Absolutely excellent! Even without the crunch (sadly locked in 3e), this is one of the best FR resources available for 5th edition! I absolutely adored the information about the FR setting, and think it does a better job of introducing players to the realms than the Sword Coast Adventurers Guide.
My map came with the book. It was glued to the back. At first while pulling it off I feared that I was going to rip either the map or the back inside cover. Thankfully, that did not happen (at least, didn't to any noticeable effect).
The art in here is absolutely glorious as well, if you're one to buy the supplements for that reason.
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Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Hardcover – May 29, 2001
by
Ed Greenwood
(Author),
Skip Williams
(Author),
Sean K Reynolds
(Author),
Rob Heinsoo
(Author)
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Skip Williams
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Print length320 pages
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LanguageEnglish
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PublisherWizards of the Coast
-
Publication dateMay 29, 2001
-
Dimensions8.4 x 0.9 x 11 inches
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ISBN-100786918365
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ISBN-13978-0786918362
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Product details
- Publisher : Wizards of the Coast; 1st edition (May 29, 2001)
- Language : English
- Hardcover : 320 pages
- ISBN-10 : 0786918365
- ISBN-13 : 978-0786918362
- Item Weight : 2.22 pounds
- Dimensions : 8.4 x 0.9 x 11 inches
-
Best Sellers Rank:
#345,508 in Books (See Top 100 in Books)
- #224 in Dungeons & Dragons Game
- Customer Reviews:
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4.7 out of 5 stars
4.7 out of 5
200 global ratings
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Reviewed in the United States on August 19, 2016
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12 people found this helpful
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Reviewed in the United States on June 12, 2001
Verified Purchase
I've been using the FR setting in my games for years now, and I gotta tell ya, this time around the WotC folks have really outdone themselves. The book is a wonderful example of what a fantasy setting can become - a map, a ton of ideas, and a framework to hold them together.
The FRCS gives you the nuts and bolts of running a realms campaign, (geography, weather, races, cultures, calendars, alphabets and languages) and then proceeds to give you a meltdown-inducing amount of adventure ideas. Add to that the Realms sourcebook gives you a host of new rules (what gaming product can resist?) for new magic, new feats (based on a characters origin-nice), new races, new organizations, and my personal favorite: new prestige classes. I'm sorry, but if you can read the description of the Archmage prestige class without salivating, you simply aren't RPG material. The new Archmage is devastatingly stylish, well conceived and (of course) frighteningly powerful. Archmages gain access to extremely powerful abilities called High Arcana in exchange for sacrificing spell slots (nice idea, that). So an Archmage can permanently give up a ninth level spell slot in exchange for the ability to cast any spell they have memorized as an energy bolt doing d6 per spell level + d6 per level of Archmage. (e.g. 4th level Archmage converts a level 4 spell into energy that does 8d6 damage as a ranged touch attack-no save).
Rules to govern the Realms peculiar framework for magic, "the weave," are included. At first, they seem a little over-stylized, but they give the Realms another opportunity for role-playing flair, and provide an "in-game" way to describe magic and its effects. I particularly like the rules for the "shadow weave" as they offer numerous possibilities for villains and adventures.
The new map for the realms has been altered slightly (to maximize the use of the map surface) and the artwork has really been stepped up. It's a marvelous and inspiring map, and I'm hoping that WotC will feel compelled to sell it as a rolled up (fold-free) poster.
The amount of information on locales and personalities comes across like an all out assault on your faculties. There are hundreds upon hundreds of ideas, introductions, and other "mental fertilizer" for DMs of all persuasions. The individual entries are not very long, but you will find working knowledge and pointers on where to take a given setting for practically everything in Faerûn with a name. It is intended to serve as a jumping off point, and in this it succeeds brilliantly.
Non-player characters are placed throughout the sourcebook as examples of members of organizations, new races, or prestige classes. Examples are by far the best way to get this kind of multi-faceted information across quickly. The stats for Drizzt-Do'Urden are presented to illustrate the rules for the Drow as a player race, the new regional feat rules, and to give you an opportunity to use him as an NPC. The Realms setting often takes some heat for having powerful NPCs, and while this incarnation has its share of dangerous characters- the product doesn't suffer because of it. The NPCs exist in the sourcebook as ideas for the DM, and campaigns that would be disrupted by the presence of NPCs like Elminster should simply keep them far away from their gaming table.
Anyone who enjoyed the Realms before will want to have this book as part of their gaming library. Players new to the setting will find a world that is ready for whatever they want to throw at it. For DMs, the amount of information in this book and the amazing level of detail is inspiring (You want to know what the trade patterns are between Thay and its neighbors? Check.) Anything in this book can be used to start an adventure, which of course is the point.
If you're serious about your campaign-settings, buy one from folks who clearly take theirs seriously. The Forgotten Realms was always popular, but this product all but establishes itself as the gold standard of fantasy RPG worlds.
The FRCS gives you the nuts and bolts of running a realms campaign, (geography, weather, races, cultures, calendars, alphabets and languages) and then proceeds to give you a meltdown-inducing amount of adventure ideas. Add to that the Realms sourcebook gives you a host of new rules (what gaming product can resist?) for new magic, new feats (based on a characters origin-nice), new races, new organizations, and my personal favorite: new prestige classes. I'm sorry, but if you can read the description of the Archmage prestige class without salivating, you simply aren't RPG material. The new Archmage is devastatingly stylish, well conceived and (of course) frighteningly powerful. Archmages gain access to extremely powerful abilities called High Arcana in exchange for sacrificing spell slots (nice idea, that). So an Archmage can permanently give up a ninth level spell slot in exchange for the ability to cast any spell they have memorized as an energy bolt doing d6 per spell level + d6 per level of Archmage. (e.g. 4th level Archmage converts a level 4 spell into energy that does 8d6 damage as a ranged touch attack-no save).
Rules to govern the Realms peculiar framework for magic, "the weave," are included. At first, they seem a little over-stylized, but they give the Realms another opportunity for role-playing flair, and provide an "in-game" way to describe magic and its effects. I particularly like the rules for the "shadow weave" as they offer numerous possibilities for villains and adventures.
The new map for the realms has been altered slightly (to maximize the use of the map surface) and the artwork has really been stepped up. It's a marvelous and inspiring map, and I'm hoping that WotC will feel compelled to sell it as a rolled up (fold-free) poster.
The amount of information on locales and personalities comes across like an all out assault on your faculties. There are hundreds upon hundreds of ideas, introductions, and other "mental fertilizer" for DMs of all persuasions. The individual entries are not very long, but you will find working knowledge and pointers on where to take a given setting for practically everything in Faerûn with a name. It is intended to serve as a jumping off point, and in this it succeeds brilliantly.
Non-player characters are placed throughout the sourcebook as examples of members of organizations, new races, or prestige classes. Examples are by far the best way to get this kind of multi-faceted information across quickly. The stats for Drizzt-Do'Urden are presented to illustrate the rules for the Drow as a player race, the new regional feat rules, and to give you an opportunity to use him as an NPC. The Realms setting often takes some heat for having powerful NPCs, and while this incarnation has its share of dangerous characters- the product doesn't suffer because of it. The NPCs exist in the sourcebook as ideas for the DM, and campaigns that would be disrupted by the presence of NPCs like Elminster should simply keep them far away from their gaming table.
Anyone who enjoyed the Realms before will want to have this book as part of their gaming library. Players new to the setting will find a world that is ready for whatever they want to throw at it. For DMs, the amount of information in this book and the amazing level of detail is inspiring (You want to know what the trade patterns are between Thay and its neighbors? Check.) Anything in this book can be used to start an adventure, which of course is the point.
If you're serious about your campaign-settings, buy one from folks who clearly take theirs seriously. The Forgotten Realms was always popular, but this product all but establishes itself as the gold standard of fantasy RPG worlds.
51 people found this helpful
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Reviewed in the United States on January 11, 2003
Verified Purchase
In my 18 years of role-playing, I have to say that this is the finest TSR book that has been produced. I understand others criticism that the book doesn't focus on any particular geographical area, but that is not its intent. This book takes hundreds of dollars worth of material, and synthesises and consolidates it down to one very long, small-print rulebook with many superb illustrations, maps, etc. A DM could get thousands upon thousands of hours of role-playing out of its source material.
What this book does extraordinarily well, and as a DM, what I find invaluable, is that it gives the best 360 degree look at the Realms I have seen. There are pages discussing the seasons, weather, holdidays, races, cultures, languages, etc, along with over a hundred pages discussing every part of the Realms. While no section is overly deep, I think it is 80% of the depth of any of the previous materials. Combine that 80% of the functionality with about 700% of the breadth, along with 100% consistency between the materials and their timing, and you have a fantastic value.
If you are either a player or a DM in the realms, this is a must-have book on the order of the Player's Handbook, Dungeon Master's Guide, and Monster Manual. Enjoy!
What this book does extraordinarily well, and as a DM, what I find invaluable, is that it gives the best 360 degree look at the Realms I have seen. There are pages discussing the seasons, weather, holdidays, races, cultures, languages, etc, along with over a hundred pages discussing every part of the Realms. While no section is overly deep, I think it is 80% of the depth of any of the previous materials. Combine that 80% of the functionality with about 700% of the breadth, along with 100% consistency between the materials and their timing, and you have a fantastic value.
If you are either a player or a DM in the realms, this is a must-have book on the order of the Player's Handbook, Dungeon Master's Guide, and Monster Manual. Enjoy!
14 people found this helpful
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Reviewed in the United States on October 13, 2018
Verified Purchase
New product, arrived in perfect condition. The content - as many reviewers said - is the reference for your campaign in Faerun. Weather, culture, economy, religion, history, couple of plots for each region which gives close to a 100 ideas of scénario makes it an infinite resource. Very very happy to have this book, and the maps.. oh dear I wish 5e would give us again beautiful maps like these!
2 people found this helpful
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Reviewed in the United States on November 5, 2004
Verified Purchase
This is a great OVERVIEW of the most popular part of Faerun. It gives you a lot of general information on races, skills, spells and geography. It also gives a basic overview of contries and major towns.
If you like to create most of your setting yourself this is great. But if you want details of towns and rivers, this is (at best) a shopping guide: which detailed guide is right for you (Silvermarches, shining south, ancient empires, ...)
The writing is good, the illustrations nice and mostly relevant. 3rd edition rules, and the timeline is updated/expanded from the old 2ed material (15 years covered).
Overall I really enjoy it as an inspiration and general reference, but don't buy it expecting "everything about everwhere" - it is the exceutive summary, not the whole report.
If you like to create most of your setting yourself this is great. But if you want details of towns and rivers, this is (at best) a shopping guide: which detailed guide is right for you (Silvermarches, shining south, ancient empires, ...)
The writing is good, the illustrations nice and mostly relevant. 3rd edition rules, and the timeline is updated/expanded from the old 2ed material (15 years covered).
Overall I really enjoy it as an inspiration and general reference, but don't buy it expecting "everything about everwhere" - it is the exceutive summary, not the whole report.
9 people found this helpful
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Reviewed in the United States on January 30, 2002
Verified Purchase
This is the most intensely beautiful and amazingly comprehensive role-playing book I have ever seen. The people at WOTC have shown good judgement and taste in re-aligning the setting with the basic rules, and re-releasing it in such spectacular form. It is so dense and drool-inducing, I lack the words to describe my joy at its existence.
Despite my rating, however, there has been a little sloppiness to contend with in the first printing... Mis-prints are disturbingly common (at least one every couple of pages), and few "famous faces" or places of Faerun (sic.) are treated with the breadth of information that they deserve. However, since looking at just this book is the equivalent of looking at a unified basic made up of the 3rd edition PHB, DMG, and Monster Manual (whoops! Did I just say that out loud?), I tend toward forgiveness.
Despite my rating, however, there has been a little sloppiness to contend with in the first printing... Mis-prints are disturbingly common (at least one every couple of pages), and few "famous faces" or places of Faerun (sic.) are treated with the breadth of information that they deserve. However, since looking at just this book is the equivalent of looking at a unified basic made up of the 3rd edition PHB, DMG, and Monster Manual (whoops! Did I just say that out loud?), I tend toward forgiveness.
5 people found this helpful
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Top reviews from other countries
good item
5.0 out of 5 stars
Five Stars
Reviewed in the United Kingdom on September 21, 2017Verified Purchase
A++
Mário Alexandre Silva
5.0 out of 5 stars
Five Stars
Reviewed in the United Kingdom on June 13, 2014Verified Purchase
very good item, excellent seller
Amazon Customer
5.0 out of 5 stars
Wonderfull!
Reviewed in the United Kingdom on October 30, 2015Verified Purchase
Amazing! It had a large map and a well kept!
William Humphreys
4.0 out of 5 stars
Useful Source
Reviewed in the United Kingdom on February 14, 2013Verified Purchase
This is a great source for a fan of the Forgotten Realms, I found it very useful in writing my campaign.
Amazon Customer
3.0 out of 5 stars
Für Nostalgiker und Fans von über-detailierten Hintergründen
Reviewed in Germany on May 11, 2017Verified Purchase
Die "Vergessenen Reiche" sind eines der drei "klassischen" D&D Settings (Neben Dragonlance und Greyhawk) und von den dreien das beste. Aber wie viele "alte" Settings (dieses hat 1987 seine Wurzeln) ist es Über-Detailiert und hat zu viele Fans bei denen der Fanatiker durch kommt. Wehe der Spielleiter wagt es einen Stein anders zu benennen...
Daher mehr etwas was man aus Nostalgie-Gründen (war mein 2. bespieltes Setting, mein erstes bespieltes Fantasy-Setting und mein einziges bespieltes Fantasy-Setting) denn aus wirklicher Notwendigkeit im Regal hat. Ideensteinbruch ist noch ein Nutzen, das "Abfeilen der Seriennummer" ist hier einfacher als bei "DasSpielenAndere" und die ausgebauten Teile interessanter.
Daher mehr etwas was man aus Nostalgie-Gründen (war mein 2. bespieltes Setting, mein erstes bespieltes Fantasy-Setting und mein einziges bespieltes Fantasy-Setting) denn aus wirklicher Notwendigkeit im Regal hat. Ideensteinbruch ist noch ein Nutzen, das "Abfeilen der Seriennummer" ist hier einfacher als bei "DasSpielenAndere" und die ausgebauten Teile interessanter.
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