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Forgotten realms
Forgotten realms





forgotten realms

A new continent appeared, the landscape changed, and the very laws of magic were altered all due to the assassination of Mystra, Goddess of Magic, at the hands of the evil Cyric.

forgotten realms

In recent history the twin worlds collided, bringing great upheaval and change to Toril. Time seized the world, slowly ushering in eras of giants and dragons while the ancient conflicts faded away. The aftermath of these battles gave birth to more divine entities, and life began on the twin worlds. The silvery remnants of this creation formed the Astral Sea and twin goddesses who began to war with unimaginably powerful elemental beings. The Forgottem Realms began when the overgod Ao formed twin worlds from elemental chaos. Let’s examine the setting as a whole starting at the beginning. This leads in to a more global view of the setting. Ideas for updating a current game to the timeline are provided, which is useful considering that the setting has advanced 100 years since the Realms were last published with 3rd Edition. While the included adventure might not be useful to every reader, suggestions on adventuring in the Realms certainly are. That said, the setting does include several two page mini-adventures in addition to the goblin assault which could be useful to novice DMs looking for a little assistance though they’re no more interesting than the goblin attack. It does little to drive home the setting, instead becoming little more than a generic railroady adventure based simply on dealing with goblin raiders. An attached adventure focusing on a goblin attack can serve as an acceptable jumping off point for a campaign despite how generic it is.Īs a kick off point, Loudwater is weak. For a starter town it’s done well enough, and the NPCs and locations play off of one another sufficiently to provide a little intrigue and a few simple plot hooks. If you’re more interested in how the setting has changed then take a look at my final section focusing in on just that.įRCG kicks off with an example town called Loudwater, a small trading village build on a river with a bit of a goblin problem. For the convenience of those familiar with the Realms and newcomers I’ve decided to present the review from the perspective of a person totally unfamiliar with the Realms. The Realms have changed and stayed the same. I found the index to be useful in play, speeding me to just the piece of setting detail I was looking for. The artwork is well done and completely appropriate, the cartography is amazing, and the presentation both looks good and is easy to work with.

#Forgotten realms full

Some existing fans may find the changes to be strange or even disfavorable.Īt $39.95 for a 288 page full color hardcover, FRCG showcases top of the line production values. The Bad: To an extent it can be hard to see the whole setting for each geographic area. The individual entries on each geographic area are well done and provide plenty of ideas for playing in that area. Full color, detailed maps bring the world to life. The Good: Many, many plot hooks are included here which is a wonderful way to assist in presenting the world. Thrones need kings, great evils stir once more, and the heroes of old have largely retired from the world. Whether you like or hate these changes, though, the setting strongly encourages heroism at every turn. While the world is very similar to past editions, the scope of the changes are a little astonishing at times. The Forgotten Realms Campaign Guide (“FRCG”) presents the classic Forgottem Realms setting as it has been reimagined for Fourth Edition Dungeons and Dragons.







Forgotten realms