Lazaro
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The Countdown continues
"Reaching out northwest from beyond the horizon's rim, I beheld a sight which was at once horrifying as it was beautiful; a stormlike catastrophe rolling across the sky, which seemed to be ablaze with blue fire. Frozen in stupefying awe, I witnessed the cerulean thunderhead crash into the mighty Lhairghal, throwing pillars of azure fire skyward to snatch at Selûne's calming light. Selûne, my gods! The surface of the moon, long presented to us mortals as a barren landscape of craters and lifeless valleys, now revealed to me majestic mountains and sprawling seas; itself alight with similar cobalt radiance. A nearby exclamation from the Magehound returned my attention earthward to witness a shimmering wall of sapphire flame racing down Mhair Pass. Five breaths longer and the storm would crash into the battlement upon which I stood with a handful of loomwardens. I recall hastily whispered prayers to Azuth, a moment of unqualified stillness, and then nothing."
As dusk fell over the Shining South on the final day of Uktar in the Year of Blue Fire (1385 DR), a menacing storm began forming over the Mhair Jungles west of Halruaa. Beyond its massive size, the storm was particularly notable for the ribbons of blue flame that seemed to writhe and flow among its formations. In the mountains near Lhair in western Halruaa, dumbfounded priests watched in absolute silence, unable to comprehend the terrible events unfolding on the horizon. What the clerics of Azuth could not possibly fathom was that three score or more similar storms sprang up all across Toril; born instantly upon the assassination of Mystra in her heavenly dominion. Arleenaya Kithmaer and four nearby priests were teleported to safety by a quick-thinking magehound. The nation of Halruaa, however, would suffer horribly that ill-fated night. The three great mountain ranges that oft protected the nation from external invasion actually made it difficult for many Halruaans to escape the uncontrolled wild magic unleashed across the countryside. Halruaa today is best known as a magical wasteland; it is also the birthplace of the roving mercenary bands known as the Five Companies.
The cerulean storm and its aftereffects would become known in later days as the Spellplague. Despite its name, the Spellplague was no mere magical affliction. For nearly ten years the plague raged on and on in ever-widening spirals, irrevocably altering whole regions while leaving others completely unscathed. Whole countries vanished in earthquakes, fires, and windstorms, inexplicably replaced with peoples and lands from a world beyond our own. Even the starry constellations in the Sea of Night seemingly rearranged themselves in the heavens above. Scholars in later years would name this decade of chaos and upheaval the Wailing Years, or simply the Plague Years. For more details on the Spellplague and the secondary catastrophes that followed in its wake, check out the Countdown to the Realms preview article Magic in the Forgotten Realms.
The Wailing Years
In game terms, the Spellplague represents the definitive event for transitioning the setting from one rules system to the next, and the loss of the Weave will have a profound effect on arcane spellcasters in your campaign. Though a small percentage of mages are driven to madness at the outset of the Spellplague, it's recommended you spare your players from this ignoble fate. Instead, wizards and other arcane spellcasters find that their magic has gone wild or departed altogether. In effect, all of Abeir-Toril is blanketed by a massive zone of wild magic. Refer to the 3rd Edition Forgotten Realms Campaign Setting (page 55) for Table 2–1 of Wild Magic Effects. As the Weave unravels throughout the month of Nightal in the Year of Blue Fire, these wild magic zones are quickly replaced with dead magic zones until one day arcane magic ceases to function altogether.
DMs may wish to take advantage of the Wailing Years to run a low magic/melee-centric campaign using rules or concepts from sourcebooks such as Tome of Battle: Book of Nine Swords or Iron Heroes. Otherwise it may be wise to simply move your campaign forward to the Year of Silent Death (1395 DR) or beyond, where direct effects of the Spellplague have largely subsided and most spellcasters have once again gained mastery of their magic. See the section below on the Vilhon Reach for a description of a functioning time portal you may wish to use for this purpose.
Included below is a timeline of key events that occurred during the Wailing Years, which may be useful to a transitional campaign set in the kingdom of Cormyr or the Vilhon Reach. Following the timeline is a brief update of these two regions, including sample adventure hooks.
Timeline
1385 DR (Year of Blue Fire)
The Spellplague: An unthinkable catastrophe ensues when Cyric, aided and abetted by Shar, murders Mystra in Dweomerheart. The plane itself disintegrates at once, destroying Savras and sending the gods Azuth and Velsharoon reeling into the endless Astral Sea. Without Mystra to govern the Weave, magic bursts its bonds all across Toril and the surrounding planes and runs wild. In Faerûn, this event is known as the Spellplague. Thousands of mages are driven insane or destroyed, and the very substance of the world becomes mutable beneath veils of azure fire that dance across the skies by night or by day.
Where once stood the realm of Sespech, the Golden Plains, and the Nagalands, the Spellplague reveals a surreal landscape breathtaking in its beauty, grandeur, and changeability. For the next century, active Spellplague cavorts on this territory called the Changing Lands, contorting terrain, natural law, and the flesh of any creature that dares enter.
Cormyr is struck hard, but not so violently as many other nations. Roughly one third of all Wizards of War are slain, driven mad, or simply have gone missing in the year following Mystra's death.
1386 DR (Year of the Halfling's Lament) A portion of Toril's sibling world Abeir violently exchanges places with large sections of Chondath and western Chessenta. Displaced genasi from the Abeiran land of Shyr quickly set about creating a kingdom of their own.
The former expanse of the Sea of Fallen Stars is altered when wide portions of the landscape collapse into the Underdark. When the sea level reaches its new equilibrium, the average drop in water level measured nearly 50 feet. The waters of the Vilhon Reach were similarly drained, uncovering several drowned ruins from ancient Jhaamdath.
1387 DR (Year of the Emerald Ermine)
The Emerald Enclave begins sending agents throughout the Vilhon Wilds to counter the effects of the Spellplague. As years became decades, their original mission is slowly perverted from one of respect for and guardianship of nature to a vain struggle against forces far beyond their control.
The Prismatic Mountains, a beautiful Abeiran mountain range seeming to be made entirely of dense multicolored glass, appears between the Desertmouth Mountains and the Thunderpeaks, closing off Shadow Gap and halting overland trade along the Northride between New Tilverton and Shadowdale.
1388 DR (Year of the Tanarukka)
Bullywugs tribes from the Farsea Marshes begin harrying Zhentarim forces operating throughout the Tunlands, diminishing Black Network activities in the region.
Some members of Cormyr's remaining War Wizards, having lost access to the Art, begin cross-training with the Purple Dragons in swordplay and martial defense. In years to come these swordmages will prove invaluable against neighboring aggression in the region.
1389 DR (Year of the Forgiven Foes)
A strangely angular black monolith is sometimes visible breaking above the waves along Cormyr's coast, never in the same place twice.
1390 DR (Year of the Walking Man)
Dowager Dragon Queen, Filfaeril Selazair Obarskyr, dies. Alusair attends the state funeral, argues briefly and privately with her nephew the king, and disappears altogether from Court. Rumors persist of her riding through the frontiers and borderlands, but no confirmed reports of her appearance exist following the burial of Filfaeril.
1391 DR (Year of the Wrathful Eye)
The dark druid Zalaznar Crinios leads a great host of fell beasts to sack the forest community of Gurnth. Nobanion calls his followers to his side at Machran Spire in an effort to counter the pending invasion.
1392 DR (Year of the Scroll)
The Dragon Coast city of Pros petitions the Crown to become a vassal-state of Cormyr in order to protect it from the ravages of the Spellplague. Azoun V reluctantly accepts. By year's end, Pros' sister-town of Ilipur joins the Forest Kingdom as well. Unfortunately the receding waters of the Sea of Fallen Stars have spelled ruin for these small trading towns.
1393 DR (Year of the Ring)
Sembian investors begin buying up land in the southern Dales. Concerned, Azoun V issues a formal objection to the Dale's Council in Archendale but the King's emissary is rebuffed.
Spellscarred beings and pilgrims hoping to obtain a spellscar begin journeying to the Changing Lands in large numbers. They are welcomed in Ormpetarr by the Order of Blue Fire.
1394 DR (Year of Deaths Unmourned)
Led by the increasingly mad human-turned-eladrin Shadowmoon Crystalembers, the Grand Cabal of the Emerald Enclave begins attempting -- often by violent means -- to stem the tide of spellscarred pilgrims that pass through Turmish.
Years of straining with their conflicted Sembian and Cormyrean identities, and struggling against the rule of Netheril, culminates in the annexation of the border city of Daerlun into the Forest Kingdom.
1395 DR (Year of Silent Death)
Sakkors, the Netherese floating enclave not seen since the days before the Spellplague, makes a reappearance over Daerlun in the dead of night. The following morning civil unrest breaks out throughout the city. Azoun V sends elite swordmages to restore order in the city.
Vilhon Reach
The lands of the Vilhon Reach were affected greatly by the merging of Abeir with Toril. The waters of the Reach itself were partially drained during the Spellplague, revealing several drowned Cities of the Sword from ancient Jhaamdath. The once welcoming and cosmopolitan folk of Turmish have grown increasingly xenophobic throughout the Wailing Years. Akanûl, formerly the lands of Chondath, are now populated by genasi from the Abeiran land of Shyr, a region that will barely survive its first contact with the Abolethic Sovereignty some years later.
Since the Year of Blue Fire, civilization has been slow to return to the wilder Spellplague-morphed regions. The notorious Changing Lands lie close by, contorting terrain, natural law, and the flesh of any creature that dares enter. The Vilhon Reach is a great example of the new "Tone and Feel" of the setting in action, making it a great region to explore some of the more fantastic locales on Faerûn.
ANDRIO'S GATE: The Reach happens to contain one of Toril's few functioning time gates; a useful tool for bringing characters forward beyond the Wailing Years (1385 DR to 1395 DR) to a more stable time period for campaign play. The time gate is located within Mount Andrus, a volcanic peak within the Orsraun Mountains on Turmish's western frontier. There the time gate has survived millennia despite several volcanic eruptions, shielded from the monstrous heat and the effects of the Spellplague by powerful, and some would say divine, wards. Adrio's Gate is activated by speaking the name of a year as given in the Roll of Years then stepping through the gate's event horizon.
Turmish
Turmish suffered much less than Chondath, but the partial draining of the Sea of Fallen Stars did leave its busy port at Alaghôn high and dry. Today, this realm of increasingly competitive and desperate merchant costers is also a through-route for fanatics on spellscar pilgrimages to the Changing Lands. The once welcoming and cosmopolitan Turmishans have grown increasingly xenophobic, and they are guarded and suspicious of strangers, even though they remain dependent on outside trade.
North and west of Turmish beyond the Orsraun and Alaoreum Mountains stretches the forested realm of Gulthandor, ruled by a powerful and enigmatic druid in lion's form its followers name Nobanion. Gulthandor has no ties with the largely disbanded organization once known as the Emerald Enclave. Ilighôn, once the island home of the Enclave, became part of mainland Turmish when the seas retreated in 1386 DR.
YURGRIM'S DELVE: Alaghôn remains the capital of Turmish; the city's curious architecture is the result of the Chondathan humans building over existing structures left by a previous dwarven civilization. The dwarves also left an abandoned mine -- a maze of subterranean tunnels, vaults, and catacombs that have never been fully explored, or fully rid of monsters -- beneath the city streets. Few entrances to the Undercity remain, but adventurers continue to brave their dark reaches in search of plunder. A few ancient tomes make reference to a lich queen from Unther residing below the palace, yet most discount these accounts as wild tales of fiction.
PRIDE OF THE FIREMANE: Zalaznar Crinios (CE dark tree druid 20), has turned away from the teachings of Eldath to embrace Malar, who "rewarded" the High Druid by transforming him into a Dark Tree (Shining South p62). Zalaznar is gathering a great host of fell beasts to sack the forest community of Gurnth (village; population ~300). Nobanion is calling all able-bodied adventurers to his side at Machran Spire in an effort to counter the pending invasion.
Chondath
A portion of Toril's sibling world, Abeir violently exchanged places with large sections of Chondath and western Chessenta during the Spellplague. The shattered ruins of cities lie broken at the bottom of ravines or thrust high atop stone spires, a constant draw to adventurers seeking troves of lost gold. The land today is characterized by crazed stone spires, cavernous ravines, and cliffs like petrified waves. Freefloating earthmotes host miniature forests, grasslands, lakes, and ever-replenishing waterfalls that mist the land below in draperies of mist. The wild landscape is perfectly suited to the tempestuous population of genasi that now claim the land as their own. Akanûl is the name of this genasi-ruled realm, and the capital city of Airspur holds the bulk of the nation's population. The waters of the Vilhon Reach were partially drained during the Spellplague, revealing several ruined Cities of the Sword, lost since the last days of Jhaamdath. Travelers to the region are few and far between. The few who travel through this treacherous floodplain return with madness or not at all.
The Chondalwood is a confusion of ravines and floating junglemotes, some sailing free, others webbed to lower jungle regions by thick vines and vegetation. The Chondalwood's vigor is impressive -- it grew in the Spellplague's wake instead of being diminished or being erased by it; witness its colonizing junglemotes spreading like airborne seeds north, south, and east, and west. The halflings and centaurs that once roamed these woods are now gone; replaced with spellscarred satyrs and feral elves who declare blood feud on any outsider entering the jungle's heartwood.
LESSER OF TWO EVILS: During a violent spring thunderstorm, a strange angular black monolith is spotted in the shallow waters off the Nun Coast near Reth. The following morning, kuo-toa harpooners flying strange winged morkoth attack the port city. The invaders are repelled by High Lady Glorganna and a detachment of Banite guerrillas. It remains unclear what the Abolethic Sovereignty was seeking in the city -- half of which lies in shattered ruin at the bottom of the Bay of Silvanus.
MAGEDOOM: At the center of the Chondalwood is a ruin of ancient, toppled stone towers whose cellars are packed with gold coins. The elves of Wildhome steer well clear of it, citing terrible bodiless guardian creatures that ravage flesh, inspire madness, and target spellcasters in particular, igniting them like torches.
Changing Lands
Where once stood the realm of Sespech, the Golden Plains, and the Nagalands, now stands a surreal landscape breathtaking in its beauty, grandeur, and changeability. Active Spellplague still cavorts on this territory, contorting terrain, natural law, and the flesh of any creature that dares enter. Earthmotes aplenty break up the sky in a strange parity with the fractured terrain below. Swaths of moving earth change with mercurial speed, and great ravines empty directly into the Underdark. Artist renditions that capture true glimpses of the place's exquisite loveliness and horrific strangeness can command large sums back in civilized lands.
SCAR PILGRIMAGE: Plaguechanged and pilgrims hoping to obtain a spellscar sometimes journey here because it's the most prominent plagueland in Faerûn, as well as a great hold of the Order of Blue Fire. The stability of the plagueland's border provides an environment where the clever, ambitious, or insane can experiment with the Spellplague and its effects. As with most who brave plaguelands, few pilgrims who enter the Changing Land are ever seen again, but those who do return sometimes claim newfound power.
Religion DC 30: The Order of Blue Fire appears as a benevolent service organization, but its public face is a front to a more sinister organization. It formed as a cult dedicated to the idea that the Spellplague was a holy cosmic event, the changing work of which should be encouraged to continue. The focal points of this belief system are inscrutable beings known as the Masters of Absolute Accord. The Masters can manipulate plaguelands and send visions to the spellscarred. Their guidance often leads to miraculous and terrible events that spread and nurture existing active pockets of Spellplague.
Cormyr
Unlike the lands of the Vilhon Reach, the nation of Cormyr suffered little geological upheaval during the Spellplague Years. Instead the upheaval in the Forest Kingdom was largely political. Famine, economic hardship, and unrest among the peerage would be difficult for any ruling monarch, yet these challenges perhaps weighed more heavily upon the shoulders of young King Azoun V. Claiming the Dragon Throne in the Year of Three Streams Blooded (1384 DR), Azoun had merely thirteen winters behind him at his coronation and only sixteen months on the throne before the Spellplague sent the world spinning into chaos. Thankfully, the king surrounded himself with men and women of wise counsel, including the Caladnei, Mage Royal of Cormyr. Under his rule, the Forest Kingdom quickly recovered from the anarchy of the Wailing Years, and the young king went on to become a just, wise, and long-lived ruler.
The Helmlands
Formed during the Time of Troubles, this desolate land of howling winds and jagged rock was the site of Mystra's destruction at the hands of Helm in the Year of Shadows (1358 DR). In the months following its creation, locals named the site the Pits of Mystra, for the land was nothing but bubbling tar pits as far as the eye could see. Priests dedicated to the new Goddess of Magic cleansed the land of the fetid pits in later years, but the tear in the fabric of the Weave remained. Today a forest of towering redwoods has returned; the original was lost when Mystra's dying energy blasted the land like a million Shou cannons. In the wake of the Spellplague, the Helmlands have grown, spreading along the northern wall of the Stormhorns, stretching as far west as the foothills above Eveningstar. Wild magic still pervades the entire region, but unlike the Changing Lands, visitors may enter the Helmslands without fear of becoming spellscarred.
TEMPLE ACHERON: Once the blasted ruin of Castle Kilgrave, the imposing stronghold was rebuilt by priests of Bane following his apparent resurrection in the Year of Wild Magic (1372 DR). As the Lord of Strife himself had done during the Time of Troubles, the strifelords reshaped the ruins into an echo of Bane's Temple of the Suffering in the Barrens of Doom and Despair. Thirty-foot-high walls constructed of a seamless other-worldly material of black laced with green connect the windowless towers on four corners, and on the west side a towering 60-foot obelisk encloses a drawbridge set against the wall. Purple Dragon Knights stationed at Castle Crag patrol the eastern perimeter of the Helmslands daily, keeping a vigilant eye for any threats coming from Temple Acheron.
Farsea Swamp
This slowly growing swamp consists of two formerly separate marshes, Farsea and Tun. The swamp has mile after mile of muddy terrain swept with golden-green tall grasses broken by channels of bronze water. Most citizens of Cormyr see the wetlands as dark, forbidding places, where evil festers and foul creatures lurk in murky water to devour the unwary. While this image is largely true of the deadly Vast Swamp in eastern Cormyr, it is an incomplete and misleading portrayal of the Farsea Swamp.
LEGACY OF THE BATRACHI: Amid the vast, fog-laced expanse of the Farsea Swamp rests the scattered ruins of a vanished civilization, not Netherese as many have speculated. Thick with poisonous insects and plague, few enough have glimpsed these ruins. Ornate buildings made of glass as strong as steel hint at a magical technology lost to the present day. Rumors have it that the bold can claim gold and strange secrets from the half-drowned basements, if they can but survive the swamp's pestilence and withstand the might of strange creatures set as guardians within the interior of the glassteel towers.
Hullack Forest
Dark and foreboding best describes the thick dense woods of the Hullack Forest. The Hullack is almost a primeval forest, with dark valleys and hidden vales that have gone unseen for decades. Ghostly creatures and odd monsters pepper the local folklore, and orcs and goblins are frequent visitors from the Thunder Peaks. In the years immediately preceding the Spellplague, large numbers of adventurers entered the forest seeking to clear it of monsters and explore its deeper regions. Thunderstone, a small town on the southern edge of Hullack Forest, was often used as a base of operations for such expeditions. These crown-sanctioned activities came to an abrupt end in the Year of the Wrathful Eye (1391 DR) when the Eldreth Veluuthra, a militant group of human-despising elves, claimed the forest as their own. A brief conflict with the elves ensued in the Year of Deaths Unmourned (1394 DR), but young King Azoun V later turned his full attention to more pressing threats from neighboring Netheril and Sembia.
REALM OF WAILING FOG: Sandwiched between the Hullack Forest and the Thunder Peaks, the Realm of Wailing Fog remains a land of desolate fens, ever-present mist, and eerie echoing calls. Even the Eldreth Veluuthra dare not explore the realm's long-ruined towers. Travelers to the region speak of a heavy feeling of "watchfulness" hanging over everything. Rumors persist that a coven of hags lives in the area, but these claims have never been substantiated.
oops...can't forget the side bars can I
Tone and Feel
The 4th Edition Realms are shifting away from a "Renaissance" feel to a more contemporary higher fantasy environment. If you can imagine playing D&D in a world that looks like the cover of a Yes album, you're getting close. Yeah, I needed to Google it, too.
For visuals, go visit www.rogerdean.com. High fantasy doesn't mean that the Realms are turning into a magical steampunk setting. Eberron already has elemental-powered airships and trains, and that is not the direction set for the Realms. Instead, the landscape itself shall be spectacular, indescribable, striking, and magical.
Of course each region will maintain its own distinctive flavor. We don't think that Waterdeep belongs on a floating earthmote or that the Dalelands needs all its farmland replaced with spiky stone towers, but we want some of that element of the incredible to be a part of almost every piece of the Realms your characters visit.
Nobanion
Lord Firemane, Lord of Gulthandor
Unaligned Exarch of Silvanus
Seen as a great protector and guardian across the Vilhon Wilds, Nobanion (No-BAN-yun) appears as a great male lion of at least twice normal size. His coat gleams with the radiance of the sun, and his mane is incredibly thick and luxurious. Sometimes the Lion God's mane ignites in a nimbus of amber and golden fire, the origin of his title "Lord Firemane." At will he can sprout the wings of a gigantic eagle.
Thought to be a favored champion of Silvanus, Nobanion now rules the forested realm of Gulthandor from the druidic stronghold of Cedarsproke. Beyond Gulthandor, Lord Firemane is also honored as the titular ruler of the wemic Tenpaw tribe of the Shining Plains. Clerics of Silvanus who honor the tenets of the King of Lions are known as Roaring Avengers.
Exarchs
The exarchs are often called demigods or heroes, and many are ascended mortal servants of greater gods, brought up from the world to serve as agents of their divine masters. Many, but not all, attract worshipers of their own, and they have some ability to grant spells, but are more often simply conduits from the mortal world to the attention of the higher gods. For example, the druids of Gulthandor pay homage to the Lion God, but in reality the character's divine spells are being granted by Nobanion's patron, Silvanus. Unlike true deities, exarchs are not bound to live in Astral Dominions with their patrons. Like Nobanion, many choose to live on the Material Plane, more directly engaged in the lives of their mortal followers.
Finally, exarchs in D&D campaigns are fully intended to be defeatable by any epic-level PC strong enough to attempt it. Of course, immortal beings are not just sitting around waiting for epic-level adventurers to take their life. And should the PCs even succeed in such an endeavor, they'll surely have earned the wrath of the exarch's patron deity
Motes
After the plague of change, some elements of the physical world have gained a supernatural independence from certain natural laws. The most striking of these (to those unfamiliar with them) are motes.
Motes are free-floating bits of landscape that defy gravity to hover in place over certain locales (usually, those locales most affected by the Spellplague). These motes are not usually more than a few hundred meters along any one dimension, but despite this relative small size, ecosystems cling to these motes, apparently sustained by the more natural landscape over or through which a particular mote floats.
Motes are often referred to according to the type of landscape each sports. Thus, there are junglemotes, fungusmotes, cavemotes, grassmotes, pinemotes, and so on. Larger motes may support animal life, including humanoids.
Kassil
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...There are no words to express my disbelief at the ham-handed way they are butchering the setting I was introduced to the game with. Surely there was some more elegant fashion that didn't blatantly go and contradict what passes for continuity?
Oh, wait, they already proved they didn't care when they offed Halaster, the Mage of a Million Clones and Contingencies, long before the Spellplague was ever considered a threat.
Carry on.
Tharen the Damned
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Just think it over from a business perspective:
With the many changes to the Realms in time, geographics, politics, magics, power, relifion and overall flair it is simply not possible to use your old books from 1st to 3rd edition.
Neither mechanics nor fluff can be transported into the 4th incarnation.
So you not only need a new camapign setting, but also all new religion, magic and places (from fortresses to empires) books.
But WoC will gladly sell you all the books you need!
It might look heavy handed now, but it is sheer business genius!
And I predict, even if I get slaughtered by you, that FR 4th edition will be a HUGE success!
| Razz |
I am just morbidly depressed after reading all of that. The Realms is simply just, no more.
Did you notice they just HAD to specifically state that they're not trying to make FR more like Eberron? Why state that unless it's obvious you know what the gaming community is going to think?
Heck, if you KNOW what the gaming community is going to think with such changes, why damage the Realms as such in the first place?
I mean, if even you as a designer can see how the Realms is more closer to Eberron than just being the Realms it's always been, what other reason was there to go through with the change?
The point is, they do want it to be more like Eberron. Simple, Final Fantasy-like, and butchered.
Hojas
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I don't have much knowledge on the realms, but it sure looks like this blows for fans of the setting. I agree with one of the posters above that this is an easy way out that doesn't require any creative explanation. I like the movie/magazine Heavy Metal, but that's not how I envision the realms in my head.
*I've never played in the realms though, so maybe it has been like this all along? haha
| Balabanto |
This is directly cut and pasted from the Wizards Boards. It includes a brief conversation between me and a gentleman named Fabius Maximus
Me:
Wow. I'm thoroughly disgusted. I thought better of 4th edition than this.
Hmm. Nobanion is now nothing more than a clone of Aslan, from the Lion, the Witch, and the Wardrobe? I can't believe Wizards sanctions this nonsense! I know you guys want to capitalize on existing movie trends, but that's going a little far.
Zalaznar Crinios an evil druid? Who has become a (BLEEPING) tree? You know, I thought evil plants were Talona, not Malar.
Could there possibly be a more ridiculous idea under the sun?
Vanity of Vanities, saith the preacher. All is vanity. I'm so disgusted I could vomit.
Fabius:
@Msatran: Nobanion always was an Aslan clone. It's just more obvious now.
You just pick out two points out of a long article. Do you have nothing else to say, or did you just want to play doomsayer again but found nothing else?
Me:
Actually, it would have seemed more like a rant and less like an opinion. Personally, I like a little more SUBTLETY in my games than this, but you know, I guess some people need to be hit over the head with a two by four every day. I guess this really is living proof that evil will always win because good is stupid.
So, since you were so kind as to demand more, I will give it to you. In spades.
Halruaa is a magical wasteland: So's the rest of the gameworld. It makes me want to cry that this is gone. Halruaa was always like fairy tale wizard land, only with cruel politics, and obviously, Elaine was planning on writing more about it, but got spanked by the designers instead. No wonder she's so mad.
While we already knew that this was going to happen, it doesn't make it suck any less. Really, the magical wasteland is Wizards of the Coast, where the solution to everything is a big explosion rather than moving a chesspiece on a board. If I want that, I'll play Hero System and a superhero RPG.
The Changing Lands: Thanks for the cool name, Wizards. Too bad the game doesn't actually start until the lands stop changing. What ARE they changing anyway? Do we really need to be treated like babies with diapers?
Cormyr: The Forest Kingdom is completely screwed. Alusair disappears. How lovely. It doesn't matter, she won't be around in a hundred years for people to care. I simply cannot express my disgust for the Spellplague and everything related to it enough.
This can be summed up in these words.
(Bleep you!) Knock Knock (Cthulhu shark). And your country was lucky. Only a THIRD of the wizardly population of the land went insane?
A THIRD OF THE WIZARDS IN CORMYR WENT INSANE? So what's left of the country? Everything should be a charred, wasted mess. If I'm a gibbering, insane wizard of 15th level or higher, I can drop pave pennies all over the landscape until someone stops me, squashing towns, wrecking landscapes and baleful polymorphing goats into purple worms. This is ludicrous. Someone wasn't paying attention to just how many wizards there are.
The Sea of Fallen Stars becomes an Underdark Sinkhole? Wow, that's kind of them. That was one of my favorite areas, those coasts, and now they're gone, too. I wonder if any of my players who have IC residences in the area will get to have them if they make it this far.
The only reason this was done was "Drow! We need more drow!" Well, I don't! So go home!
Prismatic Mountains, huh? What was wrong with the mountains that they had? Not psychedelic enough? Not exotic enough? Not Final Fantasy enough?
This is absurd. HAH! Dimension Switch. I was disgusted enough with Ty Manther and his Dragonborn Homeboys, but this just nauseates me further.
The Bullywugs harassing the Zhents? So a bunch of frogmen are capable of harming the Zhents more than all my PC's who work so hard, and have fought the Zhents for years, huh? Thanks, Wizards. I should start sending you guys a lump of coal at christmas. This is a gift worthy of the worst sort of dungeon mastering, the very type of dungeon mastering you say shouldn't be extolled.
A more contemporary high fantasy environment? Psychedelia is not a contemporary fantasy environment!!!!!! The sixties should have STAYED there.
The Chondalwood? What is wrong with a forest? Was it simply too much to ask to have a normal landscape ANYWHERE? These lands look like someone took MC Escher, distilled his brain, and injected it into Toril like a syringe full of suet, and then squeezed until the suet popped out.
The Order of Blue Fire: So let me get this straight? There is an organization out there that believes that the Spellplague was GOOD? After what it did to the planet? I have a message for Wizards. NO ONE, and I mean NO ONE would believe this. There are places where a falling pot can kill the locals because floating forest chunks snapping or someone dumping a chamber pot out of a floating city would kill someone with the velocity damage. In order for a cult to be successful, it has to have a charismatic message. This is NOT charismatic.
The Eldreth Veluuthra claim the Hullack Forest? With what skills? Tordynnar Rhaenvern can't cast spells either! He's screwed! And as awesome as Tordynnar is, he can't possibly stand up to a legion of Cormyr's best troops.
Quite frankly, I don't think many of these villains in my game will make it this far, but then again, I don't think I'll ever be buying another Forgotten Realms sourcebook ever again.
As cool as Brian is. As cool as Brian Cortijo is, I would rather swap spit in a warm shower with a Draegloth than play in this world.
Tarren Dei
RPG Superstar 2009 Top 8
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As I've said before; I weep for our hobby.
If only there were an exciting new world being developed by some of the most creative talent in the business today that was supported with adventure paths, campaign setting books, an online presence, and occassional fiction.
It would have to be a world in which it was possible to have a wide variety of adventures from urban to wilderness with a variety of flavours inspired by Norse, Asian, and European mythologies as well as some of the most inspiratonal fantasy writers.
Where would I find a world like that?
Then I wouldn't weep for our hobby.
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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You know, I didn't get the City of Stormreach. As much as I've enjoyed Eberron, what they're doing to my first love, Faerun (Aber-Torl before they chucked a new world on it) has just turned me off.
It's like how Episodes I-III and their disregarding of the expanded universe stuff turned me off Star Wars.
Or how Marvel's editing turned me off their comic books for good.
I'm going to savour the past, hold my 1-3e versions (espeically the Volo's guides!) close, but my realms died in the spellplauge.
Interesting to note they mentioned Iron Heroes in there though.
| Warforged Goblin |
Warforged Goblin wrote:...
As I've said before; I weep for our hobby.If only there were an exciting new world being developed by some of the most creative talent in the business today that was supported with adventure paths, campaign setting books, an online presence, and occassional fiction.
It would have to be a world in which it was possible to have a wide variety of adventures from urban to wilderness with a variety of flavours inspired by Norse, Asian, and European mythologies as well as some of the most inspiratonal fantasy writers.
Where would I find a world like that?
Then I wouldn't weep for our hobby.
Point taken. GO PAIZO!
I never liked the Realms that much anyway.[EDIT] The "I weep for our hobby" comment stems more from a... frustration at WotC (being the owner and "leader" of said hobby) than at the hobby itself. As long as Paizo and other third party publishers keep cranking out the quality material, I think the game will prosper.