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Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


4th edition FR Information (not for the feint hearted)

Hello everyone.

I've been periodically checking out info. for the 4th edition version of the Forgotten Realms, since I've always been a big FR fan. Unfortunately what I've read has been a big disappointment.

Some of you may be interested to know more, however, so I've copied and pasted a collation of confirmed info. about 4th ed. FR. But I should warn you that it's not for the feint hearted!

(This can be originally found at http://forum.candlekeep.com/topic.asp?TOPIC_ID=10792):


I compiled this about two weeks ago and posted it over at WotC, but I figure I should post it here as well. It is a reference to every 100% fact we have been told about the new Realms, and I tried to keep conjecture to a bare minimum. Mind you, the following DOES contain spoilers to some novels, so be forewarned!

Also, this is NOT a discussion thread, so please keep comments to a minimum. If you need to ask where a certain piece of information is from, that is fine, but please DON'T SHOOT THE MESSENGER!

Disclaimer: This information is based on the last known condition of each entry, and could change as of 1479 DR: 4th Edition.

Regions
Faerûn Proper:

Aglarond - Something happens to the Simbul (missing), Portal to Feywild in the Yuirwood, otherwise unknown
Akanûl - New nation of Genasi in Chondath, Airspur is capital
Altumbel - Unknown
Amn - Almost no changes, except for loss of Maztican colonies
Anauroch - Shade Empire asserts more control, desert begins to recede
Baldur's Gate - City has grown exponentially, a major interacial metropolis
Border Kingdoms - Unknown
Calimshan - Unknown
Chessenta - Western portion same as Chondath, replaced with Abeiran land of Shyr, a kingdom of Genasi
Chondath - Becomes the 'Changing Lands', with Earthmotes and morphing terrain. Chondath's free-floating earthmotes have been claimed by Air gensai and call their nation Akanûl. The capital is called Airspur. According to the LFR writing director they are having trouble along the border with Tymanther.
.. Chondalwood - a confusion of ravines and floating junglemotes, some sailing free, others webbed to lower jungle regions by thick vines and vegetation.
Chult - broken off from continent, most likely an island chain
Cormanthor - Kingdom of Elves
Cormyr - grows into an empire, and extends control east and south
.. Helmlands - Still Wild Magic, but it has grown and is filled with "towering Redwoods"*
.. Farsea Swamp - Swamps have become one, and are filled with Batrachi ruins
.. Hullack Forest - Claimed by the Eldreth Veluuthra (?!)
.. Realm of Wailing Fog - A mist-shrouded region between the Thunderpeaks and Hullack Forest
.. Thunderpeaks - It appears Mountains of Glass now connect the northern part of the range with the southern
Dalelands - Still exist, but somehow seperate within the confines of Cormanthor
Damara - Unknown (possible tie to Bahamut)
Dambrath - Unknown; disruption of the Underdark Drow
Dragon Coast - Unknown
Erlkazar - Unknown, attacked by 'flying fortress' sometime between 3e-4e
Evermeet - Unknown, but something is definately happening here (NDAs mentioned)
Great Dale - Unknown
Great Rift - Still there, but has suffered somewhat
Halruaa - Gone, massive magical backlash destroys the region, but some survive and become mercenaries
Hartsvale - Unknown, but changes in giants means changes here, most likely
High Forest - Unknown
High Moor - Unknown as of 1479 DR, but most likely a 'city' will be there
Hordelands - Unknown, still no word on the fairly new Kingdom of Yaïmmunahar
Impiltur - Unknown
Lake of Mists (Raumathari) - Unknown
Lake of Steam - Unknown
Lantan - Unknown
Lapaliiya - Unknown, but MAJOR changes to the south and east mean big changes here
Luiren - Nothing yet, but expect 'something' to allow the Hin to become more 4e-ish
Luskan - Obliterated... AGAIN (may be back by 1479, though)
Many Arrows - Orcs still around, and still suffering 'growing pains' a century later
Moonsea - Unknown, but Zhents still active
Moonshaes - Broken into smaller Human Kingdoms, Fey return
Mulhorand - Nothing specific, but something major
Murghôm - Nothing specific, but it is getting a lot more attention in 4e (two pages!)
Narfell - Unknown
Narjara - it's still around in 1479, and it's a significant problem for some of the nearby lands
Nelanther - Unknown
Nimbral - Unknown
Pelvuria - Unknown
Rashemen - Unknown, but WILL be effected by Thay's condition
Raurin - Although Darkvision alludes to a return of the Imaskari to the surface, still an unknown in 4e
Samarach - seperated from mainland, possibly destroyed
Savage Frontier - Relatively Untouched, like Swordcoast
Sea of Fallen Stars - Water Level has gone down, large portions drained into the Glimmer Sea below
Sembia - Controlled by the Empire of Netheril (Shades)
Semphar - Unknown
Sespech - becomes the Plaguewrought Lands, where folks can gain 'Spellscars'
Shaar, The - Split by a HUGE rift leading into the Underdark
Shaareach - Missing; last seen 2nd edition
Shining Lands - Unknown
Silver Marches - Still exists (called Luruar again), otherwise unknown (Drizzt mentions it)
Songfarla - Unknown, may not be detailed until Gnomes become PC race
Sossal - Unknown
Swordcoast - Relatively untouched
Sothillisian Empire - Capital Murannheim (former Murann) - last report had them allying with Amnish forces against the Tlincallis of Oaxatupa
Tashalar - If survived, an island
Tethyr - Almost no changes
Tharsult - Unknown
Thay - Becomes a spectacularly high mountain, making it an even more distant (epic?) 'adventure area'
Thesk - Unknown
Thindol - Seperated From Mainland, possibly destroyed
Threskel - Unknown, but Tchazzar had designs on it
Turmish - Becomes xenophobic, lots of 'pilgrims' travelling through to the Plaguelands
Ulgarth - Unknown
Underchasm - a continent-sized pit stretching from the Shaar to the Inner Sea
Underdark - More accessable
Unther - GONE, has become the Dragonborn Kingdom Tymanther
Utter East - Unknown
Vassa - Ruled by warlocks tied to a mysterious primordial entity - "Warlock Knights of Vassa"
Vast, The - Unknown
Veldorn - Nothing, as usual
Vilhon Reach - becomes the 'Vilhon Wilds', Jaamdath Cities exposed
Waterdeep - Statues do some damage, otherwise unknown (but appears to be Okay)

Other lands and Realmspace:

Abeir - Another 'world', that at one time was 'closer' to Toril
Anchorome - Will be getting some much-needed coverage by Ed Greenwood
Kara-Tur - Still there, but mostly ignored
Katashaka - Unknown
Malatra - Unknown
Maztica - Completely gone and replaced with something else
Myrmidune - Unknown
Osse - Unknown
Selûne - The illusion hiding the moon's habitability has failed
Zakhara - Still there, but completely ignored
The Sphere - Condition of other worlds and 'The March' unknown

The Divine
The Gods:

Amaunator - Replaces Lathander in 4e
Azuth - Last seen "reeling into the Astral Plane"
Bane - Goes (Hard)core
Bahamut - Will have a greater rellevancy in 4e FR
Cyric - Imprisoned
Deep Duerra - Slain by Clangeddin
Eilistaree - absorbs Vhaeraun, unknown status as of 1479 (something bad happens to her good followers)
Ghaunadaur - Lloth attempted to kill, but it turned out to be an elder deity of unknown origin
Gorm Gulthyn - Dead
Gruumsh - merging with Talos (I think)
Haela Brightaxe - Dead
Helm - Dead, killed by Tyr over Tymora
Ilmater - Becomes Jack Tripper, and moves into Brightwater ()
Laduguer - Killed by Moradin
Lathander - gone, most likey becomes Aumanator
Lolth - Becomes Greater Power
Mystra - Dead, murdered by Cyric
Nobanion - Exarch Druid, but subject to change
Savras - Dead
Selûne - re-absorbs her portion of Mystra, considered the same power as Sehanine Moonbow in 4e
Selvetarm - absorbed by Lloth (GHotR)
Shar - Still around and causing trouble
Siamorph - Move to Brightwaters
Sune - Definately still around, and given the 1384 events in GHotR, quite possibly rising in influence
Set - Rise in power, possibly god of Mulhorand or Thay
Tiamet - Becomes more 'Center Stage' then in the past
Torm - rising in power and influence in 4e
Tyr - role greatly diminished in 4e
Velsharoon - Last seen "reeling into the Astral Plane"
Vhaeraun - absorbed by Eilistraee

The Realms:

City of Brass - More focus on it, located in the Elemental Maelstrom now
Demonweb Pits - Its own plane now
Dweomer Heart - Gone
Elemental Maelstrom - Combination of the Elemental Planes and the Abyss
Faerie - New information indicates that this is a seperate plane within FR's Cosmology (no longer sure about it's connections to the Feywild)
Far Realms - tied more closely to the Cosmology, may be major story-line
Feywild - Realm of Faerie (the Fey) in Core, unsure in FR (but present)
Great Tree - Not entirely gone, but new (core) Cosmology taking root
Great Wheel - No longer the 'center of the Universe', but still accessable
Nine Hells - Relatively unchanged
Palace of the Four Suns - New Godly Domain for Amaunator
Shadowfell - The Plane of Shadows combined with the Negeative Energy Plane
Sigil - Still exists, but changes Unknown
Bloodwar - No longer paramount to Demons & Devils, 'Loths become Demons

Dramatis Personae
People:

Blackstaff Arunson - Sacrificed himself to save others, most definately permanently dead
Bruenor Battlehammer - Dead
Drizzt - Alive and more 'angsty' then ever
Elminster - Still alive but nearly insane
Fzoul - Unknown (I think)
Halaster - 'Dead', soul shattered
Khelben Arunson - the real one is still living in GH, AFAIK
Manshoon - At least one of him is still alive
Seven Sisters - Syluné definately gone, others most likely
Simbul - "Missing"
Srinshee - Nothing for certain, but NDAs mentioned seem to imply she will be receiving some sort of 'update' come 4e
Szass Tam - In charge of Thay now (very Sauron-like)
Vangerdahast - Alive, but very different
Zalaznar Crinios - Becomes a very mean tree (Darktree Treant) and follower of Malar

Organizations/Groups:

Bregan D'aerthe - Unknown
Casin Cu Calas - new, anti-Orc terrorist group for 4e
Cult of the Dragon - Sammaster Dead, although cult may continue operation
Eldreth Veluuthra - Operating out of the Hullack Forest now
Emerald Enclave - pretty much gone
Harpers - still around
Heralds - Unknown
Iron Throne - Power shattered, at least four leaders assasinated, existance in 1479 doubtful
Moonstars - re-absorbed back into the Harpers
Obould's Horde - Becomes the Kingdom Of Dark Arrows
Order of Blue Fire - A group of 'experimenters' located in the Spellscarred Lands
Pirates - Unknown, although the 'Fallen Stars' variety may be hard-pressed for sailable waters
Red Wizards - still around but changed (and also many split-off with the Enclaves)
Rundeen - Unknown
Sorority of the Silver Fire - Unknown if Sammaster's death affected this organization's goals
Thayan Enclaves - No longer Thaymart, they have become a seperate mercantile group, and are considered expatriates
Twisted Rune - Unknown
Uthgardt - Still around, but wandering further west
Zhents - Still around

Magic

Spell Schools - Gone
Dead Magic Zones - Still around
Mage Sigils - Mage Sigils did not make it into the new FRCG, but they still exist, and are powered by whatever deity you like (official answer)
Shadow Weave - absorbed back into the Shadowfell (only 90% sure about that one)
Weave - Gone, replaced by the 'Arcane Power Source'
Wild Magic Zones - even more prevalent then before
Power Sources - take the place of spell schools, Spheres, divine patrons, etc
Cerulean - is the new 'Blue'

Races

Aboleth - Have some sort of Kingdom (Abolethic Sovereignty) and shake things up
Dragons - Color has little to do with alignment in 4e
Drow - Seperate Race Now, playable with no LA
Dwarves - reunited with their Dark brethren
Elves - become divided into the Eladrin and Wood Elves
Fey'ri - Not a playable race from the outset
Genasi - Playable race from their own Abeiran region of Shyr (eastern Chessenta), create nation (Akanûl) in Chondath
Giants - become more 'Elemental'
Giant Space Hamsters - (thankfully) Unknown
Gnomes - considered 'monsters' ATM, not a PCR at the outset
Halflings - Unknown, but become 'Swamplings' in core
Illithid - have awar with the Dwarves, otherwise unknown
LéShay - Fey Creator Race, or at least a part of it
Orcs - Have their own Kingdom, become more 'civilized'
Phaerimm - Nearly completely wiped out
Shadar-Kai - Fey race living in the Shadowfell
Sharn - Many become 'something else', but as of now there are still plenty left
Tieflings - Playable race with their own Kingdom (not sure where yet)

Classes

Basics: All classes now derive abilities from a 'Power Source', even the Fighter (Martial Power Source). All classes will be able to choose a 'weapon of choice' - for magical types this will be some sort of 'Spell Foci' that gives bonuses. You will have three levels of abilities - At Will, per encounter, and per day. Also, classes will have three tiers - Heroic (1-10), paragon (11-20), and Exarch (21-30), and encounters will be built around the tier level. The following is just a VERY brief list of what we know - for the full disclosure on the classs, please refer to all the Infomation gathered over at Enworld on this subject (and many others concerning the 4e mechanics). I've tried to keep this FR-only, and Enworld has really been doing a bang-up job keeping track of the other stuff.

Mostly Confirmed for the PHB

Cleric - No longer confined to just a 'healer' role, can be different alignment from their god
Fighter - Book of Nine Swords is good indication where they're going with this
Paladin - Any Alignment now
Ranger - A 'Striker' type, ranged attacks
Rogue - Another Striker, relying on 'sneaky' abilites to strike
Warlock - Must make pacts to get powers, abilites depend on what the pacts were made to (Demonic, fey, etc)
Warlord - A leader type
Wizard - Makes things go 'boom', mental spells down-played (for psionicists)

Future possibilities

Bard - PHB2
Druid - Good possibility PHB2
Monk - Unknown, may be leaving this open for a 4e OA book
Sorceror - Unknown, but NOT being folded into wizard
Swordmage - confirmed for FRPG
Swordsage - Another possibility for PHB2, maybe the Psionics book
Psionicist - Will be in the 4e Psionics book, release timed to coincide with Eberron 4e

*According to the FR Errata here at CK, Redwoods are NOT native to the Realms! The Forest of Wyrms list them for that wood, but they were brought in from elsewhere originally. Ergo, Redwoods ARE probably native to Abeir, and have been 'sneaking in' for years.

Anyone wishing to help out is MOST welcome - I will be updating this each time something new is released.

--- Mark


Posted on 2008-04-24 at 12:18:16.
Edited on 2008-04-24 at 12:56:01 by Ginafae

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


AAAAAAAAAAAH

BURN IT! BURN IT!

MY EYES OH GOD MY EYES!


Posted on 2008-04-24 at 12:41:06.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


I feel I have to mention

I told Ginafae I wouldn'tread this, but I caved and did so, and read more on Enworld too In response I'd like to say.

Thank you WotC and Hasbro for Bastardizing everything I've grown to love about Forgotten Realms over the past 10-15 years. *Mumble mumble*


Posted on 2008-04-24 at 12:43:56.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

It's something I find terribly depressing too.

The people at the Candlekeep forums have said it all really:

'Personally, I can't wait to see what they're gonna screw up next.

Magic screwed up? Check.
Lands and continents screwed up? Check.
Pantheons screwed up? Check.
Destroying opportunities to tell good stories for which plot hooks had already been provided (Manshoon Wars, Harper Schism)? Check. Well, they already did that in 3e.
Alienating the fanbase? Check.

Maybe we're gonna see Godzilla? Or Darth Vader? They're both cool... the old Vader from 20+ years back of course.
Or they introduce Cthulu via the Deep Realm or whatever it is called.
Maybe Mirt will morph into the Realms-equivalent of Donald Trump with a penthouse and stuff... no, wait...got that one already... of sorts.
Maybe Halaster returns... as... Godzilla!!!

Go WotC!'


The one positive note is this. The 4th ed. campaign is set 100 years in the future (around 1470 DR) so it's very easy for everyone to stick to pre-4th ed material and just ignore it.

That's what I'll be doing!


Posted on 2008-04-24 at 12:54:55.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


Inside

My god...Im...


...I'm just angry.



I move for a riot.




Posted on 2008-04-24 at 15:22:27.

Alacrity
The Tired
RDI Staff
Karma: 291/33
6348 Posts


A protest

We need to organize a protest where thousands of fans gather in their parking lot, blocking the exits, Then we sit down and all play 2e until we are forcibly removed by the trolls (police).

Viva la Revolution!


Posted on 2008-04-25 at 13:33:26.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


Devious

*hides molotov cocktails*

Well that certainly beats my plan to for ma guerilla terrorist peaceful protest group.

Is there a petition or something?


Posted on 2008-04-25 at 13:47:47.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Gosh darn it!

I don't play 2ed. Mainly because I never have in the last 22+ years of my life (22 years old, btw). I'm all up for a protest though, even if my solo play of D&D in the middle of the road probably won't get much notice.

Someone needs to teach my 2ed rules.........


Posted on 2008-04-26 at 10:45:33.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


Oh noes!

See! This poor one has not even had time to learn 2e! Back thou money seeking heatens! Retreat to your lairs and take you vile 4e machinations with you!

Honestly, have to yet to see one person who likes this idea...does anyone? We will not judge you (much).


Posted on 2008-04-26 at 12:58:04.

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


not

no likey.... at all. What are Tieflings doing with their own country in FR? Seriously!


Posted on 2008-04-26 at 13:01:07.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

The only way you can like 4th ed. FR is if you either hated FR before, or you never played or experienced the campaign.

As for protests....remember those 12-sided dice that were so ignominiously cast aside for 3rd ed. (apart from 1 weapon). Well there's lots of them around, they're pointy, and they want vengeance!

...Just a thought.


Posted on 2008-04-28 at 19:10:20.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


Uh

12 sided dice were used in 3.5 and 3e. They were hit dice. And loot counters...and pointy.


Posted on 2008-04-28 at 19:55:42.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Well...

Well we should all sharpen the points and fling them at any Hasbro officials we may come across.

Admittedly the likelihood of coming across a Hasbro official is quite remote, but we can live in hope.


Posted on 2008-04-29 at 13:26:59.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


in hope...nay, in fear!

I fear should we find one he will merely tell us that everything we ever loved is dead, and that gnomes are feral monsters. I shall avoid them at all costs.


Posted on 2008-04-30 at 00:21:57.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

*gasps* You mean gnomes aren't feral monsters?


Posted on 2008-04-30 at 07:01:00.

   
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