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 Brainstorming Anchorome

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Seethyr Posted - 09 Aug 2019 : 19:11:41
Ideas for Anchorome

Since Sleyvas’ post about the Abeil of Abeir in Anchorome, I figured a more generic thread might be appropriate where ideas can stray beyond the bee folk. The Anchorome I have envisioned and homebrewed expands on City of Gold (FMQ1) and canonical information about Balduran and Fort Flame. These are all ideas I truly hope to write up at some point in the near future.

Like Sleyvas with the Abeil, I would love to see what additional ideas and alterations group think can do. Remember, this continent is virtually untouched.

1. Monsters of Anchorome. I’ve posted about this in a number of places so I won’t go into it, but essentially I’ve tried to bring 30+ new creatures from Native (north) American myth into Anchorome. I tried to hit upon creatures never brought up before.
2. The 1e adventure UK7 Dark Clouds gather introduced a creature called the ba’atun - creatures that essentially look like the flying baboons from the Wizard of Oz but come from an alternate world/plane. Their leader can possess others and in the adventure they give some cloud giants and aarakocra a really hard time. Almost whole cloth, this adventure could be adjusted to fit the setting.
3. Speaking of aarakocra, if I could ever get in touch with Gray Richardson I’d love to hear more of his thoughts on the aeree and I want to one day take on the undertaking of make a Serpent Kingdoms-esque book for the aeree (Avian Kingdoms?). Obviously their last eyries are located in NW Anchorome
4. If you’ve ever read The Mound by HP Lovecraft, there is an underground civilization that worships Cthulhu and the other Great Old Ones that can dematerialize and have other powers. Juergen Hurbert on the Piazza forums thought these might be easily represented with the “elan” race from one of the 3e era psionic books. Funny thing is even further below them, there are more ancient civilizations which if adapted to Anchorome, might be perfectly replaced with the batrachi.
5. Mysteries of Anchorome: I’ve been working on a hodgepodge of cool locations, mostly where I’ve gained inspiration from Dragon Magazines of long past. So far there is a huge waterfall with a natural portal to the Plane of Radiance (an alternate one called the Limitless Light from Dragon Magazine), and a huge herd of magical horses known as the nic’Epona from old Planescape material. I’m working with another author on a darfellan enclave in the nearby seas who are locked in a struggle for survival against sahuagin. There’s also some less developed ideas like a mechanical forest where rogue modrons are in hiding, and a “whispering pines” region of trees that have all been awakened. Finally, other Dragon magazine goodies have added to the brainstorm and I’m thinking of a swamp that reduces any who enter to cellular sizes where all the monsters are amoebas and euglena and such. There might also be a region that never evolved out of an age of mammals.
6. Esh Alakar. I have to find myself a truly excellent cartographer who can specialize in dungeon mapping because Esh Alakar, a canonical ruin in Anchorome has become a ruined spellweaver pyramid with an extensive underground region remaining. I’d like the dungeon to have a lot of mathematical puzzles to it at least in the way it’s organized (using the Fibonacci sequence, a hyper cube, etc).

Anyway, if this sounds like a brainstorm, that’s because that is exactly what it was. Hopefully some decent books come from some of them that are enjoyed by someone. I’d also like to apologize that I didn’t provide proper references or links, I’m doing this from my phone while away in the mountains!
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sleyvas Posted - 12 Jan 2021 : 15:29:07
Separately from the above kind of

As you've seen, for the races stuff, I've got it mostly completed, but I wanted to throw in some location information... but I'm sidetracked

I'm also working on something dealing with some flying ships for my Luneira and Esh Alakar tharchs

Thirdly, I've been playing with the pantheon thing, and I may turn it into a document noting how the Metahel and Rashemi (and some other races) have come to occupy some islands off the eastern coast. I will probably include a revamp of my spirit shaman <and change its name to something more viking-like> as well (from complete red book of spell strategy), which is like a binder from the old Tome of Magic product but using the framework of the warlock class, but one in which you have a LOT more flexibility to just make up a story about who your "spirit" you are binding to is. This will be a variation of what they call "runecasting", because you make a sign and then bind the spirit to you in exchange for its power. With this particular concept you aren't confined to only dark and creepy vestiges like what appeared in Tome of Magic, and if someone for instance wants to write up how they're "binding to the spirit of Thunderbird or the Dawn Cock" they can.

I think I'm going to turn them into 3 separate things, and on the race one including some basics for locations like listing a race and noting places where they're commonly found. People can then correlate that with the map I'm including. I can come back later to flesh out those locations better than the scrap notes I have and do it more justice.

I want to use your naming/numbering system in a way that "links" our stuff but shows mine as "optional".... basically a campaign meant to work within the structure of your campaign concepts, but equally as capable of being left out (because I'm trying to accept most things you say, and if I miss something, well, it is what it is... we're doing this for fun, and at times we may have a slightly different view or lack of what the other is thinking).

So, what I was thinking is how you use ANCnumber for your anchorome campaign stuff, I'd like to use ANC-UToTnumber for "Anchorome - United Tharchs of Toril". I realize that some thinks won't even really involve my tharchs idea, but I'll probably end up making references here and there in everything. So, the first being ANC-UToT1, ANC-UToT2, etc... and when I head down to the Lopango Tharch .... MAZ-UToT1.... if I head to Peleverai in the Shaar FAER-UToT1 etc....
sleyvas Posted - 12 Jan 2021 : 12:48:39
Originally posted by Seethyr

Originally posted by sleyvas


Go read the topic I just created called Lore: History of the Metahel Pantheon. I'm working on doing up the metahel gods. I'm torn between making it a separate piece (which would make more sense) or just including it in the race thing I've been working on and have almost done.

Awesome. I really think they deserve their own separate write up, but that's just me. You can consider of course their pantheon, but also things like specific backgrounds, subclasses unique to them, magic, etc. I think a whaler, for example, might make an excellent background - something that brings them into conflict with the darfellan.

That's a good idea and I've been playing with the idea that with the coming of the people from Thay came 2 subraces of humans.... Mulan and Rashemi.... well, we all know how Mulans are... but Rashemi of Thay still held some of their northerly cousin's stories to heart. Stories of a goddess named Bhalla (whom Faerunians who know say is Chauntea, but Rashemi think they're silly and say she's a great cow) and another goddess named Khelliara (whom Faerunians who know say is Mielikki, but Rashemi think they're silly and say she's a great deer who sometimes appear as a woman with antlers). Some had even heard ancient Yuir stories of a "tree god" named Relkath of the Many Branches and a bear god named Magnar the Bear. So, when the Rashemi and the Metahel get together and start sharing myths, they notice Bhalla sounds like Audhum-Bhalla, Khelliara sounds like Kaelleara, Magnar the Bear sounds like Magnaer the Bear, Relkath of the Many Branches sounds like Raelkath Maneeboughs, Ulutiu sounds like Ueluetue... and its not just the similarities of the names, the myths are near identical. Then they recall that the people who appeared in Rashemen, calling themselves the Rus, came from somewhere else and they realize they're distantly related. So, some of the Rashemi and Metahel go to form a small society of their own on an island off the eastern side of Anchorome, and they start calling themselves by a name that's maybe a mixture of all 3 peoples.... maybe

maybe something different... taking ideas.
Seethyr Posted - 12 Jan 2021 : 01:12:26
Originally posted by sleyvas


Go read the topic I just created called Lore: History of the Metahel Pantheon. I'm working on doing up the metahel gods. I'm torn between making it a separate piece (which would make more sense) or just including it in the race thing I've been working on and have almost done.

Awesome. I really think they deserve their own separate write up, but that's just me. You can consider of course their pantheon, but also things like specific backgrounds, subclasses unique to them, magic, etc. I think a whaler, for example, might make an excellent background - something that brings them into conflict with the darfellan.
sleyvas Posted - 08 Jan 2021 : 21:33:27

Go read the topic I just created called Lore: History of the Metahel Pantheon. I'm working on doing up the metahel gods. I'm torn between making it a separate piece (which would make more sense) or just including it in the race thing I've been working on and have almost done.
sleyvas Posted - 24 Dec 2020 : 16:06:32
Wildwood Jackrabbit - This rather strange jackalope is attributed to a legend of Raelkath Maneeboughs blessing a primordial rabbit, Harifur, said to be a mount of the infamous kercpa hero god, Rititisk the Clever. Its said that the excrement of Harifur was used by Rititisk to fertilize many great trees, including several seeds of the world tree, including great Raelkath himself. From a distance, it appears almost like any other jackalope, except that its fur coloration is almost always silvery-white with spots of bright green. In truth, this greenery is made up of small pieces of clover that grow from amongst its fur and its silvery-white fur resembles dandelion hairs. These hairs are known to detach themselves in the wind, and where they land, several days later flowers like red clover, iris, marigolds, lilies, carnations, daisies, sunflowers, bluebells, beavertail cactii,and snapdragons or vines and shrubs producing honeysuckle, blackberries, raspberries, strawberries, muscadine, barberry, cloudberries, buffaloberries, huckleberries, elderberries, or sandgrapes are found in bloom. Particularly strong storms have been known to strip these creatures of their fur, leaving them cold and shivering and seeking the warmth of a companion. Couples that allow a "naked" wildwood jackrabbit to nestle with them for warmth have spread rumors that they were inordinately virile that night, and they are often said to produce children, especially twins, as a result. Their tails are small collections of small white flowers. Their flesh, for though few are killed and studied as its considered bad luck to kill one of these rabbits by the minnenewah, has been found to be more like that of a mushroom than normal musculature. Its horns are actually sprouting trees growing from their heads, with variations being pawpaw, persimmon, mayhaw, apple, pear, peach, plum, cherry, pomegranate, pecan, hickory nut, salmonberry, saskatoon, gooseberry, mulberry, honeyfruit, and weirwood. A given wildwood jackrabbit can produce any of these types, and they often sprout a tree and have it grow for only 2 or 3 weeks before it begins to detach from their head after reaching a length of a little more than a foot or even two feet long. Given that these strange rabbits are believed to live at least four to five years naturally, this means that they are often the source of nearly a hundred such trees before they pass. It is believed by many however that they only sprout a weirwood tree when they are old and ready to die, and that it never detaches from their bodies, but rather the wildwood jackrabbits corpse becomes a fertile compost to feed the fledgling weirwood. The adusgi forest is believed to have so many weirwoods due to the fact that many of these rabbits seem drawn to return there when they sense their deaths coming. Many if not all of these weirwoods that survive past their first fifty years end up having a rather strange looking dryad, possessing rabbit like ears atop their heads, and a soft puffy tail above their buttocks. Its also thought that the children of these dryads produce newborn wildwood jackrabbits for centuries to come. The Azuposi, Poscadari elves, and Minnenewah believe that these dryads are awakened by the daughters of Cornmother, the spirits known as Uretsete and Naotsete, but the Metahel and bearfolk say that these dryads are awakened by the goddesses Eldunna and Balanis the Honeyqueen. The short ones of the Pasocada basin speak of a goddess known to them as Sheela Peryroyal, and its said that they have over a dozen such weirwood trees that they tend as holy temples in their homeland. The trees of wildwood jackrabbits slain before their time are said to eventually grow into wood woads and treants which possess the nature of the type of tree that was growing from the head of the wildwood jackrabbit when it died.

Wildwood jackrabbits, like most rabbits are herbivorous and often eat plants, however, they are also capable of consuming decaying and diseased flesh. They do so not so much by chewing it however, for a corpse touched by a wildwood jackrabbit seems to simple melt away into the earth while the jackrabbit seems to grow noticeably larger in its belly. In the case of diseased flesh, wildwood jackrabbits consume the disease from flesh, even cancerous, cracked, and fevered flesh that is still alive, leaving renewed and healthy flesh in its wake. During this process they grow larger and their fur temporarily takes on a darker hue, and the trees growing on their heads tend to grow larger and sprout more leaves and subtly glow as they attract sunlight. Its thought that taking on a sickness is often what tends to "break" a tree from the head of a wildwood jackrabbit, for usually a jackrabbit leaves behind a new growth which the benefactor is expected to care for. However, these strange magical rabbits do not always survive the transfer of disease, and if they die their fur and the tree growing from their head darkens completely to black. The Minnenewah believe that is is bad luck to allow the tree from such a failed attempt to take root, for there are rumors that they grow into trees whose fruit induces paranoia in those who eat of it and these trees have a spiteful dryad-like spirit which is said to actually spread sickness. The Minnenewah believe that it falls upon the person healed, or their family in the case of small children or the elderly, to take the remains far from their village and build a great pyre of rotted wood. The ashes of this fire must be carefully gathered afterward and transported to a forest, where they must be buried beneath the roots of a weirwood tree. Those that complete such quests are said to often gain great virility as a result.

Given their benevolent nature, its no wonder that nearly all tribes of anchorome seem to appreciate these animals and treat them as holy beasts. In particular, the Metahel priestesses of Sifya the Warmother and Eldunna have shown great love for them after a virulent plague spread among their populace soon after they landed in the Pasocada basin, and hundreds of these hares descended upon their community at once. This was perhaps the greatest known influx of wildwood jackrabbits ever seen so far from the Adusgi Forest, and numerous groves of various fruit and nut trees, fruit bearing vines and shrubs, and wildflowers are said to dot their newfound home to this day only because of their arrival. Helms, weapons, and carven staves of the Metahel women often carry the imagery of a wildwood jackrabbit with a small tree flowering on its head, and insults of these items are not considered acceptable at all by any in the community. All attempts to tame wildwood jackrabbits or keep them to a given community have thus far failed, with such attempts seeming to leave the hare growing sickly after only a week or two.

However, not all creatures find wildwood jackrabbits to be so virtuous, for coyotlweres and the alien minded folk of the land of the insect men have been known to kill and eat these creatures whenever they can capture them. This has resulted in much hatred of these beings by their surrounding neighbors, and many small metahel raiding parties have invaded to kill thri-kreen, ettercaps, and other creatures believed to have committed such atrocities. The newly arrived Abeil in the land of the insect men have also expressed disgust to their fellows over such practices, though to date nothing has changed.

Behare - This oversized rabbit, perhaps the size of a sheepdog, possesses eight legs and is also rumored to have come from the great spirit known as Harifur long ago. These creatures are known to be exceptionally fast and are prized mounts of creatures small enough to ride one, who often use their long ears to guide the creatures. They are hungrier than most creatures of a similar size and have been known to clear areas of grass and small trees, including stumps, in order to fill their gullets. Their manure is encourages the growing of grass and small shrubs, and the majority of these creatures have been found in either the kaaya'yeeda or adusgi forest in areas where grass and shrubs dominate rather than tall trees.
sleyvas Posted - 08 Dec 2020 : 16:11:34
I've been adjusting my timeline a bit for the United Tharchs of Toril. In particular, I wanted to do a couple things
A) reduce the impact of red wizard on the Pasocada Basin, but allow them to expand eastward into the desert that has nothing in it.
B) reduce the impact of red wizards on Fort Flame/Balduran Bay, but instead do a lot of the concepts I had for that "tharch" on an island off the coast.
C) Update for a smaller Lopango footprint than what I'd originally written up

1318 DR - Mythrell'aa, Zulkir of Illusion, in searching out lore on Netherese spell mantles runs across an entry on a Netherese flying enclave, known as the city of Doubloon, which disappeared some years prior to Karsus' Folly and which was rumored to be able to hide itself from all magic known at that time.

1328 DR - Mythrell'aa, Zulkir of Illusion, assaults a Halruaan exile, rumored to have been amongst the original red wizards who helped rise up against the Mulhorandi centuries ago. The female had been employing spies and peering too closely into Thayan business ventures surrounding the formation of a Thayan enclave in Soorenar. The woman manages to escape through the aid of another renegade red wizard and Halruaan exile, the archmage Velsharoon the Vaunted. From the history books left behind by the woman, Mythrell'aa reads of a "flying city which could make itself invisible which aided the Netherese diaspora in finding a new homeland to the south".

1330 DR - Following up on leads she found in Lerian religious texts surrounding the Exodus of Leirans, Mythrell'aa sets out to secretly invade the Isle of Nimbral in order to seek lore on the lost Netherese flying enclave of Doubloon. She learns that the flying city left the island centuries ago loaded with humans and tall elves to visit the stars.
1334 DR - Using an illusion to appear as Knights of the Flying Hunt, Zulkir Mythrell'aa and a select band of thayans loyal to her approach an incoming spelljamming vessel off the coast of Nimbral. Slaughtering its crew, they then take said vessel into orbit, whereupon they discover that the moon is inhabited by Leirans, though where these inhabitants learned of the religion is a secret she is unable to have revealed.
1339 DR - Samas Kul becomes Master of the Guild of Foreign Trade in Thay, a minor post at the time. He gains this position however with the aid of Zulkir Mythrell'aa, who agrees to supply his future enclaves with illusionists to make minor illusion items for sale, such as potions of invisibility and disguise self, in return for his unquestioning aid in securing components for a private project of her own.
1344 DR – After five years of experimentation, Zulkir Mythrell'aa and Samas Kul's private project comes to fruition. Using ancient netherese research notes and a lost helm recovered from Yeoman's Loft, along with knowledge of cooperative circle magic, they create a “Grand Helm” which is capable of enormous speed in wildspace. Though they are unsuccessful in using the helm within the phlogiston, and it requires numerous pilots, they consider the attempt a great success, for now they can create spelljamming helms to use within realmspace without the knowledge or dependence upon the arcane. Zulkir Mythrell'aa and Samas Kul work together on the “the Quad Project” and begin develop of the spelljamming vessel known as the Quad of Thay. These ships would become a great source for smuggling and fast moving of goods and resources between Thayan enclaves, unknown even to many of the other Zulkirs.

1356 DR - Using her mastery of the arcane arts, rumors gained from a captured spelljamming crew, Mythrell'aa is finally able to find the "lost" Netherese enclave of Doubloon floating amongst the Tears of Selune. The city is inhabited by humans and elves with ties to the surface cities of Nimbral, having long ago separated themselves from their former nation. Mythrell'aa sends several of her agents to infiltrate the colony and soon learns things are not as they seem, but that there are mysteries within mysteries occurring in this city and upon the moon's surface.

1359 DR - Samas Kul negotiates the creation of Thayan trade enclaves in Hlath, Calimport, Messemprar, and Athkatla

1360 DR - Mythrell'aa's spies in the flying city of Doubloon uncover several plots involving doppelgangers and illithids. By carefully revealing these plots and their plotters to the people of Doubloon, the Zulkir of Illusion is able to replace the current leadership with her own lieutenants and select individuals within the colony who will work towards its success. Contact between the citizens of Doubloon and the Leiran Trading Center are strained as the leader of the moon's colony, Phlandra Alabaster, has disappeared, and many of the moon's inhabitants blame the surface worlders who have recently arrived.

1361 DR - Samas Kul establishes the Thayan trade enclaves in Soorenar, Calaunt, and Hillsfar.

1362 DR - Mythrell'aa finds and frees Phlandra Alabaster, but coerces her fealty in return for her life and the keeping of her secrets. She further improves upon this fealty with magical compulsions. Mythrell'aa establishes herself as the ruler of the flying city of Doubloon, which she renames Luneira.

1364 DR - Samas Kul establishes the Thayan trade enclaves in Hlondeth and Scardale.

1365 DR - Samas Kul establishes the Thayan trade enclave in Mulmaster as part of the negotiations for marriage between High Blade Selfaril and the "First Princess of Thay", Dmitra Flass.

1367 DR - Samas Kul establishes the Thayan trade enclaves in Baldur's Gate, Raven's Bluff, and Saerloon.

1368 DR - Samas Kul establishes the Thayan trade enclaves in Cimbar, Phsant, Proskur, and Tsurlagol

1369 DR - Samas Kul, Master of the Guild of Foreign Trade, is approached by a Savrassan priest who states that he received a vision that the Thayan wizard should check for new opportunities in the west. After visiting several western trade enclaves, he decides that Thay should seek to open negotiations with the Flaming Fist to aid their fledgling colony of Fort Flame.

1370 DR - Samas Kul establishes the Thayan trade enclaves in Waterdeep, Marsember, Iriaebor, and Scornubel
1371 DR - Using numerous ships, the trade negotiations of dozens of far flung trade enclaves, hundreds of bags of holding, and thousands of humanoid slaves illicitly bought from bounty hunters, slavers, and prison wardens, Samas Kul establishes the Balduran Bay Trade Enclave in Anchorome. The initial construction is small with vast acres of farmland protected by tall walls, but plans to fill this space with additional housing, slave barracks, temples, magical academies, and several large marketplaces are in the works. Samas Kul is noted as saying "it is a beauteous wonder to be able to build an enclave from the ground up without having to worry about infringement on the sister city".

1372 DR - A "short jump" portal network is setup between the Thayan trade enclaves of Hlath, Cimbar, Soorenar, and Messemprar on the orders of Zulkir Lauzoril. These portals are limited to the transport of small pallets of materials or single individuals between colonies at first, but as the civil war in Thay begins to rage in later years Lauzoril expands their functionality.

1373 DR - Poscadari elves attack Fort Flame, but are turned back by the fire and lightning of their red wizard benefactors. The bodies of the fallen elves are animated by the necromancers of Thay, who then pursue the retreating elves for dozens of miles in the surrounding wilderness. Of the original force, nearly two-thirds of the elves die horribly painful deaths, only to be reanimated to serve as undead guardians.

1373 DR - A secret "short jump" portal network is setup in the Vast between the Thayan trade enclaves of Mulmaster, Calaunt, Raven's Bluff, Procampur, and Tsurlagol on the orders of the Tharchion Dmitra Flass, "The First Princess of Thay". A keyed and "blood tied" location is setup from the Mulmaster portal to her residence in the city of Eltabbar.

1373 DR - Upon the recommendation of the same Savrassan priest, Samas Kul begins negotiations to open trade enclaves in the cities of Samargol in Samarach, Lundeth in Thindol, and Tashluta in Tashalar. With the influx of Netherese control in the Sembian cities of Yhaunn, Selgaunt and Saerloon, many red wizards leave those enclaves in order to make new homes in other enclaves.

1374 DR - Lauzoril, Zulkir of enchantment, buys from the commander of Fort Flame a wrecked elven skyship and the rights to copy a journal of a dead elven Captain Eartharran Neidre of Evermeet. Suspecting that they might find a lost Netherese enclave or ancient magics of great power, Lauzoril, Samas Kul, and Mythrell'aa set forth towards the frozen northlands far above Evermeet with a retinue of Kossuthan priests and Thayan Knights. The city is captured after a fight with a large black dragon and its children forces said monster to flee or die, and the three Thayans fly it south into the Trackless Sea. They magically anchor the city at a halfway point between the Maztican city of Helmsport and the islands of Lantan and begin construction of portals linking this city to the Balduran Bay Colony and the cities of Tashluta and Samargol.

1374 DR - The Red Wizards open a merchant enclave in Kourmira, a Tuigan city in the Endless Wastes.

1375 DR - Civil War begins in Thay. Many common folk of Thay see safety in the remote trade enclaves, where they can continue to work in relative safety while the red wizards of those enclaves work feverishly to establish portal networks between enclaves.
1375 DR - The red wizard necromancers of the Soorenar and Cimbar enclaves officially declare their breaking of loyalty with Szass Tam. They turn their efforts in undead creation towards practical pursuits to support the war effort of the surviving Zulkirs. Condemned as outlaws by the Zulkir of Necromancy, they fervently embrace the tenets of the church of Velsharoon. Many other enclaves soon take up the construction of shrines to Velsharoon as a sign of their hatred of the Zulkir of Necromancy.

1375 DR - Portals are setup between the Hlath enclave and the enclave in Lundeth. Lumber harvested in Hlath is transported via this portal to the lumber mills of Lundeth. One of the many water mills active in this city is converted from the creation of shoddy swords and into the creation of basic building materials, such as nails, rivets, simple woodscrews and drivers, and simple tools like hammers, chisels, handsaws, axes, and augers. A "short jump" portal network is established between the new enclaves of Lundeth, Tashluta, and Samargol. Mythrell'aa, in secret agreement with the Khazark of the enclave of Samargol, establishes a portal connecting the Thayan enclave with with the city of Escalant and its numerous warehouses.

1376 DR - Several thousand Thayan immigrants express a desire to "aid the war effort remotely by working in an enclave". The new Zulkir of Transmutation, Samas Kul, rewards many of these individuals by transporting them in small batches via several portal jumps (all while blindfolded) to the Balduran Bay enclave. While they initially find the accomodations rough, they do come to accept that its better than being turned into an undead minion by Szass Tam's necromancers.

1377 DR - As the war for Thayan independence draws on, and Szass Tam forces wizards out of their luxury homes in High Thay, several hundred red wizards, Thayan knights, and numerous priests arrive in the Balduran Bay enclave, along with their personal guard of gnoll, orc, and centaur mercenaries. After a disagreement between some of these individuals who favor expansion via aggression, a small army of gnolls and centaurs is led east to search for the fabled "City of Gold".

1377 DR – The rural estate of Zulkir of Enchantment, Lauzoril Tavai, in Thazalhar is discovered by the undead forces of Xingax, an atropal in service to Szass Tam who experimented in necromantic magics. Zulkir Lauzoril is unaware of the assault due to the spellwork of the red wizard necromancers amongst the undead. The household servants and guards are quickly overwhelmed and the undead converge upon the estate house itself. Lauzoril's wife, Wenne, and his two daughters, Mimuay, a young necromancer in training, and Nyasia, an innocent young teenager with an interest in stories, poetry, and music all wait in fear for their lives. However, when the undead actually enter the house, Mimuay calls upon Velsharoon to aid her, and the god answers her plea. All of the undead shirk their bonds of control placed upon them by the allies of Szass Tam and immediately kill them. Mimuay leads her mother and younger sister to the city of Bezantur, leaving her estate home for the first time in her life. They are met in Bezantur by necromancer priests of Velsharoon, who believed themselves sent by their god to find and bring a powerful necromancer to Soorenar.

1377 - 1384 DR - Mythrell'aa encourages the breeding of Nimbraii stock pegasi and training of aerial cavalry to travel aboard spelljamming vessels. She also infiltrates the courts of Kara-Tur and Wa, both spelljamming nations that hate each other, and begins a mission of disinformation. The result is the capture of more than a dozen Shou Dragonships, which are blamed on “rogue captains” or “the treachery of Wa pirates”, as well as a famed Wa Tsunami and a complete retinue of locusts. She also uncovers knowledge of making “rudders of propulsion” by infiltrating the little known Wa spelljamming research facility hidden within the giant jungles of the island of Machukara.

1378 DR - After a prolonged military expedition, the red wizards who had sought the "City of Gold" instead seize an upper portion of the "Cursed City" of Esh Alakar and magically secure the aid of its undead and construct guardians. They believe this city to contain much magical knowledge, but it must be deciphered. Many of their lesser forces, such as gnolls and centaurs brought to the region by them, break ties and flee into the wilds of Anchorome. Ironically, several lands previously held by the humans degradingly referred to as “dog men” of the sands of Itzcala are seized by gnolls. The centaurs travel northward, into the lands of the minnenewah tribes of Epona, the land of giant beasts known as the Kaaya'yeeda, and the Beyori Riverlands where they establish relations with a humanoid bearfolk.

1378 DR - After a prolonged military expedition, the red wizards who had sought the "City of Gold" instead seize an upper portion of the "Cursed City" of Esh Alakar and magically secure the aid of its undead and construct guardians. They believe this city to contain much magical knowledge, but it must be deciphered. The red wizards reach out to the surrounding Azuposi villages, offering to trade goods in an attempt to open friendly relations with their neighors, since they find themselves in a new land with few friends. The red wizards also bring the concept of building mills along the river that runs through the Pasocada basin, enabling the grinding of corn flour much more efficiently, teaching the Azuposi to run them and asking only periodic shipments of food in return. Many of the red wizard's lesser forces, such as gnolls and centaurs brought to the region by them, break ties and flee into the wilds of Anchorome. Ironically, several lands previously held by the humans degradingly referred to as “dog men” of the sands of Itzcala are seized by gnolls. The centaurs travel northward, into the lands of the minnenewah tribes of Epona, the land of giant beasts known as the Kaaya'yeeda, and the Beyori Riverlands where they establish relations with a humanoid bearfolk. They find other centaur tribes, of a smaller build than Faerunian centaurs, who call themselves the Eponai.

1379 DR - Wild nomad tribes of the Nahopaca humans attack the Shrew tribe of Keshtin Pueblo, taking more than two score native women as slaves. An Azuposi native gets a message to the red wizards supervising the construction of the mills several miles north of Keshtin Falls. The red wizards justice is swift and brutal, as they slaughter the Nahopaca raiders and turn them into undead. The red wizards spend the next year raiding the nearby desert wilds of the Nahopaca, enslaving those they can capture and reanimating their dead to continue scouring the desert. Many are offered the right to live as free men if they will serve as slavers for the red wizards. Those who refuse will be forced to enter Esh Alakar, which the superstitious nomads fear greatly.

1379 DR - The city of Messemprar falls before the might of Mulhorand and Unther falls completely under Mulhorandi rule. The remainder of the Thayan enclave and Untheric resistance retreat to other nearby enclaves, such as Mourktar, Cimbar, and Soorenar.

1379 DR - A "short jump" portal is established between the Esh Alakar enclave and the Balduran Bay colony. Building supplies in the form of lumber and simple metal implements are sent through to Esh Alakar. The red wizards of Esh Alakar begin negotiations with a coastal culture of humans, calling themselves the Metahel, and who resemble the Northmen of the Savage Frontier. The two groups agree to use the wood brought in by the portal to build longships.

1380 DR - More Mulans arrive in the Balduran Bay Colony, as it is now called. Some of these stay in the colony, but the Khazark of the trade enclave requisitions a flying vessel to explore the surrounding islands for expansion in secret. The more militant mulans without ties to the trade enclave proceed east, where it is said a military expedition is mounting, and will result in free homes, land, and slaves for those who will take up residence from those who leave. Others arrive seeking the glory of conquering a new land.

1380 DR - Tharchioness Dmitra Flass, manages to lead a raid upon her own treasury in the capital of Eltabbar with the aid of Zulkir Lauzoril and a small army of red wizards and Thayan Knights. She secures several million gold pieces in the form of coins, gems, jewelry, art, and magic.

1380 DR - Using Nahopaca humans as slavers, the red wizards send them into the desert as slavers required to capture the humans known as "dog men" (who call themselves the Azitilan), but led by red wizards or their personal retinue. Those Nahopaca and Azitilan who fall in the desert are returned for reanimation. This begins to strain relations between the red wizards and the superstitious Nahopaca.

1381 DR - After two years of preparation, several thousand raiders from the Esh Alakar enclave and Pasocada Basin go forth upon more than a hundred longships to find the rich and fertile jungle lands to the south. Along the way, they conduct raids and take captives in the cities of Kolan and the Natican settlements on the outskirts of Apu Roca and Mt. Cuzculac.

1382 DR – Szass Tam becomes incensed by the necromancer-priests of Velsharoon serving as mercenaries alongside the other Zulkirs. Seeking to deter their influence, he sends several cultists of Orcus to assault their temple surrounding the Tower Terrible in Soorenar. The cultists fail disastrously, but they do manage to kill Lauzoril's wife, Wenne, who was busy sewing a silken robe for her eldest daughter, Mimuay, in their new home. Mimuay, who had been serving alongside the necromancer-priests of Velsharoon in Thay, turns in grief to Tharchion Dmitra Flass for comfort and a bond is formed between these two women.

1383 DR - Dmitra Flass' generosity begins to pay off, as skeletal work crews at night turn Blanaer into a lush garden city filled with irrigation canals to catch the runoff from the nearby Troll Mountains. Her autharchs also begin negotiations with the prospectors of Kings Reach, offering to buy their slag rock for use in building an aqueduct for bringing additional water to the city of Kurth.

1384 DR - Zulkir of Divination, Yaphyll warns the Zulkir of Illusion that she foresees Mythrell'aa's death in the near future.

1385 DR - After receiving a vision from Leira herself, Mythrell'aa decides it is time to fake her own death and attend to matters in Luneira. Tharchioness Dmitra Flass is elected to become the next Zulkir of Illusion, but is later killed by Malark Springhill.

1385 DR - Zulkir of Divination, Yaphyll, is forced by Zulkir of Necromancy, Szass Tam, to use her most powerful divination to see into the future. Unbeknownst to Tam, she is forced to "split herself and send one half of herself into the future" and this future portion is outside of Tam's control. However, this future self also is touched by the Spellplague.

I'm still developing the dates and times for after this, but you get the idea. I realize some of the above doesn't really involve the use of portals, but it generally talks about setting up trade relations, etc...
sleyvas Posted - 01 Dec 2020 : 16:36:47
Radiant Hummingbirds - size tiny - normal sized hummingbirds that can create a faerie fire like affect and fire a beam of colored light that does radiant damage from their beaks. They glow with almost neon like feathers that are prized by plumaweavers, but the feathers darken to resemble normal humminbird feathers if taken from a dead radiant hummingbird. If gathered after a natural molting they maintain their strange glow. Its believed that these creatures appeared several centuries back when the dawn cock, believed to possibly be a variant of achiyalabopa (a giant bird like entity with rainbow like wings that usually appears as a swan, goose, comorant, or even a gull), appeared in a rainbow that touched upon Raelkath's Sprout's upper leaves when some threat, believed to be werewolves, threatened the grove. Its said that during that year the giant weirwood's silver & black leaves turned the color of rainbows, and that whenever a leaf fell off during the change of seasons, as it touched the ground it turned into a radiant hummingbird.
cpthero2 Posted - 28 Nov 2020 : 05:50:55
Great Reader sleyvas,

I'm glad to hear you did that. I think something that is hard to pull back from for me in the way I create my sandbox campaigns, is mixing up appropriately levity in game with seriousness. It's great to hear that you've mixed that together in Anchorome.

Best regards,

Seethyr Posted - 28 Nov 2020 : 00:04:09
Originally posted by sleyvas

BTW, one of the things I'm trying to do with some of this is to give different styles of play to the region. A lot of what we've designed for Anchorome is very serious (creatures focused around starvation, spirits of vengeance, etc...). Places like Goelmearra are meant for areas where its a "fun" place rather than serious, and its isolated from the outside world to a degree. At the same time, everyone that's there came there because they were in trouble, and its this "drawing together of their community to help one another" that provides a kind of hope. That's why I also threw in the story of the forest gnomes using illusions to appear as "goelmee bears"... its a fun bit of silliness to use in a campaign to break up the seriousness.

That works. I have always visualized it as more of a frontier setting where the fun is in not knowing what’s “out there” but in a way that ties in well with the sheer amount of non human humanoids you’ve included.

Your kercpa are pretty close to an entry where they play a pivotal role in the thread (in Piazza). Stay tuned.
sleyvas Posted - 27 Nov 2020 : 03:11:00
BTW, one of the things I'm trying to do with some of this is to give different styles of play to the region. A lot of what we've designed for Anchorome is very serious (creatures focused around starvation, spirits of vengeance, etc...). Places like Goelmearra are meant for areas where its a "fun" place rather than serious, and its isolated from the outside world to a degree. At the same time, everyone that's there came there because they were in trouble, and its this "drawing together of their community to help one another" that provides a kind of hope. That's why I also threw in the story of the forest gnomes using illusions to appear as "goelmee bears"... its a fun bit of silliness to use in a campaign to break up the seriousness.
sleyvas Posted - 26 Nov 2020 : 22:04:21
Originally posted by Seethyr

Sleyvas, the journey is headed towards Adusgi at this point. Let me know which of the concepts (I know you have a lot of notes on Adusgi) you’d really like me to include. For certain, the kercpa are going to get an entry.

Well, I've been writing up the entries I have for Adusgi/Pagunki in correlation to that map copy I sent you the other day. You don't need to hit aany of this, but hopefully just don't make this impossible. I'll include some of what I've written up below. But, just for brevity, the main things I note are

Alaghi/Umpleby are in the eastern side mostly

There's some mixed hills/woods hidden in the Pagunki called Goelmearra. It was formed 2 to 3 hundred years ago when the forest gnomes of another world had their village ripped from their world to the spirit world by Urdlen. Gnome deities helped their people by changing some of them into racoonfolk and badgerfolk (see the race thing I sent you, ) when they got into tight spots. These new races are shorter lived than the gnomes (humanlike lifespans), resulting in there now being more racoonfolk and badgerfolk than the original forest gnomes. The elders of the forest gnomes still remember life on the other world and the travel through the spirit world, but the racoonfolk/badgerfolk are now on their 10th to 15th generation of newborns in Goelmearra. Soon after forming Goelmearra, some refugee arctic uldra were fleeing some bearfolk while escorting a corn maiden from imprisonment in the cold north lands. These uldra became the first foxiytaurs (ee'na'li). The corn maiden still resides in Goelmearra and has blessed the land with abundance. Some campestri have also relocated here from the land seized by the rogue abeil (Momo Mellonia). Essentially, Goelmearra is a land of refugees, surrounded by refugee half elves who protect the wood.

kercpa throughout the western Adusgi forest and Holamoira Forest

anikiwah (anchorome hybsil) in the northern portions, mainly NW in small tribes. Picture them like native american tribes in a forest, but with deer bottoms. Hide tents instead of tepees.

Shatjan that you detailed in blacktoe glacier are "chosen" individuals and empowered by their god Besparr to protect the herds. This empowering makes them large. Normal shatjan have reindeer or moose heads and are size medium. The males can mate with Anikiwah when their own females aren't in heat. The males can also mate with dryads, and wildleaf stags are often the result born of this mating.

NE portion of the forest is "The Great Timberspires" and is basically like a forest full of redwoods. Inhabited by bearfolk that are at odds with most other populations of the forest.

Adusgi Forest
Nicknamed “The Forest of Hairy Men” because of its large alaghi population, this forest serves as a barrier to the northern portion of Anchorome. However, the alaghi are far from the only reason for the forest's nickname, and there are numerous bestial humanoid and tauric races that call this forest home. In fact the alaghi and their umpleby allies primarily live in the eastern portion of the forest, while the western portion of the forest belongs to a great diversity of races.
By far, the most widespread of all the races is also the most well hidden. The squirrel-like kercpa can be found throughout most of the forest in small groups of 30 or less. In particular, there are dozens of scurries of kercpa down in the Pagunki Wood who serve as spies for the local half elves. There are two areas where they can be found in much longer groups, along with their anikiwah allies. The place they consider most holy is known as Raelkath's sprout, a section of forest with numerous weirwoods, including Raelkath's Sprout, a grove of ancient weirwoods surrounding an amazingly tall specimen from which the place is named. They also favor Algoma valley, also known as the forest of blooming nectar, a magically fertile area of the forest filled with giant flowering plants and swarms of hummingbirds.
Nor is Algoma Valley the only section of the wood filled with giant flowers. Momo Mellonia is another such place, and at one point it too had been filled with kercpa. However, they were forced out when the bee-like humanoids known as the abeil heard about the magically fertile ground nearly four decades ago. This has put the abeil at odds with the giants of Chumash Springs, who crave their honey, and nearly every other race of the forest who do not enjoy the orderly taming of that which was once wild that the perform upon the territory.
Of course, Momo Mellonia is not the only area of the forest being adapted for habitation, for the inhabitants of Goelmearra have slowly and with great care made their hillside homes so as to be in tune with nature. This is quite different from the log structures of the woodland urskans, as the bearfolk are not known for subtelty. Still, even the urskan understand that nature must be in balance and have a proper respect for the woodlands that faerunian loggers would do well to learn from.
More can be found about the Adusgi Forest in the DM's Guild Product ANC1 The Anchorome Campaign Guide. However, the below details some new specific locations.

Algoma Valley
The Algoma Valley, also known as the Forest of Blooming Nectar, is a valley full of large flowering plant life found in the northwestern corner of the Adusgi Forest. Its thought that this valley is sacred to the two daughters, Uretsete and Naotsete, of Iyatiku, the Corn Mother. Some even believe that somewhere within the valley lies the Basket of Uretsete, which could explain the unnatural number of animals and rich lakes of fish which are found in the valley throughout the year. There is no doubt that there is something magical enhancing the growth of plants.
The most common flower found throughout the valley is a variety of honeysuckle that produces flowers the size of a human's forearm. Of course, where there are giant honeysuckle, there are also giant hummingbirds and butterflies. Giant hummingbirds are nowhere near as giant as their name would imply, most being only two to four feet long. This makes them the perfect size for the kercpa, who favor these creatures as mounts not only for their ability to fly, but also their ability to hover in place. Still, as much as they like these creatures, there are far too many kercpa for each to have one personally. More commonly seen mounts are the giant bluejays, cardinals, and goldfinches.
Still, there aren't enough available mounts that all of them can ride flying creatures. Its far more common to see the tiny squirrelfolk riding the rabbit-like antlered jackalope or the many wild fox, almost a living caricature of their fabled protector, Rititisk the Clever. Occasionally, a kercpa is seen astride a winged jackalope, carrying on the days business flitting from treetop to treetop.
The mountains to the north of this valley are not particularly tall, but they are snow covered throughout most of the year. This keeps the rivers that run down the mountains at a steady flow year round. Exactly what generates the snow is of some debate, and the The valley is riddled with small ponds and streams, which is without doubt part of the reason that the land is so fertile. These all feed to the massive Lake Rititisk, named after famed squirrel spirit Rititisk the Clever, which is worshipped by the kercpa. Some say the lake gained its name because its the actual pawprint of the squirrel which is said to travel up and down the world tree, carrying insults between the dawn cock, a rooster spirit, at its top and the night serpent who gnawed upon its roots. They point out that the number of jackalopes in the area is proof of this fact, for Rititisk's mount is the jackalope spirit Harifur. Still others point out that there is no way that the squirrel spirit's footprint could be large enough to make a lake that is miles across.
Still, this valley full of giant flowers isn't home to just tiny squirrelfolk and fey humanoids, and the tauric deerfolk known as anikiwah are also fiercely protective of the valley. There is also a small population of shatjan as well, for the anikiwah here and the shatjan of the nearby herdlands of Atapukk maintain cordial relations with one another.
Chumash Springs, (Land of the Pyre Giants)
Most realms sages have heard of genasi, and they know they're generally born of relations between elemental denizens and humanoids. Pyre giants are a similar crossbreed, but its believed that they come from a deliberate crossbreeding of verbeeg slaves and azer prisoners by fire giants in order to get a more resilient form of verbeeg for surviving with the fiery domains in which the fire giants live. This created a version of verbeeg with a brassy colored skin and acclimated to warm environments, which is known in the true world as a “Pyre Giant”. These creatures seem to have a bit of a twisted mixing of multiple elements in their makeup, and many Pyre giants manifest powers to control fire, but even more exhibit links to the ability to control superheated steam, boiling water, or the ability to summon rain with ritual dances. When and where exactly this breeding experiment occurred is under debate, but recently uncovered cave painting lead some scholars to believe that this breed of verbeeg was created down in Lopango, the Land of Fire. These drawings seem to depict some relationship between the Gold-Clad Giant Kings and what appear to be black-skinned fire giants and a portal. Its also believed that the pyre giants revolted, fleeing back through this portal to the volcanic chains of Anchorome's northeastern peninsula. It's further surmised that the pyre giants also broke away from their fire giant creators, fleeing into the surrounding mountains in the north. Since that time, the fire giants and pyre giants of northeastern Anchorome have skirmished with one another whenever they meet.
Over time, the Pyre giants have sought out other areas in which to live that were less volatile. Over the last thousand years, they have ventured as far as the Sands of Itzcala, and one such venture led them to the Pasocada basin. It was there that they met the transformed azuposi known as “Long Canyon Giants”, a grossly oversized human who were transformed by the potions of the Ancient Ones into beings that were larger than even the pyre giants. This potion also turned the long canyon giants into somewhat dimmer versions of their former selves, though they were much brighter than hill giants. In a strange sense of irony, these two magically changed races found a kindred spirit between them. Dozens of Long Canyon Giant females were drawn to the wit and charm of the pyre giants, who told them of a great forest to the northeast which was filled with food and good hunting. As proof, they provided bison jerky, venison haunches, and numerous furs to woo these females to come back with them to their new home in the Adusgi Forest, or occasionally back to the mountains to the northeast. Numerous generations have passed, and the pyre giants have made it a common practice to travel to the Pasocada basin in order to woo new females back to their home to this day. As a result, long canyon giant males tend to attack pyre giants on sight now. This breeding with the long canyon giants has resulted in a slightly taller version of verbeeg, standing ten feet tall on average. They have ruddy or brassy colored skin, and their hair is typically black or dark brown and generally worn long. They like to decorate their hair with beadwork, jewelry, fur hats, or even shaving their hair into long manes that they wear stiffened and dyed to draw attention to themselves. Oddly though, they generally do not grow long facial hair. In many ways, pyre giants resemble overly large versions of Azuposi with a rosy red tint to their skin.
For many years, these pyre giants grew up in the Adusgi Forest. They favored the central territory known as Chumash Springs, but they would traverse the entirety of the forest and even into the lands known as the kaaya'yeeda to hunt game. Chumash Springs is a rocky land filled with numerous hot springs and scrabbly evergreen trees growing in thick clumps whereever the breaks in the rock allow it. It is also a land of numerous caves, at first caused by the flowing rivers and streams in the area, but since hollowed out by the pyre giants themselves in order to make homes.
At first, the pyre giants were very good neighbors to the other inhabitants of the forest. Near to Chumash Springs was a land of thick, wild growth which was fed by the mineral rich waters of the hot springs. This produced giant versions of many vines, flowers, and fungi, and this land was inhabited by a tiny blue fey folk known as forest uldra, and their equally small intelligent mushroom friends known as campestri. There was little conflict between these two cultures unless the pyre giants grew overzealous in their hunting of the wild game of the forest. The pyre giants also made fast friends with the many roaming tribes of alaghi and umpleby that roam the eastern side of forest. They were not as successful with the urskan bearfolk, kercpa, and anikiwah due to their tendency to view these beings as a variety of talking animal which was fortuitously edible. Relations with the shatjan turned openly hostile over the hunting of deer, and these two cultures have never come to terms resembling peace with one another. Still, overall, the pyre giants were successful in their travels, and their society began to slowly grow.
This relative peace changed when a plague of lyncanthropy began spreading in the forest. It turned particularly virulent when several tribes of pyre giants were infected themselves, and they as a culture were forced to turn upon one another. Unfortunately, they weren't prepared for having their own family members become their enemies, and many pyre giants chose to side with the werewolves out of a misguided sense of familial loyalty. Their population was decimated, as was the population of their alaghi and umpleby allies, many of whom were eaten by the pyre giants. This gave the pyre giants a taste for alaghi meat that has caused no end of enmity between these two peoples ever since.
Trust between the pyre giants and their former forest uldra and campestri friends became strained as well, and the two communities became relatively silent neighbors for a long time. That all changed after the Blue Breath of Change a century ago when a rogue abeil colony took over the homeland of the fey. The mushroomfolk fled south, but several tribes of the forest uldra moved into Chumash Springs. This has led to conflict between the pyre giants and the forest uldra, who don't appreciate the hunting of animals near their homes. The forest uldra have taken to ruining the game traps of the large folk, and some pyre giants in retaliation have taken to hunting the tiny blue folk. The rogue abeil have not been satisfied with the lands they have seized either, and they would like to control the hot springs for irrigating their orderly fields. In return, the pyre giants have a taste for the brewing of mead and have acquired a hunger for the honey of the bee folk. As a result, these two people engage in s slow war whenever an advantage allows one to encroach upon the other's lands.

Raelkath's Sprout
Just south of Algoma Valley, there exists a collection of old growth oak, maple, weirwood, and Phandar trees. At its center is a grove of over a hundred great weirwoods that are known to have trunks which are over twenty feet in diameter and treetops spreading more than ten times that breadth and nearly ten times that in height. But even these forest giants are nothing compared to Raelkath's Sprout, an enormous weirwood said to be over four hundred feet tall and having a trunk that's almost fifty feet in diameter. This tree is believed to be a spiritual offshoot of the world tree, and there are known to be links between it and Yggdrasil's Child on Ruathym as well as Relkath's Foot in the Yuirwood. Within the shadows of its limbs, periodically lights flicker, as portals to the feywild, the spirit world, ysgard, and other realms open and close on their own. Its silver leaves shimmer in the daylight, like faded mirrors on another reality, and at night they light up the surrounding woodland even when the moon is dark. Its bark is streaked with a brownish red coloration, which some believe to have come from the blood of the god Asagrimmr when he hung on the great tree Eiggdr by his spear, sacrificing his own life for the secrets of rune magic.

– inhabitants of Raelkath's Sprout - forest uldra, kercpa, anchorome hybsil, star elves, half-elves, but also dryads, treants, korreds, wood woads (see Volo's Guide to Monsters), giant jackalopes (medium), dire jackalopes (large), jackalopes (small), winged jackalopes (small), giant elks, and wildleaf stags. The wood woads are due to individuals worshipping Raelkath Maneeboughs who sacrifice themselves to become guardians of the wood. The korreds came to the forest via a portal from Yggdrasil's Child on Arauwurbarak (future Ruathym).

Goelmeara (aka Goelmee Glen)- forest gnomes, foxiytaurs (ee'na'li), racoonfolk (raucumi), kercpa, pixies, sprites. A corn maiden resides here. This is a hidden vale protected by illusion.

*Momo Mellonia, Hive of Rogue Abeil

"The Beyori Riverlands" is the area between the two big forests and north of the kaaya'yeeda. Its occupied by woodland bearfolk and centaur tribes. The woodland bearfolk are big on "using animals to get work done", but in a way that's different than Faerunians. For instance, they have had their druids awaken giant beavers (size large or medium) and befriended them into helping down trees for lumber.

Here's notes for the Beyori Riverlands

Beyorathym - woodland bears society. It has several river fed ponds where logs are dragged to. When there, they are stripped of their bark by giant beavers. This bark is used for various purposes, but the most common is as mulch and crap firewood. There are also saw mills, with saws made of carved duskwood and drills made of giant woodpecker bills. These mills turn out pre-drilled lumber in set sizes for purposes such as building fences, shelving, houses, boats without having to use large amounts of nails. Big game hunters of the Kaaya-yeeda. Temples of Magnaer the bear, Balanis the Honey Queen are the main temples, but there are also temples to other Metahel gods in a pantheon format (i.e. many shrines to individual deities)

Brramee Apiary- woodland bear folk monastery which, as an apiary, raises bees, grows honey, makes mead, and involves meditating while surrounded by buzzing bee hives. The bear folk learn the "stinging bee style" which focuses on using a flurry of blows and attempting to stun an opponent. An opposing monastery following the "floating butterfly style" focuses on wrestling and overcoming an opponent by being able to lessen the power of their blows, and its followers revere the sun god Faerthandir and believe that he has a mischievous butterfly pet which glows with the light of the sun. Steelclaws, razorclaws, maduvu, antler staves, and other such thing are taught here versus traditional monk weapons. This monastery has good relations with the abeil of adusgee. The surrounding land is cultivated for the gorwing of numerous small flowers. Bearfolk alchemists also live here, and there are many who use these plants for the creation of potions, perfumes, and alchemical concoctions.
A temple of Balanis dominates in this community, and the working of the soil and maintaining of irrigation canals is a work of constant toil. Balanis' temple works as a brewing facility, but they also preserve meats with honey.

Dokkapaw - a woodland bear community that focuses on taming owlbears, bears, and sabertooth cats. There are also significant numbers of centaurs who live in this community. They hunt the kaaya'yeeda. The town is also known for tanning hides of creatures taken for sale in communities of the north. Smoke houses also dot the community, where meat is hung for preserving for later sale."these bearfolk are hunters of the kaaya'yeeda. They also capture animals and monstrosities and train them to serve the bearfolk. Giant beaver, Giant woodpecker, giant elk, owlbear, and winged owlbear are..."

Dunminkahl - a woodland bear folk and centaur community of loggers that use the river to deliver logs to Beyorathym. They also plant new trees to renew those that are cut. They like to capture giant woodpeckers and beavers and use them to help tear down trees rather than the traditional methods of axe. these bearfolk are lumberjacks who use giant beavers and giant woodpeckers to down trees rather than axes and deliver them down river using giant elk to haul the logs.

Bearfolk and centaur druids have befriended over a dozen wildleaf stags and they use these creatures to plant and regrow the trees from where they are removed. Unlike human lumberjacks, these woodland urskan are very conscious of the need to keep the forest growing and not destroy the habitat. They also must feed all the giant beavers, elk, and woodpeckers, which requires them to grow acres of maize, soybeans, and ... In order to pollinate so many flowering plants, priestesses of Balanis the Honey Queen encourage hives...

Grrimmoara -a woodland bear folk community of craftsmen who work in wood, leather, horn, etc... It also holds a relatively young college of magic. They generally only work with already prepared materials, and as such this is a thriving marketplace for other bearfolk to deliver their goods to."this is a city of bearfolk who have chosen to take their focus in life from hunting and instead become craftsmen, studiers of magic, etc... They focus on using cast off reindeer horns to make yada yada, giant beaver teeth to make large gnashing saw mills, giant woodpecker bills for drilling, dire hummingbird bills as knitting needles, onyx elk antlers are carved into yada yada, axebeak bills make axes, aarakocra, axebeak and owlbear feathers used in plumacraft make... etc.."

Magrravarr Falls - a woodland bear folk community which focuses on fishing

Great Timberspires notes

Bluewood Tunnels - cave, woodland, and thonabeir urskan. Growths of blueleaf trees have been cultivated to grow together to form snow tunnels, and beneath this great leather tents made of bone and hides provide homes for bearfolk of many kinds. These bear folk hunt the local alaghi, umpleby, and hybsil populations for food, leather, and other purposes. They have also learned to alchemically treat blueleaf trees in many ways, and thus armor made of bluewood is not an uncommon sight. Similarly, blue dyed leather is also fashionable amongst these bear folk.
Many of the bear folk of this village are avid followers of Raelkath Maneeboughs, and fey warlocks, rangers, and druids are not uncommon classes.

Whitepine Lodges - cave, woodland, and thonabeir urskan. Great Log halls are built by these bear folk. They are studiers of runecraft.
Seethyr Posted - 26 Nov 2020 : 16:47:22
Sleyvas, the journey is headed towards Adusgi at this point. Let me know which of the concepts (I know you have a lot of notes on Adusgi) you’d really like me to include. For certain, the kercpa are going to get an entry.
sleyvas Posted - 25 Nov 2020 : 20:34:43
Originally posted by Seethyr

I've been cataloguing the journey of Anchorome's Volo here...

Saw you were looking for new exotic bird feathers as I skimmed that (will read it more later). Not sure if you just meant "types" or rules. If types, I'll throw out ideas after this. One thing I was considering with plumaweaving was the idea that in addition to bird feathers, perhaps some other folks may have learned to use flower petals (and in particular abnormally large flower petals, which the adusgi forest has in several different areas). For instance, a giant honeysuckle flower might be the length of your forearm (as opposed to the length of your pinky) and might be able to be preserved and worked in a way similar to silk. I can see the Abeil and the anikiwah (anchorome hybsil) both interested in crafting using preserved flower petals.

Also, possibly plumaweaving might also include using harvested butterfly wings (pulled from butterflies that have passed naturally). Given that we had at one point talked about having giant butterflies (something like size medium'ish), that could open up things.

Just to throw out feather ideas
giant woodpecker feather
giant hummingbird feather
owlkin feathers
aarakocra feathers
peryton feathers
piazza bird feathers
parrogriff (parrot griffin) feathers
hippoucan (toucan hippogriff) feathers
giant magpie feathers
giant raven feathers
thunderbird feathers
owlbear feathers
tressym feathers
avariel feathers

P.S. I was also glad to see you changing the name used for "the dog people" to Azitilan. I'll keep that in mind to try and maintain consistency. I never liked it for other reasons as well (because it makes me think they're talking about gnolls or something similar).
Seethyr Posted - 25 Nov 2020 : 18:39:16
I've been cataloguing the journey of Anchorome's Volo here...
sleyvas Posted - 20 Nov 2020 : 13:36:11
Since we had been discussing the idea of using hishna with bone and antler weapons, and because I was looking at the old great glacier product, I thought it appropriate to list some of the weapons discussed in said product, because they actually fit some of the concepts. The naulagak is mechanically different enough to be a weird special weapon, in that you attack, then pull the rope, and a bone "hook" then turns inside the body holding the harpoon in place to keep a creature from leaving. The Iuak seems an appropriate replacement for a short sword, in that people would use it for other purposes (chopping up ice) and its significantly different from a maca. There are more in that product, but there's not much difference for them than just saying a "bone spear" or "bone harpoon" or "arrow made from bone", so they'd just be the names to be used mainly for flavor reasons.

Naulagak. Another type of harpoon, the naulagak is a wood or bone shaft shaped like a wishbone at one end. A separate blade of bone, razor-sharp on all sides, is fixed between the shafts of the wishbone, held so that the blade can toggle back and forth. A long cord attaches to the other end of the naulagak. When the shaft pierces an animal, the hunter jerks the cord, which causes the blade to toggle. Not only does this increase the damage, it also secures the animal to the shaft, making it much harder for the animal to get away.

Garnok. A foot-long bone rod with a leather thong on one end and a small cup on the other. It's used to hurl small (3-inch or less) bone darts.

Iuak. A bone blade resembling a machete, about 2 feet long and 6 inches wide. The end of the blade is flat, not pointed. Mainly used to cut blocks to make snowhouses, the iuak also makes a good offensive weapon.
sleyvas Posted - 20 Nov 2020 : 00:49:30
antler bow for minis ( by sleyvas is licensed under the Creative Commons - Attribution license.

Finding a reuse for shed antlers is a commmon function for most cultures of Anchorome. In fact, there is a hishna spell which causes a deer, elk, or moose to harmlessly shed its antlers and immediately begin growth of a new set. Antler bows are one such common use of shed antlers, especially when treated with hishna magic to make them more flexible while maintaining their strength. Antler bows are commonly found in use amongst the shatjan, anikiwah (who faerunians call "anchorome hybsil"), snow elves, snow goblins, the metahel, and even uldra.

Uldra Female Caster ( by sleyvas is licensed under the Creative Commons - Attribution license.

The arctic uldra of the wootenai glacier are mainly found around quivyre and are known for their skill with frostfell magics.

Uldra with Staghorn Bow ( by sleyvas is licensed under the Creative Commons - Attribution license.

uldra rangers are protectors of the animals that roam the glacier.

sleyvas Posted - 12 Nov 2020 : 17:55:14
Bisontaur ( by sleyvas is licensed under the Creative Commons - Attribution license.

The tatankatu, known to faerunians by the names "bisontaur" and "rothetaur" and "werebuffalo" amongst other nicknames, is believed by some to be a form of hengeyokai, others call it a lyncanthrope. In truth, it is neither, for it only has a bison, rothe or buffalo form and a hybrid form that resembles a minotaurs upper torso and the bottom half being a full bison,rothe, or buffalo. They live in minnenewah lands, primarily in Tabaah Ayani where the white bison is revered, and spend the majority of their time grazing in their animal form. As a result, few know just how many of these creatures actually exist. In fact, most believe them to be a myth, but in every generation there are reports of an attempted culling of a herd running awry when one of the animals suddenly took on tauric form and suddenly began killing everyone in the hunting party. Some believe that, like the shatjans found in the north, these creatures were sent by Besparr the Many-legged to protect the herds from predators. Others of course believe that they are the children of The Great White Bison spirit. The true origins are of course lost to history.
sleyvas Posted - 12 Nov 2020 : 14:04:43
So, while writing up some rules for a frost sprite race, I once again went back to something that's been bothering me with blacktoe glacier. We have Auril. We have Cryonax. Meanwhile, over in Toril, the FR novel series introduces a spirit world queen of ice named Kunin Gatar. There's also the idea of the Queen of Air and Darkness in FR that was tied to Auril. We also have canonically that there is definitely a being in Anchorome representing winter named Shakak, who is also a being tied to magpies and opposes miochin the spirit of summer, and Shakak is also tied to magpies. But nothing in blacktoe glacier uses Shakak, even though canonically he's the most known power of ice and snow in anchorome. Now, we could say that "shakak" is cryonax or auril, but maybe there's something else we could do.

One of the things from 4e that I liked was its exploration of the feywild and the rulers of faerie. So, in dragon #374, they introduce a being known as "The Prince of Frost". He lives in the "Fortress of Frozen Tears" and is "the mightiest of the winter fey" per the article (though everyone is always the mightiest). He is ALSO, per the Sword Coast Adv. Guide, a canon entity in FR who serves as a Patron for warlocks.

When I look at his picture, he reminds me of a snow elf. That being said, he SHOULD since he's supposed to be an eladrin/elf type fey being from the feywild. We also don't know "The Prince of Frosts" name. We do know that he used to be "The Sun Prince", and he was the eldest son of the Summer Queen (quite likely Titania).

It occurs to me to try and link Shakak.... who we know decidedly little about except that he's tied to magpies, winter, and he fights with Miochin, the power of summer, hoping to gain "the corn maidens".... and to link this Shakak to the Prince of Frost as the same being. Also, to link THAT being to the snow elves. We know that the Prince of Frost sometimes is in opposition to the "the summer court", so he is similar to Shakak in that respect as well. We also know that Shakak "seeks the corn maidens", and that the prince of frost is chasing his love, one of the fey powers who was a "daughter of delight".

So, perhaps there are some snow elves (and possibly shadar-kai) that worship Shakak/"The Prince of Frost" and are decidedly evil.

What else do we know of "the Prince of Frost"? Well, he was in love with and betrothed some other powerful archfey, one of the three "Daughters of Delight", by the name of Sharae, who fell in love with a mortal. She doesn't seem anything like Shar btw. She turned to the Raven Queen for aid to prevent the prince of frost killing her mortal lover. The Raven Queen casts Sharae and her lover into the future to escape the prince of frost. The Prince's heart turns to ice at the loss of his betrothed and he affects others around him. Sharae's two sisters (Velayn and Loralae) are imprisoned by the prince of frost and changed from being "the daughters of delight" to wraithlike incorporeal entities known as "the sisters of lament" and now have the names Mournwind and Soulsorrow. The Prince of Frost is pissed at the Raven Queen, but the Raven Queen is intrigued with him and would like to make him her own exarch or even consort.

So, I know what a lot of you are thinking... what does any of this matter? Its all high end story telling outside of the PC's involvement. Well, then let's link it to the world and how we might use it.

First off... Shakak being the Prince of Frost... maybe he is a power of the snow elves, but an evil one. He has ties to magpies, so perhaps these snow elves ride giant magpies to hunt the glacier (not necessarily blacktoe glacier, as there's a lot in the north mind you) from their lofty mountain heights than can't be climbed to. Then again, maybe we take and spread shakak's power beyond just snow elves. There is a note that Auril was possibly known as Aurilandur, queen of the frost sprites, an archfey. We also have Rellavar Danuvien as "King of the Frost Sprites" and friend of the god of the snow elves. So, possibly some frost sprites have become twisted servants of Shakak. Then there's the concept from 3e of the uldra as small size winter fey from the spirit world with ties to animals. Then there's also an idea that if we're doing some kind of fey high up in the mountains where its cold... maybe some avariel elves that aren't good. Also, since we've got these wraithlike "sisters of lament"... banshees fit this as well.

So, maybe a "realm" on the western north side of the continent. Maybe up in the mountains there are evil uldra that ride "giant magpies" which are size medium. Maybe there are "frostfell fairies" that are an evil subrace of frost sprites (and literally, their alignment changes them into this form). Maybe there are snow elves who can traverse the mountains, but there may also be some who have some other type of flying mount like giant owls. Maybe there are evil avariels as well. Maybe this fey realm opposes the aearee. Maybe there are warlocks and spirit shamans here, and some of them have pacts with Shakak. Shakak/Prince of Frost himself is not a "god", but he is a powerful archfey (whom some consider a "great spirit").

It should be noted that the prince of frost is still noted to be an ally of the fey when they have need against other powers of the feywild. He hates fomorians. He hates goblins. So perhaps the people of his realm also opposes the snow goblins of the north. Maybe there are frost giants on the western north that this group opposes, and possibly fomorians. Maybe they even oppose fire giants on the eastern side of the continent on that peninsula that stretches towards faerun.

Maybe these fey seek to capture the "corn maidens" lesser spirits, and maybe the corn maidens are just lesser royalty of the feywild/spirit world. Since the corn maidens are known to wander the world, letting animals free from their baskets, and presumably helping plants/corn grow, they may be some kind of powers of the same court that the Prince of Frost's love came from. One of them may in fact hold the spirit of his love, Sharae, since time has now passed since the Raven Queen cast her soul forward in time.

The prince of frost hates the raven queen, who is related to ravens. Shakak has ties to magpies (relatives of the ravens) and may have issues with the great raven spirit, which may be something of a servant to the raven queen. He may consider the great raven to be a spy who watches the world and reports back to the raven queen (in some ways not unlike the norse ravens huginn and muninn). Main thing, Shakak's people may not like the great raven spirit or the people that worship it (which would include the Azuposi, and may include some Metahel as well).

As a final aside, and not so much anchorome based, the current "story" for the Rime of the Frostmaiden adventure, could actually be that the being representing itself as "Auril" is in fact some other entity. That or "Auril" is another archfey power and not nearly as powerful as a god as she's been given credit for. Like the "Prince of frost" she may be a being who was changed as a result of the actions of the Raven Queen/ Queen of Air and Darkness. The recent twitter hints we have from Ed are that for a time the QoA&D was using Auril's name, possibly since the spellplague. So there definitely can be some kind of work done there... I'm not sure what I like, but I think I do like the idea of "Auril" becoming "Aurilandur" again. The idea of a dark goddess actually gaining redemption, but then some dark power stepping in to fulfill her role as a cruel power of winter has some draws.
cpthero2 Posted - 06 Nov 2020 : 22:04:33
Great Reader sleyvas,

Awesome. I just got it. I appreciate the input, and I'm really looking forward to reading through that!

Best regards,

sleyvas Posted - 06 Nov 2020 : 21:45:32
Originally posted by cpthero2

Great Reader sleyvas and Senior Scribe Seethyr,

Is it either of you who produced the ANC1 The Anchorome Campaign Guide? I am assuming so, but wanted to double check.

Best regards,

Seethyr made the anchorome campaign guide after we discussed some things. I'd say about 40% of that is from city of gold with some updates, then about 50 percent seethyr and maybe a few percent me throwing out ideas. Some of the other things though I've had a decent bit more input into, like blacktoe glacier (also by Seethyr, wherein he fleshed out the urskan, shatjan, and snow elves, but I initially suggested they should be there).

In the above, "the keanorin mountains", "blood ice spire" using Cryonax, and "Quivyre" are also Seethyr's creations. I just decided to add frost sprites to the region because Rellavar Danuvien is noted as "king of the frost sprites", so I threw them in Quivyre to give the area some more fleshing out, and I created the "ice ramparts of Al'keyan". I also decided I wanted Uldra (from frostburn) up there as well as a kind of neutral race. Secondarily, I just wanted to create imagery of frost sprites to create them as a player race or as familiars.
cpthero2 Posted - 06 Nov 2020 : 21:35:37
Senior Scribe Seethyr,

Very cool! I've been eyeballing that for a bit now. I think I will pick it up. Before I do, is there anything in it that would make it unusable for 3.5/Pathfinder?

Best regards,

Seethyr Posted - 06 Nov 2020 : 20:40:52
Originally posted by cpthero2

Great Reader sleyvas and Senior Scribe Seethyr,

Is it either of you who produced the ANC1 The Anchorome Campaign Guide? I am assuming so, but wanted to double check.

Best regards,

Yessir, always taking Sleyvas’ suggestions in the process.
cpthero2 Posted - 06 Nov 2020 : 19:02:32
Great Reader sleyvas and Senior Scribe Seethyr,

Is it either of you who produced the ANC1 The Anchorome Campaign Guide? I am assuming so, but wanted to double check.

Best regards,

Seethyr Posted - 06 Nov 2020 : 16:31:34
Awesome stuff as usual Sleyvas.
cpthero2 Posted - 06 Nov 2020 : 16:24:29
Great Reader sleyvas,

I think that is really cool that you are going north. There is so much land there to develop, and with the DM's Guild available for putting that material out there, that makes it extra cool.

I really think more magic, ritual, etc. stuff as discussed elsewhere too, should be implemented. That would be amazing! I personally really like Hishna and Pluma magic. I love the idea of that kind of world magic being the only thing that can stop certain kinds of world based issues/problems that arise, i.e. super ancient material, perhaps such as Dendar.

Best regards,

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