Showing posts with label Forgotten Realms. Show all posts
Showing posts with label Forgotten Realms. Show all posts

Friday, May 8, 2026

Fantasy Fridays: FOR4 The Code of the Harpers

The Code of the Harpers
 I really need to get back to these. The obvious reason is I have not been playing much Forgotten Realms recently as Jackson, IL has taken up all available game time and mental processing. But seeing how I have spent the last few days trying to puzzle out something I just dropped on the players (the foreign exchange student from Finland, Renee Jäneläinen, just walked into Sylvia Velasco's El Espejo Oscuro and called Sylvia "Godmother." I have no idea how that is working out.) I thought maybe I let that stew a bit and check in on the Realms. No updates from the characters really, Sinéad, Nida, Arnell, Jaromir, and Rhiannon are still heading east. But I'll talk about their reactions to the Harpers as they happened (back in September? October?).

The Code of the Harpers

1993. Forgotten Realms Accessory FOR4. By Ed Greenwood. Cover art by Jeff Easley, interior art by Scott Rosema. For AD&D 2nd Edition. 128 pages.

Ok. Lets put two things out there right now. First, Ed Greenwood LOVES his Harpers. They are the secret -not-so-secret society of do-gooders in the Realms, and he has a very high opinion of what they do, who they are, and their place in the Realms. Naturally. I can't fault him for that at all. 

Secondly. I neve cared for them. Now, in my defense (such that it is) I think what I didn't care for was the attitude of various players about having their characters be part of the Harpers and what I thought the Harpers were. To me they seemed more like one of those Societies (capital S) that gets by on their name and the deeds of a handful of actually talented people that did good work once apon a time. As it turns out, there are plenty of groups like that in the Realms (the Flaming Fists, for example, could be like this), but this isn't who the Harpers were or are.

So, instead of going with my original preconceptions about who and what this group is, I am going to view them through Ed's eyes. This has served me well in the past and has given me a whole new appreciation for the Forgotten Realms. 

I picked this book up as a Print-on-Demand book and PDF from DriveThruRPG. I am reviewing both.

The Code of the Harpers

One thing seemed to jump out at me from the start. The Harpers are made up of a lot of Bards. I think this was true in Ed's original ideas for the Harpers with 1st Edition Bards. There is a lot here that makes me think that these roles are better served by someone with fighter, thief, and druid skills. Like the old 1st edition Bards. But this book is expanded enough to use the AD&D 2nd edition Bards and I also get the feeling that the AD&D 2nd Edition The Complete Bard's Handbook would be a good companion piece to this. 

This book is divided into roughly 19 sections. Not really chapters. 

The Prologue and Introduction provide some in-universe and real-world background on the Harpers and on what this book is about. 

The next dozen or so pages in The Code of the Harpers. This tells us who the Harpers are and what they do in the Realms. This chapter did a lot to alleviate my preconceived ideas about what the Harpers are. They seem less like a group of Shriners (only because they always keep popping up doing something [note the Shriners actually do things other than drive little cars]), and more like a rag-tag group of underfunded, underfed people trying to do good things. Though if the Harpers could drive little cars in parades to get money for sick kids, I think they would. In many ways, they remind me of S.A.V.E. from Chill. 

A couple of interesting bits here are the things expected of Harpers (a lot) and the symbols left behind by Harpers to warn others. Though I think after a while others have figured these out. 

The History of the Harpers is next, about 16 pages, and it is a fun read. Even at this point I only know enough of the Realms to be somewhat dangerous, there are a lot of dates and more people here. Am I supposed to know them all? I don't think I am. I think this is Ed's way of introducing someone and then filling in the gaps later. I think only Ed knows it all, and maybe not even then. So I guess I am not supposed too either. This flows right into The Harpers Today, with "today" as 1367 DR (which is still 10 years in my game's future).

What follows next are 30-some odd pages of NPCs that can be used: Master Harpers, Senior Harpers, Harper Heroes, and Some Selected Harpers. There are some names here I do recognize, but it has also given me some good NPCs to have on hand. I didn't count, but it looks like Chaotic Good is the alignment of choice among Harpers. Makes a lot of sense, really. 

Again, one thing is very obvious here. Ed loves his characters. Everyone from Elminster and The Simbul all the way down to Sheenra Duth seems to be equal in his eyes. Well...I think he might love The Simbul more (I know *I* do).

The High Heralds are akin to "elite Harpers," but they feel like something else. Special agents might be the better word. Each one seems a little different from the others.

Harper Allies is exactly that. People who help the Harpers but are not Harpers themselves. Three are presented here, The Simbul herself, Tamper Tencoin, and Beldara Larune who I am dying to use somewhere.

Harper Haunts covers about 15 pages and details various strongholds and hideouts of the Harpers. 

Harper Magic is divided into two sections: Spells and Magical Items. Spellsingers are mentioned, but not really detailed here. Spells, should really be called Spell, since there is only one. Lots of magic items though. 

Foes of the Harpers is an interesting one since it is really a "Foes of Good" sort of chapter. I mean yeah I could be a snarky little bitch and say there is a clear Black and White division here of all Harpers good, all that oppose them are bad. BUT I think that defeats the purpose of what this books is trying to present. All these foes are well funded, ingrained into their societies, and very powerful. The Harpers are a bunch of scrappy nobodies (for the most part) and certainly fighting an uphill battle that they will more than likely lose. But the battle is always fought. And I think that is important.

We get a couple of pages of Joining the Harpers. Some songs on Harper Ballads (no sheet music like Dragonlance), and finally a Monstrous Compendium page on a Spectral Harpist.

About the PDF and PoD

My PDF is rather clear, to be honest. The Print-on-Demand has the fuzziness common to scanned files, but it is not terrible and is still very readable. 

Code of the Hapers PoD

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

My characters in the game I play in are headed East. I am sure they will run into some Harpers at some point, maybe they already have!

But for this I want to talk more about how the characters see the Harpers. Jaromir and Rhiannon are too involved with the idea of Rashemen to think about what the Harpers mean to them. Nida isn't really "good" (Alignment-wise) enough to join them and she has no desire to get killed for a lost cause.

That leaves Arnell and Sinéad. I can see Arnell wanting to join up, but as a cleric he would make a better ally than an operative.

The leaves my little half-elf bard/wizard Sinéad.

On paper, Sinéad would make for a great Harper. She is a bard, she plays the lute (ok, but there is no group out there called "The Luters"), and she has magic. I may have mentioned before that Sinéad is part of a long line of near-witch half-elf characters of mine who use music as the basis of their magic. Her spiritual "godmother," Heather, was built around the idea of what I thought a Harper or Spellsinger was. By all rights, Sinéad SHOULD be a Harper.

But I think here is where I exercise a bit of humility. 

Sinéad isn't going to be a Harper. She might have opinions about them, but like me, most of them are wrong.

Reading this book set me right on what the Harpers really are, not what I thought they were. 

Following the examples set out by the Harpers themselves, I can't, in good conscience, have one of my new favorite characters just up and join them because I've decided I now know better. 

Maybe the Harpers are watching her. Maybe they think she might be a good recruit, or not. Either way, she will move on east with her merry band of misfits and lost children, and the Harpers will keep their eye on them. Besides, if nothing else, the Harpers are seen as loners. Sinéad and her group are very much "found family," even if Arnell and Sinéad still don't really get along all that much. Their togetherness is their purpose.

The Harpers have likely already tagged my witch NPC, Moria (in the Realms game I run), as "potential problem, keep watch on her." (Note to self, could I port a version of Moria over to Jackson??)

I have read and reviewed many Realms books since starting this project. This one has been one of the nicer surprises. 

Saturday, January 31, 2026

Character Creation Challenge: Day 31, The Simbul Witch Queen of the High Witchcraft Tradition

The Simbul Witch Queen of the High Witchcraft Tradition
There are only a few characters created by others in this game that I can say I absolutely adore. Feiya is one, so is Iggwilv. And The Simbul, aka Alassra Shentrantra Silverhand, is another. As I said before, Ed Greenwood's obvious love for this character in his writing pulled me into this character, and I love her. I love her power, her madness, and her obvious tragedy. She is great, and I could not wait to add her to my games. Of course, I had to put my own spin on her.

The Simbul is often misunderstood because people take her madness at face value. They see chaos, volatility, and emotional extremity and assume a lack of control. That is a mistake. The Simbul is not mad because she is weak. She is mad because she is too strong for the structures that attempt to contain her.

Unlike Iggwilv, who burns down identities and walks away, Alassra remains. She stays. She binds herself to place, to people, to purpose. Aglarond is not merely her realm; it is her anchor, her sanctuary. Her madness is the pressure of power that refuses to dissipate. Where other archmages retreat into towers, demiplanes, or abstraction, The Simbul holds the line in the world itself.

This is the essential difference between High Witchcraft and the more solitary or liminal traditions. High Witchcraft is not about secrecy or withdrawal. It is about standing openly in the storm of magic and daring the world to endure you. The Simbul does not hide her power, nor does she soften it for the comfort of others. She bleeds magic. She leaks prophecy. She burns bridges even as she protects them.

"Do NOT presume to lecture me, Larina Nix, envoy of Baba Yaga or not."

- Alassra Silverhand, The Simbul

Her relationship to the Seven Sisters is equally telling. They are reflections of Mystra’s will, but Alassra is the one who most visibly suffers for it. She is not the most restrained, nor the most diplomatic, nor the most serene. She is the one who feels everything. That emotional intensity is not incidental. It is the price she pays for channeling magic on a scale that would unmake lesser beings.

If Iggwilv represents the witch who refuses all masters, then The Simbul represents the witch who accepts a burden no one else can carry and survives it anyway.

Alassra Shentrantra Silverhand "The Simbul"
Alassra Shentrantra Silverhand "The Simbul"

31st level Human Arch Witch/Witch Queen (21/10), Neutral
Tradition: High Witchcraft

Secondary Skill: Initiate

S: 14
I: 18
W: 15
D: 18
C: 16
Ch: 19

Paralysis/Poison: 2
Petrify/Polymorph: 2  
Rod, Staff, or Wand: 2
Breath Weapon: 4
Spells: 3

AC:  -2 (Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 18 -4)

HP: 78
THAC0: 8

Weapon
Dagger +1 1d4/1d3

Familiar: Familiar Spirit

Occult Powers
1st level: Familiar
7th level: Witch Vision (see magic, invisible) 

Archwitch Powers: Mastery of the Veil (gained at level 7), Arcane Communion (gained at level 9), Unbound by Circles (gained at level 11). 

Witch Queen Powers: Awesome Presence, Occult Eminece (Witch's Blessing), A Thousand Faces, Timeless Body, Ninth Level Spells (5)

Spells
Cantrips: Arcane Mark, Daze, Mote of Light, Object Reading, Open,
First level: Analgesia, Bar the Way, Burning Hands, Charm Person, Comprehend Languages, Eldritch Fire (Silverfire), Glamour, Mend Minor Wounds
Second level: Arcane Disruption, Agony, Alter Self, Continual Flame, Dweomerfire, ESP, Evil Eye, Web 
Third level: Bestow Curse, Clairsentience, Control Winds, Danger Sense, Dispel Magic, Fly, Lightning Bolt
Fourth level: Analyze Magic, Ball Lightning, Divination, Polymorph Others, Polymorph Self, Remove Curse
Fifth level: Break Enchantment, Maelstrom, Sending, Ward of Magic 
Sixth level: Analyze Dweomer, Greater Scry, Mislead, Rain of Fire
Seventh level: Astral Spell, Chain Lightning, Greater Teleport 
Eighth level: Eye of the Storm, I Am The Fire, Storm of Vengeance, 
Ninth level: Foresight, Imprisonment, Seal the Gate, Power Word Kill, Shapechange

Theme Song: Every Little Thing She Does is Magic

The Simbul occupies a rare and precarious position. She is both an Arch Witch and a Witch Queen, but she is not defined by conquest, hierarchy, or cult. Her authority is not derived from dominion over other witches, but from presence. When The Simbul acts, reality pays attention. When she speaks, even the gods listen carefully.

She is best used in a campaign not as a quest-giver or antagonist, but as a force of nature given human form. The Simbul does not maneuver behind the scenes. She erupts. She intervenes. She is not a gentle breeze; she is a storm, she is a hurricane. 

She makes decisions that reshape the magical landscape, then lives with the consequences, in full view of the world. Player characters who encounter her should feel small, not because she belittles them, but because she reminds them of the scale at which magic can truly operate.

Yet, for all her terrifying capability, there is a deep sadness at the heart of Alassra Shentrantra Silverhand. She has given up the possibility of an ordinary life, not for ambition, but for necessity. She endures so that others may not have to. That sacrifice is what elevates her from a powerful spellcaster to a Witch Queen in the truest sense.

I am not sure what I feel about her canonical death. While I do not pretend for a moment that any Witch Queen should live forever, her end feels strangely hollow to me. Yes, she died doing something entirely in character, but the framing feels uncomfortably refrigeratory, reducing a complex, volatile, deeply loved figure to a moment of narrative utility rather than culmination.

In my games, she sacrifices herself, yes, but not in that way. It is her magic and her sanity that are consumed, burned away to seal what could not otherwise be contained. Alassra lives, but she is vastly diminished. The storm has passed, and what remains is the woman who stood at its center.

I like to think that in this state, Elminster keeps her hidden and protected, not as a guardian of the realm, but as a dear and close friend who refuses to let her story end in silence. He works without rest to restore what was lost, knowing full well that success is uncertain. Whether she will ever return as the Simbul the world knew is unclear. But she is alive. 

And for a Witch Queen, that matters.

Where Iggwilv survives by changing, and others by ruling, The Simbul survives by being remembered, even when she can no longer remember herself.

Character Creation Challenge


And that's another 31 Day Character Challenge!

Sunday, January 18, 2026

Character Creation Challenge: Day 18, Symgharyl Maruel and The Scaled Sisterhood

Photo by Tiểu Bảo Trương: https://www.pexels.com/photo/a-woman-in-purple-dress-8508237/
Photo by Tiểu Bảo Trương
One of the things I have been working on are new Witchcraft traditions. These are not necessarily ones tied to real-world witchcraft myths and legends, but ones that have sort of grown in my own writings and games. Among these are the expected High Order witchcraft tradition and the Draconic witch tradition. 

My oldest loves dragons. So it was inevitable that sooner or later, I was going to build a witch who has a dragon as a patron. I have been picking at the idea for a number of years, but never really sat down to define what they are. I have talked about Draconic warlocks, but these are different.

The Scaled Sisterhood

Daughters of the Coil, Speakers to the first Coil

The Scaled Sisterhood is one of the oldest witch traditions, possibly predating humanity itself. Its rites were whispered in the coiled tongues of ancient serpents and carved in scales of molten basalt. These witches revere the serpent as a sacred archetype, a symbol of creation and destruction, wisdom and hunger, immortality and renewal.

They see no conflict in paradox: the snake sheds its skin to live anew, the dragon brings ruin to fertilize the earth. Destruction and renewal as a continual cycle. Their tradition honors these truths. 

Witches of the Scaled Sisterhood are often feared for their intensity, strange tongues, and unsettling poise. But they are sought as oracles, poisoners, protectors, and keepers of long-forgotten power. 

The serpent is the first teacher, the dream-voice that teaches in silence. Witches of this tradition see time as a circle, death as transformation, and magic as the tongue of fire spoken before the gods learned speech.
Many Scaled witches dwell in ruins, hot springs, caves, volcanic mountains, or the overgrown remnants of pre-human temples. 

Symgharyl Maruel, The Shadowsil

I talked about Symgharyl Maruel, aka The Shadowsil, a while back as a potential witch in the Forgotten Realms.  Since one of my stated goals with my witch classes is to replicate any sort of witch, I figure I'll give her another try.

You see more about here from the ever-useful Forgotten Realms wiki and from Ed Greenwood himself.

Symgharyl Maruel represents the extreme end of what the Scaled Sisterhood would be. In fact, we have a name already for it: The Cult of the Dragon. 

Symgharyl Maruel
Symgharyl Maruel

18th level Human Witch, Neutral Evil

Secondary Skill: Cultist

S: 9
I: 15
W: 15
D: 16
C: 14
Ch: 18

Paralysis/Poison: 7
Petrify/Polymorph: 7 
Rod, Staff, or Wand: 8
Breath Weapon: 10
Spells: 9

AC:  2 (leather armor +2, Ring of Protection +2, Dex 16 -2)
HP: 63
THAC0: 14

Weapon
Dagger +1 1d4/1d3

Familiar: pseudo dragon

Occult Powers
1st level: Familiar
7th level: Evil's Touch
13th level: Minor Hex

Spells
Cantrips: Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
First level: Black Fire, Cause Fear, Charm Person, Endure Elements, Ghostly Slashing, Light/Darkness, Minor Fighting Prowess, Sonic Blast
Second level: Discord, Enthrall, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile
Third level: Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Witch Wail
Fourth level: Analyze Magic, Elemental Armor (Fire), Intangible Cloak of Shadows, Phantom Lacerations, Withering Touch
Fifth level:  Blade Dance, Dreadful Bloodletting, Waves of Fatigue
Sixth level: Death Blade, Mass Agony, True Seeing
Seventh level: Death Aura, Greater Arcane Eye, Wave of Mutilation
Eighth level: Destroy Life, Mystic Barrier

Theme Song: Ever Dream

She compares well to her Basic-era version and her official AD&D 2nd Ed version. I guess the question I need to answer is this, "Is Symgharyl Maruel really a witch?" My go-to answer is always "why not!" but she really does feel like a witch to me. Either way, she is great, and in my games, she is still alive and still getting up to all sorts of trouble. 

I just need to figure out why she would go to Elminster and then later Manshoon for instruction. Maybe it is not that big of a deal, really. I don't need to hammer her into a "witch-shaped" gap. 

Character Creation Challenge


Wednesday, January 14, 2026

Character Creation Challenge: Day 14 Taryn Nix and Warlocks

Taryn Nix from BG3
 I have not talked much about Warlocks here at all for this challenge, which is an oversight of sorts. I have Warlocks I am using in my Occult D&D game, but they feel a little overpowered at the moment. I am going to present one, my iconic warlock Taryn, and see where I might need to make adjustments. I am largely basing this on my The Warlock for Swords & Wizardry, but I think with other rules I have in place, I might need to tone it down and increase their XP. No idea just yet.

I mentioned Taryn already in this challenge. She is the daughter of my iconic witch, Larina, and she is a half-elf. Well...half Sidhe, but largely the same thing. She began life as a 4th edition character but became one of my more important 5th edition characters. 

Warlocks get fewer spells, but also gain invocations that can be used at least once per day. In Taryn's case here I am also granting her Cantrips, including one for her secondary skill. Unlike witches, warlocks do not gain bonus spells due to Charisma. Also warlocks can't participate in ritual spells unless stated, but this is not that big of deal. A lot of witches in practice don't participate in ritual spells.

AD&D Character sheet for Taryn Nix
Taryn

Half-elf 13th level Warlock (Fey), Chaotic Neutral

Secondary Skill: Initiate

S: 11
I: 17
W: 16
D: 13
C: 17
Ch: 16

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 1 (Bracers AC 1)
HP: 48
THAC0: 16

Weapon
Sword (Pact Blade) +2

Familiar: Black Cat "Mojo"

Spells
Cantrips: Mote of Light*, Chill, Clean, Ghost Sound
First level: Mage Armor, Chill Touch, Cause Minor Wounds, Häxen Talons, Eldritch Fire, Arcane Dart
Second level: Blur, Burning Gaze, Grasp of the Endless War, Phantasmal Armor, Share my Pain
Third level: Fangs of the Strix, Malice, Witch Fire, Clairsentience, Starlight
Fourth level: Arcane Eye, Elemental Armor, Rain of Spite, Pit of Pain
Fifth level: Blade Dance, Cry of the Nightbird, Telekinesis

Invocations
Arcane Blast, Agonizing Blast, Beguiling Influence, Aura of Fear, Pact Blade, Eldritch Ball of Flame, Supernatural Protection 

Taryn and reference books

Theme Song: I Am the Fire

Spells and Invocations combined are a lot for a 13th level caster, but some of those invocations are "passive" or have other effects; like Agonizing blast only effects Arcane blast. Pact Blade just effects a sword.  Still I might trim down the spells more.

Also warlocks top out at 5th level spells. 

I think my warlocks need some more work to be honest. 

Character Creation Challenge


Tuesday, January 13, 2026

Character Creation Challenge: Day 13 Jana & Sarana

Today I want to explore two similar witches. Or more to the point, two witches who approach similar magics and traditions of witchcraft from two different vectors.

Faerie Witchcraft witches

 Jana is another witch I created a couple of years ago. I wanted a human witch mixed up in the affairs of the Faerie Courts, in particular my Court of Swords. Despite being high(-ish) level, she is in way over her head. I have her serving the current Queen of Swords, Nicnevin. This is just one of her titles, she is also one of my witch queens. The Court of Swords is one of the "Shadow Courts" neither the Seelie nor the Unseelie, but somewhere in between. What they lack in prominence they make up for in guile, intrigue and ruthlessness. Nicnevin herself is ancient and very powerful. I say that Jana has a bit of fire nymph blood in her heritage, not enough to really do much than raise her charisma score a couple of point, but enough to give her entry to these courts. 

Sarana is not really my character exactly. She also featured in my War of the Witch Queens, in the adventure Tanglewood Keep, from DL15 Mists of Krynn, as well as a past Character Creation Challenge. She is a composite of two of Vince Garcia's characters, Sarana and Stevie, who may have been the same character anyway.

Jana & Sarana

Both of these characters are "Faerie Witches" that is, they are part of the faerie tradition. Since I am trying to figure out what my Occult D&D looks like through the lens of AD&D, I figured I would compare and contrast the play styles of two different sort of faerie witches. Jana is a faerie traditional witch from Mayfair's Role Aids book "Witches." Sarana uses my Faerie Tradition from my Old-School Essentials book, Monster Mash II: A Midsummer Night's Dream. I am also grabbing some ideas from my The Craft of the Wise: The Pagan Witch Tradition and The Green Witch for Swords & Wizardry. This covers OSE, S&W and AD&D 2nd Ed; so none of them are AD&D 1st ed. 

Given I am trying to stick close to their native rules today I am not using Cantrips or Bonus spells. 

Jana
Jana
13th level Human Witch, Neutral

Secondary Skill: Translator

S: 11
I: 17
W: 16
D: 12
C: 11
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 9
Rod, Staff, or Wand: 7
Breath Weapon: 11
Spells: 8

AC: 6 (Leather +2, AC 8)
HP: 31
THAC0: 16

Weapon
Dagger 1d4/1d3
Staff +1 1d6

Spells
First level: Audible Glamer, Comprehend Languages, Friends, Read Magic
Second level: ESP, Forget, Know Alignment, Detect Good & Evil
Third level: Delude, Speak with Animals, Tongues, Remote Seeing
Fourth level: Emotion, Fear, Wizard Eye, Enervation 
Fifth level: False Vision, Domination, Advanced Illusion
Sixth level: Mindwrite, Mislead

Theme Song: Another Year of Rain

Jana is one of Queen Nicnevin's translators. Her job is to cast sublte magic to both enthrall and intimidate visitors to the Queen's court. 

In my game Queen Nicnevin combines the mythological Nicnevin, with a bit of Hecate (already part of Nicnevin according to some scholars) and a bit of Scáthach


Sarana
Sarana
13th level Half-Elf (Gray Elf) Witch, Neutral

Secondary Skill: Herbalist

S: 10
I: 18
W: 19
D: 13
C: 15
Ch: 19

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (Robe AC 9 +3)
HP: 43
THAC0: 16

Weapon
Dagger +2 1d4/1d3
Staff 1d6

Familiar: White Dove, "Zeraida"

Spells
First level: Allure, Wailing Lament, Fey Step, Glamour
Second level: Burning Gaze, Evil Eye, Stunning Allure, Witch's Tooth
Third level: Blink, Psychic Assault, Magical Vestment
Fourth level: Command Person, Dryad's Door, Threefold Aspect
Fifth level: Baba Yaga's Secret Chest, Magic Cauldron
Sixth level: Arcane Window

Theme Song: Gypsy

Sarana is always an NPC, so I don't have much to say about her growth as a character. As a witch though she has fewer spells than does Jana at the same level. 

Sarana's Character Sheets

Along with Eireann and Rána, they were all in my "Kingdom of Rain" mini-campaign a couple years back. This was around the time I was experimenting with the Land of Faerie/the Feywild as a means to access other worlds. It would explain how I can have Forgotten Realms and Dragonlance Character's interact without resorting to gate spells, astral travel, or Spelljamming.


Character Creation Challenge


Monday, January 12, 2026

Character Creation Challenge: Day 12 Cirice

One of the things I have been trying to do is find a good witch class for my current AD&D games in the Forgotten Realms. I am running one and my oldest son runs the other and we both have our favored play-test GMPC/Play-test characters.

Up first is my son's character Cirice.

Cirice character sheets

Cirice, obviously named for the Ghost Song, is a Kitsune witch. Now, I have no idea if there are Kitsune in the Forgotten Realms or not, but we wanted to give one a try. We figure Kitsune can see in the dark, but don't have infravision. We have not decided if they are "demi-humans" in terms of multiclass vs dual class. We punted and gave her only one class.

So Cirice here is from Kozakura from the Kara-Tur area of the Forgotten Realms. She was one of the people on the ship in our first Forgotten Realms adventure along with Moria

Cirice also has psionics. She was the only character that night who ended up with them. I can say this, her having TK saved these characters butts more than a few times. Same with Cell Adjustment. One more character the cleric didn't have to heal was great.  I like psionics. A lot. But I really want a better system. Sounds like a problem with a future solution. 

In truth I have been thinking a lot about psionics and their role in a fantasy adventure game like D&D. I mean you would not see them in say "Lord of the Rings." But I also can't deny that psychics and psychic power was really popular when D&D/AD&D was new (the 1970s and all). So maybe there is a place for them.

Cirice
Cirice

12th level Kitsune Witch Priestess, Chaotic Neutral

Secondary Skill: Scribe

S: 14
I: 17
W: 16
D: 17
C: 16
Ch: 18
Cm: 18 (yes we did comeliness for this batch)

Paralysis/Poison: 9
Petrify/Polymorph: 9
Rod, Staff, or Wand: 10
Breath Weapon: 12
Spells: 11

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 16

Weapon
Dagger 1d4/1d3

Familiar: white Fox (a nine-tails) gains tails as it levels up, "Diaymo"

Spells
Cantrips: Chill, Detect Curse, Detect Poison, Mend
First level: Burning Hands, Bad Luck, Cat Fall, Charm Person, Glamour, Moonstone
Second level: Biting Blade, Evil Eye, Burning Gaze, Fever, Produce Flame, Blast Shield
Third level: Continual Fire, Feral Spirit, Witch Wail, Bestow Curse
Fourth level: Divine Power, Elemental (Fire) Armor, Intangible Cloak of Shadows, Instant Karma
Fifth level: Primal Scream, Blade Dance
Sixth level: Death Blade, Mislead

Psionics
Attack 278
Attack Modes: A, B, C, D, E
Defense Modes: a, b, c
Major Disciplines: Telekinesis, Teleport
Minor Disciplines: Invisibility, Levitation, Cell Adjustment

Theme Song: Cirice (naturally)

Again, another good character. I am looking forward to seeing her do more.

Character Creation Challenge

Saturday, January 10, 2026

Character Creation Challenge: Day 10, Esmé Valethorn and The Magus

Photo by RDNE Stock project: https://www.pexels.com/photo/woman-in-black-and-white-scarf-on-beach-6806632/
Photo by RDNE Stock project
 Esmé Valethorn is a character I rolled up back in the summer of 2024. So no deep history with her here. I wanted a character that would have a special interest in portals and how the line up along ley lines. She began life as a Blue Rose Adept, moving on to ShadowDark, a little bit in Baldur's Gate 3, and finally Wasted Lands.

Now she is finally where I want her, in AD&D 1st edition. 

Esmé is a magus, which is something of a cross between a magic-user and a witch, but think of them as professors of magic. That really fits how I see Esmé to be honest. She loves to give people her opinions. Trouble is she is right far more times than not. I have described her as outwardly very serious, inwardly very ridiculous. She is very "buttoned down" and dare I say conservative, but inside she loves the absurd. For example she pretends other wise, but Doireann and Amaranth are two of her closest friends; but she would be appalled if anyone knew this.

She is a Magus, but what exactly is that? Short answer a magus is a magic-user that also studies the mysteries of the occult in addition to the arcane. Certainly there is overlap in these topics, which is why the magus is a sub-class of the magic-user. 

This is my attempt to fulfill the promise of the Holmes Basic witch class.

THE MAGUS

The magus is a subclass of the magic-user, distinguished by their study of occult correspondences, ceremonial magic, and metaphysical law. Where the magic-user (wizard) channels arcane force through long years of spellcraft, the magus seeks to understand the hidden structure of magic and reality itself.

Magicians of this kind are often associated with academies, arcane colleges, or invisible orders of esoteric learning. Some belong to ancient schools or urban universities, while others work independently but draw on shared traditions. Regardless of origin, the magus is more urbane than hedge wizards or wild witches, more structured than mere spell-slingers, and more systematic than druids or illusionists.

While not as versatile as the magic-user in destructive sorcery nor as instinctively gifted as the witch, the magus excels in prepared rituals, symbol-work, magical theory, and the reading of strange phenomena. They are highly sought after as scholars, ward-makers, spirit-binders, and astrologers.

Magus spells include both arcane and occult types, but never the most potent wizardly magic. The magus may cast up to 8th-level spells, but never 9th.

Requirements: 

Intelligence 13+, Wisdom 11+

Prime Requisite:

Intelligence

Hit Dice:

d4

Armor Allowed:

None

Weapons Allowed:

Dagger, staff, dart

Spell Use:

Arcane and Occult (limited list, up to 8th level)

Special Abilities:

    Occult Literacy: At 1st level, the magus knows Read Magic automatically and may attempt to decipher occult writings or witch-scrolls (50% base chance, +5% per level) and clerical scrolls (5% base chance, +5% per level). Failures may not retry until gaining a level.

    Esoteric Focus: The magus must use a ritual focus (wand, crystal, blade, or orb). While wielded, it grants +1 on saving throws vs. spells and illusions to the magus.

    Ritual Participation: At the 2nd level, the magus may substitute as a Ritual Participant as either a witch, warlock, or wizard. They can not lead a ritual or be its primary spellcaster.

    Ritual Theory: Beginning at 5th level, the magus may cast one known spell per day as a ritual (casting time: 1 turn), without expending a memorized spell. They must have their grimoire present. Unlike casting a spell from a spell book, this does not destroy the spell in question. They cannot do this with a spell unknown to them.

    Ley Line Sense: At 7th level, the magus may detect ley lines, magical loci, and planar disturbances with 90% accuracy after one turn of study. This allows the magus to sense active portals or rifts, locate nodes for enhanced rituals (conferring an additional -1 to saving throws), and interpret magical residue or psychic impressions. 

    True Name Hypothesis: At 11th level, the magus gains +2 to saves against any named extraplanar being, and those creatures suffer −2 on saves to resist dismissal or banishment.

Magi may create magical items and engage in magical research as magic-users. They may use any magic item permitted to magic-users and witches, except those limited to a specific class (staff of the archmage, broom of the witch queen).

Magi are considered part of the educated elite in many societies, often forming cabals within universities, temples, or ancient halls of occult knowledge. Even the self-taught magus is familiar with the structure and culture of these institutions, and is rarely mistaken for a common sorcerer.

Upon attaining 9th level, a magus may seek or be invited into the service of a noble, monarch, religious figure, or powerful lord. In this role, the magus serves as an advisor, astrologer, ritualist, and arcane consultant, often holding a place of prestige within the court or temple hierarchy.

Duties typically include:

  • Casting horoscopes and natal charts to guide decisions of state, marriage, or succession.
  • Performing divinations and rituals to protect the realm or improve the fortune of their patron.
  • Advising on magical threats, relics, and omens.
  • Overseeing or suppressing occult phenomena, magical uprisings, or rogue spellcasters.
  • Occasionally, educating heirs or clergy in magical or philosophical matters.

While some magi serve faithfully and benevolently (as did John Dee for Queen Elizabeth), others may grow manipulative, arrogant, or dangerously entangled in prophecy, such as Rasputin with the Romanovs. A magus need not be evil to wield significant influence, though political entanglements carry great reward and greater risk.

A magus in such a role may receive room, board, access to libraries, laboratories, and a modest stipend, or even noble titles and land at the GM’s discretion. Such positions may attract rivals, enemies, or factions fearful of arcane influence.

A 9th-level magus may also found a philosophical lodge, occult college, or private sanctum where students and adepts gather to study ritual magic and Hermetic principles. These may serve as centers of learning, intrigue, or esoteric power. These worthies often take on the title of Grand Magus.

Unlike other wizards, Magi pursue magic as a sacred science. They seek harmony between the celestial and terrestrial, invoking the axiom "As Above, So Below." Their art is not mere spell-casting but the weaving of correspondences: colors, metals, stars, and numbers. Though their rituals are longer and more demanding, they wield powers that align with cosmic order. In ancient courts, kings turned to Magi to chart the stars, bind spirits, and inscribe seals of protection.

Esmé Valethorn
Esmé Valethorn
10th level Human Magus, Lawful Neutral

Secondary Skill: Scribe

S: 11
I: 18
W: 12
D: 12
C: 14
Ch: 15

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 8 (no armor, ring of protection +2)
HP: 25
THAC0: 19

Weapon
Dagger 1d4/1d3

Spells
Cantrips: Fire Finger, Hide, Knot, Clean
First level: Read Magic*, Burning Hands, Shocking Grasp, Unseen Servant, Light
Second level: Knock, Wizard Lock, Deep Pockets, Locate Object
Third level: Blink, Dispel Magic, Protection from Evil 10' Radius
Fourth level: Dimension Door, Minor Globe of Invulnerability
Fifth level: Teleport, Avoidance

Theme Song: Seven Wonders

I like Esmé. She is a fun character to play. She acts all serious, but really isn't or doesn't want to be.

I am using my new cantrips rules, but cantrips from the Unearthed Arcana. A magus, as a subclass of the magic-user does not get any bonus spells though like the witch or cleric. Still, she does have quite a few already.

Character Creation Challenge


Friday, January 9, 2026

Character Creation Challenge: Day 9 Aisling (Dreamer), Nida and The Shade

 I have been going through stacks of notes, character sheets, and just "stuff" from the days when I was playing AD&D all the time. Some things I find are fun, others are the typical gamer junk you expect from a 16-17-year-old. But sometimes I find something from a time long ago that makes me laugh out loud and wonder how on Earth I ever forgot it. The time was June (or so) 1989. The character was, is, Dreamer.

Dreamer, Belladonna, Aisling

Dreamer was, is, an AD&D 2nd Edition character that I never played or really finished. That's not what makes her special. What makes her special is how much she reads like a rough draft of my Warlock character, Taryn. 

Dreamer, named after the movie "A Nightmare on Elm Street 3: The Dream Warriors," was going to be a character who moved through dreams. She was Larina's daughter, but not from her husband, but my assassin character, Nigel. According to my notes, she was going to take some spells from the Dreamer class from Dragon #134. My thoughts were that she could invade people's dreams to kill them. But it never really worked out.

Taryn came much later. She is what I call my iconic warlock. She is Larina's daughter as well, but from a Shadow Elf Cavalier/Knight Scáthaithe, The Umbral Lord and Knight of Swords. She is a warlock, not a dreamer, but in both cases, Dreamer and Taryn are very specifically "Not Witches." They share some overlap, but only enough to make the differences more pronounced. Both live in a liminal world. Dreams for Dreamer (naturally) and shadows for Taryn. I take Taryn's liminality even further by making her a half-elf. Taryn is also named for Jennifer Rubin's character Taryn from Nightmare 3. Dark hair and a fondness for knives, yes, 10-inch mohawk, not so much.

Dreamer never got very far. I mean, she doesn't even really have a proper name, just a description and a couple of sentences of backstory (edit: A family tree suggests "Tarani," which is interesting, in one place, and "Belladonna" in another), BUT she does have something else. Notes. I know she was going to have some thief skills, not the whole set, but some. She was going to have some witch magic. I never got the dreamer class to work well for me, but I was going to use some of the spells.  I am taking all of this, along with some unused ideas for Taryn, and putting them into a blender.

For a class, well, the dreamer won't work, and this character is also not a warlock. She is not a witch, not completely anyway. I'd like to keep some aspects of the witch, but apply it to the thief class. Much like my Gallowglass is to Fighters. 

Aisling and Nida

The Shade

Operating in the liminal places between light and dark, between law and illegality, and between the seen and occult worlds lies the Shade.  Subclasses of the thief they use the same to-hit and saving throw tables. They possess a sub-set of the thief's skills and a few unique to their profession.

Shades are those individuals who dwell at the margins of witchcraft, moving unseen between the powers of the Craft and the unknowing world beyond. Neither initiated into the mysteries of witches nor wholly ignorant of them, a Shade survives by caution, agility, and an instinctive understanding of forbidden boundaries. It is said that Shades are drawn to witchcraft as are witches, but never actually hear the Call of the Goddess (God).

Many Shades serve covens or lodges as messengers, watchers, scouts, or attendants, trusted to act where a witch’s presence would draw too much notice. Others arrive at this role by accident, having lived near old places, survived a failed rite, or been spared by powers that marked them but did not claim them.

Shades possess an uncommon familiarity with occult dangers. They learn where circles are drawn, which paths are watched by spirits, and when to flee rather than fight. Their talents lie in stealth, balance, swift movement, and the reading of subtle signs, and they often excel at tasks requiring silence, precision, and nerve. Witches value Shades not for their power, but for their discretion and survivability. Warlocks seek them out for services that a normal thief would shun. Even Magic-users, Druids and Clerics value a professional with an eye for magical artifacts and items.

Shades operate like thieves but lack some of their key skills.

Shades have the following thief skills: Climb Walls, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks.

Additionally they have the follow skills unique to their class: Catwalking, Detect Magic, Sleight of Hand.

Shades do not have a sneak attack as do thieves and assassins. They can learn the Thieves Cant, but they must learn it as per any other language (not a free option). Shades of an evil sort can use poison. 

At 6th level a Shade also has limited spellcasting ability. They make cast witch spells from their own list of spells. 

(obviously a lot more to detail here. But that is my one cup of coffee so far effort.)

To test this out lets bring back Dreamer aka Belladonna aka Tarani, but as someone new. For a name? Well, when in doubt use Irish Gaelic! I also think to properly compare this new class I should use a thief with some magic, thankfully I have one on hand.

Aisling Rinceoir
Aisling Rinceoir

9th level Human Shade, Chaotic Good

Secondary Skill: Performer (Dancer)

S: 12
I: 16
W: 12
D: 17
C: 12
Ch: 16

Paralysis/Poison: 11
Petrify/Polymorph: 10
Rod, Staff, or Wand: 10
Breath Weapon: 14
Spells: 11

AC: 1 (Bracers AC 1)
HP: 36
THAC0: 16

Weapon
Dagger +1 1d4/1d3
Baton +1 1d4

Aisling Rinceoir
Shade Skills
Cat Walk: 85%
Climb Walls: 94%
Detect Magic: 85%
Find/Remove Traps: 50%
Hide in Shadows: 53%
Move Silently: 60%
Open Locks: 62%
Sleight of Hand: 65%

Spells
First level: Detect Invisibility, Glamour
Second level: Invisibility

Theme Song: Sweet Child O' Mine (First to Eleven cover)

Aisling (Irish for Dream or Dreamer) is no longer Larina's long lost daughter. She is a girl she rescued from in my playtest run of "A Barbarian in Hell" and adopted her as a "little sister." This way she is part of the West Haven Coven without being a full member. Plus I never gave Larina a sister before and I am kinda wishing I had done that.

Now to compare and contrast. I believe you all know Nida.

Nida
Nida

Human 4th level Thief / 9th level Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 11
I: 16
W: 13
D: 17
C: 16
Ch: 18

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Owl

Spells
First level: Bad Luck, Spell Dart, Minor Fighting Prowess, Blindness, Consecration Ritual (Ritual Spell)
Second level: Alter Self, Evil Eye, Hold Person, Rite of Remote Seeing, Weaken Poison
Third level: Bestow Curse, Dispel Magic, Toad Mind
Fourth level: Mirror Talk, Cloak of Intangible Shadows, Phantom Lacerations
Fifth level: Teleport

Theme Song: Spellbound

So Aisling is thief who has some witch powers and Nida is a witch with a thief's background.

Both characters have been fun in their respective games.

Character Creation Challenge


Tuesday, January 6, 2026

Character Creation Challenge: Day 6 Amaranth & Moria

 Moving on with my witches and witch types, I want to experiment with a couple more ideas. Namely tieflings. Now I know your average die-hard AD&D 1st ed fan doesn't care for tieflings despite the existence of alu-demons, cambions, and a host of other half-demon types. Tieflings can work well in AD&D, I just have to be clever on how I use them.

Now, since I don't have AD&D rules for tieflings, or even witches, really, written yet, I am going to borrow some ideas. For this set, I am using the Advanced options in my Basic era witch book, the Daughters of Darkness book, my Demon & Devil book, and my Warlock rules for Swords & Wizardry. I am also going to use some characters I have been using for a bit, Amaranth Lilis and Moria Zami.

Amaranth and Moria AD&D 1st Ed character sheets

Both are "tieflings," but I am experimenting with different kinds. Moria has a diabolical heritage, so she has the blood of devils in her veins. As she levels up, she takes on a more and more diabolical appearance. It began with yellow eyes and skin turning blue. Amaranth is a demonic tiefling. Her bloodline comes from succubi. For her, this manifests a little differently. She is not an alu-demon, but she does have wings.

Both characters are part of my current Forgotten Realms run, and both made appearances in my Baldur's Gate III runs. Technically, they are from different eras, so they would not interact, but for today, they are together.

Tieflings

For AD&D 1st ed, I am saying that Tieflings get +1 to Intelligence, +2 to Charisma as bonuses. For penatlties they get -1 to Wisdom and -1 to Constitution. Now, why a bonus for Charisma when they are clearly inhuman? This is Charisma as a force of personality. If I were using Comliness, then I'd have rules on that, but I don't use it. For psionics? Well, I am inclined to give them a -1 or -2% penalty to be honest. I see psionics as a human feature, and they are not human. I also allow tieflings to take one first level Magic-user spell for free. Typically, chill touch, darkness, magic missile, or burning hands. In the case of magic missile, it is always cast as if the tiefling were a 1st-level magic-user.

I am also toying with the idea that Tieflings get Diabolic or Demonic as a bonus language depending on their ancestry. 

Most of the other species distrust Tieflings, humans and half-orcs are neutral, and even other tieflings have a mild distrust. Tieflings only prefer other tieflings if they are from the same ancestry or bloodline. As for class restrictions, I am leaning towards tieflings not becoming paladins or rangers. but I have not made up my mind yet.

Amaranth is a witch, Moria is my playtest magus. I'll detail what that means later on.

Amaranth Lilis
Amaranth Lilis
6th level Tiefling (Demonic) Witch,

Secondary Skill: Performer (Dancer)

S: 9
I: 15
W: 15
D: 11
C: 12
Ch: 17

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (Leather armor +2)
HP: 13
THAC0: 18

Weapon
Dagger 1d4/1d3
Staff 1d6

Familiar: Raven "Lucifer"

Spells 
First level: Darkness*, Bewitch I, Blindness, Glamour, Silver Tongue, Black Fire
Second level: Bewitch II, ESP, Invisibility, Hold Person
Third level: Abyssal Shield, Aura of Fire

Theme Song: Amaranth

Amaranth was a dancer in a pleasure house in Baldur's Gate on the Sword Coast. That is until she discovered her magic. Now she is a member of the West Haven Coven.

Moria character sheet
Moria
6th level Tiefling (Diabolic) Magus, Lawful Evil

Secondary Skill: Initiate

S: 14
I: 17
W: 12
D: 15
C: 13
Ch: 20

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 9 (No armor, Dex -1)
HP: 19
THAC0: 19

Weapon
Dagger 1d4/1d3

Familiar: Hell puppy "Mesphitofleas"

Spells
First level: Darkness*, Burning Hands, Magic Missile, Sleep
Second level: ESP, Ray of Enfeeblement
Third level: Fire Ball, Hold Person

Theme Song: Year Zero

Moria's concept is a very easy one. What if any of those demon-spawn babies born in the 1970s ("Rosemary's Baby", "It's Alive", "The Demon Seed", "The Omen") lived to adulthood. Even as a child she was a baby seed, now she is only going to get worse and I can't wait to see how that goes.


Character Creation Challenge



Thursday, October 30, 2025

Forgotten Realms: Heroes and Adventures in Faerûn

 Went to my Favorite Local Game Store yesterday. They were doing downtown business trick or treating, oh, and I picked up the new D&D 5.5 Forgotten Realms books.

Heroes and Adventures in Faerûn

I have actually been looking forward to getting these.  I'll save a long and detailed review for a later date when they come up in my regular explorations into the Realms. 

The Shadow of Baldur's Gate

If you were new to the Forgotten Realms and this was your first exposure, you would be excused in thinking that Karlach Cliffgate, the tiefling barbarian with a heart of gold (well, really a heart of infernal machinery), was the most important character in the Realms. 

And she is. Full Stop.

But seriously. Karlach is all over these two books. There is one picture of Elminster, maybe one or two of Drizzt, one of The Simbul, a few of the D&D cartoon kids, and a ton of Karlach, with some more of Shadowheart, Astarion, and even Enver Gortash. Even Duke Ravengard gets a couple more than his son Wyl, anyway.

Everybody Loves Karlach
Everybody Loves Karlach

Baldur's Gate, circa DR 1501

The Baldur's Gate III video game looms large here.

Honestly, this is a good thing.

The tone of the book is, "this is a big old world and there have been heroes before you, but now is your time to be the epic hero." This is exactly what they should do. Drizzt even is taking a lesser role so his daughter Briennelle can do more. And really, who better than Karlach to lead that charge?

Heroes of Faerûn

The Books and their Contents

The two books, Heroes of Faerûn and Adventures in Faerûn are what you expect. Full color, plenty of art and new rules. Both books have expansive indexes. 

I feel that these two books are the way D&D 5.5 (and this is really a continuation of D&D 5) should move forward with their Campaign settings.

Both books cover the lands and people. The Heroes of Faerûn book for Players is an overview of everything, the Adventures in Faerûn book for Dungeon Masters covers some areas in more detail. 

Again, just very briefly. The lands seem brighter (as one should now expect from D&D 5.5) but that should never mean "safe." There is less emphasis on "this type of monster is a threat" and more on "this faction is a threat." Which is honestly much better. And there are plenty of factions to keep good characters busy fighting and evil characters, well also fighting them or even joining their ranks.

Though there are still monsters. 

Monsters

Monsters

There are changes, and really, I am the *least* qualified person to find these given how "new" my Realms education is, but a couple stick out.

Baldur's Gate, as expected, has eclipsed Waterdeep as the "city of choice" in this era. I think "in game" I'll say the Baldur's Gate has had an in-rush of tourism. Everyone wants to catch a glimpse of "The Hero of the Gate" Karlach. 

The Moonshae Isles have gone from the quasi-Celtic meets quasi-Vikings to a combined people living in an area where the Feywild bleeds through. And I like that.  

The Heroes of Faerûn book has expansions to the subclasses, including a College of the Moon Bard and a Spellfire Sorcerer. I want to try out both. Lots of new backgrounds, lots of new feats. Not as many spells as I would have expected. Adventures in Faerûn has lots of 1-page encounters and mini-adventures. Enough to get anyone going. The first ones can be used anywhere, and then there are location-specific ones. 

Of course, some of this covers the same ground as previous books, and they encourage people to check out these other sources too.

Heroes and Advertures of Faerûn
Inside cover maps

Heroes and Advertures of Faerûn
Venger and Presto still at it all these years later

Heroes and Advertures of Faerûn


Heroes and Advertures of Faerûn
Enver Gortash from Baldur's Gate III

Heroes and Advertures of Faerûn
Hank is now a King

Heroes and Advertures of Faerûn

I'll dig into these books more in the future. I still to finish my 2nd Ed AD&D exploration of the Realms.

The Player's book comes with a nice map. It reminds me of the map that came with the 3rd Edition D&D book.

Map of Faerûn

on the backside is a Calendar of Harptos.

Calendar of Harptos

Magic Items

In my first pass these books fit well with my other Realms books and continue the saga of the Realms.

The Forgotten Realms

Of note. Ed Greenwood is not listed as a contributor in these volumes, but he is given a special thanks. Jeff Grubb is given a special thanks as well.

I am looking forward to delving deeper into these books.