Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - Peste-Incantesimi e i nuovi reami

 passo.
ciao, Fabio

di materiale sui reami?)
E va beh, proviamo ad attendere fonti più complete rispetto a Rich Baker.
Bye
Beppe63 

generale del pantheon. Troppi dei, meglio concentrare i portfolio su un numero minore.
Ricordi il vecchio Faiths and Avatars? quello era un manuale con i
contofiocchi!
ciao!

"Firwood" ha scritto:
|
| Sto proseguendo nella traduzione. Sono al 90% della guida principale
| (finalmente l'ultima versione), e poi comincerò con i segmenti. Ormai
| è una questione di principio andare avanti... e serve per tenere in
| forma l'inglese :-)
La lama del coltello è affondata ulteriormente... [rip]
| Ricordi il vecchio Faiths and Avatars? quello era un manuale con i
| contofiocchi!
Non solo lo ricordo bene, ma lo uso spesso tutt'ora insieme al Powers & Pantheons.
I dettagli e le info che ci sono su questi due manuali sono impagabili... altro che Fedi e Pantheon!
Tanto per fare degli esempi a caso: i dettagli sulle cerimonie, i giorni speciali, i vestiti 
cerimoniali, i nomi delle gerarchie clericali...
Bye
Beppe63 

cerimoniali, i nomi delle gerarchie clericali...
Eh eh eh. i vecchi manuali dei reami sono STUPENDI. L'unico ad
avvicinarsi a quei tomi è imperi perduti, che contiene un fracco di
notizie storiche emateriale d'ambientazione invece di talenti, abilità
e paccotiglia simile.
Io uso tuttora praticamente in toto il materiale dell'AD&D,
rimaneggiato per adattarsi alle nuove regole (ove serve) e per dare
coerenza alla timeline.
Sto aspettando con ansia alcune risposte che heinsoo, greenwood e
baker daranno a breve sul forum di candlekeep. E pare inoltre che le
timeline per regioni dovrebbero proseguire sul sito della wotc.
Che tipo di campagna stai giocando adesso e in che zona dei reami?
ciau

 Che tipo di campagna stai giocando adesso e in che zona dei reami?
Non posso dirti molto perchè si tratta di due PbEM e diversi giocatori lurkano negl'angoli bui di 
questo ng! ;)))
Cmq, uno è ambientato nella regione di Daggerford ed uno nella regione di Loudwater, molto vicini in 
realtà anche se si svolgono in anni differenti. In realtà sono due campagne che volevo giocare da 
tempo e che avendo smesso di giocare dal vivo, per almeno ancora un anno, ho deciso di buttare in rete.
In realtà ne ho in cantiere anche una ambientata vicino al Mare della Luna ed una nel Thay, ma non 
ho la minima idea di quando potrò giocarle. :)
Bye
Beppe63

 I dettagli e le info che ci sono su questi due manuali sono impagabili... altro che Fedi e Pantheon!
credo siano gli unici manuali dei FR che non ho messo in cantina :)

 wrote:
snip
vedi un po' che ho trovato qui sui collegamenti sigil-imaskari
http://forums.gleemax.com/wotc_archive/index.php/t-422461
te lo riporto, è fan-fic ma buona :)
ripvanwormer05-01-05, 04:11 AM
With our empire so vast, stretching across so many worlds, it became
clear that our old capital would no longer suffice. We needed some
place more... centralized; some place designed to handle traffic from
any number of planes; some place free from any possible influence of
the meddlesome Powers.
It was obvious that only one site would do. In the Center of the
Center of the Multiversal Tree the Axis Mundi stood, the
indestructible trunk upon which the Tree hung. Even the Powers were
helpless before it. No magic could exist there.
Yet the Imaskari, with all our power, would find a way to build in
that place, in the nothingness above the Axis where matter, energy,
space, time, even thought itself become the most absolute void.
A soft place was found, a place where power could be brought to a
place that could have no power, a paradox at the absolute center of
the center of the center.
The brilliant engineer Rathecine, assisted by the entirety of the
academy of spatio-temporal-planar engineering, constructed the outer
shell, a massive shining ring of spellstrengthened marble. Gravity was
bound to its inner edge by the evoker Lyrrish. The workings were
complex, far beyond any that had ever been attempted, but Rathecine
worked like a woman inspired, even possessed by Forces far beyond
anyone's comprehension, even that of the petty Powers who claim so
many things of their wisdom and might. Yet the genius was purely of
mortal origin, wasn't it?
Now, after all that has happened, I wonder. What was it about this
place in the Center of All that contaminated the plans of our best and
brightest, the inheritors of the sum total of the knowledge of our
race? Were the plans ever truly theirs? They were shielded from
interference by the Powers, and the Powers would never have created a
place that they themselves were forbidden from entering - then what
could it have been?
Was our empire ever anything but a means to an end?
The architecture of our new capital had been meticulously planned,
intended as it was to mimic the sigils representing all the planes of
the multiverse as well as the cycle of the Zodiac, unifying the
cosmology as if all the planes fit into the same great hypothetical
Wheel. Many portals to the planes the sigils represented were opened
along the length of each structure in order to ease the flow of
traffic onto our capital's broad streets. The city below - the sewers,
aqueducts, storage, and maintenance tunnels - perfectly reflected the
shapes found in the city above, its own portals providing the capital
with air, water, and waste disposal. The design was astoundingly
complex, yet it all fit together in an eye-pleasing way that was
ultimately very logical and easy to navigate.
Because of its design, because of the greater design that it formed
and its essential role completing the design of our empire itself, we
called it Sigil. We were very proud of it.
When the buildings were first set in place, everything seemed as we
had imagined it, our blueprints and conceptual drawings brought to
life, heart-wrenchingly beautiful in marble and precious metals.
Then we started getting lost.
Not just turned around, not just confused by a place we weren't yet
used to. The very people who had designed the city began discovering
dead ends and cul-de-sacs where there shouldn't have been any, places
that weren't on any of their maps. They discovered entire buildings -
entire streets full of buildings, extending much further than should
have been possible, further than where Sigil's boundaries should have
been, extending further than we could explore deep into an urban
hinterland that couldn't possibly exist. The size of the city's marble
shell hadn't changed, but the size of the area inside it seemed to
have grown geometrically.
From the air, the city's sigils were no longer perfect and still.
Though this wasn't detectable from the ground, they writhed as if they
had a life of their own.
At that time, the new places weren't populated. At least, not as far
as we knew. The city still belonged solely to Imaskar. The paths the
city described was wrong, but the basic design was still ours. We
blamed the confusion on our own people, and we didn't yet worry that
we might have built something we couldn't control. This was an
unexpected feature, but not necessarily a bad one. We could easily
turn all the new space to our advantage, once we had built facilities
to service it. We didn't yet worry that our new capital might be our
doom.
Then we began to notice anomalies in the portals even in the city's
deliberate sections. The doors were leading places they shouldn't have
led, sometimes places we, in all our empire's exploration and
colonization, didn't know existed. Places that couldn't exist, not
according to everything we thought we knew about the cosmology of the
multiverse - places that were widdershins or upside down compared to
the planes we knew, where the very stars and celestial orbs were
wrong. Those of us who lived in our new capital began to find it
difficult to communicate with the rest of our empire, or even to find
it. Water and air continued to flow in and out of the capital, but we
know longer knew the source of these things, or their destination.
Other things began to arrive with them, substances that weren't water
or air or anything we could identify.
This development heralded the beginnings of the first mass panic. The
city had been meant to allow all parts of our great empire to easily
communicate with every other part, but now it seemed to do the
opposite, to separate us, to banish us to this strange place we no
longer were sure we could trust. Instead of a city of doors, it began
to seem like a cage.
The archbuilders put down the riots ruthlessly. They repaired the
portals' dweomers and their functionality was restored, and along with
it, peace.
Foolishly, we let ourselves relax.
Then came the Strangers. Cloaked, cowled figures who might - or might
not - have been humanoid. They were simply there one morning,
everywhere, drifting not walking along the streets and entering and
leaving the strange, alien buildings that had sprung up alongside our
own. They never spoke, and nothing we could do would even cause them
to notice us. The temperature of Sigil dropped from the balmy summer
we had designed to a cool autumn. The chills we felt from that were
much more than physical. There were rumors of one Stranger, larger and
more fearsome than the others, its body studded with terrible blades.
We panicked again, and again the riots were ruthlessly put down. The
Strangers weren't real, the archbuilders assured us. They were a mass
hallucination, and once we adjusted to the exotic climate of our
creation they would fade away.
Yet the absurdly tall, spiky buildings that were their homes were
solid and real. We could enter them and observe the spectral Strangers
going about their daily lives. Worse, they were old, pitted and
stained and repaired as if they had been around for centuries, or
longer.
The chill we felt when we met the Strangers was nothing compared to
how we felt when we began meeting ourselves. Ourselves and our family,
our friends, our imperial troops and everyone we knew, only decades
older, moving and speaking backwards. As it was with the Strangers, we
couldn't touch them or communicate with them in any way, although we
could enter their homes, so much like our homes but more lived-in,
more used. It was as if some time in the near future we had stopped
moving forward in time and started moving backwards, passing through
ourselves on our way to the unfathomable past.
Then other versions of ourselves began passing through us, younger
versions, older versions, versions of reversed gender and temperment.
We felt like Sigil had become a cloud drifting through many other
clouds, changing size and shape, breaking apart and reconfiguring as
it flew... but what strange sky had we found ourselves in? What winds
buffeted us according to their unknowable whims?
The authorities ordered us not to panic. We were not allowed to use
the portals to leave, though traffic from elsewhere had slowed to a
trickle. The best mages were working on it, we were told. Normality
would soon be restored.
The Bugs told us differently. The tall chitinous humanoids, looking
vaguely like graceful, serene mantises in expensive silken robes
glittering with jewels. Their homes were also jeweled, and as we
watched they had their pets make jewels of our homes as well. Calmly,
beatifically, they told us many things about the history and lore of
the unthinkably ancient city in which they lived, the city we had only
thought was our own. Our imperial troops would have dealt with them,
slaughtered them all in a desperate attempt at enforcing the status
quo that had never really existed except in the imaginations of our
authority figures. Their mad dreams... but the troops were gone, the
archbuilders helpless, barricading themselves within their palaces
protected by as many wards as they could muster. They no longer spoke
to us, no longer ordered us to do anything, yet the Bugs were an
uncannily calming presence. We didn't know why we trusted them, but we
did.
The Bugs taught us about this Sigil we no longer knew, about its five
wards and about the unfamiliar planes beyond the city's doors. They
taught us about the dabus, the living puzzles who maintained the City
of Doors which strangely enough the Bugs called Sigil too. They warned
us about the city's mysterious guardian, for whom they had no name.
It became more and more common for new species, societies, and sects
to appear, teaching us many new ways to cope with the changes, none of
them agreeing with any other. One group insisted that our experiences
were proof of the supremacy of Chaos, another insisted that they were
proof of an undeniable Law. One group asked us, their voices pregnant
with emotion and madness, how we could still doubt that there was no
meaning anywhere. Another told us calmly and severely that our
experience had proven we were ghosts, that we had always been ghosts,
and this was the afterlife.
Imaskari saw less and less of each other as we found new places for
ourselves in our new cosmopolitan existence. We rarely saw the
Strangers or the Bugs, though both of their building styles now seemed
to dominate Sigil. A city of blades and jewels, we called it.
The archbuilders made one last attempt to regain control. Legion upon
legion moved in through the few portals that still worked the way they
had been intended, an army of spell weavers, ur-priests, infantry and
cavalry that had never been equaled drawn from every corner of the
Empire. Magics were worked that twisted space and reality, awful
spells that killed those who spoke them intended to bind the city to
the soul of the Imaskari Empire until the end of time. Tens of
thousands were killed, Imaskari and non-Imaskari alike. And finally
She appeared.
She seemed like a beautiful woman, though my Bug companion insisted
she looked like a Bug. Swords and knives grew from her flesh,
surrounding her head like a crown, like the rays of the sun we could
no longer quite remember. She gazed into our souls with her imperious
eyes, her bright robes not even rippling, even in the middle of the
Imaskari mage-storm. The spells and arrows thrown at her she utterly
ignored. Her shadow darted like a snake, felling vast swathes of the
army as if they were stalks of corn. When terrified battalions tried
to prostrate before her and worship her - something normally
unthinkable to the Imaskari, who would never kowtow to the Powers, not
even in the face of death - she killed them too. With their riddlesome
glyphs, attendant dabus told us that the Lady was never to be
worshipped.
Finally the battle was over. There were no warriors or spellcasters
left to fight. To the rest of us, exhausted and covered in blood,
Imaskari and non-Imaskari alike, the Lady merely glared at, her
lovely, perfect face utterly calm and serene. The dabus spoke for her,
in their perverse language of sigils, directly to the archbuilders who
some force kept hovering in a circle around their conqueror -
probably, from the way they thrashed and choked, by their throats -
YOUR FACTION IS NO LONGER WELCOME IN THIS CITY. ABANDON IT OR DIE.
The archbuilders were dropped to the street. The Lady and her strange
handmaidens drifted away, and were soon gone from our sight.
The city has now been rebuilt, both by its citizens and by the
ubiquitous dabus who construct tall spiky structures not intended for
beings of human scale, or for those who need stairs. Still, Sigil's
industrious inhabitants adapt them and soon dwell in them as happily
as any other. They hardly seem to realize how bizarre everything is.
I haven't seen another Imaskari in a long time. The others have fled,
or simply become lost among the city's confounding and illogical
twists and turns, never to find their ways back to their homes again,
or they have blended with the greater population, adopted truly
Sigilian customs and dress, and are indistinguishable from any other
Cagers. I think I may be the last faithful son of our Empire
remaining. Just one, left as a witness, or a warning.
The last time I saw one of my fellow countrymen, I was given a
horrified tale of a plague radiating from all portals, a deadly
contagion against which the spells of our ur-priests could not avail.
Imaskar itself was dying, or so I was told. I could not go back to
help or even to see if the tale was true or merely the ravings of a
plane-struck madman. I can no longer find a portal leading to any
place our empire had ever known.
Perhaps I am the last Imaskari living anywhere, the rest of them
destroyed for our nation's hubris, our absurd confidence in the face
of cosmic mystery we couldn't begin to really understand. Utterly
alone in a city of millions, I mourned the magical and artistic
brilliance of our lost culture until I was completely out of tears.

aggiungo alcune cose che dice Baker nel thread "fai le tue domande ai
progettisti dei nuovi FR"
sulla cosmologia
http://forums.gleemax.com/showpost.php?p=14836539&postcount=2432
The exact details of the cosmology don't have to match -- for example,
*which* godly domains are floating in the Astral. In FR you've got the
Gates of the Moon, but in core D&D you might have Olympus instead. The
thing we *do* want to match is what I'd call the basic structure of
reality--an astral plane in which godly realms exist, an elemental
plane, a fey plane, and a shadow plane.
The reason why is mostly for game mechanics: If we create a ritual in
the core game called "Shadow Walk," we'd like that to mean the same
thing in any D&D world. We'd like monster origins to mean pretty much
the same thing everywhere too; if there's a spell that banishes
monsters native to the Elemental Chaos back to their native realms,
we'd want that to work in the Realms exactly the way it would in the
core D&D game.
It also helps us to avoid creating high-work, low-payoff "flavor
exceptions" for the Realms. If Realms didn't have, say, a Feywild,
then we'd have to constantly backfill in Realms product to explain
where it is exactly the ritual "Feywild Crossing" takes you, or where
you can set that core adventure featuring a fomorian stronghold, or
what-have-you. Now sometimes we want to create exactly those sorts of
flavor exceptions, but we want to keep those at a reasonable number
and do so for good reason.
Finally, here's the clincher for us: The new cosmology is really not
all that different from the old one. The 3e Realms had godly dominions
in an astral plane, it had a Shadow plane, it had a Faerie (rarely
touched on, admittedly), and it had the Inner Planes (which now take a
much more adventurable and interesting form in the Elemental Chaos).
The only real hiccup I see is reconcepting the Abyss as being part of
the Elemental Chaos instead of an astral dominion, and we're doing
that because the core D&D game is working to move devils and demons
further apart conceptually. But that's a place where we view the
payoff (hey, demons and devils work in FR pretty much like they do in
the core game) to be worth the cost of some continuity damage. Some
folks will no doubt disagree with our cost/benefit analysis there.
sulla trama ombra
http://forums.gleemax.com/showpost.php?p=14836601&postcount=2433
Well, as I said in my answer: The implementation was fiddly and
complex. We could have achieved the same result with almost no
mechanics attached to the idea whatsoever ("some wizards study secret
methods for accessing magic without using the Weave; Mystra has no
inkling of what they're up to, and their magic would work in an area
where the Weave doesn't").
The Shadow Weave appeared in 3e because we were already interested at
that time in trying to spread the message that Mystra and her Chosen
aren't the be-all and end-all of the setting, and that arcane things
could happen that they wouldn't like or be able to stop.
I'm afraid that details on any sort of shadow power source and classes
that might make use of it are really far off right now, so I can't say
much on that score. However, I will say this much: If we'd had that
"tech" available at the time we transitioned to 3e, I think it would
have been a better implementation of the notion of a Shadow Weave than
the one we came up with at the time.

 credo siano gli unici manuali dei FR che non ho messo in cantina :)
Eresiaaaaa!!!!! ;))
Tutti i prodotti FR, dalla 1st alla 3rd edizione sono sempre in bella mostra nella mia libreria 
sullo scaffale più accessibile.
In cantina c'è finito tutto il materiale RM, WH, Ars Magica, CoC, Earthdawn, ecc. ecc.
Tanto non ho più tempo per giocarci... :((
Bye
Beppe63 


io ho dovuto fare molte più cernite non ho più spazio e continuo a
comprare altro per cui
moltissime collezioni di fumetti, moltissimi rp, moltissimi libri che
non guarderò a breve
ma soffro
soffro molto
e poi io ai fr ci ho giocacchiato non l'ho presa seria come voi :)
se potessi terrei tutto qui, ma ci vorrebbero altre 3 librerie oltre
le 2 strapiene che ho già...... mi serve un altra... anzi altre 2-3
stanze... ma Salerno è la città più cara d'italia (o quasi) per le
case :(

case :(
Non penso che superi Milano. :(
Bye
Beppe63 

 Non penso che superi Milano. :(
potresti restare sorpreso....
siamo veramente a livelli di follia totale da queste parti e non c'è
proporzione con quello che offre la città
il problema è un vecchio piano regolatore (1966) che ha strozzato il
mercato immobiliare

o ti lincia di più?
Bella o brutta, mia moglie farebbe i salti di gioia per potersi permette una colf!
Bye
Beppe63 

Bella o brutta, mia moglie farebbe i salti di gioia per potersi permette una colf!
<evoca servitore invisibile> rulez!
-- 
 Domon