Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Friday, August 8, 2025

Fantasy Fridays Review: Forgotten Realms Campaign Setting Revised

Forgotten Realms Campaign Setting Revised
We are in the AD&D 2nd ed era for sure now, and today I am planning on finally tackling the boxed set that launched a 1000 campaigns or more. The AD&D 2nd Edition Forgotten Realms Campaign Setting Revised.  I purchased mine relatively recently to be honest. Well. More recent than 1993. This is the second Forgotten Realms Campaign setting boxed set. The first, of course, was the famous "Gray box" for AD&D 1st Edition.  It was an instant classic, but I think many of my readers will agree that it was AD&D 2nd Edition where the Realms really grew in popularity. Even me, stuck in my lonely little corner of Ravenloft knew how important the Realms was. Forget that, all you had to do was be online in the early 90s when the Internet was still a wild and untamed place to know of the Realms' popularity. 

I will be honest. Of all the Realms products out there, this one feels like the hardest to review properly. But I will carry on. 

Forgotten Realms Campaign Setting Revised

1993. by Ed Greenwood, Jeff Grubb, and Don Bingle. Art Clyde Caldwell (book covers), Fred Fields (box cover), Interior art by  George Barr, Dennis Beauvais, Tim Conrad, James Crabtree, Eric Hotz, Robin Raab, Uttam, and Valerie Valusek.

NOTE: For this review I am considering both my original* boxed set and the PDFs** from DriveThruRPG.

Ok, there is a note on my note. First, I got my boxed set in a game auction. So I know for a fact there is extra material in my box. I have a second set of maps that look different from the other set. I am not entirely sure which set belongs. This is the problem when buying collections, going to auctions, and inheriting other collections. There is a lot more in this box. SO, I bought the PDFs for this review. I figure I might as well (I didn't have them) AND the PDF version has a different cover. Now I had that boxed set for a bit, but it was beat to all hell. I didn't know which one came first. So I kept the best looking box and best books. Likely, that is why I have extra stuff. 

I learned that the "gold" cover box that had the same art as the 1st Edition set was the first, and the one I have was the second printing/version. Either way, the interior contents are the same.

Except mine that is. Mine is special. ;)

Forgotten Realms Campaign Setting Revised

Ok, all that aside, let's jump into this bit of D&D history. The box set has three soft-cover books that I'll take in turn.

A Grand Tour of the Realms
A Grand Tour of the Realms

This 128-page softcover book is the player-facing book for this set.

I think the biggest surprise for me was that this is where (at least for me) the Relams absorbed the campaign settings of Kara-Tur (previously part of Greyhawk at least in practice), Maztica, and Zakhara. Now of all these Zakhara was the most interesting to me and I flirted with buying the campaign setting a few times in the early 90s. But I was still an undergrad and there was always another Ravenloft book. Each setting gets a little overview here.

Likewise, the various peoples of the Realms are mentioned. Humans predominate, but dragons, dwaves, elves, goblins, gnomes, and more also get a mention here. The standard D&D species/races are here. Indeed, here is where many learned of these races for the first time in conjunction with AD&D 2nd edition rules. 

Up next, the standard classes are covered here. It's 2nd edition now, so Bards are not relegated to the back of the book. I would argue that is was 2nd Ed Realms where Bards got their proper due. 

Our next large section is all about Faerûn. This is the continent that people think of as synonymous with "the Forgotten Realms." The larger sections of the continent are covered briefly here. This is helpful for me since I never really know what people mean when they say "The North" for example. The map following this is even better. The large poster maps are great, but unwieldly to be honest. 

Some print is given over to the months and years, which I love. In the two Realms campaigns going on here in my house (my "Into the Forgotten Realms" and my oldest kid's "It's Always Sunny in Waterdeep") I have gotten fairly used to thinking of times in Dale Reckoning.  The current year for this set is 1368 DR.

Languages are next. It is really fun to see the Dethek writing here after seeing it the Baldur's Gate 3 video game. 

Up next are more detailed descriptions of various locales. The Dales and the Elven Courts, Cormyr, Sembia, The Moonsea, The Vast, The Dragon Coast, The Western Heartlands (including the Sword Coast), Waterdeep, and beyond (Evermeet, Moonshaes, etc.). Each gets a few pages to discuss important sites and people. There are adventure seeds galore.

There is a lot here, but not a lot of details on any one thing. This is actually good in my mind. It gives me room to work (I know... remarkably naïve on my part), but it did give some ideas for the next adventure I am going to run. 

The back cover has a list of the Forgotten Realms Adventure Backlist with prices up to that point. Still impressive by 1993, to be honest. I know I am missing a lot of these, but my Forgotten Realms buying is limited (on purpose) to what I can find via my local game auctions or Half-Price Books or other used sources.

Running the Realms
Running the Realms

This is our DM's book. It's 64 pages and features one of my favorite Clyde Caldwell pieces ever. I have a signed print in my game room. An aside. There is something about the size of the TSR-era 64 page books. Hits my nostalgia for the BX books.

Here we get a good and proper introduction to the Realms. The voices of Jeff Grubb and Ed Greenwood ring out loud here in their respective introductions. And we learn this is the 3rd Age of the Realms. 

We start the book proper with a Campaigns for New Players. I am neither a new player nor unfamiliar with the Realms, but I found this to be a good read with some great advice. Some of this reads very similar to the 1st Edition Gray box. This falls under the "if it's not broke, don't fix it" rule. 

Wild Magic and Dead Magic zones are discussed. I am not sure how much I would have used these back then, but I am going to make an effort to use them more now. 

There is a great timeline from -2637 DR to 1368 DR. I am still in 1357 DR in my games.

After this, some News of Realms covering recent local events follows. It reads like a set of newspaper articles. 

There is a section on the Secret Power Groups. The Harpers, the Cult of the Dragon, and the like. I have learned to use these sparingly. The Cult of the Dragon can be huge and my players would want to hunt it down and take them out for good. And the Harpers can swoop in and steal all the glory. Now other groups like the Red Wizards and Zhentarim are still great to use. Likewise, there is a roster of Select NPCs. The usual suspects are here. Again, this is a season to use sparingly. BUT it is nice to have these here. It is also nice to have a picture and pronunciation guide for some of these names. Because seriously Ed? What the hell?

There is a section on Gods that is good, but will see expanded in the next few years. Gods are ever changing bunch in the realms. The names stay roughly the same, but powers and portfolios can vary. It is always fun to read these starting with Ed's Down to Earth Divinity from Dragon Magazine. 

There is some "player" information here, but I feel the idea here is that DM will parse that out as they feel necessary. 

The back cover has Forgotten Realms novels published to date.

The Fogotten Realms novels are like cheeseburgers. Some are great and really fill you up. Others are the fast food variety; great when that is what you want and often cheap and easy to get. Others are sliders. They seemed like a good idea at the time, but when you are done you are questioning your choices. Now I have not read a lot of these to be fair, and really I should not judge; I read all the Ravenloft novels.

Shadowdale
Shadowdale

This 96-page softcover book is part location guide, part base of operations, and part adventure. 

Reading through this now I am reminded of how important the Dalelands used to be in the Forgotten Realms. It was *the* place to adventure back then. Back then I wasn't sure if it was from the novels or that's where Elminster had set up shop. I think now it must have been largely due to this book. I could be wrong, it's hard to judge cultural phenomena (and that is what is was in online D&D discourse) 30+ years later.

But, I am not here to judge this on past or perceived merits of the past. I am looking at the text in front of me. 

This book is broken up into sections detailing the history of Shadowdale and the lands including the farm lands around it (aside: growing up in the Midwest I don't think enough people understand how important farms were/are and how much land they can take up. Thankfully most of the AD&D guys are of the same background as I am.)

We also delve into the Village of Shadowdale, places of interest, and the temples. These include, respectively, Elminster's Tower (which should be a tourist location by now) and the Temple of Mystra.

About half this book is given over to the adventure "Beneath the Twisted Tower." Which was briefly profiled in places of interest. It is an adventure for parties of 1st to 3rd level and set after the Time of Troubles. The tone shifts here and I wonder if this was the contribution of Don Bingle.  To continue my BX D&D association, this would be the Caves of Chaos to Shadowdale's Keep on the Borderlands.

This book has the most "new" information to me. There is a huge underground cave system here with a lot of potential. The best part is that it gives new players a solid taste of what is in the realms. It's like a charcuterie board of Realms favorites, served in easy-to-eat sizes. The areas of Wild and Dead magics are also clearly marked, so that is fun. I gotta remember to use those more when the time is right.

Another Aside: I need to look into how and why Wild and Dead magic began here. Was it a side-effect of the Time of Troubles or did it happen before? I thought it was a side effect, but maybe I am wrong.

The adventure looks fun, but reading it is not playing it. If my party gets to the Dales I might give it a try. The one thing I don't lack is low-level adventures in the Realms. 

The book ends with a comprehensive Index of all three books. It is easy then to see what entries get coverage in which books, sometimes multiple coverage. 

Other Materials

Forgotten Realms Box Contents

Forgotten Realms Box Contents

I mentioned before that my boxed set seems to have materials from other sets and I have not identified which is which. 

There are the four large poster maps of Faerûn (I have two different sets), and the clear hex maps to place over them. This was a great idea. While I loved the maps from the D&D Basic and Expert sets, they always looked like they were drawn to fit the hexes. These are maps and the hexes come later. 

There are full color card-stock inserts of various symbols, sigils, and signs from the Realms which is great to show players what they are looking at.

And much to my pleasure AD&D 2nd Ed Monstrous Compendium inserts. My Forgotten Realms MC binder is getting quite full now.

Forgotten Realms Monstrous Compendium

DriveThruRPG PDFs

The PDF/Zip file from DriveThruRPG has all three books plus the Monstrous Compendium pages in one large, 312 pages, file.

The text is sharp and the tables of contents are hyperlinked. The index in not. The images are bit dark, but not so much so that they are hard to make out. I should note that some of the images are also dark in my boxed set, so that could just be how they came out in the color to black-and-white conversions.

I did print out the Monstrous Compendium pages so I could keep the originals in the box set intact and for better alphabetical sorting.

The zip file contains JPGs of all the inserts, including the acetate hex map overlays (why??), front and back of all the cards (which is good, now I don't have to cut up the ones in my boxes), the maps, and the poster that came with it. Wait a minute! My boxed set doesn't have the poster!!

Conclusion

This set is not exactly what I imagined it would be. Well, let me clarify that. This set is not what 1993 me thought it would be. It is actually better.

This box is bigger than the 1st Edition Realms boxed set. Plus the white background and 1990s trade dress make it a lot easier to read than the 1st Edition one. 

Many of the differences in terms of rules come from the shift from AD&D 1 to AD&D 2. For example Barbarians and Cavaliers are gone, Bards, Specialty Wizards and Priests are in. Speaking of which, it was in the Realms where the Priests of specific gods really shone and took full advantage of the new AD&D 2nd rules. When I get to the Faith's & Avatar series I am going to focus on this. Likewise we see in-world application of the Specialty Wizards in the Red Wizards of Thay. Yes, the Known World of Mystara also did this in the 1980s with the Schools of Magic in Glantri, but that was adding on to the rules; this was the existing rules being made manifest in the world. 

Honestly. This is one of the reasons why I associate AD&D 2nd Edition and Realms so closely with each other. The world informed the rules, the rules shaped the world.

Updates on Sinéad in the Realms

In my Realms game I have been using my character Sinéad to help view the Realms as someone learning about the world the same way I was.  One of the other reasons from the delay in getting to this product is that Sinéad and Co. have not yet caught up!

3D print and Character sheets of Sinéad
Primed 3D print and Character sheets of Sinéad

Well, for starters, Sinéad is a proper single-class Bard now. It was really 2nd Edition I had in mind for her since Bards were now a regular class. Also, I imagined she was some sort of wild-magic user, which is something I'll also explore.

Her partner in crime, Nida (who is important for some Ravenloft stuff later on) is still with her. These were my two main characters in this and my thoughts were always of 2nd Edition for them. Over the years, Sinéad has gone from a witch to a wild magic user.

What about the others?

Other 1st Edition Characters

Ok, so there some things I need to consider.

First off is Jaromir. He is a barbarian and those don't exist anymore in 2nd Ed. Well, unless I pull out the Complete Fighters Book.  Rhiannon (and I realize I am breaking my own rules here, this is my THIRD Rhiannon.) is a Dragon #114 witch.  While I could convert her to use the Witch kit in Complete Wizards Book. I might hold her off till I cover Spellbound. In fact that is a good idea.  Ok. Rhiannon and Jaromir have returned home to Rashemen. 

Argyle was a Dwarf from Mystara who got trapped here in Faerûn. He is a dwarf with no clan, family or a home. So...maybe he finds some dwarves to live with. I don't know. I am going to assume he is retired now.  I know that Druid and Ranger couple Asabalom and Maryah, eventually come to call a wetlands area their home where they protect it. I was hoping to get some more gaming in with them as NPCs so I could figure out what they were all about. I have an adventure they appear in later on to help the PCs, I just wanted to figure out how they got there. Lastly there was the young elf turned werewolf Arnell Hallowleaf. I know where he is going, but I'm not sure how he'll get there.

So for now, my main NPCs for my "Into the Forgotten Realms" are Sinéad and Nida, that is if the Players can get to the Dalelands for me to use them again. 

To say there is an entire world to explore here is cliché, but it is also the truth. My collection of Realms products is small, comparatively speaking, but it is still larger than I can ever hope to use in my lifetime. 

Wednesday, July 16, 2025

Witchcraft Wednesday: The (Second) Return of Rhiannon and Briana Highstar

 I was doing some cleaning in my office yesterday. Partially cleaning, partially avoiding work, but also gathering up everything I had been working on for the last few years (spoiler, it has been 5 years of solid work and 12 total of "picking at it") for this new project I playing around with. I have been thinking I need some good examples of an Archwitch and a Witch Priestess. When in a stack of characters, I found my versions of Grenda's, witches Briana Highstar and Rhiannon

Advanced Witches

They are both featured in my new The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions, as "Basic-era" Witches of the Diabolic and Malefic traditions, respectively. Both are listed as 8th-level Witches. But I was thinking, what if I "advanced" them? And by that, I mean move them over to Advanced D&D and have them take my new Advanced classes. I mentioned a while back that they did not know each other, but in my AD&D game, I am thinking they met up and decided to form a coven. 

While covens are typically made up of the same traditions, they don't have to be. I have even talked about a "Grand Coven" that includes witches, warlocks, and other members. This marks the beginning of their Grand Coven, dedicated to evil. Since I have already decided that they are in my Forgotten Realms game there is no reason why they can't meet up with my other witches Moria and Amaranth. Though neither of them are exactly evil, they are different kinds of "hellspawn."

This will give me more chances to pleytest these new classes. I think one change I am making, if these Advanced Classes are taken after 7th level, the witch still gets their 6th level Occult Power.  It didn't dawn on my until last night while working up their new sheets that an Advanced class is a good way to bring a "Basic" character over to AD&D. For example, with this idea I could make a Paladin or Ranger an Advanced class, starting off as a fighter first. I'll have to play around with this idea. 

In the meantime, here are Briana Highstar and Rhiannon again, with their new classes in place.

Briana Highstar
Briana Highstar
Human Female

Archwitch 8th level
Diabolic Tradition
Patron: Mephistopheles
Alignment: Lawful Evil

STR: 12 
INT: 17 
WIS: 15
DEX: 16
CON: 13
CHA: 17

Paralyze/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, or Wands: 12
Breath Weapon: 14
Spells: 13

AC: 5 (Leather +2)
HP: 24
To Hit AC 0: 18

Weapon: Whip
Armor: Leather +2

Occult Powers
Familiar: Cat 
Minor: Evil's Touch

Spells
First Level: Burning Hands, Charm Person, Far Sight, Sonic Blast, Spirit Dart
Second Level: Burning Gaze, ESP, Grasp of the Endless War, Invisibility, Suggestion
Third Level: Bestow Curse, Dispel Magic, Scry
Fourth Level: Arcane Eye, Divination, Phantom Lacerations

Hair: Black
Eyes: Grey
Height: 5'9"
Weight: 136 lbs

Languages: Common, LE, Elvish, Goblin, Diabolic, Abyssal, Giant, Orc


Rhiannon
Rhiannon
Human Female

Witch Priestess 8th Level
Malefic Tradition (Previously Craft of the Wise)
Patron: Ereshkigal
Alignment: Neutral Evil

STR: 11
INT: 17 
WIS: 17
DEX: 16
CON: 15
CHA: 16

Paralyze/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, or Wands: 12
Breath Weapon: 14
Spells: 13

AC: 5
HP: 32
To Hit AC 0: 18

Weapon: Dagger of Venom
Armor: Leather

Occult Powers
Familiar: Mourning Dove
Minor: Impure Touch

Spells
First Level: Blight Growth, Charm Person, Chill of Death, Sleep, Touch of Suggestion
Second Level: Agony, Beastform, Disfiguring Touch, Evil Eye, Protective Penumbra
Third Level: Bestow Curse, Bleed for Your Master, Scry
Fourth Level: Fangs of the Strix, Spirtual Dagger 

Hair: Blonde
Eyes: Brown
Height: 5'1"
Weight: 114 lbs

--

OGL Section 15: COPYRIGHT NOTICE

Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.

--

So obviously Rhiannon forms this coven and become the high priestess of it. Briana provides the "great work" they all must do. What is that? No idea yet. 

I would love to include Amaranth in this, but I tend to refer to her as a "cotton candy Tiefling" that is she is light, fluffy and sweet. At least that is how I have presented her in The Witch - Book of Shadows for ShadowDark. Still, the prospect of her joining this coven is a fun one. Maybe something happens to make her choose to embrace her evil side? I wonder what it will be?

I also need to figure out what sort of Grand Coven would have both Ereshkigal and Mephistopheles (and maybe even Lilith) as patrons? The intersection of these two (three), witchcraft mythology-wise is Astaroth (by way of Sumeria to Astarte), which I do like as an option. And their coven needs a name. I have wanted to use Astaroth more. Maybe I can bring in Babylon into this too!

Monday, June 2, 2025

It's June! Time for some Summer Gaming

June 2025
Bowing out of a Monstrous Monday post for today since it is the start of June. 

Historically, around here, June has been my time to devote to D&D, with a particular focus on B/X and BECMI D&D. This year, I was going to focus on FRPGs that were not D&D, but I am going to bend my own rules a little here. I do have a few non-D&D Fantasy RPGs I'll cover this month (3 or 4, looking over my notes), as well as some D&D-related content.

Another theme coming up for me is "1985." Including a few projects I am working on that have that as a connecting theme. One you already know about, you just didn't know that was a theme of it yet. My 1357 DR Forgotten Realms campaign is taking on a solid "1985" feel to it.  Since the campaign setting came out in 1987 and is assumed to be 1357, I am setting by "game feel" for how I was playing in 1985-1986. 1987 was a very different sort of year for me, gaming-wise, so I opted for something more mid-80s in feeling. Plus, my son and I were talking a lot about music from that time (he is really getting into the Talking Heads), so I made a new 1985 playlist for background noise. 

June, of course, always reminds me of summers playing D&D (and some Chill, and some DC Heroes). It was a great time. Yeah, I was also working all the time. I started saving for college in 1984, but it was still a great time. 

Posts this month are going to be around this loose theme and moving me closer to completion for a couple of new projects. Among these are a new OSE "Classic Classes" release, a couple more "Myths & Monsters" for 1st Ed. And a few ideas I have been mulling over that are not really ready for the light of day. This is all still part of my efforts to finish up some of the started, but never completed, projects sitting on my hard drives. 

I am rather looking forward to it all.

Thursday, May 22, 2025

Review: FOR2 Drow of the Underdark

FOR2: The Drow of the Underdark (2e)
Drow have had a LONG history in D&D.  

This is a good one for me to review now. In my Forgotten Realms (even if AD&D 1st Ed) campaign has a Drow priestess of Eilistraee. I know a bit about her, but this is a good book for me now.

While I know a lot of Realms lore Drow, I would never say I am an expert. Admittedly I learned of Drow via Greyhawk lore and the Epic GDQ series from Gygax. So my first experiences with Drow were in Erelhei-Cinlu and not Menzoberranzan.

It is time I changed that. 

FOR2: The Drow of the Underdark (2e)

1991. Ed Greenwood. Artists: Jeff Easley (cover), Tim Bradstreet, Rick Harris (interiors). 96 pages. Color cover, gold, black & white interiors. Some full-color plates.

For this review, I am considering my PDF and Print on Demand versions from DriveThruRPG.

There’s a certain mystique that comes with any Ed Greenwood-penned Forgotten Realms book, but The Drow of the Underdark lands in that very specific early-'90s TSR sweet spot: prestige-format, Realms-focused, lore-dense, and just weird enough to feel like it snuck out of Elminster’s bottom drawer. 

I read Greenwood's articles fondly in Dragon Magazine, even if I was not interested in the Realms at the time. These days, not with more years of appreciation for Ed, the Realms, and these products I feel like I get a lot more out of these books than I would have say back in 91. 

This was the second entry in the "FOR" series, following Draconomicon, and it leans hard into that same idea: go deep on a singular part of the Realms and pull no punches. Where Draconomicon scattered its gaze across multiple dragon types, this one drills straight down into drow culture, religion, and society—and stays there.

And yes, this is very much a Greenwood book. That means: flavor over stats, dense Realmslore, and the occasional asides from Elminster. Honestly, I would not want it any other way. 

Note, the table of contents does not have the Chapter numbers, but the Chapters do as do the bookmarks in the PDF. 

The book feels like the AD&D 2nd Ed splat books of the time. 

Overview

This isn't just "Vault of the Drow in the Forgotten Realms." It's a deliberate reimagining of the drow as a functioning, if cruel and fractured, civilization with its own logic and diversity. Greenwood expands far beyond the Lolth-worshipping archetype that had become the default by 1991 and proposes alternative drow following other deities, traditions, and magical philosophies.

It's still evil, make no mistake. But this book provides a scaffold for playing, plotting, or writing about drow from the inside out. It dares to humanize them, not to redeem them, but to make them usable. And it succeeds.

Introduction

Classic Greenwood here. An interview between him and Elminster and a naked drow woman named Susprina Arkhenneld. She is finally detailed in one of Ed's more famous videos. In my head-canon, Simon Aumar is the distant offspring of Elminster and Suprina. Great, great grand-son according to the Realms wiki. Not sure how that works in "real" Realms lore, but it works fine for me. 

Susprina Arkhenneld and Elminster

Chapter 1: The Nature of Dark Elves

The opening sections dive into drow history, physiology, life cycle, customs, language, and, most of all, their society.  We start with how Drow are similar and different from standard elves. This includes their intelligence and magic. 

We also get a bit on driders, which are different in later versions of the game. Here, in their original form, they are the misfits and rejects of the Drow society. 

Chapter 2: Dark Elven Society

Covers a lot of what we know about Drow.

The "House" system is here in all its backstabbing glory, with clear inspiration from both earlier Gygaxian sources and Greenwood's own campaigns. You get descriptions of how drow children are raised (answer: with cruelty and indoctrination), gender roles (strictly matriarchal), and the political maneuverings that dominate their lives.

We are introduced to Menzoberranzan, but many details are left out. Of course, I only know this because of future knowledge. Still, what is here is tantalizing. I am purposefully looking for differences between this and Erelhei-Cinlu. It is like comparing New York or LA (Menzoberranzan) to Chicago (Erelhei-Cinlu). 

This part reads less like a rulebook and more like a cultural ethnography written by a half-mad sage. And I mean that as praise.

Chapter 3: Religion and Deities

Lolth looms large, of course, but this book’s standout contribution is the introduction of three other drow deities:

  • Eilistraee, the Dark Maiden, the Dancer, goddess of good-aligned drow
  • Ghaunadaur, an oozy, mad god of slimes and the Realmsified version of the Elder Elemental God
  • Lolth of course.
  • Vhaeraun, the male drow god of stealth and thievery, and Drow aims on the Surface world.

Generally speaking, I like these gods. Eilistraee is interesting and makes "Good" Drow make sense to me. Vhaeraun seems like a god Drow should have. Ghaundaur, though I see less of a "version" of the Elder Elemental God and more of an aspect, or even a fragment. 

This section expands the theological spectrum of drow society and sets the groundwork for future Realms books and characters (like Qilué Veladorn and the Eilistraeean sects).

Chapter 4: History of the Drow

Similar to what we know from Greyhawk, but greatly expanded. 

Chapters 5 , 6 & 7: Magic, Spells, and Magic and Craftwork Items

A wide selection of new spells and magic items are detailed here, many built specifically for the Underdark environment. Drow necromancy, priestly magic, and magic item crafting are all treated with a specific cultural lens—these are not just elves with different spellbooks.

The book also explains why drow magic and weapons degrade in sunlight, a now-classic bit of Realms justification that threads game mechanics and worldbuilding nicely.

Chapters 8, 9, 10, & 11: Drow Language, Nomenclature, Glossary, and Symbols

Chapter 8 is just a page, but a lot of potential here. Chapter 9 covers some nomenclature and Chapter 10 has a Glossary of "Deep Drow." Chapter 11 covers various symbols. 

I do wonder why these chapters were not combined into one, more comprehensive chapter.

Chapter 13: The Underdark

It only has a page here, but the Underdark gets its "Forever Home" here in the Realms.

Chapter 14: Monsters and Allies

The book introduces new monsters, mostly arachnid or Underdark-themed. Standouts include:

Deep dragons, later seen in Monstrous Compendium: Forgotten Realms Appendix II

Yochlol, handmaidens of Lolth, finally updated for 2e

Several new giant spider and insect variants

And my favorite from Dragon Magazine, the Deep Bats.

These are presented in Monstrous Compendium format, ready to slot into your binder, a nice touch from the era. For me, the value here is to print them out and stick them all into my Forgotten Realms binder. 

Forgotten Realms Monsters

Jeff Easley’s cover, with its webbed motif and brooding drow, sets the tone perfectly. The interior art is black-and-white linework typical of the time, functional and flavorful, if not always consistent. The layout is dense, with minimal whitespace, a product of both the printing economics of the time and Greenwood’s maximalist style.

The PDF on DriveThruRPG is a clean scan and includes the full content in a readable, printable format. The PoD version has the common fuzziness to the text, but still pretty sharp. Better than most of the PoDs from the same era. 

Compatibility and Use at the Table

Though it’s firmly written for AD&D 2nd Edition, most of this book is system-light and easily adapted. I've pulled material from it for 1st Edition games, OSR campaigns, and even 5e adventures. The gods, monsters, and magical quirks are timeless.

Want to run a Drow-centric campaign? This is your bible.

Want to add depth to Drow NPCs or create political plotlines among rival Houses? It’s all here.

Even just dropping in Eilistraee or Vhaeraun as rare cults in your game world adds immediate nuance to the usual "Lolth or nothing" trope.

Highlights & Favorites

Debut of Eilistraee, Vhaeraun, and Ghaunadaur as active drow deities.

Deep dive into matriarchal House structure and political intrigue. Though not everything we will need or read about this, but this is where it starts.

New Drow-only spells and Underdark items.

Monstrous Compendium pages ready for use (my favorite).

Elminster flavor text. Indulgent, but charming, and honestly, I enjoy them more now than I would have back then.

A Few Quibbles

Some of Greenwood’s prose is thick, and it assumes some Realms knowledge going in. It is one of the reasons I avoided the Realms for as long as I did, which, of course, just makes the problem worse. I figured I had to dive in somewhere. I read this and I understand it, but there are still two things that I wonder about. 1. How would this have read to me back in 1991 without everything I know now? And 2. I always feel like there is some bit of Realms lore that it is assumed everyone knows, and I don't.

There's also less about specific locations than you might expect. Menzoberranzan, for example, is barely touched on, later books like Menzoberranzan (1992) and Drizzt Do’Urden’s Guide to the Underdark (1999) pick up that slack.

And while the book teases alternative Drow cultures, it still feels like 90% of them worship Lolth. The other sects are intriguing, but underdeveloped. Is this good or bad? I mean, I am more than happy to do more heavy lifting here. And in the end, that may be the real point. 

Final Thoughts

The Drow of the Underdark is a foundational text for Drow in the Realms and beyond. It takes what was once a one-note villain race and gives them depth, diversity, and terrifying credibility. I have to admit, after reading this, I see how Drizzt Do’Urden was not a fluke but an inevitability. 

The book holds up remarkably well. It’s a snapshot of the Realms before Drow culture became mainstream through novels and video games, offering a more alien and nuanced portrayal. Greenwood’s love of the setting shines, and his approach—dense, layered, a little chaotic—is as compelling now as it was in 1991.

More than just a monster book, this is a cultural document. And it’s one of the few early Realms supplements that still feels fresh and useful today, even across multiple editions. I am using it for AD&D 1st Ed now. I know I would get just as much use out of it if I were running 3e or 5e. I also printed out the spells for my son to use with his 1st ed Drow cleric. 

Though written for AD&D 2e, its focus on lore over mechanics makes it evergreen. 

Buy this if:

  • You're running Underdark adventures in any edition of D&D
  • You want to add Drow politics, religion, or flavor to your campaign
  • You collect foundational Realms lore

Personally, I am happy to have it in my small, but growing Realms collection.

Wednesday, April 16, 2025

Witchcraft Wednesday: The "Return" of Rhiannon and Briana Highstar

 A special Witchcraft Wednesday today. But really, aren't they all special in their own way?

Working on the final layout of my Left Hand Path book AND prepping my Weekly Forgotten Realms games with my oldest; I figure I'd do them both in one posting today.

Briana and Rhiannon character sheets

All my Basic-era witch books have similar features. The Witch and/or Warlock classes, new Traditions, new spells, new monsters, new magic items, and new NPCs to drop into your games. I was thinking about the NPCs I have now ready to go; Babylon, Debbie "Elf Star", and her coven leader, Ms. Frost. 

But I needed one or two more. While playing last week, I figured I would start to introduce some of Grenda's NPCs to my Forgotten Realms game. That thought led right to Briana, and then that lead right to including her in the Left Hand Path book since she was already a witch of Mephistopheles. She just didn't fit, she belongs in this book. If I am going to include Briana, I might as well include Rhiannon as well.

I am using AD&D 1st Ed stats for them in my games, but will include their Diabolic Witch Basic-era Stats in my book.

So, here they are. Briana Highstar and Rhiannon. I am not sure how they interact with each other (even if they will) but I am going to have a good time finding out. 

Briana Highstar
Briana Highstar
Human Female

Witch Level 4
Diabolic Tradition
Patron: Mephistopheles
Alignment: Chaos (Lawful Evil)

STR: 12 +0
INT: 15 +1
WIS: 17 +2
DEX: 16 +2
CON: 13 +1
CHA: 17 +2 (+10% XP)

Death/Poison: 13
Petrification/Polymorph: 13
Rod, Staff, Wands, or Device: 14
Breath Weapon: 16
Spells: 15
Single Save: 15

AC: 7
HP: 19
To Hit AC 0: 20 (Descending AC)
To Hit Bonus: +0 (Ascending AC)

Weapon: Dagger
Armor: None

Occult Powers
Familiar: Cat 

Spells
First Level: Charm Person, Spirit Dart
Second Level: Burning Gaze, Grasp of the Endless War

Hair: Black
Eyes: Grey
Height: 5'9"
Weight: 136 lbs



Rhiannon
Rhiannon
Human Female

Witch Level 8
Malefic Tradition
Patron: Ereshkigal
Alignment: Chaos (Neutral Evil)

STR: 11 +0
INT: 17 +2
WIS: 17 +2
DEX: 16 +2
CON: 15 +2
CHA: 16 +2 (+10% XP)

Death/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, Wands, or Device: 12
Breath Weapon: 14
Spells: 13
Single Save: 13

AC: 5
HP: 36
To Hit AC 0: 18 (Descending AC)
To Hit Bonus: +2 (Ascending AC)

Weapon: Dagger of Venom
Armor: Leather

Occult Powers
Familiar: Mourning Dove
Minor: Impure Touch

Spells
First Level: Charm Person, Chill of Death, Touch of Suggestion
Second Level: Beastform, Disfiguring Touch, Protective Penumbra
Third Level: Bestow Curse, Bleed for Your Master
Fourth Level: Fangs of the Strix

Hair: Blonde
Eyes: Brown
Height: 5'1"
Weight: 114 lbs

--

I am happy with these two. I am looking forward to seeing how they progress in the adventures and their life in my Left Hand Path Book.

I don't know yet if these two know each other. But I do know that Rhiannon knows Larina. They began in the same coven, but they went their separate ways. Rhiannon will be my excuse to do an "evil Larina" which will be kinda fun, really.


OGL Section 15: COPYRIGHT NOTICE

Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.

Wednesday, April 9, 2025

Witchcraft Wednesday: Left Hand Path work and more Moria

 The Left Hand Path is moving on a good pace, not as far as I wanted to be right now, but I can live with that. I did want to show off another bit of new art for the book.

Billy Blue Art

That's how it appears in the book. I'll add the artists names when I am doing laying out. I might tweak the page a bit, but you get the right idea. 

Here is a closeup.

Billy Blue Art

The artist is Bill Blue, and you can see more of his art on his site.

Last night I wrapped up the first adventure for my 1357 DR Forgotten Realms campaign. As a GMPC, Moria only gets a fraction of the XP earned, so she has not leveled up yet. My oldest bought some HeroForge minis for some of his characters. I joked with him about it asking are you sure you want to spend money on minis, the characters could be dead before they get here! He said it was fine since a couple of characters in the group are based on characters he has going in other games, so they will get use. Wonder where he got that from?

Of course, I had to make a mini of Moria and Mesphito Fleas. Shout out to Pun Isaac for sending me suggestions for her mini!

Moria and Mesphito Fleas

 I am not going to buy a mini of her for the same reasons I told my son not buy his minis, she might be dead before they come in the mail! Maybe I'll just buy the STL and print here at home.

Yeah, she still only had 4hp and three spells (using my Advanced rules), but Fleas did kill a goblin last night by biting it. So maybe her chances are not so bad after all. 

We started adventure C3 The Lost Islands of Castanamir last night. I decided that Castanamir was a Red Wizard of Thay, but broke away from them to continue his own esoteric research.  This is one of the adventures I got from the Grenda Collection, so it is fun to use. 

There is a room with two thieves, Doblin and Joblo (really??). Well, I misread the entry and thought those were the names of the Leprechauns. When Liam got to the room where the thieves were, I didn't have names for them. That's OK, it was Duchess & Candella to the rescue! They were looting investigating a wizard's tower in Glantri when they got pulled in here. Obviously Castanmir was seeking advice from the wizards in Glantri with help for his tower. 

I am going to certainly be bringing them back as comic relief. I said they don't really fit in the Realms, but who am I kidding? They fit everywhere!

Speaking of reoccurring characters. I am certainly going to be using Grenda's Briana Highstar as an antagonist. They are not ready to meet her yet. I know she is an enemy to "balance," but she also serves Mephistopheles. She could even start out as ally. I don't know yet. I will see how it plays out.

I already have a mini for her!

Briana Highstar

This one is labeled as "Black Robed Mage of High Sorcery" so that works great for me. She also looks she is wearing a feathered cloak of some sort. 

This will be fun!

Tuesday, April 8, 2025

Tuesday Mail Call: Baldur's Gate 3 Origin Characters

 I have been on the record both for my love of Baldur's Gate 3 and for my disappointment in how Wizards has mishandled the property. In a case of almost too little and almost too late comes the Baldur's Gate 3 Icons of the Realms Origin characters pack.

Baldur's Gate 3 Icons of the Realms Origin characters pack

Baldur's Gate 3 Icons of the Realms Origin characters pack

The minis are from WizKids, so you know what to expect here. They are not bad.

Baldur's Gate 3 Icons of the Realms Origin characters pack

Comparing them to my Hero Forge versions, each has pros and cons.

Karlach and Shadowheart

Karlach and Shadowheart

No mini yet, that I know of, for my current obsession Mizora, but I also have not really been paying much attention.

I have to admit I really do not see me buying much of the new D&D 5.5 material. 


Wednesday, April 2, 2025

Witchcraft Wednesday: Introducing Moria Zami, Part 2

Moria Zami
 Late post? Yeah, I was playing AD&D with my son until the wee hours of the morning! I have not done that in a bit. We are playing again tonight (this morning) when he gets home from work. We are going to finish up his first (playing) Forgotten Realms adventure.

Moria went over GREAT! I already love this character and I am playing her like Sabrina Morningstar (not Spellman, yes there is a difference) from the Chilling Adventures of Sabrina.  Her mother is a witch, that I know, her father is a devil and a pretty powerful one, but I don't know who he is yet.

I am looking forward to finding out.

The Sabrina Spellman/Morningstar analogy is good here. Little Moria here will turn quite evil, maybe even the "Big Bad" of the series. Given who I thought the Big Bad was (Orcus), I have some ideas on who her father might be. But...I am going to hold this a little closer to my chest while I figure out how that might work out. I will say this, he is a Duke if not an Archduke. But Moria doesn't know this yet either. 

I have put a mark on certain spells on her sheet that cause her to dip a little closer to evil. She speaks infernal, and her eyes go all black. The characters know something is up with her, but the paladin of the group says she is not evil.  Liam told me I should build her in BG3, not knowing yet who she is. I told him "yeah, I oughta do that."

Since this is a one-on-one game, he is playing a lot of characters, and it is very likely that they won't all make it. I am looking forward to that as well. 

She has a familiar, a hellhound disguised as a Pug/Chihuahua mix (a "Chug?" a "Pihuahua?"). It is a lame excuse for me to finally use "Mephisto Fleas" for a familiar name.  And he is an odd looking mutt.

 

Mephisto Fleas, the Hellpuppy

No idea if he will go full Hellhound yet. But I am sure he has it in him. In the meantime, he is just a rat-mutt. 

Tuesday, April 1, 2025

More Forgotten Realms: Introducing Moria Zami

Mizora, human form
 I have been out of town for a few days; it was my Father-in-law's 90th birthday. But right before we left, my oldest son and I were talking about our AD&D 2nd Ed Forgotten Realms game that he is running for me. He is having fun, but what he REALLY wants is to play. And AD&D 1st Ed at that. Yeah, he got a taste at Gary Con, and now he really wants to play AD&D more. Plus, we are both a little fed up with Wizards of the Coast, especially with their recent antics

Since we are both huge fans of Baldur's Gate 3, we wanted to add in some things from the video game. We have more connection to that than, say, Drizzt or Elminster. Trouble is, BG3 takes place in DR 1492, and we want our 1st ed game to take place in DR 1357, a year before the Time of Troubles. While in my 2nd ed game, I have a minor connection with Arnell Hallowleaf, but I also wanted something for this game. We are assuming that while my characters are exploring the Sword Coast, his characters will be exploring the Sea of Fallen Stars. This opens up a lot to us. But there are more than 130 years between our games and the events in BG3. So, there are not a lot of characters that are around for both times. Even Jaheira would only be about 10 years old at this point. Maybe they can rescue her and her family at some point. Set her on her path to become a Harper.

As it turns out, I have wanted to explore some of the past of the Cambion, Mizora. She is a rather entertaining character in her own right and deserves some further development. She is the servant of Zariel, but the trouble is there was no Zariel in AD&D 1st ed. Well, we are already ret-conning some details, and truthfully, I was never a fan of Tiamat as the ruler of Avernus. I might use Bel, the former ruler. I'll check Descent into Avernus for ideas later on.  But for now, I need to figure out who Mizora is, and more to the point, who is she in AD&D 1st Ed.

In BG3/5e she is a sorcerer, but this is AD&D, so I am going to make her a magic-user. I am also going to say she spent a lot of time in Avernus prior to BG3, so this is the time before that. 

I am not sure how long cambions live. I do think her mother was human, maybe even a witch. Now that would be fun.

---

A few hours later...

Ok, change of plans, sort of.

I AM sticking with Mizora, but not the Mizora he (and everyone) else knows. I am going with Mizora as a teenager. She knows there is something different about her, but she doesn't yet know what.

Moria Zami ("I am Mizora") is just a 16-year-old witch caught in the same pirate raid on the Sea of Fallen Stars that grabbed the characters. She is going to stay with them for a while. Until something bad happens. This also gives me the chance to try out some new things for my Left Hand Path book and something new I am starting later this summer.

Moria Zami
Moria Zami
Witch 1st Level (Diabolic Tradition)
Lawful Neutral

S: 14            
I: 14             
W: 12           
D: 15           
C: 16           
Ch: 20

Paralyzation/Poison: 13
Petrification/Polymorph: 13
Rod, Staff, Wand: 14
Breath Weapon: 16
Spells: 15

HP: 5 (d4)
AC: 10
Weapon: Dagger

Occult Powers
Familiar: Dog "Mephisto Fleas"

Spells
First Level: Back Fire, Fey Sight, Sleep

So far, she is a good girl, but that is going to change.

Monday, March 10, 2025

Monstrous Mondays: FOR1 Draconomicon

FOR1 Draconomicon
For today's Monstrous Monday I want to get back into exploring the Forgotten Realms. I was exploring the early AD&D 2nd edition books when I last left off.  Next on my list is one of the classic books for the Realms; so classic that we will get 3rd, 4th, and sort of a 5th edition versions of it.  I am talking about the Draconomicon. 

FOR1 Draconomicon

1990. by Nigel Findley, et al. Softcover, 128 pages. B&W art with magenta and some full color pages. 

For this review I am considering my original softcover book and the PDF from DriveThruRPG.

Obviously named after the Necronomicon and the more in-universe Demonomicon. I grabbed this one fairly late in my gaming life to be honest. I knew about it, of course, but I never bothered to grab it until my oldest began an interest in D&D at a very young age. He had a copy of the Draconomicon for 3rd Edition that he had carried with him everywhere (he was 5). It was so beat up and abused I thought it might be nice to get him the AD&D 2nd ed one as well, so I grabbed it at the local Games Plus Games Auction a few years ago.  He loved that one too, but took better care of it!

So I suppose, this book really isn't part of *my* collection. 

In any case this book feels more like the "Complete Handbooks" and "Dungeon Master Guides" books than it does an Forgotten Realms one. Thus the "FOR" code vs. the "FR" one. And yes, while there is a lot of Realms specific lore here, it reminds me enough of the old "Ecology of..." article from Dragon to be portable to any other world, save for maybe Krynn. That world has some very specific dragon lore already.

Chapter 1: Reference

This covers some history of how dragons first came into the world. There is an interesting piece on dragon evolution from the early Eodraco to "modern" dragons. Love the supposedly "extinct" line of dragons, perfect for an enterprising DM to come up with their own. We also see the return of the taxonomic nomenclature for dragons from the the 1st Ed. Monster Manual. 

The various "main" dragon species are described in detail, including a "racial preference" table common to the time. 

There are even Draconic Gods other than Bahamut and Tiamat listed. Note Bahamut and Tiamat are not listed here, but Zorquan is. I like the notion that dragons also worship "human" gods, they just appear draconic to them. This honestly makes a lot of sense and helped pave the way for Dragonborn in my mind. 

And to come full circle there is even some information on human who worship dragons. We will see more of this in future books.

Chapter 2: Geography

As expected, this covers the area where the dragons are found, listed by dragon type. Only slightly expands on what has been seen already in the AD&D 2nd Ed Monstrous Compendium/Manual.

Chapter 3: Dragon Psychology

A little more detail here, and this feels like the old Ecology of articles more. It discusses what motivates dragons, including their hoarding behaviors, and how to deal with such a long-lived creature. 

Chapter 4: Role-Playing Dragons

This chapter flows, concept-wise, from the previous. That is, how do dragons become (or be) "Dragons." How do they deal other species, how do they learn to fly, talk, do magic, what do they eat. All of these are discussed. There is even some discussion on how to raise a dragon. 

Need to know how long a dragon needs to incubate an egg? That information is here as well. Interestingly enough it mentions that chromatic dragons can interbreed. More on that later.

This chapter is good for an DM that uses dragons in their game and either wants to them be more fleshed out as a character or wants them to be a greater threat in combat. 

Chapter 5: Dragon Hall of Fame

Here we get some unique dragons. Bahamut and Tiamat seem "demoted" here to just special unique dragons. Others mentioned are Lareth, Aurus, Nexus, and Lux to name a few, I recognize. 

Chapter 6: New Dragon Species

We have some tables on dragon interbreeding. This section also has Monstrous Compendium style sheets for you to use. They are not numbered, so I wonder if the idea was you cut them out for use? No chance of that today! I'll just print mine from the PDF. These include the Mercury Dragon (with all of page 65's text on the back side!), Dracohydra, Steel Dragon, and Yellow Dragon. 

Dragons for my Monstrous Compendium

Chapter 7: Magic

Spells and magic items. I like the idea that some of these spells are so rare that only dragons know them. 

Chapter 8: Hunter's Guide

I mean, the game is called "Dungeons AND Dragons" so hunting dragons will come up. This chapter has some good advice and role-playing tips for both sides of the DM's Screen. 

Chapter 9: Miscellaneous Information

It covers everything else not touched on in the previous chapters, including details on the in-world Draconomicon itself. There is a bit on dragons and Spelljamming too. 

Adventures

The last 30 or so pages gives us three mini-adventures. 

Dragons should be awe-inspiring, or at least terror-inspiring, in the *D&D game and this book moves us a little closer to that. 

For a book about dragons, it is great. I would have eaten this one up back in 1990, but I would have chaffed under Bahamut (and Tiamat) getting such ill-treatment.  As a Forogtten Realms book tit dosen't push my understanding of the Realms any further save for the fact that there are colleges of scholars who spend a lot of time talking about dragons, but little time actually near dragons! (maybe they are smarter!)

It does help build a world where this is some mystery. What about that extinct line of dragons? Where are they? What were they? Can I learn new spells from dragons? What treasures do they hoard?

Great way to start adventuring in the world.

Catching up with Sinéad

Since I am using my character Sinéad as my discovery point of view of the Forgotten Realms, I think it is time I check in with her and her band of adventurers. When we last left them they had run into some trouble in Waterdeep ("Ill Met in Waterdeep" a year ago!). Since then they have been wandering the lands. With this book, my son and I decided that they see a yellow dragon flying overhead, ala, Ash Ketchum and his Ho-oh Pokémon. We thought that was funny given my son's love of dragons and Pokémon growing up. 

The party consists of Sinéad, the thief Nida, the barbarian Jaromir, Rhiannon the witch (not Grenda's Rhiannon), Arnell the cleric, and Argyle the dwarf fighter. Right now I am still using their 1st Edition AD&D sheets, but I will need to update them soon. There are no real barbarians in AD&D 2nd ed, so I think when I do update, Rhiannon and Jaromir will have moved on. Too bad really, I kinda liked Rhiannon. I will have them show up again when Sinéad and company get to Rashemen. We decided that while Nida and Rhiannon get along well, Sinéad and Arnell do not. Well. Sinéad want to know everything about elves from Arnell, but he is uncomfortable talking to a worshiper of Sehanine Moonbow. I am playing him as having a crisis of faith at this point; his faith vs his attraction to Rhiannon. 

Not sure who is making the cut to AD&D 2nd Edition yet, but I better figure it out soon.

Monday, February 24, 2025

Monstrous Mondays: DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e)
 I want to pick back up my reviews of my collection of Forgotten Realms books, I also want to keep up my exploration of various monsters that have appeared in past versions of the *D&D game. With the lack of "playable humanoids" in the current Monster Manual, I returned to my collection and found a book that fits my needs.  While this means I am skipping over a couple of books in my chronological order, they are all connected to each other, so I can justify it. 

Of note, this is another book I obtained from the Grenda collection. So that is also a good reason to feature it. It can also stand-in as an entry to my "One Man's God" series. 

DMGR4 Monster Mythology (2e)

1992, by Carl Sargent. Art by John Lakey, Laura Lakey, Keith Parkinson, Terry Dykstra. Softcover, blue&white and full color art. 128 Pages.

This book was the fourth in the DMGR, or Dungeon Master's Guide Rules, series for AD&D 2nd edition. I did not purchase many of these when they were new. At this point, most, if not all, of my gaming money went to Ravenloft-themed products. 

This book covers, not monsters really, but their gods, demigods, and heroes. The format is simialr to that of new Legends & Lore book for 2nd Edition, and it would be a prequel of sorts to various Forgotten Realms "Faiths & Avatars" books, with Demihuman Deities being its direct descendant. 

Now to be fair, Monster Mythology is not a Realms book per se. A lot of what goes on in this book will later get adopted to the Realms. Author Carl Sargent, also know for his Greyhawk From the Ashes boxed set, makes many mentions of various Greyhawk secific gods. It seems that he felt these two products would work together. And they do, quite well in fact, but the Forgotten Realms are also explicitly mentioned. 

What does this book actually have in it?

There are gods for the Elves (including sea elves), Dwarves, Gnomes, and Halflings, specifically for the Forgotten Realms, though we have seen these before in one form or another. There are "Goblinoid Deities" of the orcs, goblins, bugbears, kobolds, and others.  

There are the Gods of the Underdark: For Drow, Underdark Dwarves, Illithids, Beholders, Myconids, and Deep Gnomes. 

Gods for the Giants, for other monsters, and many more are also mentioned. This includes the Elder Elemental God, aka the Elder Elemental Eye. This book does nothin to clear up that confusion, but that is fine. I like my gods messy. Case in point, the Demon Lord Juiblex is listed as a Lesser God here. Indeed, one man's god is another man's demon.

In addition to Juiblex, other demons are mentioned and get deity-level treatment. This includes Demogogn, Yeenoghu, Kostchtchie, Baphomet, and Lolth (naturally). Additionally, other "monsters" get god-like treatments, such as Bahamut and Tiamat. 

Vampires, liches, and even hags get gods. Though I am not sure I'd ever use them as gods and more as "powerful examples" of each type. 

It is an interesting mix, especially rereading it with 2025 eyes. Some gods were ported over from the various Gods of the Demihumans articles from Dragon magazine, and others from previous Realms-based books and earlier as well. The Underdark gets more detail. It's no surprise; the early 1990s were all about the Underdark and Drow in particular.

All gods get mentions of their Specialty Priests. So in general, this book has more value to the game than does the Legends & Lore book proper. 

A couple of thoughts, though, of my own.

I'm not sure what happens with the gods of the Kobolds as they became less "goblin" and more "dragon."  I am likely to say that these gods were once powerful kobold heroes that fell into a sort of ancestor worship. 

I also can't see the Illithids or the Beholders having gods. For the Illithids, I say that their two gods, Ilsensine and Maanzecorian, are not real beings but rather constructs of the Illithid shared mindscape, something akin to a Tulpa. The beholders, on the other hand, have their "Great Mother," who I say is not so much a divine figure, but actually the mother of all beholders. So in a way she is more akin to Vlaakith of the Githyanki. 

The book is flexible enough to be used in any campaign setting, and it mentions just about every campaign setting from that time. 

While the book has been superseded by newer AD&D 2nd Ed books in the Forgotten Realms and by shifts in the pantheons in different editions, this is still a solid book.

The details on specialty priests alone makes it worthwhile.  

Legends & Lore with Monster Mythology