![]() ![]() ![]() From the 3rd edition of Dungeons & Dragons onwards, Szass canonically became the absolute ruler of his homeland of Thay, a country ruled by cabals of ruthless Red Wizard and built on the back of undead legions and rampant slavery. Szass Tam, a Lich and Red Wizard of Thay, shares the ambitions of his power-hungry colleagues, but has so far avoided the fate of most evil undead wizards thanks to his reserves of patience, inclination to reward loyalty, and willingness to play the long game. There are no shortage of evil wizards and undead Lichs like the D&D's iconic, powerful Vecna in the Forgotten Realms, each one invariably seeking eternal life and unlimited arcane power. When the third incarnation of Mystra was murdered by the evil gods Cyric and Shar, the Weave of Magic iconic to D&D lore started to fray, leading to a cataclysm called the Spellplague where arcane magic started to malfunction and surges of wild magic reshaped both the lands of Faerûn and other realms in the Dungeons & Dragons multiverse. After the second incarnation of Mystra died during the Time of Troubles, a wizard named Midnight ascended to take Mystra's place. In her second incarnation, Mystra imposed harsher restrictions on what arcane magic could and couldn't do, occasionally choosing an ambitious wizard like Elminister to be her champion. Her first incarnation, originally called Mystryl, sacrificed her life to stop the hubris-driven ambitions of the arch-wizard Karsus from destroying all magic forever. Related: D&D Campaign Ideas For Parties With No Magic Users Mystra's existence also governs the stability and safety of magic in the Forgotten Realms, each new change in the functionality and form of spell-casting heralded by her death and reincarnation. Mystra, Goddess Of Magic, is a particularly important deity in many F orgotten Realms stories and campaign modules by virtue of how she regulates the magical Weave Dungeons & Dragons wizards use to cast spells. Over time, the popularity of Drizzt Do'Urden led to a change in Dungeons & Dragons rules for Drow or Dark Elves - rather than being an innately evil monster species exclusive to the Monster Manual, Drow became a variant of the Elf race that players could pick during character creation.Īll the gods and goddesses of the Forgotten Realms are vital to the setting's lore, having created the world of Abeir-Toril in the distant past while also granting divine powers to their chosen clerics in the present. With his twin scimitars and panther companion Guenhwyvar, Drizzt and his companions ventured across the northern lands of Icewind Dale, fighting demons, warlords, and wielding of dark magic to protect people who often rejected Drizzt for his origins. Raised in the Underdark city of Menzoberranzan among a culture of bloodthirsty, power-hungry dark elves, Drizzt broke away from the evil ways of his kindred, eventually making his way to the surface and learning the ways of the Ranger. Salvatore, Drizzt Do'Urden, the heroic Ranger of Icewind Dale, popularized the archetype of brooding scimitar-wielding warrior characters among Dungeons & Dragons players and transformed how the "Drow" species was portrayed in D&D publications. The popularity of this fantasy setting owes a lot to vivid locales like the fractious cities of Baldur's Gate and Waterdeep and memorable world-changing heroes and villains such as a certain scimitar-wielding, panther-summoning Ranger of the North.Īs the most famous and popular character created by Forgotten Realms novelist R.A. Over the decades and various editions of the world's first roleplaying game, Forgotten Realms has become the default Dungeons & Dragons fantasy campaign setting for scenarios described in D&D rulebooks and popular video game adaptations such as Bioware's Baldur's Gate and Neverwinter Nights RPGs. Related: D&D’s New Fate Domain Cleric Can See The Future The history of the F orgotten Realms is full of cataclysmic god wars, fallen empires, and magical apocalypses, resulting in a world full of ancient ruins and scattered city states between large stretches of abandoned wilderness – the perfect setting, in other words, for the classic D&D adventuring party. The name of the setting, Forgotten Realms, is derived from the idea that the fantasy planet of Abeir-Toril and the magic-filled continent of Faerûn were once connected via portals to Earth itself. As mentioned above, author/game designer Ed Greenwood came up with the Forgotten Realms fantasy setting long before adapting it to the group gameplay of Dungeons & Dragons. ![]()
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