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Forgotten Realms Adventures is an accessory for the Forgotten Realms campaign setting for the second edition of the Advanced Dungeons & Dragons fantasy role-playing game . The book, with product code TSR 2106, was published in 1990, and was written by Jeff Grubb and Ed Greenwood , with cover art by Clyde Caldwell and interior art by Steven Fabian , Ned Dameron , Larry Elmore , Caldwell, and Jeff Easley .

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66-489: Forgotten Realms Adventures is sourcebook which revised material from the earlier Forgotten Realms Sourcebook and Cyclopedia , updating it for the 2nd edition rules and the three years of products released for the Forgotten Realms up to that time. Among other things, this book discusses the deities, secret societies, treasures, spells and magic rules unique to the campaign setting, as well as short descriptions and maps of

132-489: A bibliography of Forgotten Realms products for collectors. This bibliography details all Forgotten Realms products published by TSR up to March 1990. This includes all boxed sets , adventures and accessories, board games, products for the Kara-Tur setting, and novels. Forgotten Realms Adventures was written by Jeff Grubb and Ed Greenwood , with a cover by Clyde Caldwell and interior illustrations by Stephen Fabian , and

198-732: A full new version of the boxed set for AD&D 2nd edition in 1993, the Forgotten Realms Campaign Setting, Revised . It was later republished in 1996. Contents included: The Forgotten Realms Campaign Setting was published in June 2001. Wizards of the Coast published an updated version for use with the 3rd edition of the Dungeons & Dragons role-playing game. Due to difficulties with distribution and production costs of box sets, Wizards moved away from that style, and instead published

264-432: A hundred novels , several computer and video games and a film use Faerûn as the setting. Economically and technologically, Faerûn is comparable to Western Europe during the late Middle Ages , giving most new players using this campaign setting an intuitive grasp of the way the society functions. Gunpowder, known here as the magical substance smoke powder and different in its composition from historical gunpowder,

330-827: A mystical field called the Weave , the source of magical energies on Toril . Faerûn has a pantheon of deities that are worshipped by the followers of this region. These are comparable to mythological deities of the ancient Greek pantheon and cover a range of ethical beliefs and portfolios of interests. Faerûn is home to many non-human creatures of varying degrees of civilization or barbarism. Among these are several different races of dwarves , gnomes , halflings and elves , as well as goblins , orcs , lizardmen , ogres , various giants , and even dragons . There are several organized alliances in Faerûn, with each pursuing their particular agenda. A few are dedicated to decent and honest causes, such as

396-531: A normal hardcover book for the 3rd edition update to the Realms. The book was written by Ed Greenwood , Sean K. Reynolds , Skip Williams and Rob Heinsoo , with additional contributions from members of the Wizard company's staff. Interior art was by Todd Lockwood , Sam Wood , Matt Wilson , Carlo Arellano and Stephanie Pui-Mun Law . The book is 320 pages in length and features color illustrations. Notable updates to

462-420: A variety of adventures, with a description of the appearance, history, and contents of each book. The Cyclopedia of the Realms contains background information on and detailed maps for the locations featured in the maps of the Forgotten Realms that come with the set. It begins with an explanation of the Realms' treatment of time, names, language, and currency, and its gods and religion. The remaining 75 pages of

528-471: A vast region of steppe that separates it from Kara-Tur . In the north are massive glaciers, named Pelvuria and Reghed, and a region of tundra . South of the continent, separated by the Great Sea, is a sub-tropical land called Zakhara. To the northwest, Faerûn is a region of wilderness, difficult winter weather, hordes of orcs, and barbarous human tribes. This region is generally referred to as "The North". It

594-478: A wide variety of campaigns." The reviewer from Pyramid noted that the third edition book covers "a vast land with knights, barbarians, horse archers, and just about any other type of fantasy archetype you can name". Scott Taylor for Black Gate in 2014 listed Forgotten Realms Boxed Set by Keith Parkinson as #6 in The Top 10 TSR Cover Paintings of All Time. In his 2023 book Monsters, Aliens, and Holes in

660-467: A wide variety of locations, each with its own hazards and potential rewards for the participants. Likewise, the region that the players explore can determine what types of monsters they will face, which famous individuals they will encounter, and what types of missions they assume. Besides the exterior coastline to the west and south, the most dominant feature on the continent is the Sea of Fallen Stars. This

726-552: Is a fictional continent and the primary setting of the Dungeons & Dragons world of Forgotten Realms . It is described in detail in several editions of the Forgotten Realms Campaign Setting (first published in 1987 by TSR, Inc. ) with the most recent being the 5th edition from Wizards of the Coast , and various locales and aspects are described in more depth in separate campaign setting books. Around

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792-755: Is a mostly-untamed region that lies between the large Anauroch desert in the east and the expansive Sea of Swords to the west with a mountain range at the far north called the Spine of the World. This area contains huge wooded regions such as the High Forest and the Lurkwood , the frozen Icewind Dale to the north, and an untamed region called the Savage Frontier, which includes the Silver Marches (Luruar). The coastal region

858-812: Is a page featuring heraldry symbols of various nations, towns, dales, mercenary units, and other organizations, in addition to other symbols shown throughout the text. Chapter 5 (pages 123-128) details secret societies of the heartlands, including the Harpers , the Zhentarim , and the Red Wizards of Thay. Chapter 6 (pages 129-146) details a wide variety of different types of treasure that adventuring player characters may discover. Various types of gems, ornamental stones, semi-precious stones, fancy stones, precious stones, gem stones, jewels, hardstones, shells, and art objects are described in detail. Four appendices are also included in

924-400: Is an eclectic land, rich in history, that has witnessed the rise and fall of kingdoms, forever bearing the scars of centuries of war." A major difference between the setting and Earth is the presence of magic . The system of magic is subdivided into divine and arcane categories, with the former empowered by a Faerûnian deity , and the latter by rituals or innate abilities which manipulate

990-508: Is an irregular inland sea that keeps the neighboring lands fertile and serves as a major trade route for the bordering nations. Next in significance is the Shaar, a broad region of grasslands in the south that, together with a large body of water called the Lake of Steam, separates the area around the inland sea from the coastal nations at the southern edge of the continent. To the east, Faerûn is bordered by

1056-566: Is called the Sword Coast, "a haven for adventurers". Here lie the "iconic locastions" of the city-state of Neverwinter and the large port city of Waterdeep. Undermountain is a vast dungeon crawl under the area of Waterdeep, rated among the "deadliest" and most iconic in the game. The Ten Towns are located within Icewind Dale with the Sea of Moving Ice at the northernmost place in known Faerûn. In

1122-527: Is starting to make an appearance, but much of the armament is still dominated by pre-gunpowder weaponry such as swords, spears, and bows. Most of the population of Faerûn consists of farmers, who are organized somewhat loosely in a semi- feudal system . There are also several notable cities and trade between nations is common, as in the Renaissance era. Likewise, there are regions where more barbaric tribes and customs persist. Home to many different cultures, "[i]t

1188-613: The Arabian Nights setting Al-Qadim , are also on this continent. Maztica , home of a tribal, Aztec -like civilization is far to the west, across an Atlantic-like ocean called the Trackless Sea. The subterranean regions underneath Faerûn are called the Underdark . Faerûn includes terrain that is as varied as that of Europe , western Asia , and much of Africa is on our planet Earth . Role-playing campaigns in Faerûn can be set in

1254-401: The 1990 Adventures supplement handbook sold around 82,000 in its first year, and 116,000 sales before 1999; and the 1993 2nd edition box set sold around 36,000 copies in its first year, and 107,000 copies by 1999. These sales were worse than both Dragonlance Adventures and World of Greyhawk Fantasy Game Setting that had been published earlier, perhaps a sign of increasing competition in

1320-561: The Campaign Setting in the 1980s and 1990s were not large in raw numbers. This was partially due to how only a Dungeon Master might need to buy the setting for an entire playgroup, while all the players might own a Players' Handbook , and anyone could buy the popular Forgotten Realms novels with no need to even participate in AD&;D . The 1987 Campaign Set sold around 80,000 copies in its first year, and around 207,000 total sales before 1999;

1386-761: The Coast released another revised edition of the Forgotten Realms Campaign Guide for the 4th edition of D&D in August 2008, and also released the Forgotten Realms Player's Guide in September 2008. To usher in the new edition of Dungeons & Dragons , major campaign world events included the death of the goddess Mystra and her Weave, and the subsequent Spellplague, which caused calamitous events such as animation of giant statues, violent earthquakes, corruption of various beings into monsters, and

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1452-644: The Companions of the Hall, Cowled Wizards, Cult of the Dragon, Drow houses (like Baenre and Do'Urden), Elk Tribe, Flaming Fist, The Four (Mirt the Moneylender, Durnan, Asper and Randal Morn), Harpers, Iron Throne, The Kraken, Moonstars, Red Wizards of Thay, Seven Sisters, Shadow Thieves, and Zhentarim. Vartha Do'Urden was the previous matron mother of House Do'Urden whose unexpected death allowed her daughter Malice to take control of

1518-556: The Golden (collectively called the Shining Lands ), Luiren, the land of Halflings, Ulgarth, the easternmost extent of Faerûn, and Veldorn, the land of monsters, as well as The Great Rift, a large, powerful nation of dwarves, within a titanic canyon The immense complex of caverns and passages that lie beneath many parts of the continent of Faerûn is known as the Underdark. It contains cities of

1584-617: The Great Glacier dominate the landscape in blinding white. To the south are the equatorial jungles of Chult and the tropical coasts of Halruaa. It's bordered on the west by the Trackless Sea and on the east by the Endless Wastes and the Hordelands that separate it from Kara-Tur". Kara-Tur, which was the original setting of the D&;D Oriental Adventures campaign setting, and Zakhara , home to

1650-556: The Ground , RPG historian Stu Horvath noted, "After the box is opened, the first thing that is apparent about Forgotten Realms is how massive the world is ... Large portions of the world are left for the GM to fill in with their own material, while the rest is detailed by Greenwood and company with an eye towards giving players and GMs a little bit of everything." Baldur%27s Gate (city) Faerûn ( / f eɪ ˈ r uː n / fay- ROON )

1716-502: The Harpers, who protect the good-natured races and seek a balance between civilization and nature. The Harpers are opposed by evil organizations, including the Red Wizards of Thay and the nihilistic Cult of the Dragon . In the northern lands, the Zhentarim is an evil network seeking to dominate the region. Their efforts are being resisted by the Lords' Alliance, a council of knights that pursues

1782-685: The Heartlands of the Realms. This includes information on the ruling authorities (both official and unofficial), population statistics, major products, armed forces, notable mages, significant churches, rogues' and thieves' guilds, equipment shops, adventurers' quarters, key characters, and other important town features. 24 cities are described, including Arabel, Baldur's Gate , Berdusk, Calaunt, Daerlun, Elturel, Eversult, Hillsfar, Iriaebor, Marsember, Mulmaster , Ordelun, Procampur, Saerlun, Scornubel , Selgaunt , Shadowdale , Suzail, Tantras, Tilverton, Urmlaspyr, Westgate, Yhaunn, and Zhentil Keep . Also included

1848-521: The October/November 1990 issue of White Wolf Magazine reviewer Lisa Stevens stated that the volume was a "hodgepodge sourcebook of information useful to the Forgotten Realms DM". She summarized that it was "well-written and will be a great aid to such DMs". Overall, Stevens gave the sourcebook an average review of 3 out of 5. At the 1991 Origins Awards , Forgotten Realms Adventures won

1914-533: The Realms. The wizards rebelled from the Egyptian-based Mulhorand, while their occupied land is somewhat reminiscent of India. However the best parallel to Thay may actually be Stygia, an evil land from Robert E. Howard's Conan stories". Tharsult is an island of unscrupulous traders in the Shining Sea. To the southwest lies along the great Chultan peninsula that juts out toward the west. The waters to

1980-599: The Sea of Fallen Stars drained into the Underdark. The northern Realms were less affected by the Spellplague, but during the 100-year gap between the third and fourth editions of the setting, it was revealed that the Netherese wizards of the city of Shade had eliminated the desert of Anauroch, returning the land to its pre-Fall state. The borders of some of the kingdoms were changed to reflect this. In addition to these changes, floating islands of earth known as 'earthmotes' appeared in

2046-451: The Sea of Swords. The west includes the city of Baldur's Gate (named for the great seafaring hero Balduran), the library-fortress of Candlekeep, both considered among "D&D's most iconic locations", the nations of Amn, Tethyr, Calimshan, the region of Western Heartlands and the elven stronghold of Evereska. These regions were the setting for the Baldur's Gate series of computer games. To

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2112-942: The area may be altered radically). Firearm technology is also introduced to the setting. Chapter 2 (pages 15–39) details three dozen of the various deities of the Realms, along with special rules focused on their priests, and introduces the concept of specialty priests: variants of the cleric with a slightly different set of abilities. The portfolios of 32 deities of the setting are described, along with notes and an illustration for each god's specialty priests, including: Auril , Azuth , Beshaba , Chauntea , Cyric , Deneir , Eldath , Gond , Helm , Ilmater , Lathander, Leira , Lliira , Loviatar , Malar , Mask , Mielikki , Milil , Mystra , Oghma , Selûne , Shar , Silvanus , Sune , Talona , Talos , Tempus , Torm , Tymora , Tyr , Umberlee , and Waukeen . Brief notes are given on nonhuman deities, elemental cults (including those of Grumbar , Kossuth , Akadi , and Istishia), beast cults, and

2178-543: The award for Best Roleplaying Supplement of 1990 . Forgotten Realms Campaign Set The Forgotten Realms Campaign Setting is a role-playing game sourcebook first published by TSR in 1987 for the first edition of the fantasy role-playing game Advanced Dungeons & Dragons that describes the campaign setting of the Forgotten Realms . It contains information on characters, locations and history. Various revised and updated editions have been produced over

2244-436: The book is an encyclopedic and alphabetic listing of important places, races, nations, cultures, character classes, and organizations of the Realms. Ed Greenwood and Jeff Grubb collaborated beginning in 1986 to turn Greenwood's Forgotten Realms campaign setting into a publishable product for the public. Greenwood sent in packages filled with raw material, maps, and notes to Grubb. Grubb then organized and rewrote much of

2310-411: The book. Appendix 1, on page 147, is a treasure table for determining random treasure. Appendix 2 (pages 148-149) is a list of wizard spells by school, Appendix 3 (pages 150-151) is a list of wizard spells by level, Appendix 4 (pages 152-153) contains random spell lists; these three appendices compile spells from Forgotten Realms Adventures and the second edition Player's Handbook . Page 154 contains

2376-505: The campaign setting included the widespread presence of Red Wizard enclaves in various cities, the presence of a mysterious group called the "Shades" in the southern Anauroch desert, and the increasing "surface presence" of dark elves in the Dalelands. The setting history was updated to reflect various major events such as the changes to the pantheon of Faerûn since the Time of Troubles , and

2442-625: The coastline of the Moonsea with the infamous Zhentil Keep, and the bitterly cold steppes of The Ride. Along the east coast of the Dragon Reach (a northern branch of the Sea of Fallen Stars) is a temperate region called The Vast, consisting of farmlands, forests and the Earthsea mountains. This area includes the city of Ravens Bluff, which for many years was home to the RPGA 's Living City role-playing campaign and

2508-420: The collapse of some regions of the Underdark. An additional campaign setting book, covering the city of Neverwinter and its environs, was released in 2011, while an overview of the history, both fictional and real-world, of the Realms was published as Ed Greenwood Presents Elminster's Forgotten Realms in 2012, written by Realms creator Ed Greenwood. Despite being a creative and critical success, sales of

2574-479: The cult of Ao . The Dead Three ( Bane , Bhaal , and Myrkul ) are also described in the same manner as the 32 active deities. Chapter 3 (pages 41–67) details magic and the changes to magic and mages in the Realms. This chapter presents 81 magic spells which are in general use, including spells bearing the names of notable mages such as Laeral , Khelben , The Simbul , and Elminster . Chapter 4 (pages 69–122) provides detailed descriptions of several cities in

2640-656: The defeat of the Tuigan Horde. The book was organized into nine chapters, which cover the campaign setting in broad detail. The primary emphasis is on the continent of Faerûn, and the other continents are only briefly mentioned. The chapters are arranged as follows: This work contained a number of maps, and a fold-out map of the continent of Faerûn. There were also many sidebar topics and tables. Game statistics were provided for popular Forgotten Realms characters such as Drizzt Do'Urden , Artemis Entreri , Elminster , Khelben Blackstaff , Fzoul Chembryl and Manshoon . Wizards of

2706-467: The eastern half would later be covered in a separate sourcebook for Kara-Tur . Two complete dungeon-style adventures are provided: "Halls of the Beast-Tamers", a dungeon with many unconventional problem-solving exercises, and "Lashan's Fall", a dungeon with a mystery and an opportunity to parley with a monster. The "Books of the Forgotten Realms" section is a treatment of several magical tomes that suggests

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2772-410: The elf-related drow including the infamous Menzoberranzan and the ruins of Ched Nasad, as well as Maerdrimydra, Llurth Dreir and Sshamath; cities of duergar such as Gracklstugh and Dunnspeirrin; and almost unpronounceable cities of creatures called the kuo-toa , illithids , and beholders . When the third edition of the Forgotten Realms Campaign Setting was released in 2001, the designers took

2838-401: The heartlands and its cities. The 154-page hardcover book features a one-page foreword from each of the authors. Jeff Grubb explains that this book introduces the Realms to the second edition of Advanced Dungeons & Dragons , and gives a brief overview of setting's history. Chapter 1 (pages 1–13) details the changes that have occurred to the Forgotten Realms setting since the publishing of

2904-419: The house. The sub-continent of Faerûn is set in the northern hemisphere of the planet Toril , or, more formally, "Abeir-Toril". The continent has a "landmass of approximately nine and a half million square miles". Faerûn is the western part of an unnamed supercontinent that is quite similar to real-world Afro-Eurasia . Within the setting, "sub-arctic extremes chill its northern reaches, where ice sheets like

2970-528: The interests of the northern cities. Other organizations of Faerûn include the magical Seven Sisters, a band of assassins called the Fire Knives, a group of ruthless thieves operating out the city of Waterdeep named Xanathar's Guild, and the mysterious Shades—the returning survivors of the long-fallen Netheril empire. Faerûn is home to a large and diverse pantheon of deities, including: Numerous organizations of different types operate throughout Faerûn, including

3036-523: The material, and Karen Martin edited it. Their combined work created the Forgotten Realms Campaign Set that was published in 1987. It featured illustrations and artwork from Keith Parkinson , Jeff Easley , Clyde Caldwell , and Tim Conrad. In 1990, TSR published Forgotten Realms Adventures , a 154-page sourcebook that was a revision and upgrade to the 1st edition Campaign Set for the newly published 2nd edition rules. TSR published

3102-567: The module Icewind Dale: Rime of the Frostmaiden , the titular Frostmaiden Auril makes her home on an island in this sea. Deep inland are the ancient dwarven citadels of Mithral Hall, Citadel Felbarr and the largest of the three, Citadel Adbar, which was featured in the Legacy of the Drow series of novels. This area is one of the most popular regions for role-playing campaigns set in Faerûn, and has been

3168-462: The north are named the Shining Sea, a body bounded by Calimsham to the north and joined to the Lake of Steam through the Straits of Storm. To the south of the land is the Great Sea. Located in this area are Chult, Lapaliiya, Samarach, Tashalar, and Thindol. South of the Sea of Fallen Stars is a region somewhat isolated by the Lake of Steam in the west, and the vast length of the Shaar. It is bordered along

3234-492: The opportunity to redesign the continent of Faerûn. Its size was reduced slightly to remove 'empty space' from the map and the Chultan Peninsula was moved several hundred miles north, reducing the size of the empty grassplain known as the Shaar. Additionally, the designers slightly adjusted the projection of the map to better reflect the curvature of the planet. There was no in-universe explanation given for these changes as it

3300-403: The original Forgotten Realms Campaign Set , after the Time of Troubles - the events of the first three books of The Avatar Series of novels. This chapter describes how to transition characters from the 1st to the 2nd edition. This chapter also describes physical changes to the Realms, including "dead magic regions" (where no magic will function), and "wild magic regions" (spells cast within

3366-412: The regions featured in the campaign pack. The Dungeon Master's Sourcebook of the Realms describes how to set up and run a campaign in the Forgotten Realms. A pair of short scenarios is included, and information is provided on terrain and movement in the wilderness, important non-player character personalities, rumors, as well as important and magical books. Written from the perspective of Elminster

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3432-534: The relatively peaceful Western Heartlands and the more savage North along the Sword Coast. The village of Daggerford lies along the Shining River along the Sword Coast. The sunken city of Northkeep was the first city built around the Moonsea by humans. Miyeritar and Ilythiir were ancient elven empires. The western part of Faerûn includes the nations south of Waterdeep and north of the Shining Sea , that border along

3498-411: The role-playing game market compared to the early 1980s when Dungeons & Dragons was by far the pre-eminent role-playing game. Lawrence Schick , in his 1991 book Heroic Worlds , describes the Forgotten Realms as a "fantasy world with a little bit of everything in it, the setting for most of TSR's AD&D scenarios from 1987 on. The world is designed to be flexible enough to act as a setting for

3564-417: The sage, the book introduces the campaign setting, explains how to use it, and offers adventure resources. Large areas were set aside to be developed for house campaigns, and no published materials were intended to be printed to exploit those areas, while one area detailed in this package was intended to have no subsequent publications use that area. The package covers only the western half of a single continent;

3630-592: The scenes by spiritual witches, and it is the location of the Neverwinter Nights 2: Mask of the Betrayer computer game. The lands of Damara and Vaasa were described in a 1989 publication, FR9, The Bloodstone Lands . This area formed the setting for the " H Series " of modules that used the Battlesystem rules to resolve battles. Secomber is a small town of nearly 1,500 that acts as a de facto border town between

3696-697: The sea extends far to the west, ending close to the Western Heartlands. To the south, the Vilhon Reach forms a second arm leading to the southwest. The notable areas within this region include Chondath, Cormyr, the Dragon Coast, Hlondeth, the Pirate Isles and Prespur, Sembia (and its largest city of Selgaunt), Sespech, Turmish, and the Shining Plains. Along the eastern expanses of the Sea of Fallen Stars,

3762-412: The setting for a number of popular role-playing video games . Another city is Mirabar, the mining center for the Sword Coast. North of the Sea of Fallen Stars is a region that stretches from the wide Anauroch desert in the west to the eastern edge of the inland Moonsea , in the northern region of the continent. It is a region of contrasts, with the forested Dalelands, the desert wastes of Anauroch,

3828-507: The site of the Living City series of game modules . The Dragonspine Mountains , which house the infamous Citadel of the Raven on their western slopes, is a mountain range northwest of the Moonsea. Northeastern Faerûn is a remote area that begins in the cold, forbidding lands along the great ice sheets and continues south toward the northeastern shores of the Sea of Fallen Stars. It is bordered on

3894-561: The south by the Great Sea; to the west by the Chultan peninsula region, and in the east by Luiren. The south includes the Border Kingdoms, Dambrath, the Great Rift, Halruaa, the Lake of Steam, and The Shaar. South and east of the grassy plains is an area known as the Shaar, along the shores of the Great Sea opposite the land of Zakhara. The region includes the lands of Durpar, Estagund and Var

3960-497: The south of Chondath and Chessenta. Thay is a magocracy ruled by the Red Wizards which was described in the 1988 publication FR6: Dreams of the Red Wizards . The nation has made multiple attempts to invade neighboring countries and following a civil war, the lich Szass Tam became Thay's leader. Shannon Appelcline, author of Designers & Dragons , highlighted that "Thay doesn't have an obvious real-world derivation like some of

4026-457: The water forms a long arm that travels to the east before turning south to become the Alamber Sea. The northern nations of this mysterious area are termed the "Unapproachable East" and the southern nations the "Old Empires" in campaign setting publications. This region includes the nations of Aglarond, Ashanath, Altumbel, Mulhorand, Murghôm, Thay and Unther. Chondalwood is a long, forested region to

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4092-457: The west by the mountain-hemmed land of Vaasa and stretches east to the vast steppes of the Hordelands, with its largest city of Winterkeep. This region also contains the lightly populated kingdom of Damara, the druidic forests of the Great Dale, the coastal kingdom of Impiltur, the fallen and once evil empire of Narfell, and the trading nation of Thesk. Mystical Rashemen is a land ruled from behind

4158-586: The west in the vast ocean called the Trackless Sea is a multitude of islands, collectively named the Nelanther Isles. Other island kingdoms include the gnomish realm of Lantan, the country of Nimbral and, further west, the Moonshae Isles. With the exception of the Shining Plains, the interior lands of Faerûn lie along the irregular coastline of the western Sea of Fallen Stars. In the north the Dragonmere arm of

4224-400: The years. The 1987 Forgotten Realms Campaign Set was sold as a box set containing two 96-page books, four maps, and two clear plastic overlays marked with hex grids. The maps were four full-color, 34" x 22" maps, two of which combine to form a large-scale (1" = 90 miles) map of the western half of the vast Realms continent, while the other two provide a more detailed (1" = 30 miles) map of

4290-399: Was classified as a retcon . The fourth edition of the Forgotten Realms Campaign Setting , released in 2008, saw major changes to the geography of Faerûn and the world of Abeir-Toril . Due to a magical cataclysm known as the Spellplague, the southern parts of Faerûn were devastated. Chult became an island detached from the mainland, the kingdom of Halruaa was utterly destroyed, and parts of

4356-464: Was published by TSR in 1990 as a 160-page hardcover. In the July 1990 edition of Games International , the reviewer was not impressed, commenting "Despite the name, this AD&D hardback contains no scenarios, only a tired blend of new rules." The reviewer concluded by recommending against its purchase, saying, "If you're a Forgotten Realms completist, you'll have to have it. Otherwise, forget it." In

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