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After being hidden for 10,000 years due to the events of the War of the Ancients, the Dragon Isles, the ancestral home to all dragon-kind, reveals itself on Azeroth. In a secluded area known as the Forbidden Reach, a race of dragonkin soldiers known as the dracthyr awaken from a 20,000-year slumber. Confused about their situation, they discover ...
The adventures of this setting occur in the Io's Blood Isles, a string of islands in a self-contained world. [1] The Council of Wyrms boxed set includes rules for playing dragon, half dragon, and dragon servant characters. It includes three rule books: one for the base rules, one for dragon family and clan histories, and one for adventure ...
Dragon Hunt (March 2005) Shadows of Ice (March 2006) Ghostlands (March 2007) Warcraft: Legends (2008 – 2009), a five-part graphic novel series, which is a continuation from The Sunwell Trilogy. World of Warcraft: Death Knight (December 1, 2009) World of Warcraft: Mage (June 1, 2010) World of Warcraft: Shaman (September 28, 2010) World of ...
Faerûn (/ f eɪ ˈ r uː n / fay-ROON) is a fictional continent and the primary setting of the Dungeons & Dragons world of Forgotten Realms.It is described in detail in several editions of the Forgotten Realms Campaign Setting (first published in 1987 by TSR, Inc.) with the most recent being the 5th edition from Wizards of the Coast, [1] [2] and various locales and aspects are described in ...
Forgotten Realms is a campaign setting for the Dungeons & Dragons (D&D) fantasy role-playing game.Commonly referred to by players and game designers as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories. [1]
The adventure module is set in the Icewind Dale region of the Forgotten Realms with a focus on the Ten-Towns and the surrounding area. [2] [3] It takes place more than a century after the events of R.A. Salvatore's Icewind Dale Trilogy circa winter of 1489 DR or later. [4]
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Allen Varney briefly reviewed the original Tome of Magic for Dragon magazine No. 172 (August 1991). [3] Varney surmised that spellcasters would focus on "heavy artillery" spells, but cautioned that the wise DM "should prefer the many spells that don't cause damage but instead enable good stories" such as the many communication spells that allow characters to convey information more easily and ...