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Kara-Tur: The Eastern Realms

Kara-Tur: The Eastern Realms is an accessory and campaign setting for the Advanced Dungeons & Dragons fantasy role-playing game.

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:

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, and features a cover by Jeff Easley and interior illustrations by Jim Holloway. It 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".

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'."

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