![]() They do not have a passive role, but in fact interact directly in mortal affairs, answer prayers, and have their own personal agendas. Religion plays a large part in the Forgotten Realms, with deities and their followers being an integral part of the world. With the release of the 2001 Forgotten Realms Campaign Setting, the setting was given its own distinct and separate cosmological arrangement, with unique planes not explicitly connected to those of the other settings. In this way each of the Dungeons & Dragons campaign settings were linked together to form one interwoven world connected by various planes of existence. In early editions of the setting, The Realms shared a unified cosmology with various other campaign settings called the Great Wheel. Various products detailing specific areas of Faerûn, such as the 2nd edition FR13 Anauroch (1991), FR15 Gold and Glory (1992), FR16 The Shining South (1993), and FRS1 The Dalelands (1993), have been released, and through these much of the continent has been heavily detailed and documented to create a highly developed setting. Kara-Tur, roughly corresponding to ancient East Asia, was later the focus of its own source book Kara-Tur: The Eastern Realms, published in 1988. ![]() The other continents include Kara-Tur, Zakhara, Maztica, and other yet unspecified landmasses. Trade is performed by ship or horse-drawn vehicle, and manufacturing is based upon cottage industry.Ībeir-Toril consists of several large continents, including Faerûn, which was first detailed in the original Forgotten Realms Campaign Set, published in 1987 by TSR. There are several nation states and many independent cities, with loose alliances being formed for defense or conquest. However, the presence of magic provides an additional element of power to the societies. Technologically, the world of the Forgotten Realms is not nearly as advanced as that of Earth in this respect, it resembles the pre-industrial Earth of the 13th or 14th century. Unlike Earth, the lands of the Forgotten Realms are not all ruled by the human race: the planet Abeir-Toril is shared by humans, dwarves, elves, goblins, orcs, and other peoples and creatures. The focus of the Forgotten Realms setting is the continent of Faerûn, part of the fictional world of Abeir-Toril, an Earth-like planet with many real-world influences. 2.3 Advanced Dungeons & Dragons 2nd edition.2.2 Advanced Dungeons & Dragons 1st edition.On the original Forgotten Realms logo, which was used until 2000, little runic letters read "Herein lie the lost lands", an allusion to the connection between the two worlds. As time passed, the inhabitants of planet Earth, have mostly forgotten about the existence of that other world-hence the term "Forgotten Realms". The premise is that, long ago, the Earth and the world of the Forgotten Realms were more closely connected. The setting is described as a world of strange lands, dangerous creatures, and mighty deities, where magic and seemingly supernatural phenomena are quite real. Salvatore and numerous computer role-playing games, including Pool of Radiance (1988), Baldur's Gate (1998), and Neverwinter Nights (2002).Īccording to the setting's creators, the "Forgotten Realms" is the name of a fantasy world that exists somewhere beyond the real world. The Forgotten Realms is one of the most popular D&D settings, largely due to the success of novels by authors such as R. ![]() Role-playing game products have been produced for the setting ever since, as well as various licensed products including novels, computer role-playing game adaptations (among them the first massively multiplayer online role-playing game to use graphics), and comic books. Greenwood brought the setting to the D&D game initially as a series of magazine articles several years later, and the first Realms game products were released in 1987. The Forgotten Realms (commonly referred to by players and game designers alike as simply "The Realms") is a campaign setting for the Dungeons & Dragons ( D&D) fantasy role-playing game, created by game designer Ed Greenwood, around 1967 as a setting for his childhood stories.
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