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Forgotten Realms
Forgotten Realms
from Wikipedia

Forgotten Realms

Top: The Forgotten Realms logo (1987–1999)
Bottom: Forgotten Realms logo (2000–present)
DesignersEd Greenwood
Publication1987–current
GenresFantasy
LanguagesEnglish
Media typeGame accessories, novels, role-playing video games, comic books

Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game. Commonly referred to by players and game designers as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories.[1] Several years later, it was published for the D&D game as a series of magazine articles, and the first Realms game products were released in 1987. Role-playing game products have been produced for the setting ever since, in addition to novels, role-playing video game adaptations (including the first massively multiplayer online role-playing game to use graphics), comic books, and the film Dungeons & Dragons: Honor Among Thieves.[2]

Forgotten Realms is a fantasy world setting, described as a world of strange lands, dangerous creatures, and mighty deities, where magic and supernatural phenomena are very real. The premise is that, long ago, planet Earth and the world of the Forgotten Realms were more closely connected. As time passed, the inhabitants of Earth had mostly forgotten about the existence of that other world – hence the name Forgotten Realms. The original Forgotten Realms logo, which was used until 2000, had small runic letters that read "Herein lie the lost lands" as an allusion to the connection between the two worlds.[citation needed]

Forgotten Realms is one of the most popular D&D settings,[3][4] largely due to the success of novels by authors such as R. A. Salvatore and numerous role-playing video games, including Pool of Radiance (1988), Eye of the Beholder (1991), Icewind Dale (2000), the Neverwinter Nights and the Baldur's Gate series.

Creative origins

[edit]
Ed Greenwood in 2008

Ed Greenwood began writing stories about the Forgotten Realms as a child, starting at the age of eight.[5]: 72  He came up with the name from the notion of a multiverse of parallel worlds; Earth is one such world, and the Realms another. In Greenwood's original conception, the fantastic legends of Earth derive from a fantasy world that can no longer be accessed.[6] Greenwood discovered the Dungeons & Dragons game in 1975, and became a serious role-playing enthusiast with the first Advanced Dungeons & Dragons (AD&D) game releases in 1978.[6] Greenwood brought his fantasy world into the new medium of role-playing games when a university student named September invited him to play AD&D with her.[5]: 72  Greenwood then starting using the setting for his personal role-playing campaign.[7] Greenwood began a Realms campaign in the city of Waterdeep before creating a group known as the Knights of Myth Drannor in the Shadowdale region. Greenwood felt that his players' thirst for detail made the Realms what it is: "They want it to seem real, and work on 'honest jobs' and personal activities, until the whole thing grows into far more than a casual campaign. Roleplaying always governs over rules, and the adventures seem to develop themselves."[6] Greenwood has stated that his own version of the Forgotten Realms, as run in his personal campaign, is much darker than published versions.[8]

Starting in 1979, Greenwood published a series of articles that detailed the setting in The Dragon (later Dragon) magazine, the first of which was about a monster known as the curst.[5]: 72  Greenwood continued to write extensive articles for Dragon, in which he used the Forgotten Realms as the setting to detail magic items, monsters, and spells.[7] When Gary Gygax "lost control of TSR in 1985, the company saw an opportunity to move beyond Greyhawk and introduce a new default setting".[9]: 87  In 1986, TSR began looking for a new campaign setting for AD&D,[5]: 72  and assigned Jeff Grubb to find out more about the setting used by Greenwood as portrayed in his articles in Dragon.[9]

Greenwood states that Grubb asked him "Do you just make this stuff up as you go, or do you really have a huge campaign world?", and Greenwood answered "yes" to both questions.[6] TSR felt that the Forgotten Realms would be a more open-ended setting than its epic fantasy counterpart Dragonlance, and chose the Realms as a ready-made campaign setting upon deciding to publish AD&D 2nd edition.[6] Greenwood agreed to work on the project and began working to get Forgotten Realms officially published.[10] He sent TSR a few dozen cardboard boxes stuffed with pencil notes and maps, and sold all rights to the setting for a token fee.[6] He noted that TSR altered his original conception of the Realms being a place that could be accessed from Earth, as "[c]oncerns over possible lawsuits (kids getting hurt while trying to 'find a gate') led TSR to de-emphasize this meaning".[6]

Jon Peterson, author of Dungeons and Dragons Art and Arcana: A Visual History, said that Greenwood "was that rare obsessive DM who just seemed to have more ideas and energy to pour into his world than even the folks at TSR did. Naturally when TSR was shopping for new campaign worlds as part of their cross-media strategy, they had to get the Forgotten Realms. R. A. Salvatore took Greenwood's world and created characters and stories for it that made him a bestselling author and sustained TSR as a major fantasy book publisher".[11]

Publication history

[edit]

1985–1990

[edit]

In 1985, the AD&D module Bloodstone Pass was released by TSR and is retroactively considered to be a part of the Forgotten Realms,[12] although it was not until the module The Bloodstone Wars was released that it became the official setting for the module series.[13] Douglas Niles had worked on a novel trilogy with a Celtic theme, which were then altered to become the first novels set in the Forgotten Realms, starting with Darkwalker on Moonshae (1987).[5]: 73  It is the first book in The Moonshae Trilogy, which predates the Forgotten Realms Campaign Set by one month.[14]

The Forgotten Realms Campaign Set was later released in 1987[9] as a boxed set of two source books (Cyclopedia of the Realms and DM's Sourcebook of the Realms) and four large color maps, designed by Greenwood in collaboration with Grubb.[15]: 99  It sold ca. one hundred fifty thousand times in its first two years.[16] The set introduced the campaign setting and explained how to use it,[15]: 99  and reserved space on the map for SSI's Gold Box computer role-playing games set in the Forgotten Realms.[17]

TSR began incorporating elements by other designers into the Forgotten Realms, including the Moonshae Isles by Douglas Niles, the "Desert of Desolation" by Tracy Hickman and Laura Hickman, and Kara-Tur by Zeb Cook.[5]: 73  The setting also provided a new way for TSR to market its Battlesystem rules, which it had supported with the Bloodstone adventure sequence which started with Bloodstone Pass; the last two adventures in the series, The Bloodstone Wars (1987) and The Throne of Bloodstone (1988), were unambiguously set in the Forgotten Realms.[5]: 74  Some characters from Egg of the Phoenix (1987) by Frank Mentzer were incorporated into The Savage Frontier (1988).[5]: 40 

The compilation module Desert of Desolation reworked the previous adventures to fit as part of the Forgotten Realms.[18] The module Under Illefarn published in 1987 is set in the Forgotten Realms,[15]: 108  as is the module released in 1988, Swords of the Iron Legion.[15]: 103 

R. A. Salvatore wrote his first novel for the Forgotten Realms, The Crystal Shard (1988), which was originally set in the Moonshae Islands before being moved to a new location and introduced the drow character Drizzt Do'Urden.[5]: 73 [19] Drizzt has since appeared in more than seventeen subsequent novels, many of which have appeared on the New York Times Best Seller list.[20] In 1988, the first in a line of Forgotten Realms role-playing video games, Pool of Radiance, was released by Strategic Simulations, Inc.[21] The game was popular and won the Origins Award for "Best Fantasy or Science Fiction Computer Game of 1988".[22]

Several supplements to the original boxed set were released under the first edition rules, beginning with Waterdeep and the North,[5]: 73  which was followed by Moonshae in 1987, and Empires of the Sands, The Magister, The Savage Frontier, Dreams of the Red Wizards, and Lords of Darkness in 1988.[15]: 96–97  The City System boxed set was released in 1988, and it contained several maps of the city of Waterdeep.[15]: 89  Ruins of Adventure, a module based on the computer game Pool of Radiance, was also released in 1988.[15]: 113 

The boxed set Kara-Tur: The Eastern Realms was released in 1988. It gives details of the lands of Kara-Tur, and was designed to be used with the 1986 book Oriental Adventures, which officially placed the book in the Forgotten Realms world.[15]: 103 

In 1989, DC Comics began publishing a series of Forgotten Realms comics written by Grubb.[5]: 75  Each issue contains twenty-six pages, illustrated primarily by Rags Morales and Dave Simons. Twenty-five issues were published in total, with the last being released in 1991. A fifty-six page annual Forgotten Realms Comic Annual #1: Waterdhavian Nights, illustrated by various artists, was released in 1990.

Curse of the Azure Bonds, a module based on the role-playing video game of the same name, was released in 1989.[15]: 97 

1990–2000

[edit]
Forgotten Realms video games
1988Pool of Radiance
1989Hillsfar
Curse of the Azure Bonds
1990Secret of the Silver Blades
Eye of the Beholder
1991Eye of the Beholder II: The Legend of Darkmoon
Pools of Darkness
Neverwinter Nights
Gateway to the Savage Frontier
1992Treasures of the Savage Frontier
1993Forgotten Realms: Unlimited Adventures
Dungeon Hack
Eye of the Beholder III: Assault on Myth Drannor
1994Menzoberranzan
1995
1996Blood & Magic
1997Descent to Undermountain
1998Baldur's Gate
1999
2000Baldur's Gate II: Shadows of Amn
Icewind Dale
2001Baldur's Gate: Dark Alliance
Pool of Radiance: Ruins of Myth Drannor
2002Icewind Dale II
Neverwinter Nights
Dungeons & Dragons: Eye of the Beholder
2003
2004Baldur's Gate: Dark Alliance II
2005Forgotten Realms: Demon Stone
2006Neverwinter Nights 2
2007
2008
2009
2010
2011Dungeons & Dragons: Daggerdale
Heroes of Neverwinter
2012
2013Neverwinter
2014Lords of Waterdeep
2015Sword Coast Legends
2016
2017Tales from Candlekeep: Tomb of Annihilation
2018Idle Champions of the Forgotten Realms
2019Warriors of Waterdeep
2020
2021Dungeons & Dragons: Dark Alliance
2022
2023Baldur's Gate III

To transition the Forgotten Realms from first edition AD&D to the ruleset's second edition, a story involving the gods being cast down was planned by TSR management from the top-down and started with Hall of Heroes (1989) and continued with a three-adventure Avatar series (1989) and a three-novel Avatar series (1989), and some stories in the comic book.[5]: 84  TSR adjusted the timeline of the Forgotten Realms by advancing the calendar one year forward to 1358 DR, referring to the gap as the Time of Troubles.[9]

In early 1990, the hardcover Forgotten Realms Adventures by Grubb and Greenwood was released, which introduced the setting to AD&D 2nd edition;[15]: 99–100  the book also detailed how the Time of Troubles had changed the setting.[23]: 139  The Ruins of Undermountain (1991) was one of the first published mega-dungeons.[5]: 93  The Al-Qadim setting by Jeff Grubb was released in 1992, and the setting was added to the southern part of the Forgotten Realms.[5]: 95  In July 1990, the RPGA Network's Polyhedron Newszine began publishing a monthly column by Greenwood entitled "The Everwinking Eye" detailing various locations and personalities in the Realms. The Network used the Forgotten Realms city of Ravens Bluff as the setting for their first living campaign.[5]: 93  Official RPGA support for this product line included the Living City module series. A number of sub-settings of the Forgotten Realms were briefly supported in the early 1990s. Three more modules were produced for the Kara-Tur setting. The Horde boxed set, released in 1990, detailed the Hordelands, which featured a series of three modules. The Maztica Campaign Set, released in 1991, detailed the continent of Maztica.

The original gray boxed set was revised in 1993 to update it to AD&D 2nd edition, with the release of a new Forgotten Realms Campaign Setting boxed set containing three books (A Grand Tour of the Realms, Running the Realms, and Shadowdale) and various "monster supplements".[24] Additional material for the setting was released steadily throughout the 1990s. Forgotten Realms novels, such as the Legacy of the Drow series, the first three books of The Elminster Series, and numerous anthologies were also released throughout the 1990s, which led to the setting being hailed as one of the most successful shared fantasy universes of the 1990s.[25] By the first quarter of 1996, TSR had published sixty-four novels set in the Forgotten Realms out of the 242 novels set in AD&D worlds.[26]: 20  These novels in turn sparked interest in role-playing by new gamers.[27]

Numerous Forgotten Realms video games were released between 1990 and 2000. Eye of the Beholder for MS-DOS was released in 1990,[28] which was followed by two sequels: the first in 1991,[29] and the second in 1992.[30] All three games were re-released for MS-DOS compatible operating systems on a single disk in 1995.[31] Another 1991 release was Neverwinter Nights on America Online, the first graphical massively multiplayer online role-playing game (MMORPG).[32] In 1998, Baldur's Gate, the first in a line of popular role-playing video games[33] developed by BioWare and "considered by most pundits as the hands-down best PC roleplaying game ever", was released.[1] The game was followed by a sequel, Baldur's Gate II: Shadows of Amn, in 2000 and Icewind Dale, a separate game that utilized the same game engine as Baldur's Gate. Pool of Radiance: Ruins of Myth Drannor was released in 2001. Several popular Forgotten Realms characters such as Drizzt Do'Urden and Elminster made minor appearances in these games.

2000–2008

[edit]

When Wizards of the Coast took over publication of Dungeons & Dragons after purchasing TSR in 1997, they trimmed production down from six campaign settings to Forgotten Realms and Dragonlance, and completed AD&D 2nd edition production sometime between 1998 and 1999.[34]: 146  They later hired Rob Heinsoo to be part of the D&D Worlds team and focus on Forgotten Realms in the third edition of Dungeons & Dragons.[34]: 162  An official material update and a timeline advance were introduced to the Dungeons & Dragons 3rd edition in 2001 with the release of the hardcover book the Forgotten Realms Campaign Setting,[35] which won the Origins Award for Best Role-Playing Game Supplement of 2001 in 2002.[36] The timeline was officially advanced from 1358 DR to 1372 DR.[9] The adventure City of the Spider Queen (2002) did not meet its projected sales targets, so Wizards of the Coast cut back on production of new adventures.[34]: 165 

In 2002, BioWare released Neverwinter Nights, set in the northern reaches of Faerûn and operating on the revised 3.0 rules for D&D. It was followed by two expansion packs: Shadows of Undrentide and Hordes of the Underdark. A sequel using version 3.5 of the rules was produced by Obsidian Entertainment in 2006, and was followed by the expansion sets Mask of the Betrayer and Storm of Zehir. The Forgotten Realms Deluxe Edition compilation was released in 2006, containing the Baldur's Gate series (excluding the Dark Alliance games), Icewind Dale series, and all Neverwinter Nights games before Neverwinter Nights 2.

2008–2014

[edit]

With the release of Dungeons & Dragons 4th edition in 2008, Wizards opted for a publishing plan featuring a series of six books per year – consisting of three core rulebooks as well as three setting books – beginning with the Forgotten Realms. The company started the cycle with the Forgotten Realms Campaign Guide (2008), the Forgotten Realms Player's Guide (2008), and Scepter Tower of Spellgard.[34]: 190  These books updated the Forgotten Realms to the newest rules system which altered the setting drastically to make it fit with the 4th edition concept of "Points of Light".[34]: 190 

The main lore change centered around an event called the Spellplague in 1385 DR.[9] This cataclysm was unleashed when the goddess of magic Mystra was killed, "transforming whole nations and altering creatures. In addition, parts of Toril have fused with its long-lost twin world Abeir, whisking away some countries and adding new ones. The Underdark is more open to the surface. Thay has become a nightmare land of death and the Elves, sensing the newfound connection to the Feywild, have returned to Faerûn in force".[37] The event moved the fictional world's timeline 94 years into the future to 1479 DR.[9] The Spellplague acted as "a narrative justification for design changes".[9]: 107 

In 2008, the Forgotten Realms also became the setting for the RPGA's sole living campaign, Living Forgotten Realms, replacing Living Greyhawk.

In 2011, the Neverwinter Campaign Setting was released which launched the 4th edition's first major multimedia release. The Forgotten Realms city setting spawned four novels by R. A. Salvatore called the Neverwinter Saga, a comic book, and a board game called The Legend of Drizzt, as well as two video games – the Facebook game Heroes of Neverwinter (2011–2012) and a MMORPG called Neverwinter (2013).[38] Laura Tommervik, from the Wizards of the Coast marketing team, explained the approach: "We use Neverwinter as the connective tissue across multiple product categories. The transmedia campaign is an opportunity for fans to experience the brand however they choose to".[38]

In 2013, Wizards of the Coast announced a year-long event called the Sundering which acted as a multimedia project to transition the Forgotten Realms to the next edition of the game.[39][40] This release included a weekly D&D Encounters in-store play event, a free-to-play mobile game Arena of War (2013), and a collaborative novel series: The Companions (2013) by R. A. Salvatore, The Godborn (2013) by Paul S. Kemp, The Adversary (2013) by Erin Evans, The Reaver (2014) by Richard Lee Byers, The Sentinel (2014) by Troy Denning, and The Herald (2014) by Ed Greenwood.[39][41] Liz Schuh, Head of Publishing and Licensing for Dungeons & Dragons, said:[42]

The Sundering is the last of a series of ground-shaking events. It really affects the whole world of the Forgotten Realms in a major way. You may remember when the Spell Plagues began, the two worlds of the Forgotten Realms, Abeir and Toril, crashed together. That created both geographic changes (the map of the Forgotten Realms and Faerûn actually changed due to that collision), and also changed the way magic works. It changed the pantheon of the gods. The Sundering is all about those two worlds separating—coming apart—and the process of that separation is really the story that we're telling over the next year. At the end of this story arc, Abeir and Toril will be separate again, and many of the things that happened when they crashed together will go back to the way they were before. So magic will be much like it was before the Spell Plague. Markings that marked spell-plagued people and animals will fade and go away. It's really about moving the Forgotten Realms forward, but also about bringing it around to the most beloved and most fondly remembered Forgotten Realms.

The result of The Second Sundering, in game terms, was the transition from 4th edition rules to 5th edition rules of Dungeons & Dragons, published in 2014.[9][43]

2014–2024

[edit]

When D&D 5th edition was published in 2014, Wizards of the Coast announced that the Forgotten Realms would continue to serve as the official campaign setting for its upcoming published adventure materials.[44][45][46] The village of Phandalin in the Forgotten Realms acted as the primary setting for the new 5th edition Starter Set (2014) which was published before the release of three new core rulebooks.[47] "Tyranny of Dragons" was the first multimedia storyline for the new edition and included two adventure modules, Hoard of the Dragon Queen (2014) and The Rise of Tiamat (2014), and an update to the Neverwinter (2013) video game.[9][48][49] The next two storylines, "Elemental Evil" which included Princes of the Apocalypse (2015) and "Rage of Demons" which included Out of the Abyss (2015), were also set in the Forgotten Realms.[9][50][51]

The first campaign guide for the new edition, the Sword Coast Adventurer's Guide (2015), was released on November 3, 2015, and only covered a fraction of the Forgotten Realms.[52][9] It describes the 2013 Sundering event, referred to as the Second Sundering in the book, and its consequences in game terms and lore.[53] The video game Sword Coast Legends (2015) published by Digital Extremes was also released in the same month as the tabletop campaign guide.[52][54] The adventure module Storm King's Thunder (2016) "sprawls over the northern Forgotten Realms–from Waterdeep to Icewind Dale".[55] 5th edition details on "the rest of Faerûn had been untouched until the Tomb of Annihilation (2017), an adventure that leaves the northern Sword Coast for the southern jungles of Chult".[9]: 101  The official Dungeons & Dragons actual play web series Rivals of Waterdeep, which premiered in 2018, is set in the Forgotten Realms. It adapted adventure modules such as Waterdeep: Dragon Heist (2018), Baldur's Gate: Descent Into Avernus (2019) and Candlekeep Mysteries (2021) which are also set in the Forgotten Realms.[56][57]

In 2023, the Forgotten Realms role-playing video game Baldur's Gate 3 (2023) was released by Larian Studios.[58] It had record-breaking awards success such as becoming the first game to win Game of the Year, or the equivalent category, at all five major ceremonies: the Golden Joystick Awards, the Game Developers Choice Awards, the DICE Awards, the BAFTAs, and The Game Awards.[59] Also released in 2023 was the film Dungeons & Dragons: Honor Among Thieves which is set in the Forgotten Realms and features Neverwinter as a major location.[60][61]

2024–present

[edit]

Dungeons & Dragons: The Twenty-Sided Tavern is a stage production which combines actual play, improv, and immersive theater as the player cast navigate a Dungeons & Dragons adventure set in the Forgotten Realms. It officially opened on off-Broadway on May 5, 2024 at Stage 42 in New York City;[62] it closed on May 11, 2025.[63] In December 2024, it opened at the Sydney Opera House's Studio venue in Sydney;[64] it closed on April 6, 2025.[65] The U.S. national tour began in July 2025.[63]

Wizards of the Coast released the 2024 revision to the 5th Edition ruleset which updates preexisting player options while introducing new content to the game. This included releasing new backward compatible versions of the core rulebooks.[66][67] Two Forgotten Realms focused sourcebooks – Heroes of Faerûn (2025) and Adventures in Faerûn (2025) – are scheduled for release in November 2025.[68][69] Following the announcement of these sourcebooks, Game Rant noted that "outside the brief documentation for many areas in the Storm King's Thunder adventure, the only real sourcebook the [Forgotten Realms] setting saw [in 5th Edition] was the Sword Coast Adventurer's Guide".[70] Heroes of Faerûn (2025) is aimed at players and "will include new subclasses, feats, backgrounds, items, along with new rules for Circle magic, a gazeteer-style guide to the Realms, a guide to the gods of the Realms, and more information about the factions that rule Faerûn".[68] Adventures in Faerûn (2025) is aimed at dungeon masters and will include adventures, monsters and villains along with details on "five different settings: Baldur's Gate, Calimshan, the Dalelands, the Moonshae Isles, and Icewind Dale".[68] Additionally, three corresponding digital expansions will be released exclusively on D&D Beyond in November 2025 – Astarion's Book of Hungers (2025) with vampire themed player options and adventures, Netheril's Fall (2025) which features a time-traveling adventure, and an untitled third book.[71][72]

Fictional setting

[edit]

The focus of the Forgotten Realms setting is the continent of Faerûn, the western part of a continent that was roughly modeled after the Eurasian continent on Earth.[26]: 6  The lands of the Forgotten Realms are not all ruled by the human race, with populations of many humanoid races and creatures ubiquitous in fantasy fiction works such as dwarves, elves, goblins, and orcs. Technologically, the world of the Forgotten Realms resembles the pre-industrial Earth in the 13th or 14th century. However, the presence of magic provides an additional element of power to the societies. There are several nation states and many independent cities, with loose alliances being formed for defense or conquest. Trade is performed by ship or horse-drawn vehicle, and manufacturing is based upon cottage industry.

Geography

[edit]
Forgotten Realms partial map

The Forgotten Realms is part of the fictional world of Abeir-Toril (usually just called Toril[23]: 91 ), an Earth-like planet with many real-world influences and consists of several large continents.[73] It was first detailed in the original Forgotten Realms Campaign Set, published in 1987 by TSR.[74] The other continents of Toril include Kara-Tur, Zakhara, Maztica,[73] and other yet unspecified landmasses.[35] Kara-Tur, roughly corresponding to ancient East Asia, was later the focus of its own source book Kara-Tur: The Eastern Realms, published in 1988.[15]: 103 [75] There is also a vast subterranean world called the Underdark beneath the surface.[23]: 98, 138 [51]

In early editions of the setting, The Realms shared a unified cosmology with various other campaign settings called the Great Wheel. In this way each of the Dungeons & Dragons campaign settings were linked together to form one interwoven world connected by various planes of existence. With the release of the 2001 Forgotten Realms Campaign Setting, the setting was given its own distinct and separate cosmological arrangement, with unique planes not explicitly connected to those of the other settings.[35][76]

Religion

[edit]

Religion plays a large part in the Forgotten Realms, with deities and their followers being an integral part of the world. Deities interact directly in mortal affairs, answer prayers, and have their own personal agendas. All deities must have worshipers to survive, and all mortals must worship a patron deity to secure a good afterlife. A huge number of diverse deities exist within several polytheistic pantheons; a large number of supplements have documented many of them, some in more detail than others.[77][78] Greenwood created a pantheon of gods for his home Dungeons & Dragons game, in his Forgotten Realms world, which were introduced in his article "Down-to-earth divinity" from Dragon #54 (October 1981).[79]

When the Forgotten Realms was published as a setting in 1987, the pantheon added Waukeen, the goddess of trade, money, and wealth, who was created by one of Jeff Grubb's players, and added to the Forgotten Realms by Grubb.[citation needed] Tyche was replaced with Tymora, and the elemental lords from Melniboné were replaced by Akadi, Grumbar, Istishia, and Kossuth.[80]

Much of the history of the Forgotten Realms detailed in novels and source books concerns the actions of various deities and The Chosen (mortal representatives with a portion of their deities' power) such as Elminster, Fzoul Chembryl, Midnight (who later became the new embodiment of the goddess of magic, Mystra[23]: 140 ), and the Seven Sisters. Above all other deities is Ao, the Overlord, who does not sanction worshipers and distances himself from mortals. He is single-handedly responsible for the Time of Troubles, or Godswar, as seen in The Avatar Trilogy.[81][82]

Characters

[edit]

The setting is home to several noteworthy recurring characters that have gained wider reception, including:

  • The Companions of the Hall, a group of adventurers that were created by R. A. Salvatore[83][84] and introduced in The Crystal Shard (1988).[85][86][87] Each of these characters "fit into an RPG archetype".[88] They include:
    • Drizzt Do'Urden, a drow, or dark elf, ranger who is the main character of 34 novels.[85] Drizzt is noted for his commitment to friendship and peace, which is contrary to the stereotype of his people.[89] Drizzt as a character is often used to represent issues of racial prejudice, particularly in The Dark Elf Trilogy.[90][91] Drizzt is also troubled by the lifespan discrepancy between himself and his human romantic interest Catti-Brie.[92]
    • Wulfgar, a massive human barbarian;[93] in The Crystal Shard, Wulfgar's combat prowess is significant enough that along with Drizzt and his magic panther Guenhwyvar, they manage to "beat 25 giants by themselves".[85] As a character, Wulfgar exemplifies "the strong, honest, hot-headed young warrior hero type common to adventure stories and similar to Howard's creation Conan".[94]
    • Bruenor Battlehammer, a dwarven fighter who retakes Mithral Hall with the help of the other Companions[85][88][95] and becomes its king.[16]: 202  He was one of the first friends Drizzt made upon leaving the Underdark and both Catti-Brie and Wulfgar are his adopted children.[96][88] Rob Bricken for io9 highlighted Bruenor as "a dwarf that hits pretty much every fantasy stereotype, including his desire to reclaim an ancestral home that his people were chased out of after they dug too far and awakened a monster".[85]
    • Catti-brie, a human archer who would later develop abilities as a spellcaster;[85][88][97] in The Crystal Shard, Drizzt referred to her as his soulmate.[85] Catti-Brie is favored by Mielikki, a goddess associated with forests and nature spirits, and she bears the deity's mark. Bricken argued that her characterization in The Icewind Dale Trilogy is limited,[85] while Aidan-Paul Canavan maintained that she becomes a "hero" only in later novels.[98]
    • Regis, a halfling member of the Companions, who behaves in the stereotypical manner of J.R.R. Tolkien's hobbits. Bricken noted that Regis is a rogue who "set himself apart a bit by carrying a crystal pendant he can use to charm people", though he is sometimes forced into dangerous situations and "ends up saving the day, Bilbo-style", such as in the final battle of The Crystal Shard.[85]
  • Elminster, a wizard also known as the Sage of Shadowdale;[99] he is "a founding member of the Harpers and one of the oldest surviving and most powerful Chosen of Mystra".[100] The Harpers are a semi-secret organization; Jonathan Palmer, for Arcane magazine, called them "Laudable" and commented that they are "fighters for freedom and justice".[101] Bricken described Elminster as "the most powerful, important, and smartest wizard in the Forgotten Realms, and one of the setting's most important characters [...] more Merlin than Gandalf, which makes him less enigmatic and prone to tomfoolery than other major fantasy wizards, which I count as a good thing".[102]
  • Volothamp Geddarm, a human adventurer who is famed within the setting Faerûn for the number of guidebooks he writes about the various regions within the Realms. The character's name is often attributed in real-world D&D publications as the in-universe narrator of said works.[103] Paul Pettengale from Arcane described him as "one of those characters that everyone's heard about, and one that just about every Dungeon Master must have been tempted to introduce to their campaign at some point or another".[104]
  • Khelben "Blackstaff" Arunsun, developed by Greenwood and game designer Steven Schend, is a character noted for his appearances in several novels set in the Forgotten Realms,[23][105] as well as the 2004 video game Forgotten Realms: Demon Stone.[106] A powerful wizard renowned for his namesake staff, in earlier editions he is the Archmage of Waterdeep, leading member of the Harpers, and one of Mystra's Chosen.[23] Prior to his death, Khelben passes the Blackstaff to his apprentice Tsarra,[105] who takes up residence at Blackstaff Tower in Waterdeep and inherits his memories and legacy. Writer Aubrey Sherman said he is an example for the importance of a wand or staff behind the conception of a wizard archetype and listed the character among D&D's notable wizards.[107][105]
  • Jarlaxle, also a character by R. A. Salvatore, was introduced in the 1990 novel Exile. He also appears in Promise of the Witch King, Road of the Patriarch and The Pirate King, as well as The Sellswords and the Paths of Darkness trilogies. Described by Christian Hoffer from Comicbook.com as a popular and intriguing supporting character,[108] Jarlaxle is the charismatic and opportunistic drow leader of the mercenary band Bregan D'aerthe. Anglistics scholar Caroline de Launay characterized Jarlaxle as an independent character inclined to "subtle manoeuvres",[109] while Hoffer explained that he is an amoral villain who has "plenty of contingencies and secret plots".[108] When comparing the plot of The Dark Elf Trilogy to a game of chess, de Launay assigned Jarlaxle the role of the knight.[109] Theo Kogod, for CBR, wrote that Jarlaxle is "in many ways [...] a dark reflection of the heroic and honorable Drizzt. He used lies, manipulation and cunning to rise as high as a male Drow could within his culture, but in the end, he also left his home behind. [...] In Waterdeep: Dragon Heist, Jarlaxle is trying to leverage himself to become accepted as a legitimate member of the Lords' Alliance. He is one of four possible main villains in the campaign".[110]
  • Artemis Entreri, a human assassin described by Bricken as "cold-blooded" and Drizzt's "equal in fighting and opposite in morality", a mirror image of how Drizzt would have ended up if he had remained part of the universally evil drow society instead of forsaking it.[111]
  • Gromph Baenre is Archmage of the city of Menzoberranzan, the City of Spiders. Gromph is a rival in power to the other archmages of the Forgotten Realms, such as Elminster and Khelben "Blackstaff" Arunsun. In a review of the 1995 novel Daughter of the Drow, Gideon Kibblewhite for Arcane, called Gromph the "only interesting character" in the book, describing him as "the bitter and twisted archmage", and lamented that "he rarely makes an appearance after the opening".[112]
  • Liriel Baenre is the daughter of Gromph Baenre; she originally belonged to House Vandree before her talent for arcane spellcasting was discovered by Gromph.[113] After being sent away to hone her magical talent rather than study as a priestess, Liriel uses a book given by her father to travel to the surface lands, where she encounters followers of the goddess Eilistraee, the Dark Maiden of benevolent drow, comes to possess the magical artifact known as the Windwalker, and eventually settle down on the surface world permanently. Liriel was created by Elaine Cunningham for Daughter of the Drow, and is described by Trenton Webb of Arcane as "the oddest Drow" due to her lack of traits deemed as stereotypical of her people.[114]
  • Erevis Cale, first introduced in the short story "Another Name For Dawn" published in issue 277 of Dragon magazine, is a pivotal character in novels by Paul S. Kemp, including The Halls of Stormweather, Shadows Witness, the Erevis Cale Trilogy, and The Twilight War trilogy. Originally a normal human, he accepts the gift of the Fane of Shadows in Twilight Falling and becomes a shade; being imbued with the essence of matter integral to the Plane of Shadow brings about drastic changes to his appearance and physiology. Don D'Ammassa described Erevis Cale as "a man tormented by questions of right and wrong".[115]
  • Alustriel Silverhand is the ruler of the city of Silverymoon in "The North" of the setting. Writing in 2000, Envoyer [de] magazine reviewer Stylo counted her among the most prominent Forgotten Realms characters thanks to R.A. Salvatore's novels.[116]
  • Szass Tam is a lich and leader of the Red Wizards of Thay.[117][118]

Reception

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In his book The Fantasy Roleplaying Gamer's Bible, Sean Patrick Fannon describes the Forgotten Realms as being "the most ambitious fantasy game setting published since Tekumel",[1] and that it "may be the most widely played-in game setting in RPG history".[1] Similarly, in literature, the novels written in the Forgotten Realms setting have formed one of "the industry's leading fantasy series".[119] Over time these novels have gained "unprecedented popularity",[120] which led, as Marc Oxoby noted in his book, The 1990s, to the novels having an "extraordinary shelf life", remaining in print for many years.[120] This popular reception has also been reflected in public libraries; for example, Joyce Saricks states in The Readers' Advisory Guide to Genre Fiction that the novels have been among the most requested books by fans of the fantasy genre.[121] D&D chroniclers Michael Witwer et al., in the book Dungeons & Dragons Art & Arcana, noted that the "level of Tolkienesque history and detail that Greenwood had infused in his creation - and almost "real world" quality - granted the Realms an irresistible allure [...]. While at its core the Forgotten Realms is a familiar, almost traditional, medieval-styled fantasy setting, it boasted unprecedented scope". "It is, quite simply, Dungeons & Dragons at its very core."[16]

Aubrey Sitterson, for PC Magazine, included the Forgotten Realms in a 2015 roundup of the "11 Best Dungeons & Dragons Campaign Settings" and wrote that "for most people, Forgotten Realms is synonymous with Dungeons & Dragons, and with good reason: it's the setting that played home to the massively popular Baldur's Gate video game, as well as R. A. Salvatore's Drizzt books. Currently, it's the only campaign setting actively supported by D&D makers Wizards of the Coast, which would be restrictive if Forgotten Realms wasn't such an incredibly diverse place, housing classic European middle ages tropes, as well as a heroic fantasy take on African, Middle Eastern, and other real-world cultures".[122] Brian Silliman, for SYFY Wire in 2017, described the Forgotten Realms as "a classic fantasy backdrop" and highlighted that "at one time in our history, our world and this one were connected, but over time this magical realm was, well, forgotten. It is an ideal place for any D&D adventure, inspiring limitless possibilities for any smirking dungeon master".[123] In 2019, academic Philip J. Clements called the "highly popular" Forgotten Realms "an unusually well-developed D&D setting" and "more-or-less the flagship setting for D&D". He also noted that it has received the greatest number of supplements.[124]

In a retrospective on the legacy of Dungeons & Dragons, academic Daniel Heath Justice commented that the "Forgotten Realms was explicitly based on the civilized-versus-savage binary and leaned in hard on racial essentialism in its sadistic black-skinned drow led by vicious matriarchs and their terrible spider goddess, firmly melding anti-Blackness with misogyny, a once-civilized people gone feral under the debased rule of women".[125]

Edition updates

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The 4th edition update to the Forgotten Realms brought massive lore changes which were "tied to a number of other design philosophies" and the Forgotten Realms "simultaneously had become a grittier setting, on the edge of collapse, while also becoming a more fantastic one, full of wonder and mystery".[126] Jason Wilson, for VentureBeat, highlighted that unlike the Time of Troubles cataclysm, the 4th edition Spellplague cataclysm was "one players never embraced in the same manner as the earlier disaster".[127] Shannon Appelcline, author of Designers & Dragons, wrote:

[The 4th edition] Forgotten Realms Campaign Guide may be the most controversial D&D book ever produced by Wizards. That's entirely due to the large-scale destruction of the Realms. Similar updates have been tried by other companies — to reinvigorate settings, to make them more accessible to new players, or to make them more adventuresome. [...] It never seems to go well, because old fans feel left behind. With that said, some folks did love the changes, because the setting was now more playable, more accessible, more fantastic, and more PC centered. [...] Meanwhile, a series of adventures and novels called The Sundering (2013–2014) reversed many of the 4e changes to the Realms, but without rebooting the timeline. Instead, the Realms continues to evolve and advance, as it has since its earlier days.[126]

R. A. Salvatore was also publicly unhappy with the 4th edition changes to the Forgotten Realms:[128]

[B]asically, we authors were handed a document and told how things were going to be. We were asked our opinions, but they mattered very little – the changes were being driven from a different direction. [...] To have characters that have built such a strong history, then have that upset on the orders of someone else was very disconcerting. I will admit that the abrupt changes forced me into an uncomfortable place, and from that place came some of the better things I've written, but I very much preferred the way it was done this time, with 5th Edition and the changes, where we, the authors, were told what was happening to the game and asked how we could make the world and the lore live and breathe it.

Christian Hoffer, for ComicBook.com, reported that Wizards of the Coast's 5th edition publishing strategy, which focuses on the Forgotten Realms and newer intellectual property for campaign settings, has created a rift in the fan base where some "feel that this push for new players has come at the cost of keeping the game's current players sated" by not updating campaign settings that "predate the Forgotten Realms". Hoffer highlighted that Wizards of the Coast has a much slower publication schedule than with previous editions with a focus on quality and profit and "the D&D teams knows that they have plenty of great campaign settings in their back pocket and are either actively developing more settings or have ideas for them further down the line".[129] Francesco Cacciatore of Polygon noted that the 3rd Edition Forgotten Realms Campaign Setting (2001) sourcebook was "an ambitious attempt at a comprehensive look at the Realms, and while many locations remained sketched, it was still enough to feed our imagination (and campaigns) for decades".[68] However, its 4th Edition "equivalent" was overlooked by many players "due to the mess that the Spellplague event was, lore-wise" and while "players were excited for a 'return to form' for the Forgotten Realms" when the 5th Edition undid most Spellplague changes, details have been "limited in scope" since "the majority of D&D 5e products set in the Forgotten Realms focused on the Sword Coast and its adjacent areas".[68] Following the announcement of the Adventures in Faerûn (2025) for the revised 5th Edition, Cacciatore commented that while he was "disappointed" to see two regions previously explored in 5th Edition campaign books would be included, he was also "excited to get the first good glimpse at the Dales, Calimshan, and the Moonshae Isles in more than two decades".[68]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Forgotten Realms is a high-fantasy campaign setting for the Dungeons & Dragons (D&D) role-playing game, centered on the planet Toril and its primary continent of Faerûn, a vast land rich in magic, ancient history, diverse cultures, and epic conflicts between mortals, gods, and monstrous threats. Originally conceived by Canadian author and game designer Ed Greenwood as a childhood storytelling world in 1965, it was developed into an official D&D setting through collaboration with TSR, Inc., and first published in 1987 as the Forgotten Realms Campaign Set for Advanced Dungeons & Dragons 1st edition. Since its debut, the Forgotten Realms has become the most enduring and popular D&D campaign setting, serving as the default backdrop for the game's 5th edition core rulebooks, adventures, and organized play programs like the Adventurers League. Its expansive lore encompasses iconic locations such as the bustling city of Waterdeep, the shadowy Underdark, and the Sword Coast; legendary characters including the drow ranger Drizzt Do'Urden and the wizard Elminster; and a pantheon of over two hundred deities influencing mortal affairs through divine magic and prophecies. The setting's versatility has fueled hundreds of novels—starting with the Forgotten Realms novel line launched by TSR in 1987—dozens of video games like Baldur's Gate and Neverwinter Nights, and multimedia adaptations, making it a cornerstone of modern fantasy storytelling.

Origins and Creation

Creative Origins

, born in 1959 in , began conceptualizing the Forgotten Realms at age five in the spring of 1965, nearly a decade before the publication of in 1974. His early inspirations stemmed from fantasy literature and pulp adventures, including works by , , E.E. "Doc" Smith, , , , and , which he accessed from his parents' collection. These influences fueled his imagination for swords-and-sorcery tales, leading him to create a medieval-Renaissance world connected by magical gates to other realms, initially as a setting for personal stories rather than roleplaying games. The name "Forgotten Realms" originated from the secretive, fading knowledge of these gates among its inhabitants. By the mid-1970s, following the release of , Greenwood adapted his burgeoning world into a home campaign for , using it to run games for friends and family starting around 1975. This period saw the development of foundational elements, including hand-drawn maps of regions like the Sword Coast and extensive lore notes on characters, locations, and , compiled over years of playtesting and refinement. Greenwood's approach emphasized a "kitchen sink" style, blending with diverse cultures, magic, and adventures drawn from his literary roots. The setting's first external exposure occurred through Greenwood's contributions to Dragon magazine, beginning in 1979 with articles that shared snippets of his campaign world, such as "The Dragon's Bestiary: Curst," a monster entry set in the Realms presented to convey gameplay ideas and lore. He also ran playtests at gaming conventions during this time, allowing other enthusiasts to experience the Realms firsthand and providing feedback that further shaped its details. These publications and sessions gradually built interest among the Dungeons & Dragons community. In 1986, after TSR designer Jeff Grubb read Greenwood's Dragon articles and inquired about the underlying setting, Greenwood submitted his accumulated materials—including maps and notes—to the company, marking the transition from personal creation to formal development.

Initial Development

In 1986, Ed Greenwood began collaborating with TSR to adapt his homebrew campaign setting into a commercial product for Advanced Dungeons & Dragons (AD&D), culminating in a contract signed in January 1987 that sold the rights to the Forgotten Realms for $5,000 ($4,000 for the intellectual property and $1,000 for consulting services). This agreement marked TSR's formal acquisition of the setting, which Greenwood had been developing since the 1960s through personal storytelling and Dragon magazine articles. Karen S. Martin, a TSR editor, played a pivotal role in this process by refining and expanding Greenwood's voluminous notes—estimated at hundreds of pages—into a cohesive structure suitable for publication, working alongside designer Jeff Grubb to streamline the lore while preserving its depth. The core of this initial development effort resulted in the Forgotten Realms Campaign Set, released in 1987 as a boxed set for AD&D 1st edition, providing Dungeon Masters and players with essential tools for running campaigns in the world of . The set included two 96-page perfect-bound books—the Cyclopedia of the Realms for player-facing lore on geography, cultures, and notable figures, and the DM's Sourcebook of the Realms for adventure hooks, NPC stats, and world-building guidelines—along with four full-color maps depicting regions like the Sword Coast and the Dalelands, plus two clear plastic hex overlays for tactical play and a glossary of key terms integrated into the cyclopedia's reference sections. This modular design emphasized accessibility, allowing the setting to function as a self-contained expansion to core AD&D rules while supporting custom adventures. To ensure compatibility, the development team aligned the setting's mechanics with AD&D 1st edition systems, such as character classes, spells, and monsters, while building flexibility for future iterations; this groundwork facilitated seamless integration into AD&D 2nd edition upon its 1989 release, including the incorporation of innovative elements like wild magic (introduced during the Time of Troubles event) and spelljamming (via the 1989 Spelljammer accessory, which connected the Realms to Wildspace). Early fan involvement shaped this phase through Greenwood's ongoing playtesting in home games and at conventions, where participants influenced details like regional economies and NPC behaviors, as well as feedback loops via letters to Dragon magazine responding to his serialized Realms articles from 1979 onward. Contributions also flowed through TSR's Polyhedron newsletter, where readers submitted ideas and play reports that informed lore refinements before the set's finalization.)

Publication History

Founding Era (1985–1990)

The Forgotten Realms setting emerged as a major campaign world through TSR's initial publications in the late 1980s, building on Ed Greenwood's extensive pre-TSR world-building that began in the late 1960s. The cornerstone release was the Forgotten Realms Campaign Set in 1987, a boxed set authored by Greenwood with and edited by Karen S. Boomgarden, containing the Cyclopedia of the Realms for player-facing lore, the DM Sourcebook of the Realms for gamemaster tools, four full-color maps of , and hex overlays for tactical play. This set established the core framework of the world of Toril, emphasizing a vast, detailed fantasy realm with interconnected regions ripe for adventure. Signature elements such as the Sword Coast—a rugged coastal region of trade routes, city-states, and wilderness perils—and the metropolis of Waterdeep, known as the City of Splendors, were prominently introduced in the campaign set's maps and descriptions, with deeper exploration in the supplemental sourcebook FR1: Waterdeep and the North later that year. Authored by Greenwood and released in October , this 96-page volume detailed Waterdeep's wards, nobility, guilds, and surrounding northern territories, providing gamemasters with urban intrigue and exploration hooks central to early campaigns. Supporting adventure modules followed, including in 1989, written by and , which tasked players with breaking a magical compulsion binding their characters to shadowy masters along the Sword Coast. This module, compatible with Advanced 1st and 2nd editions, integrated personal stakes with regional threats, exemplifying the setting's blend of and character-driven plots. The Forgotten Realms Campaign Set quickly achieved commercial success, becoming TSR's top-selling product line by 1988 and selling over 79,000 copies in its debut year alone, which helped solidify the Realms as the company's flagship setting. Early novel tie-ins expanded the setting's narrative reach, with the Avatar Trilogy launching in 1989 under the pseudonym Richard Awlinson (Scott Ciencin for the first two books, for the third): Shadowdale (April 1989), Tantras (June 1989), and Waterdeep (late 1989). These novels depicted the , a cataclysmic event where gods walked as mortals, tying directly into the campaign setting's lore and boosting its popularity among readers and players. By 1990, these foundational releases had established the Forgotten Realms as a dynamic, commercially viable default world for Advanced , influencing subsequent expansions.

Expansion and Novelization (1990–2000)

The period from 1990 to 2000 marked a significant expansion of the Forgotten Realms setting under the second edition of Advanced (AD&D), with TSR Inc. releasing numerous supplements that deepened the world's lore and integrated it with other campaign settings. This era saw the publication of the revised Forgotten Realms Campaign Setting in 1993, which updated the core materials for 2nd edition rules and included expanded timelines tracing the setting's history from ancient epochs to the present day, serving as a foundational precursor to later comprehensive histories. These timelines, drawn from earlier sources like the original 1987 boxed set, provided Dungeon Masters with chronological frameworks for campaigns, emphasizing key events such as the in 1358 DR. A major aspect of this expansion was the proliferation of novels and related media, which brought the setting's narratives to a wider audience and solidified its commercial appeal. By 2000, over 100 Forgotten Realms novels, novellas, and anthologies had been published since the first in 1987, with the 1990s alone accounting for dozens of titles across series like the Avatar Trilogy, the Harpers series, and . Anthologies such as Realms of Magic (1995), edited by J. Robert King and Brian M. Thomsen, collected short stories by authors including and Elaine Cunningham, exploring magical themes and diverse characters within the setting. Complementing these, Heroes' Lorebook (1996), authored by Dale Donovan and Paul Culotta, served as an in-game reference compiling detailed statistics and backstories for prominent novel protagonists like and , enabling their direct incorporation into AD&D campaigns. The integration of Forgotten Realms with 2nd edition AD&D extended to crossovers with other TSR settings, enhancing the concept. Spelljammer adventures frequently intersected with Realmspace, the crystal sphere encompassing Toril (the planet of Forgotten Realms), as seen in the novel Into the Void (1991) by Nigel Findley, where protagonist Teldin Moore's journey begins on Toril and involves Realms-specific elements like the Cloak of the First Pilot. Similarly, Planescape's Infinite Staircase allowed planar travel to , featured in the crossover anthology Tales from the Infinite Staircase (1998), which adapted classic AD&D modules to Forgotten Realms locations while introducing Planescape's philosophical factions. These integrations were supported by supplements like Volo's Guide to the North (1993), written by , which provided detailed gazetteers of northern regions, including hooks for ports and planar portals. This era's output contributed to Forgotten Realms achieving market dominance, comprising approximately 30% of TSR's D&D sales by the mid-1990s, driven by strong performances of core books like Forgotten Realms Adventures (1990), which sold over 80,000 copies in its first year. The setting's popularity helped stabilize TSR amid financial challenges, with novels and supplements outperforming other campaign worlds like .

Fourth Edition Transition (2000–2008)

In the late 1990s, acquired , the original publisher of and the Forgotten Realms setting, in 1997 for approximately $25 million, integrating TSR's properties into its portfolio and setting the stage for significant revisions to the game's rules and lore. This corporate shift facilitated the development of the third edition of , released in 2000, which introduced the open and prompted a comprehensive update to the Forgotten Realms materials. The resulting Forgotten Realms Campaign Setting (3rd edition), published in June 2001, provided an updated core sourcebook for the setting, including revised geography, deities, and character options tailored to the new ruleset, authored by , Sean K. Reynolds, Skip Williams, and Rob Heinsoo. During the mid-2000s, focused on expanding urban details within the Forgotten Realms to support ongoing campaigns under the 3.5 revision of the rules, released in 2003. A key publication was City of Splendors: Waterdeep in 2005, a detailed supplement exploring the iconic city of Waterdeep with histories, maps, NPC statistics, and adventure hooks, emphasizing its role as a hub of commerce and intrigue. Similar urban guides, such as Shining South (2006) and Dragons of Faerûn (2006), offered in-depth looks at regions and lore elements, maintaining player engagement amid the evolving edition. As the decade progressed, major lore revisions emerged to bridge the transition to fourth edition D&D, culminating in the Spellplague event introduced in 2008. This cataclysmic occurrence, detailed in novels like Bruce R. Cordell's Plague of Spells (December 2008) and sourcebooks such as the Forgotten Realms Campaign Guide (August 2008), fundamentally altered the setting's magic, geography, and timeline through events tied to the death of the goddess Mystra. These retcons served as a narrative reset, incorporating mechanical changes for the new edition while sparking debate among fans over the alterations to established canon. Sales of Forgotten Realms products peaked in the early 2000s following the third edition launch, with core books like the 2001 Campaign Setting contributing to over 1.5 million units sold across D&D titles in 2001 alone, but began declining after 2003 as market saturation and competition from third-party d20 content grew. Wizards responded by prioritizing core rulebooks and essential supplements, reducing the volume of setting-specific releases amid broader "edition wars"—intense community divisions over the shift from 3.5 to fourth edition mechanics and lore changes. By 2008, these challenges underscored the need for a revitalized approach to sustain the setting's popularity.

Fifth Edition Revival (2008–2014)

The Fourth Edition of , released in 2008, significantly altered the setting to align with the new ruleset, including a major timeline advancement of approximately 100 years from the end of Third Edition materials, advancing the canon year from 1372 DR to 1479 DR. This shift was precipitated by the Spellplague, a cataclysmic event that disrupted magic and geography across Toril. The Player's Guide, published by in August 2008, served as the primary introduction to these changes, emphasizing the resurgence of ancient Netherese influences through the return of floating enclaves and the empire's arcane legacy, which became central to ongoing narratives of imperial revival and conflict. Authors such as Rob Heinsoo and Robert J. Schwalb integrated these elements to refresh the setting for Fourth Edition play, focusing on themes of recovery and rediscovery in a post-apocalyptic . To support the evolving edition, launched the "Essentials" product line in 2010, which streamlined rules for accessibility while maintaining compatibility with core Fourth Edition mechanics; within the Forgotten Realms, this included the Player's Essentials: Heroes of the Forgotten Kingdoms, expanding character options with region-specific racial traits and class builds tied to Sword Coast locales. Complementing this, the Neverwinter Campaign Setting, released in August 2010, provided a detailed heroic-tier framework centered on the ruined of , incorporating Spellplague aftermaths like aberrant incursions and political intrigue to facilitate localized campaigns amid broader setting turmoil. Authored by Matt Sernett and others, it highlighted Neverwinter's role as a hub for adventure, drawing on the timeline's advancements to depict a city rebuilding from volcanic devastation. As Fourth Edition waned, internal discussions at Wizards of the Coast in the early 2010s grappled with the setting's direction, particularly whether to fully reset the timeline and revert Spellplague alterations to restore pre-2008 continuity, amid concerns over fan reception and narrative coherence. These debates culminated in the 2013 announcement of "The Sundering," a year-long event series of novels and adventures designed to reshape Faerûn, separating the worlds of Abeir and Toril while selectively undoing Fourth Edition changes like Netherese dominance. By late 2013, this resolution established a post-Sundering status quo around 1480s DR, bridging to Fifth Edition. The Sword Coast Adventurer's Guide, published in November 2015 as the first Fifth Edition Forgotten Realms supplement, codified this alignment by detailing the Sword Coast's geography, factions, and lore in the wake of the Sundering, emphasizing restored deities and stabilized magic while providing player options such as subclasses and spells.

Modern Era (2014–2020)

The Modern Era of the Forgotten Realms marked a period of revitalization for the setting within the fifth edition of , building on the transitional releases of the prior years to establish a robust of content, novels, and digital tools. This saw the culmination of the storyline changes initiated during the shift from fourth to fifth edition, with a focus on core campaign materials that emphasized the Sword Coast region as a central hub for adventures. Key publications expanded the lore while integrating seamlessly with organized play and online platforms, driving widespread adoption among players. A pivotal development was the conclusion of novel series, a multi-author event that reshaped the multiverse's cosmology and timeline to align with fifth edition's default assumptions. Launched with R.A. Salvatore's The Companions in August 2013 and spanning six books through Ed Greenwood's The Herald in June 2014, the series depicted a cataclysmic rending of , restoring ancient lands and deities while advancing the in-world calendar to around 1480s DR. This narrative reset cleared away much of the fourth edition's alterations, such as the Spellplague's lingering effects, and provided a fresh foundation for fifth edition campaigns by reintroducing classic elements like the return of Abeir's twin world and the reconfiguration of the planes. Authors including Paul S. Kemp, Erin M. Evans, and contributed volumes that explored character arcs tied to iconic Forgotten Realms figures, ensuring narrative continuity for long-time fans. Flagship fifth edition products further solidified the setting's prominence, beginning with the in November 2015, the first official sourcebook dedicated to Forgotten Realms lore under the new ruleset. This 159-page hardcover provided player options like new subclasses, spells, and backgrounds inspired by the Sword Coast's factions and history, while offering Dungeon Masters tools for customizing campaigns in areas like Waterdeep and . It served as an essential companion to early adventures such as Lost Mine of Phandelver, emphasizing themes of exploration and heroism in post-Sundering . Later, Waterdeep: Dragon Heist arrived in September 2018 as a level 1-5 urban adventure, centering on intrigue and heists in the City of Splendors. Designed for flexible storytelling across four seasonal plots, it highlighted Waterdeep's nobility, guilds, and villains like the villainous Xanathar, and included extensive city maps and NPC details to support ongoing campaigns. These releases exemplified Wizards of the Coast's strategy to prioritize accessible, region-specific content that encouraged replayability and homebrew integration. The era also featured strong ties to digital and community-driven elements, enhancing accessibility and engagement. , the official digital toolset, launched on August 15, 2017, and quickly incorporated Forgotten Realms content, allowing users to access digitized versions of books like the for character creation, rule lookups, and virtual tabletops. This platform streamlined play for online groups, with features like automated calculations for Forgotten Realms-specific mechanics, contributing to a surge in remote gaming during the late 2010s. Complementing this, the D&D Adventurers League organized play program—relaunched in 2014—centered most campaigns in the Forgotten Realms, with seasons like Tyranny of Dragons (2014) and Waterdeep: Dragon Heist tie-ins (2018-2019) drawing thousands of participants to shared stories in . The league's modules, available via the Dungeon Masters Guild, emphasized modular adventures that reinforced the setting's lore while accommodating global conventions and store events. This integration fueled a notable commercial upswing for fifth edition materials, with reporting consistent growth in sales from 2014 onward, culminating in a 35% increase in alone—the brand's best year to date. The majority of official fifth edition adventures during this period were set in the Forgotten Realms, providing a stable backdrop that accounted for the bulk of published content and player engagement by 2019. This focus not only boosted physical and digital sales but also solidified the setting's role as the default for new players entering the game.

Recent Developments (2020–present)

In the early 2020s, continued supporting the Forgotten Realms setting within the fifth edition of , focusing on modular expansions that integrated draconic lore and multiversal elements adaptable to . , released on October 26, 2021, introduced new dragon types, subclasses, and lore centered on and Tiamat's roles in creation myths, with direct ties to Forgotten Realms locations like the Dragon Coast and characters such as the gold dragon Fizban (alias of ). Strixhaven: A Curriculum of Chaos, published in December 2021, presented a magical university setting that Dungeon Masters could place in , such as near Silverymoon, incorporating Realms-specific elements like ties to Mystra's Weave in its spellcasting mechanics. From 2023 onward, releases emphasized heist adventures, high-level epics, and novel tie-ins, alongside responses to popular media. Keys from the Golden Vault, launched on February 21, 2023, featured 13 standalone heists involving the interdimensional Golden Vault organization, with several scenarios set in locales like and Waterdeep, expanding urban intrigue and rogue-focused gameplay. The release of in August 2023 prompted official lore clarifications on , including a July 2023 article updating goblinoid depictions to align with the game's portrayals while maintaining Realms canon, such as their societal structures in the Sword Mountains. Novels tied to , including The Druid's Call and The Road to (both February 2023), explored prequel adventures in the Realms, focusing on Edgin Darvis and his companions in Neverwinter Wood. In 2024, Vecna: Eve of Ruin, released on May 21, 2024, offered a level 10–20 multiverse-spanning adventure beginning in Waterdeep's Yawning Portal, where players thwart the lich-god 's ritual, incorporating Realms artifacts like and updating deity lore across planes. The novel Bound for Ruin by Jaleigh Johnson, published in January 2024, introduced the Fallbacks adventuring party in a tale of magical mishaps across , blending humor with explorations of the Weave's instability post-Sundering. By 2025, announcements emphasized compatibility with the revised fifth edition rules (often termed 5.5 edition), teasing expanded Faerûn coverage beyond the Sword Coast. At Gen Con 2025, Wizards revealed two sourcebooks for November 11 release: Forgotten Realms: Heroes of Faerûn, providing player options like new subclasses, factions, and a primer on the Realms' 42 deities; and Forgotten Realms: Adventures in Faerûn, a Dungeon Master guide with adventures set in 1501 DR, new monsters, and regions like the Shining South and Unapproachable East. These books support the 2024 core rulebooks while advancing the timeline with events like Netheril's potential resurgence. The novel The Fallbacks: Dealing with Dragons, scheduled for July 29, 2025, continues the series with draconic conflicts in Faerûn, further integrating fifth edition mechanics into narrative fiction.

Fictional Setting

Cosmology and Planes

The cosmology of the Forgotten Realms is structured around the model, which positions the Prime Material Plane at its center, encompassing the planet as the primary world where most events unfold. In this arrangement, the Inner Planes (including the Elemental Planes and the Ethereal Plane) surround the Material Plane, while the Outer Planes form a concentric ring aligned by moral and ethical axes, with planes of law on one side and chaos on the other. The , an infinite chaotic evil plane of layered demons and endless conflict, exemplifies the Outer Planes' connection to the Material Plane through unstable portals and divine influence. The serves as a transitional realm encircling the Outer Planes, facilitating planar travel via thought and silver cords for spellcasters. Abeir-Toril resides within the crystal sphere designated as Realmspace, a finite that contains its solar system, including the sun and other celestial bodies like the Selûne and the twin worlds of Toril and the formerly parallel Abeir. This sphere is immersed in the phlogiston, a colorful, flammable medium that connects crystal spheres across the multiverse, enabling spelljamming vessels to navigate between planetary systems in other settings like or . Portals and gates within Realmspace, often guarded or hidden, link to other D&D campaign worlds, allowing cross-setting interactions such as trade or invasions through hubs like the city of in the Outlands. The Spellplague of 1385 DR dramatically altered this framework, shattering the established connections and introducing the World Axis cosmology, where the Material Plane forms a central axis between the Astral Sea (a vast, starry realm housing divine dominions) and the Elemental Chaos (a turbulent primordial expanse). In this revised model, the astral sea became a more prominent, ocean-like expanse filled with floating divine realms and githyanki raiders, while the former Great Wheel's layered structure was reoriented around moral poles rather than a wheel. Deities and their followers migrated through these shifting planes during the upheaval, reshaping divine influences across . Following the Second Sundering around 1480 DR, the cosmology reverted to a variant of the , integrating elements of the World Axis such as the persistent Astral Sea while restoring the traditional transitive and outer planes. This hybrid structure maintains Realmspace's isolation within the phlogiston but emphasizes fluid connections via the revised astral sea, allowing renewed interactions with extraplanar entities and other D&D components.

Geography and Locations

The world of the Forgotten Realms is set on the planet , where the primary focus for most adventures is the continent of , a vast landmass spanning approximately nine and a half million square miles in the . Faerûn features diverse terrains including rugged coastlines, dense forests, towering mountains, and expansive plains, serving as the central stage for exploration and conflict. Its geography is divided into key regions such as the Sword Coast along the western seaboard, the Heartlands in the central interior, and the as an extensive subterranean realm beneath the surface. These areas connect through trade routes, rivers, and natural passages, facilitating movement across the continent while highlighting its varied climates from temperate to arid. The Sword Coast, a prominent northwestern region of , stretches along the Sea of Swords from the rugged Spine of the World mountains southward to the more settled areas near the Cloud Peaks, characterized by its craggy cliffs, sheltered bays, and fertile valleys that support maritime and adventuring outposts. Major cities in this region include Waterdeep, known as the City of Splendors, a bustling ruled by masked lords and featuring iconic sites like the Yawning Portal inn, which serves as an entrance to the of Undermountain. , a port city further south, functions as a key commercial hub divided into the affluent Upper City, the working-class , and the sprawling Outer City, all centered around its vital harbor on the Sword Coast. To the north, stands as a resilient city warmed by the geothermal Neverwinter River and famed for its skilled crafters and lush gardens, having rebuilt after a catastrophic volcanic eruption from Mount Hotenow. The Heartlands form the central core of , encompassing fertile rolling hills, river valleys, and woodlands that stretch from the western edges near the Sword Coast eastward toward the Dragon Coast and Storm Horn Mountains, providing a breadbasket of farmlands and interconnected settlements. This region includes the Western Heartlands, a patchwork of walled cities, monasteries, and trade towns amid open plains and the serpentine caravan route, and the Eastern Heartlands, which extend into more urbanized areas with kingdoms bordering inland seas. These lands support dense populations and vital overland commerce, with natural barriers like the Sunset Mountains isolating pockets of wilderness. Beneath lies the , a sprawling network of caverns, tunnels, and underground seas that extends for miles deep, forming a lightless realm riddled with glowing fungi, subterranean rivers, and hazardous chasms across the entire continent. This domain includes vast fungal forests, flooded passages, and isolated ecosystems, connected by ancient passages that occasionally link to the surface world. Beyond , hosts other notable continents, such as Kara-Tur to the east, a land of misty mountains, rice paddies, and imperial cities inspired by East Asian cultures, dominated by the expansive bureaucracy of Shou Lung. Further south lies Zakhara, a known as the Land of Fate, featuring sun-baked dunes, crowded bazaars, and genie-haunted oases with themes drawn from Arabian folklore, centered around enlightened city-states and the Crowded Sea. Prominent environmental features shape Faerûn's landscape, including the Anauroch Desert, a massive arid expanse in the north-central region covering former fertile lands now dominated by shifting sands, black glaciers in its northern reaches, and nomadic trails across its frost-rimmed wastes. In the east, the Sea of Fallen Stars serves as Faerûn's largest inland body of water, a brackish inner sea ringed by ports and dotted with islands, its floor littered with shipwrecks from centuries of naval activity.

History and Timeline

The history of the Forgotten Realms is chronicled using the Dale Reckoning (DR) calendar, which begins in 1 DR with the raising of the Standing Stone by elves of Cormanthyr and humans of the Dalelands to mark a pact of . This system employs the Calendar of Harptos, dividing each year into twelve months of thirty days, with five intercalary holidays (or six in leap years) to align with Toril's 365-day solar cycle. The earliest recorded epoch is the Dawn Age, spanning from approximately -30,000 DR to -24,000 DR, when the progenitor creator races—such as the sarrukh (reptilian progenitors of yuan-ti and lizardfolk)—established vast empires before fading into obscurity due to internal conflicts and environmental cataclysms. This period transitioned into the Time of Dragons and Giants, where chromatic and metallic dragons vied for dominance alongside giant kingdoms like Ostoria in the lands that would become the Sword Coast. The Nether Scrolls, ancient artifacts containing foundational magical knowledge, were inscribed around -30,000 DR, influencing subsequent arcane developments. Subsequent millennia saw the rise of elven high magic and internecine strife, culminating in the Crown Wars from -12,000 DR to -9,000 DR. These five interconnected conflicts among elven realms—beginning with the aggressive expansion of Aryvandaar against Miyeritar and escalating to the Dark Disaster's destruction of Shantel Othreier—devastated elven populations and led to the exile of the to the . The wars reshaped Faerûn's political landscape, weakening elven dominance and paving the way for human ascendance. Human civilizations flourished in the following ages, with the Netherese empire exemplifying arcane hubris. Founded around -3859 DR, Netheril pioneered mythals and floating enclaves powered by the Nether Scrolls, but its fall in -339 DR (Year of Sundered Webs) occurred when archwizard Karsus attempted to ascend to godhood via the disastrous Karsus's Avatar spell, unraveling the Weave and causing most enclaves to plummet, burying the empire under the Anauroch Desert. This event marked a pivotal decline in unchecked high magic. The 14th century DR brought divine upheavals, including the in 1358 DR (Year of Shadows), when overgod Ao banished the gods to walk as mortals after the theft of the Tablets of Fate, leading to widespread chaos, the deaths of deities like Bane and Bhaal, and the restructuring of the pantheon. This was followed by the Spellplague in 1385 DR (Year of Blue Fire), triggered by Cyric and Shar's murder of Mystra, which tore the Weave and fused Toril with its twin world Abeir, spawning spellscars, outbreaks, and geographic upheavals that lasted until approximately 1395 DR. The late 15th century DR witnessed the Second Sundering (1482–1488 DR), initiated by Ao to restore the Tablets of Fate and separate Abeir from Toril once more, involving chosen mortals wielding netherese plaques and causing tsunamis, earthquakes, and the return of ancient powers like Netheril's remnants through figures such as the Shadovar. Mystra's restoration stabilized magic, but the era of upheaval persisted into the 1490s DR, with ongoing conflicts like the eruption of Mount Hotenow in 1451 DR and demonic incursions, defining the current state of amid resurgent empires and planar instabilities.

Races and Societies

Humans dominate the societies of Faerûn through their adaptability and ambition, forming a variety of kingdoms and city-states that reflect their . In the Forest Kingdom of Cormyr, humans maintain a stable monarchy bolstered by the War Wizards and the Purple Dragon Knights, emphasizing chivalry, law, and defense against external threats. This structured society contrasts with the more mercantile human realms like Waterdeep, where guilds and noble houses drive economic and political power. Elves, known for their longevity and affinity for ancient forests and seas, often withdraw into reclusive enclaves to preserve their traditions amid the rise of shorter-lived races. The island of Evermeet serves as the primary elven homeland, a fortified paradise accessible mainly to elves and protected by powerful wards against non-elven intruders, fostering a society centered on art, magic, and guardianship of elven lore. On the mainland, wood elves inhabit hidden communities in places like the High Forest, maintaining loose alliances with other races while prioritizing . Dwarves organize into tight-knit clanholds, particularly in the rugged North, where shield dwarves excavate vast underground cities like those of the ancient Delzoun kingdom. These societies revolve around craftsmanship, ancestral honor, and unyielding defense of their mountain fortresses against orc incursions and other foes, with clans such as Battlehammer exemplifying resilience and trade in mithral and gems. Iconic human-led organizations shape interspecies relations through intrigue and influence. The Zhentarim, or Black Network, operates as a mercenary and mercantile syndicate, using spies, assassins, and trade monopolies to expand control across the Sword Coast and beyond, often clashing with rivals over economic dominance. In opposition, the Harpers function as a decentralized alliance of bards, rangers, and mages dedicated to preserving balance, collecting knowledge, and thwarting tyrannical forces through subtle espionage and alliances. The Red Wizards of Thay represent a magocratic elite ruling their eastern nation through a council of zulkirs, enforcing arcane supremacy and slave-based economies while exporting enchanted goods and undead legions to influence distant lands. Non-traditional races add complexity to Faerûn's social fabric, often emerging from cataclysmic events. societies thrive in the Underdark's matriarchal city-states like , where noble houses compete ruthlessly for power under a theocratic structure dominated by priestesses, leading to constant intrigue and raids on the surface world. Dragonborn, displaced from the parallel world of Abeir during the Spellplague and reinforced by the Second Sundering, have established post-Sundering enclaves in Tymanther, a nation blending draconic hierarchy with clan-based governance focused on martial prowess and recovery from exile. Inter-species conflicts have profoundly shaped demographics and borders, exemplified by the Orcgate Wars of circa -1076 DR to -1070 DR, when Netherese mages accidentally unleashed hordes of from another plane through a portal in Thay, sparking devastating invasions that toppled empires like Narfell and Raumathar while forging alliances among elves, dwarves, and humans. These wars, tied to divine interventions, highlighted the fragility of racial cooperation and left lasting orc strongholds in the North. Religious affiliations, such as elven devotion to or dwarven worship of , further influence societal norms and inter-racial diplomacy.

Magic System

In the Forgotten Realms, magic is fundamentally structured around the Weave, an invisible, omnipresent tapestry of raw magical energy that permeates the world of Toril and enables spellcasters to channel arcane power safely. This mystical fabric, first established by the goddess Mystryl and later maintained by her successors, acts as a conduit that filters and shapes the chaotic essence of raw magic, preventing catastrophic overloads during spellcasting. Without the Weave, arcane magic would be unstable and destructive, as it provides the structured patterns that wizards, sorcerers, and other arcane users manipulate to produce spells. The goddess Mystra, known as the Mother of All Magic, serves as the living embodiment and guardian of the Weave, weaving its threads to ensure balance and accessibility for mortals. Her role involves constant vigilance, repairing tears and enforcing limits on magical power to avoid repeats of historical cataclysms like the fall of Netheril. In regions affected by disruptions, such as the Spellplague of 1385 DR—a cataclysmic event triggered by Mystra's temporary death that unleashed raw blue fire across —pockets of wild magic persist where the Weave remains tangled and unpredictable. These wild magic zones cause spells to manifest erratically, often producing unintended effects like spontaneous surges or altered outcomes, and they serve as remnants of the Spellplague's lasting impact on the magical landscape. An alternative to the Weave exists in the form of the Shadow Weave, a dark and distorted counterpart created by the goddess Shar as a means to undermine Mystra's control and access magic independently. This shadowy network draws on the essence of the Plane of Shadow, allowing select practitioners—known as Shadow Weave users—to cast spells with a necrotic or obscuring flavor, though at the risk of corruption and instability. Unlike the Weave, the Shadow Weave is inherently secretive and volatile, often causing physical and mental strain on its users, and it gained prominence during periods of Weave instability like the Time of Troubles. Netherese mythals represent another facet of Forgotten Realms magic: vast, permanent enchantments crafted by the ancient Netherese arcanists using High Magic to imbue entire cities or regions with enduring protective or augmentative effects. These intricate wards, powered by mythallars—massive arcane engines that siphon energy from the Weave—could alter reality within their bounds, such as rendering areas impervious to harm or enhancing magical potency. Though many mythals collapsed with Netheril's fall in -339 DR due to the Weave's shredding, surviving examples like the one in Myth Drannor continue to influence modern arcane practices by demonstrating the pinnacle of collective spellweaving. Key artifacts have profoundly shaped the evolution of arcane magic in the Realms, with the Nether Scrolls standing as foundational relics discovered in the ancient ruins of Netheril around -339 DR. Comprising fifty indestructible platinum pages inscribed with the purest theories of magic, these scrolls provided the blueprint for structured spellcasting, enabling the development of spell levels, components, and schools that define wizardry today. Reading even a single scroll could grant profound insights or permanent magical boons, but their full study risked madness or transformation, underscoring their role in advancing arcane knowledge from raw intuition to systematic art. Magic in the Forgotten Realms divides sharply between arcane and divine sources, with arcane casters relying on the Weave's manipulation through study or innate talent, while clerical magic flows directly from deities, bypassing the Weave to channel divine will without the same risk of wild surges. This divide fosters tensions between wizardly orders and temples, as divine spells emphasize faith and ritual over intellectual mastery. In specialized regions like Thay, —an internal, mind-fueled power source independent of the Weave—thrives among certain Red Wizards and enclaves, offering telepathic and psychokinetic abilities that complement or rival traditional in the nation's necromantic hierarchy. Mystra oversees the arcane domains alongside deities like Azuth for wizardry, ensuring the Weave's integrity amid these varied magical traditions.

Religion and Deities

The Faerûnian pantheon comprises the primary deities worshiped across the continent of in the Forgotten Realms setting, encompassing a diverse array of greater and lesser gods who govern various aspects of life, death, nature, and society. This pantheon integrates human, elven, dwarven, and other racial deities, reflecting the multicultural fabric of Faerûn's inhabitants. Key figures include , the elven creator god of magic, arts, music, and warfare, who leads the Seldarine and embodies the grace and creativity of elvenkind. , known as the All-Father, serves as the dwarven deity of creation, craftsmanship, and protection, forging the dwarven race from stone and metal while emphasizing discipline and endurance. Bane, the Black Lord, represents tyranny, strife, and conquest as a lawful evil god who demands absolute obedience and expansion of dominion through fear and control. A pivotal event in the pantheon's history was the in 1358 DR, when the overgod Ao banished the deities from their divine realms, forcing them to manifest as mortal avatars on Toril to regain their power and prove their worthiness. This crisis, triggered by the theft of the Tablets of Fate by Bane and Myrkul, led to widespread chaos as gods walked among mortals, battled for influence, and vied for the tablets that dictated divine ascension. Several deities perished during this period, including Bhaal, the god of murder, whose death fragmented his essence into mortal hosts known as Bhaalspawn, creating a legacy of prophesied violence and resurrection attempts. Bane and Myrkul also fell, forming the core of the "Dead Three" alongside Bhaal, though their influences persisted through cults and eventual returns in altered forms. Clerical orders form the backbone of worship in the Faerûnian pantheon, organizing followers into structured hierarchies that promote doctrinal adherence and communal service. The Church of Helm, devoted to the vigilant god of guardians and protection, comprises disciplined clerics, paladins, and warriors who uphold oaths of watchfulness, often serving as sentinels in temples and cities to safeguard against threats. In contrast, the destructive cults of , the Storm Lord and god of storms and destruction, attract chaotic followers including stormlords and berserkers who revel in natural fury, conducting rituals that summon tempests to sow ruin and embody the raw, unpredictable force of chaos. These orders influence daily life, with Helm's adherents fostering stability in societies while Talos's devotees thrive in regions prone to elemental upheaval. Overseeing the entire pantheon is Ao, the enigmatic overgod and embodiment of cosmic balance, who intervenes rarely but decisively to maintain equilibrium among the deities and prevent any single power from dominating the . Ao's authority transcends alignments, as seen in his orchestration of the to curb divine overreach, ensuring that gods remain tied to mortal worship for their sustenance while aligning with broader multiversal principles of . This oversight underscores the pantheon's dynamic nature, where divine hierarchies shift with historical events and mortal faiths.

Adaptations and Media

Tabletop Role-Playing Games

The campaign setting was introduced in 1987 with the Advanced 1st edition (AD&D 1e) boxed set, quickly becoming the primary setting for the edition and spawning a vast array of dedicated support materials. Over 200 Realms-specific modules, sourcebooks, and accessories were published between 1987 and 2000, including iconic adventure series like the Avatar Trilogy and detailed regional guides such as Volo's Guide to the North. This dominance solidified as the default world for AD&D 2e campaigns, with products emphasizing exploration, intricate lore, and ties to creator Ed Greenwood's original vision. The transition to 3rd edition (3e) in 2000 saw Forgotten Realms adapted through comprehensive sourcebooks that integrated the new rules. The Forgotten Realms Campaign Setting (2001) updated the timeline to 1371 DR, incorporating 3e mechanics like prestige classes and feats tailored to Faerûn's cultures and magic. Subsequent supplements, such as Faiths and Pantheons (2002), expanded on Realms-specific divine magic and deities. For 4th edition (4e), the setting underwent significant revisions via the Forgotten Realms Campaign Guide (2008), which advanced the timeline to 1479 DR post-Spellplague and included 4e powers, paragon paths, and epic destinies inspired by Realms lore, such as the Netherese empire's resurgence. In 5th edition (5e), launched in 2014, Forgotten Realms became the core setting for most official content, with lore deeply embedded in player options and adventures. Core books like (2017) draw heavily from Waterdeep's criminal underworld, featuring the beholder crime lord Xanathar and Realms-specific subclasses, spells, and activities. Adventure paths further integrate the setting, such as the Rage of Demons storyline starting with Out of the Abyss (2015), which explores the beneath amid a demonic incursion. Other paths like Tyranny of Dragons (2014) and (2016) center on 's Sword Coast and giant threats. Supporting these editions, has released various play aids themed around Forgotten Realms to enhance tabletop experiences. Official dice sets, such as the Laeral Silverhand's Explorer's Kit (2020), feature polyhedral dice with -inspired engravings and packaging tied to Waterdeep lore. Miniatures lines like Icons of the Realms by include pre-painted figures of Realms icons, such as and beholders, for use in battles across . Organized play through the D&D Adventurers League emphasizes scenarios, with campaigns like those in Heroes of (2025) providing structured adventures in regions like the Sword Coast and .

Literature and Comics

The literature of the Forgotten Realms encompasses hundreds of novels, novellas, and anthologies published primarily by since the late 1980s, expanding the 's lore through character-driven narratives tied to its cosmology, geography, and . These works often serve as tie-ins to the Forgotten Realms , exploring sub-series such as the Saga by , which chronicles the sage's adventures across . By 2025, the body of prose exceeds 300 publications, including standalone tales and multi-volume arcs that delve into themes of magic, divine intervention, and societal conflicts. Prominent authors have shaped the imprint's diversity, with R.A. Salvatore's series standing as the cornerstone, comprising over 40 volumes since in 1988 and following the drow ranger Drizzt Do'Urden's quests against prejudice and evil. Salvatore's works emphasize personal growth and epic battles, integrating elements like the Underdark's society and the Sword Coast's geopolitics. Elaine Cunningham contributed significantly to elf-centric stories, authoring the Songs & Swords series—including Elfshadow (1991) and Elfsong (1994)—which highlight harper agents and elven intrigue, as well as the standalone Evermeet: Island of the Elves (1998) detailing the elves' mythical . Comic adaptations have brought Forgotten Realms visuals to life through limited series and collections. The original DC Comics run, spanning 25 issues from 1989 to 1991, followed paladin Priam Agrivar's journeys across Faerûn, introducing early lore elements like the Zhentarim. IDW Publishing revived the medium with Advanced Dungeons & Dragons (2011–2012), a five-issue miniseries reimagining classic modules in comic form, and subsequent titles like Legends of Baldur's Gate (2014), featuring Drizzt and Minsc in crossover adventures. Anthologies provide snapshots of the setting's breadth, with Realms of Shadow (2002), edited by Lizz Baldwin, compiling 14 stories by authors including and Elaine Cunningham to explore the Return of the Archwizards' aftermath. Post-Sundering narratives, marking the 2014–2015 Second Sundering event, include the six-volume series—such as The Companions by and The Godborn by Paul S. Kemp—detailing cataclysmic planar shifts and their impacts on Faerûn's realms.

Video Games

The video game adaptations of the campaign setting began in the late 1980s with , Inc. (SSI)'s series, which brought the tabletop experience to computers through turn-based combat and exploration set in Faerûn's regions like the Moonsea. , released in 1988, marked the inaugural title, tasking players with reclaiming the city of Phlan from invading forces and establishing core mechanics that influenced subsequent D&D digital titles. This game, developed under TSR's license, integrated lore such as the Tyrants of Phlan, solidifying the setting's viability for . The Gold Box series expanded the Forgotten Realms narrative across multiple entries, including (1989) and the Icewind Dale trilogy starting with in 2000 by , which shifted to real-time with pause while preserving the setting's harsh northern wilderness. These early games, built on the Advanced 2nd edition ruleset, introduced iconic locations like the Spine of the World and characters tied to R.A. Salvatore's novels, helping canonize events that bridged tabletop modules and digital adventures. The late 1990s ushered in the Infinity Engine era with 's in 1998, a landmark isometric RPG that emphasized narrative depth and player choice in the Sword Coast, drawing directly from the sourcebooks for its plot involving the iron crisis and Bhaalspawn legacy. Published by Interplay, it sold over 2 million copies and revitalized interest in the setting by blending cinematic storytelling with tactical combat. II: Shadows of Amn (2000), also by , continued this saga, exploring deeper lore elements like the drow city of Ust Natha and Irenicus's schemes, further embedding events into the Realms' timeline. In the 2000s and 2010s, titles like (2000) by captured the brutal survival themes of the Forgotten Realms' frozen north, featuring ten-towns expeditions against ancient evils. The era's pinnacle included ' (2013), a MMO that expanded the city's post-Spellplague recovery with ongoing modules incorporating Drizzt Do'Urden's arcs, such as his alliances against demonic threats, which integrated into official lore updates. This game hosted live events that advanced the timeline, including Drizzt's post-1480s DR journeys, influencing novel tie-ins and tabletop supplements. Larian Studios' Baldur's Gate 3 (2023) represents a modern triumph, returning to the Sword Coast in 1492 DR amid an illithid invasion, with player-driven choices altering Faerûn's canon, including subtle nods to Drizzt's evolved path through cameos and lore reconciliations that align with 5th edition continuity. Released to critical acclaim and over 10 million sales, it faithfully adapts D&D 5th edition rules while expanding Realms geography like the Shadow-Cursed Lands. On mobile and indie fronts, Codename Entertainment's Idle Champions of the Forgotten Realms (2017) offers an accessible strategy idle game, assembling parties from across D&D media—including Realms staples like Minsc and Boo—for endless adventures that reinforce the setting's multigenerational appeal without altering core canon. These adaptations collectively shaped Forgotten Realms' digital legacy, blending interactivity with lore fidelity to sustain its prominence in gaming.

Film, Television, and Other Media

The 2023 film , directed by Jonathan Goldstein and , is set in the Forgotten Realms and follows a group of adventurers—including Edgin Darvis (played by ) and Holga Kilgore ()—on a heist to retrieve a magical artifact from the villainous Lord Forge Fitzwilliam (). Produced by in collaboration with and eOne, the movie incorporates Forgotten Realms elements like the city of and creatures such as the red dragon Themberchaud, while crafting an original story inspired by mechanics. The film received positive reviews for its faithful yet accessible portrayal of the setting, grossing over $208 million worldwide against a $150 million budget. In February 2025, Netflix announced development of a live-action television series titled The Forgotten Realms, produced by and , with attached as an . This project revives an earlier effort initially greenlit by Paramount+ in 2024, which was shelved due to creative differences; the Netflix version aims to explore stories within the iconic continent of the Forgotten Realms, with an update in November 2025 indicating the project is proving challenging but remains in development under executive producer . Details on plot, cast, or specific locations like Waterdeep remain undisclosed as of late 2025, with production expected to emphasize the expansive lore of the setting. Beyond audiovisual adaptations, the Forgotten Realms has inspired various other media, including trading card games, audiobooks, merchandise, and . released Adventures in the Forgotten Realms in 2021 as a crossover expansion for Magic: The Gathering, featuring over 250 cards depicting characters, locations, and mechanics from the setting, such as and the Sword Coast. Numerous Forgotten Realms novels, particularly R.A. Salvatore's Drizzt series like (1988), have been adapted into audiobooks narrated by performers such as Victor Bevine, available through platforms like Audible since the early 2000s. Merchandise includes action figures from Hasbro's 2020 Forgotten Realms line, such as the 6-inch scale with his panther companion Guenhwyvar, designed with multiple points of articulation for collectors. adaptations draw from adventure modules, notably Vault of Dragons (2019), a competitive game for 2-5 players where participants control Waterdeep factions vying for a hidden treasure hoard, directly inspired by the 2018 Waterdeep: Dragon Heist storyline.

Reception and Legacy

Critical Reception

The Forgotten Realms received widespread praise upon its debut for its expansive lore and user-friendly structure, making it accessible to both novice and experienced players. The Campaign Set, the inaugural boxed release, was lauded for providing a richly detailed high-magic world complete with kingdoms, deities, monsters, and a two-year timeline of rumors, alongside practical tools like NPC statistics and encounter tables that facilitated immersive adventuring. Reviewers highlighted its encyclopedic yet organized presentation, with sections like "At a Glance" for player-facing information and "Elminster's Notes" for deeper lore, which helped demystify the setting's complexity while evoking a Earth-analogous environment through elements such as a 365-day year. Aggregate ratings from multiple critiques averaged around 4 out of 5 stars, underscoring its role in establishing the Realms as a benchmark for detailed yet approachable fantasy worlds. Criticisms of the Forgotten Realms often centered on its heavy reliance on fantasy tropes, particularly the portrayal of as inherently evil, which reinforced racial and negative stereotypes akin to real-world and . Early depictions in works like R.A. Salvatore's (1990) amplified these issues by framing society as uniformly vicious under the spider goddess Lolth, creating antagonists through "negative estrangement" that heightened the heroism of outliers like at the expense of nuanced racial dynamics. This overemphasis on tropes contributed to broader critiques of the setting's formulaic elements, especially in novels that followed predictable heroic quests and power struggles, limiting narrative innovation within the established lore. The transition to 4th Edition in 2008 drew particular backlash for "timeline bloat," including a drastic 100-year advancement via the Spellplague event, which upended continuity and shocked creators like and R.A. Salvatore, who described the changes as nearly breaking his writing process due to the forced realignment of ongoing stories. Adaptations in other media have elicited mixed but predominantly positive critical responses, with video games standing out for revitalizing the setting's appeal. (2023), developed by , earned a 96% score for its masterful integration of Forgotten Realms lore, transforming into a vibrant, choice-driven world that faithfully captures the setting's depth while innovating on D&D mechanics. Critics praised its detailed recreation of Realms elements, from deities and factions to moral ambiguities, as a benchmark for faithful yet evolved adaptations that breathe new life into the canon. In contrast, the 1990s novels faced scrutiny for repetitive plotting, though standout series like influenced the genre's heroic archetype. Scholarly analyses in RPG studies from the 2010s affirm the Forgotten Realms' profound influence on fantasy narratives and , positioning it as a cornerstone of D&D's cultural footprint. The setting's hyperdiegetic —where lore expands through novels, games, and supplements—has shaped tropes like the "dark elf" and fostered transmedia icons such as Drizzt, who spans 39 books and , embodying the Realms' role in blending player agency with serialized . Academic works highlight how its alternation as D&D's flagship setting, especially in 5th Edition, has driven innovations in RPG design and fantasy genre conventions, influencing everything from adaptations to broader cultural perceptions of immersive worlds.

Commercial Impact

The Forgotten Realms campaign setting proved a commercial cornerstone for TSR upon its 1987 debut, with the initial boxed set selling 79,759 units in its first year alone, outpacing many contemporary D&D products and helping to revitalize the company's portfolio amid financial challenges. Cumulative sales of the first-edition set exceeded 175,000 copies by the early 1990s, underscoring its enduring market appeal as TSR's flagship setting. Wizards of the Coast, after acquiring TSR in , continued this momentum through expanded publications, including the publication of dozens of novels in the 1990s and early 2000s, with the line eventually exceeding 300 titles overall. The Forgotten Realms novels, particularly R.A. Salvatore's series, drove substantial earnings for , with the line amassing tens of millions in sales by the turn of the millennium through mass-market paperback releases and tie-in merchandising. By 2015, Drizzt books alone had sold more than 30 million copies worldwide, surpassing total sales of all D&D core rulebooks and highlighting the setting's role in broadening the franchise beyond tabletop gaming. The fifth edition resurgence amplified Forgotten Realms' economic impact, as setting-specific supplements like the 2015 ranked among the top-selling D&D books from 2014 to 2020, with over 162,000 units moved and serving as the highest-performing 5e setting guide. This success was further propelled by video game adaptations, notably , which sold over 15 million copies worldwide as of late 2024 and generated $657 million in revenue on in 2023 alone, reinvigorating interest in Sword Coast lore and boosting ancillary product sales. Licensing deals for Forgotten Realms content across video games, films, and media have formed a key pillar of Hasbro's segment, which reported net revenues exceeding $1.3 billion in 2022 and reached $1.52 billion in 2024, with D&D licensing—including digital platforms like and game adaptations—accounting for a growing share of high-margin income. Hasbro's Investor Day presentations that year projected D&D's , encompassing licensed gaming and , to reach $1 billion in annual revenue by 2027, driven partly by Forgotten Realms integrations. The setting's global footprint enhances its commercial viability, with D&D products translated into several languages, including French, German, Italian, Japanese, Spanish, Polish, and Portuguese, facilitating strong sales in European and Asian markets where localized Forgotten Realms novels and supplements have cultivated dedicated fanbases.

Cultural Influence and Edition Evolutions

The Forgotten Realms has profoundly shaped the genre by embedding tropes like sprawling continents filled with ancient ruins, diverse humanoid races, and divine interventions into games and broader media. Iconic elements from the setting, such as the ranger , emerged as pop culture staples in the 1990s, inspiring merchandise like action figures and apparel that popularized anti-hero archetypes in fantasy fiction. Across editions, the Forgotten Realms evolved to align with shifting design philosophies, balancing lore depth with gameplay . The 2nd edition (1989–2000) prioritized narrative immersion, exemplified by the event in 1358 DR, which brought gods to the mortal plane and encouraged campaigns centered on epic storytelling over rigid mechanics. In contrast, the 4th edition (2008–2014) adopted an experimental approach through the Spellplague of 1385 DR, a cataclysmic event that fused worlds, altered geography, and reset divine pantheons to support new mechanics like settings; however, these changes drew criticism for disrupting long-established lore and character histories. The 5th edition (2014–present) marked a streamlined revival via the Second Sundering (1482–1487 DR), which separated the fused worlds of Abeir and Toril, restored classic deities and locations, and simplified the cosmology to revitalize the setting for modern players; the 2024 revised core rulebooks, defaulting to the Forgotten Realms, achieved record-breaking sales as the fastest-selling D&D products ever. The setting's community legacy endures through active fan engagement, including collaborative wikis documenting lore across editions, homebrew expansions shared on official platforms like , and specialized programming at major conventions. , for instance, hosts annual Forgotten Realms developer panels, play previews, and organized play events that foster community-driven storytelling. Looking ahead, the Forgotten Realms played a central role in Dungeons & Dragons' 50th anniversary celebrations in 2024, serving as the starting point for the high-level adventure Vecna: Eve of Ruin, which spans multiple settings and underscores the Realms' status as the franchise's flagship world. This prominence positions it for continued evolution, potentially integrating with future edition mechanics to maintain its narrative flexibility.

References

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