What should be added to the Realms?

What it needs is to not be layed to waste to fit the 4.0 "points of light" template. Or should I say it needs to be in the hands of sane, competent designers that are not so arrogant as to throw away years of history and tradition to mold things into their "vision" of what it should be.
 

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Mulhorand needs to take back its empire (except Thay.)

Gilgeam needs to rise from the dead like Gilgamesh as a just ruler and bring back Unther.

The City of Shade needs to kick some A.

Ditto for Thay.
 


Whizbang Dustyboots said:
I'd like to see an explicit place for every race and class in the PHB to come from in the Forgotten Realms. More than one, really. All gnomes shouldn't come from Lantan, and all halflings shouldn't come from the Shining South. There should be several communities sprinkled around, and it should be broken out in a sidebar near the front of the book, so that the guy playing the dwarf warlock can get some good suggestions from his DM as to where the character might be from, or the tiefling rogue or the gnome warlord or what have you.
Hey, hey. No need to make so much sense here. This is a thread to promote areas we want to see detailed further, not to include something new and useful. ;)

crazy_cat said:
Needs more deserts. And Sorcerer Kings. And cannibal Halflings.
And a hairless half-dwarf gladiator race?
 

Deities. And subraces! :p

Honestly: I'd rather have some more deities than less of them.

I agree with the info about the other continents. But who knows: Maybe they'll all be destroyed in the 3e-4e transition because that's too many continents and too many campaign settings in one and people new to the Realms would be scared of that and therefore they have to go.


What the Realms really need is a "transition guide" that tells you how 4e's changes apply to the Realms as we know them, without disfiguring the setting to make the new rules fit. Like, instead of taking away the Weave, just explain how the fact that wizards now use bell, book and candle rod, staff and tome and are now able to do some of their magic all day long can be applied to the existing campaign setting, since those are just mechanics, and how well it worked in 3e (no one complained that there was no three-page-essay about how The Simbul gave away levels of wizard and got sorcerer levels in 3e. It was just assumed that The Simbul was the same as ever, and that the 3e build makes most sense to explain her in 3e terms.
 

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