Building Worlds: The Forgotten Realms
A map.

If there were awards for the longest-running Dungeons & Dragons campaigns in history, Ed Greenwood’s Forgotten Realms would likely garner top honors alongside Greyhawk, which came from the imagination of D&D co-creator Gary Gygax. Launched as a campaign with friends in 1975, Greenwood’s elaborate fantasy world became an official D&D setting in 1987, when TSR published a boxed set developed in collaboration with Jeff Grubb.

The Realms, as they’re known to many fans, became increasingly popular during the 1990s, spawning a series of novels (some written by Greenwood), a comic book series, and more gameplay materials. The world also served as the setting for many D&D-based videogames, starting with 1988’s Pool of Radiance and continuing into the present day with Baldur’s Gate II, Neverwinter Nights, and the Neverwinter Nights expansion packs and sequel.

The web site Candlekeep hosts not only copious amounts of Forgotten Realms lore but also a forum where members can ask Greenwood questions. There, he has answered queries addressing not only Realms minutiae but also how and why the world came into existence.

As a child, he voraciously read everything from physics books to fantasy and science-fiction works by the top authors of the 1960s and 1970s. When series chronicling his favorite characters didn’t come out with new entries fast enough, he started writing his own, he reveals in one Candlekeep forum post. “Most of these, of course, were both horrible and unfinished little pastiches, but that hunger was the root from which the Realms grew,” he explains.

He began inventing original characters for his stories and wrote his first Realms tale in 1967, he recalls. The world became a natural setting for a Dungeons & Dragons campaign when the game was released in the mid-1970s. Thanks to his players’ tireless desire to explore the world he had created, Greenwood spent hours “puzzling out economics, trade routes, currents, prevailing winds, floods and droughts, mineral wealth locations, and so on,” he says.

As Abeir-Toril Turns

The Realms exist on a planet called Abeir-Toril, which has one moon, Selûne; asteroids known as the Tears of Selûne orbit the two. Selûne is also the name of one of the Realms’ many deities, which are split into four levels of importance and are subservient to Ao, who created the world and has no worshippers. The rest of the gods must attract legions of the faithful to survive. You may choose one for your character to worship in Neverwinter Nights 2.

The subcontinent Faerûn is the best-developed part of the planet. Its northwestern area is the setting for the Neverwinter Nights videogames, as well as many others that take place in the Realms, and it is home to a cast of well-known characters, including Greenwood’s wizard, Elminster Aumar, and the drow (dark elf) Drizzt Do’Urden, who was created by the novelist R.A. Salvatore. “I truly don’t have a favorite character,” Greenwood says in a different Candlekeep post. “I believe it has to be that way, for me to handle my creation properly as I continue to detail it.”

In the early days of the Forgotten Realms’ official D&D existence, TSR said that the world was linked to other campaign settings through the Great Wheel, which connected various planes of existence. However, in 2001, the revised official gameplay materials for the Realms and broke it off into a distinct cosmology. Abeir-Toril exists on the prime material plane, surrounded by 26 outer planes.

Greenwood continues to develop the Forgotten Realms, assisted by several novelists and many fans. Much of the planet is still uncharted territory, so there’s plenty to explore and invent. “I wasn’t trying to create a game setting or a bestselling fictional fantasy world,” he recalls. “I was just entertaining myself.” He attributes its enduring popularity to the fact that “it feels real … [It] has built up a history that makes events and character achievements seem to matter.”

He adds: “The Realms has become my life, taken me all over the world, and changed everything for me.”

Warrior with a large axe.

Hero Shot. One of many places you’ll visit during the game.

A ferocious bear.

A Relative of Faulkner’s Bear? He’s no match for your trusty sword.

Casting magic during a battle.

Powerful Forces Unleashed. An epic battle that will decide your fate, until the next one.

Oh the Characters You’ll Be

Your choice of race and class confers a variety of bonuses and special abilities, so choose wisely. As you create your character, you can see how your decisions will affect it, and you can backtrack if you want to change something. You can select more than one class, but not all classes mesh well with each other, and you’ll advance in levels more slowly than you would with one class. Your achievements in the game allow you to later add a prestige class that further refines your character.

Classes

Class Traits Good multi-class choices Bad multi-class choices Sensible prestige classes
Barbarian Fast and agile, barbarians can also throw themselves into a rage that temporarily increases their strength and constitution but diminishes their armor class. Fighter, Ranger Paladin, Monk Blackguard, Weapon Master, Dwarven Defender
Bard This wandering minstrel’s songs boost companions’ abilities, and her wisdom allows easier identification of mysterious items. Typically don’t multi-class - Red Dragon Disciple, Duelist, Eldritch Knight
Cleric Good for what ails you, this character class is perfect for those who want to channel divine energy into their adventures. Typically don’t multi-class - Divine Champion, Blackguard, Warpriest
Druid At one with nature, druids draw spellcasting power from the environment and can turn into animals. Typically don’t multi-class - Typically don’t choose one
Fighter Every party needs at least one of these. Barbarian, Paladin, Ranger, Rogue, Monk - Blackguard, Dwarven Defender, Frenzied Berzerker, Duelist, Divine Champion, Weapon Master, Arcane Archer
Monk He eschews weapons and armor, yet he is deadly in combat. A monk can’t cast spells but can channel an energy known as ki to enhance his attacks. Rogue, Fighter, Paladin - Assassin, Shadowdancer
Paladin Followers only of good, paladins cast healing spells, turn back the undead, and swing a mean weapon. Fighter, Ranger, Monk Bard, Barbarian Divine Champion
Ranger Deadly with a bow and at home in the woods, a ranger can also cast some druid-like spells. Barbarian, Fighter, Paladin, Rogue Druid Duelist, Divine Champion, Arcane Archer
Rogue Skilled at slipping in and out of places undetected, rogues use their abilities for good or evil. Typically don’t multi-class, although some wizard or sorcerer abilities don’t hurt - Assassin, Duelist, Arcane Trickster (if using magic), Shadowdancer, Shadow Thief of Amn
Sorcerer They draw their magic from an innate power; some claim to have a little dragon ancestry in them. Typically don’t multi-class - Pale Master, Arcane Trickster
Warlock Their powers are supernatural in origin, and thus they don’t memorize spells. Typically don’t multi-class - Don’t qualify for any that require spellcasting abilities
Wizard The classic D&D magic-user, this class must memorize spells before using them. Typically don’t multi-class - Arcane Archer, Pale Master, Eldritch Knight
Cheat If You Must

Stumped? Then you may need some help, thanks to the cheat codes that are commonly placed in most video games. They allow you to, well, cheat and change the rules. This sometimes includes activating bonuses, unlocking secrets, and accessing new levels of gameplay. To activate cheats in Neverwinter Nights 2, click on the character who will be the target of the cheat code. Then press the Tilde (~) key and bring up the Debug screen. Type in “DebugMode 1” (without quotes, and exactly as you see it here, with the space before “1”) and you’re ready to start entering the codes below. GameFAQs hosts lists of numbers for feats, items, and spells. Replace “#” with the relevant number from one of those lists. Remember that these codes are case sensitive, and that you need to include the space before “#.”

A word of warning: the “irolltwenties” code will prevent your character from increasing in levels. You can’t go beyond 20th level in the game, however, so if you’re already there, you might as well use the code.

 

The Codes

irolltwenties — Increase each ability score to 20.

givefeat # — Add a feat from the list.

givespell # — Add a spell from the list.

giveitem[item tag] # — Add an item from the list. (Replace “[item tag]” with the appropriate descriptor.

dm_givegold # — Give that character an amount of gold.

givexp # — Give that character more experience points.

dm_god — That character is invincible.

SetCHA # — Set that character’s charisma score.

SetCON # — Set that character’s constitution score.

SetDEX # — Set that character’s dexterity score.

SetINT # — Set that character’s intelligence score.

SetSTR # — Set that character’s strength score.

SetWIS # — Set that character’s wisdom score.

rs ga_alignment(-1, 1) — Move that character’s alignment one point toward chaos.

rs ga_alignment(-1, 0) — Move that character’s alignment one point toward evil.

rs ga_alignment(1, 0) — Move that character’s alignment one point toward good.

rs ga_alignment(1, 1) — Move that character’s alignment one point toward law.

System Requirements
  • Mac OS X version 10.4.11, 10.5.1, or higher
  • 2GHz Intel processor (2.33GHz or higher recommended)
  • 1GB of RAM (2GB recommended)
  • 128MB video RAM (256MB recommended) ATI Radeon X1600, X1900, HD 2400, and HD 2600, as well as NVIDIA GeForce 7600 and 8600
  • 6.5GB hard disk space
  • DVD-ROM drive
  • Internet play requires broadband connection

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