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| 1st Edition AD&D | - | Dragon #119 | - | Dragon magazine |
It was a late evening in early
January
when I first met him, here
at the office.
The first winter storm to
hit Wisconsin (it
being a mild winter up to
that point) was
making up for lost time with
its severity. A
heavy, wet snow blanketed
the region,
with more coming down. It
was a lightning
storm as well, not a rare
occurrence
in this area, but stunning
nonetheless.
A sudden flash of lightning
appeared
through the glass-block windows
of the
building, its intensity causing
me to shield
my eyes. When normal vision
returned, I
realized I was not alone.
In the doorway
stood a tall, lean figure
cloaked in brown.
Elminster.
I have been working with Ed
Greenwood
since last summer. Readers
of
DRAGON® Magazine
know Ed best for his
extensive contributions,
among them
many "Ecology"
articles and his "Pages
from
the Mages" series. These and host of
other articles dating back
to DRAGON
issue
#30 are set in the Forgotten Realms,
a world of fantasy and high
magic that Ed
has been using for his own
AD&D®
game
campaigns. Ed ascribes much
of his Forgotten
Realms knowledge to his all-night,
drink-and-bull sessions with
a world-wandering
sage named Elminster.
Half a year ago, TSR was casting
about
for a new campaign setting
for the AD&D
game, using what we?ve learned
from
building Krynn for the DRAGONLANCE
saga. Immediately, Ed?s name
came up, and
the noble Canadian leaped
at the opportunity.
Ed would provide the information
on
the world of the Forgotten
Realms, I
would add the game design
and stats, and
Karen Martin would turn my
writing into
English as she edited the
work.
We quickly set about creating
a new
campaign which would not
only be the
home for the AD&D
game modules of
1987, but would act as the
basis for adventures
in the Second Edition
AD&D game
system. It had never occurred
to me to ask
Ed how the primary source
of his information
would react to this. Apparently,
Ed
had told the sage about our
endeavour,
and so it was that Elminster
popped into
my life, heralded by thunder
and
lightning.
Elminster. I should have expected
it, but
when the time came to confront
our pri-
mary source, I was badly
rattled. He was
tall (6? with change), and
he glowered at
me with electric blue eyes
that Ed, in one
of his more charitable moments,
described
as ?dancing.? He wore a brown
cape over a
stained brown vest and faded
blue jeans
(Ed had mentioned that the
sage had
acquired a taste for Earthly
fashions).
?Ye be the one cataloging
all the tales
about my land,? he said,
in a voice that
echoed the thunder outside.
A statement,
made a question only by the
flick of his
grey eyebrows.
I nodded, wondering if the
911 operators
handled 26th-level magic-users.
Elminster dropped some papers
beside
my other office chair and
sat down. He
unexpectedly produced a pipe,
lit a match
off my thank-you-for-not-smoking
sign,
and made himself comfortable
while I
waited for the axe to fall.
Finally, he noticed
me again, leaned over, and
(in a
gravelly voice that would
make pit fiends
head back to Avernus) said,
?Tell me about
this project.?
I admit that my voice was
a little unsteady
and high-pitched at first,
but it
gained strength as I talked
on. Here is
what I told him:
The FORGOTTEN
REALMS? boxed set is
the launching point for TSR?s
new campaign
world of the same name, in
the
tradition of the worlds of
Oerth and
Krynn. It will be the ?home
base? of the
AD&D game universe,
and ? with the
arrival of Second Edition
? the home for
that as well. It is based
on the Forgotten
Realms campaign that has
been in existence
for over a decade. (The Realms,
by
the way, take their name
from the fact
that these magical lands
have ?always?
been there, but we just haven?t
been paying
sufficient attention to them.
That
situation will change in
the next few
months, but the appellation
will stick.)
The boxed set forms the foundations
of
a world, and lays out the
ground rules on
running an AD&D
game campaign. A lot
of things that were discussed
in the various
hard-cover books have depended
upon
the interpretations of various
individual
DMs and campaigns. It is
hard to set down
precise rules on matters
like local justice,
government, trade, or customs,
especially
when every campaign has its
own rules on
them. By creating a coherent
campaign
world, we can give examples
on how to
handle particular situations
encountered
in play and provide the detail
to bring an
AD&D game campaign
to life.
The boxed set also gives a
common
ground for discussing situations
that occur
in every campaign. How do
characters
advance in level? Where can
characters
get training? How do characters
determine
what faiths exist in a town?
Who rules,
and how? What happens to
all that treasure
the characters rake in? (At
this,
Elminster broke in with a
warning that the
Realms, while rich, are in
no way as flagrant
in their hidden wealth as
indicated
in the Monster Manualtables).
The boxed set is a starting
point, beyond
which we can explore and
expand upon
the world around it. This
ranges from
getting a campaign started
with low-level
characters in some small
community in
the Dales, to high-level
adventures ranging
between the planes or covering
the building
of empires in this world.
The Forgotten
Realms is designed to take
in a broad
range of play and playing
styles. The initial
set will contain almost 200
pages of information,
not only on the Realms themselves
but on the down-and-dirty
details on running
adventures, making it invaluable
not
only as a campaign world
but as a guide to
creating AD&D
game campaigns.
The Realms occupy a region
about the
size of North America, spanning
from the
equator to a thousand miles
south of the
North Pole. Most of this
region will be
shown on two large maps,
as well as on
two more expanded maps of
the main
adventuring areas for game
play (1? =
100 miles). The first pair
of maps gives you
the idea of the scope of
the project, while
the latter two are usable
for everyday
play. The area of the Realms
is huge and
will continue to grow as
we develop more
products for it.
?More product? Do ye mean,
more tales
of wonder?? asked Elminster
at this point.
?I?m glad that ye realize
that one cannot
contain a whole world in
single box.?
Well, we?re certainly trying
to do that in
the Forgotten Realms,
but there are a
number of other projects
that people are
involved with that relate
to the Forgotten
Realms. The BLOODSTONE
Pass module series
that started with H1
is set in the
Realms, as is the Desert
of Desolation
module series (I3-I5).
For starting players,
N-5,
Beneath
Illefarn, is set in the Realms
as a starting point for a
campaign. Then
too, Ed Greenwood is doing
the first
sourcebook on the Realms,
discussing the
greatest city of the North,
Waterdeep,
and
Doug Niles is writing about
the Moonshae
Isles. Doug, I should add,
is basing his
sourcebook on his first novel,
Darkwalker
on Moonshae, which
is the first product
from the books department
for this line.
Like the adventures, the
books of the
Forgotten Realms series
will be by a variety
of authors and will span
the reach of
fantasy fiction, and the
length and breadth
of the Realms themselves.
“All the way to Kara-Tur?”
Elminster
asked, eyebrows raised.
“Kara-tur?” I said, recognizing
the name
of the world of Oriental
Adventures. “You
mean Kara-Tur is in the Realms
as well?”
“As well as where?” said he,
puffing on
his pipe. “I grant ye, it’s
a long, long walk
from Cormyr
to Kozakura, but it can be
done, if ye be willing to
walk half the way
around the world.” Ignoring
my dumbstruck
look, Elminster examined
his pipe,
which had gone out. “Excuse
me a moment,”
he said. Before I could protest,
he
walked out of the office.
I arose and followed him,
but found no
sign of him by the time I
had reached the
doorway. He had vanished
completely.
It took three tries to get
the right phone
number to Ontario. After
many rings, Ed
answered with his standard
“Y’hallo."
“He was here!” I shouted into
the
receiver.
"He?"
“Elminster! He was just here,
finding out
about the Forgotten
Realms boxed set!”
There was a short silence.
"Uh, Jeff,"
said Ed. "I hate to
tell you this, but Elminster
has been here with me all
evening.
We've been talking about
the Skyships of
Halruaa. I'm looking
at him right Now and
. . hold it, he's grinning
like the cat that
ate the canary. How
'bout I get back to you
later?"
I sighed and quietly agreed.
It’s going to
be a very interesting project.
How many
campaign worlds have their
own wizard
checking up on things?
MARCH 1987
LETTERS
Oerth and Krynn
Dear Dragon:
I have been playing the ADVANCED
DUNGEONS AND DRAGONS® game for five
years. I have played on the world of Krynn and
that of Oerth. Krynn, in my opinion, was the
better of the two.
The article entitled "The Game Wizards," by
Jeff Grubb [in issue #119], started to make me
worry. If the Forgotten Realms? are going to be
the ?home base? of both the first and second
editions of the AD&D® game universe, what will
become of other game worlds? I for one, would
not want to abandon the world of Krynn for
any other game world. Will modules still be
created for worlds other than the Forgotten
Realms? If modules were not created for other
worlds, that wouldn?t be fair to many AD&D®
game players who would rather stay with their
favorite world. If I had to transfer my interest
and campaign to the Forgotten Realms, would it
be possible to place my favorite characters from
my current campaign to that of the Forgotten
Realms without bending the rules severely?
Christopher DeGraffenreid
Wilkes-Barre PA
(Dragon #123)
The answer to your question is no. TSR will not
close up shop on Oerth and Krynn just because
the Forgotten Realms is being set up. Both the
WORLD OF GREYHAWK? Fantasy Setting and
that of the DRAGONLANCE® saga have a wide
and loyal following, and it is our intention to
keep producing material for these worlds over
the years. For example, later this year, we will
be coming up with the DRAGONLANCE® Adventures
hardback. As ?home base? for the AD&D®
game, the FORGOTTEN REALMS? setting is to
be the home for all adventures not specifically
designed for Oerth and Krynn; furthermore, it
is laid out so as to serve as either a full campaign
setting or an interesting "world next
door" for your own existing campaigns (which
may or may not be on Krynn or Oerth).
Now, if you or your players choose to take
characters from their initial campaign and
relocate them in the Realms, that has been
provided for as well in the Realms boxed set.
The Realms, as you may have gathered, has a
wide variety of gates and portals to other
planes, Prime Material and otherwise, and it is
possible for your characters to either visit the
scenic (deadly?) Forgotten Realms?, or make the
new world their home for AD&D® games.
I?ve also been talking with Tracy Hickman,
who pointed out that there is a reason that no
super-high-level characters currently operate in
Krynn. The Realms might take a number of
individuals who are too powerful for Krynn or
other worlds. -- Jeff Grubb