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The Mother of All Magic, Our Lady of Spells, the Lady of Mysteries. Mystra is the goddess of magic, and with that the goddess of possibilities. She is venerated by mages and by those who use magic or magical objects in their daily lives. She also receives the prayers of those who find magic wondrous or encounter magic they fear.
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Iggwilv the Witch Queen of Perrenland, Natasha the Dark, Tasha of the Circle of Eight, Hura of Ket. She goes by many names, but her legend is singular. She strikes fear into the hearts of even the most powerful of magic users in the multiverse and many a greater power would strike her from existence should she ever appear again.
Her rise was meteoric, her reign was ruthless and calamitous, her power was near unrivaled, her exploits that of legend to this day, her ambition and hunger for power was an endless lust, but her downfall… was delivered by the hand of love.
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Although scores, perhaps hundreds, of dragons are remembered in the myths and the legendary histories of the mortal world, only a handful of sages know the truth and breadth of the most noble and powerful of all Metallic Dragons. He is Bahamut. And he stands at the forefront among those gods who champion good. Communities founded on principles of justice, equality, and virtue include the Platinum Dragon in their prayers. Mortals do not choose to serve the Platinum Dragon; they are called. Wherever injustices hold sway, Bahamut identifies worthy champions and summons them to fight in his name.
He is the lord of good dragons. His scales are shining platinum. His breath is both the radiant justice that burns the unholy and the merciful light that heals those in need. He is nobility and justice personified. He is ancient and wise, curious and benevolent, fierce and authoritative.
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Know thy enemy is a basic tenant of strategists and adventurers alike. And any who wish to survive the world of dungeons and dragons ought to follow such proven advice. For in a world wrought with monsters both ancient and powerful, knowledge can be the key to survival. Knowing how a creature thinks, understanding its motivations, fears, and weaknesses can be the difference between life and death for an adventurer.
Perhaps that is what makes the Beholder so deadly and terrifying.Few things in the multiverse are as hyper-intelligent, megalomaniacal, sociopathic, and abjectly insane as a Beholder. Its mind is an enigma, its foresight is unparalleled, its paranoia is boundless, its desire for domination over all other things at all costs.
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The young, the romantic, and the adventurous might follow the whistling wind between tall trunks, across deer paths, and down steep valleys until all at once the wood shifts, and high on a forested hill now stands a bright metropolis, its crystal towers glittering as brightly as starlight. Radiant eladrin with shining eyes and silver-spun hair stride gracefully through the city's idyllic streets, and nymphs frolic like children beneath hanging gardens and fruit trees. Fair maidens with eyes the color of meadow violets sing the wind's song note for note, and their voices float through the wood like silver embers. As dusk settles on the eladrin city, pixies rise quietly from the forest floor, trailing golden stardust in their wake. On gossamer wings they paint the sunset across the sky in colors known only to the hearts of dreamers, poets, and lovers.
…Welcome to the Feywild
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Ogres, considered as selfish raiders and hulking gluttons, spawned of hateful supernatural forces by many of the humanoid peoples of the worlds of D&D. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.
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Dwarves are creatures of stone, and like stone they change only in response to extremes. They are the Stout Folk, the Deep Folk, the Delvers. Their mighty mountain fortress-cities testify to the power of their ancient empires. Their skill in metalcraft and stonecraft is that of legend. The stoutness of both their hearts and their strength-of-arms are enough to move mountains.
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They are believed by some to be the first and eldest of all races. They are the wisdom of ages and the grace of elegance. They are the Tel Quessir, the Fair Folk, and the People of the Morning. They are Moondancers and Mist Chasers, Sleepless, Wild, Enchanted, Refined. And yet they are as fatally flawed as any other people. Prone to haughty arrogance and prideful isolationism. The elves of D&D are a people defined by the dichotomy of their very being.
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Owlbears are terrifying, nocturnal predators that inhabit the forests of the world and the Feywild, where they hunt to satisfy their voracious appetites. Their haunting cries echo through valleys and across plains, warning to travelers that they are on the prowl. Infamous for their unfettered and violent ferocity, and their distinctive half-bear, half-owl appearance, the Owlbear is a one-of-a-kind monster.
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Amongst the most powerful and highest esteemed of his children is Tiamat the Dragon Queen, the chief deity of evil dragonkind. She is the evil goddess of wealth, greed, and envy. She is the patron of chromatic dragons and those whose lust for wealth overrides any other goal or concern. She dwells on Avernus, the first layer of the Nine Hells, but her envious eyes are ever drawn to worlds of the material plane…
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