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

"On my word as a sage nothing within these pages is false, but not all of it may prove to be true." Elminster, the Sage of Shadowdale

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Stalking catfish

Honestly, he may not be who he says he is.

Featured Article

CoRB Map of the Vast
The Vast was a land in north Faerûn resting along the north coast of Inner Sea, bounded by the Dragon Reach in the west; the Earthspur Mountains, the Gray Forest, and Impiltur in the east; and the Moonsea and Damara in the north. It was a land of open spaces and rolling farmlands, sparsely settled but far from empty. It was home to fertile fields and hunting grounds; long rivers like the Fire and the Vesper; old-growth forests like the Brynwood and Adhe Wood that survived logging, as well as new-growth woodlands; and the great mountain ranges of the Earthspurs that girded it and the Earthfasts that ran through to meet the sea at sheer cliffs.

Over its history, the Vast was home to many great cities and realms. There was the ancient elf city of Ylraphon, an outpost Cormanthyr and once the abode of the famed Srinshee. Among the oldest human cities north of the Inner Sea were Procampur, orderly, mannered, and proud; and Tsurlagol, oft-ruined yet the Gateway to the Unapproachable East; both settled by the fallen Jhaamdathan Empire. There was also Vastar, for which the land was named, an ancient orcish nation with a turbulent history of strife and hordes that poured into other lands. It fell to the dwarf kingdom of Roldilar, the Realm of Glimmering Swords, a brief but shining surface holding for the Stout Folk. Next came the so-called Time of Glorious Fools, a fresh wave of human settlement and human adventurers who carved a new land out of the ashes of the old, giving rise to the new cities of Calaunt, corrupt and gloomy and foul; Tantras, boisterous and home to many temples, and once even the god Torm the True; and finally the famous Ravens Bluff, the Living City, freewheeling, vibrant, and a city of adventurers. Lastly, these three united in the nation of Vesperin, a neutral land of trade and intrigue in the 15th century.

The peoples of the Vast were diverse: there were orcs and goblinkin; dwarves, halflings, gnomes, and elves; and a variety of human immigrants, Chondathan, Damaran and even immigrants of far-eastern Thesk. On one hand, Vast folk oft-preferred to keep to themselves, satisfied with home and community, feeling one with their land. On the other, they were known as adventurers, explorers, and pioneers, with a spirit of daring, optimism, and opportunity, more so than anywhere else in Faerûn. Here all the monsters and evils of the world seemed more easily defeated and the heroes to win out more often, by pluck, determination, or luck.

New & Upcoming Releases

Infernal Tides 2 cover main
The Heroes of Baldur's Gate continue their descent into Avernus in Infernal Tides #2, written by Jim Zub and drawn by Max Dunbar.
A devil-tainted puzzle box sends our heroes to the fortress-library known as Candlekeep. If Minsc and his companions can’t unravel its secrets in time, thousands of innocent souls will be lost, including their own!
Can Helene and her friends overcome not one, but two evil red dragons? Find out in A Darkened Wish #4, written by B. Dave Walters and drawn by Tess Fowler.
In the shadow of Hoondarrh's mountain, something even darker is revealed as the death of a friend sends Helene into a rage!

Featured Source

The Twilight Tomb
The Twilight Tomb is an adventure module set in the Forgotten Realms for the Dungeons & Dragons 3.5 edition ruleset, designed by Greg A. Vaughan.

The adventure sees the PCs on an expedition into the Yuirwood of Aglarond, where they discover a passage to the Night Realm, a demiplane splintered off the plane of Sildëyuir, realm of the star elves. Here, they venture into a citadel of glass and are caught between the mad schemes of a corrupted star elf named Mourel Duskwalker, a yochlol sorceress named Savera, and contend with armies of skeletons and orc and hobgoblin mercenaries and much stranger monsters. The theme is one of weird horror, with bizarre undead and aberrations appearing. The storyline reveals some of the history and culture of the star elves first introduced in Unapproachable East, as well as their conflict with the nilshai.

Stand Against the Coming Night! Shadows in the forest deepen as an oracle among the Yuirwood's half-elf inhabitants foretells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. Perhaps, like its counterparts elsewhere in the Yuirwood, this stone henge allows for travel to another place—but where? And what growing darkness awaits those bold enough to find out?

Today in the Realms... is 30 Ches, or the 30th of the Claw of Sunsets. Selûne is a full moon 🌕. On this day:


And, from the archives:

  • The slow spell, formerly known as Quantoul's slowmorph, first appeared in −2026 DR and required a drop of molasses to cast.
  • A blue slaad had bone hooks sprouting from its knuckles. These inflicted a disease that could turn a victim into a slaad.
  • Helmsdale, a farming village in Damara, was called "the cursed village" because Zhengyi the Witch-King made his base there.
  • The Ulgarian prince Surtava gave up his crown to seek enlightenment as a beggar. He found it and became the Padhra.
  • Paronder was a belief in cosmic balance, holding that one who did good would be rewarded, and one who did evil punished.
  • Messanth was a bronze dragon until he was trapped in the Shadowfell and corrupted, becoming a shadow dragon.
  • Ghaurann Rhee was a wizard and salesman who sold cosmetics and skin-care products, as well as beauty spells.
  • Su-monsters were evil, psionic predators who could use their claws and prehensile tails to climb and ambush victims.

Featured Image

Imbralym Skoond, a former dancer turned wizard in Baldur's Gate circa 1479 DR.


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