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Forgotten Realms: Campaign Guide

Overview

Dark perils and great deeds await!

Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the...

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Overview

Dark perils and great deeds await!

Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons. The Forgotten Realms Campaign Guide presents a world of untold adventure; a land of a thousand stories shaped by the deeds of adventurers the likes of which Faerûn has never seen before.

This book includes everything a Dungeon Master needs to run a D&D campaign in the Forgotten Realms setting, as well as elements that DMs can incorporate into their own D&D campaigns. The book provides background information on the lands of Faerûn, a fully detailed town in which to start a campaign, adventure seeds, new monsters, ready-to-play non-player characters, and a full-color poster map of Faerûn.

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Product Details

  • ISBN-13: 9780786949243
  • Publisher: Wizards of the Coast
  • Publication date: 8/19/2008
  • Series: Forgotten Realms Series
  • Edition number: 4
  • Pages: 288
  • Sales rank: 330,066
  • Product dimensions: 10.88 (w) x 8.44 (h) x 0.80 (d)

Meet the Author

RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a New York Times best-selling author of the Forgotten Realms novel Condemnation.

BRUCE R. CORDELL is an Origins award-winning game designer for Wizards of the Coast, Inc. He has also written several Forgotten Realms novels.

ED GREENWOOD is the creator of the Forgotten Realms setting, as well as the author of numerous Forgotten Realms novels and roleplaying game products.

CHRIS SIMS is a game designer for Wizards of the Coast, Inc. and has worked on numerous 3rd-Edition game supplements and adventures.

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Sort by: Showing all of 12 Customer Reviews
  • Posted October 6, 2012

    more from this reviewer

    Loved it

    contained everything that I was looking for in terms of information on regions and specific areas. Map was also helpful in knowing the overall lay-out of the world. Overall I loved this book and it was a great addition to my collection

    1 out of 1 people found this review helpful.

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  • Posted November 23, 2009

    more from this reviewer

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    Well Worth the Price!

    I spent a long time thinking about this one before I purchased it. I had no experience with Forgotten Realms in any campaign and wasn't sure I wanted to start. Long story short, it was my loss that I waited so long. To date, this is hands-down one my favorite 4E books, second to the Ebberon Campaign Guide.

    What do you get in this volume? Almost everything a new DM would want when it comes to world creation, back-story, and politics for the context of a campaign. Much of the grunt work is done, with just the right amount of detail to tweak things to your own tastes and insert your players into your campaign's story arc.

    The book starts with a VERY brief introduction to the world of Faerun. This is followed by a series of encounters in the town of Loudwater to kick things off (if you like . . . I skipped this for my campaign but may use a variation of it later). Next, is a history of the world, magic, the pantheon, and cosmology. My favorite chapters, however, are the last two. Chapter 6 is an overview of many of the regions of Faerun, Returned Abeir, and the Underdark. I found them quite useful to think about in the context of where I'd like my players to go in the campaign and what challenges they'll encounter when they get there. Chapter 7 adds the element of danger and room for political intrigue by addressing common threats in FR. Being a new DM, I found this invaluable. It saves so much time to have a series of nefarious organizations, people, and creatures that I don't have to create on my own. The nuggets of information are laid down in this chapter, now all that I, or any DM, has to do is to weave those ideas together in whatever plot or storyline a see fit.

    A minor complaint, I don't like that small part of the information in the Campaign Guide refers to the FR Player's Guide for further explanation. Thus, the DM needs both books in some cases. However, this was a rare situation and as long as a player has the book, all should be well.

    In short, if you are a new DM, or just want an introduction to a complete campaign world for your game, don't let the negative reviews scare you off - I think you will find that this book is a very valuable addition to your collection.

    1 out of 1 people found this review helpful.

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  • Posted July 20, 2009

    Good Start to a World Revamp

    Being set in the future in this 4th edition of D&D many things have changed and this book does a good job hitting the highlights and picking out new adventure hooks. It doesn't spell out the actual adventures for specific sights but gives you enough background you can make your own. It is incredibly in depth about cities and nations and overall a good resource to have. There will no doubt be stand alone adventures published that will expand on things found in this book. Some people complain about not having enough details on certain things but you can't make everyone happy. The game is supposed to be about imagination. It's a good purchase as fas as I'm concerned, though it could be a little cheaper.

    1 out of 1 people found this review helpful.

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  • Anonymous

    Posted April 3, 2009

    A Deep Disappointment, And a Good Example of What is Wrong With the New Novelists at WotC and 4th edition D&D as Well.

    As a long time fan of the Forgotten Realms Campaign setting and a fan of nearly every realms novel to come out up through the end of 2007, I have seen a disturbing trend in the Realms and a pointless change the D&D rules overall in the 4th edition. Unfortunately, this campaign setting embodies a great many of the problems with licensing a world to a corporation.

    Typically when writing a review I would begin with a general statement about the product and then work into more specific areas. However, because I am concerned that those of you reading this review may tire and stop at some point. I want to ensure that if you read just one thing it be this:
    A very interesting statement was made by Richard Baker (One of the Authors of this campaign setting) in one of his newest Forgotten Realms novels. He said "Some fans think that taking the Realms in a new direction means we have lost respect for the dozens of authors and game designers that have worked on the setting before us, but nothing could be further from the truth. Ed Greenwood's world inspires me now more than it did the first time I laid eyes on it..." Prior to that paragraph he says that swordmage, without a doubt the worst realms book ever written, is his "own small part of hammering out a bold new leap for the realms." I bet that Richard Baker is the kind of man that marries a woman telling her he loves her and then proceeds to change everything about her. If these men who are 'hammering out a bold new leap for the realms' actually loved the realms they would have the respect to love the realms in a dignified way not change vast amounts of it.

    Now I am about to spoil some things for you if you haven't been keeping up on novels in the realms or you haven't read the 4th edition campaign setting. I will tell you a few things and you decide for yourself if they have stayed true to the realms you know and love and if this is a product you want to purchase and play in. They have destroyed the weave and the shadow weave, both magics still exist but casting is a bit different due to both this settings change and the 4th ed rules. Mystra is dead, Eilistraee is dead, Lathander is now Amaunator, Qilue is dead, Khelben "Blackstaff" Arunsun is dead (killed by Bruce Cordell in his first Forgotten Realms novel, if thats not arrogance what is?) And the date has been moved up about 100yrs. So that all the characters you know and love are gone. Does this sound like changes made with respect for the realms?

    Some changes in the sci-fi fantasy world take place due to corporate pressures and are often changes simply for the sake of change. There is an erroneous belief that in order for a long standing sci-fi fantasy series to stay viable from a sales perspective that it needs to be heavily changed over time. And this may be true for many products in the entertainment industry. But the sci-fi fantasy market is actually filled with die hard fans that are the ones making the bulk of the purchases. But the changes that we see in this campaign setting are not even that noble. No, these are the changes made by some second rate supplement producers finally let lose on actual novels, so they were more concerned with making their mark and making it a big one than being respectful to the setting we all know and love.

    1 out of 3 people found this review helpful.

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  • Posted March 31, 2009

    more from this reviewer

    I Also Recommend:

    Interesting but Disorganized

    The 4th Edition of Dungeons and Dragons is a great game, much easier to play and to get new players involved than previous 3rd edition... however, the Forgotten Realms Campaign Guide (and Forgotten Realms Players Guide) are too disorganized to be easily useable by any brand new players or dungeon masters interested in starting their campaign in the Forgotten Realms Campaign Setting.

    The introductory setting and adventure are great! but not worth the cost of the book entirerly. So, the rest of the book is dedicated to the different areas of the Forgotten Realms World... which compared to the 3rd Edition Setting has advanced 100 years and survived (mostly) the Spell Plague which has ravished most established communities and factions... yet somehow they fail to adequately fill you in on these changes and the guide does not present much coordinated history of the new campaign setting. It is organized by location, but they are in alphabetically order and not related geographically. The large map at the end of the book is great, but you basically have to figure out for yourself who is neighbors of who and how they might interact in a campaign.

    I would have much prefered a more logical lay out of and order of describing each location/setting as they related to each other - start in the Northwest Icewind Dale and go south and east so that there is a logical connection between each area. Instead, you are basically presented with a gazeteer where you have to skip all over the book to figure out where you are, refer to the map, then try to figure out what neighbors you have. Very confusing for a first time dungeon master or players and never did I get the feeling that this was the rich, wonderful tapestry of locations that I remember from 2nd and 3rd editions or that is brought to life in all the Forgotten Realms novels that have been published.

    As an avid D&D fan I do plan to use a lot of the material present in the book but I worry that inexperience dungeon masters and players are just going to be overwhelmed and not know where to go once the introductory adventure is done.

    Let's hope the Eberron Guidebooks coming out are better organized than the Forgotten Realms books...

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    Posted December 6, 2008

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    Posted November 20, 2008

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    Posted January 13, 2009

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    Posted May 18, 2009

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    Posted November 8, 2008

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    Posted May 3, 2010

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    Posted April 29, 2009

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