Ed Greenwood
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Ed Greenwood
Ed Greenwood (born July 21, 1959) is a Canadian fantasy writer and the creator of the ''Forgotten Realms'' game world. He began writing articles about the Forgotten Realms for ''Dragon'' magazine beginning in 1979, and subsequently sold the rights to the setting to TSR, the creators of the ''Dungeons & Dragons'' roleplaying game, in 1986. He has written many Forgotten Realms novels, as well as numerous articles and ''D&D'' game supplement books. Early life and the Forgotten Realms Greenwood grew up in the upscale Toronto suburb of Don Mills. He began writing stories about the Forgotten Realms as a child, starting in the mid-1960s; they were his "dream space for swords and sorcery stories". Greenwood conceived of the Forgotten Realms as one world in a "multiverse" of parallel worlds which includes the Earth. He imagined such worlds as being the source of humanity's myths and legends. Greenwood discovered the ''Dungeons & Dragons'' game in 1975 and soon became a regular player. H ...
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Forgotten Realms Adventures
Forgotten Realms Adventures is an accessory for the Forgotten Realms campaign setting for the second edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game. The book, with product code TSR 2106, was published in 1990, and was written by Jeff Grubb and Ed Greenwood, with cover art by Clyde Caldwell and interior art by Steven Fabian, Ned Dameron, Larry Elmore, Caldwell, and Jeff Easley. Contents ''Forgotten Realms Adventures'' is sourcebook which revised material from the earlier '' Forgotten Realms Sourcebook and Cyclopedia'', updating it for the 2nd edition rules and the three years of products released for the Forgotten Realms up to that time. Among other things, this book discusses the deities, secret societies, treasures, spells and magic rules unique to the campaign setting, as well as short descriptions and maps of the heartlands and its cities. The 154-page hardcover book features a one-page foreword from each of the authors. Jeff Grubb explains that t ...
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Ruins Of Undermountain
Ruins () are the remains of a civilization's architecture. The term refers to formerly intact structures that have fallen into a state of partial or total disrepair over time due to a variety of factors, such as lack of maintenance, deliberate destruction by humans, or uncontrollable destruction by natural phenomena. The most common root causes that yield ruins in their wake are natural disasters, armed conflict, and population decline, with many structures becoming progressively derelict over time due to long-term weathering and scavenging. There are famous ruins all over the world, with notable sites originating from ancient China, the Indus Valley, ancient Iran, ancient Israel and Judea, ancient Iraq, ancient Greece, ancient Egypt, ancient Yemen, Roman, ancient India sites throughout the Mediterranean Basin, and Incan and Mayan sites in the Americas. Ruins are of great importance to historians, archaeologists and anthropologists, whether they were once individua ...
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Drow Of The Underdark
''Drow of the Underdark'' is the name of two supplemental rules books for the ''Dungeons & Dragons'' fantasy role-playing game, providing supplementary game rules focusing on Drow (Dungeons & Dragons), drow culture, equipment and folklore for both players and Dungeon Masters. ''Advanced Dungeons & Dragons'' 2nd edition ''The Drow of the Underdark'' was written by Ed Greenwood for use with Advanced Dungeons & Dragons 2nd edition, ''AD&D'' (2nd Ed.), and focuses primarily on the drow of the Forgotten Realms campaign setting. The book features cover art by Jeff Easley, and interior art by Tim Bradstreet and Rick Harris. This book details the nature of dark elves, dark elven society, drow religion (including Eilistraee, Ghuanadar/The Elder Elemental God, Lolth, and Vhaeraun), the high history of the drow, drow Magic of Dungeons & Dragons, spells, drow Magic item (Dungeons & Dragons), magical items, drow craftwork, drow languages, drow nomenclature, and dark elven runes. This book ...
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The Code Of The Harpers
''The'' is a grammatical article in English, denoting nouns that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pronoun ''thee'' ...
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The Seven Sisters (role-playing Game Supplement)
''The Seven Sisters'' is an accessory for the 2nd edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game, written by Ed Greenwood and published in 1995 by TSR, Inc. as a 128-page book. It details characters from the Forgotten Realms campaign setting: The Witch-Queen of Aglarond and her silver-haired siblings, high-level mages who dabble in immortality and troublemaking. The first section contains anecdotes, while the second half focuses on magic (sword and sorcery). Reception Rick Swan reviewed ''The Seven Sisters'' for ''Dragon A dragon is a Magic (supernatural), magical legendary creature that appears in the folklore of multiple cultures worldwide. Beliefs about dragons vary considerably through regions, but European dragon, dragons in Western cultures since the Hi ...'' magazine #221 (September 1995). He observes that "Forgotten Realms godfather Ed Greenwood hosts this study" of the Seven Sisters. He notes that the first section is "rich in anecd ...
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Peter Adkison
Peter D. Adkison is an American game designer and businessman who is the founder of Wizards of the Coast, where he held the role of CEO from 1993 to 2001. During Adkison's tenure, Wizards of the Coast rose to the status of a major publisher in the hobby game industry. Wizards achieved success with its creation of ''Magic: the Gathering'', which started the collectible card game genre. It also distributed the Pokémon Trading Card Game, Pokémon trading cards, and later acquired TSR (company), TSR, publisher of the ''Dungeons & Dragons'' role-playing game, releasing a successful new edition. Adkison is the current owner of Gen Con, a major yearly game convention in the Midwest. In 1999, Adkison sold Wizards of the Coast to Hasbro, remaining with the company until January 2001. As a longtime fan of role-playing games (RPGs), Adkison has become an advocate for indie RPGs. His own game design work includes ''The Primal Order'', a "capstone system" for use with any of a number of di ...
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Forgotten Realms Campaign Setting
The ''Forgotten Realms Campaign Setting'' is a role-playing game sourcebook first published by TSR (company), TSR in 1987 for the first edition of the fantasy role-playing game ''Advanced Dungeons & Dragons'' that describes the campaign setting of the Forgotten Realms. It contains information on characters, locations and history. Various revised and updated editions have been produced over the years. 1st edition Contents The 1987 ''Forgotten Realms Campaign Set'' was sold as a box set containing two 96-page books, four maps, and two clear plastic overlays marked with hex grids. The maps were four full-color, 34" x 22" maps, two of which combine to form a large-scale (1" = 90 miles) map of the western half of the vast Realms continent, while the other two provide a more detailed (1" = 30 miles) map of the regions featured in the campaign pack. The ''Dungeon Master's Sourcebook of the Realms'' describes how to set up and run a campaign in the Forgotten Realms. A pair of short ...
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Dragonlance
''Dragonlance'' is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived ''Dragonlance'' while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the ''Dungeons & Dragons'' role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures. In 1984, TSR published the first ''Dragonlance'' game module, '' Dragons of Despair'', and the first novel, '' Dragons of Autumn Twilight''. The novel began the '' Chronicles'' trilogy, a core element of the ''Dragonlance'' world. While the authoring team of Tracy Hickman and Margaret Weis wrote the setting's central books, numerous other authors contributed novels, short stor ...
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Campaign Setting
A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds; however, some are historical or contemporary real-world locations. A '' campaign'' is a series of individual adventures, and a ''campaign setting'' is the world in which such adventures and campaigns take place. A campaign setting is typically designed for a specific game (such as the ''Forgotten Realms'' setting for ''Dungeons & Dragons'') or a specific genre of game (such as historical fantasy or science fiction), though some come from existing media (such as movies, shows, novels, or comic books). There are numerous campaign settings available for purchase both in print and online. In addition, many game masters create their own, which are often called "homebrew" settings. Examples of major campaign settings include the Dungeons & Dragons campaign settings, World of Darkness, the Star Trek science fiction universe, and the Avatar: The Last Airb ...
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Magic Of Dungeons & Dragons
The magic in ''Dungeons & Dragons'' consists of the spells and magic systems used in the settings of the role-playing game ''Dungeons & Dragons'' (''D&D''). ''D&D'' defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and films. The specific effects of each spell, and even the names of some spells, vary from edition to edition of the ''Dungeons & Dragons'' corpus. Development Origins In 1974, the 36-page " Volume 1: Men & Magic" pamphlet was published as part of the original ''Dungeons & Dragons'' boxed set and included 12 pages about magic. It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier '' ...
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Magic Item (Dungeons & Dragons)
In the ''Dungeons & Dragons'' fantasy role-playing game, a magic item is any object that is imbued with magic powers. These items may act on their own or be the tools of the character possessing them. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern fifth edition. In addition to jewels and gold coins, they form part of the treasure that the players often seek in a dungeon. Magic items are generally found in treasure hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest. Development 1st edition ''Advanced Dungeons & Dragons'' In the first edition, all artifacts are classed as miscellaneous magic items, even ones that are weapons, armor, or rings. Each artifact has a certain number of Minor, Major, and Prime Powers, and of Minor, Major, and Side Effects which trigger when the item is acquired, or its Major and Prime Powers are used. The powers ...
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