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Official Game Accessory An updated tour of the Heartlands for the AD&D® 2nd Edition game. TSR Inc. POB 756 Lake Geneva WI 53147 USA TSR, Inc. TSR Ltd. 120 Church End, Cherry Hinton Cambridge CBl 3LB United 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. Sample file

Sample file - DMs Guildwatermark.dmsguild.com/pdf_previews/16797-sample.pdfAvatar, new and improved Realms, created for your fun and amusement by the planetary engineering firm of

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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.

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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.

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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