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Author Topic: The Realm setting from Time of High Adventure  (Read 401 times)
acseric
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« on: September 12, 2011, 12:20:03 PM »

Are there any maps or expanded information from The Real setting that was included in Time of High Adventure?

I was hoping to get some additional information about the setting before running the modules in the book.

Thanks,

Eric
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Number Three
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« Reply #1 on: September 12, 2011, 12:38:13 PM »

Official Crafty Ops can correct me if I'm wrong, but I believe The Realms was written up just as a binding agent for the three ToHA modules.  They were originally written as setting independent.
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« Reply #2 on: September 12, 2011, 04:21:17 PM »

Three is correct in his appraisal of The Realm's creation. The short answer to your question is: "No, what you get in ToHA is all the information currently available about The Realm".

The longer answer runs thusly. The modules in ToHA reference Valespire, but any major city in nearly campaign world will do just fine. The principal world stipulations within ToHA, devoid of campaign flavor, are these:

There's a Kingdom, and the players are in it.
This Kingdom has a King.
This Kingdom has a major church with significant political influence.

As those three tropes exist in like 99% of RPG campaign worlds, it felt pretty safe to use them.  Smiley

It should also be noted that none of the modules in ToHA actually take place IN Valespire. The place is referenced, but does not appear. Sins of the Fathers, this year's GenCon premiere, IS set in Valespire, and makes use of the existing world notes in ToHA, but even then the only major campaign stipulation present in SotF is:

The Mages of the Kingdom have been driven underground.

This is the single biggest factor that makes the "Realm" flavor different from any of the thousand other fantasy rpg settings out there). In the ToHA flavor, this has happened at the hands of the church, but your campaign world can work it in however you want.
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« Reply #3 on: September 12, 2011, 04:37:02 PM »

We don't plan to map The Realm out, and will be expanding it only in discreet (and easily ignored) chunks. This is intentional, as it lets you drop adventures from pretty much any fantasy game directly into the setting with little trouble, add your own with even less, and generally use and abuse the setting with impunity.

Meanwhile, we continue to benefit from an implied base setting, which lets us mildly unify our adventures moving forward.

Everyone wins. Smiley
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« Reply #4 on: September 13, 2011, 01:10:44 AM »

This is the single biggest factor that makes the "Realm" flavor different from any of the thousand other fantasy rpg settings out there). In the ToHA flavor, this has happened at the hands of the church, but your campaign world can work it in however you want.

I vaguely, very vaguely, recall that the 3E Blackmoor fluff had a similar component.  It didn't seem like a mage friendly world, but my info was all second hand.
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