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Player's Guide to the Forgotten Realms Campaign
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Forgotten Realms ®
Campaign
Table of Contents
The Seekers: Who They Are ........................... 6
Barstaags Revenge .................................... 61
Bublim Barboast ....................................... 6
The Night of Sharp Teeth ........................... 67
Esta Starchild .......................................... 7
The Black Hood Bandits .............................. 71
Furian Arcanus ....................................... 8
News Spreads to Scornubel ........................... 76
Lorrick ................................................... 9
The Star-Spore .......................................... 78
Samkin Silvertooth ................................. 10
Empty Purses in High Horn ........................... 82
Trothgar ................................................ 11
A Mystery in Arabel .................................... 86
The Journey Begins .................................... 12
A Talk with Mother Lledew ........................... 93
On To Neverwinter .................................... 18
Taking Ship from Suzail .............................. 97
Talk of Evermeet ....................................... 23
Lorrick Takes a Quest .............................. 100
Horrors of the High Moor ........................... 26
Farewells in Saerloon ................................. 104
A Vision Upon the Hill .............................. 28
Thunderholme .......................................... 106
Lost Among the Bones ................................. 31
A Tale of Pirates ....................................... 110
In the Forgotten Forest ................................. 34
Crossars Tomb ....................................... 113
Elves of the Greycloaks .............................. 37
A Night in Procampur .............................. 116
A Tale of Prince Chelimber ........................... 46
News of Impiltur ....................................... 117
The Pegasus Rider ....................................... 48
A Death in Damara .................................... 118
Samkins Past Catches Up ........................... 51
Clues From the Past ................................. 121
Strangeness in Cloak Wood ........................... 57
At the Shrine .......................................... 124
The Lore of Candlekeep .............................. 59
The Last Hope .......................................... 126
Credits
Original Realms Design: Ed Greenwood
The Annals of the Seekers Design: Anthony Herring
Additional Material: Jeff Grubb, Karen Boomgarden,
Julia Martin, Steven Schend, J. Robert King, Tim Beach
Editing: Jonatha Ariadne Caspian
Product Group Manager: Karen Boomgarden
Cover Art: Larry Elmore
Interior Art: Valerie Valusek
Cartography: Dennis Kauth
Typesetting: Nancy J. Kerkstra
Production: Paul Hanchette
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.
All TSR characters, character names, and the distinctive
likenesses thereof are trademarks owned by TSR, Inc.
Copyright © 1993 TSR, Inc. All Rights Reserved. Printed in U.S.A.
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 by regional distributors.
This material is protected under the copyright laws of the United States of America.
Any reproduction or other unauthorized use
of the material or artwork herein is prohibited without
the express written permission of TSR, Inc.
2142
ISBN 1-56076-695-6
TSR, Inc.
POB 756
Lake Geneva,
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United Kingdom
The
Players Guide to the
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Introduction
lore! Welcome to the FORGOTTEN REALMS® World.
If youre a newcomer, the dozens of novels and game volumes
may seem daunting. Where do you start reading?
Dont worry. Start here!
The book in your hands is both an introduction to and refer-
ence for the fantasy world beloved to ADVANCED DUNGEONS &
DRAGONS® game players. But you dont need to know the game to discover
the world within these coverstheres no jargon or lengthy statistics here.
Journal entries from the Annals of the Seekers, a half-elfs chronicling of the
many exploits of his adventuring company, allow you to explore the Realms
firsthand. Live their triumphs and dangers! Unravel their mysteries! For the
brave of heart and keen of wit, glory awaits. Safe journey!
ome theorists explain dragons and other fantastic occurrences by postulat-
ing parallel worlds. In times past, they believe, travel between mundane
worldslike our ownand more exotic locales was easy and frequent. But we
have lost contact, and lost the worlds themselves. Lost, or forgotten.
Abeir-Toril, more commonly Toril, is an Earth-sized planet dominated by a
continent in its northern hemisphere. Called Faerûn in the west, it is here that
the Forgotten Realms lie. Although other large landmasses sprawl across Torils
surface, and indeed, other civilizations share the continent with Faerûn, these
regions are merely rumors and legends to most Realmfolkperhaps known, but
rarely visited. They do not concern us.
Turn Back to Medieval Times
In many ways, the Forgotten Realms are similar to our Earth of the 13th and
14th centuries. Until recently, much of the area was wild forests and unsettled
grasslands.
Civilization is still a novelty. The births of the oldest of cities on the Inland
Seaeven the founding of Waterdeep, now jewel of the Northlie within the
memory of some ancient elves in Evermeet. History is young.
Faerûns peoples share the mindsets and advancements of 13th-century
Earth. City-states are common, and organized nations are rising where wilder-
ness is pushed back. Farming and craft-industry skills are widespread. Swords
and heavy metal armor are readily available, and too-often put to use.
Literacy and the quest for knowledge continue to advance civilization. The
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What are the
Forgotten Realms?
S
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recent innovation of printed hand-bills has trans-
formed alley walls in Waterdeep. As markets and
resources are discovered, the merchant class grows in
both wealth and power.
Though not as dominant as it was in Europe of this
period, faith is a major force in peoples daily lives, be
they commoner or noble. Realmfolk pay homage to
many gods.
Here Be Monsters
and Magic
There are also tremendous differences between the
world of the Realms and our own. There, monstrous
beasts and evil humanoids prowl the wilderness,
sometimes to the very outskirts of cities and settle-
ments. Travel, whether by land or sea, can be treach-
erous.
Most differently, the Realms have magic.
Some say magic (or the Art) was a gift to the
Realmfolk from the goddess Mystra, who later regret-
ted her charity. With or without Mystras blessing,
some individuals study the Art. These wizards have
learned the ability to channel magical energies.
And not only wizards handle extraordinary power.
The gods here allow believers to work miracles in
their names. Priests and clerics perform acts of heal-
ing and power our modern world might well call sor-
cery.
In the Realms, such mages and priests can alter the
very face of the world. Indeed, they have done so over
the millennia. Mountains may walk, and hills and
forests appear where none stood before. In the heart
of the Realms, an immense sandy waste spreads south-
ward. An equally relentless glacier advances to its
east.
Kings rise and nations fall. Evil forces gather like
thunderheads. And the need for valiant action calls
the hero forth.
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