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T O P I C    R E V I E W
Walking in the Light Posted - 07 Mar 2007 : 07:14:41
Ho travelers!

I have just finished reading
POWERS OF FAERUN
Let me just say I enjoyed it!

I am prety sure I have no real spoilers
But I do give a very brief overview of two Border Land areas, just so you know

Many interesting things on guilds, secret societies and even my "fav" how to own/run your own Keep.
Gave you detailed ideas on how to be a leader, as well what could happen during your wise rule

The Tome also took the time to talk about the Boarder Lands

If anyone else read it, I was wondering what they thought about a couple of places there

I know I’m nitpicking, (I often try to even out the Classes)
One, its seems that half the Border Kingdoms, have mages running about

Anyway take a look at my idea

1 Realm of the Mount

It is a land of untamed forest, with “No” buildings/farms/roads
Key word “untamed”

Basically it’s used for hiding treasure in caves “Tombs”
Seems be in the style of a Guild/Warehouse, so you can protect little things you don’t want others to see

Over time one Wizard or another runs the place
Inviting people to help and hide things there

Yet my take on this is….
Wouldn’t be better to have, O’ let’s say a Druid rule there?

She would use the payments to help protect the land
Creating an economic engine, to further her environmental goals of keeping the land pristine


2nd Realm of Ondeeme

This was conquered by whom else?... A wizard!
A rather cruel one at that hehehe

Being a studious Arcanist, he started a School of Magic
A mysterious battle broke out there, causing the disappearance of the Wizard and all magic wilding slaves

For awhile all the people were free, the merchants even started to rule the land
Yet for some reason they brought in more wizards
But(Aka friendlier ones)

In my mind Clerics/Knights, would be the first choice to be welcome by the Merchants
Kind of like Amn with its Anti-Mage bent

What do you wise sages think?



Mod Edit: Shifted to a more appropriate shelf.
7   L A T E S T    R E P L I E S    (Newest First)
Malanthius Posted - 31 Jul 2007 : 11:04:20
Hate to ask, but kind of frustrated, where are the Bhaalspawn referenced in Power of Faerun?
Walking in the Light Posted - 08 Mar 2007 : 05:13:47
Rinonalyrna Fathomlin
quote:
I like both your ideas, personally. Although, I think it's possible for people to be conquered by an evil wizard for a while, but *not* develop a general prejudice against arcane magic from it.


Agreed, they “Merchants” did pick reputable Mages to aid them
Mostly for casting spells on the products they were making
Still for game play, I think the local populace would seek a more diversified Class.
Such as the Knights and Clerics to keep evil mages from coming back
Not say a Bard or Rangers couldn’t help

Blueblade
quote:
…..Border Kingdoms, and he said much of its invented history was crafted for another game reason: to provide maximum opportunities for PC adventurers to go adventuring (wrongs to right, "sexy" treasure to go after, monsters to defeat, etc.)


Totally agree with that part

Blueblade
quote:
……Isn't it the basis of some of the most satisfying adventures to have PCs "restore" or achieve balances, in life?
Or make good win? Or overthrow hated local rulers?
Do you see what I'm getting at, here?


O’ yes and that’s what makes storytelling so grand indeed!

Blueblade
quote:
Ed sets it up for gamers to fix things, whereas you seem to be arguing that with using the right NPC classes in the first place, things would have "worked out better" or "more logically"?
What say?


I am glad you asked, for your post was well thought out

All of what you described, sounds like a grand time.
I am happy to say, none my ideas changed that effect

The only change would be, a more diverse target to go after
Not the same old grumpy wizard.
I'm not saying, you cant have wizards!
Just spread them out for more fun and less of the same old thing

Rinonalyrna Fathomlin
quote:
I agree with Blueblade's comments, as well. The "safer" things are in a setting, the less...exciting they are when it comes time to get your hands dirty doing the things heroes normally do


Ahh lass your so right!
Dirty is how we heroes like it
Yet I must say, none of my ideas made it "safer" in Realm of the Mount or the Realm of Ondeeme
The Druid would be as dangerous of an arch-rival, if not more so, as any wizard in the Mount.

It would be just as true for Ondeeme, with Clerics and Knights fighting adventuring parties
With several great sub-plots of the former wizards, trying to comeback and take control again

Faraer
quote:
The Border Kingdoms, even more than the rest of the Realms, are designed to be easily customized for particular campaigns, with swiftly shifting borders and rulers. So if those changes work for your game, go ahead.
But no, it wouldn't be 'better' to have a druid instead of a wizard rule, just different -- and less probable, as druids don't crave power and enjoy urban politicking as many mages do.


The first part of your post is most true for me, I believe

Do to the GameMaster AkA Storyteller, making the game fun how she sees fit

As far as a Druid in Realm of the Mount

…It is a land of untamed forest, with “No”buildings/farms/roads….

So a Druid may not seek Urban politics as you say Faraer, yet a Druid would feel right at home, in the forest/mount

The place is used for hiding treasure in caves, by whomever can pay to do so
Its like joining a very private origination

My point of a powerful Druid running the Mount, seems very suitable for a fantasy setting.
She seeks to further her environmental goals by using the
Mount-Secret-Orginization and keeping the land pristine.

Yes a Wizard can do it, infact it was his idea to keep the land untamed with no roads and so on.

But a Druid seems to fit the story better, in my not so humble opinion.

No matter who runs the place, be it Wizard or Druid, the fact is the Forest-Mount is run with a vigilantly mentality

Everyone is slaughtered on sight…no questions asked

Only those wearing the “Symbol” that shows them part of the origination, can walk the land

Perhaps I should have gone into greater detail, with my first post
O’ well live and learn

Never the less, all your ideas were very helpful and I thank you
The Sage Posted - 07 Mar 2007 : 23:10:36
The POLYHEDRON issues with the Border Kingdom articles are 109–111, 115–121, 123–148. Unfortunately though... the alphabetical detailing of the cities and kingdoms finished at "O".

You'll find a collection of them being covered by Ed in his "Border Kingdoms" articles at the link Faraer posted above. Ed has said he's trying to include missed "extras" -- such as whatever notes and Realmslore tidbits that were never originally included in either the POLYHEDRON articles or the BK write-ups in PoF. So, expect to see some surprises!
Faraer Posted - 07 Mar 2007 : 21:44:02
The Border Kingdoms, even more than the rest of the Realms, are designed to be easily customized for particular campaigns, with swiftly shifting borders and rulers. So if those changes work for your game, go ahead. But no, it wouldn't be 'better' to have a druid instead of a wizard rule, just different -- and less probable, as druids don't crave power and enjoy urban politicking as many mages do.

The Border Kingdoms articles (from which the Power of Faerûn chapter was derived), originally published in Polyhedron magazine, are here.
Rinonalyrna Fathomlin Posted - 07 Mar 2007 : 18:36:53
I agree with Blueblade's comments, as well. The "safer" things are in a setting, the less...exciting they are when it comes time to get your hands dirty doing the things heroes normally do.
Blueblade Posted - 07 Mar 2007 : 15:34:36
Hmmm. Interesting.
However, Ed in that chapter of PoF is describing "established" Border Kingdom "history" (see many issues of the late lamented POLYHEDRON Newszine), but, Walking In The Light, you seem to be saying he should have tinkered with that history for game rules or balance reasons.
Ed spent about an hour of a three-hour GenCon seminar, years ago, discussing the Border Kingdoms, and he said much of its invented history was crafted for another game reason: to provide maximum opportunities for PC adventurers to go adventuring (wrongs to right, "sexy" treasure to go after, monsters to defeat, etc.).
Now, it certainly works that way in my Realms campaigns (both as player and as DM), so Ed's approach "worked," if you see what I mean.
Isn't it the basis of some of the most satisfying adventures to have PCs "restore" or achieve balances, in life? Or make good win? Or overthrow hated local rulers?
Do you see what I'm getting at, here? Ed sets it up for gamers to fix things, whereas you seem to be arguing that with using the right NPC classes in the first place, things would have "worked out better" or "more logically"?
What say?
Rinonalyrna Fathomlin Posted - 07 Mar 2007 : 14:38:22
I like both your ideas, personally. Although, I think it's possible for people to be conquered by an evil wizard for a while, but *not* develop a general prejudice against arcane magic from it.

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