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The Castle Guide is a 2nd-edition Advanced Dungeons & Dragons accessory. It is the second book in the DMGR series.

Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book you'll find a wealth of information designed to allow any DM to create a campaign world based on feudal Europe. Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM™ rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination. The Castle Guide is a must for any player or DM who's ever wanted to fight for a seat at the Round Table.

Description[]

The Castle Guide offers in-depth insights into castle construction, management, and the unique challenges and opportunities they present.

The book begins by exploring the various types of castles found in fantasy settings, including their architectural styles, layouts, and historical context. It explains the intricacies of castle design, covering everything from defensive features such as walls, towers, and gates to functional elements like courtyards, great halls, and chambers.

Beyond the physical aspects, The Castle Guide explores the social and political dynamics of castles. It discusses the roles and responsibilities of different castle inhabitants, from the lord and lady to knights, soldiers, and servants. It also explores the relationships between castles and the surrounding lands, including the management of vassals, taxes, and resources.

The book provides guidance on incorporating castles into campaigns, offering advice on creating castle-centric adventures, quests, and political intrigues. It explores the potential conflicts and plot hooks that can arise within castle walls, such as power struggles, rival factions, and siege warfare. Dungeon Masters will find numerous ideas and inspiration for castle-based storylines and encounters.

In addition to the rich lore and guidance, The Castle Guide includes practical tools for Dungeon Masters. It presents detailed maps and floor plans of various castles, allowing for easy visualization and implementation. It also introduces new character options related to castle life, such as knightly orders, castle-based classes or kits, and specialized abilities tied to castle management.

Furthermore, the book provides rules for castle sieges and warfare, including mechanics for battering rams, siege towers, and other siege engines.

Contents[]

  • Chapter 1: The Feudal Setting
  • Chapter 2: In The Days Of Knights
  • Chapter 3: The Tournament
  • Chapter 4: Evolution Of Castles
  • Chapter 5: Castle Construction
  • Chapter 6: Unusual Castles
  • Chapter 7: Warfare!
  • Chapter 8: Quick Resolution Systems
  • Chapter 9: Generic Castles

Gallery[]

Credits[]

  • Design: Grant Boucher, Troy Christensen. Arthur Collins, Nigel Findley
  • Additional Design: Timothy B. Brown and William W. Connors
  • Edited: William W. Connors
  • Black & White Art: Jean Elizabeth Martin
  • Color Art: Jean Elizabeth Martin, Erik Olson, Ken Widing
  • Graphic Design: Linda Bakk
  • Typography: Gaye O'Keefe
  • Cartography: Dave Sutherland
  • Supvr,/ Designer: Dave Sutherland
  • Artist: Dave Sutherland, Frey Graphics

Appendix[]

See Also[]

External Links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. Shannon Appelcline. DMGR2 The Castle Guide (2e). Dungeon Masters Guild. Retrieved on 2013-11-13.
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