
Timeline : 30,000 DR to 24,000 DR. Timeline : 35,000 DR to 30,000 DR. The recorded history of the known world is split into ages, each a distinct and fascinating period of its own.
James Wizards of the Coast The definitive timeline of the Forgotten Realms(R) campaign.The Grand History of the Realms chronicles the rich history of the Forgotten Realms campaign setting, presenting a detailed timeline accompanied by essays from Elminster of Shadowdale and other Realmslore experts.The Forgotten Realms Archives - , 1997 DOS. The Forgotten Realms Campaign Guide presents a world of untold adventure, a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before.Grand History of the Realms (Forgotten Realms) PDF Brian R. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. Commonly referred to by players and game designers alike.Publication: 1987currentWelcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. Timeline : 12,000 DR to 9000 DR.Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game.
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D&D 4e (2008) was released in June 2008. It was released in August 2008.Introducing the Campaign Settings. Cordell, Ed Greenwood, and Chris Sims, is the core GM's book for the Realms setting in D&D 4e. MTGGoldfish Commander.Forgotten Realms Campaign Guide (2008), by Bruce R.
Early on, there was talk that there might be additional adventure if the first one did well, but that would never actually happen — at least not for the mass-market parts of the D&D 4e line.Forgotten Realms Campaign Guide thus marked the first book in 4e's first setting trilogy. Each setting's line would consist of just three books: a GM's book, a player's book, and an adventure. Instead, Wizards planned to highlight a different setting each year, then move on. Settings would no longer be endless lines, whose sourcebooks and adventures proliferated year after year.
Most people just called it "Toril", so the Dragon article asked, "What's up with Abeir?"Both the Spellplague and Abeir would soon become major parts of 4e's Forgotten Realms.What A Difference an Edition Makes: The Philosophy. It revealed that Shar and Cyric had slain Mystra, releasing a Spellplague.Meanwhile, Dragon #359 (September 2007) included a discussion of the great mysteries of D&D, one of which was "What is Abeir?" This referred to the name of the planet that the Realms lay upon, "Abeir-Toril", a term coined by Jeff Grubb. However, there were two especially notable reveals that both occurred in September 2007.In The Grand History of the Realms (2007), Wizards moved the Forgotten Realms chronology up from the 1374-1375 timeframe of those final adventures to 1385. Hints at the setting's future direction could be find in final books like the "FR" adventure series (2007). That meant that the D&D developers knew where things were going by the time the D&D 3e (2000-2007) line was ending. Development on the updated Forgotten Realms campaign setting began in 2005, with writing starting in 2006.
Now, Wizards wanted to restore that sense of mystery.2. However, over the intervening decades TSR and Wizards had detailed so much of the Realms that little of it was Forgotten any more. It's what he'd imagined in his early campaigns — which had begun in Cormyr, the Dalelands, the Savage Frontier, and the Sword Coast, and only then explored outward. It’s exactly what it says it is: a world of ancient realms to explore and discover.This matched Ed Greenwood's original conception of the Forgotten Realms. That started with a new nine-point philosophy for the Realms, which Senior Managing Editor Phil Athans and designer Bruce Cordell outlined in Dragon #366 (August 2008).1. The Forgotten Realms designers were reimagining the setting in much the same way that everything about D&D 4e was being reimagined.

Timeline Of The Forgotten Realms Full Of History
Meanwhile, his own campaigns had always seen the Realms as a changing, evolving place — something that TSR and Wizards continued with its Realms-shaking Events from the Time of Troubles onward.This was a new marketing precept for D&D it presumed that the Realms was a superset of D&D, not a variant. He'd attracted TSR's attention in the first place through Dragon magazine articles that namedropped people and places to hint at the rich histories and legends of the Realms. It’s a vibrant, ever-changing world that is constantly moving forward.These were more philosophies that were drawn directly from Greenwood's original ideas about the Realms. It’s a fully realized world, full of history and legend.5.
Kingdoms were destroyed, cities were ruined, and plaguelands were beset by wild magic. This was accomplished primarily through the murder of Mystra by Cyric and the Spellplague that followed. Making Forgotten Realms into "core D&D 'plus'" required adapting it to the new world views of D&D 4e: the Points of Light world and the World Axis cosmology.Creating a Points of Light world required plunging the Forgotten Realms into darkness. We’re assuming that everything that was, was.Wizards planned big changes as part of the new 4e Forgotten Realms, but they were intended to be part of the continuing evolution of the Realms, not a reboot.What a Difference an Edition Makes: World Views. This meant that the setting needed some polishing to make it look more like modern fantasy, and less like the fantasy of the '60s, '70s, or '80s.9.
There were other big changes which also helped to support these design philosophies: Finally (whether intentional or not) these changes made the Realms more accessible to newcomers, not dependent upon decades of Realmslore.However, the Spellplague wasn't the end of the Realms' revamp. It made the Realms mysterious again, while simultaneously making them a better place for adventure — a core idea for the whole 4e revamp.
Parts of the Sea of Fallen Stars had collapsed to create a massive opening into the Underdark.The Realms simultaneously had become a grittier setting, on the edge of collapse, while also becoming a more fantastic one, full of wonder and mystery.The updates to the World Axis cosmology were largely based on fallout from the Spellplague. The ancient empire of Netheril was fully restored. The parallel world of Abeir had crossed over and fused with Toril.
The primordials are introduced as the lords of Abeir, while dragonborn and genasi both appear as races from that land. The new edition of D&D also required the insertion of numerous races. They were then coopted for D&D 4e by the SCRAMJET World Design team before being fed back to the Realms as part of the 4e update!The Resurrected Races.
Cormyr and the Northlands are probably the most similar to previous editions, but even they might meet the 50% levels thanks to the changes caused by the Spellplague.One town also gets particular attention: Loudwater. It also contains longer sections on the entirely new Returned Abeir and the newly revealed and accessible Underdark. It's unclear if it is actually 50% new, but it's got quite a bit of new material due to the update from 1372 DR in the previous Setting to 1479 DR in this new Guide.The Campaign Guide overviews the whole world, from Aglarond to Waterdeep, with many favorites in between such as Baldur's Gate, Cormyr, the Dalelands, the Hordelands, and the Moonshae Islands. It also represents the biggest change. Forgotten Realms Campaign Guide is the fourth major campaign book for the Realms, following the 1e Forgotten Realms Campaign Set (1987), the 2e Forgotten Realms Campaign Setting (1993), and the 3e Forgotten Realms Campaign Setting (2001).
