How is YOUR Forgotten Realms Different?

no time of troubles! I had 3 norse gods secretly followed Try to the realms. They have been acquiring followers over the last few centuries. They were going to try and grab power by causing an alternate Ragnorok, Then school started back up. I'm hoping I will get everyone back together over summer.
 

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Interesting point, Imruphel.

My Realms has gone through a long history in which it largely followed the official line set by sourcebooks and some novels (which I didn't read, but found their way into the game materials), followed by some serious "FR Year One"-style comic-book retconning. In my original FR campaign, which ran from shortly after the release of the 1e gray box through 3e, I added on pretty much everything that TSR threw at the Realms: The redefinition of NPC objectives, the Avatar trilogy, the rise of a new god of death (a PC rather than Kelemvor, IMC), and the introduction of the Spelljammer and Planescape mechanics as means of defining the universe beyond Faerun. The gods were very real players, thanks in part to my PCs having played through the Avatar modules; they became Mystra's aides and allies, and arch-foes of Cyric and his church. On the one hand, the PCs' enmity was heightened by the fact that they had adventured with the Lord of Lies and he had done all the things a scurrilous party member usually does (taking credit for PC heroics, stealing valuable stuff, verbally abusing other PCs); on the other, the PCs also didn't have as much respect or fear for him as they would have for a "real" god like Bane.

Throughout it all, I certainly tried to tone down what I felt were the over-the-top elements of the Realms: Namely, NPC class levels (which reached a real height in the later days of 2e, what with umpteen 21st+ level wizards running around Westbridge, Longsaddle, Neverwinter, Silverymoon, AND Luskan, among others!). In any case, it wasn't such a big deal, since the players had no idea of how powerful or not anyone else in the setting was. They knew that they (at 21st level) were the biggest guns they knew, except Elminster, Khelben, etc., and that those folk were too busy stopping fiendish invasions, spacefaring marauders, Malaugrym, liches, and others from devastating Faerun for them to ever help out the PCs.

I was never really comfortable with the ToT and certain other offstage events, though, so for subsequent campaigns, I've ditched it. PCs now start in 1356/1357 DR, the gods are remote (so much the their existence is largely unprovable), and the players can reasonably expect that most of the events occuring along the timeline of 1357-1374 DR either may not happen or may happen in a fundamentally different form. That drow ranger everyone keeps talking about may be a roving agent of Vhaeraun trying to muster some goodwill for dark elf males with the surface folk in a scheme to spread the influence of the Masked Lord. Elminster may just be a skilled teller of tales, wise sage, and eccentric, somewhat lecherous old man with a number of good friends and contacts. The Seventh Sister may be closer to Ed Greenwood's original conception: A "Dark Disaster" who is either twisted of body of mind, evil, shunned, or all of the above.

My primary objective is to zero in on the elements that originally attracted me to the Realms: The language, tone, open, rambling feel of the setting, and combination of ancient ruins, scheming mercantile interests and insane wizards that seem to inhabit Ed's stories and Dragon articles.

Mechanically, I'm going with some *seriously* different rules, since I use Iron Heroes. Thus, there's one PC spellcasting class (the mage) and magic is substantially more unpredictable and dangerous than in D&D core rules. "Divine magic" may or may not exist (many clerics can clearly accomplish miracles, but is that the result of Mystra's Art or a direct godly grant?) and the gods' intent is unknown. Large collections of arcane spellcasters certainly are said to exist, but they're in conveniently far-off and semi-legendary places like Thay, Calimshan, Halruaa, or Nimbral.

I also go with a "less is more" approach to races: There are five elven subraces, as in 1e FR (gold, moon, wild, aquatic, drow), mechanically one race of halfling divided into three distinct flavor types (Luiren, lightfoot, ghostwise), gold and shield dwarves, and half-elves and -orcs. That's it. Planetouched and Underdark races may be around, but these are not normally available PC types.

Cosmology is an interesting issue. I used the Great Wheel for my 1e/2e FR games, but I always wanted a more Realms-distinct configuration (this despite the fact that FR has been written from the beginning to fit into the default D&D planar universe). I decided on a Million Spheres cosmology of orbiting Outer Planes all floating in a unified, vast Astral, with Material Planes connected by the Plane of Shadow and material and elemental planes connected by the Ethereal. I allow for planar ascendancy effects a la Eberron, since I love these so much.
 

I haven't run an FR campaign in quite some time, when I do however, I run it as if the Time of Troubles never happened. I also play in a FR campaign where the GM sets the timeline roughly 100 years before the Time of Troubles, because he didn't care for it either.
I never liked the fact that the whole official D&D FR Campaign shifted because some author, other than Ed Greenwood, wrote a story set in the FR. The other stories written about FR didn't incorporate such seting sweeping changes and much easier for a GM to ignore or incorporate within an FR campaign.
On a side note to Barrowwight. You wouldn't by any chance be the Barrow Wight from Barrowdowns, would you?
 

Pozatronic said:
Tell me what you've done to change your Forgotten Realms Setting.
Some of my changes/differences:

- Great Wheel cosmology
- some new demigods (many taken/inspired from the old Fighting Fantasy gamebooks)
- lower magic (including the demographics)
- ignore novels and their effects on the game world
- ignore everything that has taken place from 1371 DR onwards (only taking what I like)
- use 2e books as the baseline, not the 3eFRCS (eg. no drow on the surface, Azoun is still king of Cormyr)
- ignore virtually everything written by SKR
- don't use PGtF rules (instead keep using 3eFRCS regional rules, etc, with some tweaks)
- re-introduce Spelljammer (and Al-Qadim, Maztica, Hordelands, Kara-Tur)
- change Shou Lung into Rokugan
- changed the levels/classes of some NPCs in varying FR accessories
- slight geography changes/additions

Edit: More that I forgot:
- Gilgeam is still alive and active
- Myrkul and Bhaal are active and granting powers/spells
- Eshowdow and Sseth still exist
- use most of the monster deities found in 2e Monster Mythology
 
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I've run in the FR since the original grey boxed set, and we've tried to keep a running "campaign world" in which each campaign's outcome affects the next. We've been forced to get much more dramatic in our variation as 3rd Edition and the Epic Level Handbook have come onto the scene. In total, we've run eight building campaigns set in the FR. Some highlights of the more dramatic changes:

-Former PC from the very first campaign is now a god of freedom
-Release of vampiristic plague upon the world, resulted in "cured" vampire race
-Hellgate Keep, after being destroyed, became the focal point of a direct intervention by Llolth into the realms (see the background to Queen of the Demonweb pits), Llolth not silenced
-Candlekeep was razed, and became the point of entry for forces of Iuz into the realm
-Laeral slain, Elminster missing, many PC's had to fill "key" roles as world-stewards for an epic campaign
-Halastar still mad
-Elves bloodline tainted by infernals, planar junction releases devils throughout the world, Evermeet becomes a battleground, and Leuthilspar is razed
-Tiamat is active in the southern old empires realms (Chessenta), Orcus is active in the northern Vassa/Damara region

Other than that, it's pretty much as indicated in the more recent books, fun stuff!
 

You got Arcana Evolved in my Faerun

I mix D&D and Arcana Evolved in my FR. We've just started the Age of Worms and it takes place in the spring of the Year of Lightning storms (DR 1374). All the previous canon has happened. Future changes may or may not happen depending on how they fit with my "Realmsvision." Major NPCs like Elmister and Khelben will generally never interact with the PCs as there is plenty of other evils out there to keep them busy. For some mysterious reason, the gods have pulled away from the direct interaction with their worshippers that they have done in the past. May be related to what happened to Lolth. I'm debating on killing off a large amount of the human gods and having their aspects absorbed by the 20 - 30 remaining deities (this will be related to the Age of Worms somehow).


Here's some of what I did to merge the two systems.

Classes:
Use all the AE classes (greenbond, mageblade, warmain, etc.) except the Akashic.
Monte's bard from the Complete Book of Eldrich might (also found in the BoEM II)
Barbarian, Fighter, Rogue and Scout from standard D&D.
Some of the changes to the classes I made are that the Oathsworn are monks who have sworn an Oath to uphold the values of their monastic order. As anyone can find traps in AE, the trapfinding ability gives +2 to search check for traps and you must have 2 ranks in Knowledge (magic) to find magical traps.

Races:
Use all the races from the Player's Guide to Faerun. Pulled from AE are the Faen (been hiding in the deep woods of the world, have recently come out of hiding to help stop the Age of Worms, an ancient prophecy of their race); Giants, or the Hu-Charad as they prefer to be called (a portal opened and deposited an entire city of them in the North. This happened at the exact time the city of Shade returned. They have become a part of the Silver Marches); Litorians (always existed, off-shoots of the wemic people); Mojh (process discoved by the Cult of the Dragon. They have changed entire villages of people without their consent. I have people looking to change back to humans as well as those trying to become more like dragons by transferring into Mojh); and finally the Runechild template (Runes have a natural fit in the Realms and Runechildren started appearing not too long after the time of troubles).

Feats:
I break feats down into the categories of General, Talent, Regional, Ceremonial and Item creation. Can take one talent or regional feat (unless you are unbound, they you can take an additional talent). Summon familiar and turn undead are ceremonial feats.
To become a cleric you take the Priest feat which grants you the domain power and access to the domain spells for that domain. Any class can become a priest but only spellcasters ger the domaon spells. Domain spells are considered always readied. You pick a domain from your patron diety's list at 1st, 5th, 11th and 18th levels.

Other changes:
I use only the AE spell system as well as truenames and hero points. I also use the AE weapon sizing rules (like 3.0).

For mundane item creation I took the rules presented in the Game Mechanic article found in Knights of the Dinner Table #107 by Mark L. Chance and for magic item creation I use the AE item creation feats (Create Spell Completion Item, Create Constant Item, etc.)
 
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Pozatronic said:
Do you run a FR campaign? What have you changed about the basic setting? Have you imported classes/races/gods/nations/ from other game settings (Scarred Lands,Eberron, Arcana Evolved,etc.). Have you changed entire countries to your liking?

I've always had a love/hate relationship with FR. I like the basic world, but can't stand most of the named characters. The FR pantheon has always been a little "loose" for my tastes, but a few of the gods interest me. On the backburner in my mind is a homebrewed FR setting. I'm thinking of either changing the gods completely, or porting in gods from other settings to take over the places of some "native" gods. I like Chardun from the Scarred Lands much better than I like Bane. However, I've always been a fan of Mark Smylies (spelling?) pantheon from his Artesia series.
I'm also thinking about changing some of the nations and geographical features (that gigantic #^$&ing desert annoys the hell out of me). I'll probably get rid of the Chosen, also, although I've always had a soft spot for the Seven Sisters.

Tell me what you've done to change your Forgotten Realms Setting.

You can easily ignore the chosen, or use them without any impact to your campaign. I ignore all but Alustriel because dammit, she's cool! :)

I've trimmed the Pantheon down to the main biggies and left out all the rest. You just don't need them. I've brought back Bhaal. Save the big desert, use it for high levels.

Other than that I haven't brought anything from any other CS in, FR is big enough.
 

When I was running some FR (a little while ago now), I had all my mods written out and nicely organised with the Campaign Planners (the Ronin Arts ones).

I remember that I had different (my own) deities, history, currencies, religions and organisations. Also, a bunch of house rules, in general slightly 'tougher' - on PCs - I suppose, if anything.

I kept almost all the geography, races, monsters, PrC's etc.

It was mainly on the Savage Frontier, and I accessed the old AD&D supplement for that a fair bit (the free pdf download from here, actually.)
 

One aspect that I incorporated into the Realms at the initial request of one of my players was Warforged characters (simply called Forged in the Realms). I hated the idea initially but the idea has grown on me as I worked on the concept.

There are several factions or regions that are producing Forged and each has a unique set of traits.

Red Wizards - arcane powered/infused, using lifeforce of other creatures.
Halruuans - arcane powered, most like the Eberron basic Warforged.
Gondsmen - Deity Gond places the Souls of worthy followers into the shells, although they have little or no knowledge of their previous existence.
Lantanese - Gnome Artificers have produced the smaller Scout Models.
Waterdavian (Triobrand's) - creates a wide variety of models, some successfully, some not. Charger styles are common.

There are other models but as minor variants. Having the several factions each trying to perfect the process gives me ample fuel for polital, cold-war espionage aspects to come into play as each faction worries about the others and their achievments.

Here is a old thread that I was using while developing the idea, with the help of some folks here on ENWorld.
http://www.enworld.org/showthread.php?t=136615
 

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