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Forgotten Realms Player's Guide

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Academic year: 2023

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About a hundred years have passed in the world since the previous edition of the campaign setting. While most drownings are villains firmly in the Spider Queen's thrall, not all suffer this way.

GENASIGENASI

Earth: Brown leather; golden energy lines and eyes; bald with golden energy lines shining on his head. Firesoul: Reddish bronze skin; fiery orange energy lines and eyes; flickering flames coming from the power lines in the head.

OTHER COMMON RACESOTHER COMMON RACES

Small communities exist in the Western Heartlands, Elturgard, and along the shores of the Shining Sea. Lycanthropes have always dwelt in the shadows of the human and elven realms of Faerûn.

SUPPORTING CASTSUPPORTING CAST

For almost four thousand years, every deva has incarnated again and again in the world of Toril. Each of them has been reincarnated in the farthest corners of the world over dozens of lifetimes; all of Toril is now their home.

SWORDMAGESWORDMAGE

Strength should be your second best ability score as it improves your attack powers and keeps your base attack bonus high. Constitution applies extra effects to many of your attacks, so it should be your second highest score.

SWORDMAGE OVERVIEW

  • At-Will Spells
  • Encounter Spells
  • Daily Spells
  • Utility Spells
  • Encounter Spells
  • Daily Spells
  • Utility Spells
  • Encounter Spells
  • Daily Spells
  • Utility Spells
  • Encounter Spells
  • Daily Spells
  • Utility Spells
  • Encounter Spells
  • Daily Spells
  • Utility Spells
  • Encounter Spells
  • Daily Spells
  • Encounter Spells
  • Daily Spells

Hit: 1[W] + Intelligence modifier damage and the target is immobile until the end of your next turn. Hit: 1[W] + Intelligence modifier damage and the target is weakened until the end of your next turn.

WARLOCK (DARK PACT)WARLOCK (DARK PACT)

Encounter Powers

SPELLSCARREDSPELLSCARRED

  • Daily Powers
  • Utility Powers
  • Daily Powers
  • Utility Powers
  • Encounter Powers
  • Daily Powers
  • Utility Powers
  • Encounter Powers
  • Daily Powers
  • Utility Powers
  • Encounter Powers
  • Daily Powers
  • Utility Powers
  • Encounter Powers
  • Daily Powers
  • Encounter Powers
  • Daily Powers

Hit: 2d10 poison damage and the target is stunned until the end of your next turn. Hit: 1d10 psychic damage and the target is blinded until the end of your next turn.

PARAGON PATHSPARAGON PATHS

Hit: 1d10 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn. If you are human, you gain a +1 bonus on all d20 rolls until the end of your next turn.

EPIC DESTINIESEPIC DESTINIES

Effect: You gain regeneration equal to your highest ability score until the end of the encounter. Effect: Until the end of the encounter, each creature that attacks you and fails to hit takes damage equal to half its level.

AGLARONDAGLAROND

Roleplaying Tips: You have an inordinate preoccupation with the pantheon and destinies of the gods. You are not always sure of the best way to achieve your goals, but you remain open to many possibilities.

AKANÛLAKANÛL

Roleplaying Tips: You are haughty in speech and action, and that behavior leads some people to view you as naive. However, you are not, and you do not care to take advantage of those who underestimate you.

AMNAMN

However, you have seen the corruption and immorality that pervades Amn's plutocracy, and you are dedicated to changing the system. Merchant House: The shadow of Amn's wealth darkens the lives of the nation's impoverished population, and you've always looked at that wealth with envy.

BALDUR’S GATEBALDUR’S GATE

Even though you've seen the world before, Baldur's Gate holds a special place in your heart. Many people in Baldur's Gate are content with provincial life and claim their little piece of urban prosperity.

CALIMSHANCALIMSHAN

However, because your family is part of Calimport's ruling class, you are at risk from both sides of the conflict. Motivated by magic, you're likely to find Calimshan filled with whispers of mysterious anomalies that require investigation.

CHESSENTACHESSENTA

You speak little of your past, but you speak of the future with a thirst for redemption. The Forest Kingdom of Cormyr lies at the western end of the Sea of ​​Fallen Stars, nestled between the Storm Horns and Thunder Peaks and stretching from the Stonelands to the Dragonmere.

CORMYRCORMYR

The brave and noble people of Cormyr are rightly proud of their ancient kingdom and see the Land of the Purple Dragon as a redoubt for sanity in a world gone mad. The citizens of Cormyr are fiercely loyal to House Obarskyr and tolerant of the machinations of the various noble houses.

TILVERTON SCAR

Whether you are of noble birth or a proud free resident, you are now tested and eager to make your way in the world by confronting the threats that surround the Land of the Purple Dragon. Beyond the borders of the Forest Kingdom, you see the opportunity to forge your own destiny, unbound from the stifling grip of an age-old monarchy.

THE DALELANDSTHE DALELANDS

The northern Dales have prospered largely over the past century, thanks to a strong alliance with the elf-ruled Myth Drannor and close ties to the kingdom of Cormyr to the south and west. The southern Dales have fallen under Sembia's sway as that trading kingdom continues its gradual but relentless northward expansion.

GHOST HOLDS

When powerful lords go to war, it is the peasants and townspeople of the world who suffer. Roleplaying Tips: You seek out large settlements that have diverse populations and offer the interaction of multiple cultures.

DRAGON COASTDRAGON COAST

Mention of the Dragon Coast conjures up images of dark alleys and shady dealings, of thieves' guilds and pirate ships. Roleplaying Tips: You are amazed at the "wonders" of the world and often make comments about things that seem mundane to most.

DURPARDURPAR

The kingdom of Durpar lies south of the Raurin Desert, in the southeastern corner of Faerûn. Long thought destroyed by the inhabitants of the rest of the continent, this coastal kingdom is surrounded by the menacing monsters of the Beast Lands.

ADAMA’S TOOTH

You are one of the exceptions - your crystal plangent prosthesis appears to function identically to your original limb, making you a perfect candidate for further experimentation. Monstrous Lineage: You are a child of the Beast Lands, counting at least one "monster" among your ancestors.

OLD VAELAN

Most of the inhabitants of the kingdom gather within walls in hopes of keeping the beasts at bay, but some brave souls set out to stem the rising tide of monsters or to connect with the outside world. Betrayed: Despite your noble ambitions to defend your homeland against the monsters of the Beastlands, you now believe that Durpar is already secretly under the rule of the Beastlords, and that you were deceived by those who claimed to value your efforts.

EAST RIFTEAST RIFT

The horrendous casualties resulting from the creation of the Underworld forced the gold dwarves to re-examine their solitary ways. Defender: Countless enemies of the eastern rift are ready to attack, preparing a final assault that will spell the end of the golden dwarves.

LOST UNDERHOME

You are eager to explore the secrets of the Underdark to learn what caused the destruction and to preserve the cultures and societies lost to this region's ruin. Beneath the heights of the North Wall range, windswept scrubland marches to the shining sea.

ELFHARROWELFHARROW

CUIVANU

Healthy cities line the shores of the Shining Sea, and beyond the North Wall lie the Plaguelands of ancient Halruaa. Beneath the mysterious Star Mounts, on the southern edge of the ancient high forest, the gray valley straddles the River Delimbiyr to the north.

GRAY VALEGRAY VALE

A region prosperous thanks to river traffic, trade caravans from distant lands, and other travelers searching for treasure among the ruins of lost kingdoms, Gray Vale is a land ripe for adventure.

THE LOST PEAKS

Southwood: This young forest separates a portion of Gray Vale from the Highstar Lake and the serpent people of the High Moor. Roleplaying Tips: You are fiercely protective of Gray Vale and seize the opportunity to come to its defense.

THE SOUTHWOOD GOBLINS

Unlike other areas of the North, the people of Gray Vale are decidedly mixed, mixing cultures from across the region. Wild Youth: You come from one of the barbarian tribes of Uthgardt that roam the lands north of Gray Vale.

THE GREAT DALETHE GREAT DALE

DUN-THAROS

The Great Dale is a rugged frontier, beset by the dangers of the Dunwood and the variations of nature in a cold, northern climate. Guardian of Yeshelmaar: The druids and their allies who serve the Circle of Leth guard the length and breadth of the Great Dale.

ORACLE OF FORTRESS CLYMPH

Roleplaying Tips: You are wracked by hungers you don't understand, and your temper waxes and wanes with the moon. You consider yourself a proud member of the Circle of Leth and swear your allegiance to Nentjarh, who guards these lands.

HIGH IMASKARHIGH IMASKAR

Collector: You are a member of the Collectors, a political group that handles the acquisition of information and resources. Enacter: You are a member of the Enacters, a political group charged with carrying out the will of the Empress.

THE CITY OF THE GODS

Arcane Power: Imaskari culture is steeped in arcane tradition, producing some of the greatest wizards the world has ever seen. The retreat of the sea, together with widespread corruption, has led this region into decline.

IMPILTUR IMPILTUR

Roleplay Tips: You may have fallen on hard times, but you have the skills of a merchant. Roleplaying Tips: You are fanatical about Impiltur, and its sorry state fills you with shame.

MORTHAK THE EVERHUNGRY

Roleplaying Tips: The dubious payoff and heightened dangers have given you a pessimistic outlook that casts all your perceptions in the worst possible light. Roleplaying Tips: You harbor resentment and sadness at the fate of your homeland, but are relieved to be freed from the terror that destroyed the place of your birth.

LURUARLURUAR

THE KINGDOM OF MANY-ARROWS

Roleplaying Tips: You are experienced and confident in your abilities, but secretive about your background. Roleplaying Tips: You know that reputation is a factor in choosing a High Lord, so you're always eager to take action to improve your name.

LUSKANLUSKAN

No group rules for long, but each one leaves an indelible stamp on the broken cesspool that this once vibrant and active city has become.

CUTLASS ISLAND

Still, you've managed to make a living here with bounty hunting, and once you've cut your teeth on the mean streets of the city, you've decided to venture further afield to capture more lucrative prey. Safety: Growing up on the streets of Luskan, you were no stranger to suffering in your childhood and youth.

FANG ISLAND

Roleplaying Tips: You are never afraid when it comes to taking a life to avoid risking your own. Roleplay Tips: You are a cold, calculating professional who is all business.

MOONSHAE ISLESMOONSHAE ISLES

The Isles of Moonshae, home to two human cultures, the druidic Ffolk and the seafaring Northmen, are beset by the growing threat of Feywild and Amnian mercenaries bent on conquest.

MYRLOCH VALE

Roleplaying Tips: You pride yourself on your personal strength and distrust the machinations of manipulators and traders. Fey-Cursed: The encroaching dangers of the Feywild have unleashed a plague of malevolent fey on the Moonshae Isles.

RUATHYM

Ffolk Rearguard: The twin threats of Amnian mercenaries and the encroachment of the Feywild have forced many of the Ffolk from their traditional villages. Ffolk, northerners and outsiders alike have all fallen prey to the machinations of the fey.

MYTH DRANNORMYTH DRANNOR

Roleplaying Tips: You are a patriot of Myth Drannor and defend it against all attacks, whether physical threats or belittling. Roleplaying Tips: You are obsessed with the past of Myth Drannor and wish to discover its lost relics.

NARFELLNARFELL

Narfell is merciless, and its relentless cold claims the lives of the weak, the weak, and the foolish. Lost Power: Many come to Narfell in search of the legendary secrets of the Nar-magic wielders, eager to learn the methods of binding demons and harnessing their power.

NELANTHER ISLESNELANTHER ISLES

A renowned haven for some of the most bloodthirsty pirates to ply the waters of the Sword Coast and beyond, these islands are no place for the unwary.

BURIED TREASURE

As the descendant of one of the most infamous pirates, you are either blessed or cursed with an unsavory ancestry. With your old life at the bottom of the sea, you are ready to step into a new one.

SEA TOWERS

Infamous Heir: Such was the wickedness and brutality of the Nelanter pirates that tales of their exploits still strike fear into the hearts of those who make their living at sea. After washing up on one of the nearby islands, you managed to hang on long enough for a passing ship to pull you off the rock.

NETHERILNETHERIL

MINES OF DEKANTER

Roleplaying Tips: You are intensely proud of your heritage, but at the same time you rebel against the arrogance of the Dutch elite. Your loyalty is to the Twelve Princes of Shadow and the Most High, who brought about the rebirth of the realm.

RAVAERRIS

Roleplaying Tips: You feel lost and lost in the world, yet you continue to use the teachings of the church that rejected you as a shield from further pain. Roleplaying Tips: Although you are fully convinced of the greatness of the realm, you are nevertheless curious about the lands that surround Netheril.

THAYTHAY

Roleplaying Tips: You have multiple identities, different masks you wear for different situations. Roleplaying Tips: You are committed to removing Szass Tam from power and ending his reign of terror.

TAX STATIONS

Roleplaying Tips: Red wizards are known for their arrogance, cunning, and treachery, and you embrace these traits as virtues. Those at the pinnacle of culture are too decadent to care what changes Szass Tam brings, and those at the bottom rarely live long enough to improve their lot.

TYMANTHERTYMANTHER

BLACK ASH PLAIN

Roleplaying Tips: You are a rebel, rejecting the prevailing orthodoxy of your race for a new faith. Roleplaying Tips: You are cautious and slow to trust, suspicious of the dangers of your new world.

VILHON WILDSVILHON WILDS

The untamed lands formed by the draining of much of the Vilhon Reach and the destruction of Chondath are known as the Vilhon Wilds. Plagued by the Spellplague and the continued threat of the Plaguewrought Land, the Vilhon Wilds are a true frontier.

CHONDATH

Roleplaying Tips: You've lived a hard life, surviving only on your wits and the help of your closest friends. Scar Pilgrim: The Plaguewrought Land attracts pilgrims of all kinds, from artists, mystics, and shamans seeking inspiration or guidance, to magicians hoping to unlock arcane secrets.

PLAGUEWROUGHT LAND

Some come to live on the edge of this surreal terrain, while others linger on the edge just long enough to muster the resources or courage needed to plunge into the changing landscape. The City of Splendors is a center of commerce, where representatives of every race, creed and nation come to trade, spread rumors and make their fortunes.

WATERDEEPWATERDEEP

Similarly, natives of all Waterdhavian species cling to a life of adventure in the hopes of striking it rich. Roleplaying Tips: Accept the risk, cold-bloodedly calculate your options while taking risks in the hope of an even bigger profit.

UNDERMOUNTAIN

Power of Amaunator Channel Divinity class feature, use Channel Divinity to summon the power of Amaunator, you must worship Amaunator. Tymora's Coin Channel Divinity class feature, Use Channel Divinity to summon Tymora's Coin must worship Tymora.

RITUALSRITUALS

When the ceremony is over, you perceive everything clearly from the perspective of the animal host. The evil major god Asmodeus is the lord of the nine hells and his legions of devils.

DEITIES OF TORILDEITIES OF TORIL

Lady of the Night Evil Great Goddess Shar is the goddess of the night and the sister of Selûne. Trust the Lady of the Night, for she will guide you through the darkness.

LORE OF THE LAND

Mielikki: A well-aligned goddess who cares for and protects forest realms, she makes her home in the domain of Silvanus. Sheela Peryroyl: This well-aligned goddess is prominent among the half ling gods and renowned for her beauty.

LORE OF THE LANDLORE OF THE LANDORE OF THE LAND

Waukeen: An independent goddess associated with trade and wealth, Waukeen occupies part of Amaunator's domain. Instead, the days of the tour are indicated by counting from the beginning of the day.

THE ROLL OF YEARS

A Faerunian year is 365 days long, marked by the passage of Toril around the sun. Every culture across Faerûn has its own special festivals and holidays, the occurrence of which depends on the passage of the sun, moon or some other event.

THE ROLL OF YEARSTHE ROLL OF YEARS E ROLL OF YEARS

THE CALENDAR OF HARPTOS

Below is a brief account of the recent Roll of Years and the coming years that would be familiar to most adventurers.

LANGUAGES

LANGUAGESLANGUAGES

COIN AND COMMERCE

N AND COMMERCECOIN ANDAND COMMERCEOEE

CLASS AND STATION

CLASS AND STATIONCLASS AND STATION S AND STATION

FAMILIES

LEARNING

ADVENTURERS

FAMILIESFAMILIES

LEARNINGLEARNING

ADVENTURERSADVENTURERS

THE SPELLPLAGUE

THE SPELLPLAGUETHE SPELLPLAGUEE SPELLPLAGUE

COSMOLOGY

COSMOLOGYCOSMOLOGY

ABOUT THE DESIGNERS

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