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[Design Notes] Forgotten Realms Travel Guide: Faerûn, Kara-Tur, and Zakhara
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<blockquote data-quote="Epic Meepo" data-source="post: 9449379" data-attributes="member: 57073"><p><strong>Blazing a New Trail</strong></p><p></p><p>When I started writing an all-inclusive guide to Faerun, Kara-Tur, and Zakhara, I included a lengthy section introducing the Forgotten Realms setting in general. That was before Wizards of the Coast announced it was releasing an official player’s guide which will do all that heavy lifting for me. Their announcement freed me up to dive deeper into some setting lore. More on that shortly.</p><p></p><p>Before adding any new content to my guide, I needed to give it a new working title. I’d been referring to it as a player’s guide, but the upcoming player’s guide from Wizards of the Coast makes that title—and the former title of this thread—redundant. To avoid any confusion, I’ve changed both titles to the <em>Forgotten Realms Trail Guide: Faerun, Kara-Tur, and Zakahra</em>.</p><p></p><p>Since my book is no longer a player’s guide, I’m adding some content geared towards DMs, while keeping almost all of the player-facing content. The latter includes: descriptions of over one-hundred cultures found throughout Faerun, Kara-Tur, and Zakhara; guidelines for creating custom Backgrounds specific to those cultures; and an appendix of new and updated Species options.</p><p></p><p>Being a trail guide, the book will also include information about trade routes that bring characters from far corners of the Realms together. This new content includes two setting guides for DMs. The first describes the Great Sea between Faerun and Zakhara. DMs can use the Great Sea as a setting for coastal and nautical adventures, or they can use it to bring Faerunian and Zakharan characters together.</p><p></p><p>The second setting guide covers the trade routes of Semphar, the busiest link between Faerun and Kara-Tur. At the halfway point, dragon princes rule a nation built atop the ruins humanity’s first great empire. Adventures in this setting can involve caravans, expeditions to ancient ruins, and princely intrigue. The DM can also use these trade routes to unite characters from Faerun and Kara-Tur.</p><p></p><p>At the time of this post, the setting guides mentioned in the previous paragraphs are in the early stages of development. Hopefully, people will be excited to see them in the final product once they’re done. Adding them to the book at this late stage in the production process takes my project down a road I wasn’t expecting, but I, for one, am excited to see where this new trail leads!</p></blockquote><p></p>
[QUOTE="Epic Meepo, post: 9449379, member: 57073"] [B]Blazing a New Trail[/B] When I started writing an all-inclusive guide to Faerun, Kara-Tur, and Zakhara, I included a lengthy section introducing the Forgotten Realms setting in general. That was before Wizards of the Coast announced it was releasing an official player’s guide which will do all that heavy lifting for me. Their announcement freed me up to dive deeper into some setting lore. More on that shortly. Before adding any new content to my guide, I needed to give it a new working title. I’d been referring to it as a player’s guide, but the upcoming player’s guide from Wizards of the Coast makes that title—and the former title of this thread—redundant. To avoid any confusion, I’ve changed both titles to the [I]Forgotten Realms Trail Guide: Faerun, Kara-Tur, and Zakahra[/I]. Since my book is no longer a player’s guide, I’m adding some content geared towards DMs, while keeping almost all of the player-facing content. The latter includes: descriptions of over one-hundred cultures found throughout Faerun, Kara-Tur, and Zakhara; guidelines for creating custom Backgrounds specific to those cultures; and an appendix of new and updated Species options. Being a trail guide, the book will also include information about trade routes that bring characters from far corners of the Realms together. This new content includes two setting guides for DMs. The first describes the Great Sea between Faerun and Zakhara. DMs can use the Great Sea as a setting for coastal and nautical adventures, or they can use it to bring Faerunian and Zakharan characters together. The second setting guide covers the trade routes of Semphar, the busiest link between Faerun and Kara-Tur. At the halfway point, dragon princes rule a nation built atop the ruins humanity’s first great empire. Adventures in this setting can involve caravans, expeditions to ancient ruins, and princely intrigue. The DM can also use these trade routes to unite characters from Faerun and Kara-Tur. At the time of this post, the setting guides mentioned in the previous paragraphs are in the early stages of development. Hopefully, people will be excited to see them in the final product once they’re done. Adding them to the book at this late stage in the production process takes my project down a road I wasn’t expecting, but I, for one, am excited to see where this new trail leads! [/QUOTE]
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