T O P I C R E V I E W |
Arioch |
Posted - 26 Dec 2010 : 09:20:58 Hi scribes!
Having had little luck in posting this question under "Sages of Realmslore", because there is no official lore to learn about, I repost it here, still seeking for help.
In FR 4ed, Elturgard, there is an abandoned and sealed fort named Fort Morninglord.
1) I'm looking for ideas about what really happened at the fort.
This is what I was able to find:
According to the "The Morninglord Laughter" (a Living Forgotten Realm adv., which does not reveal the mistery at all), the garrison of the fort is still trapped inside, locked in a battle against the "evil" that attacked them. ("They are trapped but trap" said the mad only survivor). The fortress is covered with magical (divine, arcane and primal) runes, whose function is presumably to keep confined inside the evil.
The (collective?) consciousness of the fort's inhabitants can communicate with the outside by writing their thoughts on the outside walls. Both the good guys and the bad guys can use this mean of communication.
Getting too close to the structure somehow "disturbs" the barrier, allowing the evil guys (only) to exit... This is probably why the High Observer imposed to stay away from the fort.
About the evil inside: it seems something related to madness (so I'm told) and shadow ... (far realm?)
In the "The Morninglord Laughter" adventure the PCs can win an artefact from the garrison to be used in a future battle between Elturgard and the Spellplagued abominations from the south.
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16 L A T E S T R E P L I E S (Newest First) |
Derulbaskul |
Posted - 03 Jan 2014 : 06:46:10 Cool.
Yeah, I know Jhaamdath was a psiocracy but I didn't realise there were any links between this region and Jhaamdath's refugees. Not that there has to be, of course, but I am glad I asked because I really enjoyed reading your post. :) |
Demzer |
Posted - 02 Jan 2014 : 11:35:18 quote: Originally posted by Derulbaskul Why psionics? And why would artefacts of lost Jhaamdath be here? (These are genuine questions, not quibbles.)
Given FR history and Moander's role in splitting Tyche into Tymora and Beshaba during the Dawn Cataclysm (and thus suggests that the Darkbringer might have the power to separate Lathander and Amaunator), you would think that, if anything, a cult of Lathanderites would be hanging around a temple of Moander... and maybe that's why Fort Morninglord is really hiding?
Psionics because Jhaamdath was a psiocracy and because i find it fitting for some kind of mind-influencing effect to be of psionic nature.
The links to Jhaamdath ARE feeble, but since there are holes and gaps in that place (the Fort) history i felt free, while suggesting, to mix things up with Jhaamdath that was heavily influenced by the Dawn Cataclysm (with Murdane being killed and Tyche split) and the Dawn Cataclysm was one of the highest displays of raw power on Lathander's part (for all we know he forced a godswar) albeit without the results he aimed at.
Here are the outlines of my suggestion, trying to tie those throwaway references to Jhaamdath with some things you are already working with: - Fort Morninglord wasn't always named such and in the distant past it was an Helmite stronghold of Jhaamdathi refugees dedicated to safekeeping and protecting the last shreds of existence of the goddess Murdane, beloved of Helm, killed during the Dawn Cataclysm. The Fort fell into obscurity and disrepair as the numbers of the secluded order of Helmites dwindled down and ultimately the Fort was abandoned and sealed; - During the rise/expansion of Elturgard a skeptic branch of Amaunator's clerics/paladins sets up shop in the Fort, renaming it "Morninglord" because of their past belief in Lathander. While working on the Fort they discover the psionic artifact linked to the Dawn Cataclysm and study it for a while. Unlike the Helmites of the past, that saw the artifact as the last trace of Murdane to be protected at all costs, this branch of skeptical Amaunatorians (?) see it as the residual trace of the power once possessed by Lathander and start to covertly work on a way to use the fallen goddess power stored inside the artifact to give new life to their god (Lathander) by forcing the "timeline" proposed by the Three-Faced-Sun heresy onward towards a new dawn; - Now is the time to bring in the third "face" of the sun in its Orcus/Myrkul vest: both common Amaunatorians and the heretic Lathanderites of Fort Morninglord are infiltrated by "dusk cultists" that work on a convoluted scheme to bring the "dawn" and "highsun" factions to blows. On Fort Morninglord's front, the cultists manage to persuade the Lathanderites that one way to catalyze enough energy/magic/faith into the artifact to power Lathander's return is to reenact on a mortal level the events that created the artifact (the death of Murdane) while at the same time switching the focus on Amaunator to steal the power needed from him, how? They should kidnap and sacrifice the lover of Amaunator's greatest cleric, Daelegoth Orndeir. On Amaunator's front, the cultists tip off Daelegoth about the existence and aims of the Lathanderites while at the same time persuading him the threat is so high he has to use non-conventional means to overcome it, specifically he should use an artifact in his safekeeping (the Crown of Horns) to defeat the Lathanderites empowered by their own ancient artifact; - The Lathanderites strike, kidnapping and sacrificing Daelegoth's lover in the dungeons below Fort Morninglord, much to their surprise nothing happens and the mysterious Jhaamdati artifact stays inert. Meanwhile Daelegoth, pushed over the edge at the news of his lover's disappearance and guessing her unfortunate fate, finally gives in and dons the Crown of Horns while guiding a squad of his most trusted leutenants and "dusk cultists" infiltrators inside the Fort to crush the heretics. While the battle inside the Fort rages Amaunator smites the building, sealing the heretics, the cultists and his fallen high cleric inside;
This way you have two "good" teams (the misguided Lathanderite heretics seeking atonement and the remains of Daelegoth's elite clerics/paladins of Amaunator) and an evil team (Daelegoth turned evil and possibly undead by the Crown aided by the Myrkul/Orcus cultists and by undeads made of the fallen clerics/paladins inside the Fort). |
Derulbaskul |
Posted - 02 Jan 2014 : 00:15:52 You're welcome, Diffan. I'm glad my post was helpful. I've put a lot of thought into running a campaign in Elturgard but I haven't done it... YET! :)
BTW, December's Dungeon - which will hopefully be released before the end of January - is supposed to have an adventure set in Elturgard. I am really hoping that it includes a decent regional map instead of the baby's bum-wipe that we currently have. Fingers crossed.
As for the number of encounters in the dungeon, I find that more than three tends to simply not work. 4E is best for cinematic set-pieces; it doesn't seem to work as well with repeated speed bumps a la 1E. Anyway, if you're looking for ideas I would suggest reading the parts of Bastion of Faith that deal with the secret heresy and also Monte Cook's Banewarrens. There's also an adventure from LFR that deals with Fort Morninglord but it lacks maps and could only kindly be described as half-arsed. (In other words, don't bother with it.)
quote: Originally posted by Demzer (snip)(1) In 3e it was Helmites stomping grounds, no Lathanderites, no sun-worshipping heretics. Daelegoth did his business with the second sun in Elversult that's on the Dragon Coast, several miles away. How did this all got mixed up and we got a second sun above Elturel with the city still under Helm --> Tyr --> Torm rule? (snip)
Rich Baker accidentally got Elturel and Elversult mixed up so The Companion got moved. That's the honest answer and one he gave on his thread here, IIRC.
To the best of my knowledge there has never been any canon explanation as to why a location that would seem to be sacred to Amaunator is now in Tormite hands. Here's some stuff I put on my blog a couple of years ago:
quote:
The Secret History of Elturgard
Before the Spellplague, the rise of the faith of Amaunator was in the hands of Daelegoth Orndeir. He was considered a heretic by the followers of Lathander - Amaunator’s predecessor in a sense - and was persecuted by same until the day he caused the Companion to shine in the skies over Elturel.
A miracle on this scale demonstrated the power of Amaunator and caused many Lathanderites to doubt. Over a period of two decades or so, the majority of Lathanderites converted to the worship of Amaunator and Orndeir himself became the Supreme Potentate of the Sun Lord.
The land of Elturgard was named by Orndeir and he ruled beneath the light of the Companion, the second sun he had caused to be created. Then, some 30 or so years ago, Orndeir was on retreat in Fort Morninglord, a noted bastion of the faith and the Supreme Potentate’s favourite place for study and meditation. A great beam of sunlight struck the fort at high noon and the inhabitants of the fort were seen no more. It was told that Orndeir was taken by Amaunator to be an exarch of the Sun Lord but Elturgard changed suddenly thereafter.
The church of Amaunator in Elturgard had long been allied with the church of Torm and the Tormites enjoyed a similar status to the followers of Amaunator within the borders of the Land of Two Suns. After the disappearance of Orndeir, high-ranked clerics of Amaunator met in secret with the senior clergy of the church of Torm. After that, the official faith of Elturgard was changed to Torm and the clergy of Torm replaced the clergy of Amaunator in all official positions.
It became part of Amaunatori dogma that this change not be questioned by the faithful. Indeed, all discussion of Orndeir, Fort Morninglord and the change in government of Elturgard became prohibited. Too much talk would lead to a visit by a church inquisitor and, it was rumoured, in some cases the disappearance of the one who questioned the church’s decisions.
The reality was that Orndeir was a heretic blinded by pride and tempted by the blandishments of Graz’zt the Dark Prince. The Supreme Potentate had captured a minor aspect of Graz’zt within a golden cage of binding. Rather than simply consigning this shard of the Dark Prince to eternal imprisonment, Orndeir revelled in his ability to command and control - to dominate - such a potent creature.
Graz’zt bided his time but was soon able to manipulate Orndeir to his own ends. He explained the history of Amaunator and twisted ancient Amaunatori teachings to show that Amaunator should be supreme on Toril. The Sun Lord should be the supreme lawgiver: he should even replace Bane as the deity of rulership!
Part of Orndeir’s pride was based on his deep knowledge of the Three-Faced Sun Heresy. He believed Amaunator to be one aspect of three faces of the sun: Dusk, Dawn and High Noon. Myrkul was the last deity to hold the portfolio of Dusk and Orndeir secretly sought after any information he could find on the Lord of Bones. He even visited the Mere of Dead Men and gathered some of Myrkul’s essence and traded with the yuan-ti for knowledge about the Crown of Horns, a malefic relic containing the last of Myrkul’s identity.
This heresy also became a topic of conversation with the imprisoned aspect and the Dark Prince also used this as fuel for his own blandishments. In due course, Orndeir’s fall was complete on the day he attempted to perform a ritual within the grounds of Fort Morninglord to absorb the essences of Myrkul and Bhaal (whose black blood still stained the [name] River near the Boareskyr Bridge) and to replace Amaunator but as the Three-Faced Sun.
At this point, Amaunator struck. A mighty blast of sunlight rent the sky and Orndeir was no more and Fort Morninglord became the blackened husk under the ban of Elturgard to this day. In reality, Orndeir was transformed into an undead thing - something like a skull lord, with three heads representing the three sources of power he now wielded - but, although not destroyed, the divine wrath of Amaunator consigned Orndeir to a darkened prison beneath Fort Morninglord with the caged aspect of Graz’zt his only company.
The Dark Prince was - and still is - playing a dangerous game. Ultimately he wishes to steal the portfolio of tyranny from Bane, the Black Lord, and properly enter the pantheon of the Realms. His masquerade as Waukeen, a result of the Time of Troubles, means he is already a member of the pantheon, albeit in disguise.
As for Orndeir, he waits beneath Fort Morninglord, a weakened pawn of the Dark Prince, for the day when someone might free him and he can return to his plans for apotheosis anew.
quote: (snip) 2) Is it known when Fort Morninglord was built? It seems a bit strange to have a fort named after Lathander in a land of Helmites turned Tyrrans turned Tormtars after Lathander threw off the mask and revelaed himself as Amaunator ... (snip)
No idea. One of the reasons I wrote up my half-arsed secret history of Elturgard was simply that, as it appeared in the FRCG, it simply didn't make sense.
quote: (snip) Anyway as i wait for this delucidations i will keep thinking about a secret cult of Lathanderites holed up in Fort Morninglord trying to use psionics artifacts from lost Jhaamdath (empowered during the Dawn Cataclysm) to split Lathander's essence from Amaunator.
Why psionics? And why would artefacts of lost Jhaamdath be here? (These are genuine questions, not quibbles.)
Given FR history and Moander's role in splitting Tyche into Tymora and Beshaba during the Dawn Cataclysm (and thus suggests that the Darkbringer might have the power to separate Lathander and Amaunator), you would think that, if anything, a cult of Lathanderites would be hanging around a temple of Moander... and maybe that's why Fort Morninglord is really hiding?
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Diffan |
Posted - 01 Jan 2014 : 16:14:35 quote: Originally posted by Wooly Rupert
Maybe Orcus is behind the Three-Faced Heresy... He doesn't know that Myrkul is still around and doesn't want to be a god; his idea is to pose as Myrkul and get some extra power. By conflating the three deities, he hopes to distribute the worship of one among three -- including Myrkul, whom he'll be posing as. This gives him more power at the same time it weakens Lathander, whose worship has practically disappeared. Ol' Sunny is still around and kicking, but the Heresy does as much for Morcus as it does for him, and if Orcus can figure out how to revitalize worship of Lathy, it'll weaken Amaunator. Either way, Orcus already had his own power, and the Heresy adds to it.
Maybe the contained evil is something like Kazgorath or the Elf-Eater. If it gets out, it will cause much death and destruction in Myrkul/Orcus's name, which would boost Orcie's power even more.
Excellent idea, I think Orcus, promoting himself as Myrkul, is a clever way of keeping the heresy and Orcus ideas intertwined. I'll have to read more about Kazgorath as the only reference to him I can think of is from reading about it in Evermeet: Island of Elves but that was a while ago. I'm also liking the idea of an easily spread contamination similiar to 28-days later which is being brewed by the BBEG to unleash across the Western Heartlands. It's effects are a fast-killing plague that raises it's victim. It's a bit cliché but it fits.
quote: Originally posted by Derulbaskul
*How in-depth should this be combat wise. Many encounters over a few days and play out the whole attrition battle or just 3 or 4 major battles?
Honestly? This depends on your group. Personally, I think of everything in dungeon delve-like terms of three encounters of gradually building intensity. What works for your group?
Well I'd say 90% of our experiences with dungeon-delving derived from published adventures and they can be pretty encounter heavy. On one hand, I like the idea of having to scrape by and survive by the skin of their teeth with their resources depleting slowly. Taking save refuge only when they deem it's an absolute must. But that sort of adventure takes it's toll with time, espically where 4E is concerned as most of our battles range between 35 to 50 minutes in length.
Yet were I to keep within the scope of say, 4 encounters, I feel that might not give right sort of feel, thus lowering the overall quality that an undertaking like this deserves. Perhaps I can cut it sort of between, maybe only having 2 encounters per "floor" of the Keep and having 4 floors. That has the possibility of keeping it faster but not super time consuming.
quote: Originally posted by Derulbaskul
* How to incorporate both the Three-faced Heresy and Orcus into the plot?
As I suggested a few years ago up-thread, have Daelegoth Orndeir wearing the Crown of Horns and imprisoned beneath Fort Morninglord. He's your BBEG for this adventure.
Orcus wants control of the Crown of Horns but also control of the undead Daelegoth. The reason for this is that Daelegoth created The Companion which is a major threat to any undead that want to attack Elturgard. If Orcus controls Daelegoth, he can control The Companion and turn it into a thing of necrotic energy that animates entire undead legions from the Fields of the Dead. Seriously, check out the pre-4E maps of Elturgard: the whole place - the Fields of the Dead - is a giant graveyard. THAT'S what Orcus is interested.
Hot damn, your right. By attempting to convert the Companion to a "dark sun" it could plunge the entire area into night/twilight (the latter being during daytime) and thus a venerable hub for undead monsters. I can also intertwine my reasoning for him putting on the Crown of Thorns to him losing a loved one and that his righteousness and holy power can't bring her back so he goes to another extreme. With the crown on, and perhaps another two servents of evil working in conjunction, Orcus uses his now growing influence to reverse and corrupt the Second Sun ritual.
Thanks!
quote: Originally posted by Derulbaskul
* How the plot has over reaching consequences should the PCs fail?
If the PCs fail then Orcus gets control of The Companion, the Crown of Horns and near-endless undead legions from the Fields of the Dead.
With legions of undead it would be a simple thing to take over Elturgard and the surrounding areas of the Western Heartlands. This is an excellent way of being a very viable threat but not so huge that it effects the whole Realms.
quote: Originally posted by Derulbaskul
* How detailed should the fort be?
I would grab 2E's Bastion of Faith and adapt that for the maps.
Thanks, I'll check it out. Luckily there were some pretty decent maps on-line that I could easily throw in should I not find something. |
Demzer |
Posted - 01 Jan 2014 : 15:50:27 I'm sorry to partially derail this but in order to give a more useful help i would like someone to clarify a couple of things for me about Elturel/Elturgard:
1) In 3e it was Helmites stomping grounds, no Lathanderites, no sun-worshipping heretics. Daelegoth did his business with the second sun in Elversult that's on the Dragon Coast, several miles away. How did this all got mixed up and we got a second sun above Elturel with the city still under Helm --> Tyr --> Torm rule? 2) Is it known when Fort Morninglord was built? It seems a bit strange to have a fort named after Lathander in a land of Helmites turned Tyrrans turned Tormtars after Lathander threw off the mask and revelaed himself as Amaunator ...
Anyway as i wait for this delucidations i will keep thinking about a secret cult of Lathanderites holed up in Fort Morninglord trying to use psionics artifacts from lost Jhaamdath (empowered during the Dawn Cataclysm) to split Lathander's essence from Amaunator. |
Derulbaskul |
Posted - 01 Jan 2014 : 13:26:46 *How in-depth should this be combat wise. Many encounters over a few days and play out the whole attrition battle or just 3 or 4 major battles?
Honestly? This depends on your group. Personally, I think of everything in dungeon delve-like terms of three encounters of gradually building intensity. What works for your group?
* How to incorporate both the Three-faced Heresy and Orcus into the plot?
As I suggested a few years ago up-thread, have Daelegoth Orndeir wearing the Crown of Horns and imprisoned beneath Fort Morninglord. He's your BBEG for this adventure.
Orcus wants control of the Crown of Horns but also control of the undead Daelegoth. The reason for this is that Daelegoth created The Companion which is a major threat to any undead that want to attack Elturgard. If Orcus controls Daelegoth, he can control The Companion and turn it into a thing of necrotic energy that animates entire undead legions from the Fields of the Dead. Seriously, check out the pre-4E maps of Elturgard: the whole place - the Fields of the Dead - is a giant graveyard. THAT'S what Orcus is interested.
* How the plot has over reaching consequences should the PCs fail?
If the PCs fail then Orcus gets control of The Companion, the Crown of Horns and near-endless undead legions from the Fields of the Dead.
* How detailed should the fort be?
I would grab 2E's Bastion of Faith and adapt that for the maps. |
Wooly Rupert |
Posted - 31 Dec 2013 : 15:10:08 Maybe Orcus is behind the Three-Faced Heresy... He doesn't know that Myrkul is still around and doesn't want to be a god; his idea is to pose as Myrkul and get some extra power. By conflating the three deities, he hopes to distribute the worship of one among three -- including Myrkul, whom he'll be posing as. This gives him more power at the same time it weakens Lathander, whose worship has practically disappeared. Ol' Sunny is still around and kicking, but the Heresy does as much for Morcus as it does for him, and if Orcus can figure out how to revitalize worship of Lathy, it'll weaken Amaunator. Either way, Orcus already had his own power, and the Heresy adds to it.
Maybe the contained evil is something like Kazgorath or the Elf-Eater. If it gets out, it will cause much death and destruction in Myrkul/Orcus's name, which would boost Orcie's power even more. |
Diffan |
Posted - 31 Dec 2013 : 07:13:58 Ok, so I'm running a campaign with my long standing group in the 4e timeline (along with the 4e rules) and one of the PCs is a Cleric / morninglord of Amaunator. Now these characters were "moved" to the time-line of the present Realms due to a strange mirror portal that didnt work correctly. Anyways, since Orcus has gained some prominence in the last century the Cleric wants to basically end the most serious threats and, later on, take down Orcus himself. So I started him down that path by sprinkling in Orcus-cult dealings in some of the major cities.
This brings me to Fort Morninglord. I want to incorporate this location as a sort of spring-board into a larger war with the undeath demon lord. The PCs, being lawful good people, wanted to work with the local law enforcement to go into the fort. Their desire was strengthened by a vision sent to the cleric of possible wide-spread destruction which starts in the Fort. The High Observer of Torm had heard their plea and decided to test their mettle first via a side quest (collect the Shield of Prator). After this completion, he'll give them permission to enter the fort and see if they can finally defeat the evil which resides there.
So here's my delemma: * How in-depth should this be combat wise. Many encounters over a few days and play out the whole attrition battle or just 3 or 4 major battles? * How to incorporate both the Three-faced Heresy and Orcus into the plot? * How the plot has over reaching consequences should the PCs fail? * How detailed should the fort be?
Some ideas I'm brainstorming - using the Crown of Thorns, a Fallen Angel, an evil artifact, fallen paladins and his group because he did everything he could (even forsake his oaths) to keep a loved one alive, corruption within the court of Elturel, cultists trying to bring about the "third face" of the heresy, Netheril influence via Shadow magic...
So, there's a lot of avenues to tread down and some ideas still floating around. For starters, Im not good at just creating and populating Keeps and Forts on a whim. I usually take pre-created stuff and just retro-fit Realms elements into it. So suggestions on keeps, castles, or forts used in other supplements would be great to fit in as my Fort Morninglord. |
The Sage |
Posted - 08 Jan 2011 : 00:29:16 quote: Originally posted by Wooly Rupert
quote: Originally posted by Diffan
Could be that this three-faced sun heresy is just that, a heresy. An attempt by Myrkul to fuel his return?
I would say not, since the last we knew about Myrkul, he was happier not being a deity.
Indeed. Unless there was a particular threat to Myrkul's current existence, I'd say he very much prefers being out from underneath Ao's divine thumb. |
Wooly Rupert |
Posted - 07 Jan 2011 : 18:21:59 quote: Originally posted by Diffan
Could be that this three-faced sun heresy is just that, a heresy. An attempt by Myrkul to fuel his return?
I would say not, since the last we knew about Myrkul, he was happier not being a deity. |
Arioch |
Posted - 07 Jan 2011 : 16:23:26 quote: Originally posted by Diffan
Elturgard isn't the overall shining beacon of hope and prosperity that they claim to be.
I agree with this!
quote:
Though I still don't see why Myrkul is considered Dusk in the Three-Faced Sun theology. I mean, Lathander and Myrkul both existed at the same time prior to the Time of Troubles where Amaunator and Lathander (and then back to Amaunator) were separated by a very large time frame.
Fow what I understand from "Power of Faerun": The sun is one great tripartite deity. Of this god, only 2 aspects exist at the same time. Lathander e Myrkul, and for the Netheril of old Amanautor and Jergal (then the deity of the "end"), highsun and dusk.
quote:
Could be that this three-faced sun heresy is just that, a heresy. An attempt by Myrkul to fuel his return?
It can... I'm currently developing more on this. Maybe a thread of its own under running the realms. |
Diffan |
Posted - 01 Jan 2011 : 14:52:50 I really like Derulbaskul's idea, as it plays into the whole Elturgard isn't the overall shining beacon of hope and prosperity that they claim to be.
Though I still don't see why Myrkul is considered Dusk in the Three-Faced Sun theology. I mean, Lathander and Myrkul both existed at the same time prior to the Time of Troubles where Amaunator and Lathander (and then back to Amaunator) were separated by a very large time frame.
Could be that this three-faced sun heresy is just that, a heresy. An attempt by Myrkul to fuel his return? |
Derulbaskul |
Posted - 01 Jan 2011 : 06:58:06 Another angle to consider is, "Why is Elturgard ruled by followers of Torm instead of followers of Amaunator?"
IMO/IMC, Fort Morninglord hides a secret shame of the church of Amaunator and the reason that they asked (actually, begged) the church of Torm to take over rulership of Elturgard from them.
What if Daelegoth (forgot his surname), the Epic-level cleric who created the Companion, fully embraced the Three-Faced Sun heresy and saw himself as the new incarnation of all three faces of the sun, including dusk.
Perhaps the catalyst for his final madness was when he found, and wore, the Crown of Horns? The Horned Heretic then corrupted some of the other Amaunatori before a group, allied with some noble paladins of Torm, eventually defeated him and sealed him beneath Fort Morninglord.
OK, my prose is not exactly good today but I'm trying to link the Three-Faced Sun heresy, the reason for followers of Torm governing Elturgard and the reason Fort Morninglord is under the ban all together. I would also recommend reading 2E's Bastion of Faith if you choose this route. |
Marc |
Posted - 29 Dec 2010 : 13:38:37 Madness and shadow, now that Azuth is dead sounds like the shadevari, they appeared in that area before. |
Arioch |
Posted - 28 Dec 2010 : 08:30:40 quote: Originally posted by Wooly Rupert
I'd make the evil somehow connected to Myrkul. I'm no fan of the lore, but it has been implied that Myrkul was the third aspect of the sun deity. If we've got something called Morninglord in the place where we had a heresy about Amaunator, then we might as well roll in the third sun deity.
Thanks a lot! I like the idea and it fits perfectly with the adventure I have in mind!! |
Wooly Rupert |
Posted - 26 Dec 2010 : 15:38:43 I'd make the evil somehow connected to Myrkul. I'm no fan of the lore, but it has been implied that Myrkul was the third aspect of the sun deity. If we've got something called Morninglord in the place where we had a heresy about Amaunator, then we might as well roll in the third sun deity. |
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