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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
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
CREDITS
                                                                  Design                    Graphic Designer
                                                     Rob Heinsoo (lead),                    Emi Tanji
                                          Greg Bilsland, Logan Bonner,
                                         Eric L. Boyd, Robert J. Schwalb                    Additional Graphic Design
                                                                                            Soe Murayama
                                                            Story Design
                                                 Bruce R. Cordell (lead),                   Interior Illustrations
                                            Richard Baker, Philip Athans                    Matt Cavotta, Chippy, Miguel Coimbra, Jesper Ejsing,
                                                                                            Wayne England, Goran Josic, Howard Lyon,
                                                  Development                               Warren Mahy, Lucio Parrillo, Mike Sass, Mike Schley,
                                        Stephen Schubert (lead),                            Francis Tsai, Eva Widermann
                    Mike Mearls, Rodney Thompson, Andy Collins
                                                                                            Cartographers
                                                   Additional Development                   Robert Lazzaretti, Bre Miller, Ryan Sansaver
                                                          Jeremy Crawford
                                                                                            Publishing Production Specialist
                                                                      Editing               Erin Dorries
                                                          Julia Martin (lead),
                                                                 Ray Vallese                Prepress Manager
                                                                                            Jefferson Dunlap
                                                             Managing Editing
                                                                 Kim Mohan                  Imaging Technician
                                                                                            Robert Jordan
            Director of R&D, Roleplaying Games/Book Publishing
                                                 Bill Slavicsek                             Production Manager
                                                                                            Cynda Callaway
                      D&D Story Design and Development Manager
                                            Christopher Perkins                             Setting details based on the original FORGOTTEN REALMS®
                                                                                            campaign setting created by Ed Greenwood with Jeff Grubb,
                   D&D System Design and Development Manager                                the updated (3rd Edition) setting designed by Ed Greenwood,
                                                 Andy Collins                               Richard Baker, Sean K Reynolds, Skip Williams, and Rob
                                                                                            Heinsoo, and the 4th Edition revision guide by Bruce R.
                                                             Art Directors                  Cordell, Richard Baker, and Philip Athans.
                                                 Kate Irwin, Karin Powell
                                                                                            Game rules based on the original DUNGEONS & DRAGONS®
                                                           Cover Illustration               rules created by E. Gary Gygax and Dave Arneson, and the
                                                          William O’Connor                  later editions by David “Zeb” Cook (2nd Edition); Jonathan
                                                                                            Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
       Special Thanks to Brandon Daggerhart, keeper of Shadowfell                           Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and
                                                                                            James Wyatt (4th Edition).




   620-21858720-001 EN                           U.S., CANADA, ASIA, PACIFIC,                EUROPEAN HEADQUARTERS                       WIZARDS OF THE COAST, BELGIUM
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 ISBN: 978-0-7869-4929-8
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DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, FORGOTTEN REALMS, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, FORGOTTEN REALMS
Player’s Guide, D&D Insider, Dungeon Tiles, Elder Evils, Exemplars of Evil, Expanded Psionics Handbook, FORGOTTEN REALMS Campaign Guide, A Grand History of the Realms, Inn
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contents
INTRODUCTION . . . . . . . . . . . . . . . . . . 4                    3: BACKGROUNDS . . . . . . . . . . . . . . 74                              Tiny Lanterns . . . . . . . . . . . . . . . . . 146
                                                                          Aglarond . . . . . . . . . . . . . . . . . . . . . . . . 76            Trailblaze . . . . . . . . . . . . . . . . . . . . . 147
1: RACES . . . . . . . . . . . . . . . . . . . . . . . . . . .6           Akanûl . . . . . . . . . . . . . . . . . . . . . . . . . . 78          Walk Crossroads . . . . . . . . . . . . . . 147
    Drow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8       Amn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80         Waterborn . . . . . . . . . . . . . . . . . . . 147
    Genasi . . . . . . . . . . . . . . . . . . . . . . . . . . 10         Baldur’s Gate . . . . . . . . . . . . . . . . . . . . 82
    Other Common Races . . . . . . . . . . . . 13                         Calimshan . . . . . . . . . . . . . . . . . . . . . . . 84       6: ALMANAC . . . . . . . . . . . . . . . . . . . . . 14
                                                                                                                                                                                                148
      Dragonborn . . . . . . . . . . . . . . . . . . . 13                 Chessenta . . . . . . . . . . . . . . . . . . . . . . . 86          Deities of Toril . . . . . . . . . . . . . . . . . . 150
      Dwarves . . . . . . . . . . . . . . . . . . . . . . 13              Cormyr . . . . . . . . . . . . . . . . . . . . . . . . . . 88         Greater Gods . . . . . . . . . . . . . . . . . 150
      Eladrin . . . . . . . . . . . . . . . . . . . . . . . . 14          The Dalelands . . . . . . . . . . . . . . . . . . . 90                  Amaunator . . . . . . . . . . . . . . . . . 150
      Elves . . . . . . . . . . . . . . . . . . . . . . . . . . 15        Dragon Coast . . . . . . . . . . . . . . . . . . . . 92                 Asmodeus . . . . . . . . . . . . . . . . . . 150
      Half-Elves . . . . . . . . . . . . . . . . . . . . . 16             Durpar . . . . . . . . . . . . . . . . . . . . . . . . . . 94           Bane . . . . . . . . . . . . . . . . . . . . . . . 150
      Halflings . . . . . . . . . . . . . . . . . . . . . . 17             East Rift . . . . . . . . . . . . . . . . . . . . . . . . . 96          Chauntea. . . . . . . . . . . . . . . . . . . 150
      Humans . . . . . . . . . . . . . . . . . . . . . . . 18             Elfharrow . . . . . . . . . . . . . . . . . . . . . . . . 98            Corellon . . . . . . . . . . . . . . . . . . . . 151
      Tieflings . . . . . . . . . . . . . . . . . . . . . . . 19           Gray Vale . . . . . . . . . . . . . . . . . . . . . . . 100             Cyric . . . . . . . . . . . . . . . . . . . . . . . 151
    Supporting Cast . . . . . . . . . . . . . . . . . . 20                The Great Dale . . . . . . . . . . . . . . . . . 102                    Ghaunadaur . . . . . . . . . . . . . . . . 151
      Gnomes . . . . . . . . . . . . . . . . . . . . . . . 20             High Imaskar . . . . . . . . . . . . . . . . . . . 104                  Gruumsh . . . . . . . . . . . . . . . . . . . 151
      Goblins. . . . . . . . . . . . . . . . . . . . . . . . 20           Impiltur . . . . . . . . . . . . . . . . . . . . . . . . 106            Kelemvor . . . . . . . . . . . . . . . . . . . 151
      Lycanthropes and Shifters . . . . . . 20                            Luruar . . . . . . . . . . . . . . . . . . . . . . . . . . 108          Lolth . . . . . . . . . . . . . . . . . . . . . . . 152
      Half-Orcs and Orcs . . . . . . . . . . . . . 20                     Luskan . . . . . . . . . . . . . . . . . . . . . . . . . 110            Moradin . . . . . . . . . . . . . . . . . . . . 152
      Devas . . . . . . . . . . . . . . . . . . . . . . . . . 21          Moonshae Isles . . . . . . . . . . . . . . . . . 112                    Oghma . . . . . . . . . . . . . . . . . . . . . 152
      Goliaths . . . . . . . . . . . . . . . . . . . . . . . 21           Myth Drannor . . . . . . . . . . . . . . . . . . 114                    Selûne . . . . . . . . . . . . . . . . . . . . . 152
      Shades . . . . . . . . . . . . . . . . . . . . . . . . 21           Narfell . . . . . . . . . . . . . . . . . . . . . . . . . 116           Shar . . . . . . . . . . . . . . . . . . . . . . . 152
                                                                          Nelanther Isles . . . . . . . . . . . . . . . . . . 118                 Silvanus . . . . . . . . . . . . . . . . . . . . 153
2: CHARACTER CLASSES . . . . . . 22                                                                                                               Sune . . . . . . . . . . . . . . . . . . . . . . . 153
                                                                          Netheril . . . . . . . . . . . . . . . . . . . . . . . . 120
    Swordmage . . . . . . . . . . . . . . . . . . . . . . 24                                                                                      Tempus . . . . . . . . . . . . . . . . . . . . 153
                                                                          Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
      Swordmage Powers . . . . . . . . . . . . 26                                                                                                 Torm . . . . . . . . . . . . . . . . . . . . . . . 153
                                                                          Tymanther . . . . . . . . . . . . . . . . . . . . . . 124
    Warlock (Dark Pact) . . . . . . . . . . . . . . 35                                                                                          Lesser Gods . . . . . . . . . . . . . . . . . . 153
                                                                          Vilhon Wilds . . . . . . . . . . . . . . . . . . . . 126
    Spellscarred . . . . . . . . . . . . . . . . . . . . . 41                                                                                   Exarchs and Primordials . . . . . . . 154
                                                                          Waterdeep . . . . . . . . . . . . . . . . . . . . . 128
      Spellscarred Powers . . . . . . . . . . . . 41                                                                                          Lore of the Land. . . . . . . . . . . . . . . . . 154
    Paragon Paths . . . . . . . . . . . . . . . . . . . 47            4: FEATS . . . . . . . . . . . . . . . . . . . . . . . . .13
                                                                                                                                130             Climate and Geography . . . . . . . 154
      Anarch of Shyr . . . . . . . . . . . . . . . . . 47                    Feat Descriptions . . . . . . . . . . . . . 132                  The Calendar of Harptos . . . . . . . . . 155
      Coronal Guard . . . . . . . . . . . . . . . . . 48                     Heroic Tier Feats . . . . . . . . . . . . . . 132                  Seasonal Festivals . . . . . . . . . . . . . 155
      Darkwalker . . . . . . . . . . . . . . . . . . . . 49                  Paragon Tier Feats . . . . . . . . . . . . 138                   The Roll of Years . . . . . . . . . . . . . . . . 155
      Doomguide . . . . . . . . . . . . . . . . . . . . 50                   Epic Tier Feats . . . . . . . . . . . . . . . . 139              Languages . . . . . . . . . . . . . . . . . . . . . . 156
      Drow Wanderer . . . . . . . . . . . . . . . 51                         Multiclass Feats . . . . . . . . . . . . . . . 139                 The Common Tongue . . . . . . . . . 156
      Eartheart Defender . . . . . . . . . . . . 52                                                                                             Alphabets . . . . . . . . . . . . . . . . . . . . 156
      Elemental Tempest . . . . . . . . . . . . . 53                  5: RITUALS. . . . . . . . . . . . . . . . . . . . . . 14
                                                                                                                            140               Coin and Commerce . . . . . . . . . . . . 157
      Evermeet Warlock . . . . . . . . . . . . . 54                          Amanuensis . . . . . . . . . . . . . . . . . . 142               Class and Station . . . . . . . . . . . . . . . . 157
      Ghost of Eventide . . . . . . . . . . . . . . 55                       Analyze Portal . . . . . . . . . . . . . . . . 142               Families . . . . . . . . . . . . . . . . . . . . . . . . 158
      Heartwarder. . . . . . . . . . . . . . . . . . . 56                    Arcane Mark . . . . . . . . . . . . . . . . . . 142              Learning . . . . . . . . . . . . . . . . . . . . . . . . 158
      High Forest Scout . . . . . . . . . . . . . . 57                       Clear the Path . . . . . . . . . . . . . . . . 142               Adventurers . . . . . . . . . . . . . . . . . . . . 158
      Impilturan Demonslayer . . . . . . . . 58                              Dark Light . . . . . . . . . . . . . . . . . . . . 143           The Spellplague . . . . . . . . . . . . . . . . . 158
      Morninglord . . . . . . . . . . . . . . . . . . . 59                   Deathly Shroud . . . . . . . . . . . . . . . 143                 Cosmology . . . . . . . . . . . . . . . . . . . . . 159
      Purple Dragon Knight . . . . . . . . . . 60                            Divine Sight . . . . . . . . . . . . . . . . . . 143
      Silverstar . . . . . . . . . . . . . . . . . . . . . . 61              Duplicate. . . . . . . . . . . . . . . . . . . . . 144
      Simbarch of Aglarond . . . . . . . . . . 62                            Feat of Strength . . . . . . . . . . . . . . . 144
      Spellguard Wizard . . . . . . . . . . . . . 63                         Purge Spellplague . . . . . . . . . . . . . 144
      Spellscarred Savant . . . . . . . . . . . . 64                         Purify Spellscarred . . . . . . . . . . . . 144
      Steelsky Liberator . . . . . . . . . . . . . . 65                      Raise Land. . . . . . . . . . . . . . . . . . . . 144
      Sword Coast Corsair . . . . . . . . . . . 66                           Seek Rumor . . . . . . . . . . . . . . . . . . 145
      Umbriri . . . . . . . . . . . . . . . . . . . . . . . 67               Shadow Bridge . . . . . . . . . . . . . . . 145
      Wandering Swordmage. . . . . . . . . 68                                Share Husk . . . . . . . . . . . . . . . . . . . 145
      War Wizard of Cormyr . . . . . . . . . 69                              Shift Mote . . . . . . . . . . . . . . . . . . . . 145
      Whirlwind Genasi. . . . . . . . . . . . . . 70                         Simbul’s Conversion . . . . . . . . . . . 146
      Wildfire Genasi . . . . . . . . . . . . . . . . 71                      Soulguard . . . . . . . . . . . . . . . . . . . . 146
    Epic Destinies . . . . . . . . . . . . . . . . . . . 72                  Status . . . . . . . . . . . . . . . . . . . . . . . . 146
      Chosen . . . . . . . . . . . . . . . . . . . . . . . . 72              Time Ravager . . . . . . . . . . . . . . . . . 146
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
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
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
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
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
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
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
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
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
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
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
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
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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
  • 3. CREDITS Design Graphic Designer Rob Heinsoo (lead), Emi Tanji Greg Bilsland, Logan Bonner, Eric L. Boyd, Robert J. Schwalb Additional Graphic Design Soe Murayama Story Design Bruce R. Cordell (lead), Interior Illustrations Richard Baker, Philip Athans Matt Cavotta, Chippy, Miguel Coimbra, Jesper Ejsing, Wayne England, Goran Josic, Howard Lyon, Development Warren Mahy, Lucio Parrillo, Mike Sass, Mike Schley, Stephen Schubert (lead), Francis Tsai, Eva Widermann Mike Mearls, Rodney Thompson, Andy Collins Cartographers Additional Development Robert Lazzaretti, Bre Miller, Ryan Sansaver Jeremy Crawford Publishing Production Specialist Editing Erin Dorries Julia Martin (lead), Ray Vallese Prepress Manager Jefferson Dunlap Managing Editing Kim Mohan Imaging Technician Robert Jordan Director of R&D, Roleplaying Games/Book Publishing Bill Slavicsek Production Manager Cynda Callaway D&D Story Design and Development Manager Christopher Perkins Setting details based on the original FORGOTTEN REALMS® campaign setting created by Ed Greenwood with Jeff Grubb, D&D System Design and Development Manager the updated (3rd Edition) setting designed by Ed Greenwood, Andy Collins Richard Baker, Sean K Reynolds, Skip Williams, and Rob Heinsoo, and the 4th Edition revision guide by Bruce R. Art Directors Cordell, Richard Baker, and Philip Athans. Kate Irwin, Karin Powell Game rules based on the original DUNGEONS & DRAGONS® Cover Illustration rules created by E. Gary Gygax and Dave Arneson, and the William O’Connor later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Special Thanks to Brandon Daggerhart, keeper of Shadowfell Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-21858720-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd ’t Hofveld 6D First Printing: Wizards of the Coast, Inc. Caswell Way 1702 Groot-Bijgaarden September 2008 P.O. Box 707 Newport, Gwent NP9 0YH Belgium Renton WA 98057-0707 GREAT BRITAIN +32 2 467 3360 ISBN: 978-0-7869-4929-8 +1-800-324-6496 Please keep this address for your records DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, FORGOTTEN REALMS, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, FORGOTTEN REALMS Player’s Guide, D&D Insider, Dungeon Tiles, Elder Evils, Exemplars of Evil, Expanded Psionics Handbook, FORGOTTEN REALMS Campaign Guide, A Grand History of the Realms, Inn Fighting, King of the Trollhaunt Warrens, Libris Mortis, Manual of the Planes, Three-Dragon Ante, Thunderspire Labyrinth, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc. VISIT OUR WEBSITE AT WWW.WIZARDS.COM/DND
  • 4. contents INTRODUCTION . . . . . . . . . . . . . . . . . . 4 3: BACKGROUNDS . . . . . . . . . . . . . . 74 Tiny Lanterns . . . . . . . . . . . . . . . . . 146 Aglarond . . . . . . . . . . . . . . . . . . . . . . . . 76 Trailblaze . . . . . . . . . . . . . . . . . . . . . 147 1: RACES . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Akanûl . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Walk Crossroads . . . . . . . . . . . . . . 147 Drow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Amn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Waterborn . . . . . . . . . . . . . . . . . . . 147 Genasi . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Baldur’s Gate . . . . . . . . . . . . . . . . . . . . 82 Other Common Races . . . . . . . . . . . . 13 Calimshan . . . . . . . . . . . . . . . . . . . . . . . 84 6: ALMANAC . . . . . . . . . . . . . . . . . . . . . 14 148 Dragonborn . . . . . . . . . . . . . . . . . . . 13 Chessenta . . . . . . . . . . . . . . . . . . . . . . . 86 Deities of Toril . . . . . . . . . . . . . . . . . . 150 Dwarves . . . . . . . . . . . . . . . . . . . . . . 13 Cormyr . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Greater Gods . . . . . . . . . . . . . . . . . 150 Eladrin . . . . . . . . . . . . . . . . . . . . . . . . 14 The Dalelands . . . . . . . . . . . . . . . . . . . 90 Amaunator . . . . . . . . . . . . . . . . . 150 Elves . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Dragon Coast . . . . . . . . . . . . . . . . . . . . 92 Asmodeus . . . . . . . . . . . . . . . . . . 150 Half-Elves . . . . . . . . . . . . . . . . . . . . . 16 Durpar . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Bane . . . . . . . . . . . . . . . . . . . . . . . 150 Halflings . . . . . . . . . . . . . . . . . . . . . . 17 East Rift . . . . . . . . . . . . . . . . . . . . . . . . . 96 Chauntea. . . . . . . . . . . . . . . . . . . 150 Humans . . . . . . . . . . . . . . . . . . . . . . . 18 Elfharrow . . . . . . . . . . . . . . . . . . . . . . . . 98 Corellon . . . . . . . . . . . . . . . . . . . . 151 Tieflings . . . . . . . . . . . . . . . . . . . . . . . 19 Gray Vale . . . . . . . . . . . . . . . . . . . . . . . 100 Cyric . . . . . . . . . . . . . . . . . . . . . . . 151 Supporting Cast . . . . . . . . . . . . . . . . . . 20 The Great Dale . . . . . . . . . . . . . . . . . 102 Ghaunadaur . . . . . . . . . . . . . . . . 151 Gnomes . . . . . . . . . . . . . . . . . . . . . . . 20 High Imaskar . . . . . . . . . . . . . . . . . . . 104 Gruumsh . . . . . . . . . . . . . . . . . . . 151 Goblins. . . . . . . . . . . . . . . . . . . . . . . . 20 Impiltur . . . . . . . . . . . . . . . . . . . . . . . . 106 Kelemvor . . . . . . . . . . . . . . . . . . . 151 Lycanthropes and Shifters . . . . . . 20 Luruar . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Lolth . . . . . . . . . . . . . . . . . . . . . . . 152 Half-Orcs and Orcs . . . . . . . . . . . . . 20 Luskan . . . . . . . . . . . . . . . . . . . . . . . . . 110 Moradin . . . . . . . . . . . . . . . . . . . . 152 Devas . . . . . . . . . . . . . . . . . . . . . . . . . 21 Moonshae Isles . . . . . . . . . . . . . . . . . 112 Oghma . . . . . . . . . . . . . . . . . . . . . 152 Goliaths . . . . . . . . . . . . . . . . . . . . . . . 21 Myth Drannor . . . . . . . . . . . . . . . . . . 114 Selûne . . . . . . . . . . . . . . . . . . . . . 152 Shades . . . . . . . . . . . . . . . . . . . . . . . . 21 Narfell . . . . . . . . . . . . . . . . . . . . . . . . . 116 Shar . . . . . . . . . . . . . . . . . . . . . . . 152 Nelanther Isles . . . . . . . . . . . . . . . . . . 118 Silvanus . . . . . . . . . . . . . . . . . . . . 153 2: CHARACTER CLASSES . . . . . . 22 Sune . . . . . . . . . . . . . . . . . . . . . . . 153 Netheril . . . . . . . . . . . . . . . . . . . . . . . . 120 Swordmage . . . . . . . . . . . . . . . . . . . . . . 24 Tempus . . . . . . . . . . . . . . . . . . . . 153 Thay . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 Swordmage Powers . . . . . . . . . . . . 26 Torm . . . . . . . . . . . . . . . . . . . . . . . 153 Tymanther . . . . . . . . . . . . . . . . . . . . . . 124 Warlock (Dark Pact) . . . . . . . . . . . . . . 35 Lesser Gods . . . . . . . . . . . . . . . . . . 153 Vilhon Wilds . . . . . . . . . . . . . . . . . . . . 126 Spellscarred . . . . . . . . . . . . . . . . . . . . . 41 Exarchs and Primordials . . . . . . . 154 Waterdeep . . . . . . . . . . . . . . . . . . . . . 128 Spellscarred Powers . . . . . . . . . . . . 41 Lore of the Land. . . . . . . . . . . . . . . . . 154 Paragon Paths . . . . . . . . . . . . . . . . . . . 47 4: FEATS . . . . . . . . . . . . . . . . . . . . . . . . .13 130 Climate and Geography . . . . . . . 154 Anarch of Shyr . . . . . . . . . . . . . . . . . 47 Feat Descriptions . . . . . . . . . . . . . 132 The Calendar of Harptos . . . . . . . . . 155 Coronal Guard . . . . . . . . . . . . . . . . . 48 Heroic Tier Feats . . . . . . . . . . . . . . 132 Seasonal Festivals . . . . . . . . . . . . . 155 Darkwalker . . . . . . . . . . . . . . . . . . . . 49 Paragon Tier Feats . . . . . . . . . . . . 138 The Roll of Years . . . . . . . . . . . . . . . . 155 Doomguide . . . . . . . . . . . . . . . . . . . . 50 Epic Tier Feats . . . . . . . . . . . . . . . . 139 Languages . . . . . . . . . . . . . . . . . . . . . . 156 Drow Wanderer . . . . . . . . . . . . . . . 51 Multiclass Feats . . . . . . . . . . . . . . . 139 The Common Tongue . . . . . . . . . 156 Eartheart Defender . . . . . . . . . . . . 52 Alphabets . . . . . . . . . . . . . . . . . . . . 156 Elemental Tempest . . . . . . . . . . . . . 53 5: RITUALS. . . . . . . . . . . . . . . . . . . . . . 14 140 Coin and Commerce . . . . . . . . . . . . 157 Evermeet Warlock . . . . . . . . . . . . . 54 Amanuensis . . . . . . . . . . . . . . . . . . 142 Class and Station . . . . . . . . . . . . . . . . 157 Ghost of Eventide . . . . . . . . . . . . . . 55 Analyze Portal . . . . . . . . . . . . . . . . 142 Families . . . . . . . . . . . . . . . . . . . . . . . . 158 Heartwarder. . . . . . . . . . . . . . . . . . . 56 Arcane Mark . . . . . . . . . . . . . . . . . . 142 Learning . . . . . . . . . . . . . . . . . . . . . . . . 158 High Forest Scout . . . . . . . . . . . . . . 57 Clear the Path . . . . . . . . . . . . . . . . 142 Adventurers . . . . . . . . . . . . . . . . . . . . 158 Impilturan Demonslayer . . . . . . . . 58 Dark Light . . . . . . . . . . . . . . . . . . . . 143 The Spellplague . . . . . . . . . . . . . . . . . 158 Morninglord . . . . . . . . . . . . . . . . . . . 59 Deathly Shroud . . . . . . . . . . . . . . . 143 Cosmology . . . . . . . . . . . . . . . . . . . . . 159 Purple Dragon Knight . . . . . . . . . . 60 Divine Sight . . . . . . . . . . . . . . . . . . 143 Silverstar . . . . . . . . . . . . . . . . . . . . . . 61 Duplicate. . . . . . . . . . . . . . . . . . . . . 144 Simbarch of Aglarond . . . . . . . . . . 62 Feat of Strength . . . . . . . . . . . . . . . 144 Spellguard Wizard . . . . . . . . . . . . . 63 Purge Spellplague . . . . . . . . . . . . . 144 Spellscarred Savant . . . . . . . . . . . . 64 Purify Spellscarred . . . . . . . . . . . . 144 Steelsky Liberator . . . . . . . . . . . . . . 65 Raise Land. . . . . . . . . . . . . . . . . . . . 144 Sword Coast Corsair . . . . . . . . . . . 66 Seek Rumor . . . . . . . . . . . . . . . . . . 145 Umbriri . . . . . . . . . . . . . . . . . . . . . . . 67 Shadow Bridge . . . . . . . . . . . . . . . 145 Wandering Swordmage. . . . . . . . . 68 Share Husk . . . . . . . . . . . . . . . . . . . 145 War Wizard of Cormyr . . . . . . . . . 69 Shift Mote . . . . . . . . . . . . . . . . . . . . 145 Whirlwind Genasi. . . . . . . . . . . . . . 70 Simbul’s Conversion . . . . . . . . . . . 146 Wildfire Genasi . . . . . . . . . . . . . . . . 71 Soulguard . . . . . . . . . . . . . . . . . . . . 146 Epic Destinies . . . . . . . . . . . . . . . . . . . 72 Status . . . . . . . . . . . . . . . . . . . . . . . . 146 Chosen . . . . . . . . . . . . . . . . . . . . . . . . 72 Time Ravager . . . . . . . . . . . . . . . . . 146
  • 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