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T O P I C    R E V I E W
Brian R. James Posted - 28 Feb 2008 : 01:45:51
A new Countdown to the Realms article has been posted on D&D Insider.

Spellplague: The Wailing Years.

Update 08/21/2011: Apparently this article has been lost due to a content shuffle at the WotC website. As such I have included the original text of the article below.




Countdown to the Realms
Spellplague: The Wailing Years
by Brian R. James
Dragon 362
02/27/2008

Excerpt from the journal of Arleenaya Kithmaer, First Magistrati of the House of the High One Ascendant, Year of Blue Fire
(1385 DR)


"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 29th day of Tarsakh 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. The Spellplague burned fiercest in its first year, but flareups and indirect repercussions continued for decades, 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 <u>Magic in the Forgotten Realms</u>.

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 might 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 might 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 might wish to use for this purpose.

Included below is a timeline of key events that occurred during the Wailing Years, which can 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 Plaguewrought 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.

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 human druid Zalaznar Crinios, transformed into a mighty treant for his service to nature, takes hold of the druid circle in
Cedarspoke. A lesser druid, able to take lion form and calling himself Firemane, rises to prominence in the same circle.

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 Plaguewrought Lands in large numbers. They are welcomed in Ormpetarr by the Order of Blue Fire.

1394 DR (Year of Deaths Unmourned)
The Grand Cabal of the Emerald Enclave begins attempting 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.

Tone and Feel
One part of creating a new edition of the
Forgotten Realms is re-envisioning the look
of Faerûn and creating a new interpretation of
this classic fantasy setting. We've decided to
shift the visuals of the setting toward a slightly
more fantastic look, drawing inspiration from
many sources ... for example, the exquisite
visuals of artists such as Roger Dean or
Frank Frazetta (without the nudity, it's a PG
game). We sometimes think of this as playing
D&D in a world that looks just a little bit like
the cover of a Yes album. 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 is often
spectacular, striking, and magical. Of course
each region maintains its own distinctive
flavor; Waterdeep isn't adrift on a floating
earthmote, and the Dalelands still have plenty
of farmland and forest - with just a little touch
of the fantastic here and there.


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 Plaguewrought 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 Plaguewrought 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. 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 FIREMANE: Zalaznar Crinios (NE treant druid 12), has secretly turned away from the teachings of Mielikki to embrace Malar, who "rewarded" the High Druid by transforming him into a treant. Crinios used this transformation as proof he is meant to lead in Gulthandor. Dark creatures now threaten the forest, as well as nearby settlements. Unaware of Crinios's duplicity, a druid who prefers lion form and calls himself Firemane has put out the call for those willing to purge the forest of whatever blight grows at its heart.

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 lost treasures. 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.

Plaguewrought 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 Plaguewrought Lands are ever seen again, but those who do return sometimes claim newfound power.

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 usually small in size, but
whole ecosystems cling to them, 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 might support animal life, including
humanoids.


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 Plaguewrought Lands, visitors can 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.

About the Author
A software engineering manager by day and Forgotten Realms aficionado by night, Brian R. James authored the Grand History of the Realms and continues to serve up new Realmslore through D&D Insider and the Candlekeep Compendium. Brian also contributed to the forthcoming 4E Forgotten Realms Campaign Guide to be released later this year. In his spare time he enjoys exploring EverQuest II with his fae shadowknight Iakhovas and pretending he's a good drummer on Rock Band. Brian lives in Montana with his high school sweetheart Toni and their four children.
30   L A T E S T    R E P L I E S    (Newest First)
Wooly Rupert Posted - 22 Aug 2011 : 04:47:26
quote:
Originally posted by Brian R. James

Since Spellplague: The Wailing Years is no longer is no longer available on the WotC website, I have edited the first post of this thread to include the original article text.

Realmslore is a terrible thing to waste.



Not that I'm complaining... But I'm fairly certain the article is still on the WotC site. From what I've seen, they never take anything down -- they just move it without correcting the existing links, or they remove the links altogether, but leave the content where it was.

It's one of the few things about WotC that I flat out refuse to give them any credit on.
Brimstone Posted - 22 Aug 2011 : 01:28:21
quote:
Originally posted by Brian R. James

A new Countdown to the Realms article has been posted on D&D Insider.

Spellplague: The Wailing Years.

Update 08/21/2011: Apparently this article has been lost due to a content shuffle at the WotC website. As such I have included the original text of the article below.




Countdown to the Realms
Spellplague: The Wailing Years
by Brian R. James
Dragon 362
02/27/2008

Excerpt from the journal of Arleenaya Kithmaer, First Magistrati of the House of the High One Ascendant, Year of Blue Fire
(1385 DR)


"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 29th day of Tarsakh 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. The Spellplague burned fiercest in its first year, but flareups and indirect repercussions continued for decades, 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 <u>Magic in the Forgotten Realms</u>.

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 might 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 might 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 might wish to use for this purpose.

Included below is a timeline of key events that occurred during the Wailing Years, which can 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 Plaguewrought 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.

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 human druid Zalaznar Crinios, transformed into a mighty treant for his service to nature, takes hold of the druid circle in
Cedarspoke. A lesser druid, able to take lion form and calling himself Firemane, rises to prominence in the same circle.

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 Plaguewrought Lands in large numbers. They are welcomed in Ormpetarr by the Order of Blue Fire.

1394 DR (Year of Deaths Unmourned)
The Grand Cabal of the Emerald Enclave begins attempting 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.

Tone and Feel
One part of creating a new edition of the
Forgotten Realms is re-envisioning the look
of Faerûn and creating a new interpretation of
this classic fantasy setting. We've decided to
shift the visuals of the setting toward a slightly
more fantastic look, drawing inspiration from
many sources ... for example, the exquisite
visuals of artists such as Roger Dean or
Frank Frazetta (without the nudity, it's a PG
game). We sometimes think of this as playing
D&D in a world that looks just a little bit like
the cover of a Yes album. 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 is often
spectacular, striking, and magical. Of course
each region maintains its own distinctive
flavor; Waterdeep isn't adrift on a floating
earthmote, and the Dalelands still have plenty
of farmland and forest - with just a little touch
of the fantastic here and there.


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 Plaguewrought 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 Plaguewrought 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. 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 FIREMANE: Zalaznar Crinios (NE treant druid 12), has secretly turned away from the teachings of Mielikki to embrace Malar, who "rewarded" the High Druid by transforming him into a treant. Crinios used this transformation as proof he is meant to lead in Gulthandor. Dark creatures now threaten the forest, as well as nearby settlements. Unaware of Crinios's duplicity, a druid who prefers lion form and calls himself Firemane has put out the call for those willing to purge the forest of whatever blight grows at its heart.

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 lost treasures. 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.

Plaguewrought 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 Plaguewrought Lands are ever seen again, but those who do return sometimes claim newfound power.

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 usually small in size, but
whole ecosystems cling to them, 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 might support animal life, including
humanoids.


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 Plaguewrought Lands, visitors can 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.

About the Author
A software engineering manager by day and Forgotten Realms aficionado by night, Brian R. James authored the Grand History of the Realms and continues to serve up new Realmslore through D&D Insider and the Candlekeep Compendium. Brian also contributed to the forthcoming 4E Forgotten Realms Campaign Guide to be released later this year. In his spare time he enjoys exploring EverQuest II with his fae shadowknight Iakhovas and pretending he's a good drummer on Rock Band. Brian lives in Montana with his high school sweetheart Toni and their four children.


Thanks!
Brian R. James Posted - 21 Aug 2011 : 19:27:39
Since Spellplague: The Wailing Years is no longer is no longer available on the WotC website, I have edited the first post of this thread to include the original article text.

Realmslore is a terrible thing to waste.
Wooly Rupert Posted - 21 Aug 2011 : 14:13:38
quote:
Originally posted by Brimstone

Is there anyway that they can be added to my "Current Links Scroll?"



Easy enough, once we have the correct links.
Brimstone Posted - 21 Aug 2011 : 05:33:32
Is there anyway that they can be added to my "Current Links Scroll?"
Wooly Rupert Posted - 21 Aug 2011 : 04:32:39
quote:
Originally posted by Eltheron

quote:
Originally posted by Saer Cormaeril

Does anyone have a working link to this article?


None of the original links to the "Countdown to the Realms" articles work any more, and AFAIK there was no link update. Some people copied them as files into their home computers for their own use, of course.





It's a good idea to make a personal copy of any Wizards article... Sooner or later, they'll move it and not bother updating the link. They've been doing that for years.
Saer Cormaeril Posted - 20 Aug 2011 : 22:56:42
Of course. So how about one of those hosting the file, and posting a link.


quote:
Originally posted by Eltheron

quote:
Originally posted by Saer Cormaeril

Does anyone have a working link to this article?


None of the original links to the "Countdown to the Realms" articles work any more, and AFAIK there was no link update. Some people copied them as files into their home computers for their own use, of course.



Eltheron Posted - 20 Aug 2011 : 19:09:59
quote:
Originally posted by Saer Cormaeril

Does anyone have a working link to this article?


None of the original links to the "Countdown to the Realms" articles work any more, and AFAIK there was no link update. Some people copied them as files into their home computers for their own use, of course.

Saer Cormaeril Posted - 20 Aug 2011 : 17:55:15
Does anyone have a working link to this article?
Stonwulfe Posted - 05 May 2008 : 16:49:12
I have a question about the Wailing Years. Specifically, about the affect of these geophysical mutations upon one of our favorite nigh-invincible landmarks.

Does the Harper's Holdfast survive the Wailing Years?
monknwildcat Posted - 05 May 2008 : 05:07:00
Thanks, Brian!
Brian R. James Posted - 05 May 2008 : 00:49:53
Yes and no. I included them in the article, but the sidebars are paraphrased from several sources including the 4E FRCG and the 4E world story bible.
monknwildcat Posted - 04 May 2008 : 18:39:33
Point taken, Wooly.

I didn't see this answered in thread, but I was curious if Brian penned the side bars.
Wooly Rupert Posted - 04 May 2008 : 06:42:26
This scroll has strayed pretty far from its original topic.
Afetbinttuzani Posted - 04 May 2008 : 03:49:59
quote:
Originally posted by monknwildcat
By HSD I meant "high-speed data," like cable-internet or DSL or even satellite services like DishNetwork.

MMORPG refers to massive multi-user online RPGs like Everquest and World of Warcraft. IMO, they're the unfortunate future of RPGs. I've also seen them referenced as MMPORGs or eve simply MMOs.


Thanks, Monknwildcat. I've sent these over to Fillow to add to his list.
Cheers,
Afet
Caedwyr Posted - 04 May 2008 : 01:44:30
quote:
Originally posted by monknwildcat
LOL. They all appear capable of reading those differently-hued manuels for WoW, which surprisingly resemble books. One doesn't reach 70th level without reading the instructions.




You would be surprised....


Lets just say that my and many other's experiences would indicate otherwise.
Stonwulfe Posted - 03 May 2008 : 23:14:47
quote:
Originally posted by MonknWildcat
Thanks, Stonewulf. GT sounds useful, although I suspect FantasyGrounds may be more useful for pre-4e DND and ShadowRun. DDI-GT sounds worth investigating--for at least a month.

Any ETA for GT?


I believe it's slated for release in June along side the new edition. Which unfortunately means you'll have to start paying for access to DDI as well. :(
monknwildcat Posted - 03 May 2008 : 22:45:58
quote:
Originally posted by TheArchPriest

No,people that people that play MMO and MMORPG won't play the new D&D, know why ?
Because they don't know what is the use of a book and some never saw a book in their lives



LOL. They all appear capable of reading those differently-hued manuels for WoW, which surprisingly resemble books. One doesn't reach 70th level without reading the instructions.
monknwildcat Posted - 03 May 2008 : 22:38:37
quote:
Originally posted by Stonwulfe

FantasyGrounds is a virtual tabletop akin to D&D Insider GameTable, except that (if the demo video's projections hold true) GameTable will have a much more user-friendly real-time map drawing and design and room for scripting. The advantage to FantasyGrounds is that you can run anything on it - Forgotten Realms, GURPS, Munckin, Shadowrun, RIFTS, you name it. The problem is that there's no tile-based or freehand map creation tools, though otherwise it's okay. Most of the development is left to the users and fanboys.

That's one of the things I'm highly looking forward to with the FR 4e and GameTable (heretofore referred to as 'GT'), as much as I hate subscription services... That with 4e FR, it's going to be really difficult for them to include visualizations for fluid terrains and 'motes' in the overland maps and tile-based map creation for GT, which is great because I don't plan on using them. In fact, as I've previously stated in several threads, the idea of chrome-ish fluidic terrain and glowing 'motes' of land belong firmly in the World of Warcraft Expansions, issues of Heavy Metal, and on the covers of 70's rock albums [IMHO].

That said, if GT is anything they promise it will be, it will make meeting for play a lot more convenient for my group (we're all busy professionals). The user-friendly interface should also make it easier for me to throw a group into one of Larloch's dungeons in media res with only half of the grottoes plotted out and the ability to 'wing it' and adapt to my player's decisions in a way that really communicates Larloch's ability to really screw with PCs.




Thanks, Stonewulf. GT sounds useful, although I suspect FantasyGrounds may be more useful for pre-4e DND and ShadowRun. DDI-GT sounds worth investigating--for at least a month.

Any ETA for GT?
monknwildcat Posted - 03 May 2008 : 22:27:38
quote:
Originally posted by Afetbinttuzani

quote:
Originally posted by monknwildcat
Watching the evolution of CRPGs and MMORPGs, it's tough as a story-teller (read: DM) to compete with modern graphics and multimedia. [...]
I resist the simplification in MMORPGs, but I get stares, if not out-right laughter, when I first describe and endorse PnP, let alone LARPing. [...] If and when HSD reaches my area, PnP will take the hit it's taken in HSD-accessible areas.

The advantage I see inherent in PnP is RT social interaction. PnP, IMO, converts players through invitation by existing players, usually friends. Without existing FR gamers, let alone the entire DND community, switching to 4.0 and reproducing through gaming groups, how can


HOLY ACRONYMS BATMAN!!!! Thank God for Fillow's lists. There are a few I'm stumped on, though. Help the newb out. Define HSD and MMO please.
Afet



LOL. Fair enuff. Happy to return the favor, Afet!

By HSD I meant "high-speed data," like cable-internet or DSL or even satellite services like DishNetwork.

MMORPG refers to massive multi-user online RPGs like Everquest and World of Warcraft. IMO, they're the unfortunate future of RPGs. I've also seen them referenced as MMPORGs or eve simply MMOs.

I'm generally online through my mobile internet. If I find a chance to use acronyms, I take it.
TheArchPriest Posted - 03 May 2008 : 20:47:21
No,people that people that play MMO and MMORPG won't play the new D&D, know why ?
Because they don't know what is the use of a book and some never saw a book in their lives
Afetbinttuzani Posted - 03 May 2008 : 20:45:16
quote:
Originally posted by monknwildcat
Watching the evolution of CRPGs and MMORPGs, it's tough as a story-teller (read: DM) to compete with modern graphics and multimedia. [...]
I resist the simplification in MMORPGs, but I get stares, if not out-right laughter, when I first describe and endorse PnP, let alone LARPing. [...] If and when HSD reaches my area, PnP will take the hit it's taken in HSD-accessible areas.

The advantage I see inherent in PnP is RT social interaction. PnP, IMO, converts players through invitation by existing players, usually friends. Without existing FR gamers, let alone the entire DND community, switching to 4.0 and reproducing through gaming groups, how can


HOLY ACRONYMS BATMAN!!!! Thank God for Fillow's lists. There are a few I'm stumped on, though. Help the newb out. Define HSD and MMO please.
Afet
Stonwulfe Posted - 03 May 2008 : 19:57:06
FantasyGrounds is a virtual tabletop akin to D&D Insider GameTable, except that (if the demo video's projections hold true) GameTable will have a much more user-friendly real-time map drawing and design and room for scripting. The advantage to FantasyGrounds is that you can run anything on it - Forgotten Realms, GURPS, Munckin, Shadowrun, RIFTS, you name it. The problem is that there's no tile-based or freehand map creation tools, though otherwise it's okay. Most of the development is left to the users and fanboys.

That's one of the things I'm highly looking forward to with the FR 4e and GameTable (heretofore referred to as 'GT'), as much as I hate subscription services... That with 4e FR, it's going to be really difficult for them to include visualizations for fluid terrains and 'motes' in the overland maps and tile-based map creation for GT, which is great because I don't plan on using them. In fact, as I've previously stated in several threads, the idea of chrome-ish fluidic terrain and glowing 'motes' of land belong firmly in the World of Warcraft Expansions, issues of Heavy Metal, and on the covers of 70's rock albums [IMHO].

That said, if GT is anything they promise it will be, it will make meeting for play a lot more convenient for my group (we're all busy professionals). The user-friendly interface should also make it easier for me to throw a group into one of Larloch's dungeons in media res with only half of the grottoes plotted out and the ability to 'wing it' and adapt to my player's decisions in a way that really communicates Larloch's ability to really screw with PCs.
monknwildcat Posted - 03 May 2008 : 19:07:06
Brian, I'll check out the Compendiums. For some reason I thought DDI was a future resource. My bad.

Stonewulf, I cannot imagine the cost of keeping up with minis. To be cost effective, we use dice and the little dudes from Axis and Allies. ("Today, the orc horde will be played by Nazi infantry, and the illithilich by a black d4 speckled with silver.") This is an upgrade from erasers, large pieces of pocketlint and pieces of snacks....

I've toyed with using sites like OpenRPG, yet I've never heard of FantasyGames. Enough gamer friends relocate to make such sites attractive. I tried working with one of them (it had some python name in the portion required for download), but we were looking to use it for ShadowRun and had trouble with the graphics grid and d6 dice roller.

Is GameTable the WOTC site being developed and included in DDI? Will it require HSD? I'm guessing anything with a visualizer requires more bandwidth than dial-up. Do we know if it will support previous editions?
Stonwulfe Posted - 03 May 2008 : 18:01:30
quote:

Originally posted by Dalor Darden
Orcs are aliens in the Forgotten Realms.

The Mulan are aliens in the Forgotten Realms.

Elves and Dwarves are aliens in the Forgotten Realms.

Giants are aliens in the Forgotten Realms.

Tyr is an Alien God in the Realms.

So is the entire Mulhorandi Pantheon...

Lots of aliens in the Forgotten Realms...very few natives (except humans...and a goodly number of THEM are from other worlds!) left in the place!


You forgot Dragons. Dragons were the original aliens, spawning like bad parasites off of a meteor that impacted with Toril way back, creating the sea of falling stars, if memory serves correct. And most of the humans on Toril came from elsewhere too, probably greater than 2/3 of them. The only real originator tribes of humans are likely the Tethyrians, Luskans (and Barbarians), Nethyrese/Nar, and the people of Chult and the south. If any. Most of the others came at various stages from other planes or were themselves descended from one of the above, but spread out in diaspora and developed new cultures. If I've missed any groups, someone please correct me.

quote:
Originally posted by MonknWildcat
I agree that they think they'll win the MMORPG crowd.

Watching the evolution of CRPGs and MMORPGs, it's tough as a story-teller (read: DM) to compete with modern graphics and multimedia. (I take consolation that even LotR required computer-aided graphics to become consumable by the masses.)

I resist the simplification in MMORPGs, but I get stares, if not out-right laughter, when I first describe and endorse PnP, let alone LARPing. PnP's a lot of work and frequently cost-prohibitive. If and when HSD reaches my area, PnP will take the hit it's taken in HSD-accessible areas.

The advantage I see inherent in PnP is RT social interaction. PnP, IMO, converts players through invitation by existing players, usually friends. Without existing FR gamers, let alone the entire DND community, switching to 4.0 and reproducing through gaming groups, how can
4.0 succeed on any level?

All this to say I don't see why a for-profit corp develops a new edition of game or setting with, IMO, the genre's demand in decline.


Monk > Unfortunately, I have to agree with some of what you're saying here. (Read: The accessibility of MMORPG over D&D.) I have somewhere close to $30'000 worth of D&D paraphenalia, if you count resale value of the out-of-print stuff, the cost of the new stuff, and the sheer capital value of accessory assets like miniatures that I've collected in the last 16 years. This far exceeds all of the costs I've incurred in the same period spent studying traditional Okinawan karate. (Including trips to Japan & Okinawa, imported makiwara, training costs, etc.) For many people it's cost prohibitive.

Furter, even living in a large centre (I live in the Greater Vancouver area) and having access to MeetUp.com, CraigsList, and University posting boards it can still be difficult to find players. This is due to a variety of factors; the rising petrol costs, parking, scheduling, etc not withstanding. Finding good players is even harder. The appeal of online play is that after a hard day of work, with a proper interface and VOIP, you can telecommute to your games and not have to leave your house.

That WOTC is developing D&D gametable really only echoes the development of purpose-built applications like FantasyGrounds and OpenRPG. Where I think FantasyGrounds wins over GameTable is its visual aesthetic. Where GameTable wins is that it has better graphics, miniature-like play, better diceroller, and its a subscription service that is server hosted and maintained and doesn't require the repeated purchase of liscences while still leaving 90% of the development to DMs who are increasingly pressed for time in our society.

I think that GameTable is a good move, especially for me, but if the graphics and the customer support on it are s#!t - or at any point go to s#!t - I will be very disappointed. I mean Hasbro is growing while Mattel is shrinking (and Mattel makes the arms of the Canadian Armed Forces, based on FabriqueNationale designs). If Hasbro is outpacing Mattel, SURELY they have the money to provide us with something better than a group of homebrewers pump out. If not, I'll be pissed.
Brian R. James Posted - 03 May 2008 : 16:53:30
Thanks MonknWildcat. The Grand History was my first published sourcebook. I also wrote a few articles for D&D Insider, and contributed to the Forgotten Realms Campaign Guide coming out this fall. I also encourage you to check out the Candlekeep Compendium available here at Candlekeep.com. I contributed to two volumes so far, but all of them are excellent and jam packed with juicy realmslore.
monknwildcat Posted - 03 May 2008 : 16:41:20
I agree that they think they'll win the MMORPG crowd.

Watching the evolution of CRPGs and MMORPGs, it's tough as a story-teller (read: DM) to compete with modern graphics and multimedia. (I take consolation that even LotR required computer-aided graphics to become consumable by the masses.)

I resist the simplification in MMORPGs, but I get stares, if not out-right laughter, when I first describe and endorse PnP, let alone LARPing. PnP's a lot of work and frequently cost-prohibitive. If and when HSD reaches my area, PnP will take the hit it's taken in HSD-accessible areas.

The advantage I see inherent in PnP is RT social interaction. PnP, IMO, converts players through invitation by existing players, usually friends. Without existing FR gamers, let alone the entire DND community, switching to 4.0 and reproducing through gaming groups, how can
4.0 succeed on any level?

All this to say I don't see why a for-profit corp develops a new edition of game or setting with, IMO, the genre's demand in decline.

On topic? I liked the article, Brian, and I'm looking forward to receiving my GHotR from Amazon.

Are there other FR resources available scribed by Brian?
MerrikCale Posted - 27 Apr 2008 : 04:43:27
Horrible. Absolutely stupid. What a disaster this is.
ShepherdGunn Posted - 28 Mar 2008 : 14:33:55
Yeah... that's just what I want, a bunch of players who expect to do nothing but kill things, gather loot, and have no real affect on the setting. (My opinion of most MMORPGs is not high). No Munchinism there. Nope nope.
Wooly Rupert Posted - 26 Mar 2008 : 20:13:15
quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert
And yet, because TSR/WotC spent so much time demanding that deities and Chosen get the focus, people who didn't really understand the setting decided that Mystra and her Chosen were problems. And they screamed and cried and whined about it, and the designers thus decided to cave in and cater to them -- even if these whiners weren't even fans of the setting.



I wonder if WotC expects all the aforementioned non-fans of the setting to drop everything and run (not walk) to their nearest game store for the FRCG now that Mystra is gone.



Honestly, I think that is what they expect -- along with all of the MMO players.

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