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. 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 .
124-467: 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 quite 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
248-405: A Northwest Germanic unity preceding the emergence of Proto-Norse proper from roughly the 5th century. An alternative suggestion explaining the impossibility of classifying the earliest inscriptions as either North or West Germanic is forwarded by È. A. Makaev, who presumes a "special runic koine ", an early "literary Germanic" employed by the entire Late Common Germanic linguistic community after
372-470: A Danish fleet to Birka , but then changes his mind and asks the Danes to "draw lots". According to the story, this "drawing of lots" was quite informative, telling them that attacking Birka would bring bad luck and that they should attack a Slavic town instead. The tool in the "drawing of lots", however, is easily explainable as a hlautlein (lot-twig), which according to Foote and Wilson would be used in
496-479: A fantasy world that can no longer be accessed. 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. 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. The setting became
620-618: A few dozen cardboard boxes stuffed with pencil notes and maps, and sold all rights to the setting for a token fee. 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". 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
744-439: A few early limited edition modules, all Dungeons & Dragons modules until late 1994 were denoted with an alphanumeric code consisting of a letter and a number. The letter codes related to the product in some way, with the number indicating the order of release for the product in the series. Modules within a letter set were usually somehow related, either thematically or as a series of linked adventures. For example, Z1 may be
868-429: A gaming session. The early format was a single booklet inserted, but not fixed, in a cardboard cover. As time went by the format and information included in module increased in variety. Dark Sun modules, for example, contained top-spiralbound notebooks. Eventually, the line blurred somewhat between what was an accessory or supplement and a module. Modules had a suggested character level , often displayed prominently on
992-414: A huge campaign world?", and Greenwood answered "yes" to both questions. 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 . Greenwood agreed to work on the project and began working to get Forgotten Realms officially published. He sent TSR
1116-504: A later formation that is partly derived from Late Latin runa , Old Norse rún , and Danish rune . The runes were in use among the Germanic peoples from the 1st or 2nd century AD. This period corresponds to the late Common Germanic stage linguistically, with a continuum of dialects not yet clearly separated into the three branches of later centuries: North Germanic , West Germanic , and East Germanic . No distinction
1240-578: A module based on the computer game Pool of Radiance , was also released in 1988. 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. In 1989, DC Comics began publishing a series of Forgotten Realms comics written by Grubb. Each issue contains twenty-six pages, illustrated primarily by Rags Morales and Dave Simons . Twenty-five issues were published in total, with
1364-463: 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". Runic alphabet A rune is a letter in a set of related alphabets known as runic alphabets native to
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#17327725815051488-610: 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. Some characters from Egg of the Phoenix (1987) by Frank Mentzer were incorporated into The Savage Frontier (1988). The compilation module Desert of Desolation reworked
1612-492: A number of Migration period Elder Futhark inscriptions as well as variants and abbreviations of them. Much speculation and study has been produced on the potential meaning of these inscriptions. Rhyming groups appear on some early bracteates that also may be magical in purpose, such as salusalu and luwatuwa . Further, an inscription on the Gummarp Runestone (500–700 AD) gives a cryptic inscription describing
1736-432: A once-civilized people gone feral under the debased rule of women". 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". Jason Wilson, for VentureBeat , highlighted that unlike
1860-543: A part of a larger accessory are often referred to as scenarios. The exact differences between the terms adventure, module, scenario, and accessory are hard to precisely define in Dungeons & Dragons terminology, as they all have been used in different ways. The first published Dungeons & Dragons scenario was "Temple of the Frog", included in 1975's Blackmoor Dungeons & Dragons rules supplement. This scenario
1984-432: 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. 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). When
2108-501: A profane and sometimes even of a vulgar nature. Following this find, it is nowadays commonly presumed that, at least in late use, Runic was a widespread and common writing system. In the later Middle Ages, runes also were used in the clog almanacs (sometimes called Runic staff , Prim , or Scandinavian calendar ) of Sweden and Estonia . The authenticity of some monuments bearing Runic inscriptions found in Northern America
2232-520: A prologue to Z2. Or Z1, Z2 and Z3 may have the adventurers fighting a similar enemy such as beholders . Though related, most modules were stand-alone and could be played without playing any of the other related modules. TSR also used the module coding system on modules for several of non- Dungeons & Dragons roleplaying games including modules for (Advanced) Marvel Super-Heroes and the Conan Role-Playing Game . The module code
2356-589: 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 . These books updated the Forgotten Realms to the newest rules system which altered the setting drastically to make it fit with
2480-463: A son, taught him the runes. In 1555, the exiled Swedish archbishop Olaus Magnus recorded a tradition that a man named Kettil Runske had stolen three rune staffs from Odin and learned the runes and their magic. The Elder Futhark, used for writing Proto-Norse , consists of 24 runes that often are arranged in three groups of eight; each group is referred to as an ætt (Old Norse, meaning ' clan, group '). The earliest known sequential listing of
2604-417: A spear, dedicated to Odin, myself to myself, on that tree of which no man knows from where its roots run. In stanza 139, Odin continues: Við hleifi mik seldo ne viþ hornigi, nysta ek niþr, nam ek vp rvnar, opandi nam, fell ek aptr þaðan. No bread did they give me nor a drink from a horn , downwards I peered; I took up the runes, screaming I took them, then I fell back from there. In
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#17327725815052728-547: A specialised branch of Germanic philology . The earliest secure runic inscriptions date from around AD 150, with a potentially earlier inscription dating to AD 50 and Tacitus 's potential description of rune use from around AD 98. The Svingerud Runestone dates from between AD 1 and 250. Runes were generally replaced by the Latin alphabet as the cultures that had used runes underwent Christianisation , by approximately AD 700 in central Europe and 1100 in northern Europe . However,
2852-633: 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 , which won the Origins Award for Best Role-Playing Game Supplement of 2001 in 2002. The timeline was officially advanced from 1358 DR to 1372 DR. The adventure City of the Spider Queen (2002) did not meet its projected sales targets, so Wizards of
2976-444: A tree, a dangling corpse in a noose, I can so carve and colour the runes, that the man walks and talks with me. The earliest runic inscriptions found on artifacts give the name of either the craftsman or the proprietor, or sometimes, remain a linguistic mystery. Due to this, it is possible that the early runes were not used so much as a simple writing system, but rather as magical signs to be used for charms. Although some say
3100-467: A way that would indicate that runic writing was any more inherently magical, than were other writing systems such as Latin or Greek. As Proto-Germanic evolved into its later language groups, the words assigned to the runes and the sounds represented by the runes themselves began to diverge somewhat and each culture would create new runes, rename or rearrange its rune names slightly, or stop using obsolete runes completely, to accommodate these changes. Thus,
3224-433: Is a familiar, almost traditional, medieval-styled fantasy setting, it boasted unprecedented scope". "It is, quite simply, Dungeons & Dragons at its very core." 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
3348-413: Is a public one, or the father of the family, if it is private, prays to the gods and, gazing to the heavens, picks up three separate strips and reads their meaning from the marks scored on them. If the lots forbid an enterprise, there can be no further consultation about it that day; if they allow it, further confirmation by divination is required. As Victoria Symons summarizes, "If the inscriptions made on
3472-452: Is an early borrowing from Proto-Germanic, and the source of the term for rune, riimukirjain , meaning 'scratched letter'. The root may also be found in the Baltic languages , where Lithuanian runoti means both 'to cut (with a knife)' and 'to speak'. The Old English form rún survived into the early modern period as roun , which is now obsolete. The modern English rune is
3596-498: Is based on claiming that the earliest inscriptions of the 2nd and 3rd centuries, found in bogs and graves around Jutland (the Vimose inscriptions ), exhibit word endings that, being interpreted by Scandinavian scholars to be Proto-Norse , are considered unresolved and long having been the subject of discussion. In the early Runic period, differences between Germanic languages are generally presumed to be small. Another theory presumes
3720-442: Is best for him if he stays silent. The poem Hávamál explains that the originator of the runes was the major deity, Odin . Stanza 138 describes how Odin received the runes through self-sacrifice: Veit ek at ek hekk vindga meiði a netr allar nío, geiri vndaþr ok gefinn Oðni, sialfr sialfom mer, a þeim meiþi, er mangi veit, hvers hann af rótom renn. I know that I hung on a windy tree nine long nights, wounded with
3844-582: Is derived from the first six letters of the script, ⟨ ᚠ ⟩, ⟨ ᚢ ⟩, ⟨ ᚦ ⟩, ⟨ ᚨ ⟩/⟨ ᚬ ⟩, ⟨ ᚱ ⟩, and ⟨ ᚲ ⟩/⟨ ᚴ ⟩, corresponding to the Latin letters ⟨f⟩, ⟨u⟩, ⟨þ⟩/⟨th⟩, ⟨a⟩, ⟨r⟩, and ⟨k⟩. The Anglo-Saxon variant is known as futhorc , or fuþorc , due to changes in Old English of the sounds represented by the fourth letter, ⟨ᚨ⟩/⟨ᚩ⟩. Runology is the academic study of the runic alphabets, runic inscriptions , runestones , and their history. Runology forms
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3968-623: Is disputed; most of them have been dated to modern times. In Norse mythology , the runic alphabet is attested to a divine origin ( Old Norse : reginkunnr ). This is attested as early as on the Noleby Runestone from c. 600 AD that reads Runo fahi raginakundo toj[e'k]a... , meaning "I prepare the suitable divine rune..." and in an attestation from the 9th century on the Sparlösa Runestone , which reads Ok rað runaʀ þaʀ rægi[n]kundu , meaning "And interpret
4092-878: Is far from standardized. Notably the j , s , and ŋ runes undergo considerable modifications, while others, such as p and ï , remain unattested altogether prior to the first full futhark row on the Kylver Stone ( c. 400 AD). Artifacts such as spear heads or shield mounts have been found that bear runic marking that may be dated to 200 AD, as evidenced by artifacts found across northern Europe in Schleswig (North Germany), Funen , Zealand , Jutland (Denmark), and Scania (Sweden). Earlier—but less reliable—artifacts have been found in Meldorf , Süderdithmarschen [ de ] , in northern Germany; these include brooches and combs found in graves, most notably
4216-579: Is made in surviving runic inscriptions between long and short vowels, although such a distinction was certainly present phonologically in the spoken languages of the time. Similarly, there are no signs for labiovelars in the Elder Futhark (such signs were introduced in both the Anglo-Saxon futhorc and the Gothic alphabet as variants of p ; see peorð .) The formation of the Elder Futhark
4340-438: Is part of the fictional world of Abeir-Toril (usually just called Toril), an Earth-like planet with many real-world influences and consists of several large continents. It was first detailed in the original Forgotten Realms Campaign Set , published in 1987 by TSR . The other continents of Toril include Kara-Tur , Zakhara , Maztica , and other yet unspecified landmasses. Kara-Tur, roughly corresponding to ancient East Asia ,
4464-400: Is retroactively considered to be a part of the Forgotten Realms, although it was not until the module The Bloodstone Wars was released that it became the official setting for the module series. 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). It is
4588-479: 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
4712-510: Is the source of Gothic rūna ( 𐍂𐌿𐌽𐌰 , 'secret, mystery, counsel'), Old English rún ('whisper, mystery, secret, rune'), Old Saxon rūna ('secret counsel, confidential talk'), Middle Dutch rūne ('id'), Old High German rūna ('secret, mystery'), and Old Norse rún ('secret, mystery, rune'). The earliest Germanic epigraphic attestation is the Primitive Norse rūnō (accusative singular), found on
4836-529: Is used exclusively by the Dungeon Master . It typically contains background information for the plot or story, maps, vignettes of interesting locations, site inventories, creature descriptions and statistics, player visual aids, and suggested rules for evaluating events and likely player actions. The term adventure is currently used by the game's publisher Wizards of the Coast . In early editions of
4960-635: 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). Laura Tommervik, from
5084-861: The Einang stone (AD 350–400) and the Noleby stone (AD 450). The term is related to Proto-Celtic * rūna ('secret, magic'), which is attested in Old Irish rún ('mystery, secret'), Middle Welsh rin ('mystery, charm'), Middle Breton rin ('secret wisdom'), and possibly in the ancient Gaulish Cobrunus (< * com-rūnos 'confident'; cf. Middle Welsh cyfrin , Middle Breton queffrin , Middle Irish comrún 'shared secret, confidence') and Sacruna (< * sacro-runa 'sacred secret'), as well as in Lepontic Runatis (< * runo-ātis 'belonging to
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5208-480: The Germanic peoples . Runes were used to write Germanic languages (with some exceptions) before they adopted the Latin alphabet , and for specialised purposes thereafter. In addition to representing a sound value (a phoneme ), runes can be used to represent the concepts after which they are named ( ideographs ). Scholars refer to instances of the latter as Begriffsrunen ('concept runes'). The Scandinavian variants are also known as fuþark , or futhark ; this name
5332-481: The Latin alphabet became prominent and Venetic culture diminished in importance, Germanic people could have adopted the Venetic alphabet within the 3rd century BC or even earlier. The angular shapes of the runes are shared with most contemporary alphabets of the period that were used for carving in wood or stone. There are no horizontal strokes: when carving a message on a flat staff or stick, it would be along
5456-481: The Latin alphabet itself over Rhaetic candidates. A "North Etruscan" thesis is supported by the inscription on the Negau helmet dating to the 2nd century BC. This is in a northern Etruscan alphabet but features a Germanic name, Harigast . Giuliano and Larissa Bonfante suggest that runes derived from some North Italic alphabet, specifically Venetic : But since Romans conquered Veneto after 200 BC, and then
5580-421: The Meldorf fibula , and are supposed to have the earliest markings resembling runic inscriptions. The stanza 157 of Hávamál attribute to runes the power to bring that which is dead back to life. In this stanza, Odin recounts a spell: Þat kann ek it tolfta, ef ek sé á tré uppi váfa virgilná,: svá ek ríst ok í rúnum fák, at sá gengr gumi ok mælir við mik. I know a twelfth one if I see up in
5704-515: 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". 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
5828-535: The drow character Drizzt Do'Urden . Drizzt has since appeared in more than seventeen subsequent novels, many of which have appeared on the New York Times Best Seller list . In 1988, the first in a line of Forgotten Realms role-playing video games, Pool of Radiance , was released by Strategic Simulations, Inc . The game was popular and won the Origins Award for "Best Fantasy or Science Fiction Computer Game of 1988". Several supplements to
5952-468: The 1990s, which led to the setting being hailed as one of the most successful shared fantasy universes of the 1990s. 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. These novels in turn sparked interest in role-playing by new gamers. Numerous Forgotten Realms video games were released between 1990 and 2000. Eye of
6076-477: The 4th edition changes to the Forgotten Realms: [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
6200-470: The 4th edition concept of "Points of Light". The main lore change centered around an event called the Spellplague in 1385 DR. 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
6324-459: The Anglo-Saxon futhorc has several runes peculiar to itself to represent diphthongs unique to (or at least prevalent in) Old English. Some later runic finds are on monuments ( runestones ), which often contain solemn inscriptions about people who died or performed great deeds. For a long time it was presumed that this kind of grand inscription was the primary use of runes, and that their use
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#17327725815056448-599: The Beholder (1991), Icewind Dale (2000), the Neverwinter Nights and the Baldur's Gate series. Ed Greenwood began writing stories about the Forgotten Realms as a child , starting at the age of eight. 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
6572-402: The Beholder for MS-DOS was released in 1990, which was followed by two sequels: the first in 1991, and the second in 1992. All three games were re-released for MS-DOS compatible operating systems on a single disk in 1995. Another 1991 release was Neverwinter Nights on America Online , the first graphical massively multiplayer online role-playing game ( MMORPG ). In 1998, Baldur's Gate ,
6696-450: 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. They later hired Rob Heinsoo as a member of the D&D Worlds team to focus on Forgotten Realms in the third edition of Dungeons & Dragons . An official material update and
6820-465: The Coast cut back on production of new adventures. 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
6944-406: 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
7068-460: 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". In 2019, academic Philip J. Clements called the "highly popular" Forgotten Realms "an unusually well-developed D&D setting" and "more-or-less
7192-437: 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. Tyche was replaced with Tymora, and the elemental lords from Melniboné were replaced by Akadi, Grumbar, Istishia, and Kossuth. Much of the history of the Forgotten Realms detailed in novels and source books concerns
7316-528: 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
7440-476: The Forgotten Realms. 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. 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,
7564-563: The Forgotten Realms. 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 . Official RPGA support for this product line included the Living City module series. A number of sub-settings of
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#17327725815057688-736: The Germanic and Celtic words may have been a shared religious term borrowed from an unknown non-Indo-European language. In early Germanic, a rune could also be referred to as * rūna-stabaz , a compound of * rūnō and * stabaz ('staff; letter'). It is attested in Old Norse rúna-stafr , Old English rún-stæf , and Old High German rūn-stab . Other Germanic terms derived from * rūnō include * runōn ('counsellor'), * rūnjan and * ga-rūnjan ('secret, mystery'), * raunō ('trial, inquiry, experiment'), * hugi-rūnō ('secret of
7812-414: The Germanic peoples as utilizing a divination practice involving rune-like inscriptions: For divination and casting lots they have the highest possible regard. Their procedure for casting lots is uniform: They break off the branch of a fruit tree and slice into strips; they mark these by certain signs and throw them, as random chance will have it, on to a white cloth. Then a state priest, if the consultation
7936-480: The Hill Giant Chief , used as a tournament module for Origins '78 . Later in 1978, Steading of the Hill Giant Chief became the first stand-alone Dungeons & Dragons module actually produced and published by TSR. TSR Hobbies published a series of six adventures in 1978 that had been used previously only in tournaments. The company initiated its practice of assigning a code to each module published at
8060-573: The Poetic Edda poem Rígsþula another origin is related of how the runic alphabet became known to humans. The poem relates how Ríg , identified as Heimdall in the introduction, sired three sons— Thrall (slave), Churl (freeman), and Jarl (noble)—by human women. These sons became the ancestors of the three classes of humans indicated by their names. When Jarl reached an age when he began to handle weapons and show other signs of nobility, Ríg returned and, having claimed him as
8184-581: The Realms as a setting for his descriptions of magic items , monsters, and spells . When Gary Gygax "lost control of TSR in 1985, the company saw an opportunity to move beyond Greyhawk and introduce a new default setting". In 1986, TSR began looking for a new campaign setting for AD&D , and assigned Jeff Grubb to find out more about the setting used by Greenwood as portrayed in his articles in Dragon . Greenwood states that Grubb asked him "Do you just make this stuff up as you go, or do you really have
8308-504: 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. When D&D 5th edition
8432-714: The Time of Troubles cataclysm, the 4th edition Spellplague cataclysm was "one players never embraced in the same manner as the earlier disaster". 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
8556-584: The Time of Troubles, or Godswar, as seen in The Avatar Trilogy . The setting is home to several noteworthy recurring characters that have gained wider reception, including: 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 ", and that it "may be the most widely played-in game setting in RPG history". Similarly, in literature,
8680-416: 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
8804-522: 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 ), 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
8928-488: The adventures seem to develop themselves." Greenwood has stated that his own version of the Forgotten Realms, as run in his personal campaign, is much darker than published versions. Starting in 1979, Greenwood published a series of articles that detailed the setting in The Dragon (now Dragon ) magazine, the first of which was about a monster known as the curst . Greenwood wrote voluminous entries to Dragon , and used
9052-478: The campaign setting and explained how to use it, and reserved space on the map for SSI 's Gold Box computer role-playing games set in the Forgotten Realms. 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 . The setting also provided
9176-415: 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. R. A. Salvatore was also publicly unhappy with
9300-423: The cover, and from the late 1980s prominently display the logo of the campaign setting they were set in. Some modules were reprints or revisions of modules used at gaming conventions before being published. All early modules are now out of print, though some have been reprinted in revised form. As such, many early modules are now highly sought-out collector items, particularly the earliest printings. Except for
9424-525: The early runic alphabet remains unclear but the script ultimately stems from the Phoenician alphabet . Early runes may have developed from the Raetic , Venetic , Etruscan , or Old Latin as candidates. At the time, all of these scripts had the same angular letter shapes suited for epigraphy , which would become characteristic of the runes and related scripts in the region. The process of transmission of
9548-591: 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 . With the release of Dungeons & Dragons 4th edition in 2008, Wizards opted for a publishing plan featuring
9672-595: The first book in The Moonshae Trilogy , which predates the Forgotten Realms Campaign Set by one month. The Forgotten Realms Campaign Set was later released in 1987 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. It sold ca. one hundred fifty thousand times in its first two years. The set introduced
9796-560: The first in a line of popular role-playing video games developed by BioWare and "considered by most pundits as the hands-down best PC roleplaying game ever", was released. 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. When Wizards of
9920-482: The flagship setting for D&D". He also noted that it has received the greatest number of supplements. 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,
10044-403: 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". In 1985, the AD&D module Bloodstone Pass was released by TSR and
10168-456: The full set of 24 runes dates to approximately AD 400 and is found on the Kylver Stone in Gotland , Sweden. Adventure (Dungeons %26 Dragons) In the Dungeons & Dragons role-playing game , an adventure or module is a guide for managing player knowledge and activities within a specific scenario. Commercially, a published adventure comes as a pre-packaged book or box set that
10292-462: The game these publications were commonly referred to as modules , which stems from the term dungeon module , used to refer to the earliest adventures published by TSR , with other variations on the module name appearing on latter adventures. The term module continued to be popular among players of the original Dungeons & Dragons and Advanced Dungeons & Dragons even after newer publications were labeled adventure . Adventures that appear as
10416-425: 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. 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. In early 1990,
10540-630: The grain, thus both less legible and more likely to split the wood. This characteristic is also shared by other alphabets, such as the early form of the Latin alphabet used for the Duenos inscription , but it is not universal, especially among early runic inscriptions, which frequently have variant rune shapes, including horizontal strokes. Runic manuscripts (that is written rather than carved runes, such as Codex Runicus ) also show horizontal strokes. The " West Germanic hypothesis" speculates on an introduction by West Germanic tribes . This hypothesis
10664-404: The hardcover Forgotten Realms Adventures by Grubb and Greenwood was released, which introduced the setting to AD&D 2nd edition; the book also detailed how the Time of Troubles had changed the setting. The Ruins of Undermountain (1991) was one of the first published mega-dungeons. The Al-Qadim setting by Jeff Grubb was released in 1992, and the setting was added to the southern part of
10788-573: The home of Greenwood's personal campaign . 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
10912-467: 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. To transition the Forgotten Realms from first edition AD&D to the ruleset's second edition, a story involving
11036-601: The long-branch runes (also called Danish , although they were also used in Norway , Sweden , and Frisia ); short-branch, or Rök , runes (also called Swedish–Norwegian , although they were also used in Denmark ); and the stavlösa , or Hälsinge, runes ( staveless runes ). The Younger Futhark developed further into the medieval runes (1100–1500), and the Dalecarlian runes ( c. 1500–1800). The exact development of
11160-489: The lots that Tacitus refers to are understood to be letters, rather than other kinds of notations or symbols, then they would necessarily have been runes, since no other writing system was available to Germanic tribes at this time." Runic inscriptions from the 400-year period 150–550 AD are described as "Period I". These inscriptions are generally in Elder Futhark , but the set of letter shapes and bindrunes employed
11284-415: The mind, magical rune'), and * halja-rūnō ('witch, sorceress'; literally '[possessor of the] Hel -secret'). It is also often part of personal names, including Gothic Runilo ( 𐍂𐌿𐌽𐌹𐌻𐍉 ), Frankish Rúnfrid , Old Norse Alfrún , Dagrún , Guðrún , Sigrún , Ǫlrún , Old English Ælfrún , and Lombardic Goderūna . The Finnish word runo , meaning 'poem',
11408-439: 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. Forgotten Realms is one of the most popular D&D settings , 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
11532-540: 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. It describes the 2013 Sundering event, referred to as the Second Sundering in the book, and its consequences in game terms and lore. The video game Sword Coast Legends (2015) published by Digital Extremes was also released in the same month as
11656-585: The next edition of the game. 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. Liz Schuh, Head of Publishing and Licensing for Dungeons & Dragons , said: The Sundering
11780-407: The novels have been among the most requested books by fans of the fantasy genre. 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
11904-533: The novels written in the Forgotten Realms setting have formed one of "the industry's leading fantasy series". Over time these novels have gained "unprecedented popularity", 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. This popular reception has also been reflected in public libraries; for example, Joyce Saricks states in The Readers' Advisory Guide to Genre Fiction that
12028-590: The original boxed set were released under the first edition rules, beginning with Waterdeep and the North , 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. The City System boxed set was released in 1988, and it contained several maps of the city of Waterdeep. Ruins of Adventure ,
12152-404: 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
12276-535: The previous adventures to fit as part of the Forgotten Realms. The module Under Illefarn published in 1987 is set in the Forgotten Realms, as is the module released in 1988, Swords of the Iron Legion . 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
12400-553: 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". 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
12524-511: 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. 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
12648-484: The runes do not seem to have been in use at the time of Tacitus' writings. A second source is the Ynglinga saga , where Granmar , the king of Södermanland , goes to Uppsala for the blót . There, the "chips" fell in a way that said that he would not live long ( Féll honum þá svo spánn sem hann mundi eigi lengi lifa ). These "chips", however, are easily explainable as a blótspánn (sacrificial chip), which
12772-490: The runes of divine origin". In the Poetic Edda poem Hávamál , Stanza 80, the runes also are described as reginkunnr : Þat er þá reynt, er þú at rúnum spyrr inum reginkunnum, þeim er gerðu ginnregin ok fáði fimbulþulr, þá hefir hann bazt, ef hann þegir. That is now proved, what you asked of the runes, of the potent famous ones, which the great gods made, and the mighty sage stained, that it
12896-579: The runes were used for divination , there is no direct evidence to suggest they were ever used in this way. The name rune itself, taken to mean "secret, something hidden", seems to indicate that knowledge of the runes was originally considered esoteric, or restricted to an elite. The 6th-century Björketorp Runestone warns in Proto-Norse using the word rune in both senses: Haidzruno runu, falahak haidera, ginnarunaz. Arageu haeramalausz uti az. Weladaude, sa'z þat barutz. Uþarba spa. I, master of
13020-660: The runes(?) conceal here runes of power. Incessantly (plagued by) maleficence, (doomed to) insidious death (is) he who breaks this (monument). I prophesy destruction / prophecy of destruction. The same curse and use of the word, rune, is also found on the Stentoften Runestone . There also are some inscriptions suggesting a medieval belief in the magical significance of runes, such as the Franks Casket (AD 700) panel. Charm words, such as auja , laþu , laukaʀ , and most commonly, alu , appear on
13144-425: The same manner as a blótspánn . The lack of extensive knowledge on historical use of the runes has not stopped modern authors from extrapolating entire systems of divination from what few specifics exist, usually loosely based on the reconstructed names of the runes and additional outside influence. A recent study of runic magic suggests that runes were used to create magical objects such as amulets, but not in
13268-549: The script is unknown. The oldest clear inscriptions are found in Denmark and northern Germany. A "West Germanic hypothesis" suggests transmission via Elbe Germanic groups, while a " Gothic hypothesis" presumes transmission via East Germanic expansion . Runes continue to be used in a wide variety of ways in modern popular culture. The name stems from a Proto-Germanic form reconstructed as * rūnō , which may be translated as 'secret, mystery; secret conversation; rune'. It
13392-654: The secret'). However, it is difficult to tell whether they are cognates (linguistic siblings from a common origin), or if the Proto-Germanic form reflects an early borrowing from Celtic. Various connections have been proposed with other Indo-European terms (for example: Sanskrit ráuti रौति 'roar', Latin rūmor 'noise, rumor'; Ancient Greek eréō ἐρέω 'ask' and ereunáō ἐρευνάω 'investigate'), although linguist Ranko Matasović finds them difficult to justify for semantic or linguistic reasons. Because of this, some scholars have speculated that
13516-555: The separation of Gothic (2nd to 5th centuries), while the spoken dialects may already have been more diverse. With the potential exception of the Meldorf fibula , a possible runic inscription found in Schleswig-Holstein dating to around 50 AD, the earliest reference to runes (and runic divination) may occur in Roman Senator Tacitus's ethnographic Germania . Dating from around 98 CE, Tacitus describes
13640-502: 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". Brian Silliman, for SYFY Wire in 2017, described
13764-627: 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". The event moved the fictional world's timeline 94 years into the future to 1479 DR. The Spellplague acted as "a narrative justification for design changes". In 2008, the Forgotten Realms also became the setting for the RPGA's sole living campaign, Living Forgotten Realms , replacing Living Greyhawk . In 2011,
13888-597: The tabletop campaign guide. 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". The official Dungeons & Dragons actual play web series Rivals of Waterdeep , which premiered in 2018, is set in the Forgotten Realms. It has 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
14012-423: The time, assigning the "G1" code to Steading of the Hill Giant Chief . TSR's practice of coding modules into various series would continue into the 1990s. The standard adventure is essentially an adventure kit including a backstory, maps and one or more objectives for the players to fulfill. Some include numerous illustrations. A Dungeon Master could purchase these pre-made adventures and use it or parts of it for
14136-599: The use of runes persisted for specialized purposes beyond this period. Up until the early 20th century, runes were still used in rural Sweden for decorative purposes in Dalarna and on runic calendars . The three best-known runic alphabets are the Elder Futhark ( c. AD 150–800), the Anglo-Saxon Futhorc (400–1100), and the Younger Futhark (800–1100). The Younger Futhark is divided further into
14260-704: The use of three runic letters followed by the Elder Futhark f-rune written three times in succession. Nevertheless, it has proven difficult to find unambiguous traces of runic "oracles": although Norse literature is full of references to runes, it nowhere contains specific instructions on divination. There are at least three sources on divination with rather vague descriptions that may, or may not, refer to runes: Tacitus 's 1st-century Germania , Snorri Sturluson 's 13th-century Ynglinga saga , and Rimbert 's 9th-century Vita Ansgari . The first source, Tacitus's Germania , describes "signs" chosen in groups of three and cut from "a nut-bearing tree", although
14384-436: 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 . The Forgotten Realms
14508-423: Was "marked, possibly with sacrificial blood, shaken, and thrown down like dice, and their positive or negative significance then decided." The third source is Rimbert's Vita Ansgari , where there are three accounts of what some believe to be the use of runes for divination, but Rimbert calls it "drawing lots". One of these accounts is the description of how a renegade Swedish king, Anund Uppsale , first brings
14632-571: Was associated with a certain societal class of rune carvers. In the mid-1950s, however, approximately 670 inscriptions, known as the Bryggen inscriptions , were found in Bergen . These inscriptions were made on wood and bone, often in the shape of sticks of various sizes, and contained information of an everyday nature—ranging from name tags, prayers (often in Latin ), personal messages, business letters, and expressions of affection, to bawdy phrases of
14756-555: Was complete by the early 5th century, with the Kylver Stone being the first evidence of the futhark ordering as well as of the p rune. Specifically, the Rhaetic alphabet of Bolzano is often advanced as a candidate for the origin of the runes, with only five Elder Futhark runes ( ᛖ e , ᛇ ï , ᛃ j , ᛜ ŋ , ᛈ p ) having no counterpart in the Bolzano alphabet. Scandinavian scholars tend to favor derivation from
14880-605: Was described as a "Dungeon Masters Kit" rather than a "module" or an "adventure". Also in 1976, the adventure Lost Caverns of Tsojconth was distributed by Metro Detroit Gamers as the tournament module for the gaming convention Wintercon V, but was not published for general distribution at the time. The adventure was later re-written for the first edition Advanced Dungeons & Dragons rules and published as module S4 – The Lost Caverns of Tsojcanth (TSR, 1982). Additional unpublished adventures were distributed at gaming conventions during this period, including Steading of
15004-523: Was later developed into the stand-alone module DA2 – Temple of the Frog for the D&D Expert set rules (TSR, 1986). The first stand-alone Dungeons & Dragons adventure module, Palace of the Vampire Queen , was published in 1976 by Wee Warriors . Although TSR did not produce this module, the company did distribute the first three printings on behalf of Wee Warriors. The adventure
15128-600: Was later the focus of its own source book Kara-Tur: The Eastern Realms , published in 1988. There is also a vast subterranean world called the Underdark beneath the surface. 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
15252-400: 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. 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. "Tyranny of Dragons"
15376-676: 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. 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. The first campaign guide for
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