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T O P I C    R E V I E W
Gary Dallison Posted - 25 Oct 2014 : 09:31:08
Since it doesnt look like we will be getting a new campaigm setting (looks to me like FR will become a background setting like nentir vale and the 1e advenrure run detailed only briefly in adventures), im wondering if anyone fancies working on one for ourselves
30   L A T E S T    R E P L I E S    (Newest First)
Gary Dallison Posted - 28 May 2015 : 13:38:21
Thanks for the compliments, i'll try not to let it go to my head.

As for the Dawn Cataclysm, i envisage it as a very long process that in its simplest explanation is the formation of the Faerunian Pantheon.

Each race has its own racial pantheon that caters to worshippers across the planet, in the current age these pantheons are single, unified pantheons for each individual race. However in the distant past it is possible that this was not always true (indeed for the elves there is circumstantial evidence of other elven deities than those included in the Seldarine - Mythrien from a dragon magazine being one, the Yuirwood gods are another). So for each race as it dominates the surface of Toril (or the undersurface in the case of dwarves) there comes a point where the various groupings of gods merge into a single pantheon that is recognised by all.

The Dawn Cataclysm is that event for humans. Prior to the age of humanity, each cluster of humanity worshipped its own set of gods (Shar and Selune are the exception here it would seem) that were entirely unrelated to each other - although names may have been similar.

Then we have an age where great empires begin to form - Netheril, Jhaamdath, Calimshan. Their pantheons grow to dominate large portions of the continent of Faerun.

Beginning in -339 DR, Netheril collapses, its people spread in all directions and take their pantheons with them. A large concentration of Netherese head towards the Western Heartlands and the Dragon Coast.

A century later Jhaamdath falls, its people spread north and concentrate along the Western Heartlands and the Dragon Coast (others heading to the Dalelands and Sembia).

This mixing pot results in a merging of those pantheons that is the beginning of the Dawn Cataclysm.

One of the new deities of this Faerunian Pantheon is Lathander (in my vision he is born out of the remnants of Amaunator's Church mixed with another sun deity from Calimshan/Jhaamdath). Lathander's church seeks to eradicate evil in the area now covered by the Faerunian Pantheon.

The Procession of Justice which sees the arrival of Tyr is one event in this eradication. Seeking to remove the evil petty kings of the Vilhon Reach, Lathander's Church calls upon powerful outsiders and Tyr and his host of angels answers the call.
The churches of Bane, Bhaal, Myrkul, and Talona and the other dark gods flee north to Sembia, and the Moonsea (both events are canon i'm just linking them).

This persecution ultimately results in conflict with other native churches in the former Jhaamdath region. I imagine Murdane's church, as a deity of logic and reason, deciding that good cannot exist without evil and so refusing to join Lathander's Crusade. As a result her clergy becomes collateral damage and dies out (the deity follows soon after). Similar things happen with Valigorn, Auppenser, and a number of other deities that are no longer known.

Meanwhile in the mixing pot around the Heartlands, the deities of Netheril and Jhaamdath whose portfolio's conflict either battle it out or merge into one. Jannath's Church becomes part of Chauntea, Targus's Church falls to Garagos' Church which falls to Tempos' Church (perhaps with avatars involved because they are gods of battle).

The events surrounding the splitting of Tyche are little more than a surviving heresy of Tyche's Church. Most of Tyche's Church perish in the fall of Netheril and so only the heretics survive which preach that Tyche is really a deity with two aspects, a beneficial one and a malevolent one, over time that belief evolves into two separate deities (possibly influenced by deities of luck in the Calishite, Jhaamdath, or Illuskan pantheon).

Moander had me puzzled for a while, but i've decided to use some of George Krashos' excellent lore on Jergal. In my rewrite of Netheril (work in progress) i have Moander as an ancient primordial like entity of rot and corruption formed out of the death caused by the collapse of Isstossefiffil and the changing ecosystem of the Anauroch Basin.
After consuming all the rotting matter in the basin, Moander heads towards Cormanthor but fails to make it over the Desertsmouth Mountains (he starves because he cannot eat rock). Like most single celled organisms Moander encysts himself into a seed like pod ready to remerge when conditions are right.
That seed is located in the mountain arm known as Moander's Footstep, and is the source of more than a few plagues.
Now as part of Jergal's history there is a semi divine being called Alithar Chonis who strikes a deal with Moander after the fall of Netheril, i imagine he travels south, comes across this seed and exchanges some of his divine essence (a single drop of blood perhaps) in return for immortality (unfortunately he gets killed by the elves in Cormyr). Its kind of like the story of Tyche but involves a real person, the two legends may infact have been mixed together over time (Alithar probably had a cult of personality surrounding him).
That seed of Moander then grows into the Darkbringer which hurtles towards Tsornyl.

So there are a lot of random events that have been pooled together into a myth/legend called the Dawn Cataclysm. Many of them are unrelated but all are part of the formation of the Faerunian Pantheon which is one of the final steps in the process of forming a single racial pantheon for the humans (its not quite finished yet because of the Mulhorandi pantheon).

I may have just rambled on for ten pages and if so i apologise, but hopefully it made some sense. As you may have guessed, i really dont like the deific soap opera parts of FR lore, i view them as myths and legends and so they contain a grain of truth but to the churches and general populace they are gospel.

When i do my Netheril rewrite i will be putting the Dawn Cataclysm in there in brief, along with an explanation for how the Demi-plane of Shadow became the Plane of Shadow, and an alternative origin for many of the Netherese gods (George thankfully did Jergal for me).

Of course its all alternative and not canon at all, but its based on canon and should be interchangeable with it.
Azyx Drow Wizard Posted - 28 May 2015 : 12:46:33
Honored Scribe Dazzlerdal,

I have been following your work here in these halls for some time, and think that your contribution is invaluable, both on Alternate Dimensions and in numerous other scrolls.
It is great to get an insight into how other scribes view the beloved Realms.

Now, onto other things. I don't want to make you blush too much :)

It would be very interesting as a contribution to these scroll, if you could expand upon and describe your idea for the Dawn Cataclysm.
I would be very grateful for it.

Thank you in advance,
Azyx
Gary Dallison Posted - 20 May 2015 : 10:12:56
I've come up with an explanation for the Dawn Cataclysm, involving the creation of the Faerunian Pantheon and its spread across much of the continent.

What i need now is an idea of the various pantheons at play and the deities within them so i can figure out the movements and events involved.

We have a Calishite Pantheon that covers Calimshan, Tethyr, Amn, and contests Shaar with Unther.

An Illuskan/Northern Pantheon that covers the Savage Frontier and includes northmen gods and many beast cults of the ice hunters.

A Jhaamdath Pantheon which covers the Vilhon Reach and Chessenta.

A Netherese Pantheon which covers Netheril and the Western Heartlands.


Of course there a many more minor pantheons, but these are associated with singular cities/groups of people or geographic features; the Yuir Pantheon only encompasses the Yuir Wood as it is not worshipped by anyone outside it, the Talfiric Pantheon is worshipped only by the Talfir who are quickly subsumed by the Netherese, Jhaamdath, and Calishite Pantheons, so i'll ignore the minor pantheons.


What i'm looking for is a first mention of the deity or their church/worshippers (church is preferred), then i can try and figure out where the worship originated. Aliases are also good as they may point to other gods that were subsumed into a single deity.

Here is a quick mock up of some theoretical origins.

Bhaelros = Calishite
Ilmater = Calishite
Savras = Calishite

Murdane = Jhaamdathi
Garagos = Jhaamdathi
Auppenser = Jhaamdathi
Valigorn = Jhaamdathi
Deneir = Jhaamdathi (RoF)
Helm = Jhaamdathi (RoF)
Waukeen = Jhaamdathi (RoF)
Talona = Jhaamdath (RoF) but also possibly Calishite (first mentioned -374 DR in Calimshan)
Chauntea = Jhaamdath (possibly)

Amaunator = Netherese
Mystra = Netherese
Kozah = Netherese
Targus = Netherese
Shar* = Netherese
Selune* = Netherese
Jannath = Netherese
Jergal = Netherese
Tyche = Netherese
Moander = Netherese

Tempos = Illuskan
Talos = Illuskan
Auril = Illuskan (RoF)
Mielikki = Illuskan (Rof)
Oghma = Illuskan (RoF)


Those of the Faerunian Pantheon appeared between -339 DR and 700 DR during the pantheon's creation.

Lathander = Faerunian
Tyr = Faerunian
Azuth = Faerunian
Bane = Faerunian
Bhaal = Faerunian
Beshaba = Faerunian
Myrkul = Faerunian
Tymora = Faerunian
Deneir = Faerunian (church founded 25 DR)

* As the most ancient and primordial of deities, Shar and Selune are cross pantheonic and so could exist in any and all pantheons.


Eldath = unknown, possibly Talfiric given the connection to Anauroch after the fall of Netheril.
Gond = unknown
Leira = unknown, possibly Calishite given the association with Halrua and a lack of her mention in Netheril (Shoon extended its reach into the Shaar.
Lliira = unknown
Loviatar = unknown sounds like a Calishite deity to me though
Malar = unknown, possibly Illuskan and before that worshipped by the Ice Hunters
Mask = unknown
Milil = unknown
Silvanus = unknown, possibly Jhaamdathi or Faerunian
Sune = unknown
Umberlee = unknown, possibly Calishite according to RoF





Now the various growths of pantheons and migrations of worship i have are as follows.

1 - Netherese pantheon extends into the Savage Frontier prior and during the fall
2 - Netherese pantheon extends into the Heartlands prior and during the fall
3 - Netherese pantheon extends into Halrua during the fall
4 - Netherese pantheon extends into the Moonsea during the fall.
5 - Calishite pantheon extends into the north after 500 DR (tethyrian migration).
6 - Calishite pantheon extends into the Vilhon Reach around -243 DR when Ilmater joins Tyr's procession.
7 - Calishite pantheon extends into Amn around 100 DR
8 - Calishite pantheon extends into Western Heartlands around 375 DR
9 - Calishite pantheon extends into Shaar around 250 DR
10 - Calishite pantheon extends into Chultan peninsual around -500 DR and again at 250 DR
11 - Jhaamdathi pantheon extends into Chessenta before -1500 DR
12 - Jhaamdathi pantheon extends into the Western Heartlands following -255 DR
13 - Jhaamdathi pantheon extends into Chessenta following -255 DR
14 - Jhaamdathi pantheon extends into Dalelands and Sembia following 1 DR
15 - Jhaamdathi pantheon extends into the Unapproachable East following -255 DR
16 - Illuskan pantheon extends into Shaar around -100 DR
17 - Illuskan pantheon extends into the Unapproachable East around -105 DR

So it looks like there is a big melting point in the heartlands after -255 DR so that looks to be the beginning of the formation of the pantheon. The Netherese and Jhaamdathi pantheon come into conflict in that region and the Calishite pantheon soon joins the party trying to expand into the Vilhon Reach (Ilmater joins Tyr's procession). So the Heartlands become one giant contested region and the various faiths attempt conversions, alliances, and conquests of rival faiths which result in a large super pantheon that quickly spreads north, south, and east.
Bravesteel Posted - 04 Mar 2015 : 02:09:23
I happened upon the AD&D Forgotten Realms Campaign Setting and Ruins of Zhentil Keep boxed sets in amazing condition at my FLGS, so I have what I need! I would love if WotC put out some sort of primer for several of the campaign settings just addressing basic questions, but I'm ok if we never get anything.
Gary Dallison Posted - 01 Mar 2015 : 14:47:34
I have to admit I didnt really look at the other racial pantheons so if its sehanine then thats fine with me. I just wanted to make it clear they have a completely separate afterlife that doesnt involve myrkul or kelemvor or anything to do with the faerunian pantheon.
I like the sound of the jergal stuff (I'd expect nothing less from eric boyds work).
I hope its expanded upon more soon.
Baltas Posted - 01 Mar 2015 : 11:51:53
I like your take on the afterlife, it makes more sense.
About elves, Sehanine is the elven goddess of death, and protector of elven spirits, so she may be the one who does judgement, or at least shares the role with Corellon.

Also, this the article I meant:
http://paizo.com/dungeonissues/130/DA130_Supplement_H.pdf
Key elements are:
-Jergal was originaly worshipped by Spellweavers.
-His cult, and first human worshippers, were on the eastern border of Chult.
-it's suggested one of the earliest Netherese archwizards studied necromancy with the spellweavers of the Chultengar before returning to Netheril, and that he founded the church of Jergal upon his return.
-It's stated there Jergal gave Bane, Myrkul, and Bhaal his portfolio, as a part of his greater plan to become an overgod.
This was allready subtly suggested in the 'Knucklebones, skull bowling, and the empty throne' story, that was either in Powers & Pantheons, or Faiths & Avatars.
-Part of his plan involved erasing his memories, and giving them to Kyuus, in order to escape Ao's sight.
LordofBones Posted - 27 Feb 2015 : 12:34:45
It was his phylactery back when he was a lich. When he transcended undeath and became a greater god, he infused a small fraction of his own power into the Crown as a failsafe, and now anyone who wears the Crown can chat with him.

Of course, y'know, it's Myrkul. The only ones who'd really want to chat with him are his clergy, necromancers and Velsharoon.
Gary Dallison Posted - 27 Feb 2015 : 11:32:23
Lol, well i reckon that statement might be biased somewhat.

Personally i much prefer Myrkul as a god (he's certainly more interesting than Kelemvor), but he was removed for whatever reason and as one of the permanent outcomes for the realms i'm going to have to keep it.

Its nothing personal, he's just got to go into the crown of horns.
LordofBones Posted - 27 Feb 2015 : 11:23:34
Myrkul actually did his job pretty well, it's not his fault the other gods didn't give a hoot about their worshipers. He's not just the god of the dead, it's just his most famous portfolio...and Jergal is hardly one to talk about using undead.

Gary Dallison Posted - 27 Feb 2015 : 10:30:28
Here we are, a first draft of the cosmology. I think i've melded 2nd (Great Wheel), and 3rd edition (Great Tree) cosmologies, while including the shadow and faerie transitive planes which are hinted at for 5e i believe. Also you can now be incorporeal from or to any of the transitive planes.

Also tried to sort out the mess with the afterlife which i never liked.

Feel free to post any thoughts or ideas.



COSMOLOGY
The Alternate Realms exists on an alternate material plane that sits in the centre of the Great Wheel cosmology.
The Material Plane is the place where all energies from all other planes mix to form matter and life as we would recognise it.
In the space between planes, filling the gaps between the Material Plane and many other planes are the four transitive planes; The Astral Plane, the Ethereal Plane, the Shadow Plane, and the Faerie Plane. These planes exist as a buffer between the Material Plane and one or more other planes to shield it from the powerful energies and strangeness that fills these other planes.
Surrounding the Material Plane are the Inner Planes; the Elemental Planes of Air, Earth, Fire and Water, and the Positive and Negative Energy Planes. These planes provide the matter and energy necessary for life to exist on the Material Plane.
Finally surrounding the Inner Planes are the Outer Planes. Born out of the thoughts and beliefs of intelligent beings on the Material Plane, these planes occupy places according to human conception of morality and ethics (what some term “alignment). As with all things to do with mortals, these concepts are mutable and subject to change, but require the concerted belief of the majority of all intelligent inhabitants.
Material Plane: The Plane of matter and life. It was originally created by the mixing of energies from the elemental planes and the positive and negative energy planes.
Transitive Planes: These planes are not really true planes at all, they are the middle ground between the material plane and other planes of existence, and they serve as a shield to protect the material plane from the dangerous energies (and rules and denizens) that inhabit those other planes.
As a result most transitive planes are a hazy mirror image of the real world, major landmarks in existence on the Material Plane are also visible on the transitive planes (although they appear different in each plane). Beings on the Material Plane are also visible on the transitive planes where they appear as incorporeal entities (and unless they possess some special ability are unable to see or interact with anything on the transitive plane). Beings on the transitive planes are able to see (and in some cases interact with) beings on the Material Plane but in general a creature wishing to interact through a transitive plane into the Material Plane must possess some method to shift there or the ability to become incorporeal (present on both planes in a limited fashion).
Astral Plane: This plane can be considered the gap between the planes, a hazy soup of nothingness filled only with the discarded matter and energy of other planes that fell through the cracks of existence. It is a transitive plane that links with all other planes, both inner and outer.
The Astral Plane contains no hazy mirror analogue of the Material Plane, it is just a thick soup of hazy grey fog. Although pieces of matter from the Material Plane usually bleed into the Astral Plane so a tree floating in the haze is likely an indication of a forest on the Material Plane.
The Ethereal Plane: Born out of the belief of intelligent beings, this transitive plane exists as a buffer between the Material Plane and the Outer Planes. Inhabitants of the Ethereal Plane can travel to the Outer Planes or the Material Plane through gates that are spread across the infinite greyness.
This plane exists as a wispy analogue of the Material Plane, everything is fuzzy and viewing distance is limited as places sights blur into one another beyond a few feet’s distance. Entities from the Material Plane are brighter and more distinct according to their intelligence and the strength of their belief.
The Shadow Plane: This plane exists as a buffer between the Material Plane and the Negative Energy Plane. It shields the Material Plane from the life extinguishing energies of the negative plane and is responsible for the aging and death of all beings on the Material Plane.
This plane exists as a withered, decaying version of the Material Plane. All things on the Material Plane viewed from the Shadow Plane appear as they would at the point of death. Newly created creatures are almost invisible when viewed from the Shadow Plane and gradually become more substantial as they age. Undead appear the brightest and most distinct when viewed from the Shadow Plane and appear as beacons of purple light to everything nearby.
In the distant past this plane was severed from Toril by the Sundering. It shrank over the ages into pocket planes that were spread sporadically across the planet and which many viewed to be separate demi-planes. The machinations of Shar and the fall of Netheril caused a rapid expansion of the Shadow Plane so that it was once again restored to its position as a transitive plane with Toril.
The Faerie Plane: This plane exists as a buffer between the Material Plane and the Positive Energy Plane. It provides the Material Plane with the energy required for life, for on the Faerie Plane nothing ages or dies unless it is killed by something else.
This plane exists as a vibrant plane full of life that vomits forth from every space. Everything appears at its strongest and healthiest when viewed from the Faerie Plane (most humans appear as they did when they were 20). Constructed buildings and objects are almost impossible to see from the Faerie Plane and so navigation usually requires a familiarity with more living landmarks.
Like the Shadow Plane, this plane was a transitive plane long ago in the distant past. The Sundering caused the Faerie Plane to drift apart from Toril and the links between the planes gradually ceased to function. When Karsus cast his Avatar spell and Shar attempted to steal the energies of the Weave to expand her Shadow Weave, the Shadow Plane began to drift back into alignment with Toril. To counterbalance this, the Faerie Plane also drifted back into alignment with Toril and its links gradually restored. Now it exists as a fully transitive plane once more.

The Afterlife
It is commonly believed that everyone who dies travels to the Grey Wastes of Hades to await judgement by the God of the Dead before passing on to the plane of the deity they served most during their lifetime.
This is a falsehood spread by the clergies of the Faerunian pantheon in one of their many attempts to spread the influence of this pantheon to all geographic and racial boundaries on Toril.
Humans (and members of other races that worship gods in the Faerunian pantheon) that perish inside the geographic borders of the Faerunian pantheon, appear in the Grey Wastes of Hades where they are ferried to the God of the Dead’s domain where they await judgement.
Those members of other races that do not worship the Faerunian pantheon, or humans outside the geographic boundaries of that pantheon instead pass on to the domain of the God of the Dead of that pantheon or make the journey according to the rules of whatever pantheon they worship. So for instance people living in Mulhorand are sent to Osiris’ domain to be judged by him. Elves that worship the Seldarine appear at the borders Corellon’s domain to be judged by him.
For those worshippers of the Faerûnian pantheon, those beings that betrayed (wittingly or unwittingly) their professed faith are put into the Wall of the Faithless where they await rescue by their patron deity or spend eternity dissolving into the wall. Betrayal of one’s patron deity need not be an overt act, simply worshipping a single deity and then throughout one’s life accidentally furthering the aims of another deity is enough to be classed as a betrayal.
Thankfully beneficient deities will likely send representatives to bargain for the release of those faithless that unwittingly aided another deity. Evil deities may or may not care what happens.
When a “petitioner” appears at the borders of the domain of the God of the Dead; particularly in the Grey Wastes of Hades, there are always representatives of other powers (devils, demons, and other gods) that try to persuade the petitioners to go with them and escape the judgement that awaits them. These beings are bound to make no physical attempts to steal such petitioners, they must go willingly. However on occasions, the baatezu and tanar’ri are known to mount forays into the Grey Wastes of Hades as part of the ongoing Blood War, during such expeditions one or both sides are liable to steal these “petitioners” if they get the chance.

Deific Domains
The Domain of a deity is best described as a plane within a plane, and indeed there can be planes, within planes, within planes if multiple deities inhabit the same deific domain.
Usually a Greater Deity, or on occasion a collaboration of deities will create a deific domain upon which to dwell. This domain exists as a portion of one of the layers of the infinite outer planes. The domain is a visible part of the plane upon which it rests and one can walk from the domain to the rest of the plane without hindrance (although inside the domain its borders may be much larger on the inside than it appears on the outside). The creator controls all the rules within the plane (such as gravity, how magic functions, what elements are present, etc) and can change the rules at any time.
Within this domain it is likely that other deities have or may propose to live their and create their own sub-domains within the larger domain. Like a domain the god has full control of all the rules of such a sub-domain (although the domain creator can override them) and one can travel freely to an from the domain and sub-domain as though he were travelling from an urban area to the countryside.
Deities however usually pick a plane to reside upon that closely matches their alignment (they suffer increased divine energy expenditure if on a plane that disagrees with their nature), and so deities with the same portfolio that inhabit the same domain often link their own sub-domains to different planes which must have a portion of that sub-domain exist on the other plane to which travel is possible just like between domains and sub-domains.
What this means is that a domain housing multiple deities with different alignments often acts as a bridge between the outer planes. So Silvanus and the House of Nature exists on the Outlands, but Eldath’s sub-domain inside the House of Nature has a portion of it in existence on Elysium.
Usually this causes no problem, but it is theoretically possible in some of the larger domains for creatures from the hells to have potential access to the heavens or any other planes. For instance Heliopolis on Arcadia contains sub-domains that link to Baator (Set), and Elysium. Thankfully each domain and sub-domain are home to a deity that is all powerful within his realm and has the services of many divine servants at his disposal to thwart any invasions.
Gary Dallison Posted - 27 Feb 2015 : 09:02:36
Looking a bit at cosmology of the setting now.

I'm going to try and mix the various cosmologies together so although it will be using the Great Wheel it will operate similar to the horrific tree that they used.


Now i've been thinking about the various transitive planes and they strike me as having a purpose which is to buffer the material plane from the forces on the inner/outer planes.

So the idea is that either the Astral or Ethereal Plane came first and was the buffer between the material and inner planes. Its the place where all the left over or excess energies from the inner planes are dumped. Its basically the gaps between the planes, the soup holding everything together.

Then when you get intelligent beings arriving on the material plane another plane comes into existence. One that separates the material plane from the outer planes. it is the plane of belief, the place of thought.


Now the problem i have is that the ethereal and astral plane could fill either/both of those functions. The ethereal plane is traditionally the plane of ghosts and incorporeality where thought and soul are important. The astral plane is the home of waste matter from other worlds/planes. However the astral plane is also home to the corpses of dead gods.


I'm leaning towards the Astral Plane being the original soup between the planes so it buffered the material and inner planes (although now extends to fit between all planes). A god dies when it goes there because it is no longer part of the outer planes and so slips through the gaps into the soup between the planes.

Then the ethereal plane can be the plane of thought and belief created by the will of intelligent beings.


Then i am making the Plane of Shadow the buffer between the negative energy plane and the material plane (explains all the undead that come from there). And the Plane of Faerie is the buffer between the positive energy plane and the material plane.


All these planes are transitive planes and so exist as transport methods between various other planes. They also have a tendency to appear as a hazy mirror of the material plane (a forest in the material plane is also present in the ethereal, shadow, and faerie planes). The exception being the astral plane which has no features at all apart from what is dumped there.

I've even though up of an explanation for why the Plane of Shadow was once a demiplane and then later a full blown plane. Which also links nicely to why Faerie was once well connected to Faerun, then separated and finally more connected again.
Gary Dallison Posted - 26 Feb 2015 : 16:49:41
I try and keep the gods out of my game as much as possible. The churches are in it big time and they have a huge role in regions and adventures. But the gods themselves take no direct action unless someone requests an avatar for some dire need.

There isnt really enough on Jergal in the realms for me to come to a conclusion about what his goals or indeed his origin might be (beyond cataloguing the death of everything).

Although saying that i havent read the article you mentioned and i probably should.

He makes a fitting if reluctant god of the dead, and so if you dont follow the time of troubles it seems a good fit to make him Kelemvor's replacement. Beyond that i havent any thoughts at the moment (although give me a few days and i'll read that supplement and see what my brain concocts).
Baltas Posted - 26 Feb 2015 : 16:45:18
That's a bit sad, as Jergal made an awesome antagonist in my home campaign, and I liked Eric L. Boyd's version of the Age of Worms better than the original. Still, this is your version of the campaign setting.
Gary Dallison Posted - 26 Feb 2015 : 16:01:31
Probably not. At the moment im just working on a bare bones campaign setting that removes all the novels and RSEs, while at the same time keeping key events the same (the permanent death of individuals or destruction of cities, etc) so that everyone can operate in the 1358 - 1375 timeline without having to change anything (i.e. if you dont do the time of troubles then zhentil keep still falls, the church of bane still fractures, Fzoul Chembryl still becomes ultimate leader of the zhentarim and the church of bane) because the same events occur but with different reasoning behind it.


After that i'll then work on interactive versions of the novels and RSEs so that you can play through them and be the heroes rather than hear about other characters taking all the glory and saving the day.

I might include a few of my own rewrites for areas, particularly those whose only lore comes from novels and RSEs (Moonshae and Damara spring to mind) because by removing the novel you then remove all lore about them. But thankfully i've already worked on these areas quite a bit and created an alternative that is almost entirely unlike the original, and yet quite similar.
Baltas Posted - 26 Feb 2015 : 15:52:52
About Jergal, will you include the hints at him having more ambitious, sinister intentions, hinted at in the Knucklebones, skull bowling, and the empty throne, and fully developed in the conversion of the Age of Worms campaign to Forgotten Realms, by Eric L. Boyd.

http://paizo.com/dungeonissues/130/DA130_Supplement_H.pdf

The part that tells the most about Jergal.
Gary Dallison Posted - 25 Feb 2015 : 20:38:17
Well you made some good points and any event should never be done in total isolation.

Jergal's priests seem like the perfect scribes to go recording deaths and so its natural there would be one in a temple of Myrkul, seemingly unnoticed by all. Then one day you find out that the scribe has teeth.

I think it works well with the existing exchange of power from Myrkul to Cyric to Kelemvor. There were almost no details given about the church of Myrkul following the ToT and on Cyrics part I believe he wholly neglected his duties as god of the dead (one of the reasons for him losing the portfolios related to it). So it stands to reason that he neglected Myrkul's church and most of its clergy left (those that lusted after power).

Then suddenly one day Kelemvor ascends to the position and new temples open (as in Raven's Bluff) and everyone suddenly finds there is a new god of the dead.


So I've swapped that for the Myrkulites being trapped in their own temples while the Jergalites impose their new regime, clear out the catacombs of undead, change all the décor, get the books in order, make sure all the dead have been properly recorded, etc. Then ten years later they open the doors and announce Jergal as the new god of the dead.
Misereor Posted - 25 Feb 2015 : 18:18:52
quote:
Originally posted by dazzlerdal
...and Jergal quietly performed a coup using his own faithful that previously occupied lesser roles as scribes within the temples.



Like it!
Nice detail. A mostly unnoticed bureaucracy that was already doing the day to day work of the temples. The local citizens probably let out a sigh of relief when the regular priests disappeared, and then proceeded with business as usual.
Gary Dallison Posted - 25 Feb 2015 : 16:39:22
A few more entries for the timeline trying to keep them RSE and novel neutral with potential campaign options that people can introduce to play themselves or just use the regular events.



- 1357 DR – Year of the Prince: Luskan invades Ruathym, plundering the island, sinking its navy, and subjugating much of the population.
- The Salamander War: Thay occupies much of the Wizard’s reach using an army of salamanders called from the Plane of Fire. By Flamerule of this year the Salamanders called to Toril by Thay using great portals have rebelled against the Thayans and are fighting against it for control of the Wizard’s Reach.
- King Virdin of Damara dies without issue. The country of Damara descends into civil war as individual dukes and barons attempt to seize control of the country for themselves.
- Maalthiir overthrows the Council of Hillsfar and assumes control of the city.
- The Pharaoh of Mulhorand is assassinated. Horustep III takes the throne at the age of 11.
- A juggernaut of rotting vegetation emerges from beneath the ruins of Yûlash and ploughs through the forest of Cormanthor, creating a cleared highway into the forest, and coming to rest midway between Yûlash and Myth Drannor.
- Khelben “Blackstaff” Arunsun steals the Sceptre of the Sorcerer Kings from the Catacombs of Ordulin (a Harper vault). Using the Sceptre he shatters the bindings of the Crown of Horns, freeing Laeral Silverhand from its curse. The Sceptre is then hidden in the mountains north of Whitehorn and Khelben slowly nurses Laeral back to sanity over the next three years in Blackstaff Tower.
- The Lords’ Alliance negotiates a truce between Luskan and Ruathym when Waterdeep threatens war against Luskan if it does not cease hostilities immediately.
- Pasha Abon Duum of Manshaka disappears mysteriously sparking a territorial war between the Shadow Thieves, the Dark Dagger, and other guilds as everyone tries to fill the power vacuum in Manshaka left by the missing Pasha.
- High Imperceptor Szchulan Darkoon orders an inquisition against the Non-Orthodox faction of Banites in Zhentil Keep led by Fzoul Chembryl. Fzoul Chembryl ejects the inquisition from his temple. The inquisition then set up a rival temple in Zhentil Keep. High Imperceptor Szchulan Darkoon declares Fzoul Chembryl and the Non-Orthodox Banites to be heretics of the faith and a religious war begins between factions of the Church of Bane.
- Campaign Option – Zhengyi the Witch King


- 1358 DR – Year of Shadows: Luskan’s forces are expelled from Ruathym by the Lords’ Alliance. Luskan, Ruathym and the islands off the Sword Coast then form the Captain’s Confederation to raid the Sword Coast.
- Tiamat the Dark Lady attacks an ultimately slays Gilgeam the God King of Unther in a series of battles across Unther and the Plane of Zigguraxis. The Untheric Pantheon is dissolved and Unther descends into chaos.
- The Shadow Thieves of Amn lose the entire Shade Council amid attacks from the Dark Dagger and infighting amongst themselves. The conflict with the Dark Dagger costs the Shadow Thieves almost two thirds of its membership and the organisation undergoes a sweeping reform in response.
- Tan Chin in his guise as Ambuchar Devayam of Solon subjugates a number of Tuigan tribes to supplement his humanoid and undead army.
- Ralan el Pesarkhal murders his way to the position of Sultan of Manshaka.
- All Temples to Myrkul across Faerûn are suddenly closed by magical wards. Screams and explosions can be heard from inside for many months. On occasions battered, skull wearing individuals appear outside the temple and flee into the countryside.
- Campaign Option – The Time of Troubles

- 1359 DR – Year of the Serpent: Tan Chin and his armies attack Khazari and Shou Lung.
- The shattered baronies and dukedoms of Damara come to a tentative truce.
- Manshoon sends Gauntather to usurp control of the cult of Bane in the Moonshae Isles from those loyal to Fzoul.
- The Darkstalker Wars: The Dark Dagger, Shadow Thieves, and Rundeen all vie for control of Calimshan’s shady underworld. During these events Ralan el Pesarkhal murders his way to the position of Syl-Pasha of Calimshan.

- 1360 DR – Year of the Turret: Zhentil Keep’s first foray into Vaasa is cut short when the orc troops supposed to be invading the area desert their positions and head south through Damara and ultimately end up in Thesk.
- Cultists of the Gods of Fury begin arriving on the Moonshae Isles.
- Tan Chin and his army conquer Khazari and parts of the Katakoro Plateau.
- Solon is destroyed by a volcanic eruption and Tan Chin is believed destroyed.
- Campaign Option – The Tuigan Horde

- 1361 DR – Year of Maidens: The Golden Legion are blown off course and arrive in the newly discovered continent of Maztica.
- Orthodox Banites attack the Black Altar forcing Fzoul Chembryl and his loyal followers underground where they encounter Iyachtu Xvim imprisoned in the catacombs.
- Manshoon relocates the Zhentarim headquarters to the Citadel of the Raven while the schismatic churches of Bane war in Zhentil Keep.
- Campaign Option – Discovery of Maztica



Any thoughts so far.

The novel/RSE neutral Damara may be an issue in that we have plenty of details about the region but only as a result of the witch king. Therefore i think a civil war is required that uses the thieve's guild and Tarkos Ree to place the same people in the positions of power that they hold without the Witch King doing it.

Not too sure about Maztica either. It gets discovered and plenty of stuff happens as a result of that which affects the rest of the realms permanently so it needs to occur in alternate and normal realms, maybe just not in the way of the novels. Not sure what to do with this one, i worked on Maztica with Seethyr and my original idea was to completely ignore the novels but then he convinced me to leave them be and so i reworked the justification and inner workings behind the events while leaving them intact so as to make them more credible. Anyone have a suggestion as to the solution here?

Gary Dallison Posted - 25 Feb 2015 : 15:03:02
It does pose the wider question of why there wasnt more upheaval in Myrkul's church when Cyric and then Kelemvor took over.

Supposedly (according to something in Ed Greenwood presents Forgotten Realms i think) the clergy of Myrkul had attained such a position of fear among the wider populace that they could just wander into a house and take what they wanted without fear of reprisal (and they did so often) for the rumours at the time were anyone laying a hand on the faithful of Myrkul would suffer a painful death soon after.

Being accustomed to that amount of power and freedom and being able to conjure plenty of undead servants would be quite addictive i imagine. So when Cyric ignores the priest of Myrkul and then Kelemvor comes in and suddenly no more undead are allowed and everyone has to behave properly i wonder why there wasnt more of an uproar.



Perhaps it could be a combination scenario. Myrkul takes the opportunity around the Crown of Horns to do a runner. As a result no more spells for the bad guys in the clergy. Unwilling to see the dead unjudged, Jergal steps in and so his own clergy (and a few non evil Myrkulites) suddenly attack the bad Myrkulites driving them out of temples across the land (slaying some) and getting rid of the undead infesting the temples.

To the public the temples are closed for several years (as its inhabitants war with each other and the undead residents) and then begin opening again as the new church of Jergal (or Kelemvor if you use ToT).

No overt god actions (i hate that), Myrkul quietly did a bunk and Jergal quietly performed a coup using his own faithful that previously occupied lesser roles as scribes within the temples.

The people of Faerun only know that over the space of 10 years (1358 - 1368) the temples of Myrkul are closed with skull wearing priests occasionally seen fleeing for their lives, and then they are opened again with the sign "Under new management" placed on the door.
Misereor Posted - 25 Feb 2015 : 14:52:02
quote:
Originally posted by dazzlerdal

Thats not a bad idea. However Jergal's writeup mentions that he is almost completely unknown in the realms, and he gave up the position originally because he was unhappy with the role so i cant see him fighting to gain it again, nor can i see the populace believing in him over Myrkul.



However you do it, the canon is that Jergal does end up as God of the dead, so regardless how well known he is amongst ordinary mortals or his having being fed up with his job, you're gonna have to find a plausible explanation.


However.
The tale of the ascension of The Three says he was tired of his duties, but his duties besides being God of the Dead at the time included all the other duties that the Three would take over. Tyranny, murder, the infliction of death. After he lost those he seems to have been content with his duty as Steward of the Dead, even if it didn't come with a godhood.

So maybe Jergal jumped a the chance to be a god again as long as it only involved being God of the Dead, or maybe he was angry about the portfolio of The Dead being neglected and feeling obligated to take care of it. Whatever the explanation, he ended up with the portfolio rather than the other possible candidates.

The only scenario I don't see as plausible is Jergal taking Myrkul's divinity in a straight up fight. Myrkul would either have to screw up in epic fashion or hand it over willingly. (Neglecting half his portfolio would be such an epic blunder.)

Mystryl/Mystra has supposedly handed over her power several times, and Ao said in the novel Waterdeep that a god's power will wax and wane along with the number of devotion of their worshippers, so there are precedents for both scenarios.



As for the populace believing im him, Jergal did have temples (the Temple outside Westgate for example, which is known by the inhabitants to this day). Besides, if the tales of Myrkul include stories about his followers, champions, and servants, they would already know of him, just not the fact that he was once a god. In our world history, gods have frequently amalgamated or changed names and places. It would see reasonable enough for the Realms to follow the same recipe.

Whatever the explanation, Jergal ended up with the portfolio rather than the other candidates, so his worshippers must have been made familiar with him in one way or another. I personally prefer humanity having a litte retroative familiarity rather than Myrkul appearing with a blast of trumpets and declaring Jergal the new god of the dead or somesuch. I much prefer biological evolution to divine intervention.


Gary Dallison Posted - 25 Feb 2015 : 13:40:44
Thats not a bad idea. However Jergal's writeup mentions that he is almost completely unknown in the realms, and he gave up the position originally because he was unhappy with the role so i cant see him fighting to gain it again, nor can i see the populace believing in him over Myrkul.

I'm not a big fan about the idea of neglecting duties and Ao ruling this or that and smiting down gods. i prefer the organic model whereby a god is only so because enough people believe in him. So as i think you were getting at, if Myrkul ignored his duties as god of the dead then the majority populace of Faerun would have to begin believing in another god as god of the dead in order for him to lose his position.

One problem i always had with Myrkul is that i have never found a temple or priest detailed as being devoted to Myrkul and yet he was a greater god. I get that lots of people send a prayer or two his way to ensure they dont snuff it that day, but i would have expected him to have more of a presence.

Ultimately the goal of the alternate setting is to allow people to play in the realms with all the key events happening so that they can choose which novels and RSE's to include or exclude without having to rewrite vast portions of history. So if you dont include Return of the Archwizards you dont have to explain what happens with Tilverton because it is still destroyed but for a different reason. If you dont have the ToT then you dont have to decide what happens with Bane and Gilgeam etc because Bane's church still fractures and Gilgeam still dies, but for slightly different reasons.

So because Myrkul is confined to the crown of horns post ToT then he needs to be confined in the alternate setting.

Perhaps i shall make it all a deliberate act. The fact that Myrkul enjoys his existence in the crown of horns says to me that he may also have been unhappy as a god (maybe it is something about being once mortal that makes an immortality so unpalatable in the long term). Maybe Khelben used the sceptre to shatter the bindings of the crown of horns and so severed the link between the crown and Jergal. Myrkul then hid himself inside the crown to escape his duties and so that Jergal couldnt then find him.

Whether the replacement god of the dead is Jergal or Kelemvor doesnt matter, you still get new temples arise in places like Ravens Bluff and the clergy are now against undead so the name can be substituted without any bother for those that include ToT as an event.
Misereor Posted - 25 Feb 2015 : 12:55:32
quote:
Originally posted by dazzlerdal

Okay i have a bit of quandary.

Myrkul is causing me issues.

If i want to eliminate the Time of Troubles as an event i can explain away the war between two different factions of banites (it was happening anyway). I can explain away the deaths of most Bhaal worshipping assassins in Amn, Tethyr, and Calimshan (the war between the Shadow Thieves, the Dark Dagger, and other thieves/assassins guilds). I can even explain away the death of Tiamat and Gilgeam since they were Untheric deities and therefore spent most of their time in physical form regardless of the Time of Troubles.

What i cant explain away is why a new god of the dead suddenly appears. Now Myrkul never struck me as a particularly good god of the dead. He would have made a great god of undeath since he was all for undead creatures of all kinds, but as a god of the dead he was pretty lax.

So i could go along the lines of Jergal usurping his title and reclaiming his original position. However i dont want to just waive my hands and say "gods did it" because that is such a cop out.

So what i need is a credible reason why Myrkul ends up in the crown of horns and Jergal becomes god of the dead.

I did notice that in 1357 (just before the TOT) Khelben Blackstaff steals the sceptre of the sorcerer kings and rescues Laeral from the Crown of Horns in the same year.

I'm wondering if i could not twist it so that he used the sceptre of the sorcerer kings to remove the Crown of Horns (both are artefacts). So while he did not specifically use the sceptre to banish a deity so the sceptre doesnt split and hide itself across the planes, it did interact with the crown and forced Myrkul into the artefact (after breaking its hold on Laeral) thus making him no longer god of the dead and allowing Jergal to reclaim the title and the power which might naturally revert back to him.

What do people think, credible enough as an alternative?



Well, according to the deity system I use, Myrkul could have inadvertently done it himself, by neglecting his duties as steward of the dead.

If Myrkul let Jergal take care of that specific duty, it could start a snowball rolling. At first by letting worshippers add a line or two of supplication to Jergal during their prayers for the dead, which could eventually turn into supplication and finally worship, thus depriving Myrkul.

However, Myrkul might not notice at first, since he had Jergal as his proxy (being his servant), thereby splitting the worship between them. Only at a some given point would the worship be directed more at Jergal Steward of the Dead rather than Jergal unimportant lackey of Myrkul. That would be the point at which Jergal supplanted Myrkul (add flavor text here about epic showdown between the two, resulting in Myrkul ending up in the Crown).

<edit>
Does anyone know if the Seven Lost Gods were originally servants of Jergal back when he was first the God of Death?

The Sumerian God Nergal (after whom I assume he is named) had some servants called the ilû sebettu (Seven Gods) who were his agents of death and destruction.

Thus if he reclaimed his place as God of the Death it could possibly cause some upheaval with the remaining two of the Dark Three or the lost members of the Seven.
</edit>
Gary Dallison Posted - 24 Feb 2015 : 11:08:20
Well here's what i have for 1357 as a precursor to 1358 DR.

- 1357 DR – Year of the Prince: Luskan invades Ruathym, plundering the island, sinking its navy, and subjugating much of the population.
- The Salamander War: Thay occupies much of the Wizard’s reach using an army of salamanders called from the Plane of Fire. By Flamerule of this year the Salamanders called to Toril by Thay using great portals have rebelled against the Thayans and are fighting against it for control of the Wizard’s Reach.
- King Virdin of Damara dies without issue.
- Maalthiir overthrows the Council of Hillsfar and assumes control of the city.
- The Pharaoh of Mulhorand is assassinated. Horustep III takes the throne at the age of 11.
- A juggernaut of rotting vegetation emerges from beneath the ruins of Yûlash and ploughs through the forest of Cormanthor, creating a cleared highway into the forest, and coming to rest midway between Yûlash and Myth Drannor.
- Khelben “Blackstaff” Arunsun steals the Sceptre of the Sorcerer Kings from the Catacombs of Ordulin (a Harper vault). Using the Sceptre he shatters the bindings of the Crown of Horns, freeing Laeral Silverhand from its curse. The Sceptre is then hidden in the mountains north of Whitehorn and Khelben slowly nurses Laeral back to sanity over the next three years in Blackstaff Tower.
- The Lords’ Alliance negotiates a truce between Luskan and Ruathym when Waterdeep threatens war against Luskan if it does not cease hostilities immediately. Luskan, Ruathym and the islands off the Sword Coast then form the Captain’s Confederation to raid the Sword Coast.
- Pasha Abon Duum of Manshaka disappears mysteriously sparking a territorial war between the Shadow Thieves, the Dark Dagger, and other guilds as everyone tries to fill the power vacuum in Manshaka left by the missing Pasha.
- High Imperceptor Szchulan Darkoon orders an inquisition against the Non-Orthodox faction of Banites in Zhentil Keep led by Fzoul Chembryl. Fzoul Chembryl ejects the inquisition from his temple. The inquisition then set up a rival temple in Zhentil Keep. High Imperceptor Szchulan Darkoon declares Fzoul Chembryl and the Non-Orthodox Banites to be heretics of the faith and a religious war begins between factions of the Church of Bane.






I'm not entirely sure about the bit with Moander creating a road through the forest of Cormanthor as that is part of a novel involving Alias i believe, however i cannot think of an alternative that would cause the road to be constructed that quickly.

However Alias does not have to be the one to awaken the Creeping Evil (or kill it), and it does not have to be an avatar of Moander. Nor does it have to be destroyed it might merely have entered a state of slumber once more thanks to the efforts of the few remaining elves in the elven court or it interacting with some elven wards nearby (or perhaps it just ate a tree that didnt agree with it).

The forces of Zhentil Keep and Hillsfar occupied Yulash a few years prior to this event and the fighting between them could have awoken it. Also Malkizid the Branded King returned to Myth Drannor the previous year so his presence might have something to do with it.
Gary Dallison Posted - 24 Feb 2015 : 10:24:30
Okay i have a bit of quandary.

Myrkul is causing me issues.

If i want to eliminate the Time of Troubles as an event i can explain away the war between two different factions of banites (it was happening anyway). I can explain away the deaths of most Bhaal worshipping assassins in Amn, Tethyr, and Calimshan (the war between the Shadow Thieves, the Dark Dagger, and other thieves/assassins guilds). I can even explain away the death of Tiamat and Gilgeam since they were Untheric deities and therefore spent most of their time in physical form regardless of the Time of Troubles.

What i cant explain away is why a new god of the dead suddenly appears. Now Myrkul never struck me as a particularly good god of the dead. He would have made a great god of undeath since he was all for undead creatures of all kinds, but as a god of the dead he was pretty lax.

So i could go along the lines of Jergal usurping his title and reclaiming his original position. However i dont want to just waive my hands and say "gods did it" because that is such a cop out.

So what i need is a credible reason why Myrkul ends up in the crown of horns and Jergal becomes god of the dead.

I did notice that in 1357 (just before the TOT) Khelben Blackstaff steals the sceptre of the sorcerer kings and rescues Laeral from the Crown of Horns in the same year.

I'm wondering if i could not twist it so that he used the sceptre of the sorcerer kings to remove the Crown of Horns (both are artefacts). So while he did not specifically use the sceptre to banish a deity so the sceptre doesnt split and hide itself across the planes, it did interact with the crown and forced Myrkul into the artefact (after breaking its hold on Laeral) thus making him no longer god of the dead and allowing Jergal to reclaim the title and the power which might naturally revert back to him.

What do people think, credible enough as an alternative?
Gary Dallison Posted - 11 Feb 2015 : 15:56:56
A brief idea for outlining the RSEs and novel events so that you can update the base campaign setting as desired (or leave them out if you want) or just use the novel events.


CAMPAIGN OPTION – THE RETURN OF SHADE
Early in 1372 DR (Year of Wild Magic) an enclave from Netheril returns to Faerûn after a 1,000 year long sojourn into the Plane of Shadow. The Enclave of Shade; then known as Thultanthar, was originally a floating research station ruled by an Arch Mage known as Telemont Tanthul who used it to conduct his research into the nature of Demi-Planes – an area of research hotly disputed by other Arch Mages.
On the eve of Netheril’s destruction, Telemont tore a rift in the fabric of Faerûn and piloted the entire enclave of Thultanthar into the Demiplane of Shadow. Hours later the goddess Mystryl was no more, all magic on Faerûn went wild, and the floating enclaves of Netheril came crashing to the ground.
The rift sealed itself almost completely, leaving the enclave and its people trapped on the growing Demiplane. Sustained by the light emitted by the small tear remaining between Faerûn and the Plane of Shadow, the people of Thultanthar prospered, led ably by their leader; the Archmage Telemont Tanthul.
Over time Telemont delved ever deeper into the secrets of shadow until he became one with it and was reborn as Lord Shadow; the first Shade. He presented himself and his now Shade sons to the growing City of Shade and they have ruled unchallenged ever since; sustained in immortality by the negative energy of the Plane of Shadow.
In 1358 DR magical disruptions across Faerûn caused the rift between Faerûn and the Plane of Shadow to widen, bringing it once again to the attention of Lord Shadow. Agents were sent through the rift to return to Faerûn and gather artefacts to widen the rift to allow the City of Shade to return.
In 1372 those efforts came to fruition and the flying Enclave of Shade burst through the planar barriers bringing it back to Faerûn once more. In doing so it ruptured the Sharn Wall that had kept the Phaerimm; ancient enemies of Netheril, trapped in Anauroch and unleashed them upon an unsuspecting Faerûn.

Important SitesCity of Shade (25000+, Large City): This cylindrical tower like structure was once a single building on a small rock platform less than a hundred metres wide. Its served as a research station for the Arch Mage Telemont Tanthul as he delved into the magical nature of the Planes.
Once stranded on the expanding Plane of Shadow, the Enclave of Thultanthar was forced to take drastic measures to ensure its survival. The only thing keeping it and its inhabitants alive was a ray of light emitted through the rift from Faerûn that kept the shadowy hordes and the draining negative energies at bay.
The light provided warmth, food, protection, and life. But even that would not be enough to sustain the tiny Enclave of Thultanthar in this alien plane. The dead were ground into dust and formed into building blocks and slowly, generation by generation, the enclave grew. Now at over a square mile in area, the Enclave of Shade is a terrifying edifice. Atop this large base is a cylindrical tower many levels high with huge portals along its walls to let in what little light was available on the Plane of Shadow.
Now on the Material Plane once more, this enclave has the appearance of a flying amphitheatre with a great tower at its centre housing the damaged mythallar, the Princes of Shade, and Lord Shadow himself.
Most of the inhabitants of Shade are humans, except for the magical elite that were able to infuse themselves with the essence of the Plane of Shadow to enhance their powers and make them immortal.
Other races lurk among the shadowy recesses of the enclave and in the abandoned places, half-breeds of shadow creatures native to the Plane of Shadow or interloping monsters from that plane that found themselves trapped in Faerûn when the Enclave of Shade returned home.
The Shadow Sea (Replace the Shoal of Thirst): This freshwater inland sea stands eerily tranquil between the Scimitar Spires and the Wall of Fallen Djinn Mountain ranges where once the Hidden Lake existed during the time of Netheril. Formed by the melting of the High Ice and kept in existence by the weather changing magics of the Shadovar, the existence of this sea is playing havoc with the climate of Anauroch and the surrounding lands.
Storm clouds rage far above; although no wind touches the peaceful sea below, kept constantly active by the magic of the arcanists of Shade. Fog rolls across the surface of the sea obscuring it and the activities of the Shadovar from view.
This is to be the centre of the rebirth of Netheril. Already plants and animals are beginning to congregate around the edge of the water. Monsters have also been attracted to this life source in the desert, many of the creatures have come from the mountains and the surrounding areas, but more than a few shadow creatures have dropped from the enclave itself into the inky waters below where many thrive and flourish.

Timeline
-339 DR: The Enclave of Shade enters the Demiplane of Shadow and becomes trapped there
1358 DR: Wild magic across Faerûn causes the planar rift above Anauroch to widen slightly. Lord Shadow sends agents through the rift into Faerûn.
1372 DR: The Enclave of Shade returns to Faerûn above the Shoal of Thirst and using magic creates the Shadow Sea by melting portions of the High Ice and the Frozen Sea.
The Sharn Wall ruptures and Phaerimm begin to escape into the surrounding areas. The majority travel to the Stonelands and begin to leech off the heavily warded network of ruins around Whisper’s Crypt. When that runs out they enslave humanoid tribes to march on their next target.
Cormyr is hit by floods and drought caused by the weather changing magics of Shade on the High Ice. Mercenary units operating in the Stonelands bring reports of a humanoid army amassing in the area. Cormyr mobilises its army to deal with the threat.
Cormyr with elves from Evereska who recognise the threat of the Phaerimm meet the thrall army but soon realise they stand no chance against the ancient evils. The arrival of the Enclave of Shade at the Phaerimm’s back soon evens the odds, although a number of beholders from Ooltul backed up by Phaerimm magic manage to damage the enclave’s mythallar with disintegration rays.
The Phaerimm menace is destroyed, many of the Phaerimm lay dead, the rest are sick or dying because they lack enough magical energy to support them. Those that survive lurk in magical ruins, or insinuate themselves into strong magical realms and areas where they can leech off the energies while keeping their presence a secret.
The Enclave of Shade recovers its forces and leaves as quickly and mysteriously as it arrived, limping back to its home above the Shadow Sea where it levitates several hundred metres from the surface (now unable to alter its distance from the surface thanks to its damaged mythal).
Gary Dallison Posted - 11 Feb 2015 : 12:54:53
I wonder should the Stonelands be included in Anauroch or Cormyr.


Geographically it is nearer to Anauroch than Cormyr.

Politically it is claimed by Cormyr.

Its environment was created largely as a result of the fallout of the Anauroch desert and the fall of Netheril.


Plus i think the Stonelands is really where the Phaerimm should have gone for when the Sharnwall fell.
Gary Dallison Posted - 11 Feb 2015 : 11:11:47
Well here is a first draft on the geography of Anauroch. Let me know if i'm missing anything or have got anything wrong. I've tried to move away from referring to Anauroch as a desert and instead refer to it as a wasteland so as to help solidify the image of Anauroch in readers minds that it contains many different environments.


GEOGRAPHY
The wasteland of Anauroch is split into many different environments, each as harsh and unforgiving as the next and filled with death at every turn.
Around the edges of Anauroch lies a region known as the Desertsedge, a land of rocky foothills dotted with the occasional scrub plant and filled with caves, ravines, and the occasional small stream that plunges into the desert before vanishing into the sands.
The very far north of Anauroch is a massive glacial plain known as the High Ice that towers above the lands about it and is filled with deep crevasses and scoured by icy winds. Its northern edge has not as yet been discovered by explorers and the whole region remains largely unknown.
Just south of the High Ice is a strip of land over 200 miles in width that stretches from west to east and cuts the wasteland of Anauroch in half. It is at a significantly lower elevation than surrounding lands (in places by up to a mile) which gradually descends into the basin filled with frozen sands that by some small mercy are sheltered from the winds that plague the rest of Anauroch. This land is called the Frozen Sea for it was once known as the Narrow Sea that stretched across this region (although history disagrees as to its exact location and direction), now turned into sand by fell magic and frozen.
The central belt of Anauroch, below the Frozen Sea is a land called the Plain of Standing Stones. This plateau rises above the sandy wastes of the Sword that flow around it, and it stands apart from the rest of Anauroch as a rocky plain scoured clean of vegetation by howling winds that never end. The plain is filled with rocky spires, ridges, canyons, crevasses, and bridges, which many believe were formed by the endless winds.
Finally around the edges of the Plain of Standing Stones in a great crescent on Anauroch’s southern side is the typical, scorching, sandy desert that Anauroch is known for and is usually all anyone sees of this dangerous land. This region is known as the Sword and is the only place in the whole region that contains any human settlement. A nomadic tribal people roam this land, but travellers should be wary for they are rarely anymore friendly than the environment or the wildlife.
Gary Dallison Posted - 11 Feb 2015 : 09:00:29
Okay.

Gonna start work on the regions now and going alphabetically i think the first one is Anauroch.

So i know of one novel series/RSE in this region - Return of the Archwizards.

Are there any others?

I vaguely recall some Harper witch named Ruha being a Bedine and therefore from Anauroch so did she have any novels set in this region?




As for the Return of the Archwizards. The only permanent changes in the Realms that come from this novel that i can see is the arrival of the city of Shade in Anauroch, the destruction of Tilverton, and the escape of the Phaerimm. Is there anything else i'm missing.

I know some people don't rate the events of the novel (me included and i never even read it). So what alternatives do people tend to use? Do they just pretend Shade never returned at all? Do they have Shade return but remain in the shadows and not reveal its presence to the outside world (which makes much more sense to me)?

How do people handle the near extinction of the Phaerimm? Again do they ignore it completely, do they keep it as is (including swords of shadow designed to kill phaerimm in one hit????). Would it matter if the phaerimm remained in Anauroch competing with the Shades but in reduced numbers?
Gary Dallison Posted - 31 Jan 2015 : 09:02:52
Well its a long way off working on the Kara Tur stuff but if a volcano cannot kill a pseudo lich then what can.

I'm going to make all the events so that players can take part. So if the players kill Tan Chin then its using the artefact. If not then he blows up the volcano on purpose to kill himself at the exact same time as the next in line is born
hashimashadoo Posted - 30 Jan 2015 : 23:06:08
A volcano did destroy Solon, but Tan Chin survived it. It wasn't until the artefact, the Stone Sceptre of Shih, was used against him, that he was destroyed.

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