Ed Greenwood Books in Order
Explore Ed Greenwood books in order, from Elminster and Forgotten Realms novels to other fantasy series, with summaries, series guides, and where to start.
Last updated: July 7, 2026
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Publication Order
88 books
Spellfire
by Ed Greenwood
1987
Shandril, a young woman of no great standing, discovers the raw magical force called spellfire. Suddenly everyone powerful wants her, use her, or kill her.
The Endless Stair
by Ed Greenwood
1987
A mystery adventure that begins with rumors around a wizard's tomb and a doorway that should not exist. Climbing the stair means walking into the unknown.
Five Shires
by Ed Greenwood
1988
A gazetteer for the halfling homeland of the Five Shires, rich in local culture, politics, and adventuring potential. It gives a smaller people a big, textured home.
The Magister
by Ed Greenwood
1988
A Forgotten Realms sourcebook centered on the Magister and the uneasy policing of arcane power. It blends setting lore with the dangers of wizard politics.
Lords of Darkness
by Ed Greenwood
1989
An undead-themed Realms supplement with villains, lore, and short adventures built around the walking dead. It is a strong grab bag for darker campaigns.
Shadowdale/FRE 1
by Ed Greenwood
1989
The first Avatar adventure drops characters into Shadowdale during the Time of Troubles, when gods walk the world and chaos follows. It is a setting-shaking starting point.
Tantras
by Ed Greenwood
1989
The middle Avatar adventure moves the crisis to Tantras, where armies, prophecies, and divine conflict turn a city into a war zone.
Waterdeep FRE3
by Ed Greenwood
1989
The Avatar adventure trilogy concludes in Waterdeep, where the fallout of divine upheaval reaches one of Faerun's greatest cities. Politics and apocalypse collide.
Halls of the High King
by Ed Greenwood
1991
What starts as a simple delivery turns into a dangerous Moonshae adventure involving old powers, treachery, and magical gates. The stakes rise well beyond the original job.
The Ruins of Undermountain
by Ed Greenwood
1991
A sprawling mega-dungeon guide to the mad depths beneath Waterdeep. It is packed with maps, monsters, hooks, and room to make the dungeon your own.
Elminster: The Making of a Mage
by Ed Greenwood
1992
A young outlaw with royal blood is pushed toward magic, survival, and destiny. This is the origin story of how Elminster begins.
Haunted Halls of Eveningstar
by Ed Greenwood
1992
A classic dungeon adventure beneath a quiet Cormyr settlement. Hidden passages, old magic, and dangerous ruins make trouble close to home.
Ruins of Myth Drannor
by Ed Greenwood
1993
A guide to one of Faerun's most haunted ruins, where elven grandeur and deadly wreckage sit side by side. It is built for exploration, treasure-hunting, and hard lessons.
The Code of the Harpers
by Ed Greenwood
1993
A lorebook on the Harpers, covering their history, ideals, signs, allies, magic, and enemies. It is essential reading if you like the Realms' quieter do-gooders.
Volo's Guide to the North
by Ed Greenwood
1993
Volo wanders the North and reports on its settlements, routes, risks, and oddities. The result is part gazetteer, part gossip column, part trap for the unwary traveler.
Crown of Fire
by Ed Greenwood
1994
Shandril's spellfire makes her a target again as the Zhentarim and the Cult of the Dragon close in. Friends, enemies, and magic all burn hotter in this sequel.
Volo's Guide to the Sword Coast
by Ed Greenwood
1994
A wide-ranging travel guide to the Sword Coast, full of inns, ports, ruins, and warnings. It is one of Greenwood's best books for the feel of day-to-day Faerun.
All Shadows Fled
by Ed Greenwood
1995
The struggle with the Malaugrym reaches its breaking point as Shadowdale's defenders strike back. Magic, nerve, and sheer stubbornness carry the final push.
Cloak of Shadows
by Ed Greenwood
1995
The fight for Shadowdale deepens as hidden enemies, unstable magic, and infiltration make every gain feel shaky. This middle volume keeps the pressure on and the danger close.
Pages from the Mages
by Ed Greenwood
1995
A collection of spellbooks, arcane notes, and mage lore that turns famous wizards into something more personal. It is half reference book, half magical rummage drawer.
Shadows of Doom
by Ed Greenwood
1995
As the gods walk Faerun during the Time of Troubles, Shadowdale becomes a battlefield for darker powers. Elminster's allies have to hold the line when the world itself feels off balance.
The Seven Sisters
by Ed Greenwood
1995
A sourcebook about Mystra's seven famed daughters, with background, personalities, allies, and plot hooks. It opens up some of the Realms' most influential figures.
Volo's Guide to Cormyr
by Ed Greenwood
1995
A travel guide to Cormyr's roads, taverns, courtly customs, and trouble spots. It is full of local texture and the sort of details that make a kingdom feel lived in.
Cormyr
by Ed Greenwood
1996
A plot against King Azoun IV frames a sweeping look back at Cormyr's royal history. The novel mixes present danger with the making of a kingdom.
Stormlight
by Ed Greenwood
1996
Killer magic stalks Cormyr, baffling the War Wizards and threatening Harpers and nobles alike. Storm Silverhand steps in to uncover the source before the realm breaks.
Volo's Guide to All Things Magical
by Ed Greenwood
1996
A magic-heavy Volo guide packed with spells, magical items, arcane sites, and lore. It is one of the handiest books for the everyday feel of wizardry in the Realms.
Volo's Guide to the Dalelands
by Ed Greenwood
1996
A lively guide to the Dalelands, presented as travel writing with gossip, landmarks, and danger tucked between the lines. It makes a settled region feel full of stories.
Elminster in Myth Drannor
by Ed Greenwood
1997
Elminster enters the legendary elven city and finds that wonder does not come with easy acceptance. The novel is about apprenticeship, pride, and learning a harder kind of magic.
Prayers from the Faithful
by Ed Greenwood
1997
A Realms lorebook focused on worship, prayers, and the lived side of religion. It is especially useful if you want temples and priests to feel like part of everyday Faerun.
The City of Ravens Bluff
by Ed Greenwood
1998
A city sourcebook for Ravens Bluff, covering its streets, factions, daily life, and criminal undercurrents. It is built to make the place feel busy, political, and playable.
The Diamond
by Ed Greenwood
1998
The long chase for a priceless gem comes to a head in this closing piece of the Double Diamond Triangle saga. Plots converge, masks slip, and the treasure proves worth killing for.
The Mercenaries
by Ed Greenwood
1998
A pair of wanderers gets swept into the dangerous orbit of hired swords and larger schemes. As part of the Double Diamond Triangle saga, it moves fast and keeps trust in short supply.
The Temptation of Elminster
by Ed Greenwood
1998
Long before he becomes the Old Mage of legend, Elminster faces power, desire, and dangerous choices. This is a younger, more vulnerable Elminster under heavy pressure.
Silverfall
by Ed Greenwood
1999
Seven linked novellas follow the Seven Sisters as drow-backed danger spreads across Faerun. Each tale shifts the point of view, but the larger threat keeps tightening.
Death of the Dragon
by Ed Greenwood
2000
Cormyr faces invasion, succession trouble, and dragonfire in a crisis that could end an age. It is a big, state-level fantasy story with war and court stakes.
Secrets of the Magister
by Ed Greenwood
2000
A lorebook about the Magister, the roaming magical office that judges misuse of arcane power in the Realms. It adds history, spells, and a strong dose of Realms color.
The Kingless Land
by Ed Greenwood
2000
Aglirta has no king, only feuding barons, old fear, and a fading prophecy. Four unlikely allies set out to find the Dwaerindim stones and give the realm one last chance.
Volo's Guide to Baldur's Gate
by Ed Greenwood
2000
A travel-style guide to Baldur's Gate, full of streets, taverns, local hazards, and colorful lore. It is useful both as setting flavor and as an adventure springboard.
Elminster in Hell
by Ed Greenwood
2001
Stripped of safety and dropped into Hell, Elminster has to rely on wit, nerve, and stubbornness more than raw power. The book throws him into one of his harshest tests.
The Vacant Throne
by Ed Greenwood
2001
The sleeping king has returned, but reclaiming a kingdom is harder than waking one. As rival barons circle, the Band of Four must keep Aglirta from falling apart again.
A Dragon's Ascension
by Ed Greenwood
2002
The struggle for Aglirta widens as power shifts, enemies gather, and dragons loom over the fate of the realm. The Band of Four faces a fight larger than any single throne.
Geanavue
by Ed Greenwood
2002
A detailed city guide to Geanavue, covering guilds, noble houses, neighborhoods, and the hidden life below the streets. It is built for intrigue-heavy campaigns.
Hand Of Fire
by Ed Greenwood
2002
Shandril and those closest to her are pulled back into danger as the legacy of spellfire refuses to stay quiet. Old foes and unstable power make every choice risky.
Silver Marches
by Ed Greenwood
2002
A regional guide to the North's loose alliance of cities and strongholds. It covers settlements, threats, politics, and adventure hooks across one of the Realms' most active frontiers.
Loona, Port of Intrigue
by Ed Greenwood
2003
A harbor sourcebook full of traders, sailors, smugglers, and trouble. Loona works best if you want a bustling port where politics and crime meet every ship.
The Dragon's Doom
by Ed Greenwood
2003
Aglirta's fragile hopes crack as dragons, ambition, and old magic collide. The Band of Four must keep the realm from sliding back into ruin.
Elminster's Daughter
by Ed Greenwood
2004
One of Elminster's daughters, Narnra Shalace, moves through Waterdeep's intrigues while her famous father casts a long shadow. It is smaller in scale than some Elminster books, but no less tangled.
Serpent Kingdoms
by Ed Greenwood
2004
A sourcebook on the reptilian powers of Faerun, from yuan-ti and nagas to the ancient sarrukh. It mixes monster lore, lost empires, and campaign hooks.
The Silent House: A Chronicle of Aglirta
by Ed Greenwood
2004
In Aglirta, the ancient Silvertree stronghold begins to wake into something uncanny and alive. Old power, family legacy, and buried history turn a house into the center of a kingdom's danger.
The Best of the Realms 2
by Ed Greenwood
2005
An anthology of Forgotten Realms short fiction, including rare Greenwood material alongside stories from other Realms writers. It is a good sampler of the setting's range.
The City of Splendors
by Ed Greenwood
2005
In Waterdeep, city politics, crime, and buried secrets pull several lives together in dangerous ways. The real draw is the city itself, crowded, layered, and always hiding something.
We Three Dragons
by Ed Greenwood
2005
A trio of dragon-centered tales with a playful holiday frame. Greenwood and company mix old-fashioned storytelling, wyrm trouble, and a touch of seasonal warmth.
A Player's Guide to Castlemourn
by Ed Greenwood
2006
A player-facing introduction to Castlemourn, sketching its regions, faiths, dangers, and everyday feel. It is meant to get newcomers adventuring fast.
Castlemorn Players Guide
by Ed Greenwood
2006
A shorter entry guide to Castlemourn, outlining the land's past, key realms, and the sort of characters and adventures the setting encourages.
Power of Faerûn
by Ed Greenwood
2006
A sourcebook about rule, politics, temples, noble power, and running organizations in the Realms. It is especially useful for campaigns that care about who governs and why.
Swords of Eveningstar
by Ed Greenwood
2006
A band of eager young adventurers leaves Eveningstar looking for glory and finds the real costs of heroism. This is the start of the Knights of Myth Drannor story.
Dark Lord
by Ed Greenwood
2007
A struggling fantasy writer discovers that the world in his head is real, and that he has been cast in it as a Dark Lord. It is part portal fantasy, part sly riff on genre itself.
Dark Warrior Rising
by Ed Greenwood
2007
Kidnapped as a child by dark elves, Orivon Firefist grows into a scarred slave who refuses to break. His fight to reach the surface could bring an empire down with him.
Ed Greenwoods Castlemourn Campaign Setting
by Ed Greenwood
2007
A full setting guide to Castlemourn, a fractured fantasy world of ruined history, rival realms, ancient evil, and adventure in the ruins left by the Fall.
Expedition to Undermountain
by Ed Greenwood
2007
A later return to Waterdeep's most famous dungeon, mixing sourcebook material with a full adventure path through selected depths. It keeps the focus on discovery and survival.
Swords of Dragonfire
by Ed Greenwood
2007
Cormyr needs heroes, and the young Knights of Myth Drannor answer the call. Greenwood balances court trouble, battlefield danger, and the messy fun of an adventuring company growing up.
The Grand History of the Realms
by Ed Greenwood
2007
A sweeping timeline and history guide to Forgotten Realms, from ancient empires to later upheavals. It is made for readers who want the long view of Faerun.
Arch Wizard
by Ed Greenwood
2008
Rod Evelar is deeper inside Falconfar now, where political schemes and magical threats keep proving he no longer controls the world linked to him. The series leans stranger and darker here.
Dark Vengeance
by Ed Greenwood
2008
Orivon Firefist is still trapped in the brutal underworld of the dark elves, where every alliance is shaky and every move can be fatal. Escape and revenge both come at a price.
Forgotten Realms Campaign Guide
by Ed Greenwood
2008
A broad 4th edition overview of Faerun, with regions, starting points, plot hooks, monsters, and maps. It is built to help DMs launch adventures quickly in a changed Realms.
Pathfinder Chronicles: Campaign Setting
by Ed Greenwood
2008
A broad guide to Golarion, outlining nations, history, cultures, and major adventure regions. It is the kind of book that gives a whole game world its shape.
The Sword Never Sleeps
by Ed Greenwood
2008
The Knights of Myth Drannor have grown into proven heroes, but Cormyr still keeps finding new ways to test them. This final volume mixes camaraderie, duty, and hard-won battles.
The Worlds of Dungeons & Dragons, Volume 2
by Ed Greenwood
2008
A comic anthology that visits different corners of Dungeons & Dragons fantasy. It offers shorter, visually driven adventures rather than one long quest.
Elminster Ascending
by Ed Greenwood
2010
An omnibus collecting Elminster's early adventures, from uncertain youth to rising mage. It is the long road toward the legend readers later meet in the Realms.
Elminster Must Die
by Ed Greenwood
2010
After the Spellplague, Elminster is wounded, hunted, and cut off from easy power. To survive, he must steal magic where he can and outlast foes who want him finished.
Falconfar
by Ed Greenwood
2010
Rod Evelar is still trapped in the fantasy world tied to his own imagination, and the land is no gentler for it. Meta-fantasy turns into a straight fight for survival and control.
Bury Elminster Deep
by Ed Greenwood
2011
Weakened but dangerous, Elminster works from the shadows while enemies close in from every side. The novel leans into secret war, survival, and slow vengeance.
Dungeons & Dragons: Forgotten Realms
by Ed Greenwood
2012
This comic throws an unlikely band of rogues into trouble in Waterdeep and beyond. It plays as a brisk city adventure full of crooked deals, kidnappings, and cursed secrets.
Ed Greenwood Presents Elminster's Forgotten Realms
by Ed Greenwood
2012
A lore-rich guide to everyday life in the Realms, from money and inns to religion, law, and magic. It feels less like a rulebook and more like a tour from the setting's creator.
Elminster Enraged
by Ed Greenwood
2012
Still hunted and far from peace, Elminster moves against a deepening threat to Cormyr. Manshoon and other old enemies make this a story of fury, survival, and counterstrike.
Shadowsfall Legends
by Ed Greenwood
2012
A short fantasy tale set in the Shadowsfall world, where a strange magical gem sparks trouble faster than anyone expects. It has the quick, conversational feel of a gaming yarn.
A Modest Gallimaufry of Brief Tales
by Ed Greenwood
2013
A small collection of short Greenwood tales, mixing horror, mystery, and light fantasy. The stories shift tone quickly but all carry his love of strange turns and lurking trouble.
Murder in Baldur's Gate
by Ed Greenwood
2013
A city on edge tips toward chaos as murders, cult plots, and political rivalry spread through Baldur's Gate. This adventure blends investigation, faction play, and street-level danger.
The Ostrond File
by Ed Greenwood
2013
Captain Austin Greylake thinks he is facing one more bad day at the police station. Then the Ostrond case arrives, complete with stolen severed heads and something far worse.
The Wizard's Mask
by Ed Greenwood
2013
In war-torn lands, a cursed masked fugitive and an escaped halfling slave are forced into an uneasy alliance. Their search for a powerful artifact could change the balance of the war.
A Nice Silky Merlot
by Ed Greenwood
2014
A return to an old hometown uncorks menace instead of comfort. This short tale starts small, then slides into something nastier and stranger.
The Herald
by Ed Greenwood
2014
As the Sundering nears its climax, Storm Silverhand and Elminster are drawn toward war around Myth Drannor. Gods, magic, and the fate of Faerun are all in motion.
Walking the Kings Skull
by Ed Greenwood
2014
Summoned to the palace at once, a royal investigator is pulled into another messy case. Greenwood plays this fantasy mystery with a lighter hand and plenty of sideways trouble.
Spellstorm
by Ed Greenwood
2015
A deadly magical storm traps Storm Silverhand, Elminster, and other powerful figures together under one roof. Old secrets, rivalries, and shifting loyalties do as much damage as the storm itself.
The Iron Assassin
by Ed Greenwood
2015
In an alternate Victorian London, inventor Jack Straker unveils a terrifying clockwork corpse-weapon. When it slips beyond control, spies, secret orders, and the Crown collide in the hunt.
Death Masks
by Ed Greenwood
2016
Waterdeep is rocked by murders of nobles just as hidden heirs and old enemies surface. Laeral Silverhand and Elminster race to stop a plot that could tear the city apart.
The Awakened Modern
by Ed Greenwood
2017
This anthology imagines a modern world changed overnight when a second moon awakens hidden powers in humanity. The stories look at wonder, fear, and the chaos that follows.
Quests of Doom 4
by Ed Greenwood
2018
A fantasy adventure entry in the Quests of Doom line, built for hard fights, strange threats, and old-school dungeon peril. It is aimed squarely at tables that like danger.
Where should I start?
If you want the core Greenwood experience: Spellfire → Elminster: The Making of a Mage → Elminster in Myth Drannor
If you want later Elminster and bigger Realms chaos: Elminster Must Die → Bury Elminster Deep → Elminster Enraged → Spellstorm
If you want classic Realms politics and lore: Cormyr → Death of the Dragon → Death Masks
If you want his non-Realms fantasy: The Kingless Land → The Vacant Throne → A Dragon's Ascension → The Dragon's Doom
Author bio
Ed Greenwood grew up in Don Mills, a suburb of Toronto, and started building fantasy worlds early. As a child he began imagining the place that would become the Forgotten Realms, a world he first used for stories long before it became part of Dungeons & Dragons.
That childhood project never really went away.
In 1975 he discovered Dungeons & Dragons and started using the Realms as the setting for his own campaign. His players kept asking questions, about cities, taverns, jobs, rulers, back alleys, rumors, and what people actually ate, so the world kept getting deeper and stranger. What started as a backdrop for adventure slowly turned into a place with working parts.
By 1979 he was publishing Realms articles in Dragon magazine, often using Elminster as a voice to deliver lore, spells, monsters, and gossip from the setting. In 1986 TSR bought the Forgotten Realms, and Greenwood moved from being the private keeper of a home campaign to the writer most closely tied to one of fantasy gaming's biggest shared worlds.
That changed everything.
A lot of readers first meet him through Spellfire, Elminster: The Making of a Mage, or Cormyr. Those books show several sides of what he likes to do. Spellfire is the classic Greenwood setup, a young person caught in dangerous magic while powerful factions close in. The Elminster books go bigger, mixing origin story, wizard politics, ancient history, and the odd joke at exactly the moment things get dire. Cormyr, written with Jeff Grubb, shows another strength, his interest in how kingdoms actually run, and how power passes from one generation to the next.
He also wrote well beyond the Realms. Books like The Kingless Land and The Vacant Throne build up the troubled realm of Aglirta, while The Iron Assassin heads off in a very different direction with an alternate Victorian London and a steampunk edge. Even when the settings change, some habits stay the same. Greenwood likes crowded worlds, dangerous secrets, old magic, stubborn survivors, and cities that feel busy even when the plot is not looking straight at them.
He has long balanced writing with library work, something that fits his fiction better than it might sound. His books are full of people, small details, side alleys, overheard talk, and the sense that every minor figure has a life beyond the page. He has also spent years attending conventions, answering lore questions, and continuing to add to the worlds he helped shape.
He still feels like a working worldbuilder more than a distant grand old man of fantasy. Greenwood has lived in rural Ontario for many years, often speaking fondly of farmhouse life, libraries, and the endless pleasure of making up one more corner of a world that already seems too large to finish. That may be part of why readers keep coming back. His stories give the sense that there is always one more street to turn down, one more wizard to distrust, and one more tavern where trouble is already waiting.
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