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Shadowsoul
Senior Scribe

Ireland
705 Posts

Posted - 24 Jan 2017 :  12:34:46  Show Profile Send Shadowsoul a Private Message  Reply with Quote  Delete Topic
Anyone out there handling the return of Shade different than the books?

Personally my version of Shade do not act so brazen and dumb. After their return to Faerun, they have been actively trying to reverse the "Lifedrain" spells on their land in order to make it green again.

Since the heads of Shade are thousands of years old, they are extremely patient in their dealings with others. They want to fully re-establish the realm of Netheril and have learned from past mistakes.

“Fantasy is escapist, and that is its glory. If a soldier is imprisioned by the enemy, don't we consider it his duty to escape?. . .If we value the freedom of mind and soul, if we're partisans of liberty, then it's our plain duty to escape, and to take as many people with us as we can!”
#8213; J.R.R. Tolkien

*I endorse everything Dark Wizard says*.

Wooly Rupert
Master of Mischief
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USA
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Posted - 24 Jan 2017 :  13:52:03  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
That makes a lot more sense than curbstomping the Zhents, somehow finding and wiping out the Lost Vale, and conquering Sembia.

And honestly, one of my biggest problems with the published version of Netheril, just in general, has been the idea that all these really, really powerful mages would make flying cities -- and then stay in the same damn spot with them. To me, it would have made a lot more sense for each city to leave pretty much as soon as it was aloft, either to permanently relocate or to move in a long, circuitous route that brought them back to "Old Netheril" once or twice a year.

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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 24 Jan 2017 :  17:32:39  Show Profile Send Markustay a Private Message  Reply with Quote
I agree - their floating cities really made no sense, because thats ALL they did (even though the canon says they could move).

There should have been dozens of cities that were well outside Netheril proper when the Weave collapsed.

Now, we've been told that the cities (most, anyway) needed the ground-based settlement for support, because the flying ones didn't really produce and day-to-day supplies, like food. That could explain why some stuck around, but not all. That means ones that could produce their own food (and had crafstman to produce other items) should have been far away, or at least in other parts of Faerūn.

Plus, I just don't see an insanely powerful magical empire being hampered by something as simple as food production. As I said, a few cities where the self-absorbed mages just couldn't be bothered with day-to-day things, but not all - the archmages themselves were all geniuses. Most would have anticipated that oversight. For example, there was one (in canon) that was designed to scoop-up millions of fish.

I think it would be better to come up with some sort of McGuffin for the region that kept them close - some magical power-source they tapped into. It would also help to explain why the Phaerimm were drawn to the region... TWICE. Maybe the mechanic that enabled Mythalar to power psuedo-magical devices was actually the Mythalar amplifying an already-existing magical field? Something the Phaerimm either built or tapped-into themselves? It could explain A LOT.


And to take this new theory one step further, maybe the Netherese didn't build the Thaluud (Tomb-tappers) - maybe they are some sort of protection - like anti-bodies - for whatever is 'trapped' beneath Anauroch.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 24 Jan 2017 17:35:52
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Wrigley
Senior Scribe

Czech Republic
605 Posts

Posted - 24 Jan 2017 :  17:54:16  Show Profile  Visit Wrigley's Homepage Send Wrigley a Private Message  Reply with Quote
I have left the start the same but differ later as they found out more about world around them.
They did brake Sharnwall and anihilated most of Phaerim stomping Evereska in the process.They did clash with Cormyr creating rift to Shadow plane. They did subverted Sembia with show of Sakkors. Then they begun to deal with Zhentarim and Sharran's at large claiming only Anauroch desert as their domain and focused on getting it green again by melting of Glaciers. That brought some tough winters as Auril kind of took that personaly.
Sakkors stay in the bay of Salegaunt because situation in Sembia is nowhere near stable so it is a show of force and City of Shades is still not working properly after Elminsters attack so it stay over Lake of Shadow in the middle of their domain.

At this point some of the princes begin to question their father's authority lead by Rivalen who has his own enclave (Sakkors). Lord Shadow also have to deal with his mortality that is creeping up on him as Shar is not giving him spark of divinity she promised him (:-D) and instead proclaiming Rivalen her Chosen. So meanwhile most of the Shadovar work on reversing effects of Lifedrain on Anauroch, Rivalen claims more and more of Sembia and Lord Shadow is looking for way to stop his aging and found a legend about Dead Three and their use of Jathiman's dagger...

(There will be no falling enclaves on Myth Drannor or Ordulin)
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Wooly Rupert
Master of Mischief
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Posted - 24 Jan 2017 :  17:58:20  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
A little more on topic... This is something I came up with a few years ago. Someone wanted spellscars without the Spellplague, and I got creative... My spin brought Shade back and -- most importantly to me -- gave some explanation for the changes of 3E, particularly the way races like dwarves, who previously could not be wizards, suddenly had that option. And my idea allowed for spellscars without the Spellplague, too.

quote:
Originally posted by Wooly Rupert

So I was thinking on this a bit further... And I'll prolly use this to re-spin the return of Shade in my own Realms, since -- as I've said in the past -- I thought WotC would use Shade's return to explain the sudden advent of sorcerers and the like. I think it can also be used as a background for the appearance of spellscars.

So, when Karsus was planning his Ultimate Folly spell, he needed to gather and store a hell of a lot of magical energy. So he built this huge ring...

The ring is hundreds of miles in diameter, and it's defined by arrangements of standing stones. From the ground, these stones appear to be randomly scattered about, perhaps even natural formations... But when viewed from above by someone with a very in-depth knowledge of spellcraft, it's obvious that each of these stone formations actually is a rune of some sort.

See, each of these sets of stones is set somewhere where magic is quite strong -- at convergences of ley lines, if you will. The shape of the runes allows the stones to draw on and store the magic of these places, and their placement at precise places in the circle increases and focuses that stored power.

And actually, it doesn't have to be a ring, it could be that all of these stone emplacements would, if marked on a map and connected with lines, form some other mystical pattern, or a gigantic glyph. Either way, the individual stone formations are far enough apart that no one has ever realized there was a connection between them.

So anyway, Karsus used this to up his own power when he cast his Ultimate Folly spell. And it was due in no small part to that magic ring that he had enough power to temporarily seize divinity...

Now it's 16 centuries later, and Shade agents, sent thru in small numbers, have managed to realign all of these stones, and use the power to create a big enough portal to bring Shade back into the light. Of course, with 16 centuries of accumulating magic and the stones having been misaligned for much of that time, the magic got out of hand -- it was the arcane equivalent of dropping a bunch of nukes. There was way too much power, and though the Shades achieved their goal, the power quickly spun out of control.

The entire Weave was distorted by the unleashing of that much magic. Tsunami-like waves raced throughout the Weave, temporarily stunning Mystra and impacting the magic of the Realms like nothing since Netheril's Fall. Races never before able to touch the Weave found its wonders opening before them, and others discovered an innate connection to the Weave wholly different from that of wizards. Storms of wild magic flared and died in an instant, and many found themselves marked by the unchecked power of the distorted and rippling Weave.

It took mere moments for Mystra to reassert her control of the Weave, but in those few breaths, magic in the Realms was irrevocably changed.

Sorry, the writer in me slipped the leash for a minute, there....

But anyway, with this idea (or something similar), you could readily explain the sudden appearance of sorcerers, have an explanation for why races who previously didn't use much (or any) magic suddenly have that capability, and get your spellscars or other limited (as in, not continent-swapping or planes-destroying) effects of the canon Sellplague.


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Wrigley
Senior Scribe

Czech Republic
605 Posts

Posted - 24 Jan 2017 :  17:58:53  Show Profile  Visit Wrigley's Homepage Send Wrigley a Private Message  Reply with Quote
quote:
Originally posted by Markustay

I agree - their floating cities really made no sense, because thats ALL they did (even though the canon says they could move).

There should have been dozens of cities that were well outside Netheril proper when the Weave collapsed.

Now, we've been told that the cities (most, anyway) needed the ground-based settlement for support, because the flying ones didn't really produce and day-to-day supplies, like food. That could explain why some stuck around, but not all. That means ones that could produce their own food (and had crafstman to produce other items) should have been far away, or at least in other parts of Faerūn.

Plus, I just don't see an insanely powerful magical empire being hampered by something as simple as food production. As I said, a few cities where the self-absorbed mages just couldn't be bothered with day-to-day things, but not all - the archmages themselves were all geniuses. Most would have anticipated that oversight. For example, there was one (in canon) that was designed to scoop-up millions of fish.

I think it would be better to come up with some sort of McGuffin for the region that kept them close - some magical power-source they tapped into. It would also help to explain why the Phaerimm were drawn to the region... TWICE. Maybe the mechanic that enabled Mythalar to power psuedo-magical devices was actually the Mythalar amplifying an already-existing magical field? Something the Phaerimm either built or tapped-into themselves? It could explain A LOT.


And to take this new theory one step further, maybe the Netherese didn't build the Thaluud (Tomb-tappers) - maybe they are some sort of protection - like anti-bodies - for whatever is 'trapped' beneath Anauroch.



Saved enclaves weren't further but higher that others. Weave collapsed over the world similarily.
Thaluud's are a creation of one Netheries lich who lives in the Underdark. I do not remember the source but I think it is official.
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Starshade
Learned Scribe

Norway
279 Posts

Posted - 24 Jan 2017 :  18:31:23  Show Profile Send Starshade a Private Message  Reply with Quote
"My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!". (Percy Shelley)
The meaning behind floating cities could be simple, demonstrating pure Power. Few Palaces of the mighty in real life is "practical", but I have wondered about goals, what would shades and netherese arcanists really want? Research, build and make? I too think they should not be stupid-evil, but reasonably intelligent.
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Wooly Rupert
Master of Mischief
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USA
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Posted - 24 Jan 2017 :  19:06:07  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
We're not questioning why the cities floated, we're asking why mages with the power to literally rip the tops off of mountains felt obligated to stay in one spot. Even if food production was an issue, how hard would it be to clear some land and get some farms established? If that can be done without magic, it would surely be trivial to someone who literally leveled mountains.

And lifting the first couple of cities would demonstrate power... But the box set shows that at its height, there were more than 50 flying cities. The first may have been impressive, but after the first handful, people would be like "meh."

I've actually seen that phenomenon firsthand -- I live on the Space Coast. People are excited to see their first rocket launch. After seeing a handful of them, most people don't even pay attention to launches.

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Edited by - Wooly Rupert on 24 Jan 2017 19:10:11
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Gary Dallison
Great Reader

United Kingdom
6383 Posts

Posted - 24 Jan 2017 :  19:40:17  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I prefer to go back to Eds original vision. They werent all flying cities (no matter what a poorly made sourcebook says). There were a handful of cities created by the most powerful (home to more than 1000 people). The rest were flying towers or temples or a collection of buildings.

That still doesnt answer why they didnt leave netherils borders. The answer is they did. They extended netherils borders to the far end of the savage north (near illefarn), and to the far end of the western heartlands.

So why not further. Again they did. Larloch went to narfell.

So how come they didnt dominate the entire world. For a variety of reasons.

The first is economics. Magic is expensive in reagents and cost. People need feeding and clothing. Things need maintaining. Cities, towns and outposts require a lot of infrastructure and incoming materials and money. Netheril supplied that in abundance (willingly or not) outside that area resourcing is difficult.

Second is netheril is surrounded by other powerful realms. Cormanthyr to the east, dragons to the south, jhaamdath, calimshan, eaerlann, illefarn. Yes netheril as a while could conquer them but each enclave was ruled by its own wizard king making netheril a confederacy of city states at best. It couldnt fight them all and if it started a war it could no longer get resources from those realms.

Lastly netheril was their home. The archwizards had power there, they had family there, they had homes there. Like most people, nationalism runs deep.

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Zeromaru X
Great Reader

Colombia
2501 Posts

Posted - 24 Jan 2017 :  20:07:43  Show Profile Send Zeromaru X a Private Message  Reply with Quote
Never have expanded in the Netherese. I used them as written in the NCS, but that was the faction I used the least in my Neverwinter campaigns (I have to admit it, but at first I didn't found them interesting. It took me a re-read of the NCS to see the potential they have...)

I going to borrow ideas from this post, because I see the merit of playing the Shade as intelligent folk, not as chaotic random fools.

Instead of seeking change, you prefer a void, merciless abyss of a world...
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Gary Dallison
Great Reader

United Kingdom
6383 Posts

Posted - 24 Jan 2017 :  20:26:59  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Netheril is awesome and full of potential. Its a shame that the major canon source made such a botch job of detailing it.

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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 24 Jan 2017 :  21:27:06  Show Profile Send Markustay a Private Message  Reply with Quote
Yeah, I've never used the Shades. When I ran 3e, I didn't officially (in my games) say that they didn't exist, or the events of their return didn't happen, I simply ignored them.

And since I hadn't gone anywhere near Cormyr in 3e, I was also able to avoid saying whether Tilverton was a ruin or not. If that had occurred (PCs winding up there), I would have only had it partially destroyed (because why waste a perfectly good reason to have a dungeon right inside the city?). Just have giant hole ('The Scar') off to one side, where all manner of nastiness poured forth on occasion - I try not to throw the baby out with the bathwater.

And as long as we are bringing up this old argument/discussion, I don't understand why we even got The Shades, when the Maluagrym were so much cooler and already in-play and came from the same place (and could easily have had all the same plots attached). Then to add insult to injury, we also got the Shadar-kai in 4e, because that nasty shadow-place (*cough* SHAR! *cough*) just seems to be a region where unlimited creepy things live in large numbers... who are all kinda the same. *meh*

If it were me running things back when 3e (FR) was being designed, lore-wise I would have had the Malugrym subvert Thultanthar over the centuries, replacing its leaders with their own people, so you would have a 'threat behind the threat' (Ed-style). And if we really needed the Shadar-Kai at some point, we could just say they are mercenaries from a Domain of Dread that the Shades use (a lost branch of Ilythiir, perhaps?) Thus, instead of endless redundancy, we build upon an in-place foundation and work upward and outward from there, layering all the 'kewl' in as we go along. You can even go back further and say those elves may have been 'corrupted' with shadow-stuff by the Malaugrym, who promised the power and eventually a 'way home'. Thus you have the Malaugrym doing precisely what Ed pictured them doing - pull all sorts of string in the background.

And I'm surprised no-one jumped on my "there's something EBIL under the Anauroch" theory. I guess people are sick of the whole 'buried elder evil' plot-device in The Realms. Pity... I thought the idea had a lot of traction.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 24 Jan 2017 21:56:04
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Wooly Rupert
Master of Mischief
Moderator

USA
36880 Posts

Posted - 24 Jan 2017 :  21:42:06  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Markustay

And I'm surprised no-one jumped on my "there's something EBIL under the Anauroch" theory. I guess people are sick of the whole 'buried elder evil' plot-device in The Realms. Pity... I thought the idea had a lot of traction.



It's an interesting idea, actually... Though I'm not sure I'd use that as the reason to tether Netheril there. You'd think if they were tied to something underground, they'd try getting closer to it, not further away.

It does work for the phaerimm, though.

And most of all, it's a potential explanation for why Larloch is there. I once postulated that he was guarding or containing something, and the lovely Hooded One indicated that I was onto something, there (I'll have to find the exact quote later).

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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 24 Jan 2017 :  22:21:10  Show Profile Send Markustay a Private Message  Reply with Quote
I personally think whatever THAT is/was is actually under the Stonelands or even better, in the Tunlands (however, if all of that is what I think it is, then whatever hit the planet could have entered in the Tunlands crater, buried itself as it kept moving, and is now under Anauroch, or more precisely, under where the Tunlands meets the stonelands (or even beneath the Shadden hills, or the plateau that is the Goblin Marches).

Lets not forgot the folk of Thaeravel were right on top of that spot as well, and the Talfir were also nearby.

When I mentioned the psuedo-magical nature of most Netherese devices earlier, I was imagining an ancient (but weakening) energy field - either created artificially by someone like the Sarrukh - or it is actual a powerful being/artifact leftover from the 'Godwar'. The Netherese - using the knowledge from the Nether Scrolls - may have learned how to tap-into and leach off of that power, using their mythalars as an amplifier (the primary function of which was to just keep the cities aloft). Thus, they could only use their psuedo-magical devices - which were pervasive in their culture - IF they stayed within a certain distance of that region (lower Anauroch). That would go a long way to explaining what kept them in the vicinity. Ones venturing further afield would have to depend only on true magical devices, which were much harder to create.

Now, if I wanted to marry this to my theories about Thaeravel (a small colony of Imaskari who were unhappy with the restrictions of their own Empire, that settled into a primarily Talfir region, and the two cultures merged), I would say that not only did that group of Artificers discover whatever it was beneath the surface, but they managed to figure out how to reproduce it, hence things like Pandorym and the Blood Forges back home (so yeah, I'm going with something akin to a trapped 'elemental' being that exists in a near-comatose state... like Talos up in 5e Vassa). Basically, they learned how to summon and bind a 'primordial/elder evil' and use it as a source of power.

It we consider that the Talfir and Netherese BOTH started going the 'Shadow route', and we know Halastir (Halathir back then) also took a shine to Shar/shadowy stuff (and that I had him as the lead-mage that started the settlement in my musings), then I would say that thing down there is somehow connected to Shar and/or shadow, whatever it is (and it could just be an artifact she lost during the War of Light & Darkness.

The dwarves in that area went insane/became corrupted (canon). No-one has ever been able to fully control that region for very long (and a MAJOR battle between two elvish armies and an orc Horde happened right there - The Battle For God's Theater - note the name), and the Shadowking was nearby, and the Shades returned to that spot, despite being perfectly comfortable where they were. And lastly, there are legends of two 'deities of disease/corruption' that ruled over two separate citystates right in that region, and both were destroyed (supposedly each under one of the marshes there) when they warred on each other, AND there is also a rumor about a 'hidden city of dwarves' also somewhere in the Stormhorns area - dwarves that remain hidden (invisible), are most-likely guarding something, and have 'unusual powers' (psionics).

Lots and lots of weird crap all going on in what should be a desolate 'no-mans land'' no-one in their right mind should want.

And lastly... we still don't actually KNOW what the Crystal Grot really is, and what secrets its hiding. I personally think all those sapphires are just tiny chips off of whatever is down there.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 24 Jan 2017 22:26:55
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Wooly Rupert
Master of Mischief
Moderator

USA
36880 Posts

Posted - 24 Jan 2017 :  23:00:02  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Found the quote I was looking for:

quote:
To Wooly Rupert: when you post sentences like this one: “And though I can't think of any evidence to support it, it's not impossible that part of what Larloch is doing is containing something...” be aware that you are (ahem) VERY perceptive.


Here's something else I'll throw out there; it's from page 32 of the "The Stonelands and the Goblin Marches" booklet of Elminster's Ecologies:

quote:
"An ancient book called the Yielding Tide speaks of a forgotten city-state that may have once existed in the High Moors. Supposedly the powerful wizards of this city captured a minor goddess in order to steal her power. While the city and its wizards are long gone, those who know the legend (and they are few in number) believe the unnamed goddess is still buried under the city's ruins. She might grant her rescuers their heart's desire -- or she might slay them in retributive anger."

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sleyvas
Skilled Spell Strategist

USA
12024 Posts

Posted - 25 Jan 2017 :  00:50:59  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Markustay

I agree - their floating cities really made no sense, because thats ALL they did (even though the canon says they could move).

There should have been dozens of cities that were well outside Netheril proper when the Weave collapsed.

Now, we've been told that the cities (most, anyway) needed the ground-based settlement for support, because the flying ones didn't really produce and day-to-day supplies, like food. That could explain why some stuck around, but not all. That means ones that could produce their own food (and had crafstman to produce other items) should have been far away, or at least in other parts of Faerūn.

Plus, I just don't see an insanely powerful magical empire being hampered by something as simple as food production. As I said, a few cities where the self-absorbed mages just couldn't be bothered with day-to-day things, but not all - the archmages themselves were all geniuses. Most would have anticipated that oversight. For example, there was one (in canon) that was designed to scoop-up millions of fish.

I think it would be better to come up with some sort of McGuffin for the region that kept them close - some magical power-source they tapped into. It would also help to explain why the Phaerimm were drawn to the region... TWICE. Maybe the mechanic that enabled Mythalar to power psuedo-magical devices was actually the Mythalar amplifying an already-existing magical field? Something the Phaerimm either built or tapped-into themselves? It could explain A LOT.


And to take this new theory one step further, maybe the Netherese didn't build the Thaluud (Tomb-tappers) - maybe they are some sort of protection - like anti-bodies - for whatever is 'trapped' beneath Anauroch.



On this topic, some of them were elsewhere. Larloch's Jeksidur for instance crashed in Vaasa/Damara area. The city of Doubloon. Plus, the fact that all these folk from Netheril migrated to Halruaa really makes me suspect that there were some flying cities down there already and they just weren't mentioned (and given the number of mountains surrounding Halruaa, perhaps some just landed there).

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
12024 Posts

Posted - 25 Jan 2017 :  00:57:01  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Yeah, I've never used the Shades. When I ran 3e, I didn't officially (in my games) say that they didn't exist, or the events of their return didn't happen, I simply ignored them.

And since I hadn't gone anywhere near Cormyr in 3e, I was also able to avoid saying whether Tilverton was a ruin or not. If that had occurred (PCs winding up there), I would have only had it partially destroyed (because why waste a perfectly good reason to have a dungeon right inside the city?). Just have giant hole ('The Scar') off to one side, where all manner of nastiness poured forth on occasion - I try not to throw the baby out with the bathwater.

And as long as we are bringing up this old argument/discussion, I don't understand why we even got The Shades, when the Maluagrym were so much cooler and already in-play and came from the same place (and could easily have had all the same plots attached). Then to add insult to injury, we also got the Shadar-kai in 4e, because that nasty shadow-place (*cough* SHAR! *cough*) just seems to be a region where unlimited creepy things live in large numbers... who are all kinda the same. *meh*

If it were me running things back when 3e (FR) was being designed, lore-wise I would have had the Malugrym subvert Thultanthar over the centuries, replacing its leaders with their own people, so you would have a 'threat behind the threat' (Ed-style). And if we really needed the Shadar-Kai at some point, we could just say they are mercenaries from a Domain of Dread that the Shades use (a lost branch of Ilythiir, perhaps?) Thus, instead of endless redundancy, we build upon an in-place foundation and work upward and outward from there, layering all the 'kewl' in as we go along. You can even go back further and say those elves may have been 'corrupted' with shadow-stuff by the Malaugrym, who promised the power and eventually a 'way home'. Thus you have the Malaugrym doing precisely what Ed pictured them doing - pull all sorts of string in the background.

And I'm surprised no-one jumped on my "there's something EBIL under the Anauroch" theory. I guess people are sick of the whole 'buried elder evil' plot-device in The Realms. Pity... I thought the idea had a lot of traction.



Yeah, I wondered on the Malaugrym piece too.

On the something evil under Anauroch, that's actually an interesting idea. Given that the Phaerimm seem godless, you could go either Far Realms or "servant of the primordials".

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Wooly Rupert
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quote:
Originally posted by sleyvas

quote:
Originally posted by Markustay

I agree - their floating cities really made no sense, because thats ALL they did (even though the canon says they could move).

There should have been dozens of cities that were well outside Netheril proper when the Weave collapsed.

Now, we've been told that the cities (most, anyway) needed the ground-based settlement for support, because the flying ones didn't really produce and day-to-day supplies, like food. That could explain why some stuck around, but not all. That means ones that could produce their own food (and had crafstman to produce other items) should have been far away, or at least in other parts of Faerūn.

Plus, I just don't see an insanely powerful magical empire being hampered by something as simple as food production. As I said, a few cities where the self-absorbed mages just couldn't be bothered with day-to-day things, but not all - the archmages themselves were all geniuses. Most would have anticipated that oversight. For example, there was one (in canon) that was designed to scoop-up millions of fish.

I think it would be better to come up with some sort of McGuffin for the region that kept them close - some magical power-source they tapped into. It would also help to explain why the Phaerimm were drawn to the region... TWICE. Maybe the mechanic that enabled Mythalar to power psuedo-magical devices was actually the Mythalar amplifying an already-existing magical field? Something the Phaerimm either built or tapped-into themselves? It could explain A LOT.


And to take this new theory one step further, maybe the Netherese didn't build the Thaluud (Tomb-tappers) - maybe they are some sort of protection - like anti-bodies - for whatever is 'trapped' beneath Anauroch.



On this topic, some of them were elsewhere. Larloch's Jeksidur for instance crashed in Vaasa/Damara area. The city of Doubloon. Plus, the fact that all these folk from Netheril migrated to Halruaa really makes me suspect that there were some flying cities down there already and they just weren't mentioned (and given the number of mountains surrounding Halruaa, perhaps some just landed there).



A couple crashed into the Sea of Fallen Stars, and there's rumored to be one just offshore from Tethyr.

But the point is that the bulk of them stayed in in the same general vicinity, for no readily apparent reason.

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KanzenAU
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Posted - 25 Jan 2017 :  02:38:19  Show Profile Send KanzenAU a Private Message  Reply with Quote
Not to mention Xinlenal in the Neverwinter Wood! Which, as far as I'm aware, should still have Clariburnus Tanthul there plotting away... unless he's been dealt with in the Neverwinter game (or a novel somewhere - but he definitely didn't get a mention in the Herald).

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George Krashos
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Posted - 25 Jan 2017 :  10:15:09  Show Profile Send George Krashos a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert
But the point is that the bulk of them stayed in in the same general vicinity, for no readily apparent reason.



Food and security.

-- George Krashos

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Starshade
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Wooly: Space launches with humans is still an achievement only 3 countries in the world have done. And China isn't really included in the club of "space buddies" yet, their achievement is atm, as I understand, considered inferior.
Ill rephrase a bit; consider the enclaves as projections of power, imagine the flying wizards in houses on the enclaves, as wanting to rule a place of land. Then you don't want to move, since, your purpose is to live on the land you rule. If the purpose of staying is to rule, the wizards who didn't plan to build an enclave to rule, and had other goals in mind, they would have no reason to stay.
But I agree with Markustay, there should have been more of them way outside netheril proper at the collapse. Especially if there was odd and unusual enclaves as in Ed's version of FR.
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Wooly Rupert
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Posted - 25 Jan 2017 :  14:21:02  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

quote:
Originally posted by Wooly Rupert
But the point is that the bulk of them stayed in in the same general vicinity, for no readily apparent reason.



Food and security.

-- George Krashos



But with the phaerimm and their spells, both food and security were less available in that particular vicinity... And as I said earlier, if a spellslinger can lop the top off of a mountain, they can surely find a more habitable spot that's not inexplicably dying and level some ground for farming.

Even 1600 years later, there are still plenty of unclaimed spots in the Realms -- and on the rest of Toril -- where food can be produced.

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Gary Dallison
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Again there are a few more reasons for why there aren't more enclaves outside Netheril.

The Netherese did not know there was a problem initially. The desert kept spreading but there was no indication it was a malicious act. So many focused on trying to prevent it but just as many ignored it and assumed that it would go away in time.

Once the Netherese realised it was an evil entity behind it then Netheril was for all intents and purposes at war with the phaerimm. As part of that war the archwizards and their enclaves became in charge of Netheril (up until that point it was a democratic form of government of the land bound settlements with the enclaves apart from that rule but existing within its geographic borders). Ioulaum was the leader of the Archwizards because he was the first and best of them. Most archwizards did whatever he said out of respect or fear for the foremost archwizard of every age of Netheril since the Mythallar Age.

So Netheril is at war with the phaerimm. Ioulaum gets the enclaves involved. Most of the enclaves answer the call. Netheril hadn't lost a conflict in millennia. Most would have assumed this was a war they couldn't lose. So there is no need to flee and the only enclaves outside Netheril would be those actually doing something (searching ruins gathering reagents performing experiments etc).

Gradually the desert expands and people on the ground start to flee (small numbers at first then greater numbers especially in the west of Netheril). The archwizards and their enclaves however still remain because they are arrogant and believe themselves magically supreme and unbeatable.

Towards the end (-350DR) it becomes obvious to most that Netheril has lost. Ioulaum even withdraws from Netheril itself leaving the mad Karsus in charge.

At this point people leave in droves from Netheril's borders (including a few of the more astute archwizards such as Raumark). Some head to Halruaa. Some to Lantan. Others set up land bound kingdoms on the borders of Netheril.

The enclaves don't appear to be used. I have a few theories for this. Firstly is that there is a sudden spike in dragon activity in and around Netheril's borders at this time. The purple dragon Thauglor rules the forest kingdom to the south and has an army of dragon vassals at his disposal. Cormanthyr does not like enclaves above its territory and has the power to do something about it and to head west means crossing the desert which is suicide. There are numerous dragon attacks on enclaves within Netheril's borders.

The phaerimm themselves also start targeting enclaves.

If you are an archwizard and you want to flee a foe that seeks your utter destruction and targets enclaves then fleeing on an enclave and keeping it with you is like painting a massive sign above your head saying "Hey Phaerimm I'm an archwizard from Netheril please come and kill me".
There was nothing stopping the phaerimm from leaving Netheril's borders at that time.

Raumark and his followers abandoned their enclave and fled south using other methods to Halrua. One archmage fled his enclave and established a huge stone tree in Luskan linked to a primordial to try and keep himself safe.

I assume that those fleeing Netheril before -339 DR deliberately left the enclaves behind to make it harder for the phaerimm to follow them. Those that left it until -339 DR left it too late and were surrounded by enemies and so had to fight.

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KanzenAU
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Posted - 25 Jan 2017 :  14:35:02  Show Profile Send KanzenAU a Private Message  Reply with Quote
Could it be possible that moving the flying cities around took immense energy or a spell known only to few (haven't read the Netheril sources yet)?

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Wooly Rupert
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Posted - 25 Jan 2017 :  15:21:12  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by KanzenAU

Could it be possible that moving the flying cities around took immense energy or a spell known only to few (haven't read the Netheril sources yet)?



There were 50+ cities, and they moved around within the Netheril area a lot. They carried their own power sources with them.

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Wooly Rupert
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Posted - 25 Jan 2017 :  15:45:54  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

Again there are a few more reasons for why there aren't more enclaves outside Netheril.

The Netherese did not know there was a problem initially. The desert kept spreading but there was no indication it was a malicious act. So many focused on trying to prevent it but just as many ignored it and assumed that it would go away in time.

Once the Netherese realised it was an evil entity behind it then Netheril was for all intents and purposes at war with the phaerimm. As part of that war the archwizards and their enclaves became in charge of Netheril (up until that point it was a democratic form of government of the land bound settlements with the enclaves apart from that rule but existing within its geographic borders). Ioulaum was the leader of the Archwizards because he was the first and best of them. Most archwizards did whatever he said out of respect or fear for the foremost archwizard of every age of Netheril since the Mythallar Age.

So Netheril is at war with the phaerimm. Ioulaum gets the enclaves involved. Most of the enclaves answer the call. Netheril hadn't lost a conflict in millennia. Most would have assumed this was a war they couldn't lose. So there is no need to flee and the only enclaves outside Netheril would be those actually doing something (searching ruins gathering reagents performing experiments etc).

Gradually the desert expands and people on the ground start to flee (small numbers at first then greater numbers especially in the west of Netheril). The archwizards and their enclaves however still remain because they are arrogant and believe themselves magically supreme and unbeatable.

Towards the end (-350DR) it becomes obvious to most that Netheril has lost. Ioulaum even withdraws from Netheril itself leaving the mad Karsus in charge.

At this point people leave in droves from Netheril's borders (including a few of the more astute archwizards such as Raumark). Some head to Halruaa. Some to Lantan. Others set up land bound kingdoms on the borders of Netheril.

The enclaves don't appear to be used. I have a few theories for this. Firstly is that there is a sudden spike in dragon activity in and around Netheril's borders at this time. The purple dragon Thauglor rules the forest kingdom to the south and has an army of dragon vassals at his disposal. Cormanthyr does not like enclaves above its territory and has the power to do something about it and to head west means crossing the desert which is suicide. There are numerous dragon attacks on enclaves within Netheril's borders.

The phaerimm themselves also start targeting enclaves.

If you are an archwizard and you want to flee a foe that seeks your utter destruction and targets enclaves then fleeing on an enclave and keeping it with you is like painting a massive sign above your head saying "Hey Phaerimm I'm an archwizard from Netheril please come and kill me".
There was nothing stopping the phaerimm from leaving Netheril's borders at that time.

Raumark and his followers abandoned their enclave and fled south using other methods to Halrua. One archmage fled his enclave and established a huge stone tree in Luskan linked to a primordial to try and keep himself safe.

I assume that those fleeing Netheril before -339 DR deliberately left the enclaves behind to make it harder for the phaerimm to follow them. Those that left it until -339 DR left it too late and were surrounded by enemies and so had to fight.




There's not much indicating the phaerimm were targeting the enclaves directly. There's also not much indicating anyone outside of Netheril was paying too much attention to them.

Even ruling out Cormanthyr and Cormyr, there's still a heck of a lot of territory they could have gone to or over. If they were so worried about attacks, then move at night under the cover of summoned clouds.

And that still doesn't explain why no cities left before they realized they had a desert popping up under their feet. They had flying cities for a long time, and we only know of a handful that left the Netheril area. They could have gone practically any direction at any time. And we know that some of them did; for the two that wound up in the Sea of Fallen Stars, it's likely they crossed at least some of the hostile territory you cite.

So the question remains: why didn't more cities leave?

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Markustay
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Posted - 25 Jan 2017 :  17:56:08  Show Profile Send Markustay a Private Message  Reply with Quote
While I've entertained thoughts along the same lines, Dazzlerdal, my biggest problem with that is "answer the call".

We are talking about immensely powerful, mostly not-good, extremely selfish, JEALOUS archwizards here. I feel like a lot of them would be more like, "Oh, you guys are going to stay and fight? (and maybe die?) Okay... have fun with that. I'll be on holiday off the coast of Chult..."

This is why I am trying to come up with a reason why a lot of them felt like they needed to stay in that one particular region. I'm just not seeing them as the 'patriotic' types.

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Gary Dallison
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Well some of the most evil people in history have been the most patriotic. Being evil doesnt prevent you from being patriotic, having friends, respecting your betters, and taking pride in things. Its just that you will betray and abandon those things when they are no longer of benefit to you.

So while the archwizards think they can win its all fine. When war breaks out with the phaerimm the netherese are convinced they cannot be beaten. By -350 DR ioulaum runs off and at that point people start to reconsider that netheril is unbeatable.

Then the cowards and the evil archwizards run off because they are afraid or they have nothing to gain by staying. They leave the enclaves behind because its difficult to move them now with enemies all around, and because Karsus might try to stop them from leaving, and because the phaerimm might come after them. The good archwizards also left but they took their families and households with them.

In my rewrite i had the most senior and powerful archwizards (raumark, lhaumosz, ioulaum) do a runner and deplete netheril, leaving behind the lesser archwizards (and those pretenders that claimed the rule of the enclaves that now had no archwizard in charge. These lesser archwizards lacked the wisdom or power to defy Karsus or flee the phaerimm, and they had power far beyond their means in their hands while they stayed in netheril (even if it did bring the possibility of mortal peril).

I try to draw from real world examples. When powerful nations went to war, the noble elite (who i consider to be evil and selfish) often stayed to fight along with everyone else.

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Wooly Rupert
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Posted - 25 Jan 2017 :  20:16:50  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Where is this proof of enemies all around that you keep speaking of?

And if there were enemies all around, how did flying cities get past them -- because we know some cities weren't in Netheril when they fell.

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Edited by - Wooly Rupert on 25 Jan 2017 20:19:01
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Markustay
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Well, they did have wars with Orcs and giants. They also greatly distrusted the Elves, who were probably just as powerful as they (but elves had the same major problem the Netherese did - working together; they're communities were far-flung and acted independently of each other). They seem to have gotten along rather well with dwarves, though.

There was Thaeravel, but they seem to have been able to extinguish that potential threat easily and quickly. The first enclaves were set-aloft while Imaskar was still in its glory, but Imaskar fell soon after that (and now I am thinking on how maybe the Netherese may have meddled there as well... they were active in Realmspace, after all, which means they were familiar with Ptah).

Calimshan was the Shoon Imperium, and very powerful, but the two seemed to have nothing at all to do with each other. Mulhorand and Unther rose to prominence while Netheril was in it's Golden Age (I think), which makes me wonder why they allowed that - for two mighty empires to rise to their south. Most peculiar - once the potential threat of Imaskar was gone, why allow two other to take its place?

Halruaa and Thay didn't exist, of course. So it looks like it was mostly the elves, and that was only a 'potential' threat. On the other hand, perhaps the Netherese were a bit xenophobic. They didn't regard the dwarves with suspicion because the dwarves didn't use magic (thats just supposition on my part, though).

While I do think you are right, in part, Dazzler, I think their 'patriotism' was more along the lines of 'ugly racism', then anything positive. Those who did stay to 'fight the good fight' were probably a mix of those who actually had good intentions (there were a few), and those who's hubris could not allow them to accept defeat by any hands (thus, it was more about their own egos then any sort of 'nationalism'). Also, their rivalry was a two-way street; If you consder someone a 'rival', that means you think of them as an equal, and if someone else kills 'your equal' easily, then you start to wonder when you'll be next. So basically, when you see your frenemy's enclave plunging toward the Earth, you've not only lost your rival (which is part of your 'life goals'), but you also realize you are probably next. It may have been a 'wake-up call' for some of them.

And not all of them stayed and fought - it looks like Iouluam, Larloch, and Aumvor all left and didn't care about the others, and those are just the ones we know about. Plus, at least two cities entered other planes.

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Edited by - Markustay on 25 Jan 2017 23:33:45
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KanzenAU
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Posted - 26 Jan 2017 :  00:11:47  Show Profile Send KanzenAU a Private Message  Reply with Quote
Here's a quote from Ed in the 2011 thread about Low Netheril and High Netheril's reliance on them for farming: seems that it may have been why they stuck around - they were simply too uninterested in food-magic!
quote:
And Netheril always WAS a land-based empire: the "Low Netherese" went right on farming and hunting in the forests beneath the soaring towers and later floating castles and cities of the archwizards, just as they'd always done. Being exploited/enslaved by the powerful mages, just as had always happened. The land base became less important once those floating cities became mobile, but it was always there - - and because almost all of the archwizards had neither the interest nor the developed magic to grow lots of their own food, always necessary.

Edit: and this quote from the same thread:
quote:
In the past I've explained that floating cities developed initially as a way of creating environments under the complete control of their creating archwizard, but still being near to the "underlings" (also Netherese) who gathered foodstuffs or hunted for them or farmed them, and mined (etc.) for various other things the archwizards needed. It had to do with dominance of each other (and beasts that happened to be handy), not other peoples.

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Edited by - KanzenAU on 26 Jan 2017 00:13:42
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