[Accessory] [9358] Aurora's Whole Realms Catalogue.pdf

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Aurora's Whole Realms Catalogue
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Credits
Design Concept:
Anne Brown
J. Robert King and Co.
Company:
Tim Beach, Karen S. Boomgarden, Anne Brown, David
“Zeb” Cook, Jeff Grubb, Julia Martin, Colin McComb, Thomas
Reid, Steven Schend
Editing:
Karen S. Boomgarden
Cover Art:
Design Partners
Interior Art:
Ned Dameron, Marco Aidala
Angelika Lokotz
Graphic Design:
Stephanie Tabat, Angelika Lokotz, J. Robert King
Stephanie Tabat
Special Thanks:
Richard W. Brown
The material contained herein is protected under the copyright laws of the United States of
America. Any reproduction or other unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of TSR, Inc.
Copyright ©1992 TSR, Inc. All Rights Reserved.
Random House and its affiliate companies have worldwide distribution rights in the book trade
for English language products of TSR, Inc. Distributed to the book and hobby trade in the
United Kingdom by TSR Ltd. Distributed to the toy and hobby trade in the United States by
regional distributors.
Printed in the United States of America.
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS
are registered trademarks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.
ISBN 1-56076-327-2
9358XXX1501
TSR, Inc.
POB 756
TSR Ltd.
120 Church End,
Lake Geneva,
WI 53147
U.S.A.
Cherry Hinton
Cambridge CB1 3LB
United Kingdom
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Design:
Typography:
Production:
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Contents
Designer’s Notes ............................................ 4
A Word from Our Founder ................................... 5
Rangers’ Field .............................................. 7
Thieves’ Corner ........................................... 13
Bards’ Emporium .......................................... 21
Priests’ Alcove ............................................. 31
Wizards’ Laboratory ........................................ 39
Laborers’ List .............................................. 51
Inn and Tavern ............................................ 65
Scribes’ Desk .............................................. 67
Storage Items ............................................. 71
General Hardware ......................................... 73
Tailors’ Corner ............................................ 75
Clothes and Shoes ......................................... 77
Boom’s Garden ............................................ 90
Jewelry ................................................... 94
Household Accoutrements ................................... 97
Personal Supplies ......................................... 100
Illuminations ............................................ 103
Diversions ............................................... 109
Aurora’s Larder ........................................... 116
Breads .................................................. 119
Cheese Shop ............................................. 124
Wines and Ales.. ......................................... 128
Exotics .................................................. 131
Wilderness Gear .......................................... 134
Priest in a Poke ........................................... 141
DaRoni’s Workshop ....................................... 146
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Designer's Notes
Aurora’s Catalogue found its beginnings in a pragmatic setting: the gaming table.
During a campaign in turn-of-the-century America, Anne Brown happened upon a
reprint of a 1902 mail-order catalogue. She brought the catalogue to the next session
to let the PCs do some shopping. Over the following weeks, the catalogue proved as
handy and oft-referenced as the materials provided for the game; it showed just what
was available in 1902, with illustrations, descriptions, and prices for items from plows
to electric belts (don’t ask). Clearly, if such a reference could help recreate the familiar
world of turn-of-the-century America, a similar catalogue could help recreate the for-
eign world of medieval fantasy.
That’s how Aurora’s Catalogue was conceived. Its maturation, however, was a bit
more involved. Anne and I spent many hours poring over materials from the extensive
(and frightening) TSR library and the University of Wisconsin Library—among the
highest ranked research facilities in the nation. (Jon Pickens’ apartment has a slightly
higher ranking: he provided over 20 useful resources, allowed unlimited checkout
time, and supplied 24 hour reference.) From over 10,000 pages of material we
gleaned loads of authentic medieval items to offer. To these we added many fantastic
inventions from the timeless genius of Leonardo Da Vinci—everything from barely
functional flying machines to scythe-bladed war wagons. Other contraptions are of
our own creation, things calculated to help AD&D® game PCs. Finally, we accessed
the mutual brain of Greenwood and Grubb for odd items and peoples of Faerun that
should somehow figure into the catalogue.
The whole process is summed as follows: every item that appears here is either au-
thentically medieval or suitably fantastic. The best items are both. We purposely
avoided magical items (“how much are you asking for the Wand of Orcus?”) because
careless acquisition of magic can completely unbalance a game. And in concern for
game balance and flavor, DMs should allow themselves absolute latitude in determin-
ing the availability of products. A DM whose players face an attack of giant slugs may
say that salt is unavailable, or sell it by gross tonnage! DMs who distribute money one
copper at a time might begin a green-stamp purchasing program; others who run
Monty Haul campaigns may double costs.
Aurora’s Guide was meant not only to be flexible in prices, but also in uses. When
PCs enter a cheese shop, let them page through the cheese section of Aurora’s and
read some of the entries to learn what sort of fare appears in the shop. When an angry
mob chases a monster to a castle, outfit them with the laborer’s tools as weapons.
When you need any adventure idea, call the PCs to the catalogue station and have
Aurora hire them to find her lost shipment (of Maztican cotton, Shou Lung silk, etc.).
Shop early; shop often. Our hope is that Aurora’s Catalogue will become the most
tattered (and loved) book in your gaming collection.
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