- Source: Kara-Tur: The Eastern Realms
- Kara-Tur: The Eastern Realms
- Abeir-Toril
- Mike Pondsmith
- Forgotten Realms
- Dungeons & Dragons campaign settings
- Oriental Adventures
- Jade Emperor
- Faerûn
- Dungeons & Dragons controversies
- Castle Greyhawk (module)
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Kara-Tur: The Eastern Realms is an accessory and campaign setting for the Advanced Dungeons & Dragons fantasy role-playing game.
Contents
Kara-Tur: The Eastern Realms is a supplement which details a portion of the Forgotten Realms campaign setting using Oriental Adventures, and describes Kara-Tur in light detail to leave opportunity for further development by the Dungeon Master.
Kara-Tur's cultures and peoples are fantasy analogues of medieval regions of East and Southeast Asia:
Shou Lung: Imperial China during periods of centralized government
T'u Lung: Historical China during eras of political disunity, e.g. the Warring States period
Wa: Feudal Japan (Edo/Kamakura period)
Kozakura: Japan (Feudal/Sengoku period)
Northern Wastes: Historical Eastern Siberia
Tabot: Tibet
Koryo: Korea
The Island Kingdoms: Pre-colonial civilizations of Indonesia and the Philippines.
The Plain of Horses: Historical Mongolia. This region is the Kara-Tur portion of the Hordelands, also known as the Endless Wastes.
The Jungle Lands of Malatra: Pre-colonial civilizations of Indochina (historical versions of the Khmer Empire and Vietnam) as well as the hill tribes inspired by their real-life Southeast Asian counterparts.
Publication history
The fantasy setting known as Kara-Tur was described in the original 1985 Oriental Adventures book. A reviewer for White Dwarf called the long background section of Kara-Tur in the book, a "bonus". Kara-Tur is described in the "Province Book" from the 1986 Swords of the Daimyo module. The 1987 Forgotten Realms Campaign Set left the eastern half of its continent reserved for the future publication of Kara-Tur. According to Jim Bambra, "While primarily drawing on Japan for inspiration, [Kara-Tur] also contains elements of medieval China and Korea."
Kara-Tur: The Eastern Realms was written by Mike Pondsmith, Jay Batista, Rick Swan, John Nephew and Deborah Christian, with a cover by Jeff Easley and interior illustrations by Jim Holloway, and was published by TSR in 1988 as a boxed set with two 96-page books, four large color maps, and two plastic overlays.
Shannon Appelcline noted that John Nephew had been contributing to Dragon and Dungeon, and that "As he continued to write for the magazines, he was also invited to contribute to larger projects such as Kara-Tur: The Eastern Realms (1988) and WG7: Castle Greyhawk (1988)." Appelcline also highlighted that "Kara-Tur was the first big [sic] expansion" of the Forgotten Realms that "used real-world cultures as a touchstone".
Reception
Kara-Tur: The Eastern Realms is a Gamers' Choice award-winner.
Appelcline highlighted a note from Ed Greenwood, creator of the Forgotten Realms, that the major additions to the setting with real-world correlations "also include 'recastings of my largely-offstage kingdoms like Unther and Mulhorand to more closely resemble real-world historical (or 'Hollywood historical') settings.' Greenwood disagrees with the results, saying that 'the too-close-to-our-real-world additions like Maztica, the Hordelands, and Kara-Tur were a mistake in style'. He thought that they '[pulled] gamers out of roleplaying into disputes about historical details, for one thing'."
The holder of rights Wizards of the Coast considers Kara-Tur: The Eastern Realms among such "legacy content" that "may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time", and distances itself from such prejudices.
= Reviews
=Kara-Tur: The Eastern Realms was reviewed in issue 16 of the German RPG-magazine ZauberZeit.
Related products
= Sourcebooks
=Advanced Dungeons & Dragons 2nd edition
In 1989, a printing of Trail Maps for Kara-Tur appeared. In 1990, the maps were again included in The Forgotten Realms Atlas. Later that year, TSR converted the monsters of Kara-Tur to second edition Advanced Dungeons & Dragons rules as part of the Monstrous Compendium series.
After 1990, TSR ceased publishing new material related to Kara-Tur. The setting was, however, occasionally referred to by other TSR products such as Spelljammer and Ravenloft.
Dungeons & Dragons 3rd edition
The setting of Kara-Tur still exists on Abeir-Toril and is often mentioned in Forgotten Realms supplements. Characters and artifacts from Kara-Tur sometimes show up in Faerûn, but beyond that there is little interaction between the continents.
Dungeons & Dragons 5th edition
The 2015 release of Sword Coast Adventurer's Guide, a supplement, introduced Kara-Tur to the fifth edition of Dungeons & Dragons. There is a brief description of the land along with references throughout the book to its culture and how certain classes or backgrounds might fit in there.
= Modules
=The Kara-Tur campaign setting inspired the following eight adventure modules (in chronological order):
OA1, Swords of the Daimyo (1986)
OA2, Night of the Seven Swords (1986)
OA3, Ochimo: The Spirit Warrior (1987)
OA4, Blood of the Yakuza (1987)
OA5, Mad Monkey vs. the Dragon Claw (1988, zip)
FROA1, Ninja Wars (1990)
OA6, Ronin Challenge (1990, zip)
OA7, Test of the Samurai (1990)
= Books
=Three choose your own adventure style books (one was actually released before the original Oriental Adventures book) were published:
Blade of the Young Samurai – Endless Quest 23 (1984)
Test of the Ninja – AD&D Adventure Gamebook 5 (1985)
Warlords – 1 on 1 Book 7 (1986)
One of novels in The Empires Trilogy is set in Shou Lung of Kara-Tur.
Troy Denning (1990). Dragonwall. Forgotten Realms: The Empires Trilogy, Book 2. Wizards of the Coast. ISBN 0-88038-919-2.
= Other
=Dragon #315, for information on ancestor feats and martial arts styles specific to the Kara-Tur setting, as well as updated information on the 10 empires and regions of Kara-Tur.
References
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Kara-Tur: The Eastern Realms - Wikipedia
Kara-Tur: The Eastern Realms is a supplement which details a portion of the Forgotten Realms campaign setting using Oriental Adventures, and describes Kara-Tur in light detail to leave opportunity for further development by the Dungeon Master.
Kara-Tur: The Eastern Realms - Forgotten Realms Wiki
Kara-Tur: The Eastern Realms is part of the Oriental Adventures campaign setting and set in Kara-Tur. It describes the eastern land of Kara-Tur and its geography, population, society, government, history, languages, and opportunities for adventure.
Kara-Tur: A Guide to DnD's Eastern Realms | D&D Books
20 Nov 2024 · In DnD lore, Kara-Tur is a vast continent located to the east of Faerûn, the central setting of the Forgotten Realms. The continent is divided into ten distinct nations and regions, each with its own unique culture, history, and geography.
Retrospective: Kara-Tur: The Eastern Realms - Blogger
24 Apr 2024 · It was probably much easier to look to the real world, file the serial numbers off, add some wizards, and be done with it. Unfortunately, the results are often quite mediocre, not to mention at odds with the overall tenor and feel of the Realms of which Kara-Tur was supposed to be the eastern half.
Kara-Tur: The Eastern Realms (1e) - Dungeon Masters Guild
31 Des 2023 · Kara-Tur has everything you need: Two 96-page books describe the places, culture, politics, monsters, magic, people, religions, and more, plus advice on running a long-term Oriental Adventures campaign, bringing characters from other worlds into Kara-Tur to …
Kara-Tur: The Eastern Realms (AD&D/Forgotten Realms/Oriental …
01 Jan 1988 · Kara-Tur has everything you need: Two 96-page books describe the places, culture, politics, monsters, magic, people, relgions, and more, plus advice on running a long-term Oriental Adventures campaign, bringing characters from other worlds into Kara-Tur, and dimensional travel from Kara-Tur to other worlds.
Kara-Tur: A guide to the eastern realms of DnD – D&D Guides
20 Nov 2024 · In DnD lore, Kara-Tur is a vast continent located east of Faerun, the central setting of the Forgotten Realms. The continent is divided into 10 different countries and regions, each with its own culture, history, and geography.
Kara-Tur: The Eastern Realms - Dungeons & Dragons Lore Wiki
Kara-Tur: The Eastern Realms is a 192-page sourcebook for Advanced Dungeons & Dragons 1st edition released in October 1988. This box contains everything AD&D game players and DM's need to establish an exciting Oriental Adventures campaign! Kara-Tur, world of eastern mystery, is on the far side...
Kara-Tur: The Eastern Realms by David Zeb Cook | Goodreads
01 Des 1988 · Two 96-page books describe the places, culture, politics, monsters, magic, people, relgions, and more, plus advice on running a long-term Oriental Adventures campaign, bringing characters from other worlds into Kara-Tur, and dimensional travel from Kara-Tur to other worlds.
Publication:Kara-Tur: The Eastern Realms - dnd-wiki.org
Kara-Tur: The Eastern Realms details a Forgotten Realms campaign setting for use with Oriental Adventures, which describes the eastern land of Kara-Tur and its geography, population, society, government, history, languages, and opportunities for adventure. [1]