FORGOTTEN REALMS - Quarta Edição

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FORGOTTEN REALMS - Quarta Edição

Mensagempor Eltor Macnol em 28 Jan 2008, 21:29

Tópicos unidos, fim de problema. :b
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Eltor Macnol
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FORGOTTEN REALMS - Quarta Edição

Mensagempor kimble em 29 Jan 2008, 07:35

EDIT: Será que, tendo-se em vista que planeja-se lançar uma nova versão do D&D a cada 8-9 anos, teremos apocalipses periódicos em Faerun, ou em outros cenários? :sobrancelha:


Eu sou contra o conceito de 'apocalipse a cada fim de semana' que alguns cenários fazem, mas se há espaçamento suficiente entre eles não há problema. O problema é quando parece que cada geração tem que lidar com o fim do mundo. Ou a cada duas histórias do megaplot, uma lida com isso. Aí é Liga da Justiça.
Material que disponibilizei no 4shared (tudo criação minha e/ou gratuito) pros jogadores das minhas campanhas. Inclui house rules e erratas do Exalted:
[Link]http://www.4shared.com/dir/10183502/4d808442/sharing.html[/Link]
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kimble
 
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Sr. Pichu em 29 Jan 2008, 08:52

Diacho
acho que Forgotten devia se desvincular de D&D...
igual Dragonlance...
ainda acho essas mudanças demais...
teria sido mais fácil abandonar a linha e começar outra
"What is profit to a man, if he gains the world but loses his own soul?" (Matthew 16:26)

"É por isso que eu odeio tudo nesse mundo! É por isso que eu odeio a segunda lei da Termodinâmica" (Desty Nova)
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Sr. Pichu
 
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Styker em 29 Jan 2008, 09:24

Sr. Pichu escreveu:Diacho
acho que Forgotten devia se desvincular de D&D...
igual Dragonlance...
ainda acho essas mudanças demais...
teria sido mais fácil abandonar a linha e começar outra


Concordo, mas como eu tinha dito antes... nomes famosos vendem mais...
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Homens de Verdade não precisam de justificativa para matar coisas – a necessidade é óbvia.
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Sr. Pichu em 29 Jan 2008, 09:36

igual à nWoD que usa as mesmas criaturas sobrenaturais? :linguinha:
"What is profit to a man, if he gains the world but loses his own soul?" (Matthew 16:26)

"É por isso que eu odeio tudo nesse mundo! É por isso que eu odeio a segunda lei da Termodinâmica" (Desty Nova)
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Mensagempor Melkor em 29 Jan 2008, 12:34

AO = Iluvatar, he doesn't care about you.
No song, no tale wich contains all the grief...renowed the deeds and the victims of defeat. Sit down on your chair and watch out your kin, with my eyes you'll see, with my ears you'll hear, you've troubled my day and you've questioned my strenght, don't mess with the master of fate! Smash down the light! I'll not rest till I'm king!Valinor's empty, now allied the elves and men, they shall be damned!
I've smashed down the light! And dared Valinor! I've smashed down the light! Revenge will be mine
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Wykthor em 30 Jan 2008, 20:08

BUUUUUUUUUUUUUMMMMMMMM :wizard:

Magic in the Forgotten Realms
by Bruce Cordell

Magical power and fantastic features abound in the Forgotten Realms. Arcane secrets whisper to those with the ears to hear in the eons-long movement of the continents, in rushing river rapids, in every inhalation of beasts great and small, and in the sighing cries of the wind. Raw magic is the wild stuff of creation itself, the mute and mindless will of being, suffusing every bit of matter and coursing within every manifestation of energy throughout the world.

Wizards, warlocks, clerics, sorcerers, bards, paladins, and even rogues, fighters, rangers, and other adventurers call upon personally derived threads of magic to cast mighty spells, enforce pacts with enigmatic entities, heal injury, ward against evil, or accomplish physical feats that transcend purely mortal means.

Dangerous monsters, too, call up frightful magic to accomplish their deceitful ends. Aberrations spawned by ancient magic seethe below the earth and above it, hungry for flesh and knowledge alike, waiting for the chance to feed. Dragons whose blood runs with magic wield abilities so potent that gods and primordials alike fear to face the most ancient of these mighty beings. Undead fuel their mind and protect their corpses from dissolution by powerful necromantic rituals, especially liches, whose never-ending acquisition of arcane knowledge has propelled more than a few into contention with divine designs.

Indeed, magic is so bountiful in Abeir-Toril that even the land bristles with fantastic landscapes. Great motes of free-hanging earth balance on nothing but air, amazing all those who chance upon these mighty demonstrations of nature’s glory.

If fact, the Realms are so awash with magic that the world proved particularly vulnerable to a plague that fed on magic itself.

The Year of Blue Fire

“Learn ye well the lesson of the pebble that begets a landslide. Likewise a single betrayal unleashed the Spellplague, whose consequences yet dance and stagger across Toril, and beyond.”
--Elminster of Shadowdale, 1479 DR, Year of the Ageless One

An appalling magical event called the Spellplague afflicted (and still afflicts) the world in 1385 DR.

Despite its name, the Spellplague was much more than a disease. For one, it did not restrict itself to mere flesh. All things were meat to the Spellplague’s insatiable hunger—flesh, stone, magic, space, and perhaps even the flow of time was suborned. The world of Toril, its lost sibling Abeir, and even the planes themselves were infected with a plague of change.

Most suppose the Spellplague was the direct result of the goddess of magic’s murder at the hands of the god Cyric. Some whisper that Mystra’s death was achieved through the machinations of the goddess Shar, with Cyric her unwitting stooge.

This theory holds that the world’s magic was held so long in Mystra’s Weave that when the Weave lost its weaver, magic spontaneously and ruinously burst its bonds. Areas of wild magic, already outside the constraints of the Weave, touched off first when their boundaries misted suddenly away. But eventually, few parts of Toril and the planes beyond were unaffected.

The plague raged on and on in ever-widening spirals, leaving some places completely untouched (such as many northern lands of Faerûn, including Cormyr and the Swordcoast), and radically altering others (such as Muhorand, Unther, and points south). The plague passed into the realms of demons, gods, and lost souls—dividing some realms, joining others, and generally seeding chaos.

Near-mythical realms that had passed beyond easy reach were pulled back, such as the Feywild (called Faerie in ancient days). The home of demons fell through the cosmology, unleashing swarming evil before the Abyss found its new home beneath the Elemental Chaos.

Even the long forgotten world of Abeir burned in the plague of spells, despite having been unreachable and cut off from Faerûn for tens of millennia. Portions of Abeir’s landscape were transposed with areas of Toril in the disaster. Such landscapes included their living populations, and thus places such as Akanûl and Tymanther lie as if new-birthed on Faerûn’s face. Across the Trackless Sea, and entire continent of the lost realm reappeared (called Returned Abeir) subsuming the continent of Maztica.

The Spellplague was a potent direct agent of change, but it also set off a string of secondary catastrophes.

Effects on the Weave
For eons, the use of magic in Faerûn was focused through a god of magic, most recently Mystra. Except for certain Netherese wizards of ancient days who learned the truth, most believed that no magic would be possible without such a deity. However, with the death of Mystra and jealous Shar suppressing the ascension of a new deity of magic, it became common knowledge that magic is accessible without a god to control and codify it. Now when a spellcaster speaks of the Weave, she is just using another term for magic.

Effects on the Shadow Weave
Just as Mystra controlled the Weave, the goddess Shar controlled the Shadow Weave. Not satisfied with her portion, Shar plotted to seize control of both. She miscalculated. When Cyric murdered Mystra, the Weave collapsed so completely that Shar not only failed to gather up the fraying threads, she also lost control over the Shadow Weave.

Just as magic persists without Mystra, so does the dusky power of shadow endure without Shar acting as an intermediary. Powerful necromancers have developed their own unique methods for accessing the dim energies of the Shadowfell.

Effect on Spellcasters
Many creatures that learned to cast spells and channel magic with Mystra’s Weave found themselves powerless in the Spellplague’s wake. Some never regained their power. Others worked to attune themselves to the new magical environment. Many required years to regain this facility, while others never regained the knack. Others took shortcuts to reaquire the power they’d lost, swearing questionable pacts to enigmatic beings in return for the ability to utilize arcane powers.

Today, spellcasters access magic through a dizzying array of methods. Some murmur spells and incant rituals, some forge arcane bargains, and others pray for intervention. In truth, it seems that magic can be accessed in more ways than ever before, fueled by newfound knowledge of arcane, shadow, primal, and other sources of power.

Effect on Items
Most magic items that permanently store magic, such as magic swords, cloaks, and boots, survived the Spellplague and continue to operate normally. Permanent access to magic was "installed" in these devices when they were created, so even though the Weave was used in their making, the Weave no longer played any part in their continuing operation. That said, some items that temporarily stored “charges” of magic, such as wands and staffs created prior to the Spellplague, no longer work. If such items do work, they no longer work in the same way.

The secret of making magic items in a post-Weave world was relearned decades ago. Magic items are as plentiful as ever, as desperately sought by doughty adventurers, and as mysterious as they ever were.

Effects on the Landscape
Where magic was completely loosed, the Spellplague ate through stone and earth as readily as bone and spell. Broad portions of Faerûn’s surface collapsed into the Underdark, partially draining the Sea of Fallen Stars into the Glimmer Sea far below (and leaving behind a continent-sized pit called the Underchasm). The event splintered several of the Old Empires south of the drained sea into a wildscape of towering mesas, bottomless ravines, and cloud-scraping spires (further erasing evidence of the lands and kingdoms once situated there). Historical lands most changed by the Spellplague include Mulhorand, Unther, Chondath, and portions of Aglarond, the Sea of Fallen Stars, and the Shaar. What was once called Halruaa detonated and was destroyed when every inscribed and prepared spell in the nation went off simultaneously. This explosion was partly to blame for destroying the land bridge between Chult and the Shining South—only a scattered archipelago remains.

Tendrils of the Change Plague reached many other corners of Faerûn, sometimes directly across the landscape, othertimes bypassing great swathes of land by infecting both sides of the many two-way portals that once dotted the world.

Pockets of active Spellplague still exist today, most famously in the Changing Land. Referred to as plaguelands, each one is strange and dangerous. No two possess the exact same landscape or features, save for the fact that entering could lead one to be infected by the Spellplague. Luckily, remnant plaguelands possess only a fraction of the vigor demonstrated in the Spellplague’s initial appearance. These lingering Spellplague pockets are secreted away in hard-to-reach locales, often surrounded by twisted no-man’s land. Most of Faerûn and Returned Abeir are entirely free of such pockets, though the plaguechanged and spellscarred may appear in any land.

Effects on Creatures
When the initial wave of Spellplague infected a creature, object, or spell, the target usually dissolved into so much glowing, dissipating ash. However, sometimes living creatures survived the plague's touch but were altered, twisted, or fused to another creature or even a portion of the landscape. The initial Change Plague wave had no regard for boundaries or species, or the ability of a changed entity to survive with its new form, powers, and limitations. The most unlucky of these mewling, hideously changed survivors perished within a few days.

Luckily, the initial wave directly touched relatively few parts of Toril and Abeir. Moreover, not all creatures, objects, or spells touched by the original Spellplague were doomed, but to have survived meant having to accept change. Living creatures so affected are differentiated into two broad groups: plaguechanged and spellscarred.

Plaguechanged

A massive change in body and mind marks a creature that has survived contact with the original wave of the Spellplague during the Year of Blue Fire. Such survivors are called the Plaguechanged. Extreme alterations forge potent monstrosities in even the meekest flesh. Plaguechanged creatures are monsters, driven slightly insane by the viciousness of their metamorphosis. Few of this generation survive today, because the initial plague was so virulent, and the changes wrought were so extreme. What’s more, many decades have passed since the Spellplague’s end, so most plaguechanged creatures simply died in the interim. A few of the horrifying monstrosities remain, though, hidden away in various corners of the world.

Spellscarred

Spellscars are a phenomena of the present, gained when someone moves too close to a plagueland (where active Spellplague yet lingers), though sometimes spellscars afflict people who’ve never had any contact with rampant magic. Some individuals—heroes and villains alike—can gain spellscars and learn to master the powers inherent in them.

On rare occasions, a spellscar appears as a physical abnormality, but more often it is an intangible mark that only appears when its owner calls upon it. When this happens, a spellscar might appear as jagged cracks of blue fire racing out across a spellscarred’s forearms or hands, a corona of blue flame igniting the creature’s hair, a flaming blue glyph on the creature’s forehead, or perhaps even wings of cobalt flame. In many instances, an individual's sudden manifestation of blue fire is a reliable indicator of a spellscar.

Magic in the Year of The Ageless One

The ancient wonder of old magic yet lingers among the ruins of thousand-year-old empires, in crumbling towers of mad wizards, and in buried vaults of elder races. The modern marvels of living wizards, sorcerers, warlocks, clerics, druids, and other spellcasters stride the land as purposefully as they ever did, altering the world in small or large ways with each spell they cast. Indeed, without the divine restrictions of previous ages, magic is more abundant than ever, manifesting not only as inexplicable changes to the landscape, items, and creatures, but even in some of the most fantastic exploits of fighters, rouges, rangers, and other heroes. Magic truly does permeate all things. For all the changes wrought by the Mystra’s death, magic remains the lifeblood of Toril.

Fonte: http://www.wizards.com/default.asp?x=dnd/drfe/20080130a
Victor Caminha

Co-autor de "Mítica - Desbravando o Oriente"

Arquivos de Mítica: Cosmologia do cenário, Errata de "Mítica - Desbravando o Oriente"

Bestiário: Sentinela Nacarita, Druhak, Centauro da Lua Nova (Lápito), Kurapsu
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Elven Paladin em 30 Jan 2008, 20:20

Se isso é Forgotten Realms, eu sou um Awakened Golden Fish Sorcerer 18.
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil

When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Natsuiro em 30 Jan 2008, 20:29

Tá, confesso que não li tudo.
E nem vou ler.
Mas duas coisas:

Cormyr foi praticamente intocada! *¬*

E... o que me atraía em Forgotten era que o cenário era algo meio rústico. Espero sair o livro agora para verificar se essa cosia mais High Fantasy ficou lekau.
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Mensagempor Elven Paladin em 30 Jan 2008, 20:37

Cormyr foi praticamente intocada! *¬*


Isso é explicado por uma lógica simples:

OMG GLOBAL CATACLYSM!!!1! ENTIRE WORLD* WRACKED BY RANDOM MASSIVE DESTRUCTION!! *

- Entire world does not include areas where it would be commercially inconvenient for random massive destruction™ to occur. Don't ask why, it's magic.


Ou, traduzindo:

AI MEU JESUIS! É O APOCALIPSE!!1111 O MUNDO TODO* SERÁ DESTRUÍDO POR UMA ONDA DE DESTRUIÇÃO MASSIVA E ALEATÓRIA!

* O "Mundo Todo" não inclui áreas onde uma "Onda de Destruição Massiva e Aleatória" ( TM ) seria algo incoveniente do ponto de vista comercial. Não pergunte por que. É mágica.
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil

When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.
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Elven Paladin
 
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Torneco em 30 Jan 2008, 21:02

Sendo chato parte dois

Spellscars = Dragonmarks

E mais uma coisa. Elminster VIVE.
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Sr. Pichu em 30 Jan 2008, 23:03

bah
Forgotten Realms 4E: Eu vou explodir meu Cosmos/Aumentar meu Ki/Utilizar meu Chakra/etc... e vou derrotar você, seu monstro maldito

sério...
de boa...
parei na 3.5
"What is profit to a man, if he gains the world but loses his own soul?" (Matthew 16:26)

"É por isso que eu odeio tudo nesse mundo! É por isso que eu odeio a segunda lei da Termodinâmica" (Desty Nova)
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Sr. Pichu
 
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FORGOTTEN REALMS - Quarta Edição

Mensagempor ShinRyuu em 31 Jan 2008, 00:36

Natsuiro escreveu:E... o que me atraía em Forgotten era que o cenário era algo meio rústico. Espero sair o livro agora para verificar se essa cosia mais High Fantasy ficou lekau.[/color]


Rústico? Forgotten Realms? :blink:

Há muito tempo é, pra não dizer que sempre foi, high fantasy.
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ShinRyuu
 
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FORGOTTEN REALMS - Quarta Edição

Mensagempor Fëanor em 31 Jan 2008, 11:11

Eu fico feliz fazendo campanhas com meu livro FRCS 3e. :aham:
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain"


http://www.valinor.wikidot.com
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Fëanor
 
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FORGOTTEN REALMS - Quarta Edição

Mensagempor kimble em 31 Jan 2008, 12:14

Sei lá, isso está me interessando mais do que a versão antiga. Nunca me empolguei com Forgotten, nunca segui o cenário, mas achava ele padrão demais. Provavelmente vou comprar o básico, nem que seja só para conhecer mais um pouco.
Material que disponibilizei no 4shared (tudo criação minha e/ou gratuito) pros jogadores das minhas campanhas. Inclui house rules e erratas do Exalted:
[Link]http://www.4shared.com/dir/10183502/4d808442/sharing.html[/Link]
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