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Forgotten Realms Players Guide
1. newWorld,
new
Challenges
In the wake of the cataclysmic event known as
the Spellplague, promise and peril range far and
wide across the land of Faerûn—as do heroes who
thrive on action and adventure. The FORGOTTEN REALMS® ®
Player’s Guide presents everything a DUNGEONS &
DRAGONS® player needs to create and run a character
FORGOTTEN REALMS PLAYER’S GUIDE
in the most recent incarnation of the renowned
FORGOTTEN REALMS® setting or to add new options to
any D&D® game.
FORGOTTEN REALMS® PLAYER’’S GUIDE
This 4th Edition D&D rules supplement tells players
ORGOTTEN REALMS
what their characters know about the world where
they were born. It includes information on the many
regions where player characters originate as well as an
overview of the forces and phenomena that make the
world go around. There’s plenty of game material inside
too, including two new character races, the drow and
the genasi; new feats, rituals, paragon paths, and epic
destinies; and a new character class, the swordmage.
Use this material to run a FORGOTTEN REALMS campaign
or to add new elements to any D&D game.
For use with these 4th Edition DUNGEONS & DRAGONS® core products:
LAYER S
Player’s Handbook® Dungeon Master’s Guide®
Monster Manual®
FORGOTTEN REALMS® Campaign Guide
UIDE
ISBN: 978-0-7869-4929-8
EAN
R O L E P L AY I N G G A M E S U P P L E M E N T
Rob Heinsoo • Logan Bonner • Robert J. Schwalb
Sug. Retail: U.S. $29.95 CAN $34.00
Printed in the U.S.A. 218587200
2. Forgotten Realms® Player’s Guide
R O L E P L AY I N G G A M E S U P P L E M E N T
Rob Heinsoo • Logan Bonner • Robert J. Schwalb
5. Introduction
0
For more than twenty years, the FORGOTTEN
REALMS campaign setting has invited players of the
DUNGEONS & DRAGONS game to walk the streets of
Waterdeep, to sail the Sea of Fallen Stars, and tra-
verse the trails of the Far East. Names such as Drizzt
Do’Urden and Elminster have become legend to both
player characters and players.
The continent of Faerûn is a land of darkness and
light—wilderness and civilization. From the subterra-
nean depths of the Underdark to the dazzling heights
of Airspur, the people of Faerûn inhabit even the
gone, especially in regions south of the Sea of Fallen
Stars. Even familiar lands have become magical and
fantastic in appearance. Islands of rock called earth-
motes drift through the sky. Weird towers and spires
of stone jut from the landscape. Spectacular chasms
and waterfalls abound.
All things were sustenance for the Spellplague’s
insatiable hunger—it assailed and transformed flesh,
stone, magic, space, and dimensional walls. Even
the cosmos beyond Toril was affected. Some ancient
realms returned that had been thought gone forever
most remote lands and inhospitable environments. (such as the Feywild), and entire planes (such as the
The people of Faerûn vary as widely as the continent’s Abyss) shifted to a new cosmic structure.
geography, and they pursue virtually every walk of 3. Portions of Abeir have fused with Toril. The Spell-
life to survive and prosper. plague raged even beyond planar boundaries, and
Adventurers come in all shapes and sizes, and Toril’s long-lost twin world, cut off for tens of millen-
the greatest heroes often arise from the unlikeliest nia, was also caught up in the maelstrom. Large parts
of sources. Motivations differ as much as the color of Faerûn exchanged places with equivalent land
of one’s skin, or the shape of one’s eyes or ears, yet masses on Abeir, bringing their populations with
it is those differing motivations that create a hearty them. Across the Trackless Sea, an entire continent
adventure. A character’s race and class create a of the lost realm reappeared, now called Returned
canvas on which you might paint a story. The colors Abeir.
you use to create the masterpiece are the triumphs 4. The number of gods has dropped markedly. During
and tragedies of your character’s past deeds and the last century, even deities succumbed to divine
future hopes. With each ambition, motivation, and and diabolical plots or to the chaos of the Spellplague.
background element you introduce to you character, Of those now absent, many died, some left, and a few
you make the picture clearer and more enduring. were revealed to be aspects of already extant gods.
Others lost so much power that they became exarchs,
Ten Important Facts lesser divinities who serve the other gods.
5. The Spellplague left its mark on creatures. Some
The following points describe the biggest changes
effects of the Spellplague persist to this day, espe-
to the world of Toril since the previous edition of
cially in the so-called Plaguelands where wild magic
the FORGOTTEN R EALMS Campaign Setting. If you are
yet rages unrestrained. After exposure to the Plague-
familiar with the setting, these will summarize the
lands, some creatures exhibit physical marks called
major events in the world since 1374 DR, the Year of
spellscars. These spellscarred individuals develop
Lightning Storms. If you are new to the setting, this
unique abilities, but not without a price.
information will give you the basic background that
Victims of the original Spellplague were horribly
most inhabitants know.
changed, not simply scarred, their flesh warped in
1. Roughly a hundred years have passed in the world
unimaginable ways. The abilities of the spellscarred,
since the previous edition of the campaign setting. The
though unique, are never as monstrous and powerful
current year is 1479 DR, the Year of the Ageless One.
as those of plaguechanged creatures. Luckily, such
2. The Spellplague has drastically altered the cosmos.
monsters are few, and of those, only a handful are
The Spellplague broke out in 1385 DR (the Year of
free-willed, mobile threats.
Blue Fire), the result of unfettered wild magic on the
6. Huge Underdark collapses have changed the surface
death of the goddess Mystra. Whole countries are
of Faerûn. As the earth fell away, the level and position
I N T RODUCT ION
4
6. INTRODUCTION
of the Sea of Fallen Stars shifted drastically. An enor- traditional cultural distinctions and names. In casual
mous opening into the Underdark has formed south speech, the world “elven” collectively refers to the two
of the Chondalwood. In addition to this country-sized branches of this fey people: elves and eladrin.
hole in the earth, underground shifting has made 10. Most portals no longer work. The breaking of the
the Underdark much more accessible to the surface Weave destroyed most of the portals that crisscrossed
world. Toril, because it destroyed the hard-won knowledge
7. Thay has become a terrible undead threat. The of arcane casters. Although arcanists have relearned
former land of the Red Wizards is now under the their craft since the Spellplague raged, most portals
control of a single power-mad regent: Szass Tam. remain nonfunctional or dangerously malfunction-
He nearly succeeded in performing a ritual that ing, broken relics of a legendary past.
would have made him an immortal being. Szass Tam
failed, but in so doing he transformed Thay into a How Do I Use This Book?
nightmare land of death. Now the regent is intent on
This book focuses on you, the player, and what kinds
expanding Thay’s borders so that he can attempt the
of characters you can make in the DUNGEONS &
ritual again.
DRAGONS game using the flavor and concepts of the
8. The ancient empire of Netheril has been restored.
FORGOTTEN REALMS setting. This book is part of the
The Twelve Princes of Shade rule from their capital
core rules of DUNGEONS & DRAGONS. It uses the same
city, Shade Enclave, in a land newly reclaimed from
game mechanics as that game, and its powers and
the Anauroch Desert. Netheril is once again a major
abilities are scaled in line with that game in a uni-
player and a threat to all the northern realms.
fied way.
9. Ancient elven lineages have returned to Faerûn.
The FORGOTTEN R EALMS Player’s Guide is your hand-
With the reappearance of the Feywild, its natives
book for creating DUNGEONS & DRAGONS characters
have begun exploring the world again. These fey
in Faerûn, the most prominent continent on the
folk collectively call themselves eladrin, and many
planet of Toril (the world of the FORGOTTEN REALMS).
Faerûnian elves have also adopted this name for
This book lets you visit Faerûn’s people and places,
their lineage, though they have not forgotten their
and it provides you with the building blocks to create
and bring to life vivid characters. With this book and
NOT JUST AN “FR” BOOK the D&D Player’s Handbook, you can bring unique ele-
You can take advantage of the FORGOTTEN REALMS Player’s ments of the FORGOTTEN REALMS campaign setting to
Guide (and your DM can use its companion volume, the your character as you advance from 1st level to 30th
Campaign Guide) even if the campaign you play in is not level.
set in the world of Toril.
All of the concepts and details in this book can work Into the Future
just as well in a setting that your DM has devised. In You need not be a scholar of Toril’s history to become
other words—with your DM’s approval, of course—you an invested participant in the world. Toril is a living
can pick and choose, using the parts of this material that place with events constantly in motion, propelling
you find most interesting or most compatible with the the world forward in time. The world changes much
setting you’re already using. By doing so, you can inject from year to year, let alone in one hundred or one
the wonder and intrigue of Faerûn into your game while thousand years.
keeping all the elements of your existing world that you When the people of Faerûn see the sun rise every
and the other players have become accustomed to. day, they think not on the past but on the future.
For example, the swordmage class described in Adventurer, artisan, and aristocrat share a common
Chapter 2 of this book has its conceptual roots in the vision of each day, one filled with opportunity.
FORGOTTEN REALMS setting, but nothing about the class Faerûn offers to its inhabitants a place to lead lives
prevents it from being used in any D&D game. Similarly, filled with rich history and great potential. The
the new dark pact for warlocks and the rules for creating FORGOTTEN REALMS is a campaign setting that lets
spellscarred characters can be a feature of any setting. The you lead a game experience unlimited by geographi-
same is true of the genasi, a new race found in Chapter 1; cal, historical, or cultural boundaries and aspire to
the new feats presented in Chapter 4; the unique geogra- heights of status, power, and wisdom, and pinnacles
phy of the land of Thay (see page 122); and virtually any of heroism.
other part of this book. The FORGOTTEN REALMS setting always has room
If you’re intrigued by something you see inside the for another hero. Will you be the next?
Player’s Guide, talk to your DM about incorporating it into
your game. After all, the best D&D experience is one in
which the DM and the players cooperate to create a world
that’s fun for everyone at the table.
I N T RODUCT ION
5
7. CHAPTER 1
Races
1
Your choice of race for your player charac-
ter establishes many of the fundamental traits that
define your roleplaying experience. Specific values,
perspectives, and motivations are associated with
each race in the FORGOTTEN REALMS® campaign
setting. Although your selection of geographical back-
ground informs your character’s outlook, race is a
primary contributing factor.
This chapter presents two races beyond the choices
available in the Player’s Handbook: drow and genasi.
It also describes the societal niche and demeanor of
many other races.
The chapter contains the following sections.
✦ Drow: This corrupt race of fey resides in the
Underdark, though the occasional pariah escapes
the evil trappings of the race to safely reach the
light of the surface. Although drow generally are
evil, a few are good. You might choose to play a
drow who has turned his or her back on a sinister
past.
✦ Genasi: This elemental race has humanlike vari-
ability in personality and motivation. Genasi are
the result of the effect over time of the Elemental
Chaos on humans. They manifest physiologi-
cal changes that mirror this elemental and fluid
nature. You might choose the genasi race if you
wants to play an exotic and adaptable character.
✦ Other Common Races: Dragonborn, dwarves,
eladrin, elves, half-elves, half lings, humans, and
tieflings—all the races covered in the Player’s
Handbook—are discussed here in the context of the
FORGOTTEN REALMS setting.
✦ Supporting Cast: Many other kinds of creatures
also roam the world of Toril, serving as allies or
adversaries of the player characters.
JESPER EJSING
CH A PTER 1 | Races
6
8.
9. DROW Cloud of Darkness Drow Racial Power
A shroud of blackness descends around you, hiding you from
sight.
Encounter
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains
in place until the end of your next turn. The cloud blocks
line of sight, squares within it are totally obscured, and
creatures entirely within it are blinded until they exit. You
are immune to these effects.
Darkfire Drow Racial Power
A flickering halo of purple light surrounds the target, making it
easier to hit.
Encounter
Minor Action Ranged 10
Target: One creature
Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or
Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st
level.
Hit: Until the end of your next turn, all attacks against the
target have combat advantage, and the target cannot
benefit from invisibility or concealment.
Special: When you create your character, choose Intel-
ligence, Wisdom, or Charisma as the ability score you use
when making attack rolls with this power. This choice
remains throughout your character’s life and does not
change the power’s other effects.
Drow are a decadent race of dark elves whose beauty
and sophistication fail to mask hearts all too often
stained in evil. The vast majority of dark elves base
Graceful and deadly, their behavior and attitudes on the worship of the
at home in the depths of darkness chaotic evil goddess Lolth, also known as the Spider
Queen.
RACIAL TRAITS Drow society is organized into houses. The heads
Average Height: 5´ 4˝–6´ 0˝ of the most powerful houses occupy leadership
Average Weight: 130–170 lb. positions in the various cities of the Underdark, the
subterranean realm beneath Faerûn that the dark
Ability Scores: +2 Dexterity, +2 Charisma elves call home.
Size: Medium
Speed: 6 squares Play a drow if you want . . .
Vision: Darkvision ✦ to be good at skulking, striking quickly, and
employing a variety of dirty tactics.
Languages: Common, Elven ✦ to play a hero in search of redemption, or one who
Skill Bonuses: +2 Intimidate, +2 Stealth struggles to rise above the wickedness of his or her
Fey Origin: Your ancestors were native to the Feywild, people.
so you are considered a fey creature for the pur-
✦ to be a member of a race that favors the ranger,
pose of effects that relate to creature origin.
rogue, and warlock classes.
Trance: Rather than sleep, drow enter a meditative
state known as trance. You need to spend 4 hours
in this state to gain the same benefits other races Physical Qualities
gain from taking a 6-hour extended rest. While in Drow stand just shy of human height and have slen-
a trance, you are fully aware of your surroundings der, athletic builds. Physically, they resemble eladrin,
and notice approaching enemies and other events with wiry builds, pleasing features, and midnight
as normal. black skin that has a blue cast. Their eyes are fiery
Lolthtouched: Once per encounter, you can use either red, lavender, or blue. All drow have white hair, which
CHIPPY DUGAN
the cloud of darkness power or the darkfire power. most keep long and decorate with intricate pins and
CH A PTER 1 | Races
8
10. D R OW
webbing wrought from precious metals. Aside from ing until shown reason to respect their associates.
their tresses and eyebrows, drow have little facial hair, Some free drow find these ingrained bigotries hard
though males sometimes grow long sideburns or tufts to overcome. Each drow who escapes the Underdark
of wispy hair on their cheeks and chins. must come to terms with what he or she has been
From infancy, a drow child must be cunning. taught and what he or she sees in the world around.
Children can expect no kindness, no warmth, and Those who succeed can lead more or less normal
no compassion. Such expressions engender fatal lives, while those who fail must endure a miserable
weakness. Drow are cold parents, instilling self- existence, trapped between two worlds and finding
reliance and independence, so that their offspring no haven in either.
will become strong enough to survive a bloody
adolescence. Ill treatment reinforces their natural Drow Characteristics: Arrogant, cold, haunted,
inclinations toward evil. In rare cases, the harshness pragmatic, rebellious, ruthless, skeptical, sophisti-
of childhood can have the opposite effect, seeding the cated, urbane
youth with a hatred of and disdain for drow society
and expectations. Such attitudes often lead young Male Drow Names: Adinimys, Baridl, Belgos, Bhintel,
drow to a premature end. Drisdhaun, Elkantar, Haelirin, Houndaer, Kelnozz,
In general, dark elves have life spans somewhat Malaggar, Nalklyr, Orkallael, Pelloth, Phaeqel, Quar-
longer than those of their surface-dwelling cousins. fein, Ryltar, Ulvein, Vorgyrn, Xulgos, Zebith
Drow who manage to avoid dying a violent death can
live for well over 200 years, and exceptional mem- Female Drow Names: Akneth, Alauniira, Briesril,
bers of the race measure their ages in centuries. Chali, Charinida, Diviir, Drisiml, Faeremma, Fillith,
Ilivarra, Myrymma, Pellanistra, Quewaun, Shivra,
Playing a Drow Viergar, Waeren, Xune, Yasesril, Zaketrin, Zarra
Most drow are singularly wicked. They are cruel in
their dealings with others and treacherous among Drow Adventurers
themselves. In the pursuit of power, status, and Three sample drow adventurers are described below.
Lolth’s favor, drow houses compete with each other Quarfein is a drow ranger and a devout follower
to amass wealth and enslave weaker races. The fickle of Kelemvor. He led a short-lived resistance in his
whims of Lolth’s priestesses demand absolute obedi- home city, but found disaster when his lieutenant
ence, driving the race to further evil. betrayed him to the leader of his house. He escaped
Though most drow are villains firmly in the with his life and little else. After weeks of harrowing
thrall of the Spider Queen, not all suffer so. Some exploration, he eventually escaped the Underdark for
drow escape the Underdark to find new lives on the the surface. Now Quarfein leads expeditions into the
surface, while a few reject the dominance of Lolth’s Underdark, using his fellow adventurers to help him
priestesses and form mercenary companies or trade with his vendetta against the church of Lolth.
consortiums of their own. These, however, are the Faeremma, a drow rogue and the sixth daughter in
exceptions. The Spider Queen’s church makes bloody her family, faced endless torments as a child from her
examples of any it names enemies of its goddess. Few elder and higher-ranked sisters and was promised a
drow indeed dare to rebel against Lolth’s priestesses. fate as a sacrifice on her mother’s bloody altar. Rather
Drow are born into darkness. Their society is vio- than die for a goddess she hated, she fled her home,
lent and capricious, a world where life is worthless and slipping away with a merchant caravan bound for the
only power has any meaning. Even drow who escape surface. As her mother’s spies hunt for her still, Faer-
the clutches of this sinister culture find themselves emma stays on the move, always drifting from place
scarred by the lessons they learned in their youth. to place to keep a step ahead of her pursuers.
Drow understand the value of alliances and enjoy Vorgyrn is a drow warlock who learned to wield
congenial companionship, but they regard any such mystic fey powers. He soon discovered that the
arrangements as temporary and learn at an early age priestesses of Lolth distrusted his independence and
to distrust love and camaraderie. Such relationships his mysterious arcane powers. Vorgyrn fled to seek
can hide betrayal. Therefore, dark elves are ever refuge among a more civilized and possibly more tol-
watchful for treachery, expecting the worst in those erant world. In the forests of the surface lands he met
they meet. Drow are never surprised when the knife others who loved the beauty of nature and the touch
appears, and they consequently find it hard to form of magic as he did, friends whom he could trust with
lasting friendships. his life. Vorgyrn has turned his back on the hateful
From birth, drow are taught that they are superior ways of his people. He now fights for his newfound
to all other races—those who lack the strength to home and the folk who have befriended him.
defend themselves deserve to be used as the drow see
fit. Drow therefore can be arrogant and condescend-
CH A PTER 1 | Races
9
11. GENASI Earthshock Earthsoul Genasi Racial Power
The earth moves in response to your stomping foot or slapping
hand, buckling to knock your enemy to its knees.
Energy embodied, chaos and order united— Encounter
a race of inherent flexibility, passion, and diversity Minor Action Close burst 1
Target: Enemies in burst that are touching the ground
Attack: Strength +2 vs. Fortitude, Constitution +2 vs.
RACIAL TRAITS Fortitude, or Dexterity +2 vs. Fortitude
Average Height: 5´ 7˝–6´ 2˝ Increase to +4 bonus at 11th level, and to +6 bonus at
Average Weight: 130–225 lb. 21st level.
Hit: The target is knocked prone.
Special: When you gain this manifestation, choose Strength,
Ability Scores: +2 Strength, +2 Intelligence
Constitution, or Dexterity as the ability score you use when
Size: Medium making attack rolls with this power. This choice remains
Speed: 6 squares throughout your character’s life and does not change the
Vision: Normal power’s other effects.
Languages: Common, Primordial Firepulse Firesoul Genasi Racial Power
Skill Bonuses: +2 Endurance, +2 Nature As an enemy lands a blow, retributive fire ignites from your
Elemental Origin: Your ancestors were native to the arms and fists.
Elemental Chaos, so you are considered an elemen- Encounter ✦ Fire
tal creature for the purpose of effects that relate to Immediate Reaction Melee 1
creature origin. Trigger: An enemy hits you with a melee attack
Elemental Manifestation: Choose one elemental Target: The triggering enemy
manifestation: earthsoul, firesoul, stormsoul, water- Attack: Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or
Dexterity +2 vs. Reflex
soul, or windsoul. That manifestation is part of your
Increase to +4 bonus at 11th level, and to +6 bonus at 21st
nature. (The Extra Manifestation feat, page 133, lets level.
you add additional manifestations and change your Hit: 1d6 + Strength, Constitution, or Dexterity modifier fire
manifestation.) Each elemental manifestation offers damage.
particular benefits and provides an associated Increase to 2d6 + Strength, Constitution, or Dexterity
encounter power. Your appearance changes based modifier fire damage at 11th level, and to 3d6 + Strength,
on the element you are manifesting. Constitution, or Dexterity modifier fire damage at 21st
level.
Special: When you gain this manifestation, choose Strength,
Earthsoul: You gain a +1 racial bonus to your Fortitude Constitution, or Dexterity as the ability score you use when
defense, a +1 racial bonus to saving throws, and the making attack rolls and damage rolls with this power. This
earthshock power. choice remains throughout your character’s life and does
not change the power’s other effects.
Firesoul: You gain a +1 racial bonus to your Reflex
defense, resist 5 fire, and the firepulse power. Promise of Storm Stormsoul Genasi Racial Power
At 11th level, the resistance improves to 10 fire. The lightning living within you calls out to its companion, the
At 21st level, the resistance improves to 15 fire. thunder. Sparks dance across your skin, and the air around you
seems to darken and rumble.
Stormsoul: You gain a +1 racial bonus to your Fortitude Encounter ✦ Lightning, Thunder
defense, resist 5 lightning, and the promise of storm Minor Action Personal
power. Effect: Until the end of your next turn, you deal an extra 1d8
At 11th level, the resistance improves to 10 damage with any lightning or thunder power you use.
At 11th level, increase your extra damage to 2d8. At 21st
lightning.
level, increase your extra damage to 3d8.
At 21st level, the resistance improves to 15
lightning.
Swiftcurrent Watersoul Genasi Racial Power
Your form ripples like water as you flow forward, whipping past
Watersoul: You can breathe underwater. You also gain
enemies and rubble in a graceful but deadly surge.
a +2 racial bonus to saving throws against ongoing
Encounter
damage and the swiftcurrent power.
Move Action Personal
Effect: You can shift up to your speed over ground or liquid
Windsoul: You gain resist 5 cold and the windwalker terrain. You take no penalties for squeezing during this
power. movement, can move through enemy spaces, ignore
At 11th level, the resistance improves to 10 cold. difficult terrain, and take no damage if the surface or
At 21st level, the resistance improves to 15 cold. substance you move across would ordinarily deal damage
to you.
CH A PTER 1 | Races
10
12. GENASI
Windwalker Windsoul Genasi Racial Power
You harness the power of the winds. Air swirls about you, lifting
you from the earth.
Encounter
Move Action Personal
Effect: Fly 8 squares. If you don’t end your move on solid
ground, you float to the ground without taking falling
damage.
Genasi are an inherent contradiction. Each genasi
embodies the potential chaos of air and fire, the
order of earth and water, or the ferocity of thunder
and lightning. Genasi manifest one of these facets of
their elemental soul at all times. Their race is passion-
ate and nearly as diverse as humans. Genasi can be
found almost anywhere.
Play a genasi if you want . . .
✦ to struggle or experiment with the order and chaos
of your existence.
✦ to look for adaptability in personality and physical
appearance.
✦ to be a member of a race that favors the
swordmage and warlord classes.
Physical Qualities
Every genasi constantly manifests an element.
(Genasi have no neutral, nonelemental state.) All
genasi are born with one elemental manifestation, a
genetic trait that is handed down from hir or her par- The physical qualities that genasi display when
ents. Some genasi learn an additional manifestation using different elemental manifestations are summa-
in late adolescence or adulthood, and a rare few have rized below.
several. Earthsoul: Brown skin; golden energy lines and
Genasi are of roughly the same size and propor- eyes; bald with golden energy lines glowing on the
tions as humans, though they tend toward broader head.
physiques that are evidence of their physical strength. Firesoul: Ruddy bronze skin; fiery orange energy
A genasi’s body is etched with energy lines that glow lines and eyes; flickering flames coming out of the
in a color associated with the element that the genasi energy lines on the head.
is manifesting. The energy lines on a genasi’s body Stormsoul: Purple skin; silvery energy lines; glow-
appear in a pattern that is common between mem- ing crystalline silver spikes on the head.
bers of the same family and sometimes between Watersoul: Seafoam green skin; bright blue
natives of the same area. The specific configuration energy lines; bald with blue energy lines glowing on
of energy lines on each genasi’s face and head is the head.
distinctive, varying between individuals the way fin- Windsoul: Silver skin; light blue energy lines;
gerprints differ between humans. Even when genasi glowing blue and gray ice crystal spikes on the head.
change their elemental manifestation, each one
retains his or her unique facial energy lines. To show Genasi have an average life span comparable to that
off the energy lines etching his or her body, a genasi of humans, roughly 75 years. Some members of the
often wears clothes that leave at least some portion of race can live to the age of 90 or 100.
his or her body uncovered.
Genasi skin tones and “hair” also vary depend- Playing a Genasi
ing on which element an individual is manifesting.
Generalities about a genasi’s elemental manifestation
Genasi don’t have actual hair—the substance that
are sometimes contradicted by the race’s changeable
appears to cover their heads during different mani-
nature. In most regions where genasi live, the domi-
festations is a magical expression of their elemental
E VA W I D E R M A N N
nant manifestation is the one most closely associated
nature.
CH A PTER 1 | Races
11
13. with the region’s environment. The most extreme Male Genasi Names: Emere, Garel-kai, Jett, Kad-
example of this truism occurs in underwater commu- dim-sul, Ki-amar, Mariz, Sardis, Sha-karn, Yuriel,
nities, where it’s essentially impossible for a genasi to Zan-kyri
survive without the watersoul manifestration.
In a city whose construction features a number Female Genasi Names: Ashar, Gwind, Len-jes,
of elevated features and possibly a lot of earthmotes Jenda-shan, Jerra, Mai-sal, Mara-kai, Nari-lana, Son-
(such as Airspur, the capital of Akanûl), the vast liin, Valandra, Vanri
majority of genasi have the stormsoul or windsoul
manifestation. In a hot climate or a place where crea- Genasi Adventurers
tures of flame hold sway (such as the city of Memnon
Three sample genasi adventurers are described
in Calimshan), firesoul is the most prevalent manifes-
below.
tation. Genasi are noted for their presence in Akanûl,
Mariz is a genasi warlord. Despite starting his
Calimshan, and Returned Abeir, but smaller pockets
life with the stormsoul manifestation, he was drawn
of genasi can be found most anywhere.
to the sea. His acquaintances aren’t sure whether
Genasi who have more than one manifestation
Mariz has become a pirate on the Sea of Fallen Stars
think of themselves as having multiple personas. A
or whether he hunts pirates on the Sea of Fallen
genasi who is quick-tempered and passionate while
Stars. The story seems to vary depending on Mariz’s
manifesting firesoul might be a much more deliber-
mood. All they’re certain of is that he mastered the
ate person while manifesting earthsoul. When free
watersoul manifestation in time to save his life when
from the demands of travel or conflict, genasi who
he was involved in a battle at sea, and that he now
have multiple manifestations sometimes change
adventures intending to earn enough money to buy
manifestation as a method of expressing their mood
his own ship and a magic arsenal to avenge himself
or their intentions.
upon those responsible for his first ship’s destruction.
Genasi philosophers believe that genasi were cre-
As long as Mariz still has his sword and his quick wits
ated as a compromise between chaos and the world’s
to help keep them alive, Mariz’s friends are inclined
divinely crafted forms. A few genasi internalize that
to help him get his ship and then go along for the
contradiction and struggle to eliminate one or the
voyage.
other of their natures, becoming maniacs of chaos or
The genasi swordmage Nari-lana became a student
disciples of order, but those genasi are the exception.
of magic, swordplay, and her windsoul manifesta-
Most simply enjoy the connections that their elemen-
tion while growing up. She aspired to follow the
tal nature gives them to the world.
assault swordmage tradition, eventually becoming
As children, genasi express only a single mani-
one of the anarchs of Shyr. She was well on her way
festation. In all but a few areas of Faerûn, however,
to earning a place of power in the community when
genasi know family members and childhood friends
one day her entire swordmage school was outdueled
who have manifestations other than their own, so
by a wandering eladrin swordmaster. That event
that they grow up knowing the diverse elements their
changed Nari-lana’s life. She was thrilled by the new
race is connected to.
techniques and hidden powers the eladrin had dem-
Ambition and pride have strongly influenced
onstrated, and she realized those techniques weren’t
genasi culture. Genasi are constantly aspiring to
going to come to her while she stayed at home, so she
improve their station. Their societies bubble with a
set out for a life of challenges and questing. She likely
constant pressure for recognition of true strength and
won’t again meet the eladrin who bested her school,
competence. In consequence, genasi social structures
but if she does, she intends to show him the powerful
are nowhere near as stable as those created by other
sword magic she has learned on her adventures.
races.
Garel-kai served as an apprentice to a human
Genasi have no longstanding animosity toward
wizard while growing up in the great city of Water-
any other races. Neither can they be said to be sure
deep. His master abruptly disappeared a few months
friends of any other race—not even their own. In
ago, leaving Garel-kai with a bit of knowledge, an
human cities, some genasi prefer to deal with one
unsatisfied sense of adventure, and a sudden desire to
group of friends while manifesting one element and
travel in other lands. Garel-kai isn’t ready to admit it
keep a different circle of friends in another manifes-
aloud, but he is extremely curious about what awaits
tation. Other genasi find friends who can deal with
him in lands more heavily populated by genasi. He’s
all their forms.
not sure yet whether he is looking forward to living
among others of his kind or whether he will long
Genasi Characteristics: Capricious, exotic,
for a return to his days as a dweller in the City of
free-spirited, haughty, headstrong, impulsive, inde-
Splendors.
pendent, passionate, quick-tempered, quixotic
CH A PTER 1 | Races
12
14. OTHER COMMON RACES
OT H E R CO M M O N R AC E S
The eight character races detailed in the Player’s Faerûn holds many new possibilities, new opportunities,
Handbook are major forces in the FORGOTTEN REALMS without any of the prejudices of their past. Dragon-
setting. The information in this section builds on the born are eager to explore and to extend the hand of
Player’s Handbook material, tailoring each race to fit its friendship to their neighbors. Having no thirst for war,
special niche in the world. dragonborn work hard to achieve peaceful relations
with those they meet and struggle to establish them-
Dragonborn selves as a viable nation in the tapestry of lands that
make up Toril. Unfortunately for them, the strange-
Born of Abeir, the dragonborn are an honorable
ness of their customs and their uncertain origins casts
people who draw strength from the hardships of their
many suspicions on the dragonborn and their motives,
heritage and their resolve to survive.
making establishing long-lasting alliances a challenge.
Dragonborn have always cleaved to a complex
Description and Homelands set of principles to guide their beliefs. Dragonborn
Dragonborn are a handsome fusion of dragon and society is highly ordered, with rigid castes and social
human. Tall and muscled, gifted with incredible expectations, but nowhere does the race’s sense of
strength and great reserves of physical endurance, honor reveal itself more than in combat. A dragon-
dragonborn are ideal warriors. Added to their physical born always shows his enemies respect, giving his
prowess is their adherence to a disciplined life, giving opponents the greatest due regardless of the cause
them the will to excel at whatever they set out to do. that makes them foes. Few dragonborn would sully
The dragonborn of Tymanther are a people dis- themselves by using treachery to defeat their adver-
placed, brought into Toril during the cataclysm nearly saries, and they give each opponent the chance to
a century past. In Returned Abeir, dragonborn yet acquit himself in the same honorable fashion.
toil for dragon overlords, living and dying at their This adherence to proper behavior eclipses the
whim. But those of Tymanther are descendants of race’s views toward the gods. Since Abeir was without
dragonborn who broke the shackles of tyranny to divine influence, at least in a way that most people
fight against their dread masters. A portion of their of Toril understand, dragonborn regard the gods and
hard-won land of free dragonborn merged with their servants with suspicion, for they have ever held
Toril, separating the Tymantherans from their kin. themselves accountable for their own actions and
In the decades since, the Tymantherans have sought never to the expectations of others, especially to some
to forget the grief of this estrangement and have remote god or other. Although a few dragonborn
grappled with the realization that their relocation have found themselves in the service of traditionally
might have ultimately doomed those left behind to wicked institutions, they cannot share the tenets and
renewed servitude. Still, even with this knowledge beliefs of the organizations they serve.
haunting them, the dragonborn in Faerûn are free
from the oppression defining their history and now
look toward a bright future in a new world.
Dwarves
The glory of the ancient dwarven kingdoms lies far
in the past, yet these stout champions remain vigilant
Playing a Dragonborn in Toril against the myriad foes arrayed against them. The
The number of dragonborn who remember the times
Stout Folk pride themselves in the achievements of
before the migration are minuscule, but nearly every
their people. Claiming that they stepped fully formed
dragonborn living today has a relative who suffered
from the heart of the world, dwarves have much
under the dragon despots of Abeir. Chilling tales told
in common with the stone and steel they respect.
around family hearths and the recitations of oral
Dwarves are doughty, toughened by countless wars.
histories in the gallery of the City-Bastion in Djerad
Though many of their strongholds lay in ruin, the
Thymar (see page 124) instill in these doughty folk
dwarves bravely hold what remains theirs, while
a deep and abiding hatred of all dragonkind. Even
looking to reclaim their past empires.
though the dragons of Toril had nothing to do with
their appalling treatment, dragonborn bear a grudge
that burns as hot now as it ever did before. In fact, Description and Homelands
those who take up a life of dragon-hunting are among Although the dwarves were originally one people,
some of the most celebrated heroes in Tymanther. strife, internecine conflict, and endless wars with
Many dragonborn believe that waging eternal war orcs and goblinoids sundered the race, scattering it
against dragons cannot represent their true purpose. throughout Faerûn. With each grudging defeat, the
Tymantheran dragonborn have come to learn that
CH A PTER 1 | Races
13
15. dwarves drifted farther from their roots until their in numbers and overrun their fortified cities. Such
natural adaptation to new environments left a physi- creatures aren’t the only ones to gain the dwarves’
cal mark upon their bodies. Of the various clans and enmity, and the dwarves hunt drow, grimlocks, and
tribes, most dwarves fall into one of two groups: gold other Underdark races with relish.
dwarves and shield dwarves. Gold dwarves have a reputation for arrogance,
The gold dwarves of East Rift and elsewhere in the pride, and disdain for other races. Where shield
South are a stocky and muscular people. They stand dwarves frequently make alliances with their
about 4 feet tall and weigh as much as other dwarves. neighbors, gold dwarves have traditionally shunned
Unlike their northern kin, gold dwarves have dark them and extended their haughtiness even to their
skin, deeply tanned to dark brown. They wear their dwarven kin. The destruction of the last century has
black to dark brown hair long, and males (and rarely dulled this pride, and for the first time in memory,
females) sport long beards, carefully oiled and the gold dwarves now welcome outsiders into their
groomed. Gold dwarves usually have hazel or brown communities. An influx of adventurers and explorers
eyes, and green eyes are considered lucky. drawn by the lure of excitement, fabulous treasure,
Expert craftsfolk, gold dwarves take pride in their and ancient secrets has managed to strengthen the
personal equipment and often wield weapons featur- gold dwarf settlements in the East Rift and has done
ing intricate engravings, scrollwork, and acid etchings, much to slow the drow attacks that test their defenses.
all of which depict scenes from dwarven history and
creatures their ancestors defeated. The attention to Eladrin
detail extends farther than their weapons, of course;
The eladrin are mysterious people of Faerie. Mas-
the most innocuous items—combs, brushes, back-
ters of sword and spell, they defend their glittering
packs—feature lovingly wrought scenes and images on
cities and ancestral homelands from the dark forces
their surfaces. Their armor is exceptional, and each
arrayed against them. Eladrin are possessed of a keen,
piece is a work of peerless art, making gold dwarf
almost instinctual understanding of magic. They are
armor some of the most coveted in the world.
most comfortable in places where the veil between
Outside the South, shield dwarves far outnumber
the mortal world and the Feywild is at its thinnest,
their cousins. Taller and heavier than gold dwarves,
such as Myth Drannor and Evermeet. While eladrin
shield dwarves are fair-skinned, with hair ranging
are content to seclude themselves among their own
from brown to blond, and red being the most common.
kind behind the wards and defenses protecting their
Blue and hazel are the predominant eye colors.
communities, the burgeoning evil stalking the lands
Shield dwarves don’t use the stylized goods of their
brings forth many eladrin champions who devote
southern kin, but they are no shirkers when it comes
their lives to battling their ancient enemies.
to quality. Peerless craftsfolk, they forge some of the
strongest weapons and armor in all the lands. Each
piece bears a maker’s mark to denote its crafter, often Description and Homelands
placed on the business end of hammers and similar Drow, elves, and eladrin can all trace their histories
bludgeons. As such, these weapons literally leave a back to a common ancestor in the Feywild. Mil-
stamp on their victims. lennia of life on Faerûn, coupled with their natural
proclivity for adapting to their environment, have
fostered numerous social, cultural, and even physi-
Playing a Dwarf in Toril cal differences that result in making them distinct
Dwarves are stubborn and cynical, but also brave and
peoples. Although there are marked differences
tenacious. Besieged on all sides by ancient enemies,
between eladrin and their cousin races, eladrin have
dwarves remain true to the traditions and values of
subgroupings of their own that some folk mistake for
their heritage.
different races.
Dwarves are naturally dour and suspicious. Slow
The most numerous eladrin are those also known
to trust, they keep those outside their tight family
as moon elves or silver elves. Fair, being pale to the
groups at hammer-length, suspecting the worst in
point of appearing blue in certain light, they are an
everyone they meet until they can believe without a
attractive people with long, silky hair the color of
shred of doubt in another’s honest and good inten-
spun silver or deepest black. One can become lost
tions. Dwarves hold betrayals in their memories and
in their entrancing eyes that appear as flecks of gold
swear solemn vows to avenge themselves for what
swimming in deep pools of blue or green.
might have been just a minor slight.
The second group of eladrin are markedly less
Dwarves despise goblins and orcs above all other
common. They are known as sun elves or gold elves,
races and wipe them out wherever they find them. To
and they are a reclusive people, content to while away
dwarves, these creatures are an infestation, and it’s
their long lives in the seclusion of their breathtaking
their duty to purge the world of them lest they gather
cities. These eladrin have bronze or golden skin and
CH A PTER 1 | Races
14
16. OT H E R CO M M O N R AC E S
Moon elves and sun elves are worlds apart insofar
as their dealings with other races are concerned. The
moon elves are friendly and outgoing, curious and
bold, the first to agree to any adventure regardless of
the danger it presents. Moon elves are also the last to
withdraw if a situation sours, such is their commit-
ment to whatever cause they champion.
Sun elves are cautious. They detach themselves
from their predicaments to consider all their options
before committing to any course of action. Their
decidedly long view can make them frustrating com-
panions, because they always weigh their choices
before making a decision.
Elves
Elves gather small tribes in sylvan forests, windswept
plains, and remote mountain vales. These secluded
people prefer the natural world over the trappings
of civilization and live in harmony with the wilder-
ness. Elves are cautious warriors who fight constantly
against the abominations stalking their lands. Expert
archers and cunning warriors, they use guile and tac-
tical cunning to secure their homelands.
Description and Homelands
golden blond, copper, or black hair. Most have green The elves of the present day are descended from the
or golden eyes. green elves, ancient settlers who emerged from Faerie
Eladrin wear simple and functional garb, enhanced to dwell in the mortal world. After vicious wars and
with complex patterns woven into the material. terrible betrayals, the elves withdrew to the isolation
Although lacking much ostentation, their clothing is of the wilderness. Generations of seclusion widened
always of a fine make and of excellent material. They the cultural split between themselves and their eladrin
prefer natural colors, but can wear garments of garish cousins until the elves became a separate people.
hues during holy days and festivals. Elves congregate in two broad cultural groups. The
most numerous are the wood elves, who dwell in the
High Forest and the arbors of the Lethyr, Wealdath,
Playing an Eladrin in Toril Chondalwood, and Cormanthor woods. Copper elves,
Many eladrin feel a need to explore. The recent
as they are sometimes called, stand as tall as humans
tragedies (in their eyes at least) have checked their
but have slight, athletic frames. They get their alternate
wanderlust and prompted many eladrin to retreat
names from the color of their skin, which often has a
to their cities and communities to safeguard those
green tint. Their thick hair is often brown or black, but
places from the plaguescarred abominations that
blond and copper red are also known, while eye color
burbled and gibbered as they ravaged the world. Safe
ranges from hazel to brown to emerald green. Elves
within the confines of Myth Drannor and Evereska,
prefer natural materials and can be found wearing
the eladrin use magic and peerless skill at arms to
hides or suits of finely crafted leathers dyed in greens
fight back the darkness that encroaches on their
and browns to help them blend into their surroundings.
ancestral lands.
The second group is the wild elves, who consider
A few, moon elves mostly, sought refuge in human
themselves the truest descendants of the green elves.
domains. Baldur’s Gate and Waterdeep saw the
While they are given to live in forests like their wood
greatest influxes of eladrin and greatly benefited
elf kin, wild elves are a xenophobic people and claim
from their knowledge and expertise in the matters of
lands far removed from the domains of other races.
magic. Glad to lend their talents, many eladrin have
Thus, they settle in bleak places such as Elfharrow,
found exalted places in human societies and enjoy far
secret enclaves in the deeper portions of the Chondal-
more freedom than ever before in such situations.
wood, and other untamed places.
As the world has settled, the eladrin seem ready to
The bodies of wild elves are more muscular than
explore once more, this time to venture into the peril-
those of wood elves. Exposure to the sun makes their
ous new lands of Abeir to discover what secrets they
skin dark but does little to leach the color from their
might hold.
CHIPPY
CH A PTER 1 | Races
15
17. black or chestnut brown hair. Many wild elves decorate feel at ease among different cultures and societies. As a
themselves with tattoos, war paint, and ritual scars. result, many half-elves travel widely and adopt profes-
sions that are not attractive to many humans and elves.
Playing an Elf in Toril
The elf–eladrin split left elves without a heritage and Description and Homelands
no knack for magical talent. With each generation, Half-elves are said to have the best traits of elves and
the elves sacrificed more and more of their refine- humans. Physically, they often share the metallic skin
ment for their wild empathy with nature. Elves are as tones and rich hair colors of their elven kin. How-
much a part of their lands as the trees, stones, birds, ever, unlike the more slender elves, half-elves have
and streams. sturdy bodies and bulky muscles. The combination of
Elves revere nature, and their communities reflect their force of personality and their physical presence
this reverence. Their homes are fashioned from trees, makes them stand out in almost any crowd.
using ancient rituals to form living wood structures. A half-elf ’s complexion, accent, and mannerisms
Some even construct elaborate settlements in the vary according to his or her culture, though these are
canopies, connecting their homes through a series of by no means an indication of an individual’s home.
rope bridges and ladders. Half-elves are found from Chult to Thay, and many
Elves also use natural materials for everyday things, affect different accents and characteristics depend-
taking only what they must from their surrounding ing on the places through which they travel. Someone
flora. Their clothing is made from plant fibers when gifted in glib and adaptable speech is often said to
possible, and if they kill an animal for its hide, they have “the tongue of a half-elf.”
always use all that they can from the creature. Elves The largest populations of half-elves are found in
are generally not comfortable in civilized areas, balk- Aglarond, Gulthandor, the Dales, and Luruar. Many
ing at the manufactured edifices that dominate such of the half-elves formerly occupying Cormyr and
places, while at the same time knowing that such the area that is now Evereska moved northward over
examples of mortal hubris are fleeting and that nature the past few decades, finding the human-dominated
will one day reclaim that which was taken from it. lands to the north welcoming.
Most wood elves have overcome their natural aver- The only truly “half-elf nation” is Aglarond.
sion for other races, setting aside their misgivings in Despite the disappearance of the Simbul, Aglarond
the interest of survival, and thus regularly trade and remains steadfast in its opposition to Thay. Half-elves
even consort with other races, though they prefer the from around Faerûn venture to this land, often just
company of eladrin, gnomes, and other sylvan races. to experience this anomalous country, other times to
Wood elves are peaceful and patient. Not given to explore the fey portals of the Yuirwood or offer aid in
extremes of emotion, they approach every situation the nation’s defense.
with calm. Although they have little use for cities, Half-elves’ natural leadership qualities enable
wood elves occasionally live alongside or support them to rise to prominent positions in both elven and
human and half ling allies. human communities. Elves respect the avant garde
Wild elves are another matter entirely. The drow attitude of their cousins and appreciate that they are
waged their fiercest wars against the green elves, less reckless than most humans, while humans are
enslaving and slaughtering them in order to steal drawn to the light-hearted and plucky demeanor that
their lands. Those elves who survived bear the scars is absent in elves.
of the ancient wars still and thus are reluctant to deal
with outsiders. Beneath their harsh exteriors, though, Playing a Half-Elf in Toril
lie free spirits who delight in the wonder of the world Many half-elves are content to lead the simple lives
around them. Green elves are given to extreme emo- of their parent races, earning livings as traders, mer-
tions, including deep love and bitter, soul-rending chants, farmers, or craftsmen. Others gradually acquire
sorrow. Reckless and impulsive, they act in the a curiosity about the world at large, a condition the elves
moment rather than wasting time in deliberation. refer to as “the human habit.” This wanderlust afflicts
many half-elves in early adulthood, causing them to
Half-Elves set out with little more than the clothes on their backs.
Travelers, adventurers, traders, and diplomats, half- The motivations of such wandering half-elves vary
elves are born leaders whose glib tongues invite considerably. Some members of the race seek simply
friendly smiles and inspire welcoming arms. Half-elves to slake a thirst to see the world and experience new
appear throughout Faerûn wherever elves and humans cultures. Others take a more aggressive attitude, join-
dwell together. Half-elf settlements exist, but they are ing adventuring companies or taking to the high seas
unusual. Half-elves learn to bridge the divide of their in search of treasure and action. Half-elves maintain
racial heritage, becoming adaptable individuals who an optimistic outlook despite the troubles their trav-
els might bring.
CH A PTER 1 | Races
16