D&D General My Review of the Forgotten Realms Ultimate Bundle (major spoiler alert)

This is mostly lore focused review. I find other reviews just kind gloss over it and for me its the best important part of the Bundle, mechanics are fun, but have been very deeply explored across the internet very well, but lore has been in my option been neglected in compassion, understandably so as not everyone has my unhealthy obsession with realms lore.

Okay there is alot to cover so I will be breaking this into multiple posts covering first the physical books quality, the player options, and smaller chapters of Forgotten Realms: Heroes of Faerun. Next I will explore the lore focus content of the book. Then I will explore each of the Gazeteers of Forgotten Realms: Adventures in Faerun. Finally the DLCs. This multiple posts review will focus alot more on lore then mechanics.

Okay Starting off, when I got my books finally the last few pages of one of them was damaged and like usual the pages are kinds of wavy instead of flat. Oh and I had to pay an extra $30 for tariffs. Last time I buy directly off of WotC in the middle of a trade war.

This bundle was insanely over prices so actually I'm never buying WotC physical product again period, just maybe the occasion digital beyond product.

The intro chapter just gives you a general idea of what each chapter is about. So no need to say much more then about it. Oh various FR heroes get name drops in it.

Okay Character options Chapter: to start with explores the lore of species mostly from the PHB, a few races from MotM are mentioned, but not some like Sea, Elves that should have been.

Most of its descent, mentioning homelands and regions were they are more numerous for the none human species, and even what had been subraces in pervious editions like Sun and Moon Elves. Although they messed up the lore for Halflings subraces, not menting Ghostwise, and making the two just lifestyles when there were actual difference between them that were physically in the past.

In the Aasimar chapter I would have liked Opal to have been mentioned.

I think Abyssal and Chcthonic Tieflings could have used more space.

Goliaths have multilneage enclaves mentioned as well families and such that live with their True Giant kin.

Old Empires Region getting called out in the Tiefling, Aasimar, and Dragonborn section really emphasizes this is one of the least Tokienist of the regions.

There is no mention of Udadrow, Lorendrow, and Aevendrow for all the HUGE deal they made of it, for all that RA Salvatore went to a ton of effort in world building the Aevendrow, some of his best world building work honestly, not even sentence. I mean I think I get why they aren't on the map at least, Aevendrow too far north, and Lorendrow must be in the more southern Jungles, like the Black Jungle or Mhair Jungle that are beyond the boundaries of the map.

Next up subclasses.

Winter Walkers has nothing specific about the Dalelands to it, it could come from any part of the north just as easily or even a mountain top. Still very fun.

Banneret is just a complete messed up situation. The major changes to PDK lore were obviously driven entirely to justify that subclass, which was wicked fun, but without context in the playtests seemed like a retcon. Shoving Banneret in without public playtests was the worst of all world and made exactly no one happy. They pulled the cornerstone and whole point of PDKs new relationship witb Amethyst Dragons, but left in the lore that annoyed PDK lore purists in the first place, making it pointless. And even folks who wanted a Warlord like subclas and don't care about lore, got an a Banneret that wasn't publicly playtested, lefting many of them unsatisfied.

Order of Noble Genie has great mechanics, but poor lore. It makes no sense as an Oath, and it misleads folks into thinking the class instead still divine magic drawn from Gods, even if a step removed. This could have been avoided by something when you take this oath you supplement your divine Paladin magic with magic from the inner planes. Instead of making Genies the source of your magic, I would have made this subclass a tradition started by Genies and later shared with mortal allies and maybe called it Oath of Elemental Harmony or something.

Knowledge Domain suffers from what all Cleric domains do, its a 3e lore conceit that made sense in that edition because they were very simple and very plentiful and they just aren't in 5e and so creating domains for only a few Gods leaving very few options for each Gods Clerics is very unsatisfactory. The subclass should have been based on Priestly role instead, like Priest of Sacrifice, Hierodules, etc..., but otherwise its a fun if not particularly combat focused Cleric subclass.

Moonwell bard is fun, but the fact that AL allows it for settings without moonwells is odd. I think I would have mentioned some Bards of this type visit Pools of Radiance instead, just for broader options for lore.

Bladesingers are good, but I would have made it clear none Elf Bladesingers are called Swordmages and from a separate, but simular none elven tradition.

Spellfire Sorcerer is mostly great, but the emphasis on counterspells is triggering my MtG blue control deck driven PSTD.

Feats, needed public playtesting, didn't get it. Some are great, others under powered, most don't feel well grounded in the setting either. The Boons feel so random in particular.

Backgrounds are fine, no major lore issues except Muhorandi Tomb Raider being weird, but I can see angles that could make it work.

Aurora's Whole Catalog honestly feels like it could have been dropped entirely and made into its own Everything style book allowing more space for the Region Guide which still feels too small.

Faction Section has largely a good diversity of Factions if they had dropped the Reputation section, but the way it was done made it feel like two tiers of factions and some of the second tier options made way more sense of PCs then Red Wizards, Zhents, and Cult of the Dragon.

Some cool spells, some of which are fun call backs to spells from previous editions. Disappointed Army and Divine Minion didn't make the cut.

I think a Cleric Spell that summons a Empyrean Iota as a pet like familiar or Humonculus kind of thing would have been awesome too.
 
Last edited:

log in or register to remove this ad

First off this chapter should have had a an extra 50 pages, their is just so much cool stuff they simply didn't have space for to cover. Still its at least acceptable and areas it doesn't cover at least get a small bit of info in the SCAG, so the SCAG still SCAG still has some value.

Ok to start off with currency and the Harpos calendar is nice to have (note the flip side of the map in FR: HoF is actually a huge calendar with all the months). There is also a timeline of the most important major events & eras in FR history, like Days of Thunder with its Creator Races, Dragon & Giant Wars, the First Flowering & Crown Wars ending in the Sundering, the Founding Era with examples of various human civilization arising, Time of Troubles, Spellplague, and Second Sundering. Current Year is 1501 the Year of the Shining Mythal. Note the last Breezy's novel is set a some years later then this.

The first region Anauroch really focuses less on cities and Dales were folks live and more on ruins, like alot, although some of these "ruins" are so inhabited and even kept in good repair it brings into question what constitutes a ruin, because if Goblins have moved back into one of their ancient cities and are living there that sounds more like a city in the process of being rebuilt then a true ruin to me.

The Shades are rebuilding their capital city, although I wish they'd mentioned the Shadovar still have at least one or more cities, Gloomwrought, in the Shadowfell which was unaffected by the collapse of their empire on the Material Plane.

Lots of ruins, monster dens, strange sights, etc... litter the area. This 95% dungeon delve and exploration, really the least social pillar focused region, but that helps give it distinct flavour compared to other regions.

Honestly one does wonder why there is a green band across the boarder between the High Ice and Desert, with the high ice providing water to that border region.

Pointing to how Gods in the area sometimes have very different personas here, its really something that should have gotten explored in the Deity section.

Okay Next region Arcane Empires! Really Unapproachable East, renamed because it becomes very clear they wanted each region to have its very distinct flavour throughout it, a central theme uniting the whole (or most) of the area to a very particular fantasy as broad subsettings.

In this case Arcane Empires is what it says on the tin, its mostly focused on 3 of the 4 Arcane Spellcasting classes, with an nation linked to each. Thay gets wizards, Aglarond gets Sorcerers, and Rasheman gets Warlocks (interestingly it doesn't specify a particular pact, but honestly the spirits there are usually fey). Bards get shafted no Empire of Music for you.

Honestly the region really seems to have more towns and cities then it used to somehow, especially Aglarond and Thay.

Atumbel really sticks out like a sore thumb, it really doesn't fit the theme at all, it really comes off as a nasty place you really don't want to visit and adventure in and I'd personally have Aglarond just conquer it.

Algarond while stressing that Sorcerers from across Faerun come to its capital for training, does seem to be tge most magically diverse of the 3, mentioning that its ruling council is made of arcane spellcasters most, but not only, made up of Sorcerers. So I can see some Bards and Wizards having place there too and given it mentions alot of Feycrossings being in the Yuirwood that is a great origin for Feylocks too.

Rasheman section mentions the unique religion of the area, but does not point out that the trio of Gods Khelliara, Bhalla, and the Hidden One are usually in most editions believed to be aspects of mainstream Faerunian Gods, are they intending them to be separate?

The big Arcane thing here is are Warlocks and interestingly it mentions that Wychlaran are often make pacts not just with the Telthors, the spirits of the land, of which no stats or creature types are mentioned, perhaps intending them to be more diverse for any Warlock type, but also mentions they make pacts with their Gods too, perhaps a nod to the old tradition of Wychlaran being both Arcane AND Divine Spellcasters.

Of particular not there are places in Resheman, 5 towers around which Divine Magic does not work. A reminder perhaps that in the Arcane Empires, Arcane Magic reigns supreme.

Of all the 10 regions the Arcane Empires are the most linked historically with the Old Empires Region. Its give the two regions a very Arcane vs Divine magic theme when combined, Magocracies vs Theocracies.

The Arcane Empires feels kind of like a high fantasy, magic heavy version of Conan, Barbarians of Rashemen and Rangers from both Yuirwood and Rashemen help fill the Conan fantasy with plenty of Arcane Spellcasters for villians and strange allies.

Along with the Moonshaes and Evermeet, probably the most connected region to the Feywild too.

I think Narfell should have been in this region and not the Forgotten Lands.

The Red Wizards of Thay is one of the great villians of Faerun, run by the big villian of DADHAT, Szass Tam my favourite Lich. He's also been in a bunch of novels, the first of which was Red Magic of the Harper's series, which he actually helps the heroes against a mutual enemy. Thay is probably the most emphasized place in 5e outside the Swordcoast & the North besides Chult sort of. For the region run by villians it actually surprisingly thrives.







More to come later, this one is going to be big one.
 
Last edited:









Remove ads

Top