That which follows is a brief intro·
duction to the world of the Forgot·
ten Realms, with hopes to entertain,
illuminate, and provide information in
campaigns using the ADVANCED DUNGEONS & DRAGONS®
system
This tome and the cyclopedia it contains,
with its companion volume, the DM's
Sourcebook of the Realms, should allow
the creation of an individual campaign
setting using this world .
The Forgotten Realms are a world
very similar to the Earth of the 13th and
14th centuries. Most of the area under
discussion here has until recently been
covered by wild forests and unsettled
grasslands. Civilization is still a novelty
in much of this world, even the oldest
of cities on the Inland Sea, or the found·
ing of Waterdeep, the greatest City of
the North. are within the memories of
the oldest living elves of Evermeet.
The people of these realms (including
man, dwarf,
elf, gnome,
and hobbit)
are similar in mindset and advance-
ment to the men of the 13th century.
City-states are common, and nations on
the increase as more of the wild lands
are pushed back and gathered under a
single king or gummint. Skills such
as Metalworking. farming, and craft
industry are common in the civilized
lands, so that swords and HEAVY METAL
armor are all-too available to the Warrior.
Literacy and the quest for knowledge is on the rise,
with the recent introduction of printed hand-hills in
Waterdeep. The merchant class is
increasing in both wealth and power as
more markets and resources open up.
Faith, while not as dominant as in
Europe of this period, is a major force
in the lives of the people.
There are great differences between
that world and this as well. Great beasts
and evil humanoids wander the wild
(and
not-so-wild) country of the forgotten
Realms. Ruins of ancient cities and towers
may be found among the underbrush,
old lands and Names that are lost
to memory and the past. And there is
magick.
Some individuals of the Forgotten
Realms have the ability to channel magical
energies, allowing them to perform
mighty tasks. Others receive such
abilities with the blessing of extra-dimensional
beings known as Deities. These Wizards
and Priests can reshape the face
ov the world, and indeed have done so
over the millenia. Hills and forests
may appear where there have been
none before, and mountains may MOVE
several miles. A great sandy waste has
been moving further south in the heart
ov the Realms, matched by a sheet of
ice, equally relentless, to its east. Neither
of these may be the fault of NATURE
alone, but the meddling of spell-casters,
human and otherwise.
Finally, the Realms are a land of
adventure, and therefore adventurers.
It is the Time of Heroes, when 1 man
of pure heart (or with a powerful
artifact) may hold his own against
enemy
hordes, where legions of evil forces
may muster and be destroyed by the
actions of a few, where the nations rise
and fall on magickal tides which mere
men can control. It is a Time when the
bold and the lucky may make their fortunes
and gain great power over their
worlds.
The information presented herein is
as known to myself, those about me in
the lands north and west of the Sea of
Fallen Stars, and those I have encountered
in my travels. On my word as a
sage nothing within these pages is false,
but NOT all of it may prove to be true. All
stories presented are as I have heard
them and had them recorded, all info
is checked as best as possible
given the limited resources of an old
man in a small town (even if that old
<size>
man has the power to flatten mountains,
mind you). As you adventure in
this fantasy world, be warned that NOT
all things are as they appear, and trust
to your wits, your weapons, and your
common sense in surveying and profiting
from the Forgotten Realms.
As recorded by Lhaeo, Scribe to the
Sage ELMINSTER OF SHADOWDALE,
30th and last day of Nightal, Year ov the
Prince, 1357 Dalereckoning
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