well-versed in the creation of magical items. Only certain gems could be used, known collectively as "the nine secrets", though there were at least ten. Some unique ioun stones carried essences and souls from once-living beings, which gave them their power.
They were first created in the year −3462 DR by the precocious young Netherese arcanist Congenio Ioun, marking him as one of the greatest arcanists of his age. By the 14th century, ioun stones were much desired and highly valued, though Congenio Ioun himself had been long-forgotten, with only his name surviving in his creation. Great collections were found in Athalantar, on the Wyvern Crown of Cormyr, and around the head of the mighty lich Larloch, the Shadow King of Warlock's Crypt.
New & Upcoming ReleasesD&D Essentials Kit received a limited release on June 24th, 2019. This boxed set is intended as an introduction to D&D for newer players, and contains a basic ruleset, a dice set, and a map of the Sword Coast. Also included is the adventure "Dragon of Icespire Peak," which ties into the introductory adventure in the earlier D&D Starter Set. The Essentials Kit will be available everywhere on September 3rd. Dragon+ 26 was released on June 18th, 2019.
This issue has previews of many upcoming products including the Baldur's Gate: Descent into Avernus book, the Dungeons & Dragons Essentials Kit boxed set, the Dungeon Mayhem: Battle for Baldur’s Gate card game, the Warriors of Waterdeep mobile game, the Infernal Tides comic series debut, and the pièce de résistance: Baldur's Gate III!
Also, a celebration of the recent D&D Live 2019 event with video of all five live games.Ghosts of Saltmarsh by Mike Mearls and Kate Welch is a 5th-edition Dungeons & Dragons sourcebook that updates and adapts seven sea-themed adventures from earlier editions of Dungeons & Dragons. It was released on May 21st, 2019.
|“||This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. Seven sea-based adventures, including the classic The Sinister Secret of Saltmarsh and its sequels, take characters from 1st to 12th level. Also inside are rules and DM advice for ships and sea travel, as well as deck plans for various vessels. An appendix provides rules for the new and classic monster in the adventures. Hoist your sails, pull up anchor, and set a course for adventure!||”|
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...
- The Vodoni Empire was a powerful and expansionist realm in the phlogiston. Their attempted invasion of Realmspace led to the War of the Spheres.
- Hamadryads were fey who acted as protectors of nature. They required no traditional sustenance, instead drawing nourishment through photosynthesis.
- Quickgrowth, a spell known to the shugenja of Kara-Tur, allowed a caster to rapidly accelerate the growth cycle of a plant.
- The term drow-dragon usually referred to half–shadow dragon drow, but could also apply to the exceedingly rare offspring of a drow and a deep dragon.
- A rope of climbing could tie or untie itself and support a weight of up to 3,000 lbs. These qualities made it highly valuable for pursuits in climbing.
- Starzad, a vorpal scimitar, was forged in Qudra, carried to the Elemental Plane of Water, sent to Sigil, then stolen away to the Abyss.
And, from the archives:
- The Castle of Flame in the Weeping Desert was a base of the sinister Brotherhood of the True Flame in the Free Cities of Zakhara.
- Celeste was a cleric of Selûne in New Neverwinter. She aided in the defense against Valindra Shadowmantle's army of undead.
- Maraunt Harlhaun, patriarch of the Harlhaun satrap family of Delzimmer, was a talented alchemist and scent-maker for perfumers.
- In Sambral, one of the Windrise Ports of Laerakond, scents were used in homage to air and to cover the smell of seafood.
- Prismatic dragons were legendary mighty dragons with shimmering scales who said to be able to gain sustenance from sunlight.
- Crumblecake, a baked loaf made of various plants and scraps of fowl from Red Larch was said to be healthy, but not exactly tasty.
- Sabbagh, a wandering cleric from Ravens Bluff, carried a bag of hammers from which he gave toy hammers to children he met.
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 : Homebrew lore is not accepted on this wiki.
Beware: This wiki does not provide spoiler warnings.
- 28,903 articles since October 1st, 2005.
- 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.
- Computer and 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.