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combatmedic
Senior Scribe
  
USA
428 Posts |
Posted - 03 Sep 2012 : 18:02:07
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quote: Originally posted by Markustay
I admit that History channel has gone 'down hill' as of late (one guy said Bigfoot flies a spaceship!), but I think they cover the basics in 'broad strokes' fairly well.
You know, I can see certain differences between Larloch and Szass tam, so having both is fine (we always have). I just don't want Tam turning into another 'uber-baddie' like Larloch (as in, a guy who even Chosen fear picking a fight with).
On the other hand, I'm thinking Telemont is redundant with Szass Tam. Therefor, I suggest Tam "kills him and takes his stuff" (remember that little gem from 4e?) At first, I thought Shade parked over the High Plateau and the Shades being Tam's underlings sounded pretty nifty, but that puts him too far from the action (which has been the problem with Thay all along... or so people think). If they put 'New Thay' where old Thay was, then Tam could move to Anauroch. Of course, that just exacerbates the stupidity of 'Shade' being in the middle of a bright, sunny desert (I don't think a lich need to work on its tan)
So, since someone seems to think Tam needs to be 'mobile' (don't they have him mucking-about near Nevrwinter now?), why not untether Shade and give him a flying city that actually moves around. It would be the only dungeon a DM could bring to his players, instead of them traveling to it.
Give Tam Shade and turn it into the Deathstar - who's with me? 
I added some stuff and edited my reply a bit, Markus.
Anyhoo, you might be able to help with my questions on archers in Cormyr and the Dales.
I recall archers being part of Cormyr's army in 'Crusade.'
HC is hit or miss, IMO.
They should bring back True West and Tales of the Gun! Those were good shows, and pretty well researched.
:)
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YMMV= Your Mileage May Vary. I'm putting it here so I don't have to type it in every other post. :) |
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deserk
Learned Scribe
 
Norway
239 Posts |
Posted - 03 Sep 2012 : 19:03:40
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quote: Originally posted by Irennan
I like Eilistraee a lot, but I agree with this. Eilistraee should be definitely included in the Dark Seldarine (I'd go with demipower), and her followers -as few as they should be- still struggling. As you say, she and Vhaeraun are two radically different approaches to the same goal, but Eilistraee struggles for drow freedom as a rebel and an underdog, romantically and passionately no matter how overwhelming the odds can be. She gives each drow great value, and fight to give them the possibility to forge their own future and path, through their own choices which best express them without the stigma of their race. It is only right for the drow to have Eilistraee as a beacon of hope for a life where everyone has its own great value as person, where happiness is not a far away mirage reachable only with the domination of everything and everyone, and where people are free to create, to love and be loved, to make life flourish. Giving the Dark Maiden too much influence would ruin the concept of her hope desperately trying to shine in the darkness, her strength being her determination in never giving up.
Bingo. Exactly why I think she and her followers shouldn't be too prominent, because in a way, it kind of destroys how unique Eilistraee is as a god, because she is so alien to the ways of the drow, generally. Making her too prominent, is taking away the struggle that makes Eilistraeeans and good drow intriguing in the first place.
quote: Originally posted by Irennan
On the other hand, having Drizzt as the only super drow who is capable of different choices isn't a god choice IMO; there should be another way for each drow, as there should be the ones who fight for their race to be free to take this alternative (Eilistraee and her followers first among them). How many actually choose and fight for it is another matter, but even very few people doing so would add a lot of depth to the race.
Well I think it should be very rare for drow to have a set of morality that is very much alike those of good-aligned surfacer cultures. Honestly, I think most Eilistraeeans should be Chaotic Neutral, because drow indoctrination tends weed out most of those who have personality traits that are normally considered negative and disadvantageous (like being sympathetic and caring, and showing mercy for others). A lot of Eilistraee's dogma is alien to the general drow, and it's going to have to take a radical change to adapt to all of Eilistraee's teaching, and most people probably wouldn't adapt to it completely.
That's probably where you get the discrimination against males by certain Eilistraeean groups, because some females can't get over the (drow) order of things that has been imprinted in their head from childhood, that drow females have a superior role compared to males.
quote: Originally posted by Irennan
Yes, this is how I see Vhaeraun as well. He should be the revolutionary type you talk about (and I think he already is).
Yup, what I said, is kind of me fighting against my old lazy interpretation of Vhaeraun, thinking of him as nothing more than god of thieves, a kind of drow knock-off of Mask. And I now don't look at him as that, but I fear many people do automatically deem him as nothing more than that.
quote: Originally posted by Irennan
But I don't see why he can't be CN. His goal of having the drow 'ruling the world' is obviously megalomaniac (an is too akin to Lolth's), I'd find it more appealing it was the equally significant drow freedom through rebellion and fierce fighting, so that the dark elves could again rise to power free from poisoning infighting, and recover what they lost -- a goal which wouldn't be inherently evil.
It isn't inherently evil for them to rid the ways of the infighting, but his obsession of having his followers take "back" the surface is kind of reminiscent to nationalism, which often is a tricky step into evil when you start claiming one culture is more superior, or has more rights, than another.
The only thing that makes him slightly less evil than Lolth, is his teaching of equality amongst the sexes. But the way I see it, he does so, to make as many drow as possible work together and fight "common enemy", as it's ultimately self-destructive to the race as a whole when they judge someone entirely out of their class or gender, which means certain individual's potentials might not be fully realized. And also, it sparks infighting itself, when half of the drow, don't really get to feel the benefits of being a drow. Especially when considering how chaotic a race, the drow are.
And also, one of the principal reasons I wouldn't want Vhaeraun to be Chaotic Neutral, as opposed to Chaotic Evil, is because I fear it would open too wide a door for Chaotic Good Vhaeraunites, which would just be seriously unusual, in my opinion. I don't really have anything against Chaotic Neutral Vhaeraunites, because certain Vhaeraunite groups come off more as CN rather than CE, like Clan Auzkovyn, who have no problems with accepting elves or humans amongst them (although the drow of Auzkovyn aren't really that devout to Vhaeraun). |
Edited by - deserk on 03 Sep 2012 19:10:27 |
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combatmedic
Senior Scribe
  
USA
428 Posts |
Posted - 03 Sep 2012 : 20:30:06
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quote: Originally posted by Markustay
I admit that History channel has gone 'down hill' as of late (one guy said Bigfoot flies a spaceship!), but I think they cover the basics in 'broad strokes' fairly well.
You know, I can see certain differences between Larloch and Szass tam, so having both is fine (we always have). I just don't want Tam turning into another 'uber-baddie' like Larloch (as in, a guy who even Chosen fear picking a fight with).
On the other hand, I'm thinking Telemont is redundant with Szass Tam. Therefor, I suggest Tam "kills him and takes his stuff" (remember that little gem from 4e?) At first, I thought Shade parked over the High Plateau and the Shades being Tam's underlings sounded pretty nifty, but that puts him too far from the action (which has been the problem with Thay all along... or so people think). If they put 'New Thay' where old Thay was, then Tam could move to Anauroch. Of course, that just exacerbates the stupidity of 'Shade' being in the middle of a bright, sunny desert (I don't think a lich need to work on its tan)
So, since someone seems to think Tam needs to be 'mobile' (don't they have him mucking-about near Nevrwinter now?), why not untether Shade and give him a flying city that actually moves around. It would be the only dungeon a DM could bring to his players, instead of them traveling to it.
Give Tam Shade and turn it into the Deathstar - who's with me? 
Isn't the desert of Anauroch pretty much gone? I had thought that the Shadovar guys restored anicent Netheril's forests, lake, rivers, grasslands, etc.
http://forgottenrealms.wikia.com/wiki/Netheril
I do like the idea of a lich with shadowy minions and a floating city as a base.

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YMMV= Your Mileage May Vary. I'm putting it here so I don't have to type it in every other post. :) |
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Irennan
Great Reader
    
Italy
3823 Posts |
Posted - 03 Sep 2012 : 20:45:50
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quote: Originally posted by deserk
quote: Originally posted by Irennan
I like Eilistraee a lot, but I agree with this. Eilistraee should be definitely included in the Dark Seldarine (I'd go with demipower), and her followers -as few as they should be- still struggling. As you say, she and Vhaeraun are two radically different approaches to the same goal, but Eilistraee struggles for drow freedom as a rebel and an underdog, romantically and passionately no matter how overwhelming the odds can be. She gives each drow great value, and fight to give them the possibility to forge their own future and path, through their own choices which best express them without the stigma of their race. It is only right for the drow to have Eilistraee as a beacon of hope for a life where everyone has its own great value as person, where happiness is not a far away mirage reachable only with the domination of everything and everyone, and where people are free to create, to love and be loved, to make life flourish. Giving the Dark Maiden too much influence would ruin the concept of her hope desperately trying to shine in the darkness, her strength being her determination in never giving up.
Bingo. Exactly why I think she and her followers shouldn't be too prominent, because in a way, it kind of destroys how unique Eilistraee is as a god, because she is so alien to the ways of the drow, generally. Making her too prominent, is taking away the struggle that makes Eilistraeeans and good drow intriguing in the first place.
Yes, this is exactly my point.
quote:
quote: Originally posted by Irennan
On the other hand, having Drizzt as the only super drow who is capable of different choices isn't a god choice IMO; there should be another way for each drow, as there should be the ones who fight for their race to be free to take this alternative (Eilistraee and her followers first among them). How many actually choose and fight for it is another matter, but even very few people doing so would add a lot of depth to the race.
Well I think it should be very rare for drow to have a set of morality that is very much alike those of good-aligned surfacer cultures. Honestly, I think most Eilistraeeans should be Chaotic Neutral, because drow indoctrination tends weed out most of those who have personality traits that are normally considered negative and disadvantageous (like being sympathetic and caring, and showing mercy for others). A lot of Eilistraee's dogma is alien to the general drow, and it's going to have to take a radical change to adapt to all of Eilistraee's teaching, and most people probably wouldn't adapt to it completely.
That's probably where you get the discrimination against males by certain Eilistraeean groups, because some females can't get over the (drow) order of things that has been imprinted in their head from childhood, that drow females have a superior role compared to males.
Yes, I see what you mean. However after years spent as eilistraeen, a drow should start to really open his/her mind as Eilistraee wishes, and to fight for the freedom of their race. These should be few, but should be present nonetheless because they are the ones who carry on Eilistraee's quest. And they aren't the same as Drizzt, because are not renegades and are not indifferent to their people: they care and fight for them within their possibility and number.
quote:
quote: Originally posted by Irennan
Yes, this is how I see Vhaeraun as well. He should be the revolutionary type you talk about (and I think he already is).
Yup, what I said, is kind of me fighting against my old lazy interpretation of Vhaeraun, thinking of him as nothing more than god of thieves, a kind of drow knock-off of Mask. And I now don't look at him as that, but I fear many people do automatically deem him as nothing more than that.
I understand this, I too fear that people see E. and V. as simple gods of moon/dance and thievery respectively. They stand for much more than that (and I cannot help but think that this misconception was one of the reasons for their removal from canon).
quote:
quote: Originally posted by Irennan
But I don't see why he can't be CN. His goal of having the drow 'ruling the world' is obviously megalomaniac (an is too akin to Lolth's), I'd find it more appealing it was the equally significant drow freedom through rebellion and fierce fighting, so that the dark elves could again rise to power free from poisoning infighting, and recover what they lost -- a goal which wouldn't be inherently evil.
It isn't inherently evil for them to rid the ways of the infighting, but his obsession of having his followers take "back" the surface is kind of reminiscent to nationalism, which often is a tricky step into evil when you start claiming one culture is more superior, or has more rights, than another.
The only thing that makes him slightly less evil than Lolth, is his teaching of equality amongst the sexes. But the way I see it, he does so, to make as many drow as possible work together and fight "common enemy", as it's ultimately self-destructive to the race as a whole when they judge someone entirely out of their class or gender, which means certain individual's potentials might not be fully realized. And also, it sparks infighting itself, when half of the drow, don't really get to feel the benefits of being a drow. Especially when considering how chaotic a race, the drow are.
And also, one of the principal reasons I wouldn't want Vhaeraun to be Chaotic Neutral, as opposed to Chaotic Evil, is because I fear it would open too wide a door for Chaotic Good Vhaeraunites, which would just be seriously unusual, in my opinion. I don't really have anything against Chaotic Neutral Vhaeraunites, because certain Vhaeraunite groups come off more as CN rather than CE, like Clan Auzkovyn, who have no problems with accepting elves or humans amongst them (although the drow of Auzkovyn aren't really that devout to Vhaeraun).
I see your point. However I'd really like to not have Eilistraeens and Vhaerunites being at their throats anymore -- they should be 'neutral' to each other IMO (as the Eilistraeens would hope to convince the Vhaerunites to choose the different way I was talking in my other post, and the latter wouldn't see the former as a threat -- they could even see these awkward drow as useful tools...). |
Mathematics is the art of giving the same name to different things. |
Edited by - Irennan on 03 Sep 2012 20:47:06 |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 03 Sep 2012 : 21:05:49
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quote: Originally posted by combatmedic
Isn't the desert of Anauroch pretty much gone? I had thought that the Shadovar guys restored anicent Netheril's forests, lake, rivers, grasslands, etc.
http://forgottenrealms.wikia.com/wiki/Netheril
You can tell whats going on on that map? 
I read most of the 4eFR material when it first came out (just the campaign guide), but I recall very little of it (I have to liken this to trying to remember the moments just before a car accident). I was pretty shell-shocked for awhile. I have to honestly say I don't know what happened to Anauroch in 4e. 
I would like it 'skinnied up' - it needs to stay nearly the same 'height' (north/south axis) - but it could afford to lose some 'meat' off the western side (so we can get back a lot of the room we lost in 3e). I wouldn't mind the lands to the north being like northern Vassa in 1e/2e (a swampy mess, but traversible, with future potential for settlement). That way, you'd still have to go around the place, but you'd have a choice as to whether going north or south to do so. No road across the middle - that was the least-sensical thing about the 3e map (considering the Shades were back, that road could not have existed in 3e). Maybe I'll do a mock-up of that today - I need to get my 'map on' again - I just haven't been feeling it the past couple weeks. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 03 Sep 2012 21:06:18 |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 03 Sep 2012 : 21:31:16
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quote: Originally posted by Markustay
I read most of the 4eFR material when it first came out (just the campaign guide), but I recall very little of it (I have to liken this to trying to remember the moments just before a car accident). I was pretty shell-shocked for awhile. I have to honestly say I don't know what happened to Anauroch in 4e. 
I know this feeling. I have been doing my best to forget 4e FR lore |
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The Red Walker
Great Reader
    
USA
3567 Posts |
Posted - 03 Sep 2012 : 21:31:32
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quote: Originally posted by Markustay
quote: Originally posted by combatmedic
Isn't the desert of Anauroch pretty much gone? I had thought that the Shadovar guys restored anicent Netheril's forests, lake, rivers, grasslands, etc.
http://forgottenrealms.wikia.com/wiki/Netheril
You can tell whats going on on that map? 
I read most of the 4eFR material when it first came out (just the campaign guide), but I recall very little of it (I have to liken this to trying to remember the moments just before a car accident). I was pretty shell-shocked for awhile. I have to honestly say I don't know what happened to Anauroch in 4e. 
I would like it 'skinnied up' - it needs to stay nearly the same 'height' (north/south axis) - but it could afford to lose some 'meat' off the western side (so we can get back a lot of the room we lost in 3e). I wouldn't mind the lands to the north being like northern Vassa in 1e/2e (a swampy mess, but traversible, with future potential for settlement). That way, you'd still have to go around the place, but you'd have a choice as to whether going north or south to do so. No road across the middle - that was the least-sensical thing about the 3e map (considering the Shades were back, that road could not have existed in 3e). Maybe I'll do a mock-up of that today - I need to get my 'map on' again - I just haven't been feeling it the past couple weeks.
Snip...
The Empire of Netheril stretches from the edge of the High Ice south to the Farsea Swamp, occupying the former desert land of Anauroch. Rivers now flow from the melting glaciers, rain falls, temperatures are moderate, and in some places vegetation is particularly lush. Netheril is a land reborn, despite its cruel overlords.
It seems to me we need Halruaa as a netherese counterpoint to shade. To me, It's not really Netheril with only a fraction of Nethese peoples represented.
(yep, I'll grasp at any straws to get Halruaa back!) |
A little nonsense now and then, relished by the wisest men - Willy Wonka
"We need men who can dream of things that never were." -
John F. Kennedy, speech in Dublin, Ireland, June 28, 1963
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Edited by - The Red Walker on 03 Sep 2012 21:32:55 |
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CorellonsDevout
Great Reader
    
USA
2708 Posts |
Posted - 03 Sep 2012 : 22:00:50
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quote: Originally posted by Irennan
quote: Originally posted by Eilserus
It's entirely possible we'll see all the drow gods back after AO recreates the Tablets of Fate and decides who's handling what divine responsibilities. I know it's been mentioned the siblings were intended to still be around as arch-fey or some such. I'd just go with demipower status myself, but that's because some of the 4E stuff I don't really understand. I still haven't figured out a good way to bring Selvetarm back myself, but I'm thinking it has something to do with drider worshippers. ;)
Honestly, I'd prefer something less anonymous than ''and *poof* they're back'' (even tho I could easily live even with something like this, if it brought them back). The little info I have about their former plan for Eilistraee and Vhaeraun in the Menzo book makes me think that what they were doing is way more flavorful: I'll just quote it:
quote: While I cannot share the text of what I submitted to WotC, Irennan is pretty much spot on in our idea of how to keep consistent with the old lore while returning Eilistraee and Vhaeraun. The Masked Lady sacrificed her divinity and returned as an archfey -- actually two archfey. Vhaeraun and Eilistraee lost their names in the sacrifice and only had their ancestral titles of the Mask on the Moon and the Dancing Maiden. While the archfey cannot grant spells, PCs would directly interact with the spirits that were Eilistraee and Vhaeraun. They ruled from the Grotto of SIlver and Shadow (the map was included in the map pack), which has fallen into ruin in the centuries that they were gods. So drow servants of the Lord and Lady have two great tasks -- fight the oppression of Lolth while reclaiming a feydark realm from the wilderness and evil fey such as the fomorians. This gives judges two great campaigns - one based entirely in the feydark and dealing with other fey and one in the Underdark continuing the fight against Lolth and her minions. Their followers would be far fewer than before, making every PC who serves the Lady and the Lord that much more important. Also, servants of Lolth are searching for the hidden Grotto and hunting the Lady and the Lord's followers constantly. Being a servant of the archfey would be a harrowing experience of a rebel, fighting overwhelming odds.
However, I'm a bit perplex about this: if they set up in the feywild after the exile from Arvandor, then it would be weird of two hostile beings to live in the same place. Unless the conflict between the two of them was overplayed and they were kind of allies from the beginning, the hatred of Vhaeraun towards his sister being only a myth. Then if things really are this way, after they got their godhood their paths started diverging, as their ideals did, only to converge again in time of need giving birth to the ML, who sacrificed their combined divine power for the redemption, making brother and sister allied archfeys again.
The concept sounds good to me tho, and I'd like much more this to become canon than ''Ao brought them back''. If Ao was going to write ''Eilistraee and Vhaeraun'' on the tablets of fate, they could just get ''promoted'' to deities again (or they could easily remain archfey if WotC don't want them to play a bigger role).
I would love to see Eilistraee and Vhaeraun come back as well, though I'd actually like them to be demigods at least. Arcfeys would suggest they didn't have their own realm, so when their drow followers died, their souls would still go to Lolth, which wouldn't be very promising for them. But arch fey Eilistraee and Vhaeraun is better than no Vhaeraun and Eilistraee I suppose. |
Sweet water and light laughter |
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Dennis
Great Reader
    
9933 Posts |
Posted - 03 Sep 2012 : 22:06:07
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quote: Originally posted by Markustay
Of course, that just exacerbates the stupidity of 'Shade' being in the middle of a bright, sunny desert (I don't think a lich need to work on its tan)
The sun is but a minor annoyance to the Shadovar. Besides, where there's light, there's shadow. Also, the whole city of Shade is covered by shadows no ray of light could penetrate.
quote: Originally posted by Markustay
Give Tam Shade and turn it into the Deathstar - who's with me? 
Easier said than done. Szass Tam didn't even dare try to conquer his land-based neighbors (Rashemen and Aglarond). How much more difficulty he'd encounter if he'd be mad to try to conquer a mobile, flying city whose defenses were doubly empowered after the Chosen's unexpected interference?! No, Szass Tam wouldn't dare. |
Every beginning has an end. |
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Irennan
Great Reader
    
Italy
3823 Posts |
Posted - 03 Sep 2012 : 22:13:21
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quote: I would love to see Eilistraee and Vhaeraun come back as well, though I'd actually like them to be demigods at least. Arcfeys would suggest they didn't have their own realm, so when their drow followers died, their souls would still go to Lolth, which wouldn't be very promising for them. But arch fey Eilistraee and Vhaeraun is better than no Vhaeraun and Eilistraee I suppose.
The souls of the drow who follow Eilistraee and Vhaeraun as archfey wouldn't be claimed by Lolth, but simply go to the Fugue Plane (and the Wall of the Faithless is no more in 4th ed). Then the siblings could have a pact with an actual deity to claim the souls of their followers and bring them in his/her realm. For example Selune would do fine for Eilistraee and I don't think that Vhaeraun would care about where his followers's souls go, as long as they don't get destroyed/are doomed to eternally suffer (so, being him no longer hostile to his sister, I guess he wouldn't mind if they were welcomed to the Gates of the Moon). |
Mathematics is the art of giving the same name to different things. |
Edited by - Irennan on 03 Sep 2012 22:13:56 |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 03 Sep 2012 : 22:14:30
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Here's my assumption - the 4e map was how the folk of the post-plague world thought their world looked (which is why its so ill-defined - they were unsure about the fate of a great many things). Basically, it was a 'best guess', going by rumors they heard. This will leave certain things open for interpretation going into 5e. The way the world was a month after the Spellplague hit was very different then the world we will get a century later (in other words, after the worst of the holocaust was over, and the waters receded, etc, the land could have looked a lot different then how folks were picturing it - the 4e map).
I am working on that 'mock-up' of an improved Anauroch as I type this. I started an 1e/2e/3e amalgam map some time ago, and I can always fold this into that project (since I need to get back some of that terrain we lost when the coast got angled). I'm liking how its turning out, and it could shoe-horn well with other suggestions I've made (like the Shou moving closer). I've got this nice big area where the High ice used to be, and it might be a good place to move the tieflings. Have the displaced Tuigan move into the Nar lands (seriously, not all that different - we go from Rus-like horse barbarians to Mongols). That puts a 'no-mans land' (The Thar) between the Warlock Knights and the Tieflings (and the Moonsea region).
This could make the far north (of the eastern heartlands) something useful. I doubt many people used the High Ice, the Ride, or the Tortured Lands. With a 'northern passage' connecting the western and eastern heartlands, those areas become a hotbed of new activity.
quote: Originally posted by The Red Walker
(yep, I'll grasp at any straws to get Halruaa back!)
Another idea - I should take my concept for Halruaa from my 'Misbegotten Realms' map (an island chain) and apply that to the pre-existing Halruaa. It could be a winner. Once the waters receded (after all the plaguey crap was over and done), people were surprised to find that some things survived (and/or were rebuilt during the hundred years or so by the surviving Halruaans).
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"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 03 Sep 2012 22:18:12 |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 03 Sep 2012 : 22:40:13
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quote: Originally posted by Markustay
Here's my assumption - the 4e map was how the folk of the post-plague world thought their world looked (which is why its so ill-defined - they were unsure about the fate of a great many things). Basically, it was a 'best guess', going by rumors they heard. This will leave certain things open for interpretation going into 5e. The way the world was a month after the Spellplague hit was very different then the world we will get a century later (in other words, after the worst of the holocaust was over, and the waters receded, etc, the land could have looked a lot different then how folks were picturing it - the 4e map).
I am working on that 'mock-up' of an improved Anauroch as I type this. I started an 1e/2e/3e amalgam map some time ago, and I can always fold this into that project (since I need to get back some of that terrain we lost when the coast got angled). I'm liking how its turning out, and it could shoe-horn well with other suggestions I've made (like the Shou moving closer). I've got this nice big area where the High ice used to be, and it might be a good place to move the tieflings. Have the displaced Tuigan move into the Nar lands (seriously, not all that different - we go from Rus-like horse barbarians to Mongols). That puts a 'no-mans land' (The Thar) between the Warlock Knights and the Tieflings (and the Moonsea region).
This could make the far north (of the eastern heartlands) something useful. I doubt many people used the High Ice, the Ride, or the Tortured Lands. With a 'northern passage' connecting the western and eastern heartlands, those areas become a hotbed of new activity.
quote: Originally posted by The Red Walker
(yep, I'll grasp at any straws to get Halruaa back!)
Another idea - I should take my concept for Halruaa from my 'Misbegotten Realms' map (an island chain) and apply that to the pre-existing Halruaa. It could be a winner. Once the waters receded (after all the plaguey crap was over and done), people were surprised to find that some things survived (and/or were rebuilt during the hundred years or so by the surviving Halruaans).
It sounds interesting It is interesting if the high ice has retreated since that could reveal ruins. As long as there is still a bit of ice terrain somewhere in the world can interesting ice adventures be made I like the idea, that initial 4e maps was unprecise due to the chaos of the spellplague Displaced horse tribes are also interesting since it opens up for adventures like "we want to recover our land" or "we want to perform a quest to visit our holy burial grounds" etc
What about chult? I have this idea, that mangrove forests could begin to grow in the water in some of the former parts of chult there is now beneath water |
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CorellonsDevout
Great Reader
    
USA
2708 Posts |
Posted - 03 Sep 2012 : 22:43:57
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Most of what I like and don't like have as already been stated, but I'll say something things anyway:
I did not like the Spellplague and the changes it brought to the Realms, but I would not ask for a "reboot" because that would be an erasing of the event, and the fact, it did happen, and saying it didn't would only change the Realms further.
I did like the return of Myth Drannor (it was 5 to 10 years before the Spellplague, but the point is I'm glad it's there). I'd like to see more books take place in MD.
I'd like to see the return of the gods, particularly the drow gods and Mask and Deneir (the incident with Cadderly and Spirit Soaring was just...tragic), and I don't like how some gods turned out to be "aspects" of other gods. I have only recently joined this site, and so far, all my posts have been about the gods, I am aware. But they have defined the Realms for me. I like how they have personalities and roles. I suppose in some ways less interference would be good, because then the characters wouldn't feel so much like pawns, but at the same time, I enjoyed having them involved. I guess they were getting a little too ahead of themselves though ey?
Even if they are going to interfere less, I would like to see some followers of the more minor gods get some attention (the elven god Sheverash, or even Mieliki, and Mask when/if he returns, and Ilmater!).
I actually liked the Abolethic Sovereignity. I think it's a good "dark" part of the Realms. I also like how tieflings are getting more attention. Now how about some aasimar characters as well? |
Sweet water and light laughter |
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Tarlyn
Learned Scribe
 
USA
315 Posts |
Posted - 03 Sep 2012 : 22:46:05
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| At the sundering panel, James Wyatt said the map was going to be the old gray box set for the sundering novels. Not sure what that means for 5e, but I guess the basic outlines of the landmasses and bodies of water will match OGB. If you haven't checked it out yet, it is available on youtube for sure, might be on wizards website as well. |
Tarlyn Embersun |
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combatmedic
Senior Scribe
  
USA
428 Posts |
Posted - 03 Sep 2012 : 23:11:37
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quote: Originally posted by Tarlyn
At the sundering panel, James Wyatt said the map was going to be the old gray box set for the sundering novels. Not sure what that means for 5e, but I guess the basic outlines of the landmasses and bodies of water will match OGB. If you haven't checked it out yet, it is available on youtube for sure, might be on wizards website as well.
OGB FTW!
Okay, they just really grabbed my interest.
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YMMV= Your Mileage May Vary. I'm putting it here so I don't have to type it in every other post. :) |
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sleyvas
Skilled Spell Strategist
    
USA
12194 Posts |
Posted - 04 Sep 2012 : 02:56:12
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quote: Originally posted by Tarlyn
Additional 5e hopes
5e hopes -Vhaeraun and Eilistraee both should have experience some growing pains during the past hundred years. Redefining both deities a little to broaden their appeal. For instance, I would like to see it noted that Eilistraee goes with a little more rangery look and uses a bow again(still have swordmanship be her big thing, but she realizes that Lolth influenced her shot). Keep the dancing naked in moonlight glades as a clerical ritual, but allow Eilistraee a more feminist default appearance. Vhaeraun would be more interesting to me as a CN deity rather than CE. Maybe time spent merged with Eilistraee made him realize that it was his own cruelty that caused his bad relationship with Corellon Larethian. Also, in both cases the gender restrictions with divine casters should be removed. That way the drow have three distinct choices of deity CE, CN, CG. -Dambrath - secular drow controlled state. Dambrath should include half-drow and possibly Abeir refugee elves other races would be fine too. I would have the clerics of Vhaeraun, Eilistraee and Lolth all have influence in the region, but I would not have them with official power. A non-theocracy drow state is some thing that has never received a lot of attention in D&D. Also, it would be interesting to see how priestess of Lolth interact in a society that they do not control.
Ummmm, they should keep the whole dancing naked in the moonlight thing.... just saying, its very freeing.... 
There was a drow city (Sshamath) that was a magocracy, if you're looking for a non-Lolth controlled society. |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 04 Sep 2012 : 03:01:43
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quote: Originally posted by Tarlyn
At the sundering panel, James Wyatt said the map was going to be the old gray box set for the sundering novels. Not sure what that means for 5e, but I guess the basic outlines of the landmasses and bodies of water will match OGB. If you haven't checked it out yet, it is available on youtube for sure, might be on wizards website as well.
Unfortunately, it was just this announcement that made me stop working on maps. Every time I try to build a cross-edition compatible Realms map, they announce a new edition and new map. I'm pretty-much at a standstill for the next two years (why create stuff thats going to be obsolete soon?) However, I'll still tweak maps, and hopefully they will walk away with a few ideas. I think in the long run we can end up with something even better then the OGB maps (which weren't really all that great - 2e maps were the best for detail).
Here's what I came up with for Anauroch. I think that gives us back a lot of room we lost when the coast moved east, and opens up 'new lands' to explore to the north. Obviously there should be some uncovered ruins in that area, and couple of new 'frontier towns'.
Delimbyr Vale got larger - I still love the idea of shoe-horning Nentir Vale into that spot (its a great fit). I tried to correct some of the weirdness that happened with the Battle of Bones and Hill of Lost Souls that the 3e map caused, but this was a rush job. I also tried to bring back a remnant of the Narrow sea. You can see how I managed to get several 'bottle-necks' in that upper region, so there would be plenty of intrigue, and the new 'northern passage' would be fraught with perils of its own (mostly of the man-made variety). I also extended the Tortured Land. There should be swamps and marshes all over the place as well, but I didn't want to get that involved.
To the south - aside from making the whole thing narrower - I moved the desert a tad north, trying to get back more of The Stonelands, and allow for the Goblin Marches once again. I'm really not loving the 'unified marsh' in that region - the two were at different altitudes so it made little sense, IMHO. Also, the Tunlands no longer looks like a crater (look at the 1e/2e maps) - we really need to get that back (and fix the mountains around Cormyr as well). That entire area there needs a bit of an overhaul (one side of the Skull Gorge should be the sunset mountains - its all way off scale. The Gorge is supposed to lead out of the Goblin Marches - it makes no sense the way 3e had it).
Anyhow, I basically just wanted to demonstrate what could be done with the Anauroch, without making major changes, and still allowing everything to become more useful. People might actually use The Ride and the Tortured Land now. of course, if they decide to continue with the 4e lore in the region, then maybe there's no desert there at all anymore (If not, then it should at least be like the High moor, or like EB's Mournland - a blasted, dangerous waste). At the very least they should extend the Stonelands north to the mountains, and have the Border forest also go right up to the mountains.
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"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 04 Sep 2012 03:07:39 |
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sleyvas
Skilled Spell Strategist
    
USA
12194 Posts |
Posted - 04 Sep 2012 : 03:11:04
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quote: Originally posted by Markustay
I admit that History channel has gone 'down hill' as of late (one guy said Bigfoot flies a spaceship!), but I think they cover the basics in 'broad strokes' fairly well.
You know, I can see certain differences between Larloch and Szass tam, so having both is fine (we always have). I just don't want Tam turning into another 'uber-baddie' like Larloch (as in, a guy who even Chosen fear picking a fight with).
On the other hand, I'm thinking Telemont is redundant with Szass Tam. Therefor, I suggest Tam "kills him and takes his stuff" (remember that little gem from 4e?) At first, I thought Shade parked over the High Plateau and the Shades being Tam's underlings sounded pretty nifty, but that puts him too far from the action (which has been the problem with Thay all along... or so people think). If they put 'New Thay' where old Thay was, then Tam could move to Anauroch. Of course, that just exacerbates the stupidity of 'Shade' being in the middle of a bright, sunny desert (I don't think a lich need to work on its tan)
So, since someone seems to think Tam needs to be 'mobile' (don't they have him mucking-about near Nevrwinter now?), why not untether Shade and give him a flying city that actually moves around. It would be the only dungeon a DM could bring to his players, instead of them traveling to it.
Give Tam Shade and turn it into the Deathstar - who's with me? 
I'm fine with keeping Tam right where he is. He doesn't need to be master of as much area, and he can be a pain in the arse for Rashemen. I think he just needs a bit of a throttling from some other powerful mages (preferably other Zulkirs) to put him back on the defensive. I'm not saying tame him. I'm just saying make him realize he stretched his hand a little thin and now many people have him as a target.
This brings me back to some of the things we've been discussing. Some have declared that they'd like to see at least some of the Priador retaken by Thayans. One thing that always struck me as being overlooked is that Ythazz Buvaar, the original leader and architect of the Zulkir system and the uprising against Mulhorand, still isn't dead. He's a demilich trapped below Bezantur. Nothing says he was killed or anything in any sources that I'm aware of... so if he's still around, might he be leading the revolution again? It would be interesting if he is still a demilich (one that is maneuverable), but that he's using specially prepared bodies to lead his people. |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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sleyvas
Skilled Spell Strategist
    
USA
12194 Posts |
Posted - 04 Sep 2012 : 03:28:58
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quote: Originally posted by The Red Walker
quote: Originally posted by Markustay
quote: Originally posted by combatmedic
Isn't the desert of Anauroch pretty much gone? I had thought that the Shadovar guys restored anicent Netheril's forests, lake, rivers, grasslands, etc.
http://forgottenrealms.wikia.com/wiki/Netheril
You can tell whats going on on that map? 
I read most of the 4eFR material when it first came out (just the campaign guide), but I recall very little of it (I have to liken this to trying to remember the moments just before a car accident). I was pretty shell-shocked for awhile. I have to honestly say I don't know what happened to Anauroch in 4e. 
I would like it 'skinnied up' - it needs to stay nearly the same 'height' (north/south axis) - but it could afford to lose some 'meat' off the western side (so we can get back a lot of the room we lost in 3e). I wouldn't mind the lands to the north being like northern Vassa in 1e/2e (a swampy mess, but traversible, with future potential for settlement). That way, you'd still have to go around the place, but you'd have a choice as to whether going north or south to do so. No road across the middle - that was the least-sensical thing about the 3e map (considering the Shades were back, that road could not have existed in 3e). Maybe I'll do a mock-up of that today - I need to get my 'map on' again - I just haven't been feeling it the past couple weeks.
Snip...
The Empire of Netheril stretches from the edge of the High Ice south to the Farsea Swamp, occupying the former desert land of Anauroch. Rivers now flow from the melting glaciers, rain falls, temperatures are moderate, and in some places vegetation is particularly lush. Netheril is a land reborn, despite its cruel overlords.
It seems to me we need Halruaa as a netherese counterpoint to shade. To me, It's not really Netheril with only a fraction of Nethese peoples represented.
(yep, I'll grasp at any straws to get Halruaa back!)
I don't see them undoing Halruaa's destruction. However, I would find it interesting if we find out that many Halruaan refugees fled to Nimbral and were accepted there. What greater lie to tell the world than that their entire culture was dead, when it was simply forced to move.... I can see Nimbraii loving the hoax, as they still worship Leira (and perhaps they actually are worshipping the dead god and not Cyric... as the servant of the fallen feat would allow that). |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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sleyvas
Skilled Spell Strategist
    
USA
12194 Posts |
Posted - 04 Sep 2012 : 03:34:34
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quote: Originally posted by Tarlyn
At the sundering panel, James Wyatt said the map was going to be the old gray box set for the sundering novels. Not sure what that means for 5e, but I guess the basic outlines of the landmasses and bodies of water will match OGB. If you haven't checked it out yet, it is available on youtube for sure, might be on wizards website as well.
hmmm, that's interesting. Wonder if they mean they're restoring the old maps... which would be nice for those of us who bought the old CD that had all the faerun maps on it (got it around here somewhere still I hope). |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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Alystra Illianniis
Great Reader
    
USA
3750 Posts |
Posted - 04 Sep 2012 : 03:39:41
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| Hmm, just thought of something I'd like to see- bring back Neverwinter. They pretty much nuked the city with Tam's Dread ring and the primordial waking. Can't we see more of the re-building? A phoenix rising from the ashes, as it were. I'd like to have it as a viable city again, like it was in the NWN games. Not to mention that building over some of the ruins and destroyed areas gives plenty of excuses to introduce new adventures. What about a forey into the mountain where the primordial is imprisoned? It doesn't have to be put back like before, but for heaven's sake. why did they have to ruin so much of it? It made little sense to me- not that having the stupid ring there in the first place made any sense. It's too far from the rest of them to have much of a point beyond being a pain in the arse for the people of the Sword Coast. |
The Goddess is alive, and magic is afoot.
"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491
"You idiots! You've captured their STUNT doubles!" -Spaceballs
Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469
My stories: http://z3.invisionfree.com/Mickeys_Comic_Tavern/index.php?showforum=188
Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee) http://sylinde.deviantart.com/#/d2z6e4u |
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Seravin
Master of Realmslore
   
Canada
1304 Posts |
Posted - 04 Sep 2012 : 03:53:18
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The board is REALLY acting up for me lately. Sigh.
Though about it and things I disliked most about 4th edition:
Timejump is the worst thing. Needlessly killed characters simply to move the setting to a place that made long time fans feel the realms wasn't there anymore. I hate new Thay based on the Lich King of WoW which seems to have been the driver for the combat of 4th edition (WoW based, haven't played either, just from what I hear). The death of Aznar Thrull was the worst writing I've seen, been through that in another thread so won't get back into it again but it was done terribly and Thay is awful now. Bring back the Zulkirs. Tam can stay. I really dislike the overuse of the Shade. Make Sembia back to how it was. Don't retcon the races (especially the elves). Geographical changes of the Spellplague (eg Halruaa, Evermeet) Yet ANOTHER death of Mystra
Ugh. I can't really fathom why anyone could have thought the 4th edition changes above would be well received (except the Thay changes, that might sound good on paper but if they had kept Thay as is and brought Larloch as the Lich King maybe in Aunaroch to start it would have been about 10000000 times cooler).
LIkes of 4th edition:
De-emphasis on the Chosen (no need to kill ANY of them just make them less prevalent) Points of light in the darkness concept (making the realms more dangerous is cool) |
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CorellonsDevout
Great Reader
    
USA
2708 Posts |
Posted - 04 Sep 2012 : 04:25:34
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quote: Originally posted by Erik Scott de Bie
"Looking like a retcon" is not a retcon. Gods die and come back all the time.
The way the Gods are being handled is to instill a great deal more mystery into the whole thing. Mortals aren't going to read the Tablets of Fate, so they don't know for sure what deities are technically alive or dead. Cults crop up all over the place, sworn to whatever deities they want to be. The gods themselves will recede and take less of an active role in the events of the mortal world.
Picture the way the Realms used to be, before Faiths and Avatars, wherein you had a little guidance on deities, but none of it was really concrete. If we have a gods book, it'll be about churchs, dogma, faiths, political connections, rituals, etc, not a fact-by-fact encyclopedia of divinity or statblocks on the gods themselves. Ultimately, we're going to reach a point where it's less important which gods are technically there, and which faiths are alive and why.
Part of this technique is mechanical: if and when it becomes relevant to have an actual God appear in the published Realms, it should be an actual story (a novel, an adventure, etc), and keeping things mysterious gives a certain gray area in which this can be done.
Cheers
Having many followers know their gods existed was part of what made the Realms for me. Making them less prevelant does kind of seem like a retcon because until now, they played a more active role, so suddenly having them recede and not being sure which ones are alive or dead does sound like a drastic change in the way the Realms works. And if clerics can still get spells from their gods, then wouldn't it lessen the "mystery" because they know they are there? I know one of the points of 5e is to make the Realms more about the characters and how they live their lives, but wouldn't their lives include the gods as well? I'm not saying they become pawns, but for the faithful, wouldn't their faith indeed be a big part of their lives?
But that is just me and my attachment to the gods in the Realms. |
Sweet water and light laughter |
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CorellonsDevout
Great Reader
    
USA
2708 Posts |
Posted - 04 Sep 2012 : 04:32:35
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quote: Originally posted by Richard Lee Byers
The majority of dragonborn in Tymanther hate dragons, but not all of them do. I'm pretty sure some guy wrote novels where that was explored.
Speaking of this, when is this certain guy's next book in Brotherhood of the Griffin coming out? I know I saw it somewhere, but forgot the date. |
Sweet water and light laughter |
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The Red Walker
Great Reader
    
USA
3567 Posts |
Posted - 04 Sep 2012 : 04:34:15
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quote: Originally posted by sleyvas
quote: Originally posted by The Red Walker
quote: Originally posted by Markustay
quote: Originally posted by combatmedic
Isn't the desert of Anauroch pretty much gone? I had thought that the Shadovar guys restored anicent Netheril's forests, lake, rivers, grasslands, etc.
http://forgottenrealms.wikia.com/wiki/Netheril
You can tell whats going on on that map? 
I read most of the 4eFR material when it first came out (just the campaign guide), but I recall very little of it (I have to liken this to trying to remember the moments just before a car accident). I was pretty shell-shocked for awhile. I have to honestly say I don't know what happened to Anauroch in 4e. 
I would like it 'skinnied up' - it needs to stay nearly the same 'height' (north/south axis) - but it could afford to lose some 'meat' off the western side (so we can get back a lot of the room we lost in 3e). I wouldn't mind the lands to the north being like northern Vassa in 1e/2e (a swampy mess, but traversible, with future potential for settlement). That way, you'd still have to go around the place, but you'd have a choice as to whether going north or south to do so. No road across the middle - that was the least-sensical thing about the 3e map (considering the Shades were back, that road could not have existed in 3e). Maybe I'll do a mock-up of that today - I need to get my 'map on' again - I just haven't been feeling it the past couple weeks.
Snip...
The Empire of Netheril stretches from the edge of the High Ice south to the Farsea Swamp, occupying the former desert land of Anauroch. Rivers now flow from the melting glaciers, rain falls, temperatures are moderate, and in some places vegetation is particularly lush. Netheril is a land reborn, despite its cruel overlords.
It seems to me we need Halruaa as a netherese counterpoint to shade. To me, It's not really Netheril with only a fraction of Nethese peoples represented.
(yep, I'll grasp at any straws to get Halruaa back!)
I don't see them undoing Halruaa's destruction. However, I would find it interesting if we find out that many Halruaan refugees fled to Nimbral and were accepted there. What greater lie to tell the world than that their entire culture was dead, when it was simply forced to move.... I can see Nimbraii loving the hoax, as they still worship Leira (and perhaps they actually are worshipping the dead god and not Cyric... as the servant of the fallen feat would allow that).
That's lose to the theory I had for Halruaa, except I thought they were right where they've always been nd just made the rest of the world see total destruction, not even worth looking into.....and thereby have brought themselves even more freedom/isolation from the rest of the realms. |
A little nonsense now and then, relished by the wisest men - Willy Wonka
"We need men who can dream of things that never were." -
John F. Kennedy, speech in Dublin, Ireland, June 28, 1963
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 04 Sep 2012 : 04:56:27
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Actually, considering who and what they are, why do they even need a physical realm within the Realms? Why couldn't they have had an 'emergency contingency' that shunted most of their settlements and people into a previously created demi-plane?
In that way, the Halruaan nation doesn't have to be 'on the map' - its always 'right there, next to you".
If people want something a little more substantial, then give the Halruaans the old Thayan Enclaves - it makes more sense for them to be running that show anyway. That way, no-one would know where the Halruaan homeland is now (and not suspect that all the enclaves are directly connected to it in a pocket-plane). |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 04 Sep 2012 04:56:50 |
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sleyvas
Skilled Spell Strategist
    
USA
12194 Posts |
Posted - 04 Sep 2012 : 11:00:20
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quote: Originally posted by Markustay
Actually, considering who and what they are, why do they even need a physical realm within the Realms? Why couldn't they have had an 'emergency contingency' that shunted most of their settlements and people into a previously created demi-plane?
In that way, the Halruaan nation doesn't have to be 'on the map' - its always 'right there, next to you".
If people want something a little more substantial, then give the Halruaans the old Thayan Enclaves - it makes more sense for them to be running that show anyway. That way, no-one would know where the Halruaan homeland is now (and not suspect that all the enclaves are directly connected to it in a pocket-plane).
Yeah, that would possibly make sense. The one thing you'd need to do to make it not "taste bad" would be to put it out that its small pockets of Halruaans and that they're learning from the actions of Thay. Whether they're on the moon, on islands, in a demiplane, in Nimbral.... they and their enclaves should be about selling cheap, common magic... meanwhile they may actually be gathering special magics. |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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Dark Wizard
Senior Scribe
  
USA
830 Posts |
Posted - 04 Sep 2012 : 17:04:26
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| If WotC pseudo-retconned things into the setting like Abeir and Eladrin elves, they could easily pseudo-retcon back places like Halruaa and original Thay and by the nature of their scale with far less jarring effect. |
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Wooly Rupert
Master of Mischief

    
USA
36971 Posts |
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CorellonsDevout
Great Reader
    
USA
2708 Posts |
Posted - 04 Sep 2012 : 17:45:07
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quote: Originally posted by Eilserus
quote: Originally posted by Erik Scott de Bie
If we have a gods book, it'll be about churchs, dogma, faiths, political connections, rituals, etc, not a fact-by-fact encyclopedia of divinity or statblocks on the gods themselves. Cheers
A sourcebook like this would be EPIC! I know in the previous faiths and demihuman deities books, my favorite sections were always Affiliated Orders and Major Centers of Worship. Be sweet to see expanded information on the various churches.
That would be cool, though ideally I'd like the "fact-by-fact encyclopedia too ^^; but oh well. A sourcebook for gods containing what Scott de Bie mentioned is better than no sourcebook at all I suppose. |
Sweet water and light laughter |
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