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Dizlag
2008-01-30, 04:19 PM
Link to the article (http://www.wizards.com/default.asp?x=dnd/drfe/20080130a).

I haven't played in this setting for years. For those of you who have, what do you think of this article?

And here's the article as a spoiler ...

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.


Enjoy!

Dizlag

Talya
2008-01-30, 04:45 PM
Link to the article (http://www.wizards.com/default.asp?x=dnd/drfe/20080130a).

I haven't played in this setting for years. For those of you who have, what do you think of this article?

And here's the article as a spoiler ...

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.


Enjoy!

Dizlag


I truly hate the direction they've gone in here. However, it does, at least, explain the difference in how spellcasters access their magic now in 4e compared to 3.5. Hopefully, they resurrect Mystra in the continuing metaplot and the world returns to a semblance of normality.

Talya
2008-01-30, 04:48 PM
Link to the article (http://www.wizards.com/default.asp?x=dnd/drfe/20080130a).

I haven't played in this setting for years. For those of you who have, what do you think of this article?

And here's the article as a spoiler ...

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.


Enjoy!

Dizlag


I truly hate the direction they've gone in here. However, it does, at least, explain the difference in how spellcasters access their magic now in 4e compared to 3.5. Hopefully, they resurrect Mystra in the continuing metaplot and the world returns to a semblance of normality.

Neo
2008-01-30, 05:02 PM
yeah, it does seem to be a bit of a heavy messing about with lore and stuff. Hopefully there's some better explanation why all of a sudden when the goddess of magic dies magic goes nuts and plaguelike, when it hasn't the last 3 times, it just switched off mostly.

Also when did Abeir become a seperate place.

Will pick it up later in the year when it comes out, but so far it looks like a house rule game to me, which sucks.

horseboy
2008-01-30, 05:24 PM
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.
ZOMG! They are turning it into Earthdawn! I totally called it!


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.That's apparently set in Rifts.

Rachel Lorelei
2008-01-30, 05:40 PM
Hopefully, they resurrect Mystra in the continuing metaplot and the world returns to a semblance of normality.

Mystra never dies for good. I mean, who would Ed Greenwood Elminster sleep with? ...besides all those female archmages?

ShadowSiege
2008-01-30, 05:40 PM
They should have killed Elminster and Drizz't. As is, it's sparked my curiosity about playing the setting in 4e at some point. I'd still probably go to an Eberron setting first, if I were to play a published setting in 4e.

Nightgaunt
2008-01-30, 05:41 PM
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.


This is conjecture, but are these lines evidence that magic is certainly a part of all classes and not limited to mages. To a degree this was always true, but with the book of nine swords like fighters it's almost like everyone is a mage, just different Kinds of mages.

By the way did they Official spell Rogue Rouges, or did you type that out?

Talya
2008-01-30, 05:46 PM
They should have killed Elminster and Drizz't. As is, it's sparked my curiosity about playing the setting in 4e at some point. I'd still probably go to an Eberron setting first, if I were to play a published setting in 4e.


I like Drizzt. He's not "marty-stew" at all, and is a source of some good books. I just don't like all his clones among the teeming masses.

horseboy
2008-01-30, 05:51 PM
This is conjecture, but are these lines evidence that magic is certainly a part of all classes and not limited to mages. To a degree this was always true, but with the book of nine swords like fighters it's almost like everyone is a mage, just different Kinds of mages.

By the way did they Official spell Rogue Rouges, or did you type that out?
That's the way it looks to me. All PC classes are at least innate casters. My friends, welcome to Disciplines.

ShadowSiege
2008-01-30, 06:00 PM
By the way did they Official spell Rogue Rouges, or did you type that out?

Yes, they did. Fission mailed, WotC.


I like Drizzt. He's not "marty-stew" at all, and is a source of some good books. I just don't like all his clones among the teeming masses.

My mistake, Drizzt. I keep confusing the spelling with that of Drizz'l, the Prince of Dark Elves in 8-Bit Theater. Accursed fantasy apostrophes. They're like heavy metal umlauts.

Illiterate Scribe
2008-01-30, 06:06 PM
Eurgh, I'm worried about the fact that spellfireplaguechaosunobtainium is now rampaging through the planes as well. Slaughter the FR all you like, but don't dare touch my Planescape.

Arakune
2008-01-30, 06:27 PM
Looks like it's going towards some familiar setting. Though here goes the chance to see it int the USA now that FR got it's niche.

SurlySeraph
2008-01-30, 06:41 PM
Hm. I'm not nearly as angry about this as I expected to be. I thought the effect of the Spellplague was just going to be "Everyone who can cast spells except Elminster is dead. Now all the countries with a lot of spellcasters in them are completely different, and you can't use the old magic items anymore." The changes in geography are interesting (even the ridiculous ones, like dropping a new continent on top of Maztica), they aren't getting rid of most of the traditional magic items (well, except wands and scrolls, but they said they're going to make a new system for wands so I can deal with that), there's still magic all over the place, and all the ancient-long-forgotten-ruins and such places are still around and still powerful. They specifically said the Sword Coast was untouched, which I'm glad to hear. Most of the places they devastated are the less used areas, which I can tolerate having shaken up.

At least it's still a high-magic setting. What really annoyed me was that with the way they'd talked about the Spellplague before, it seemed like they were going to get rid of all of the powerful magic items and ancient magic locations. They're not going to, so I can deal with all the continent-swapping and plane-shaking.

Newtkeeper
2008-01-30, 06:53 PM
Well, it seems like Faerun may yet turn out to be a great place to run a campaign- so long as you don't want to play in Faerun. I worry they are going to try to adapt it to 'points of light'- and Faerun isn't about that!


BTW:

Does anyone remember the switchover from 2e to 3e? I know there was some divine wackiness around that time; was it quite so dramatic?

VanBuren
2008-01-30, 06:55 PM
Well, it seems like Faerun may yet turn out to be a great place to run a campaign- so long as you don't want to play in Faerun. I worry they are going to try to adapt it to 'points of light'- and Faerun isn't about that!

Yeah! It's about Elminster sleeping with Mystra and being a Gary Stu.

Fax Celestis
2008-01-30, 07:05 PM
Does anyone remember the switchover from 2e to 3e? I know there was some divine wackiness around that time; was it quite so dramatic?

Yes. 2e to 3e was The Time of Trouble (http://en.wikipedia.org/wiki/Time_of_Troubles_%28Forgotten_Realms%29)s.

Ominous
2008-01-30, 07:10 PM
Yes. 2e to 3e was The Time of Trouble (http://en.wikipedia.org/wiki/Time_of_Troubles_%28Forgotten_Realms%29)s.

A fun time when the gods walked among the mortals and caused all sorts of mayhem.

The_Blue_Sorceress
2008-01-30, 07:11 PM
Well, clearly if I'm going to be playing in Faerun in 4e I'm not going to be playing in their Faerun. I liked my Faerun the way it was, thank you very much. I think it will stay that way in my games.

-Blue

horseboy
2008-01-30, 07:17 PM
Yes. 2e to 3e was The Time of Trouble (http://en.wikipedia.org/wiki/Time_of_Troubles_%28Forgotten_Realms%29)s.
No, that was from 1st to 2nd. I was still playing at that time. I don't know what they did 2nd to 3rd I had stop playing by then.

Fhaolan
2008-01-30, 07:22 PM
Wow.

As you say Horseboy, all they need are floating mountain-citadels, and add in rock-people as a PC race and you've got a carbon copy of Earthdawn.

It does explain how they're going to mix in the dragon-born and the new version of tieflings into FR, as described in races and classes. They'll be from Abeir.

I honestly didn't think they'd go this far. Huh. Luckily, I run my own campaign so I'm not dependant on anything WotC produces. I can adapt stuff on a one-off basis if I like it, but no canon-wielding edition ninjas can touch me. :smallsmile:

Illiterate Scribe
2008-01-30, 07:24 PM
Wow.

As you say Horseboy, all they need are floating mountain-citadels, and add in rock-people as a PC race and you've got a carbon copy of Earthdawn.
:

Shadowvar/Netheril?

horseboy
2008-01-30, 07:26 PM
Wow.

As you say Horseboy, all they need are floating mountain-citadels, and add in rock-people as a PC race and you've got a carbon copy of Earthdawn.

*Cough*Warforged*Cough*

VanBuren
2008-01-30, 07:26 PM
No, that was from 1st to 2nd. I was still playing at that time. I don't know what they did 2nd to 3rd I had stop playing by then.

Die Vecna Die!

It was essentially a campaign that spanned Greyhawk, Ravenloft and finally Planescape that involved some cult trying to something with Vecna who got stopped, but only after causing some major changes to the multiverse.


Even with Vecna's removal, his time in the crux effected change in superspace. Though the Lady of Pain attempts to heal the damage, the turmoil spawned by Vecna's time in Sigil cannot be entirely erased. Some Outer Planes drift off and are forever lost, others collide and merge, while at least one Inner Plane runs "aground" on a distant world of the Prime. Moreover, the very nature of the Prime Material Plane itself is altered. Half-worlds like those attached to Tovag Baragu multiply a millionfold, taking on parallel realism in what was before a unified Prime Material Plane. The concept of alternate dimensions rears its metaphorical head, but doesn't yet solidify, and perhaps it never will. New realms, both near and far, are revealed and realms never previously imagined make themselves known. Entities long thought lost emerge once more, while other creatures, both great and small, are inexplicably eradicated. Some common spells begin to work differently. The changes do not occur immediately, but instead are revealed during the subsequent months. However, one thing remains clear: Nothing will ever be the same again.

mostlyharmful
2008-01-30, 07:28 PM
Wow.

As you say Horseboy, all they need are floating mountain-citadels, and add in rock-people as a PC race and you've got a carbon copy of Earthdawn.

It does explain how they're going to mix in the dragon-born and the new version of tieflings into FR, as described in races and classes. They'll be from Abeir.

I honestly didn't think they'd go this far. Huh. Luckily, I run my own campaign so I'm not dependant on anything WotC produces. I can adapt stuff on a one-off basis if I like it, but no canon-wielding edition ninjas can touch me. :smallsmile:

Well, Shade came back from the shadow plane and wifted about Anarouch, then they lifted Sakkor and the one that was in the Gates of the Moon came back and by a hundred years later I'm sure they've got more flying cities. note these are the flying cities not just the flying castles/citidals of which there are many many more.

And Pooof goes my Halruuan setting where magic users were allowed to be smart intergrated members of society. Damnit, I really liked working out what happened when the rules actually interacted with the setting and that's what Halruua was.

Fax Celestis
2008-01-30, 07:32 PM
No, that was from 1st to 2nd. I was still playing at that time. I don't know what they did 2nd to 3rd I had stop playing by then.

Riiiiiiiight. Die, Vecna, Die (http://en.wikipedia.org/wiki/Die_vecna_die)! was 2e to 3e.

Thane of Fife
2008-01-30, 07:52 PM
The Apocalypse Stone did a decent job of making the 2nd to 3rd edition swap - not only did it (ideally) destroy whatever campaign world it occurred in, the stuff in the back suggested that, should you be unwilling to let the world die, a bunch of new things would happen, things like the appearances of monks, barbarians, sorcerers, and half-orcs.

Dragonmuncher
2008-01-30, 11:41 PM
Just a note: I could have sworn that I've read that the "points of light" concept isn't meant for Faerun, just like it's not really meant for Eberron. So you don't have to worry about that- POL is just sort of like a default setting.

Dhavaer
2008-01-31, 05:58 AM
Huh. I might actually consider playing in FR now.

Morty
2008-01-31, 09:18 AM
Meh. That's stupid, but not really surprising. The needed to put in some magical cataclysm to justify their new casting system and new races.
Well, fare thee well, FR. You were good setting in 3rd edition.

Darrin
2008-01-31, 09:57 AM
My thoughts can be summed up thusly:

FR-Commoner #1: "So, let me get this straight... the gods are dead or walking the earth, magic has gone completely berzerk, and every major spellcaster except Ed Greenwood's favorite pet NPCs have been killed?"

FR-Commoner #2: "Ayup."

FR-Commoner #1: "Huh. Must be Thursday."

Tren
2008-01-31, 10:20 AM
My thoughts can be summed up thusly:

FR-Commoner #1: "So, let me get this straight... the gods are dead or walking the earth, magic has gone completely berzerk, and every major spellcaster except Ed Greenwood's favorite pet NPCs have been killed?"

FR-Commoner #2: "Ayup."

FR-Commoner #1: "Huh. Must be Thursday."

El. Oh. El. :smallbiggrin:

That just totally made my day, and I think you win this round of internetz.

Leicontis
2008-01-31, 10:49 AM
The impression I get from what I've seen of pre-3.x FR is that the setting has had cataclysmic events to change the nature of magic and a few other things, but on the whole has remained the same setting. The geography, cultures, politics, etc have been relatively stable, all things considered. It sounds like 4E is throwing this out the window. From this article, FR4.0 will be Forgotten Realms in little more than name.

What do you want to bet that the team put in charge of FR4.0 weren't particularly fond of FR? This whole deal seriously looks like the kind of evisceration done by a DM who doesn't like the setting as-is and just wants to use little bits of the setting-specific source material.

Kurald Galain
2008-01-31, 11:02 AM
The impression I get from what I've seen of pre-3.x FR is that the setting has had cataclysmic events to change the nature of magic and a few other things, but on the whole has remained the same setting. The geography, cultures, politics, etc have been relatively stable, all things considered. It sounds like 4E is throwing this out the window.

We can call it FRINO...

Since I've hardly ever played in the FR I really don't mind this much, but I imagine it could upset the fans.

Learnedguy
2008-01-31, 12:16 PM
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.

Are those Dragonmarks? because I think those smell like Dragonmarks:smallamused: !

Theli
2008-01-31, 12:22 PM
Dragonmarks don't disappear. They are visible whether or not the power in question is being used.

But yeah, it's possible that the same mechanics used for spellscars may be the foundation for 4E Eberron dragonmarks.

Fhaolan
2008-01-31, 12:59 PM
Are those Dragonmarks? because I think those smell like Dragonmarks:smallamused: !

Horrormarks. Yet another Earthdawn parallel. :smallbiggrin:

Although I joke about it, it is weird how much the revealed 4th edition stuff feels like yet another Earthdawn 2nd edition (For those not in the know, Earthdawn 1st edition was produced by FASA. With some very weird licencing agreements, FASA licenced both Living Room Game and RedBrick Limited to produce new material for Earthdawn. LRG's version is labeled '2nd edition', and RBL's version is labeled 'Classic' but changes enough stuff that it is really an alternate 2nd edition).

Or, if you *really* want to get into conspiracy theories... maybe this is the first step being made for a merger of WotC and FASA, either Hasbro buying up FASA, or selling WotC off to FASA. :smallbiggrin:

horseboy
2008-01-31, 01:10 PM
Or, if you *really* want to get into conspiracy theories... maybe this is the first step being made for a merger of WotC and FASA, either Hasbro buying up FASA, or selling WotC off to FASA. :smallbiggrin:

Hmm, useful horrormarks, Paladins are the new Horrorstalkers?
The reoccurring rumor I keep hearing is the guy who wrote Eberron was a huge Earthdawn fan. Given the similarities between it and Barsaive it certainly makes sense. I think they're just biting real hard. (Biting in the 80's stance of one who rips off another break dancer's routine, for all you kiddies)

bosssmiley
2008-01-31, 01:43 PM
Are those Dragonmarks? because I think those smell like Dragonmarks:smallamused: !

Sound a bit like Birthright's blood abilities, or possibly Red Steel's Legacies, to me. But that could just be because it's another manifestation of the generic "Behold, magic flows through my veins and gives me KEWL PWRZ, but also runs the risk of mutating me" meme. :smallwink:

Conspiracy theory hat on: I think I begin to see why WOTC never released much from T$R's 'golden age of settings'. They could just wait an edition and release all the discontinued material again with a FRINO sticker on it.

Floating Islands, blood abilities, wild/dead magic areas...

Roderick_BR
2008-01-31, 01:47 PM
The Apocalypse Stone did a decent job of making the 2nd to 3rd edition swap - not only did it (ideally) destroy whatever campaign world it occurred in, the stuff in the back suggested that, should you be unwilling to let the world die, a bunch of new things would happen, things like the appearances of monks, barbarians, sorcerers, and half-orcs.
That's not much of a worry now, since every now and then a new book shows lots of new classes and races anyway.

And, more than ever, this feel like one of DC Comic's retcons. The 37 variations of spellcasting are result of Cyric killing Mystra? Sounds like when Superboy Prime changed reality when he hit the walls of that pocket-dimension in the beggining of Infinite Crisis.
First, we had wizards, and clerics, with bards, druids, rangers, and paladins being just little variants. Now you have several different kinds of spellcasting, and they make an event to explain why.

Mkhaiwati
2008-01-31, 03:00 PM
Sound a bit like Birthright's blood abilities, or possibly Red Steel's Legacies, to me. But that could just be because it's another manifestation of the generic "Behold, magic flows through my veins and gives me KEWL PWRZ, but also runs the risk of mutating me" meme. :smallwink:



actually, you kinda hit the mark, here. The Shadow Weave, if I recall correctly, was a Birthright creation by.... Rich Baker. This is also not the only item to make an appearance into the Realms that was transported from Birthright. Coincidentally, Rich Baker is also overseeing the FR transition...



What do you want to bet that the team put in charge of FR4.0 weren't particularly fond of FR? This whole deal seriously looks like the kind of evisceration done by a DM who doesn't like the setting as-is and just wants to use little bits of the setting-specific source material.

Chris Perkins admitted a couple of months ago that people that work there at WotC hadn't run in FR game in over a year. Most movers and shakers of the Realms (Ed, Eric Boyd, Steve Schend, and others) either do freelance work and/or are no longer employed by WotC directly. Ed Greenwood just does freelance work and is not considered a WotC employee.

Tren
2008-01-31, 03:16 PM
We can call it FRINO...

I'm not getting something, FRINO?

Timmit
2008-01-31, 03:23 PM
I'm not getting something, FRINO?
Forgotten Realms In Name Only.