FR Intro Campaign Advice

I remember reading a post from Greenwood about his fondness for crazy archmages.

He said that in the Realms great magical power affects your mind over time. So there is a deliberate world element of archmages eventually going crazy and being a little off. Elminster is not wholly sane.
 

log in or register to remove this ad


Keeper of Secrets said:
Gargauth, I am curious what level you are starting the campaign at and how long you think it will go.

Oh they would definitely start at 1st level and I would think I would run it for a year or so. I have alot of stuff on the plate to run before this, so I am planning it slowly.
 

The Thayan Menace said:
Damn, Elminster got served!

I was talking about all of the Chosen and the Harpers. If you're not running them this way, then you are not running them as they are described in the books. Also, add cavalier about the lives, happiness and integrity of others.
 

The Grumpy Celt said:
I was talking about all of the Chosen and the Harpers. If you're not running them this way, then you are not running them as they are described in the books. Also, add cavalier about the lives, happiness and integrity of others.

You know that many of them are of Chaotic alignement right ?
 

I'd vote for starting well away from the Dalelands.

We started our FR camapign in the Moonshaes. Great Celtic feel back there then. And nasty Norse invade with irritating regularity.

The realms just has so many nooks and crannies to explore, and that old grey box was fantastic.
 

rounser said:
It's a repost, but here's my take on the "Greenwoodesque FR essence":
For an authentic Ed Greenwood Realms vibe (the realms has since been redefined in flavour by many others, and unfortunately it seems that these days most realms fans are more interested in a sort of soap opera of the gods than anything else)...I'd suggest you try and incorporate some of the following:

Weird magic. Number one with a bullet...the Realms are hopping with weird magic...if not in quantity, then in quality. Don't be afraid to put in things like a grove where the trees float on little magical islands, or a cavern complex which has boulders continually rolling through it of their own accord. Likewise, nifty little semi-magical critters like flying daggers, along with crawling claws, lock lurkers and darkenbeasts are all very Realmsian in flavour. Likewise, spellbooks made out of customised materials and containing unique spells, with their own history, are just about as Forgotten Realmsy as you can get (the setting was first published in an article full of these called Pages From The Mages).

Nazi-like mages called Zhentarim. Authors and designers don't really use them as much as perhaps Greenwood intended. They should be up to no good somewhere nearby, at least, so let the PCs hear rumours of a Zhentarim skymage scouting the landscape on wyvernback, or Zhentarim mages hiring locals to clear out an old tomb, and then everyone involved except the Black Network members mysteriously die in an accident...that sort of thing. They're both secretive and active, and have resources to call upon, so PCs should be a bit paranoid about them ideally, and itching to confront them.

Spying bards and rangers called Harpers. At least one person that the PCs would never suspect of being a harper should be one, as well as perhaps some obvious candidates (such as the local bard or ranger). Like the Zhentarim, they're secretive (but with less resources) and will attempt to pull puppet strings on the PCs until they prove themselves trustworthy enough to know more, maybe even seeming to be the enemy. Make sure that most of the time they're continually absent, or have bigger fish to fry, or don't trust the PCs, if they're called on for aid. You can dangle membership with the Harpers as a bit of a carrot in front of players, as most good characters tend to like the idea of joining...then, for added entertainment, make circumstances force the players into conflict with them - even the Harpers get it wrong sometimes, or the PCs themselves might be tricked.

Uberpowerful, crazy, benign archmage denizens of forgotten dungeons. A senile archmage lich that think the PCs are students from the dungeon that was once his school of magic....the "back door" entry dungeon to the tower of a powerful archmage...an archlich who presides over an underground army of liches...a megadungeon with a crazy housekeeper archmage who might appear, cackle insanely and gate the PCs randomly. Ed Greenwood really likes the concept of the forgotten, crazy archmage, be he or she undead or alive, good or evil. If you make your own (they're very FR), it's good to make them mostly harmless, and probably bonkers, but obviously extremely powerful. Decorate their lairs with forgotten lore with the odd secret, arcane glowglobes, flying daggers, and other weird arcane paraphernalia that might date back to Netheril.

NPC adventurers in the Realms are romantic, and so are the sunsets. They tend towards jovialness and cameraderie in the face of danger, but many will quite happily face certain death three times before breakfast so long as they're with their friends. They're big on things like harping and storytelling around the campfire, which is a great way to introduce them, and seem to be very fond of Tymora as a patron deity, given their fatalism. Don't be afraid to cameo famous NPCs (Volo is a goodie; he turns up everywhere and doesn't have a stigma attached to him like certain others); that's what they're there for!

Don't forget the commoners. Greenwood's focus on sleepy little communities like Eveningstar and Shadowdale goes a long way to show that besides all the high magic and drama, the concerns of the local farmers, tradespeople and merchants aren't lost, and the PCs may find themselves searching for a missing pig for a local just as easy as trying to pry open a long forgotten dungeon. If you can keep mundane characters and their concerns in the game in at least a minor way, it provides contrast to the heroics and out-there stuff.

Anyway, that's the vibe that the Realms means to me from looking through Ed Greenwood's work in Dungeon and Dragon magazine, as well as the odd module. The classic places to set an Ed-style Realms campaign are Eveningstar, Waterdeep and Shadowdale....I'd suggest the former and the latter, simply because they're much easier to run.
This sums up just about everything I dislike about FR: Uberpowerful NPCs everywhere you turn, strange illogical and impossible* magic, too much dying and resurrection.

*much of the magic is not explained, thus unaccessible to the PCs
 

skeptic said:
You know that many of them are of Chaotic alignement right ?

And here I thought that treating people as badly as you could get away with, treating people like disposable comodities at best, was more of a evil (vs. good) thing. Apparently it's a chaotic (vs lawful) thing. Thank you, Skeptic, for the clarification.
 

I'm certain that there are plenty of other threads where folks can bash the Realms. The fact of the matter is that I'm going to run a campaign and wanted some advice. If there isn't any more constructive advice, lets just let the thread die, shall we?
 

The Grumpy Celt said:
And here I thought that treating people as badly as you could get away with, treating people like disposable comodities at best, was more of a evil (vs. good) thing. Apparently it's a chaotic (vs lawful) thing. Thank you, Skeptic, for the clarification.

Being reckless with others feeling is Chaotic. Doing actions to make others suffer is Evil. It's always a pleasure to help ;)
 
Last edited:

Pets & Sidekicks

Remove ads

Top