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Community
General Tabletop Discussion
*Dungeons & Dragons
Should Forgotten Realms remain the default setting?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8779922" data-attributes="member: 18"><p>ROFL I guess that's ONE take on Cormyr.</p><p></p><p>The other take it's a horrible mean-spirited place that tromps down hard on adventurers by forcing them to register a charter (which in 2E cost like, 1000g or something, I dunno about later editions) and literally beating up and throwing in jail anyone who <em>seems</em> like they might be an adventurer but doesn't have such a charter.</p><p></p><p>It's not so much "royal recognition" (that's a helluva spin lol) as "pay up and do what we say so we can track your movements and actions or rot in jail".</p><p></p><p>So I'd say Cormyr was a pretty goddamn terrible starting location for adventurers. Not least because they're going to need an NPC to spot them the cash for the "please don't jail us" charter. I am kind of out-of-date though, maybe a more recent Azoun has reduced the "what a dick!" factor of Cormyr.</p><p></p><p>On the other hand I definitely agree with moving beyond the Sword Coast. It's played out and was never a particularly interesting or atmospheric area for adventuring. It just has a couple of big cities that make okay bases if you want a city-based adventuring group - but they're almost too big - it's unlikely any adventurers below like 10th level are going to have much influence there. But there's so much more to the FR, even if we just move inland a bit from the Sword Coast we're looking at tons of wildly atmospheric and interesting places, a lot of them quite wild and dangerous (Cormyr is not wild or dangerous, note).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8779922, member: 18"] ROFL I guess that's ONE take on Cormyr. The other take it's a horrible mean-spirited place that tromps down hard on adventurers by forcing them to register a charter (which in 2E cost like, 1000g or something, I dunno about later editions) and literally beating up and throwing in jail anyone who [I]seems[/I] like they might be an adventurer but doesn't have such a charter. It's not so much "royal recognition" (that's a helluva spin lol) as "pay up and do what we say so we can track your movements and actions or rot in jail". So I'd say Cormyr was a pretty goddamn terrible starting location for adventurers. Not least because they're going to need an NPC to spot them the cash for the "please don't jail us" charter. I am kind of out-of-date though, maybe a more recent Azoun has reduced the "what a dick!" factor of Cormyr. On the other hand I definitely agree with moving beyond the Sword Coast. It's played out and was never a particularly interesting or atmospheric area for adventuring. It just has a couple of big cities that make okay bases if you want a city-based adventuring group - but they're almost too big - it's unlikely any adventurers below like 10th level are going to have much influence there. But there's so much more to the FR, even if we just move inland a bit from the Sword Coast we're looking at tons of wildly atmospheric and interesting places, a lot of them quite wild and dangerous (Cormyr is not wild or dangerous, note). [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should Forgotten Realms remain the default setting?
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