Unlike Earth, the lands of the Forgotten Realms are not all ruled by the human race: the planet Toril is shared by humans , dwarves , elves , goblins , orcs, and other peoples and creatures. Technologically, the world of the Forgotten Realms is not nearly as advanced as that of Earth; in this respect, it resembles the pre-industrial Earth of the 13th or 14th century. However, the presence of magic provides an additional element of power to the societies. There are several nation states and many independent cities, with loose alliances being formed for defense or conquest. Trade is performed by ship or horse-drawn vehicle , and manufacturing is based upon cottage industry.

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Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown of civilization. Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread.

Centuries passed, but the tales let few forget the powerful magic, the great treasure--and the deadly horrors that lay waiting within its walls. Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth Drannor to seize what they can of the long lost glory.

If the bards and sages are right, power lies there for the claiming that could change the face of the Realms, rule kingdoms or lay waste to them. It was published in February Origins I : Onward from Eveningstar. After their success there, they were given the lordship of Shadowdale. But they grew tired of rulership and granted the town to Mourngrym, a junior member. Enter Myth Drannor, an ancient, ruined elf city. It had long been guarded by elves, but The Retreat of DR left it vulnerable.

The Swords of Eveningstar decided to take over its guardianship, to protect the ruins from "the wrong sort of folk". They took on the name Knights of Myth Drannor to signify their new task of defending the Ruins from "rapacious plunderers from Zhentil Keep, Sembia, Hillsfar, and even Red Wizards and Cult of the Dragon agents, not to mention various mercenary adventurer bands" — most of whom were engaging in a "gold rush to gain elven magic and wealth".

Unfortunately, they were to fail. A War Wizard slipped in a troop of Purple Dragons, spying on the ruins for Vangerdahast; he was soon followed by Sembian-sponsored bands.

Meanwhile Zhentarim assaulted the magical gates of Myth Drannor, leading to the summoning of demons and devils. Decades later, Greenwood still has fun with the Ruins on a regular basis. Though many more media depictions of the ruins would follow, before the publication of Ruins of Myth Drannor there was only one of note. She describes it as a "ruined city where devils rule the daylight" and sees many of their kind "some black and glistening, some blood-red, barbed and scaled, and some mauve or yellow-green".

She wonders, as do we, how the Dalelands have not been destroyed by this infernal incursion. Greenwood was given a daunting task when asked to write The Ruins of Myth Drannor: he was allocated just three weeks and a total of pages. He admitted that the result could "only be an introduction to Myth Drannor". So instead he created an overview of his Myth Drannor, which GMs could use to fashion an adventuring sandbox. In the wake of the failure of the Knights of Myth Drannor, the already dangerous Myth Drannor has become home to devils and any number of adventure companies seeking loot.

The Media Crossovers. A mythal is described as a "webwork of living magic". There are extensive rules on the various prohibitions and augmentations that the Myth Drannor mythal places on magic in the city, as well as notes on power surges, dead zones, secret powers, and more.

Many more mythals would appear in the years to follow. Adventure Tropes. Exploring the Realms. It also provides extensive details on the history of the area. Monsters of Note. A variety of interesting Realms creatures appear in Myth Drannor.

The baelnorn had the oldest pedigree as they were designed by Greenwood around Nonetheless, this was the first print appearance of the good yet dangerous undead elf guardians. Though this evil Underdark race was fully detailed in the previous book, Myth Drannor expands on them by detailing their spells and their lairs. We also get extensive details on the alhoon, an offshoot of mind flayers introduced in Menzoberranzan ; and of course Myth Drannor is full of baatezu devils.

Dragon August takes on the problem, saying to place it "in the Westfields area, just south of the Burial Glen".

Future History. Myth Drannor has continued to be important in the years since the publication of this supplement. Pool of Radiance: Ruins of Myth Drannor then offered another computer game take on the setting, which was reflected in the 3e sourcebook, Pool of Radiance: Attack on Myth Drannor About the Creators. Ed Greenwood is, of course, the creator of the Forgotten Realms. Please feel free to mail corrections, comments, and additions to shannon. Customers Who Bought this Title also Purchased.


Myth Drannor

The game released and the wait was finally over for those impatient fans. For despite taking well over two years on the development of the game, the designers at Stormfront Studios signed off on a product that was clearly rushed to stores by Ubi Soft before its completion. Newsgroups filled up with protests, dozens of people complaining about everything from an install program bug that could supposedly delete their Windows directory to the linear plot that was nothing like the expansive adventure that had originally been promised. Patches soon arrived, but the disappointment lingered. If anything, however, these negative notions reinforced the idea that I really needed to get into this one before submitting the review.


Download Pool of Radiance: Ruins of Myth Drannor (Windows)

Edit While it was in ruins, the powerful magic of Myth Drannor still leaked out from the ruin, affecting Cormanthor in several ways, such as the weather being milder than it should have been, with cooler summers and warmer winters, and there being far more plant and animal species in Cormanthor than any other woodland of its kind. According to Elminster Aumar these pockets were created as a result of the breakup of the mythal. Many demihuman groups came to the city during this time, including dwarves , gnomes , and halflings. With Myth Drannor failing as a capital, Cormanthyr dissolved into city states within four decades amid divisive in-fighting among the council and the guilds. In DR , the vast majority of elves left for Evermeet , participating in the Retreat travelling first by gates to Ardeep Forest before making arrangements with Mirt the Moneylender , who lent them his ships to sail west with [26]. Over the span of ten years, they put out word of the riches that could be obtained from the ruins. Numerous adventuring companies raided Myth Drannor but they were merely fodder for the increasingly numerous fiends inhabiting the area; their efforts however led to the destruction of many ancient elven relics.


The Ruins of Myth Drannor




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