CREDITS

Design Graphic Designer (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, , Chippy, , Jesper Ejsing, , Goran Josic, , Development , , Mike Sass, Mike Schley, Stephen Schubert (lead), , , , Andy Collins Cartographers Additional Development Robert Lazzaretti, Bre Miller, Ryan Sansaver Publishing Production Specialist Editing Erin Dorries (lead), Ray Vallese Prepress Manager Jefferson Dunlap Managing Editing Imaging Technician Robert Jordan Director of R&D, Roleplaying Games/Book Publishing Production Manager Cynda Callaway D&D Story Design and Development Manager Christopher Perkins Setting details based on the original ® created by with , D&D System Design and Development Manager the updated (3rd Edition) setting designed by Ed Greenwood, Andy Collins Richard Baker, Sean K Reynolds, , and Rob Heinsoo, and the 4th Edition revision guide by Bruce R. Art Directors Cordell, Richard Baker, and Philip Athans. Kate Irwin, KarinSample Powell file Game rules based on the original DUNGEONS & DRAGONS® Cover Illustration rules created by E. and , and the William O’Connor later editions by David “Zeb” Cook (2nd Edition); , , 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).

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FRPlayersGuide_Ch_00.indd 2 7/2/08 2:11:31 PM contents

INTRODUCTION ...... 4 3: BACKGROUNDS ...... 74 Tiny Lanterns ...... 146 Aglarond ...... 76 Trailblaze ...... 147 1: RACES ...... 6 Akanûl ...... 78 Walk Crossroads ...... 147 ...... 8 Amn ...... 80 Waterborn ...... 147 Genasi ...... 10 Baldur’s Gate ...... 82 Other Common Races ...... 13 Calimshan ...... 84 6: ALMANAC ...... 148 Dragonborn ...... 13 Chessenta ...... 86 Deities of Toril ...... 150 Dwarves ...... 13 Cormyr ...... 88 Greater Gods ...... 150 Eladrin ...... 14 ...... 90 Amaunator ...... 150 ...... 15 Dragon Coast ...... 92 Asmodeus ...... 150 Half-Elves ...... 16 Durpar ...... 94 Bane ...... 150 Halfl ings ...... 17 East Rift ...... 96 Chauntea...... 150 Humans ...... 18 Elfharrow ...... 98 Corellon ...... 151 Tiefl ings ...... 19 Gray Vale ...... 100 Cyric ...... 151 Supporting Cast ...... 20 The Great Dale ...... 102 Ghaunadaur ...... 151 Gnomes ...... 20 High Imaskar ...... 104 Gruumsh ...... 151 ...... 20 Impiltur ...... 106 Kelemvor ...... 151 Lycanthropes and Shifters ...... 20 Luruar ...... 108 Lolth ...... 152 Half- and Orcs ...... 20 Luskan ...... 110 ...... 152 Devas ...... 21 Isles ...... 112 Oghma ...... 152 Goliaths ...... 21 Drannor ...... 114 Selûne ...... 152 Shades ...... 21 Narfell ...... 116 Shar ...... 152 Nelanther Isles ...... 118 Silvanus ...... 153 2: CHARACTER CLASSES ...... 22 Netheril ...... 120 Sune ...... 153 Swordmage ...... 24 Thay ...... 122 Tempus ...... 153 Swordmage Powers ...... 26 Tymanther ...... 124 Torm ...... 153 Warlock (Dark Pact) ...... 35 Vilhon Wilds ...... 126 Lesser Gods ...... 153 Spellscarred ...... 41 ...... 128 Exarchs and Primordials ...... 154 Spellscarred Powers ...... 41 Lore of the Land ...... 154 Paragon Paths ...... 47 4: FEATS ...... 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 ParagonSample Tier Feats . . file...... 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 ...... 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 Wizard of Cormyr ...... 69 Shift Mote ...... 145 Whirlwind Genasi ...... 70 Simbul’s Conversion ...... 146 Wildfi re Genasi ...... 71 Soulguard ...... 146 Epic Destinies ...... 72 Status ...... 146 Chosen ...... 72 Time Ravager ...... 146

FRPlayersGuide_Ch_00.indd 3 7/2/08 2:11:33 PM Introduction

For more than twenty years, the FORGOTTEN gone, especially in regions south of the Sea of Fallen REALMS campaign setting has invited players of the Stars. Even familiar lands have become magical and DUNGEONS & DRAGONS game to walk the streets of fantastic in appearance. Islands of rock called earth- Waterdeep, to sail the Sea of Fallen Stars, and tra- motes drift through the sky. Weird towers and spires verse the trails of the Far East. Names such as Drizzt of stone jut from the landscape. Spectacular chasms Do’Urden and have become legend to both and waterfalls abound. player characters and players. All things were sustenance for the Spellplague’s The continent of Faerûn is a land of darkness and insatiable hunger—it assailed and transformed flesh, 0light—wilderness and civilization. From the subterra- stone, magic, space, and dimensional walls. Even nean depths of the to the dazzling heights the cosmos beyond Toril was affected. Some ancient of Airspur, the people of Faerûn inhabit even the 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 colorsSample Abeir. file 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 REALMS 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 spell scars. 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

INTRODUCTION 4

FRPlayersGuide_Ch_00.indd 4 7/2/08 2:11:37 PM FRPlayersGuide_Ch_00.indd 5 that’s funforeveryone atthetable. that’s which theDMandplayers cooperate tocreate aworld your thebestD&D experience game.Afterall, isonein Player’s toyour Guide,talk DMaboutincorporating itinto Ifyou’re intriguedbysomething you see inside the other partofthisbook. phy ofthelandThay any (seepage 122);andvirtually the newfeatspresented inChapter4;theuniquegeogra- same istrueofthegenasi,anewrace foundinChapter1; spellscarred characters can beafeature ofanysetting.The the newdarkpact forwarlocks andtherulesforcreating prevents itfrom beingusedinanyD&Dgame.Similarly, FORGOTTEN REALMSsetting,butnothingabouttheclass Chapter 2ofthisbookhasitsconceptual roots inthe For example, theswordmage classdescribedin and theotherplayers have become accustomed to. keeping theelementsofyour all existingworld thatyou the wonder andintrigueofFaerûn intoyour gamewhile setting you’re already using.Bydoingso, you can inject you findmostinteresting ormostcompatible withthe can pickandchoose,usingthepartsofthismaterialthat other words—with your DM’s approval, ofcourse—you just aswell inasetting that your DM hasdevised.In oftheconcepts All anddetailsinthisbookcan work set intheworld ofToril. Campaign Guide)even ifthecampaign you play in isnot Guide (andyour DMcan useitscompanion volume, the their lineage, though they have not forgotten their have not they forgotten their though lineage, their for name elves adopted this have also Faerûnian many and eladrin, themselves call collectively folk fey These world the again. exploring have begun natives its Feywild, of the reappearance the With 9. realms. northern the toall athreat player and amajor once is again Netheril Desert. Anauroch the from newly reclaimed aland city, Enclave, Shade in capital Twelve their from The of Shade rule Princes 8. ritual again. the attempt he can borders sothat Thay’s expanding regent Now the intent on is of death. land nightmare a into Thay he transformed sodoing but in failed, Tam Szass being. immortal an havewould made him that aritual succeeded performing He nearly in power-mad Tam. control of asingle regent: Szass now is the under Wizards Red of the former land You can take advantage oftheF 7. world. Underdark muchthe moreaccessible surface tothe made has shifting underground earth, hole the in country-sized tothis addition In Chondalwood. of the south formed Underdark has the into opening mous enor- An drastically. shifted Stars of Fallen Sea of the NOT JUSTAN“FR”BOOK Thay has become a terrible undead threat. undead aterrible become has Thay Ancient elven lineages have returned to Faerûn. to returned have lineages elven Ancient The ancient empire of Netheril has been restored. been has ofNetheril empire ancient The ORGOTTEN R EALMS

Sample file The Player’s ing, broken relics of a legendary past. past. broken of relics alegendary ing, malfunction- ordangerously nonfunctional remain portals most raged, Spellplague the since craft their have relearned arcanists Although casters. of arcane hard-won knowledge it the destroyed Toril, because crisscrossed that Weave portals of the most destroyed 10. fey people: elves eladrin. ofbranches this and world the “elven”speech, refers two collectively tothe casual In names. and distinctions cultural traditional The fied way. auni- in game that with line in scaled are abilities powers its and and game, that as mechanics game same the It uses &DRAGONS. of DUNGEONS core rules of the part is book This setting. REALMS FORGOTTEN concepts of and the flavor the using game DRAGONS & DUNGEONS the in make youof can characters player, onthe you, whatkinds focuses book and This ThisHow DoIUse Book? The FORGOTTEN REALMS setting always has room has always setting next? you the hero. be Will for another REALMS FORGOTTEN The heroism. of pinnacles and power, wisdom, and ofheights status, to aspire and boundaries orcultural historical, cal, bygeographi- unlimited you experience lead agame lets that setting acampaign is REALMS FORGOTTEN The potential. great and history rich with filled aplace tolead lives inhabitants toits offers Faerûn opportunity. with of each day,vision one filled acommon share aristocrat and Adventurer, artisan, future. but on the past not on the day, think they every rise peoplesun of the seethe Faerûn When thousand years. orone toyear, one year hundred let in from alone world much The changes time. world in the forward propelling motion, in events constantly place with world. the Toril in aliving is invested participant an tobecome You of Toril’s history ascholar need not be Into Future the level. you 1st from advance level as character your to30th to setting campaign REALMS FORGOTTEN ofments the Handbook Player’s D&D the and book this With characters. vivid tolife bring and tocreate blocks building the it providesyou with and Faerûn’s letsyou book places, visit people and This REALMS). ofplanet Toril (the world FORGOTTEN of the continent on the prominent most the Faerûn, in characters &DRAGONS DUNGEONS forbook creating The breaking of the of the breaking The work. longer no portals Most F ORGOTTEN R EALMS INTRODUCTION is your hand- your is Guide Player’s , you can bring unique ele- unique bring , you can 7/2/08 2:11:45 PM INTRODUCTION 5 CHAPTER 1 Races

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. 1 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. GenasiSample are file 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 —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 CHAPTER 1 | Races 6

FRPlayersGuide_Ch_01.indd 6 7/2/08 2:14:55 PM Sample file

FRPlayersGuide_Ch_01.indd 7 7/2/08 2:15:12 PM 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 SampleQueen. file 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 Dexterit y, +2 Charisma elves call home. Size: Medium Speed: 6 squares Play a drow if you want . . . Vision: ✦ 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 the cloud of darkness power or the darkfire power. most keep long and decorate with intricate pins and CHIPPY DUGAN CHIPPY CHAPTER 1 | Races 8

FRPlayersGuide_Ch_01.indd 8 7/2/08 2:15:19 PM 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 DROW 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 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 SampleLolth’s Underdark, file 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 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-

CHAPTER 1 | Races 9

FRPlayersGuide_Ch_01.indd 9 7/2/08 2:15:26 PM 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. Ability Scores: +2 Strength, +2 Intelligence Special: When you gain this manifestation, choose Strength, 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 soul, or windsoul. That manifestation is part of your Dexterity +2 vs. Reflex 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. Sample choicefile 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. lightning. At 11th level, increase your extra damage to 2d8. At 21st level, increase your extra damage to 3d8. At 21st level, the resistance improves to 15 lightning. Swiftcurrent Watersoul Genasi Racial Power Watersoul: You can breathe underwater. You also gain Your form ripples like water as you flow forward, whipping past enemies and rubble in a graceful but deadly surge. a +2 racial bonus to saving throws against ongoing damage and the swiftcurrent power. Encounter 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.

CHAPTER 1 | Races 10

FRPlayersGuide_Ch_01.indd 10 7/2/08 2:15:27 PM Windwalker Windsoul Genasi Racial Power You harness the power of the winds. Air swirls about you, lifting you from the earth.

Encounter GENASI 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. Sample fileEarthsoul: 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 nant manifestation is the one most closely associated nature.

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FRPlayersGuide_Ch_01.indd 11 7/2/08 2:15:28 PM 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 Sampleone fileday 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

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FRPlayersGuide_Ch_01.indd 12 7/2/08 2:15:30 PM OTHER COMMON RACES

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 RACES COMMON OTHER COMMON RACES 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- dragon born 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 relocationSample have file 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 Dwarves look toward a bright future in a new world. The glory of the ancient dwarven kingdoms lies far Playing a Dragonborn in Toril in the past, yet these stout champions remain vigilant 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 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

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FRPlayersGuide_Ch_01.indd 13 7/2/08 2:15:30 PM 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 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. EachSample file 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 Playing a Dwarf in Toril fostered numerous social, cultural, and even physi- 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

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