Yora
Legend
The Forgotten Realms sourcebook FR6: The Savage Frontier from 1988 has for a long time been one of my greatest favorites. I believe that it is quite possibly the best campaign setting source that has ever been published by having large amounts of highly evocative material for GMs to inspire great adventures without being restrictive or stifling and how it manages to condense it down to a very small and dense package. I also think that even with the fame of The Caverns of Thracia and Dark Tower, this is Janelle Jaquays greatest work in RPGs. Unlike D&D sourcebooks in later editions, this is not written as a lore book covering the established cannon of the setting. The Savage Frontier, like other Forgotten Realms material from 1st edition, is primarily set up as a toolbox for GMs to create their own version of The North as the backdrop for their campaign. It reads in many ways like a coloring book, describing the general outlines of the region and giving them to GMs to color in the specific details. There is very little material here that is usable out of the box. What it provides is pitches and suggestions for content you can create on your own. But making these pitches evocative and creating a strong image of the wider world is an art, and this book excels in it.
The Forgotten Realms are infamous for significantly overhauling the entire setting with each new edition of D&D, and often in quite radical ways. While no longer holding the spot for the most controversial revision, the Time of Troubles and the first timeline advance by 10 years did a lot more significant changes to the setting than just reshuffling the list of deities, and the North got hit with particularly wide sweeping changes. A large number of threats and villains from the original version of the setting were killed off off-screen and instead replaced with peaceful quiet and security. Which really isn't conductive to adventures about heroes descending into dens of evil. The original version of the Forgotten Realms lasted only for two short years before it was overwritten, but I think that it's actually a much more interesting and useful campaign setting than what came after.
While the thin size of The Savage Frontier used to be a big disappointment to me when I first saw it some 20 years ago after having already read the 2nd edition The North box and the 3rd edition Silver Marches, I think this one actually holds up much stronger as a resource that inspires me to run a new campaign in it.
In this examination, I want to look at the setting in the way it was originally presented as a place for adventures and imagine how it would have appeared to people reading and using it shortly after it's release. In addition to FR6: The Savage Frontier (1988), I am also drawing on the original Grey Box Campaign Set (1987), FR1: Waterdeep and the North (1987), the 1st edition Player's Handbook (1978) and Monster Manual (1977). In some places I include pieces of detail from Volo's Guide to the North (1993), which is a 2nd edition book but is written by Ed Greenwood himself and predates the big updates from The North from 1996 by several years. While it is already very quaint and twee in the way that the 1st edition Forgotten Realms never were, it does provide some more details that don't contradict anything from The Savage Frontier or are in conflict with the original style of the setting.
The Grey Box covers events in the Realms in the years DR 1356 and 1357, and assumes that new campaigns start at the very beginning of the year 1358. The Savage Frontier describes events in the region as they are happening throughout 1358. These would of course be overwritten by a completely new timeline for the Time of Troubles which is also set in 1358. Bit of a strange design choice, given that 2nd edition material is set only in 1368. Since I am interested in what The Savage Frontier has to offer us as tools to create a personal, customized version of the Realms for our own campaign, I'll also largely try to limit the influence of information from later sources. Unless it's ideas that I really like. But if I think later expansions on the material could have been done in more interesting ways, I'll be doing my own thing.
Both The Savage Frontier and The North come with large maps of the lands north of Daggerford. The 2nd edition map is mostly a direct copy of the 1st edition that has been traced straight from the original, but with a slightly different art style and a handful of locations that were not previously marked. These maps are significantly different from the maps used in 3rd and 4th edition material, where lands were squeezed and stretched to reduce the huge and largely blank spaces occupied by the Anauroch Desert and Great Glacier and some unremarkable places in the south. The relative positions of many places don't line up straight between the two versions, and as part of the changes, the continent as a whole was somewhat scaled down. Distances between cities are generally some 20% shorter, but in two dimensions that translates to reducing the square miles of area to almost half. Those maps that exist for 5th edition appear to have reverted back to the original shapes of coastlines and rivers and are set at a scale that is roughly halfway between the two previous versions. [source]
Since the original maps only exist as printed paper versions and the quality of scans and photographs are not too great, I have recreated the map from The Savage Frontier as a 6-mile hex map. It is missing the outlying islands in the Trackless Sea and is slightly expanded in the north to show Icewind Dale, and marks the locations of a handful of villages that were first introduced in Volo's Guide.
The map is free for public use and available in several high resolution variants. (And occasionally updated as I fix any flaws that went unnoticed before.)
Advanced Dungeons & Dragons and the Forgotten Realms in 1988
It really won't come to anyone's surprised that D&D has changed very significantly over the year and different editions. Many character classes and character races didn't exist for a very long time before they were added to the game and then be given a place in the Forgotten Realms. The same goes for many monsters and various forms of magic. The mental image of what the kind of fantasy worlds of D&D looked and felt like where also very different. I recently put together collections of illustrations by Keith Parkinson and Jeff Easley, which I personally think represents the overall feel of AD&D in the 80s the most evocatively. But that comes from someone who only encountered any of this stuff very late at the end of the 90s, so I really have no claim to speak with any authority about the people who actually read the books and played the games 10-20 years earlier. Illustrations in 1st edition books are pretty sparse in general, but I feel that these artists captured the general feel the most strikingly.
First I quickly want to recap the available character classes in 1st edition and compare them to their presentation from 3rd edition onward. The Grey Box covers each class and their specific circumstances in the Forgotten Realms, but these don't really add anything new or unexpected.
Character races is where things get a lot more interesting. Things are quite different in the 1st edition sources than they were presented later.
It also mentions in many places that much of Faerûn is a wild world that is still in the process of being settled by humans. And this would be even more so the case with the remote Savage Frontier. It's in the name. It's the frontier, and it's savage by the standards of high society. The description of rangers states that they are really only found in "the North" (though at this point the term refers to all the lands north of the Sea of Fallen Stars and Amn) because these lands are in need of these trailblazers and scouts.
When I think of the Savage Frontier in this incarnation, I am seeing the Baltic Sea region in the 13th century. With cities like Lübeck, Riga, Uppsalla, and Novgorod, standing in for Waterdeep, Baldur's Gate, Neverwinter, and Luskan. This is of course colored by me being a native of the region, but I think it's a really good fit, despite the sea being to the side instead of the center. But the Dessarin-Surbrin-Rauvin river network could take a similar role to the Baltic Sea, connecting the majority of trade cities in the region.
The Forgotten Realms are infamous for significantly overhauling the entire setting with each new edition of D&D, and often in quite radical ways. While no longer holding the spot for the most controversial revision, the Time of Troubles and the first timeline advance by 10 years did a lot more significant changes to the setting than just reshuffling the list of deities, and the North got hit with particularly wide sweeping changes. A large number of threats and villains from the original version of the setting were killed off off-screen and instead replaced with peaceful quiet and security. Which really isn't conductive to adventures about heroes descending into dens of evil. The original version of the Forgotten Realms lasted only for two short years before it was overwritten, but I think that it's actually a much more interesting and useful campaign setting than what came after.
While the thin size of The Savage Frontier used to be a big disappointment to me when I first saw it some 20 years ago after having already read the 2nd edition The North box and the 3rd edition Silver Marches, I think this one actually holds up much stronger as a resource that inspires me to run a new campaign in it.
In this examination, I want to look at the setting in the way it was originally presented as a place for adventures and imagine how it would have appeared to people reading and using it shortly after it's release. In addition to FR6: The Savage Frontier (1988), I am also drawing on the original Grey Box Campaign Set (1987), FR1: Waterdeep and the North (1987), the 1st edition Player's Handbook (1978) and Monster Manual (1977). In some places I include pieces of detail from Volo's Guide to the North (1993), which is a 2nd edition book but is written by Ed Greenwood himself and predates the big updates from The North from 1996 by several years. While it is already very quaint and twee in the way that the 1st edition Forgotten Realms never were, it does provide some more details that don't contradict anything from The Savage Frontier or are in conflict with the original style of the setting.
The Grey Box covers events in the Realms in the years DR 1356 and 1357, and assumes that new campaigns start at the very beginning of the year 1358. The Savage Frontier describes events in the region as they are happening throughout 1358. These would of course be overwritten by a completely new timeline for the Time of Troubles which is also set in 1358. Bit of a strange design choice, given that 2nd edition material is set only in 1368. Since I am interested in what The Savage Frontier has to offer us as tools to create a personal, customized version of the Realms for our own campaign, I'll also largely try to limit the influence of information from later sources. Unless it's ideas that I really like. But if I think later expansions on the material could have been done in more interesting ways, I'll be doing my own thing.
Both The Savage Frontier and The North come with large maps of the lands north of Daggerford. The 2nd edition map is mostly a direct copy of the 1st edition that has been traced straight from the original, but with a slightly different art style and a handful of locations that were not previously marked. These maps are significantly different from the maps used in 3rd and 4th edition material, where lands were squeezed and stretched to reduce the huge and largely blank spaces occupied by the Anauroch Desert and Great Glacier and some unremarkable places in the south. The relative positions of many places don't line up straight between the two versions, and as part of the changes, the continent as a whole was somewhat scaled down. Distances between cities are generally some 20% shorter, but in two dimensions that translates to reducing the square miles of area to almost half. Those maps that exist for 5th edition appear to have reverted back to the original shapes of coastlines and rivers and are set at a scale that is roughly halfway between the two previous versions. [source]
Since the original maps only exist as printed paper versions and the quality of scans and photographs are not too great, I have recreated the map from The Savage Frontier as a 6-mile hex map. It is missing the outlying islands in the Trackless Sea and is slightly expanded in the north to show Icewind Dale, and marks the locations of a handful of villages that were first introduced in Volo's Guide.
The map is free for public use and available in several high resolution variants. (And occasionally updated as I fix any flaws that went unnoticed before.)
Advanced Dungeons & Dragons and the Forgotten Realms in 1988
It really won't come to anyone's surprised that D&D has changed very significantly over the year and different editions. Many character classes and character races didn't exist for a very long time before they were added to the game and then be given a place in the Forgotten Realms. The same goes for many monsters and various forms of magic. The mental image of what the kind of fantasy worlds of D&D looked and felt like where also very different. I recently put together collections of illustrations by Keith Parkinson and Jeff Easley, which I personally think represents the overall feel of AD&D in the 80s the most evocatively. But that comes from someone who only encountered any of this stuff very late at the end of the 90s, so I really have no claim to speak with any authority about the people who actually read the books and played the games 10-20 years earlier. Illustrations in 1st edition books are pretty sparse in general, but I feel that these artists captured the general feel the most strikingly.
First I quickly want to recap the available character classes in 1st edition and compare them to their presentation from 3rd edition onward. The Grey Box covers each class and their specific circumstances in the Forgotten Realms, but these don't really add anything new or unexpected.
- Assassins are one of the basic character classes from the PHB. Their abilities are just what you expect, focusing on stealth, a strong sneak attack, and the use of poison. Assassins must be evil. NPC assassins are always members of an assassin guild and when they find out about assassin PCs operating in their territory they will invite the character to either join their guild or be hunted down to be killed. To reach 14th level, an assassin must kill the local guildmaster, either by assassination or in a duel. There can always only be a single assassin of 15th level or higher in the whole world: The Grandfather of Assassins. All character races except halflings can be assassins and reach up to 8th to 11th level. Only humans and half-orcs have no level limit and become Guildmasters or the Grandfather of Assassins.
- Clerics are quite straightforward, casting cleric spells and turning undead. They are unrestricted by any kind of armor, but may only use weapons without sharp edges. (Because of reasons?) They can be of any alignment except Neutral and the choice of deity has no impact on the spells they can cast. (And from what I can tell, there is no limit on casting reversed spells either.) Only humans have no level limit as clerics. Half-elf clerics can advance to 5th level and half-orcs to 4th. Dwarf, elf, and gnome clerics can only be NPC limited to 8th or 7th level, and halflings can't be clerics at all. The PHB does spell out that single-class clerics are almost always human, which also explains that it was assumed that demihuman clerics would be multiclass characters. Multiclass fighter/clerics have no restrictions on weapons. 5th, 6th, and 7th level cleric spells can always only be learned by humans, which include raise dead, heal, and restoration.
- Druids must be Neutral and they can only wear leather armor and use wooden shield. But there appears to not be any restriction on using weapons, and it is mentioned that they have a wider range of weaponry (compared to clerics). Their class obliges them to never destroy woodlands or crops and will only kill animals out of self-defense or when required to feed themselves. The PHB says that there can only be 9 archdruids of 13th level and a single Great Druid of 14th level at any time. If no position is vacant, druids reaching the XP to gain these levels have to duel one of the holders in a contest of unarmed fighting or magic for the position and the powers that come with it. The Grey Box explains that these limits apply to each druid circle which governs a 500-mile area. (I assume that means 500-mile radius?) Only human and half-elf PCs can be druids, but NPC halfling druids can reach up to 6th level.
- Fighters are fighters as you know them. Humans have no level limits and half-orcs are limited to 10th level, dwarves to 9th level, half-elves to 8th level, elves to 7th level, and gnomes and halflings to 6th level.
- Illusionists are the only specialization of wizards. They work just the same but have an almost completely different spell list, which explains the origin of nearly redundant spells like light and dancing lights. Humans can be illusionists of any level and gnomes up to 7th level.
- Magic-Users are the classic wizard class. Humans can be of any level, elves up to 11th level (cating 5th level spells) and half-elves up to 8th level (casting 4th level spells).
- Monks must always be Lawful humans, and like assassins and druids must compete with each other for power at a certain level. The Grey Box doesn't talk about monks at all and they have no mention in The Savage Frontier. (Though the Order of the Yellow Rose in Damara has a somewhat prominent role in FR12: The Bloodstone Lands and the Bloodstone Lands adventures.)
- Paladins must be Lawful Good humans and they can never be in the same party with evil characters. They may only be in a party with neutral characters on a single case bases as part of a quest to defeat a great evil. They may not own anything more than what they need to arm themselves for combat and support themselves at a modest level. This really requires the whole player group to be on board for a specific kind of campaign to be viable as a character.
- Rangers must be Good and either human or half-elves limited to 8th level. At 8th level they start to learn druid spells and at 9th level magic-user spells. They do not have any ability to sneak and as such have no restriction on armor. (No mention about their druid spells and metal armor.) No more than 3 rangers may ever work together in a party. They can only own what they can always carry with them on their back or on a horse.
- Thieves can be of any Evil or Neutral alignment, including rarely Neutral Good. They can be of any race, but half-orcs are limited to 8th level.
- Bards are very unusual in 1st edition. Bards must be human characters who start out as fighters and progress to 5th, 6th, or 7th level. After any of these three levels, the character has to switch to being a 1st level thief and advance to 5th to 9th level in that class before starting training as a 1st level bard under a druid. Bards can be of any alignment with a Neutral component and cast druid spells. While it is very difficult for any character to roll the required abilities to qualify for being a fighter, and a thief, and a druid at the same time (Str 15, Dex 17, Con 15, Wis 17, Cha 17), bards are very prominent in the Forgotten Realms and make up the core of the Harper organization.
Character races is where things get a lot more interesting. Things are quite different in the 1st edition sources than they were presented later.
- Humans are the dominant people of the Forgotten Realms to such an extend that it is almost an exclusively human setting in this early version. Human characters can be of any class with no level limits.
- Dwarves in the Forgotten Realms are among the more prominent demihuman peoples, but their days have been long over and they know it. There are only two true dwarven kingdoms left in Faerûn, one being Citadel Adbar in the Savage Frontier, and the other being the Great Rift in the Shaar far to the south. Dwarven kingdoms used to cover most of the lands of the Savage Frontier, but now they are down to only two cities. They have been fighting against orcs and goblins nearly constantly for thousands of years. And they lost. The few dwarves that still exist in Faerûn see only two real options for their people. They either have to leave their mountains to build themselves new lives as minorities in human cities, or they can seal the doors of their underground strongholds for good and let their civilization and culture fade into oblivion with stubborn dignity. Dwarves seem to be not a too uncommon sight in the Savage Frontier, the western Heartlands, and some of the Dales, but there are almost no cities left and they are practically unseen in the east. Dwarves can advance to 9th level as fighters and assassins and be thieves of any level. Dwarven NPC clerics can reach up to 8th level.
- Elves make even the dwarves seem positively numerous and prospering in comparison. The elves of Faerûn have gone. Those that still inhabited the remnants of their great ancient realms have disappeared to the mystical lands of Evermeet far beyond the sea over the last century. The great elven realm of Myth Drannor was mostly razed to ruins nearly a thousands years ago and existed only as a shadow of its former self until the last remaining elves all vanished over night just a few months ago. This leaves the remote and isolated mountain valley of Evereska as the only remaining elven realm in Faerûn. The general impression is that most people have never seen an elf in their lives. Elves can advance to 11th level as magic-users, 10th level as assassins, 7th level as fighters, and be thieves of any level. Elven NPC clerics can reach up to 7th level.
- Half-elves are more common in Faerûn. They make up a large part of the population in Aglarond and there are considerable numbers living in the northern city Sundabar. Half-elven descendants of an old elven nation roam the High Forest as brigands. They can advance to 11th level as assassins, 8th level as fighters, rangers, or magic-users, 5th level as clerics, and be thieves of any level.
- Gnomes are mentioned as being a common enough sight in human cities but having played no meaningful role in the history of Faerûn. The Savage Frontier states that there are no remaining populations of gnomes anywhere in the North. They can advance to 8th level as assassins, 7th level as illusionists, 6th level as fighters, and be thieves of any level. Gnome NPC clerics can reach up to 7th level.
- Halflings are the most common demihuman people in the Realms. There are tales of a far away land of halfings in the south, but mostly they are a common sight in human cities and towns. They are a more rare sight in the colder regions and there are no halfling settlements in the Savage Frontier. They can advance to 6th level as fighters and be thieves of any level. Halfling NPC druids can reach up to 6th level.
- Half-orcs are not really mentioned in the Forgotten Realms, but The Savage Frontier states that they are very rare in the region. They can advance to 10th level as fighters, 8th level as thieves, 4th level as clerics, and be assassins of any level.
The references to the 13th and 14th century and Europe are very interesting. We are talking here about the mid 1200s to mid 1300s. As I recently saw someone point out, the year of DR 1358 can easily be mirrored to the year 1358 CE as a reference. And they are not just throw away lines from someone just making up a number out of thin air. The appearance of a merchant class and autonomous trade cities, woodblock printing, and the introduction of early paper money that is mentioned in a different place really are good examples representative of the mentioned period. This is the time of the beginning of the 100 Years War and the Hanseatic League developing into a confederation of independent cities. It's the time of the Teutonic Order becoming a state after the conquest of the pagan Balts, and of King Valdemar IV and his daughter Margrete taking over Scandinavia. The time of the fifth to eighth crusades and the Mongol conquests and of the Black Death. This paints a drastically different picture from the more 16th century and Renaissance aesthetic of the Forgotten Realms that is seen in 2nd edition, and the early 20th century with swords style of contemporary D&D."The Forgotten Realms are a world very similar to the Earth of the 13th and 14th centuries. Most of the area under discussion here has until recently been covered by wild forests and unsettled grasslands. Civilization is still a novelty in much of this world, even the oldest of cities on the Inland Sea, or the founding of Waterdeep, the greatest City of the North, are within the memory of the oldest living elves of Evermeet.
The people of these realms (including man, dwarf, elf, gnome, and halfling) are similar in mindset and advancement to the men of the 13th century. City-states are common, and nations on the increase as more of the wild lands are pushed back and gathered under a single king or government. Skills such as metalworking, farming, and craft industry are common in the civilized lands, so that swords and heavy metal armor are all-too available to the warrior. Literacy and the quest for knowledge in on the rise, with the recent introduction of printed hand-bills in Waterdeep. The merchants-class is increasing in both wealth and power as more markets and resources open up. Faith, while not as dominant as in Europe of this period, is a major force in the lives of the people.
There are great differences between that world and this as well. Great beasts and evil humanoids wander the wild (and not-so-wild) country of the Forgotten Realms. Ruins of ancient cities and towers may be found among the underbrush, old lands and names that are lost to memory and the past. And there is magic."
Forgotten Realms Campaign Set: Cyclopedia of the Realms, p.4
It also mentions in many places that much of Faerûn is a wild world that is still in the process of being settled by humans. And this would be even more so the case with the remote Savage Frontier. It's in the name. It's the frontier, and it's savage by the standards of high society. The description of rangers states that they are really only found in "the North" (though at this point the term refers to all the lands north of the Sea of Fallen Stars and Amn) because these lands are in need of these trailblazers and scouts.
When I think of the Savage Frontier in this incarnation, I am seeing the Baltic Sea region in the 13th century. With cities like Lübeck, Riga, Uppsalla, and Novgorod, standing in for Waterdeep, Baldur's Gate, Neverwinter, and Luskan. This is of course colored by me being a native of the region, but I think it's a really good fit, despite the sea being to the side instead of the center. But the Dessarin-Surbrin-Rauvin river network could take a similar role to the Baltic Sea, connecting the majority of trade cities in the region.
Last edited: