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 Future Faerûn: My Vision of 1525 DR (PEACH)
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Daviot
Senior Scribe

USA
372 Posts

Posted - 14 Apr 2009 :  07:38:41  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote  Delete Topic
With Ed's constant encouraging of players to take from the Realms what they will and discard or change the rest and the resulting homebrew versions such as Charles Phipps' Faerûn-616, I thought I'd post my vision of a non-spellplague Faerûn, as seen from the year 1525 DR: The Year of the Drawn Line. It's at once a brief overview and a possible setting idea, so please tell me what you think.

My main complaint on the 4e setting is that there were so many delicious plot threads left over, implied, or flat-out stated in the 2e and 3e books that were dropped, nuked, or otherwise ignored, so I used those as a starting place. I then reread through the 4e FRCG for the more redeeming elements and then either swiped them or tweaked them based on what thought would happen. However, as a playable setting, what I have is entirely fluff and rules-independent. Feel free to try it in whatever floats your boat.

Changes from canon should be readily apparent, but I'll answer what I can, and to the fellow scribes, I offer it to you. T'wasn't exactly comfortable posting it on the WotC, natch.

[To be posted in several posts, following this one, for ease of sectioning.]

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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Amarel Derakanor
Seeker

97 Posts

Posted - 14 Apr 2009 :  07:43:32  Show Profile Send Amarel Derakanor a Private Message  Reply with Quote
Very interesting! Please, go on!
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Daviot
Senior Scribe

USA
372 Posts

Posted - 14 Apr 2009 :  07:55:10  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
Future Faerûn Geopolitics
It is both a time of alliances and an era of exploration. New and old magic, technology, and society hopefully give the DM and a player more of a Late Renaissance-Age of Exploration feel.
Sovereign Entities
Republic of Luruar (a.k.a. The Silver Republic, p.k.a. Silver Marches): Silver Marches + Sword Coast North, including Luskan and Ruathym. Representative Democracy with capital in Silverymoon. Luskan is the “vice city” of the North.
Kingdom of Many-Arrows: Spine of the world orc kingdom. Has a civil war every now and then, but surprisingly still together.
Sword Coast States: Waterdeep and Baldur’s Gate, rival but allied city-states and their holdings
Great Teth: Kingdom-empire (think the U.K.) of Tethyr, Amn, and Erlkazar.
Calimshan: Not much of an empire, but much the same.
Glorious Holy Realm of Guthmere: Theocratic state founded by the Fellowship of the Purple Staff (Chauntea, Helm, Selûne, Lathander, Sune, Nobanion + Silvanus, and recently, Auppenser); includes Ilighôn, Turmish, Gulthmere Forest. Guthmere is famous for its silk industry.
Dragon Confederation: Loose alliance of Dragon Coast states led by Westgate
Kingdom of Cormyr: Cormyr + New Tilverton + High Dale. Cormyr now has a firmly established constitution and trial by jury for all social classes, and there is talk of the possibility of a legislature, though the Obarskyrs still hold supreme executive power.
Confederation of the Dales and Myth Drannor (more commonly Mythdaren): Myth Drannor, Shadowdale, Daggerdale, Mistledale, Deepingdale, Harrowdale, and Battledale.
Sembia: A mercantile empire that’s neutral to all parties, Sembia has added “negotiator” to its previously mercantile role.
Free Dales Alliance: Archendale, Featherdale, Tasseldale, and Scardale. A dependency of Sembia, given autonomous rulership after two violent Scardale-sponsored rebellions.
Empire of the Moon: All the Moonsea, now under Zhent control, name changed to protect the guilty. They recently married a high priestess of Bane to one of the princes of Shade in a shaky alliance.
Empire of Netheril: Terraformed Anauroch. Shar’s Great Weakness in the 1380’s led to the dark goddess almost dying (a closely guarded secret) and for several centuries, the lack of a shadow weave undermined Shar’s monotheistic clergy. This allowed other religions a foothold, giving the Empire a slightly more neutral bent. Includes Shade and Sakros as floating cities, plus several groundling cities. Vaguely allied with the Empire of the Moon.
League of the Lost Desert: An alliance of the remaining Bedine tribes plus the Armand and Asabi, led by the Cultists of the Shattered Peak. A “terrorist organization” to Netheril that operates out of the high desert near the High Ice.
Vesperin: A young, loose nation formed by the joining of The Vast’s city-states in response to the Empire of the Moon.
Platinum Realm of Damara-Vaasa: A dual monarchy (much like Austria-Hungary), protected by a line of Bahamutian priest-kings in Damara and the dwarf king of Vaasa and his heroic “Witch-Marshalls” (warlocks; the dwarves can’t lower themselves to use the word) who patrol the rural realm and keep the Empire of the Moon at bay.
Impiltur: After several long, subtle cold wars against the Queen of Whispers and other insidious fiendish threats, the kingdom of Impiltur has survived to the present more or less intact, bolstered by its location as a major trading axis.
Theska: Technically a nation comprised of a united Thesk, the Great Dale, and Narfell, the latter two only in name; druids watch over The Great Dale and Nar tribesmen still roam as before.
Chult: Still Chult, though Mezro is much larger and seen as a city of arcane studies.
Shining Union: Loose alliance between Samarch, Thindol, and Tashalar, in response to the Yuan-Ti pseudo-state in the Black and Mhair Jungles.
Yuan-Ti Pseudo-State: Not a sovereign or even an official entity, just a descriptor for the large yuan-ti (and naga, and possibly a living sarrukh) Scaled One groups operating out of the Black and Mhair Jungles.
Nagadar’ss: Not actually a kingdom, but a loose naga/yuan-ti dictatorship in the Serpent Hills and Forest of Wyrms
Halruaan Empire: Halruaa + Lapaliiya and Sheirtalar, but not Ormpur, which allied itself with the Border Kingdoms. Has expanded its borders, its skyships with spelljammers, and built at least one floating fortress.
Great Rift: Still the major gold dwarf kingdom, allied with Halruaa, Luiren, and the Swagdar Marches against Dambrath
Lake of Steam: Various independent city-states, including the Border Kingdoms
Dambrath: Expanded north, now Crinti and full drow make up a good chunk of the population, are settling/clear-cutting the Forest of Amtar. They see Loviatar and Lolth as a dual goddess, a heresy to the rest of the (Underdark) Lolthite clergy. The power structure is such that drow Underdark-expatriates are specifically wedding humans (or Crinti) to ensure that their children will be Crinti, and of higher caste/social status.
Swagdar Marches: Rethmar, Channathgate, and a new city formed by Dambrathi refugees; allied and a protectorate to Halruaa.
Luiren: Halflings that don’t take frak from tallfolk. Enough said. While it hasn’t expanded, the halflings of Luiren have fended off a variety of threats to their territory and continue to do so.
Golden States: The common name (a corruption of The Shining Lands, the previous Common name for the sub-region) for the still independent realms of Estagund, Durpar, and Var the Golden, whose trading empires are ever-strong. Ulgarth suffered the ravages of an orc horde several generations ago, and is currently a protectorate under occupation by the private armies of Var the Golden and Durpar while the two’s forces clean out the last remnants of monstrous activity.
Aerilpar (to outsiders, The Beast Kingdoms): Previously Veldorn, now a conglomeration of petty monster-run kingdoms.
The Shaar: Still wild and independent savannah. Several states have claimed parts of it, but none control it.
Lantan: Technology haven, and finally appreciated for being ahead of its time. The Lantan-sponsored proliferation of technology is the reason that Gond is now a greater deity.
Moonshaes: Still independent, considered technologically backwards.
Vilhon Free Cities: Alliance led by Chondath and Hlondeth, opposing Guthmere and Chessenta
The People’s Chessentan Empire of the Radiant Queen: A united, conquered Chessenta theocratic dictatorship with Tchazzar as the supra-governmental “advisor eternal”, plus Threskel and former Free Unther.
New Empire of Multh-Imaskar: The slowly decaying Mulhorand intermixed via settlement with the Untheric population while an ongoing war was fought with the tiny Free Unther. Upon the annexation of Free Unther by Chessenta through agents of Tiamat and subsequent invasion of Mulhorandi-settled Unther by Chessentan forces, the two allied, along with the new Deep Imaskar successor state in eastern Mulhorand (near Mishtan). The three kingdoms of Unther, Mulhorand, and High Imaskar have blended together through their united front against Chessenta, and the Deep Imaskari have slowly come to terms with their past (while providing much needed magic) as all three groups adopted the renewed Mulhorandi Pantheon in the plurality; Hoar remains a popular “trickster” deity, and the Faerûnian gods make up the large remaining portion. A handful of Ensi have kept the “Old Gods” tradition, but worship of the fallen Untheric deities is little more than a benign cult. All three national identities and ethnicities still remain more or less distinct.
Murghôm and Semphar: Two independent but allied nations that quietly gained independence in the Multh-Chessentan war. Thay has so far shown them little interest, but Murghôm is worried about being invaded to become a buffer state for Thay.
Empire of Thay: After Szass Tam united Thay by either offing or getting the other Zulkirs under him, Thay become a necrocratic state, where the unliving nobility rule of a still-suffering lower and middle class. The feared Crimson Guard are the descendents of those Red Wizards whose tharchions stayed in Thay. Thay has conquered the Eastern Yuirwood, including the Fortress-City of Escalant.
Free Thay: A government-in-exile formed of the Red Wizards who either fled or were abroad in enclaves and cut off. Led by the good and neutral priests of Kossuth, Red Wizards are now semi-honest and trusted members of their respective societies, maintaining their enclaves as “Free Thayan soil” but replacing hubris with humility once the Red Wizards could no longer survive on pure Mulhorandi ethnic stock.
Aglarond: Aglarond is the weak old man of Faerûn. The Simbul faked her death to retire with a decrepit (but still snarky) Elminster, but Thayan refugees settling in the land have bolstered their magic enough that the nation still stands. The Realms (and Szass Tam) await the day when Thay’s undead armies march into Velprintalar.
Rashemen: The tightly ordered government of the Iron Lord and the Wychlaran has survived to the present day in more or less its present state, its powerful witches a deterrent that even the ever-patient Szass Tam finds frustrating.
Nimbral: Still mysterious though trading more, and rumors persist through the Heartlands that Leira has returned, either faking her death or her spirit escaping and reviving during Shar’s weakness.
Evermeet-Evereska: With the throne of Evermeet again in the hands of a Durothil after the Moonflower line failed to produce an heir in the 1400’s, Evermeet and Evereska, ever envious of Myth Drannor and Silverymoon’s success in recreating the glory days of Cormanthor, have become even more isolated. Rumors that Everaer are consorting with a not-so-distant-anymore Faerie are unconfirmed.

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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Daviot
Senior Scribe

USA
372 Posts

Posted - 14 Apr 2009 :  08:26:05  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
Religion
Amaunator: Demigod. See Lathander.
Breaking of the Triad: Doesn’t happen. Helm is fine and dandy.
Deities of Magic: Auppenser finally awoke from his slumber when his followers were instrumental in the founding of Guthmere. Although still a demigod, his faith is strong there, and along with Helm, makes up the legal system of that land.
Cyric: For his attempted murder of Mystra and ensuing 1,000 years of essentially house arrest, Cyric’s worship has waned, Cyric having been reduced to a lesser power. Garguath and Malar have taken much of Cyric’s former powerbase.
Dwarven Deities: Ignores the events of 1383 DR, though it is rumored that Gorm Gulthyn is on his last legs, preparing to give up his deific essence to grant one last boon to dwarfkind.
Gargauth: With the weakening of Cyric and the rise of alliances and empire (and hence, more opportunities to corrupt and betray), the once niche worship of the Tenth Lord of Nine has risen to that of a Lesser Deity.
Ghaunadaur: Left the drow pantheon to become an Intermediate monster deity.
Gond: Elevated to a greater deity by his continued importance in the Realms, although slightly behind Oghma in worship and hierarchy.
Hoar: With the fall of Thay and rise of Tiamat, Hoar’s once regional faith has grown, seeing the Doombringer as the ironic revenge against Szass Tam and the forces of Tiamat, Hoar’s faith has swelled him to that of a Lesser God.
Kiaransalee: The only major force of evil resistance against Lolth, the Revenancer has become a Lesser Deity for the drow.
Kossuth: While Thayan expatriates continue the worship of the Firelord, his organized powerbase in Thay is no longer, and Kossuth has slipped to an intermediate power.
Lathander: After a long period of silence, Lathander used one of his high priests to officially denounce the Risen Sun heresy, and it’s been revealed that since Lathander and Amaunator once existed as discrete deities, instead of transforming Lathander, the Risen Sun has instead brought back Amaunator from a glimmer of awareness to that of a demigod. Although many suspect that Amaunator is now subservient to Lathander, tensions between the churches have left Amaunator’s church as a regional phenomenon.
Leira: Although it’s unknown whether or not she actually survived her supposed slaying during the Godswar (and of course the Lady of Mists isn’t telling), her continued worship in Nimbral and the weakening of Cyric and Shar led to her indubitable return first as a demigoddess and now a lesser power.
Selvetarm: Consumed and eaten by Lolth when he failed to kill Eilistraee.
Shar: Currently a Lesser Goddess, and while she’s more or less done recovering from her Great Weakness, she lost much of her mortal powerbase from centuries of torpor.
Shaundakul: Although he almost fell when his church collapsed with the fall of Myth Drannor, the renewing of his faith, the rebuilding of Myth Drannor, and the current “Age of Exploration” have led to the wily old god resuming his previously mantle of intermediate deity.
Vhaeraun: With most of his followers having abandoned the underground, Vhaeraun’s chuch is now fully CN in alignment, and firmly allied with his sister’s faith, though Vhaeraun’s clergy emphasize him as a deity of outcasts and male drow. Together with Eilistraee, Vhaeraun and his sister’s worship reaches a good 40% of the drow population.

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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Daviot
Senior Scribe

USA
372 Posts

Posted - 14 Apr 2009 :  08:32:54  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
Organizations
Harpers, Moonstars: Still around, and The Blackstaff’s once-fledgling organization gained permanence from members displeased with the bureaucratic leanings of the Berdusk branch. While the Harper Code specifically promotes “small kingdoms”, the vast majority of the Harpers have accepted the swing towards alliances and small empires, except…
The Kingslayers: An extreme offshoot of extremist Harpers and anarchist-adventurers unhappy with the current situation of “too-large countries”. They seek to harry, harass, and when possible, outright assassinate or fragment the leadership of all large states. Allied (in convenience) with the Fire Knives and the Night Masks.
The Shadowmasters of Thesk: Despite the official word, it’s rumored that much of the government of Theska is allied with, or complicit with the Shadowmasters.
The Vengeance Takers: While an organization (favoring, paradoxically, Hoar and Tyr as patrons) known as the Justiciars of Vengeance has become the police force of Multh-Imaskar, the “Twenty-One True” Vengeance Takers (the number of remaining damos artifacts) are the combination espionage/counter-espionage/secret police of that nation, known for the traceless, invariably deadly artifact-poison they use and their willingness to track their targets across the face of Toril and into Wildspace or the Planes if needed.

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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GRYPHON
Senior Scribe

USA
527 Posts

Posted - 14 Apr 2009 :  08:39:28  Show Profile Send GRYPHON a Private Message  Reply with Quote
Nicely done...
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Daviot
Senior Scribe

USA
372 Posts

Posted - 14 Apr 2009 :  08:54:22  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
Notable Technology, Magic, and Mixes Thereof
Note: This stuff tends to be regional, so consider this the generalization. In the words of Gibson, “The future is already here—it is just unevenly distributed.”
Steam power: Pioneered by no great surprise by the gnomes and humans of Lantan, external combustion steam engines are still a new and novel technology. Some dwarven and gnomish mining operations use steam engines to pump water out of flooded mines, and travelers occasionally see Lantanese steam ships, but so far, the “steam carriage” is a novelty that hasn’t expanded past the borders of that nation.
Spelljamming/spell-engines: Joint Archaeological excavations and research by Halruaa and the Deep/High Imaskari have led to the reverse-engineering of spelljamming helms, a notion which has horrified the Arcane (Mercane), which has blacklisted Toril’s entire crystal sphere. They’ve even improved on the design, making smaller pseudo-helms known as spell-engines. A vehicle powered by a spell-engine does not gain lift on its own, but gains a source of easily-rechargeable power, and mages can recharge these engines to the exact amount they need. Spell-engine powered flying machines (modified gliders with pusher-propellers) are the cutting edge of innovation, and despite many a begoggled adventure meeting a poor end running into storms or angry wyrms, it hasn’t slowed the fad.
Manufacturing: While the small-run printing press and new forms of steel manufacture have gained acceptance virtually all over Faerûn, mass industrialization never quite caught on, but new crafts and cottage industries have supplemented many a yeoman farmer’s income.
Firearms: Firearms gained a slow, but steady increase in popularity since Gond’s introduction of smokepowder, but have since leveled off. While wheellock and flintlock single-shot firearms (in about equal ratios, with magelocks standard among mages) are ubiquitous, so are bullet-resistant silk under-armors and protection from bullet spells, the latter of which do not protect against slings, arrows, or thrown daggers. Firearms are just another part of the arsenal, though different regions favor different arms. The Underdark lags behind, the drow typically swapping their hand bows for pistols whenever they can barter for or steal one. The most advanced arm of the day is the cap-and-ball revolver, though it is rumored that the gnomes are developing brass cylinders that contain both the bullet and the smokepowder charge. On the other hand, bronze cannon (especially bombards) have mostly replaced torsion and counter-weight-based siege and support weapons, but they are hampered by expense and the recent upturn in magic-reinforced castle walls.

*Magelocks: Common among hedge wizards and mercenary wizards, magelock arms resemble ordinary smokepowder firearms with a stock and barrel, but lack a lock. A prong of conductive metal is connected to a rune-etched pattern engraved on the barrel. Rather than using a trigger, an arcanist uses the ignite magelock cantrip to fire the weapon. While unusual, some spellcasters prefer not needing a key to wind or to prime a pan to ready their weapon before firing; likewise, if disarmed, unless the enemy is a spellcaster, a magelock arm can’t be used against its owner.

*Combination weapons: Though zany dwarven smiths started the trend by attaching matchlock and wheellock pistols to axes and maces, and many a rogue has favored a sword concealing within it a smaller dagger, combination weapons are a popular choice. Everything from daggers to axes to maces to shields have been fitted with single-shot smokepowder secondary weapons, and one popular albeit unusual mix is the “crossbow-gun”, a light crossbow with a pistol built into the same stock; a small switch determines whether the trigger lever fires the bolt or the bullet. Another odd mix, a favorite of pirates on the Sea of Fallen Stars, involves using a pistol for crossguard of a cutlass.
Armor: Despite some sages’ dire predictions of smokepowder weapons dooming armor, it hasn’t happened. Twisted, layered silk armors and under-armors provide decent protection and the clean removal of both bullets and barbed arrowheads. Some areas (such as Netheril, with its spells that offensively spontaneously heat or ignite metal armors) have tended towards lighter armors, include silk-leather lamellar designs. The breastplate/cuirass is the standard for those who favor medium-weight protection. While full-plate field armors are still around (and expensive), half-plate has developed (originally courtesy of the Zhents) into the semi-mass produced standard pattern munition (plate) armor, a heavy armor of thinner and cheaper quality than field plate. Chain mail remains in common use, spurred on by the development of lighter, more effective ring patterns, including the once-secret elven style known as Susalian Chainweave.
Cold weapons: For those armies and mercenary companies that can afford them, the cuirasser “pike” square (I say pike, because halberds and other more novel polearms are equally as common) is the infantry tactic of the day, though its effectiveness against heavy cavalry varies with the skill of both the knight and the square. Rapiers remain a noble and civilian weapon, having never caught on with armies, though the sidesword (“cut-and-thrust” sword) has somewhat replaced the simpler cruciform sword as the single-handed sidearm of choice. The katzbalger and the cinquedea, both modifications of the standard short sword, are popular with men at arms and civilians, respectively. The adventurer-favorite greatsword has gained a thinner, longer blade, to become the massive zweihander, an intimidating (though expensive and impractical in close-quarters) weapon favored for its anti-pike and anti-cavalry use. The effectiveness of the falchion and Calishite tulwar have led to the adoption of the saber among the cavalry of more than a few nations.
Bows: Perhaps as an answer to the firearm, the ever-more reclusive Everaer elves have developed the “wheelbow” (compound bow), a style of shortbow that uses lopsided, lightweight mithral-steel pulleys, thought to have been based off of ships’ rigging, along with complicated wood laminates to vastly increase the power of these short-draw bows. Another item of note is the Dales longbow, a composite recurve with a reinforced metal arrow shelf long popular in the Dales but unheard of elsewhere, has gained in popularity to become the dominant style of longbow, replacing the hornbow and the 6’ straight Cormyrean warbow as the longbow style of choice for most armies and adventurers.
Imaskari Weapons: The Imaskari Mage-Pattern Weapon, better known as the “demi-wand”, is a weapon usually in the shape reminiscent of a repeating crossbow, albeit without the prod and with a magazine under the weapon. A demi-wand cycles small glass cylinders that hold conjurative effects. The weapon turns the energy into fully-conjured energy of a given energy type. While this does not offer the armor penetration prevalent in most battle spells (i.e. touch spells), the fully-real energy allows them to be of use against opponents resistant or immune to straight magic, such as constructs. Demi-wands, while not overly powerful, can be recharged by a mage even unversed in more complicated item crafting, expanding their niche popularity outside the borders of Multh-Imaskar.

A second but more rarely seen bit of device magic is the Imaskari Projector, known all everywhere as the “spellgun”. Similar to a large pistol or caliver, a spellgun is a rune-etched brass and steel affair that hinges open to allow brass cartridges which can store a variety of effects (though rays, fireballs, and disintegrate are perennial favorites), to be fired as if a pistol or crossbow. The user need not be a mage, and most spellguns can even operate at much-reduced power inside an anti-magic field or wild magic zone. A favorite of the Vengeance Takers, the exorbitantly expensive spellgun is rarely seen outside of the Unapproachable East or the occasional Free Thayan enclave.
Magic: Arcane magic is in a Renaissance. Shar’s Weakness, Thayan expatriates, the return of the Imaskari, and a vibrant Halruaa have led to much-increased numbers of minor wizards and hedge-mages, and magic (at least in the lower end) is much cheaper and more accessible the layman. A commoner might actually be able to afford the services of a hedge-mage to fill his icebox with ice every now and then, and would keep a healing draught or two on hand, but probably couldn’t afford a magic sword or other powerful magic items.

[That's all for now. I've got other things to work on...like classwork. @_@]

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 14 Apr 2009 :  17:44:26  Show Profile Send Markustay a Private Message  Reply with Quote
Very Nice. So the Spellplague did happen in your alternate future?

I was thinking about posting my own version of FR for awhile now, but I didn't think it would go over well here (especially since I moved countries around). I also had a short-lived Realms: 1490 campaign set in Anchorome (which was strikingly similar to Earth's 'Old West'), long before WotC ever bought TSR, let-alone considered a century time-jump.

Mine made more sense then theirs anyway.

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


Edited by - Markustay on 14 Apr 2009 17:49:12
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Ayunken-vanzan
Senior Scribe

Germany
657 Posts

Posted - 14 Apr 2009 :  19:02:34  Show Profile  Visit Ayunken-vanzan's Homepage Send Ayunken-vanzan a Private Message  Reply with Quote
"attempted murder of Mystra" - is she still alive and well?

"What mattered our lives now? When our world had been torn from us? Folk wept, or drank, or stood staring out over the land, wondering what new horror each dawn would bring."
Elender Stormfall of Suzail

"Anyone can kill deities, cause plagues, or destroy organizations. It takes real skill to make them live on."
Varl

FR/D&D-Links 2ed Downloads
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Brimstone
Great Reader

USA
3286 Posts

Posted - 14 Apr 2009 :  19:11:58  Show Profile Send Brimstone a Private Message  Reply with Quote
quote:
Originally posted by Ayunken-vanzan

"attempted murder of Mystra" - is she still alive and well?


Looks like it to me.

Good stuff BTW.

BRIMSTONE

"These things also I have observed: that knowledge of our world is
to be nurtured like a precious flower, for it is the most precious
thing we have. Wherefore guard the word written and heed
words unwritten and set them down ere they fade . . . Learn
then, well, the arts of reading, writing, and listening true, and they
will lead you to the greatest art of all: understanding."
Alaundo of Candlekeep
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Daviot
Senior Scribe

USA
372 Posts

Posted - 14 Apr 2009 :  19:43:57  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Very Nice. So the Spellplague did happen in your alternate future?


quote:
Originally posted by Ayunken-vanzan

"attempted murder of Mystra" - is she still alive and well?


No Spellplague and still Mystra, respectively. It boggled my mind why they closed out the 3.5 adventures with the Cormyr/Shadowdale/Anauroch path, and they whole-heartedly ignored the results. Hence for whatever reason, Shar wasn't available when Cyric attempted his dubious deed in 1385. As for the blue fire of the titular year...perhaps the sputtering spells of the Shadow Weave adepts?

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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Aureus
Learned Scribe

Luxembourg
125 Posts

Posted - 14 Apr 2009 :  23:46:34  Show Profile Send Aureus a Private Message  Reply with Quote
Well done, by the way, doesn't the increased number of arcane spellcasters strengthen Mystra's position? Hasn't she become more powerful than ever before?

That is not the weirdest thing that happened to me
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Daviot
Senior Scribe

USA
372 Posts

Posted - 15 Apr 2009 :  16:54:46  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
quote:
Originally posted by Aureus

Well done, by the way, doesn't the increased number of arcane spellcasters strengthen Mystra's position? Hasn't she become more powerful than ever before?


Yes, but Mystra's never really been a deity with much attraction to my players. There may be an argument over Mystra (much like the powerful NPC argument), but it's not something I particularly worry about in my games.

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
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Hawkins
Great Reader

USA
2131 Posts

Posted - 15 Apr 2009 :  17:58:44  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
Well done. At some point I need to just sit my ass down and write something like this up for my Realms.

Errant d20 Designer - My Blog (last updated January 06, 2016)

One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back. --Lewis Carroll, Through the Looking-Glass

"Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 15 Apr 2009 :  18:55:54  Show Profile Send Markustay a Private Message  Reply with Quote
You see, I can't do that.

Before I finish a single paragraph, I change my mind 37 times.

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

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Quale
Master of Realmslore

1757 Posts

Posted - 19 Apr 2009 :  11:29:36  Show Profile Send Quale a Private Message  Reply with Quote
interesting, particularly the heresy in Dambrath and the Kingslayers, anarchist-like organizations are my favorite

personally, not a fan of pistols and steam in RPG and I've strayed much more from canon
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RedneckBadgerLord
Acolyte

USA
32 Posts

Posted - 27 May 2009 :  19:41:44  Show Profile  Visit RedneckBadgerLord's Homepage Send RedneckBadgerLord a Private Message  Reply with Quote
Would you mind if I modified some of this for use in my own pdf of an alternative Faerun?

I'd be much obliged.

Redwall. Drizzt. Kentucky. Enough said.

I was weaned on 2E Baldur's Gate. Learned 3.5E, and can't stand 4E WoF. (Though I try not to mess up canon too badly).
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Daviot
Senior Scribe

USA
372 Posts

Posted - 27 May 2009 :  22:44:38  Show Profile  Visit Daviot's Homepage Send Daviot a Private Message  Reply with Quote
quote:
Originally posted by RedneckBadgerLord

Would you mind if I modified some of this for use in my own pdf of an alternative Faerun?

I'd be much obliged.


Certainly. It's as much collecting my own thoughts as offering tidbits for other DM's.

One usually has far more to fear from the soft-spoken wizard with a blade and well-worn boots than from the boisterous one in the ivory tower.
My Tabletop Writing CV.
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RedneckBadgerLord
Acolyte

USA
32 Posts

Posted - 28 May 2009 :  23:37:14  Show Profile  Visit RedneckBadgerLord's Homepage Send RedneckBadgerLord a Private Message  Reply with Quote
Thank you very much. You'll be listed as "Daviot" in thanks.

Redwall. Drizzt. Kentucky. Enough said.

I was weaned on 2E Baldur's Gate. Learned 3.5E, and can't stand 4E WoF. (Though I try not to mess up canon too badly).
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Tyranthraxus
Senior Scribe

Netherlands
423 Posts

Posted - 01 Jun 2009 :  17:08:37  Show Profile  Visit Tyranthraxus's Homepage Send Tyranthraxus a Private Message  Reply with Quote
That looks good.

Your alternative future is just what I needed for a steampunk campaign set in the realms.
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Arion Elenim
Senior Scribe

933 Posts

Posted - 03 Jun 2009 :  17:32:36  Show Profile  Visit Arion Elenim's Homepage Send Arion Elenim a Private Message  Reply with Quote
Wow. I'm in. Looks like a much better way to go...

My latest Realms-based short story, about a bard, a paladin of Lathander and the letter of the law, Debts Repaid. It takes place before the "shattering" and gives the bard Arion a last gasp before he plunges into the present.http://candlekeep.com/campaign/logs/log-debts.htm
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Akantor
Acolyte

France
24 Posts

Posted - 16 Aug 2014 :  21:59:25  Show Profile  Visit Akantor's Homepage Send Akantor a Private Message  Reply with Quote
Interesting topic.
I'm preparing something like that, making a campaign for high level characters destined to change the events resulting in Spellplague. They already have been involved in a small time traveling adventure (leading them to Time of trouble).

Did you go farther, I would be interested for both this campaign and my main character involved in helping the purple staves at their begining.

English is not my primary language so forgive me for any mistake, I do my best (and spend skill point at my next level)
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The Arcanamach
Master of Realmslore

1842 Posts

Posted - 18 Aug 2014 :  21:46:17  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Too bad there weren't any other updates to this great thread. Anyone have any further ideas to take this beyond the initital writeups?

I have a dream that one day, all game worlds will exist as one.
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Mapolq
Senior Scribe

Brazil
466 Posts

Posted - 19 Aug 2014 :  01:32:30  Show Profile Send Mapolq a Private Message  Reply with Quote
I think the OP was great with the rise of nation-states in his Faerûn, and the connections are all very clear and sensible. I'd do some differently, of course, but this is good work.

I feel kinda tempted to chirp in, but I got my own thread which I don't update in a year...

Never sleep under the jackfruit tree.

Tales of Moonsea - A Neverwinter Nights 2 Persistent World. Check out our website at http://www.talesofmoonsea.com and our video trailer at http://www.youtube.com/watch?v=am304WqOAAo&feature=youtu.be, as well as our thread here at Candlekeep: http://www.forum.candlekeep.com/topic.asp?TOPIC_ID=12955

My campaign thread: http://www.forum.candlekeep.com/topic.asp?TOPIC_ID=16447
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The Arcanamach
Master of Realmslore

1842 Posts

Posted - 19 Aug 2014 :  03:54:37  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Yeah I would have done somethings differently as well, but as you said the OP had very sensible ideas. Me, I just added the continents from other worlds to Toril. The OPs ideas made some of the Spellplague shennanigins worthwhile (from a historical perspective that is). I also like that Halruaa and other 'nuked' areas remained.

I have a dream that one day, all game worlds will exist as one.
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Akantor
Acolyte

France
24 Posts

Posted - 19 Aug 2014 :  17:20:28  Show Profile  Visit Akantor's Homepage Send Akantor a Private Message  Reply with Quote
I'm sorry, forgive my lack of knowledge. Can someone tell me what's OP?

If there is no update, are there others topics about no-spellplague evolution? I'm thinking about a high level campaign destined to avoid spellplague.

English is not my primary language so forgive me for any mistake, I do my best (and spend skill point at my next level)
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 19 Aug 2014 :  18:01:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Akantor

I'm sorry, forgive my lack of knowledge. Can someone tell me what's OP?

If there is no update, are there others topics about no-spellplague evolution? I'm thinking about a high level campaign destined to avoid spellplague.



Original/Opening Post/Poster. Either the creator of a topic, or the first post in the topic.

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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 26 Aug 2014 :  09:14:54  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
quote:
Originally posted by Akantor

I'm sorry, forgive my lack of knowledge. Can someone tell me what's OP?

If there is no update, are there others topics about no-spellplague evolution? I'm thinking about a high level campaign destined to avoid spellplague.



OP is Original Poster and I'd be interested in such topics, too.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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Lucifer_Drake
Acolyte

USA
9 Posts

Posted - 06 Sep 2014 :  22:09:59  Show Profile Send Lucifer_Drake a Private Message  Reply with Quote
Love the write up Daviot. I'm going to do something similar but going back to pre-Time of Troubles & working forward from there minus the Avatar Crisis events. Anything from 2e & 3.5 era Realms will have to take that into account. I'll also be adding my own outside empire into the Realms & introducing its colony in Faerun as a way to introduce Dragonborn & a few other things to my realms.
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