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Official Game Accessory
An updated tour of the Heartlands for the AD&D® 2nd Edition
game.
TSR Inc.POB 756Lake GenevaWI 53147 USA TSR, Inc.
TSR Ltd.120 Church End, Cherry Hinton
Cambridge CBl 3LBUnited Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS,
DUNGEONS & DRAGONS, D&D, DRAGONLANCE, GREYHAWK,
SPELLJAMMER, and the TSR logo are trademarks owned by TSR Inc.
Sam
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Be it ever so humble, ^mThere's no place like home.
J.H. Payne
Credits
Chapters 1, 2, 3, and 5: Jeff GrubbChapters 3, 4 and 6: Ed
Greenwood and Jeff GrubbEditing: Steve WinterCover Painting: Clyde
CaldwellInterior Illustration: Stephen FabianInterior Paintings:
Ned Dameron, Larry Elmore, Clyde Caldwell, and Jeff
EasleyTypesetting: Gaye O'KeefeCartography: Dave "Diesel"
LaForce
Distributed to the book trade by Random House, Inc., and in
Canada by Random House of Canada, Ltd.Distributed to the toy and
hobby trade by regional distributors.
Distributed in the United Kingdom by TSR Ltd.®1990 TSR Inc. All
rights reserved.
0-88038-828-5
This work is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork presentedherein is prohibited without the
express written consent of TSR Inc.
Printed in the U.S.A.
Sam
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Forewords IVChapter 1: The Forgotten Realms, Post-Avatar 1
Changes in Character Classes 2Multi-Class Characters 6Psionics
6Proficiencies 6Advancing Beyond 20th Level 7Player Character Races
and Limitations 8Physical Changes to the Realms 8Dead Magic Regions
8Wild Magic Regions 8Physical Chaos and Abominations 11New Weapons
(Firearms) 11
Chapter 2: Cods and Their Specialty Priests 15Auril
(Frostmaiden) 15Azuth (The High One) 15Beshaba (Maid of Misfortune)
16Chauntea (Great Mother) 16Cyric (The Dark Sun) 17Deneir (Lord of
Glyphs and Images) 17Eldath (Goddess of Singing Waters) 18Gond
(Wonderbringer) 20Helm (He of the Unsleeping Eyes) 20Ilmater (The
Crying God) 21Lathander (Morninglord) 22Leira (Lady of the Mists)
23Liira (Our Lady of Joy) 23Loviatar (Maiden of Pain) 24Malar (The
Beastlord) 24Mask (Lord of Shadows) 26Mielikki (Lady of the Forest)
26Milil (Lord of All Songs) 27Mystra (Midnight, the Lady of
Mysteries) 27Oghma (The Binder) 29Selune (Our Lady of Silver)
30Shar (Mistress of the Night) 30Silvanus (Oak Father) 30Sune
(Firehair) 31Talona (Lady of Poison) 31Talos (The Destroyer)
32Tempus (Lord of Battles) 32Torm (The True) 33Tymora (Lady Luck)
33Tyr (The Even Handed) 35Umberlee (The Bitch Queen) 35Waukeen
(Merchants' Friend) 36Nonhuman Deities 36Elemental Cults 36Beast
Cults 36Cult of Ao 37The Dead Three 37
Chapter 3: Magic and Mages in the Realms 41Schools of Magic and
Their Members 41Mage Sigils in the Realms 43Spells of the Realms
44First Level Spells 44Second Level Spells 45Third Level Spells
48
Fourth Level Spells 53Fifth Level Spells 56Sixth Level Spells
58Seventh Level Spells 60Eighth Level Spells 63Ninth Level Spells
65
Chapter 4: Cities of the Heartlands 69Abbreviations 69Titles
72Human Names in the Realms 72Arabel 74Baldur's Gate 76Berdusk
78Calaunt 80Daerlun 82Elturel 84Eversult 86Hillsfar 88Iriaebor
90Marsember 92Mulmaster 94Ordelun 96Procampur 98Saerlun
100Scornubel 102Selgaunt 104Shadowdale 106Suzail 108Tantras
110Tilverton 112Urmlaspyr 114Westgate 116Yhaunn 118Zhentil Keep
120
Chapter 5: Secret Societies of the Heartlands 123The Harpers
123The Zhentarim, or Black Network 124The Red Wizards of Thay
126
Chapter 6: Treasure 129Gems 130Ornamental Stones
130Semi-Precious Stones 134Fancy Stones 136Precious Stones 137Gem
Stones 138Jewels 139Hardstones 141Shells 142Art Objects 143
Appendix 1: Treasure Tables 147Appendix 2: Wizard Spells by
School 148Appendix 3: Wizard Spells by Level 150Appendix 4: Random
Spell Lists 152A FORGOTTEN REALMS™ Product Bibliography 154
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Welcome back, my friends, to the showthat never ends.
OK, rock anthems aside, welcome backto the FORGOTTEN REALMS™
cam-paign setting. The 2nd Edition, post-Avatar, new and improved
Realms,created for your fun and amusement bythe planetary
engineering firm of Grubband Greenwood, Unlimited, aided
andabbetted by Messrs. Winter, LaForce,Caldwell, Fabian, and
Dameron.
Many of you reading this are oldfriends of the Realms, coming
from longexposure in the pages of DRAGON® mag-azine, from the
adventures and novelsthat have played out across this humblestage
over the years, and/or from thegrowing amount of projects (from
TSRand from licensors) set in the Realms.Some are newcomers looking
to figureout what all the excitement is about.
The excitement is about a campaign set-ting greater in size than
North Americaand still growing. The excitement is aboutinteresting
characters and amazing ad-ventures. The excitement is about a
magi-cal world that was a home for theAD&D® game, and now, with
publica-tion of this text, is the home for AD&D2nd Edition.
The excitement is about the ForgottenRealms.
Those familiar with the Realms, and inparticular those who have
the originalcampaign set, are familiar with the storybehind the
Realms. It was created by EdGreenwood as a setting for his own
fan-tasy stories. With the introduction of theDUNGEONS &
DRAGONS® game, it be-came the home of his own personal cam-paign,
and with the introduction of theAD&D game, it took that next
step fore-ward. During this time, Ed wrote volumi-nous entries to
DRAGON magazine,using the Realms as a setting for his de-scriptions
of magical items, monsters, andspells.
Meanwhile, down in Lake Geneva,Wisconsin, TSR was looking for a
newcampaign setting for the AD&D game. Iremembered Ed's
articles in DRAGONmagazine and was assigned to see if therewas a
world behind it, or if Ed was justmaking things up as he went
along.
Eight months and two file-cabinetsworth of material later,
theFORGOTTEN REALMS campaign setwas unleashed on an unsuspecting
world.And we haven't slowed down since.
The book you hold in your hand hasseveral purposes. The first is
to create a
common reference for the Realms as itmoves into its fourth year.
The Realmshas changed in the course of its develop-ment, with new
lands, characters, andtales added by a host of contributors overits
young life. In its original inception, wenever anticipated the
Avatars or the up-coming barbarian invasion. This book isa chance
for us to gather our breath, takestock, and then plan for the
future.
Its second task is to bring the Realmsfully into AD&D 2nd
Edition. Enough hasbeen added in the 2nd Edition rules tomerit our
reflecting those changes in thecampaign setting, and to show DMs
whatwe have done in our 2nd Edition cam-paigns so that they can
bring their ownRealms up to date. (As a dinosaur of gam-ing, I
remember the S-L-O-W process ofupgrading our campaigns from the
D&Dgame to the AD&D game with the releaseof one hardback
book a year.)
The third task of this book is to preparefor the future, to
create a common source-book for DMs and everyone else to usewhile
adventuring in the Realms. Ratherthan repeat a great deal of
character andcountry information from the originalboxed set (most
of which is still on target),we concentrated on the cities of
theRealms, from an adventurer's point ofview, including the nation
of Sembia.While my original intent was to leaveSembia completely
untouched by thewhims of our design team, upcoming pro-jects have
made that impossible, and forthat reason I have included details
onmany Sembian cities.
Finally, this book is intended to smoothover a few of the
problems that DMsencounter, from switching fully over to the2nd
Edition rules on creating new specialtypriests to introducing
firearms withoutoverturning play balance. In addition, I'veredone
the magic tables to reflect the newspells of the Realms, and broken
themdown into bite-sized chunks to createscrolls and random spell
lists (somethingthe 2nd Edition books, with their packedtables, did
not get a chance to do).
What this text is not going to do is re-place the original
FORGOTTENREALMS box or the huge volume of ma-terial generated under
the original AD&Dsystem for use in the Realms. It will pointDMs
in the right direction for using thatmaterial, but is intended to
be both a sup-plement to it, and to stand alone for any-one
interested in the Realms at large.
The Realms began in the mind of EdGreenwood, but has benefitted
and
grown with the contributions of a largenumber of brilliant
individuals. Landsand kingdoms have grown from areas onthe map to
full-blooded nations undertheir command, and characters havesprung
to life under their supervision. TheRealms began with one man, but
bloomedunder the care of many.
I'd like to thank here those who haveincreased the richness and
diversity of theRealms: Doug Niles, Bob Salvatore, KateNovak, Scott
Ciencin, Jim Lowder, TroyDenning (these last three were the
famousRichard Awlinson (All-in-one) of the Av-atar trilogy); Zeb
Cook, Jim Ward, ScottHaring, Scott Bennie, Paul Jaquays,
StevePerrin, Mike Dobson, Jean Rabe, SkipWilliams, Jay Batista,
Rick Swan, JohnNephew, Mike Pondsmith, KarenBoomgarden, Deborah
Christian, DavidE. Martin, and Bruce Nesmith. These arejust the
authors, designers, and editorswho have expanded the Realms in the
pastfour years.
Those who have literally put theRealms on the map, turning the
tightly-crabbed notes of Mr. Greenwood into a fi-nal form, are
cartographers extraor-dinaire Dave LaForce, Dave Sutherland,Dennis
Kauth, and John Knecht.
And those who have given the Realmsits appearance and look:
artists KeithParkinson, Clyde Caldwell, LarryElmore, Jeff Easley,
Gerald Brom, SteveFabian, Val Valusek, Ned Dameron, andgraphics
wizards Stephanie Tabat, RoyParker, and Colleen O'Malley.
And while we're at it, those who havetaken the Realms outside
the ranks of TSRinto new areas: George MacDonald andthe folk at
SSI, Chuck Crane and the RalPartha team, and Barbara Kesel,
MikeGold, Elliot S. Maggin, Dan Mishkin,Rags Morales and a horde of
other won-derful people at DC Comics.
Is that all? No, lest we forget where allthis came from in the
first place, thanks toDave and Gary for the D&D game, whichgot
the whole ball of wax moving.
And to Ed Greenwood and Elminster.After all these years, I can't
really callElminster Ed's creation, or even his alterego. The best
I can do is to say that the oldwizard time-shares in Ed's brain,
and thetwo (?) of them produce wonderful thingstogether.
Enough thank yous. Enjoy the Realmsas we move forward into its
2nd Edition.
Jeff GrubbJanuary 1990
IV
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Well met and welcome, as we say in theRealms. Welcome to my
world again.
Those were Elminster's words to me,on a recent visit to his
dusty, clutteredtower in Shadowdale. I can find none bet-ter to
serve, as you open this handy guideto the Realms.
I hope you'll open it often, for theRealms belongs now to all of
us. Elminstershowed it to me for the first time overtwenty years
ago, and I've since shown itto you. I wish you the same fun
exploringits life, mysteries, splendors, and odd cor-ners that I've
had, thus far.
Elminster relates a tale of visitingSilverymoon recently, to
meet the HighLady Alustriel. He complimented her onthe beautiful
towers and clean streets ofthe city, its clever gardens and
welcomingwarmth amid the harsh rock andwilderlands of the North.
She merelysmiled and said, "Whatever I may havedone in what you
have seen was not donealone. You are thanking me for the workof
many. I accept on their behalf."
In like manner, the Forgotten Realmsyou see in these pages and
other worksfrom TSR is the work of many hands. Iwas the first
chronicler of the Realms, itscreator and guiding hand for the
firsteighteen years or so of its existence. Manyother hands have
joined mine to bringyou scenes of the Realms, maps, adven-tures and
descriptions, novels and shortertales of the splendid world
Elminster camefrom. I do not walk Faerun alone, now.
Jeff Grubb, in particular, deserves rec-ognition as the guiding
hand on the crea-tive reins. He keeps all of the variouscreative
forces TSR has unleashed inFaerun consistent with each other,
topresent gamers with coherent, useful, andentertaining products.
For this service,Jeff—the careful, unseen work behind thescenes,
keeping everything straight—mythanks. You deserve it.
TSR itself deserves thanks, also, forbringing the Realms to you.
Once, theRealms lived only in the heads of myplayers, a few
readers, myself, and inscrawled notes and articles cluttering upmy
study.
Now, the study—and lots of otherrooms, all over the world—are
also clut-tered with the Realms, in the form ofbeautiful maps,
modules, novels, boxedgame sets, and other goodies, none ofwhich
would ever have come into being ifI was still sitting in the study
with Elmin-ster, jawing late into many nights.
My deepest thanks for the Realms must
always go to my longtime players. I thankthem, you see, for
bringing the Realms tolife.
They play their characters with vimand delight, always
challenging me todelve ever more deeply, explore this andthat
detail and nuance of life in theRealms, and to roleplay with skill,
love,and gusto. They are Jim Clarke, AndrewDewar, Jenny Glicksohn,
Ian Hunter,John Hunter, Victor Selby, and many oth-ers who have
joined us for shorter peri-ods, and played (so far) lesser roles.
Isalute you and thank you, companionsand friends. This is your
book, too.
To you who read these pages, fromChris and Leo in Stockholm to
Stephenand Dave in Don Mills, this is your book,too. It contains a
small slice of theRealms; we hope a useful slice, for thosewho like
to adventure in it. It is like a win-dow, giving all who read it a
glimpse ofthe wonders I can see in the Realms when-ever I close my
eyes.
Keeping the Realms straight is compar-atively easy for me; I've
been doing it forso long now that I can tour places in theRealms in
my head, as if I was walkingour world. Reading these pages may
notdo the same for you, but it's a start.
At conventions, I'm often asked toprovide a helpful start to
beginning DMsplanning to use the Realms as the settingof their
campaign. This book is that help-ful start. So here you go.
So far, such convention requests usu-ally run along the lines of
"explain the'right way' to run a campaign in theForgotten Realms."
My blithe reply tothat is usually that the only "right" way
iswhatever way works best for you. Nice,neat, and true, but rather
unhelpful forDMs eager to learn the True Secrets ofRunning a Realms
Campaign.
So here is one of those True Secrets(which, like all true
secrets, is no secret atall). The DM's key to making the Realmscome
alive is to act the roles of all of thenon-player characters to the
hilt. Thatmeans funny voices, mannerisms, catch-phrases and
colloquialisms and all. Try tothink and speak as a character
would,when dealing with the player characters,and adventures will
unfold easily and nat-urally.
Your Realms will come alive if youmake the characters live, for
they are theworld. That's all there is to it. Those whohave trouble
remembering what funnyvoices and phrases they used for "NPC X"(or
just what NPC X's name was!) are ad-
vised to use a tape recorder during playsessions, for the
amusement of their play-ers and for their own reference.
Elminster would have far more to sayabout the Realms—and my
temerity inspeaking thus of it—if we let him have hissay here. So
we won't. This time.
He'll be looking for a chance to speakto you himself, of course,
in other pages,in times to come.
Until then, swords high, may yourspells fail not, and may your
adventuresbe high and glorious and end happily!
Oh, yes. Ummm. A note just appearedon my table, amid a twinkling
of lights.Elminster, of course; I should have knownhe'd be
eavesd—er, advising me at thiscritical time. It's a simple reminder
of thedefinition of adventure: "Forget ye not;what is so grandly
called 'adventure' ismerely someone (preferably someoneelse) having
a dangerous, uncomfortable,and generally nasty time, in the past,
andhopefully somewhere else, far from thechair in which ye sit,
scoffing chips anddip." Well, yes. Thanks, Elminster. We'llbear
that in mind, as we readFORGOTTEN REALMS™ Adventures,together.
Bye.
Ed GreenwoodJanuary 1990Sa
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CoverTitleTable of ContentsForewordChapter 1: The Forgotten
Realms,
Post-Avatar���������������������������������������������������Changes
in Character
Classes�����������������������������������FightersPaladinsRangersCavaliersBarbariansWizardsPriestsRoguesAssassinsThief-AcrobatsBardsMonks
Multi-Class
Characters�����������������������������Psionics���������������Proficiencies��������������������Advancing
Beyond 20th
Level����������������������������������WarriorsWizardsPriestsRogues
Player Character Races and
Limitations���������������������������������������������Physical
Changes to the Realms�������������������������������������Dead
Magic Regions�������������������������Wild Magic
Regions�������������������������Physical Chaos and
Abominations��������������������������������������
New WeaponsFirearms in the Realms
Chapter 2: Cods and Their Specialty
Priests��������������������������������������������������Gods of
the RealmsAuril (Frostmaiden)��������������������������Azuth (The
High One)���������������������������Beshaba (Maid of
Misfortune)�����������������������������������Chauntea (Great
Mother)������������������������������Cyric (The Dark
Sun)���������������������������Deneir (Lord of Glyphs and
Images)�����������������������������������������Eldath (Goddess of
Singing Waters)�����������������������������������������Gond
(Wonderbringer)���������������������������Helm (He of the
Unsleeping Eyes)���������������������������������������Ilmater (The
Crying God)�������������������������������Lathander
(Morninglord)������������������������������Leira (Lady of the
Mists)��������������������������������Liira (Our Lady of
Joy)������������������������������Loviatar (Maiden of
Pain)��������������������������������Malar (The
Beastlord)����������������������������Mask (Lord of
Shadows)�����������������������������Mielikki (Lady of the
Forest)������������������������������������Milil (Lord of All
Songs)��������������������������������Mystra (Midnight, the Lady of
Mysteries)�����������������������������������������������Oghma (The
Binder)�������������������������Selune (Our Lady of
Silver)����������������������������������Shar (Mistress of the
Night)�����������������������������������Silvanus (Oak
Father)����������������������������Sune
(Firehair)����������������������Talona (Lady of
Poison)������������������������������Talos (The
Destroyer)����������������������������Tempus (Lord of
Battles)�������������������������������Torm (The
True)����������������������Tymora (Lady
Luck)�������������������������Tyr (The Even
Handed)����������������������������Umberlee (The Bitch
Queen)���������������������������������Waukeen (Merchants'
Friend)����������������������������������
Nonhuman DeitiesElemental CultsBeast CultsCult of AoThe Dead
ThreeBane (The Black Lord)Bhaal (Lord of Murder)Myrkul (Lord of
Bones)
Chapter 3: Magic and Mages in the
Realms�����������������������������������������������Schools of
Magic and Their
Members�����������������������������������������Mage Sigils in the
Realms��������������������������������Spells of the
Realms���������������������������First Level
Spells�������������������������CatapultCorpselightKnow
SchoolScatterspraySnilloc's Snowball
Second Level Spells��������������������������Agannazar's
ScorcherBladethirstCloak From UndeadCloak UndeadDecastaveFlying
FistGhost PipesQuimby's Enchanting GourmetSnilloc's Snowball
SwarmUndead MountVocalize
Third Level Spells�������������������������BlacklightDire
CharmDispel SilenceGhost ArmorHold VaporIcelanceLaeral's Dancing
DweomerMummy TouchNchaser's Glowing GlobeNightscarParalyzeProof
from TeleportationRevenanceSkull WatchWard Against UndeadWaves of
Weariness
Fourth Level Spells��������������������������Beltyn's Burning
BloodCaligarde's ClawEncryptFire GateIlyykur's MantleMissile
MasteryPhase TrapPlagueSpectral WingsSpendelard's
ChaserThunderlanceWall of SandWatchware
Fifth Level Spells�������������������������Bowgentle's Fleeting
JourneyDisguise UndeadImproved Skull WatchIronguardNulathoe's
NinemenPresper's MoonbowSecureShroud of FlameSnilloc's Major
Missile
Sixth Level Spells�������������������������Blade of
DoomGrimwald's GreymantleImbue Undead with Spell AbilityLich
TouchPower Word: SilenceReconstructionTeleport DeadTurnshadow
Seventh Level Spells���������������������������GemjumpKhelben's
Warding WhipRuby Ray of ReversalSpectral GuardSpelltrapThe Simbul's
Synostodweomer
Eighth Level Spells��������������������������Death
LinkGatewayGreat ShoutSpell EngineSunburst
Ninth Level Spells�������������������������Master
UndeadDismindElminster's Effulgent EpurationElminster's
EvasionSpellstrikeSpell InvulnerabilityVirus CharmWorldwalk
Chapter 4: Cities of the
Heartlands������������������������������������������Abbreviations��������������������Titles�������������Human
Names in the
Realms��������������������������������Arabel�������������Baldur's
Gate��������������������Berdusk��������������Calaunt��������������Daerlun��������������Elturel��������������Eversult���������������Hillsfar���������������Iriaebor���������������Marsember����������������Mulmaster����������������Ordelun��������������Procampur����������������Saerlun��������������Scornubel����������������Selgaunt���������������Shadowdale�����������������Suzail�������������Tantras��������������Tilverton����������������Urmlaspyr����������������Westgate���������������Yhaunn�������������Zhentil
Keep�������������������
Chapter 5: Secret Societies of the
Heartlands����������������������������������������������������The
Harpers������������������LeadersBasesGetting In
The Zhentarim, or Black
Network��������������������������������������Leaders and
OperativesBasesGetting In
The Red Wizards of
Thay������������������������������LeadersGetting In
Symbols, Sigils, and Trailmarks of the Realms
Chapter 6:
Treasure��������������������������Gems�����������Ornamental
Stones������������������������Semi-Precious
Stones���������������������������Fancy
Stones�������������������Precious Stones����������������������Gem
Stones�����������������Jewels�������������Hardstones�����������������Shells�������������Art
Objects������������������
Appendix 1: Treasure
Tables����������������������������������Appendix 2: Wizard Spells
by School������������������������������������������Appendix 3:
Wizard Spells by
Level�����������������������������������������Appendix 4: Random
Spell Lists�������������������������������������A FORGOTTEN REALMS™
Product
Bibliography�����������������������������������������������Back
Cover