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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 30 Jul 2012 :  19:54:09  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Okay, i have been working on the Mulhorand side of events and tidying up the mistakes i made in the Unther timeline.

I noticed that in Sea of Fallen Stars sourcebook it says that a few weeks after the Ship of the Gods explodes then Mulhorand invades the Alaor, but in the 3.5 campaign setting it makes no mention of Mulhorand owning this island so i can only assume Thay took it back.
I have woven this into the plotline revolving around the power struggles between the church of Horus Re and Anhur (which i also assume Anhur wins eventually since Mulhorand invades Unther; this is not keeping things the same therefore not a Horus Re idea).

I am however a bit lost for ideas on what to do with Set and Sebek. One would assume they are not idle as things progress and would love to gain more power. I figure since Sampranasz is on the coast and is a small town it would be destroyed by the tsunami from the Ship of the Gods explosion which would hurt Sets priesthood or spread them to other settlements.
My idea is that Mulhorand discovers after the tsunami that Sampranasz was the centre of Sets worship and goes on a crusade against them.
However i would like for Set to gain an influential position in the central government paving the way for further intrigue. When the army is off invading Unther it would be a brilliant time for Set and Sebek to begin its plots and the like but again i cant think why or how this might occur.
Maybe the crusade ends in the Guardians of Skuld (a holy order dedicated to killing Set) goes after Set's worshippers and finds a few in the city that Sebek has and maybe its leader gets infected and becomes a werecrocodile gradually turning to Sebek's worship.
The precept of Sampranasz was seen as an honourable man so maybe he convinces the powers that be that he is not a Set worshipper and helps eradicate Set's (but mostly Sebek's minions in Mulhorand all the while using the rise in influence to get more of Set's men into the central government.
Anyone have an idea or two that i can pinch.

If i can figure out how i will edit the original posts and alter the timelines as appropriate

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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 31 Jul 2012 :  15:20:31  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Okay here is part one of the timeline again (correcting a few mistakes i made first time round and adding in a bit more for Mulhorand to get them involved in events in the area. Most of it is between 1357 and 1370.

The Year of the Prince (1357 DR)
Hammer
- Theris, king of Mourktar, is dying and he has no heir. On the instructions of his god, Assuran of the Three Thunders, he is leaving his throne to the most worthy successor. To find this successor, he is holding a tournament of athletic skills at the base of Mount Thulbane four months hence. This tournament is open to any who choose to participate. The winner of the tournament will be the new king.

Ches
- The Statues That Walk have finally come to a halt, one year to the day after they began to move, for reasons as inexplicable as why they began to move in the first place. The Statues wreaked destruction throughout Mulhorand, but rebuilding efforts are already well underway.
Tholaunt, Divine Precept of Thoth, has determined that Derlaunt, Precept of Gheldaneth, was foolishly responsible for reanimating the Statues. Derlaunt intended to animate and control only a single Statue, which would have been a definite coup in the ongoing power games of the various priesthoods, but he quickly determined that he had awakened all of the Statues, and could not control any of them. Tholaunt has not revealed Derlaunt's foolishness to anyone else, but he has required several significant acts of atonement on the part of the Precept of Gheldaneth. Even Tholaunt is unsure as to why the Statues have stopped moving.
- A wave of assassinations in Mulhorand climaxes in the murder of Pharaoh Akonhorus of Mulhorand at the hand of one of his most trusted advisors. Horustep III (age 11) takes the throne of Mulhorand, ushering in an age of unusual ferment in Mulhorand.
The Fangs of Set are responsible for the spate of assassinations, including the previous pharaoh's murder, and they have plans in the works to kill the boy-king as well. The Fangs employ magic to charm the designated victim's friends or bodyguards into becoming their murderers.
Many priests in the clergy of Horus-Re are not happy about their new ruler's energy, fearing (rightly so) that it will eventually lead to a reduction in their authority.
- The Red Wizards of Thay have sent legions of elementals against the Coastal Cities. Four of the cities are reported destroyed (Lasdur, Taskaunt, Murbant, and Thasselen) and taken under Thay's banner. Tilbrand surrendered without a fight, and Escalant is still holding out. It is thought that such vast numbers of elementals could not be summoned by spell, but rather a gate or portal was opened directly to the elemental plane of fire. Many refugees are said to be fleeing across the Wizard's Reach to Chessenta and the Vilhon Reach.
NOTE TO THE EDITOR: This event occurred in Ches, 1356, according to the DM's Sourcebook of the Realms, but every other source, including Dream of the Red Wizards, Old Empires, and Spellbound, has placed this event in 1357. Note also that the city of Tilbrand is also called Hilbrand in many sources, and the city of Thasselen is also called Tahasselen in at least one source.
- Cimbar's armies drive back the encamped allied forces of Airspur and Soorenar to the south and the west in a series of engagements across the Plains of the Red Wyrm.
NOTE TO THE EDITOR: The Plains of the Red Wyrm are the unamed lands west of Cimbar and south of Airspur.

Tarsakh
- The Wraith of the Inner Sea, a fleet of Chessenta privateers, have attacked and sunk three ships from Delthuntle sent to break the siege of Escalant and deliver much needed supplies to that city. The Sceptanar has condemned the attack, despite Cimbar's historic rivalry with the Cities of the North Coast, declared the half-orc "Sea Queen" Kreodo outlaw, and barred the Sea Queen, the Sea Horse, the Sea Jewel, and the Sea Quest from Cimbar's harbour. In contrast, the military council of Airspur, including its leader, the half-orc Khrulis, has expressed its support for the Sea Queen and noted Escalant's indirect support for the prior government of Airspur: a theocracy dedicated to Bhaelros.
Airspur's declaration of support for the naval action has far more to do with its ongoing war with Cimbar and the common heritage its ruler shares with Kreodo than the trade agreement signed between Escalant and Airspur years ago when the cult of Bhaelros happened to be in power.
NOTE Wraith of the Inner Sea are a mercenary company previously based out of Cimbar.
- In this year the Salamander War begins when summoned fire elemental forces invade the Wizards Reach taking Escalaunt an Laothkund.
- In pursuit of their goal of destroying all magic and inflicting painful deaths on all its practitioners, the lords of Luthcheq kidnap powerful mages throughout eastern Faerun. One such abduction results in the capture of King Hercubes' eldest daughter, an aspiring sorceress, and, in response, Mordulkin mobilizes for war.
Therescales, an agent of Jaerios Karanok, exposed the opposition Magus Society's plan to contact a powerful foreign wizard to his Karanok spymasters. When the Society moved to contact the ruler of Mordulkin through his daughter and to plea for that city's assistance, the Karanoks had the princess abducted by agents already in place in Mordulkin and proceeded to round up every mage or mage sympathizer in Luthcheq they could find, they leave the Magus Society intact and their spy in place; hoping to enjoy again the thrill of capturing and torturing powerful foreign magelords. Mordulkin's inevitable declaration of war was of no consequence to the mad Karanoks.

Greengrass
- Gilgeam demonstrates his athletic prowess during the Festival of Assumption, the most holy day of the Untheric calendar which marks the Supreme Ruler's coronation over two millennia ago. While cheering crowds (secretly rooting for Gilgeam's opponent) watch from shore, the Father of Victory dispatches a dragon turtle in the harbour of the City of Gems.
Only the strenuous efforts of the incarnations of Isis and Ramman prevent the complete destruction of Unthalass's port district during the battle.
- A fleet of three score naval vessels sails from Sultim's harbour following the Sharpening of the Sword festival. Constructed in secret by the clergy of Anhur in sea caves south of the city, the ships and their heavily armed crews leave despite diviners' predictions of fierce storms. Several suspected agents of the Red Wizards in the city disappear in the hours before the fleet departs.
The Anhurites intend to assault and, if possible seize, the Thayan base on the Alaor (an island due west of Sultim and due south of Bezantur). Warnings of a brewing tempest in the region are discounted due to suspicions that Thayan spies have already alerted the Red Wizards to the impending attack and unwillingness on the part of Anhur's priesthood to disobey the direct command of the Divine Precept of Anhur.

Mirtul
- The fleet of vessels dispatched from Sultim by the priests of the Blood Fortress is decimated by fierce storms which wrack the Alamber Sea and never reaches the Alaor. Nevertheless, the crews of the surviving ships are perfectly positioned to attack a sahuaghin army that coincidentally emerges from the depths to raid the coastline from Skuld to Sultim. The Battle of Summer Storms rages up and down the coast of Mulhorand for a fortnight before the armies of Aleaxtis are driven off. Less than a dozen vessels from the original fleet return to Sultim's harbour. Despite the great loss of life, Anhur's priesthood garners considerable respect from the populace for defending Mulhorand from foreign invaders, its ancient responsibility. The priesthood of Horus-Re, which was caught totally off guard by the attack, suffers a comparable loss of status.
- Mourktar has a new monarch of Mulhorandi ancestry, King Theriheb I, a paladin of Osiris. There were many disruptions during the tournament due, in large part, to the rampant cheating and the settling of numerous long-standing feuds among the participants. Notably, Helyos of Akanax, one of the favoured contestants and leader of the lawless band of mercenaries based in Akanax known as the Renegades, was implicated in the death of Thareus, a lieutenant in a rival mercenary group known as the Society of the Sword (currently based in Cimbar), during the charioteering competition and forced by King Theris to withdraw from the tournament. Gilgeam's chosen champion, Nebuseddar, an early favourite in the competition, died from magically poisoned wine he drank on the third day of the tournament and could not be revived. In the planned duel to the death between the two final candidates, Sorn, a trader from Bezantur, vanished a split second before Theriheb could inflict a death blow. Evidence discovered later implicated Sorn in Nebuseddar's murder. Within days of King Theriheb's ascension to the throne, the former monarch dies peacefully in his sleep.
Sorn is really a servant of Lauzoril, Zulkir of Enchantment and Charm, who was ordered to win the crown or assassinate the winner. Despite Sorn's failure to accomplish his mission, the Red Wizard rescued his agent seconds before his death, for the false-merchant was successful in framing Helyos for Thareus's death and for the murder of Nebuseddar, thus eliminating two of the most likely victors.
- Mordulkin's armies meet the armies of Luthcheq in a series of inconclusive engagements near the Ford of Nanna-Sin that gradually bog down into a stalemate along the Jade River.
NOTE TO THE EDITOR: The Jade River runs northwest from the Riders to the Sky mountain range to the Bay of Chessenta, exiting between Luthcheq and Mordulkin. The Ford of Nanna-Sin is named for a long-dead member of the Untheric pantheon and is located where the road from Luthcheq to Mordulkin crosses the Jade River.
- Cimbar's armies push Airspur's forces nearly halfway down the coast to the west before Airspur's armies manage to regroup. Cimbar's fight against Soorenar's armies grinds to a halt less than ten miles from Cimbar's outlying farms. In response, Soorenar's lords hire powerful wizards to bombard Cimbar, devastating unwarded New Cimbar and severely weakening the city's economy.
Soorenar's bombardment of Cimbar alienates wavering Akanax, which had been considering attacking Cimbar, as Soorenar employed similar tactics against Akanax in the most recent war between the two cities.

Kythorn
- A secret expedition to Raven's Bluff has returned to Luthcheq in triumph. Led by one of the younger Karanoks, the band succeeded in capturing and bringing back alive a mated pair of disenchanters. An extensive breeding program is expected to ensue.
- Escalant has fallen to elemental armies of Thay.
- The youngest son of King Hippartes is attacked and badly injured, and agents of Soorenar are blamed. In revenge, the monarch of Akanax forms the Triangle Alliance with Cimbar and Mordulkin, and the three cities declare war on the Northern Alliance of Luthcheq, Soorenar, and Airspur.
Mordulkin is behind the attack on the young prince. Agents of Hercubes deliberately implicated Soorenar's rulers so as to draw Akanax into the war, increase the forces arrayed against the Northern Alliance, and weaken Luthcheq's security to the west, thus improving Mordulkin's overall position.

Flamerule
- War has broken out between Thay and the armies it used to conquer much of the North Coast. Legions of humans, gnolls, goblins, and zombies are battling salamanders for control of the Priador. Occupying forces have been withdrawn from Tilbrand, Lasdur, and Taskaunt.
- A tax revolt in Messemprar is gathering steam, and food shortages are growing. Gilgeam, the Supreme Ruler of Unther, takes no immediate action.
- Riots break out in Airspur between the majority human populace and the half-orc minority, composed largely of recent immigrants. The half-orc Khrulis and the rest of the military council are forced to sue for peace with Cimbar in order to crush the incipient revolution.

Eleasias
- The Sceptanar of Cimbar, self-proclaimed ruler of Chessenta, has sent an envoy to Sembia, Cormyr, and the Dalelands seeking word of those who unleashed the magic-eater in Scornubel two winters ago. The Sceptanar has a similar creature imprisoned in an ancient globe in the Crypt Royal, and offers gold, magical training, griffins, or noble maidens of his realm to anyone who can safely unleash the magic-eater without harming the people and treasures of Chessenta. He wants it returned to its home plane or controlled to do his bidding in a certain task.
- The armies of Cimbar and Akanax besiege Soorenar, but the siege unexpectedly settles into a stalemate as the putative allies jockey for position after the expected fate of their mutual foe.
- Luthcheq's armies slowly fall back in the face of Mordulkin's superior forces. The cost to both cities is high however, and Mordulkin's wizard corps is devastated by the witchweed fields the Karanoks have secretly sown west of the Jade River.

Higharvestide
- Riots erupt in Messemprar due to severe food shortages.

Marpenoth
- The riots quickly in Messemprar lead to open revolution, and many city guardsmen and citizens are killed in the strife. Control of the city is divided among several factions: Lord Annunaki and his guard control the palace district, the Northern Wizards control the southern section and the city gates, and the "non-slaves" (ex-slaves who have renounced their freedom) control the dock district.
- Akanax mobilizes for an assault on Soorenar, and in response the Lords of that city sue for peace with Cimbar, hoping to spare their city and save their own lives. The Sceptanar of Cimbar accepts Soorenar's surrender, and defers further conflict by promising Akanax free passage for its trade goods and forcing vanquished Soorenar to pay heavy reparations to rebuild Akanax.
Luthcheq and Mordulkin reach an uneasy armistice brokered by the Sceptanar as neither Cimbar nor Akanax can spare troops to enter the war (as both are too busy guarding against treachery by the other), and Mordulkin's unexpectedly heavy losses prevent Luthcheq from being overwhelmed but are not severe enough that Luthcheq has any hope of prevailing.

Uktar
- Larsa and Tammuz, high-ranking members of the Northern Wizards are murdered, and the assassin is said to be Shuruppak, the Reaper. Within two days, the palace district is overrun and Lord Annunaki is killed by an angry mob. Dama, leader of the slave revolt, and Shurlash, leader of the Northern Wizards, jointly declare the independence of the Free City of Messemprar. Gilgeam sends six ships of Unther's navy to blockade the port and his poorly trained army to besiege the city walls.

Nightal
- The Siege of Messemprar persists, but without any sign of resolution. Ships from Bezantur and Mourktar easily evade the naval blockade and supply the city's hungry populace with sufficient food to resist Gilgeam's ire.
While King Theriheb of Mourktar is assisting the rebels primarily for moral reasons, the shipments from Thay are simply another ploy by Lauzoril, Zulkir of Enchantment/Charm, to destabilize Unther and possibly to acquire a permanent base on the southern coast. Ruduk, Lauzoril's agent, has ensnared Dama in a web of enchantments that leave the charismatic demagogue susceptible to his every word.
- Sahuagin from the Aleaxtis repeatedly raid the coastline of Unther in revenge for the attack on their forces in the Battle of Summer Storms, the town of Red Haven is particularly hard hit.
- The Skriaxit, the dreaded dust storm, a harbinger of doom to come appears in the Plains of Purple Dust.

The Year of Shadows (1358 DR)
Kythorn
- The biennial competition to determine Chessenta's finest athletes begins on the first day of Kythorn on the fields of Pryollus under the shadow of Mount Thulbane. The most notable participant is King Hippartes, who has not competed in the games since assuming the throne of Akanax.
King Hippartes has received a vision from the god Assuran commanding him to participate in the games, and the monarch, a faithful follower of the Lord of Three Thunders, attends without question.
- The Fellowship of the Firebrand has arrived in Cimbar from lands to the north and west and accepted the Sceptanar's challenge. When the group attempts to unleash the imprisoned hakeashar on the 15th day of Kythorn, however, both the adventuring company and the eater-of-magic simply disappear without a trace. Suspecting treachery leading back to the Karanoks, the Sceptanar quickly offers a sizable bounty on the head of every member of the company. For the time being, Cimbar's Great King chooses not to open the treasure vault of the Crypt Royal as he fears further trickery.
In truth, the Fellowship of the Firebrand and the Sceptanar fell victim to the magical chaos caused by the Fall of the Gods. A simple divination spell employed by Maelos Karanok to spy on the proceedings misfired, creating a magical vortex between the temple of Entropy in Luthcheq and the Crypt Royal. Both the hakeashar and the adventuring company were swept through the temporary gate to Maelos's private chapel. The high priest of Entropy and all but one member of the Fellowship were slain in the ensuing implosion of the hakeashar when it came into contact with the burning witchweed in the room, and a large, permanent dead magic zone centered on the temple and encompassing most of Luthcheq was created in the aftermath of the event.
- The town of Klondor is consumed by the Skriaxit destroying every building and killing every inhabitant before travelling further into the Great Vale. This causes widespread panic among the people of Mulhorand. Hethhab, the incarnation of Anhur and his loyal followers rides into the Skriaxit causing it to disperse. Rezim tries to keep this development a secret by having all witnesses to the event assassinated before word can spread of the brave Hethhab's sacrifice (and Rezim's involvement in his posting to such a dangerous position).
Rezim himself claims the calming of the Skriaxit as a triumph for the church of Horus Re, this greatly increases the prestige and opinion of the Church of Horus Re in the eyes of the people.
The loss of so many Chessentan mercenaries in Klondor causes opinion amongst them to turn away from the church of Horus Re whom they blame for posting so many in one place and failing to do anything to prevent it in time to save Klondor and the mercenaries.
- On the 15th day of Kythorn, gods arrive in the Realms in weakened avatar form throughout Faerun. In the Old Empires region, this arrival is far less dramatic than elsewhere given the number of god-kings of the Untheric and Mulhorandi pantheons already in residence.
The most notable manifestation occurs when the Lord of Three Thunders appears on the slopes of Mount Thulbane in the body of King Hippartes and descends to greet the awe-struck assembled participants and spectators. Assuran/Hippartes commands all those present to return to their cities and gird for the war of revenge which will soon sweep all of Chessenta. The Lord of Three Thunders then vanishes in a massive plume of smoke as three booming thunderclaps roll across the plains of Threskel.
Appearances of omnipotent power notwithstanding, Assuran/Hippartes departs for the Thaymounts where he has hidden a cache of weapons for use in the coming conflicts. Although successful, the Lord of Three Thunders narrowly evades the plots of a Red Wizard known as the Masked One on the 19th of Kythorn. He then returns to Akanax and prepares for war.
- The six-month old siege of Messemprar is finally ended. In the chaos that follows the Fall of the Gods, Gilgeam finds it prudent to withdraw his army (those who did not desert) from Unther's northern border and declare victory. In Messemprar, Dama dies a martyr's death when he falls to the Reaper's blade, as a parting gift from Gilgeam. Shurlash and the Northern Wizards reconstitute the government as an oligarchical magocracy. In gratitude for the assistance of Mourktar and Bezantur, the council of Messemprar drafts laws granting merchants from both cities special trading privileges.
While the Red Wizards lose much of their sway over Messemprar with the death of Dama, Ruduk had managed to infiltrate the Northern Wizards during the course of the siege, and he joins the ruling council upon Dama's death. Gilgeam never acknowledges the secession of Messemprar, but neither does the god-king attempt to exercise his sovereignty in the region again.

Flamerule
- Citing Akanax's unsated appetite for revenge against Soorenar, Assuran/Hippartes and the armies of Akanax march north along the River Akax. Soorenar quickly falls to the attackers, despite the assistance of the occupying Cimbaran garrison, and is occupied in the resultant carnage by Akanax.
- Maladraedior, the great blue wyrm, has been seen once again over the skies of Dalath in hale health. Some 2,650 years ago, Maladraedior, then the reigning suzerain of the blue dragons of Unther and Mulhorand, abdicated or disappeared, and the great wyrm has not been seen since. Several merchants visiting Dalath at the time have recounted his aerial battle with a lesser wyrm of uncertain heritage who quickly fled from the 4,000 year-old behemoth. The last sighting of Maladraedior occurred in the Great Vale of Mulhorand and he was spotted heading south and east towards the great dust desert of Raurin.
As the last remaining worshiper of Kalzareinad, a (N(E)) demipower of draconic magic, Maladraedior was the only candidate to serve as that draconic deity's avatar host during the Time of Troubles. The great blue wyrm has long laired beneath the streets of Dalath in a hidden temple where he is served by members of the Ramahiresh and Kalmarak families. As Kalzareinad/Maladraedior, the great blue wyrm emerged from his centuries of seclusion and set out to recruit new worshipers among the younger blue, brown, and yellow dragons of the Raurin region, achieving only limited success. At some point, Kalzareinad/Maladraedior encountered the avatar of Kereska and Kalzareinad voluntarily merged his aspect with that of the Wonderbringer. The revitalized Kereska accepted Maladraedior as one of the highest ranking priests of her faith, and bid him to redouble his evangelistic efforts.
Following the conclusion of the Time of Troubles, Maladraedior returned to his subterranean lair in secret, along with a clutch of twelve chromatic dragon eggs of varying hues that he plans on raising as disciples of Kereska/Kalzareinad. As a gift from his reinvigorated deity, Maladraedior has maintained the youthful state of health Kalzareinad's avatar exhibited. As a result of his renewed vigour, Maladraedior may become significantly more active in the coming decades.
- Several hundred followers of Geb are observed by passing merchant traffic entering sea caves west of Skuld. None of the missing Gebites are ever heard from again, and the caves they entered mysteriously collapse within hours of their disappearance.
Geb leads his followers west through tunnels beneath the Alamber Sea to the subterranean heart of the island known as the Ship of Gods. There his followers begin construction of a temple they call the Golden Forge in the depths of the simmering volcano that dominates the isle. The Gebites complete their temple over the course of the next decade, all the while working to contain the long-threatened eruption.

Eleasias
- Savage werecrocodiles of the Adder Swamp win an important victory in their long-running war with a community of wererats resident in the region. Sebek's faithful are said to have been lead by an avatar of the Smiling Death who manifested after the Fall of the Gods.
- The armies of Akanax, augmented by conscripts from fallen Soorenar, unexpectedly appear outside the walls of Luthcheq. Within days, Luthcheq is reduced to a smoking ruin, and Assuran/Hippartes declares that Cimbar's historic arrogance towards the other cities of Chessenta will soon be avenged. The Sceptanar of Cimbar wisely surrenders to the vengeful god-king without even a token of protest. As for the mad Karanoks, most are slain, but a few survive amidst the catacombs of the ruined city.
Saestra Luthcheq the vampire is drived from the city and wanders the realms for many years before settling in Erlkazar.
- Reports of a great battle in the harbour of Sultim spread throughout Mulhorand. The avatar of Anhur, God of War, has defeated a great white shark larger in size than the greatest leviathan. The shark, believed to be the avatar of Sekholah, god of the sahuaghin, is said to have been gravely injured and fled the Alamber Sea.
- Gilgeam, god-king of Unther, destroys the Dark Lady, a three-headed (red, blue, and green) incarnation of Tiamat that has been active in the Firetrees region since the Year of the Bloodbird (1346 DR). A several mile wide swath along the southern bank of the River Alambar is incinerated in the conflagration touched off by the battle. The Supreme Ruler of Unther declares the Nemesis of the Gods forever vanquished. Tiglath, high priestess of the cult of Tiamat, disappears during the battle.
The Battle of Burnt Fields does indeed destroy Tiamat's avatar, but the Dragon Queen is well prepared for that outcome. The Chromatic Dragon's essence splinters and disperses into the three most powerful chromatic dragons in the region of the corresponding colors: Tchazzar (red), Gestaniius (blue), and Skuthosiin (green). Shudu-Ab assumes control of the Cult of Tiamat in Unthalass. Tiglath is thought dead but secretly retreats to Cult holdings in Firetrees on the edge of The Green Fields where the church is strong.

Eleint
- The Salamander War has finally come to an end and the Red Wizards are victorious thanks to the aid of the elemental legions of Kossuth, Tyrant Among Fire. The western Coastal Cities have maintained their independence, while the eastern cities of Escalant, Murbant, and Thasselen have fallen under Thayvian domination. Claims that Kossuth himself appeared on behalf of the Thayvian are widely dismissed as rumor, despite the presence of many other deities in the Realms.
- King Theriheb I vanishes after just over a year on the throne of Mourktar. Shuruppak, Gilgeam's chief assassin more commonly known as the Reaper, is widely blamed Theriheb's assassination, but no trace of the paladin of Osiris is every found. A regency council chaired by Surran Thunderbolt, high priest of Assuran, and including prominent merchants, military leaders, and Dread Imperceptor Kabarrath Telthaug, high priest of the Black Lord's Cloak, assumes control of the city.
Mourktar's late monarch was in fact deposed by Banite agents of Telthaug as part of the Dread Imperceptor's plot to seize power in the city. Telthaug continues secretive efforts underway to co-opt the members of the new ruling council.
- The armies of Assuran/Hippartes march around the northern extent of the Riders to the Sky Mountains, seeking vengeance for Unther's purported involvement in the disappearance of Mourktar's recently anointed king. Reinforced by armies from Mourktar, the Chessentan armies shatter Unther's poorly equipped and poorly trained forces in the Battle of Bloody Metal. During the conflict, Assuran slays Ramman, the Untheric god of war.
- A gigantic red wyrm is observed in flight above the Great Vale heading towards the Sword Mountains.
Tchazzar, imbued with Tiamat's divine energy, feels compelled to seek out Gestaniius, another receptacle of the Dragon Queen's essence. The great red wyrm eventually triumphs over his crippled opponent after twelve days of battle, and he immediately devours her corpse before sinking into a month-long slumber.

Marpenoth
- Hearing of Assuran/Hippartes victory over the armies of Unther (they have not yet heard of his subsequent defeat at Anhur's hands) the council of Mourktar elect Telthaug the Regent of Mourktar.
- Gilgeam sensing the death of Ramman orders his clergy in the city of Unthalass executed immediately. Very few of Ramman's priesthood in Unthalass survive, those that do quickly leave the city and head to the Green Fields where their worship is strongest.
- The shattered armies of Unther are reforged under the leadership of the avatar of Ramatep, god of war. In the Battle of Thunder, on the 10th of Marpenoth, the armies of Unther and Chessenta clash on the plains of Threskel, while the avatars of Assuran and Ramatep battle for supremacy. The tightly executed strategy of Unther's general divides the army of Chessenta, despite its numerical superiority, and the allied forces of the city-states quickly dissolve into squabbling legions. Ramatep drives the Lord of Three Thunders from Unther, Ramatep is the Untheric name for Anhur, Mulhorandi god of war, and, in the aftermath of the battle, Anhur claims fallen Ramman's disputed portfolio.
- The Alliance of Chessenta quickly dissolves once again into fractious city-states with the defeat and disappearance of Assuran/Hippartes. Former inhabitants of Soorenar and Luthcheq begin the slow rebuilding of the western cities. In addition to the populace who begin rebuilding Luthcheq, Luthcheq's catacombs are adopted by many of the wererats fleeing the Adder Swamp. The Magus Society relocates to holdings just outside the city of Luthcheq away from the dead magic zone.
- The 15th of Marpenoth is the Time of Departure and the end of the Time of Troubles.
From this day forward, the long-static pantheons of Unther and Mulhorand as well as the Faerunian pantheon are forever changed. Some gods, such as Ramman, Bane, Bhaal, and Myrkul, have been destroyed, others, including Tiamat and Assuran, are noticeably absent, and others, such as Gilgeam, are significantly reduced in power. Both the Untheric and Mulhorandi pantheons are reconnected with their Outer Planar essences, and thus less involved with the day-to-day affairs of Unther and Mulhorand, respectively. Their power is hereafter dependent on the strength and fervour of their followers.
- Numerous wild and dead magic regions appeared in Chessenta, Unther, and Mulhorand during the Time of Troubles, and some of them appear to be persisting. In addition to the large dead magic zone that appeared throughout Luthcheq during the Time of Arrival, smaller such regions have been found scattered throughout the eastern reaches of the Akanapeaks (with several such regions located near strongholds occupied by the Flaming Spike orc tribe) and in the northern reaches of Azulduth, "The Lake of Salt." Many wild magic regions have appeared as well in these three ancient lands. The largest seems to be located in the Hills of Maerth, centered on the holdings of the archmage Azurax Silverhawk, who purchased large tracts of land in area several years ago. Whether this development will impede or facilitate his quest for a philosopher's stone is unknown. Smaller wild magic "bubbles" have been found throughout the Methwood and along the banks of the River of Spears as well.
The wild magic zone in the Hills of Maerth is due in part to the magical researches of Azurax Silverhawk. The archmage had been secretly searching for the catacombs that lie beneath the ruins of the long-lost tower of Ultham, son of Urrekanam. The latter wizard is the near-legendary creator of the Magical Chessmen of Ultham-Urre and is believed to have once dwelt in the hills near the village of Oslin. Azurax found some magically hewn caverns that appeared to have been created by Ultham, but before Silverhawk could fully investigate them, a fluctuation in the Weave cataclysmically interacted with his divination spell. The subsequent explosion created a massive wild magic zone in the region and collapsed the newly discovered complex. Azurax barely escaped with his life.
- A three-headed dragon sporting red, blue, and green heads is seen overhead in Maerch. This follows three days after the only survivor of a hunting party stumbles out of the Methwood claiming to have witnessed a terrible battle between a two-headed dragon who breathed fire and lightning and the venerable green dragon of the Methwood, Skuthosiin.
After slaying Gestaniius and devouring her corpse, Tchazzar absorbs the divine energy she too had received from Tiamat. The Father of Chessenta then sprouts a second head, blue in hue, and begins to hunt Skuthosiin in the belief that a victory over the green dragon will allow him to replace Tiamat in the pantheon. When Tchazzar foolishly destroys Skuthosiin and devours his corpse in turn, Tiamat manifests once again in the Realms and the Chromatic Dragon begins to plot the death of Gilgeam, once and for all.
The Feast of the Moon
- A five-headed avatar of Tiamat lands atop the Ziggurat of Eternal Victory in the Palace District of Unthalass and bellows out a challenge to Gilgeam in the tongue of the gods. Unable to ignore this challenge, Gilgeam emerges from his throne room for the first time since the Time of Departure. At first, the Supreme Ruler of Unther and the Dragon Queen at first seem evenly matched, but the diminished stature of the son of Enlil is soon apparent to even his followers. The Chromatic Dragon destroys the last true member of the Untheric pantheon after twelve hours of continuous battle that destroyed much of the Unthalass as it unfolded. The avatar of Tiamat consumes her ancient enemy's corpse and perishes immediately thereafter, despite the lack of an obviously mortal wound.
Unbeknownst to most inhabitants of Unthalass, the battle which destroyed their city continues to rage in Acheron and Baator. Gilgeam's Outer Planar essence destroys Tiamat's avatar after the Chromatic Dragon destroys his manifestation in the Realms. Tiamat in turn attacks Gilgeam, albeit at great personal cost to herself. The Feast of the Moon of the Year of Shadows is forever known in the Old Empires as the Feast of Tiamat.

Nightal
- Fires and beasts loosed by the destruction of Unthalass's zoo and gladiator arena rage throughout the City of Gems unchecked for ten days after the death of Gilgeam. Rampaging mobs who gather as night falls destroy idols of Gilgeam throughout the city and kill every Gilgeamite they can find. The rioting does not stop until the Ziggurat of Eternal Victory is sacked on the tenth day after Gilgeam's destruction. For the rest of the month, Unthalass slowly disintegrates as no one rules the city. Thousands of refugees flee the chaos of the "Night Fires" with the aid of the clergies of Ishtar (Isis) and Ramatep (Anhur).
- Sahuagin from Aleaxtis launch raids along the coasts of Unther in revenge for the Battle of Summer Storms and the defeat of Sekolah by Anhur who was last seen in Unther during the Time of Troubles.
- Lord Karigulzu, attempting to flee Red Haven by ship is carried away by Sahuagin beneath the waves of the Inner Sea, the first victim of their raids on Unther.
- The Cult of Tiamat in Firetrees executes Lord Tulkuti upon hearing of Gilgeams death
- Lord Ekur allies with the church of Ishtar in Shussel using the high priest Ibalpiel to calm the local citizenry and ensure the local merchants turn to Lord Ekur and his Chessentan mercenaries for protection from the anarchy that is sweeping the country and the Sahuagin raids that plague the coastline
- Lord Gudea being the only honest lord in Unther is secreted out of Unthalass by his loyal servants with the aid of the priesthood of Ishtar and Anhur. He makes his way to Ssintar and sends out word that those loyal to Unther can find safety in Ssintar.

The Year of the Serpent (1359 DR)
Hammer
- As the great diaspora from shattered Unthalass continues, anarchy spreads to the rest of Unther. Within a fortnight, Gilgeam's clergy is annihilated thanks to the mobs that fan out across the country, looting and killing as they go.
In Unthalass, a still calm gradually settles over the city. The City of Gems is reduced to less than a tenth of its pre-Time-of-Troubles population.
A few of Gilgeam's priests and an army of slaves escape the tumult and make their way to a secret stronghold long hidden in the eastern branch of the Smoking Mountains. The new residents of the Citadel of Black Ash are all that remain of Gilgeam's once all-powerful clergy.
Shudu-Ab's Serpent Guards begin a reign of terror throughout Unthalass and the surrounding region after the Dark Scaly Ones claim rulership of shattered Unther in their queen's name. Many opponents of the Dark Scaly Ones are hunted and killed in the months to come as Shudu-Ab gradually establishes her control over the City of Gems and her influence throughout much of central Unther. However, the Wyrm Princess's authority is undermined by the widespread belief that the Dragon Queen died alongside Gilgeam, and, despite the prayers of Shudu-Ab, Tiamat does not manifest in Unther over the course of the next decade or give any sign that might convince the populace otherwise.
- Hearing of Gilgeam's death Furifax and his bandits march to Unthalass across the Green Fields. The 1,000 militia immediately disperse upon seeing Furifax and his bandit cavalry advancing upon their position. The militia of the Green Fields migrates toward Ssintar and Lord Gudea. In the hopes of finding a safe haven from the bandits and the Cult of Tiamat.
- Zimrilim, high priest of Gilgeam; who survived his gods death and the chaos that followed, has embraced Cyric and has converted many of the priests of Bane within Unthalass who have also lost their god (the others who would not convert he killed). With the Chessentan mercenaries he had been funding for years that were stationed around outskirts of the city he seizes control of the entire Port District of Unthalass in a bloody battle with Cultists from the church of Tiamat and begins turning the district into his own fortress.
- Rezim the vizier of Mulhorand introduces a new law allowing the sale (rather than leasing) of slaves directly to nobles without interference of the church. Large numbers of slaves are purchased from the priesthoods generating vast profits (most of which enriches the church of Horus Re). Most of the buyers are from the priesthood of Anhur, another significant buyer are the rich in Sampranasz (worshippers of Set) who then educate the slaves further (and magically influence them) before leasing them out to other nobles and local and central government officials. After several years a network of Set sympathetic administrative slaves are in place within every city and level of government.

Alturiak
- Furifax arrives at Unthalass to find the city in complete chaos and anarchy, wishing to destroy whatever is left of Gilgeam's priesthood he blocks entry and exit from the city by land and orders his men to take the Port district.
- With Zimrilin in control of the Port District, food supplies to Unthalass' population begin to shrink. Zimrilin buys all the food that comes in and charges extortionate fees to distribute the food; those allying with him get preferential rates. The Cult of Tiamat in Unthalass already seriously damaged by Zimrilin's arrival is unable to contest his rule and retreats to the catacombs beneath the city. Ultuhegel the leading priestess of Ishtar in the city negotiates with Furifax over securing food for the city and in return the priesthood of Ishtar will assist him in securing the city.

Ches
- Zhenghyi, the Witch-King of Vaasa, is destroyed by the Heroes of Bloodstone, and Damara is reunited by Gareth Dragonsbane and his stalwart companions.
To break the stalemate at the Ford of Goliad between the armies of Damara and the Witch-King's forces, the Heroes of Bloodstone journey to the Abyss and steal the Wand of Orcus. During the course of their adventures, Gareth and his companions battle and slay an avatar of Tiamat. This setback disrupts Tiamat's plan to reappear in Unther and claim all of Gilgeam's former territory as her sovereign domain before the avaricious Faerunian and Mulhorandi pantheons began divvying up the unclaimed territory.
- Furifax turns to his secret Cult of Tiamat allies to help him supply food to Unthalass. Shudu-Ab has cultists begin kidnapping and enslaving citizens across Unther to work in the Green Fields. The entire town of Firetrees is enslaved and forced to work in the fields. Tiglath; unable to reconcile these latest acts with her conscience takes cultists loyal to her and leaves for Messemprar to establish her own sect

Tarsakh
- With regular food shipments arriving Furifax and the priests of Ishtar begin making plans to assault the Port District of Unthalass
- Ultuhegel hears of kidnappings in Unthalass by the Cult of Tiamat.

Kythorn
- The forces of Furifax (secretly aided by Shudu-Ab and his cultists) and Ultuhegel are ready to assault Zimrilin and drive him out of Unthalass. Jehokim sells information crucial to Ultuhegel's and Furifax's whereabouts in the city. Zimrilin attacks the opposition leaders before the assault begins in their separate safe houses within Unthalass and succeeds in capturing the priestess of Ishtar. Zimrilin's men disrupt a meeting between Furifax and Tiamatian cultists. When the kidnapping attempt is discovered the priests of Ishtar also discover Furifax's involvement with the Cult of Tiamat and the kidnappings in Unther. The priests of Ishtar now lead by Ningal dissolve their alliance with Furifax and leave the city.

Flamerule
- A greater quelzarn has been seen off the coast of Unthalass at least three times in the past tenday. Six ships are already missing, including the Bey of Chessenta, the Maid of Gems, the Pride of Enki, and the Watcher's Cape, and their disappearances have been blamed on the legendary sea serpent. Hunted nearly to extinction centuries ago by Untheric nobles, it has been seventeen years since the last known sighting of a quelzarn, let alone a greater quelzarn. The situation in Unther is too chaotic for a hunt to be organized, and the beast disappears within a month of its first noted appearance after wreaking havoc with shipping in the Alamber Sea.
- Furifax and Zimrilin come to a tentative truce with one another dividing the city of Unthalass between them so that they both might benefit from the situation.

Uktar
- After attacking distant Shou Lung, the Tuigan horde turns westward and invade Faerun. The Tuigan horde battles the armies of Thay in the Battle of the Griffon Legion.


The Year of the Turret (1360 DR)
Hammer
- Lord Ekur arranges Ibalpiel's disappearance and makes it appear that she was kidnapped by Cultists of Tiamat (really her body lies at the bottom of the sea).
- Cimbar provides food and manpower aid to Soorenar and Luthcheq and absolves any trading embargoes and fees the two cities may have had to pay Cimbar in order to alleviate their suffering caused by the recent troubles.
- Rezim introduces a heavy road tax to repair and maintain the eastern roads of Mulhorand, this causes much resentment among the merchant class, and causes the coffers of the church of Horus Re to increase even further. Improvements to the Eastern Way do begin almost immediately increasing the opinion of the Church of Horus Re in the eyes of the people.

Alturiak
- The Tuigan horde battles the armies of Rashemen in the Battle of the Lake of Tears.

Flamerule
- The Tuigan horde battles the Army of the Alliance, led by King Azoun IV of Cormyr, in a series of conflicts known collectively as the Battles of the Golden Way.
- On the back of popular opinion of the Church of Horus Re, Rezim introduces a new law preventing the Justices from applying the rule of law to priests of Horus Re. This antagonise the church of Osiris.

Uktar
- Word reaches Mourktar of the Banedeath unleashed in far-off Zhentil Keep by the followers of Cyric. Dread Imperceptor Telthaug unleashes his own inquisition in the name of Bane Reborn, and many citizens of Mourktar disappear forever after being taken to the dungeons of the Black Lord's Altar.
In the course of the inquistion, Telthaug's followers abduct and murder the few true Cyricists in Mourktar as well as many mid-ranking followers of Assuran. By the end of the year, when the inquisition finally draws to a close, three-quarters of the regency council reports directly to Telthaug, and the followers of Assuran are greatly reduced in influence.


The Year of Maidens (1361 DR)
Mirtul
- The corpse of a large vodyanoi washes ashore on the beaches of Oslin. The aquatic umber hulk has apparently been dead for quite some time, and it appears to have been bitten nearly in half. The Lords of the Inner Reach, a mercenary company employed by the small trading village, begin accompanying local fishermen and merchants sailing on the Akanamere.
A young dragon turtle has been driven from its lair in the depths of the Wizard's Reach and sought out the relatively peaceful waters of the Akanamere. It reached the lake by swimming up the River Akax, and the monstrous beast finds the bountiful waters and lack of competition to its liking. The dragon turtle quickly drives off the family of vodyanoi (aquatic umber hulks) who have long dwelt in the region and then begins to settle into its new demesne.

Kythorn
- - A large dragon turtle surfaces in the harbor of Rodanar and destroys two trading vessels from partially rebuilt Soorenar. The monster brushes off the feeble attacks of the town's few defenders and departs after ingesting both crews. Panic quickly spreads along the coast of Chessenta's largest lake. Over the next few weeks, no fewer than seven ships of varying sizes disappear in the Akanamere.
- The army of Cimbar marches toward Soorenar (still damaged by the invasion of Akanax). Instead of besieging the city the army offers the hand of friendship and asks for their aid in taking Akanax and uniting Chessenta once again so that they may take Unther and bring true enlightenment to its people. Without any other choice Soorenar allies with Cimbar and contributes to its armies.
- More trade caravans begin appearing along the Eastern Way travelling into Mulhorand, as a result bandit activity and monster predations in the area increase.

Eleasias
- The armies of Cimbar and Soorenar march on Akanax. King Hippartes cannot resist the combined might of both armies and joins forces with Cimbar. The army makes camp at Akanax to prepare for winter. Diplomats are sent to Luthcheq requesting it join the Chessentan alliance.
- Khrullis begins reinforcing his army in preparation to attack Cimbar once their army reaches Luthcheq and is therefore too far away to respond in time. Unbeknownst to Khrullis Cimbar has bought the allegiance of Horgkin; leader of the mercenary company the Wardogs based in Airspur.

Flamerule
- The Lords of the Inner Reach fight a five-hour battle with the Akanamere's newly resident dragon turtle from Oslin's beaches and moored fishing vessels. Well over half the company and most of the anchored ships are destroyed by monster's breath weapon, but the beast is believed to be severely injured and retreats. Rumored sightings of the dragon turtle decline precipitously over the next several weeks, and the beast is assumed to have fled or died. In the years to come, the occasional lost ship is blamed on the Akanaturtle, as the dragon turtle is commonly referred to, but no one really believes the monster remains with the lake.
In truth, the Akanaturtle remains within the Akanamere, but it is much more careful in choosing its targets and eliminating all potential witnesses. The dragon turtle restricts itself to destroying only a handful of vessels each year and only during inclement weather when they could have conceivably foundered on their own.

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Edited by - Gary Dallison on 31 Jul 2012 15:27:53
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Gary Dallison
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The Year of the Helm (1362 DR)
Ches
- Explorers in the desolate southeastern reaches of Mulhorand discover the ruins of an ancient city on the northeastern shore of Azulduth. News of the discovery spreads quickly through the remote town of Buldamar and much more slowly throughout the rest of Mulhorand when the expedition leaders return for additional supplies and labourers to aid them in their endeavours. After three days of purchasing equipment and hiring porters and labourers, the group sets out once again.
Three weeks later, two men return to Buldamar suffering from some strange malady. Before their deaths, the former porters explain that the expedition had apparently found the long-lost capital city of Okoth, a sprawling realm that destroyed itself in civil war before the founding of Skuld. Initial excavations of Nagoth, as the city was named, unearthed gems, gold, jewellery, and several items that radiated powerful magic. Disaster struck when one team stumbled into an area of deeper catacombs. Lich-like nagas quickly wiped out the small team and then proceeded to exterminate every member of the expedition they found. The two survivors die of an unknown reddish-brown mold that rapidly fills their lungs and gradually suffocates them.
The explorers were actually Setites posing as scholars from Gheldaneth, a simple enough deception so far from Mulhorand’s major population centers. Set’s minions sought ancient magics to employ in the unending war between the Cult of Set and the clergies of Horus-Re, Anhur, Isis, Nephthys, Osiris, and Thoth. The Setites encountered a long-forgotten species of naga found only in and beneath the Lake of Salt. The desiccated appearance of the salt nagas accounts for the survivors’ belief that they were undead. Each salt naga can spit a cloud of spores at will that infect any aerobic creature with non-communicable symptoms, as described above.
- The army of Chessenta approaches Luthcheq, the citizens fly a white flag from the tallest non ruined building signifying their capitulation to the armies of Chessenta.

Tarsakh
- Riots erupt again in Airspur between the majority human populace and the half-orc minority after the self-proclaimed Apostle of Bhaelros begins preaching that the Raging One will annihilate the city to punish its inhabitants for allowing the Spawn of Gruumsh to taint their pure human blood. Many humans flee the city for the purported safety of refugee camps ten miles to the south.
The Apostle of Bhaelros is an opportunistic human mercenary named Horgkin with no affiliation to the followers of the Destroyer. Horgkin commands the Wardogs, a powerful mercenary company, and he has pretensions of founding his own kingdom. The mercenary lord’s loudly proclaimed hatred for half-orcs is simply a means to appeal to the disaffected fraction of Airspur’s human population and is, in fact, secretly supported by Khrullis, the half-orc leader of Airspur. Khrullis seeks to drive out those humans who seem incapable of accepting his rulership or the presence of him and his kin without destroying Airspur in the process. However unknown to Khrullis in a double blind the human Horgkin is secretly being payrolled by Cimbar also to stir up trouble in the city.
- The Pharoah Horustep III decides his first act of adulthood will be to personally lead a campaign along the Eastern Way to cleanse the area of bandit and monstrous populations. Although Rezim tries to discourage this the young Pharoah will not be swayed. Rezim hires many mercenaries to shadow the young Pharoah and keep him safe. One of these mercenary groups the Gold Swords counts a young woman named Kendera Steeldice among its number.
- Mardikan, the rival of Rezim leaks the plans of the Pharoah to unsavoury individuals within Skuld in an attempt to disgrace Rezim for not protecting the ruler. The information eventually reaches the ears of the church of Set (through its network of slave spies) who dispatch agents to ambush the young Pharoah

Flamerule
- The Apostle of Bhaelros prophesies the imminent destruction of Airspur, and most of the human refugees from the city who have heeded his warnings join him, most of Airspur’s hastily recruited army leave Airspur and head to Cimbar thus destroying Khrullis’ ambition to conquer Cimbar

Eleint
- With the rest of Chessenta allied behind Cimbar, Airspur capitulates and joins with Cimbar also. The Chessentan alliance begins a program of rebuilding the ruined cities and reinforcing its position and armies with plans to march on Mourktar and Mordulkin as soon as they are able.

Marpenoth
- As the campaign to clear the Eastern Way draws to a close, the young Pharoah and his elite guard are ambushed by Set cultists on the outskirts of the Plains of Purple Dust.
The Gold Swords rushes to aid the Pharoah but suffers heavy losses in the attack. Kendera Steeldice assumes command and rallies her troops to rescue the young Pharoah. The Pharoah’s friend Brathes is killed protecting the Pharoah.
After the battle 7 bodies not from either group (cultists or Mulhorandi) are found partially buried near the edge of the Plains of Purple Dust. They are the bodies of Hethhab and his 6 loyal followers. In the shallow grave containing the bodies are the memoirs of Hethhab and all information about his posting to the Eastern borders by Rezim (Rezim hired foreigners to recover the bodies of Hethhab and his followers after the Skriaxit was calmed and bury them in the desert; the foreigners would not be aware of the importance of Hethhab and his information about Rezim so unlikely to leak such info, however they were also reluctant to enter the desert and so buried the bodies hastily on the edge).

Nightal
- Following his return from the campaign the Pharoah Horustep III immediately orders an inquiry into the events surrounding Hethhab’s death and the Skriaxit. The truth is uncovered after powerful magics are used to interrogate Rezim the Vizier who is then executed for treason and endangering the Pharoah (acting on information planted by Mardikan).
The truth revealed, the priesthood of Anhur are hailed as heroes and celebrations are held throughout Mulhorand in honour of the brave sacrifice of Hethhab the last incarnation of Anhur.
The priesthoods of Anhur and Horus Re begin fighting openly on the streets of Mulhorand in every town. The priesthood of Horus Re without its allies among the other priesthoods or social classes looks to be losing the fights. Both priesthoods appeal to the Pharoah to end resolve the conflict quickly. The priesthoods both want prominent positions in power, the Anhurites are prepared to bring open war to Horus Re’s church to gain the position of Vizier, the church of Horus Re threatens to throw the government into chaos if they lose the position.
The Pharoah appoints two viziers in place of Rezim; Mardikan the priest of Horus Re and another priest of Anhur to help him rule Mulhorand. Both viziers begin attempting to outperform the other in an attempt to oust their opponent and become sole vizier.
The chaos resulting from this conflict and the previous reliance on government on the priesthood of Horus Re means the new Pharoah appoints educated slaves to deal with the administrative work in local and central government (slaves that are sympathetic to Set thanks to their earlier efforts in buying slaves).


The Year of the Wyvern (1363 DR)
Mirtul
- The armies of Mourktar march west across the plains of Threskel and besiege Mordulkin. Still weakened by its recent battles with Luthcheq and Unther, the latter as part of the Alliance of Chessenta, Mordulkin is forced to pay heavy tribute to the coffers of the _Black Lord’s Cloak to dissuade them from beseiging the city.


The Year of the Sword (1365 DR)
Tarsakh
- The Great Bone Wyrm of Dragonback Mountain, northernmost peak of the Riders to the Sky mountain range, is reportedly stirring. Several shepherds have reported rumblings from deep within the mountain’s heart similar to those their parents heard before the fearsome dracolich emerged in the Year of the Lurking Death (1322 DR) to terrorize the region for one long summer.

Mirtul
- A hunting party of nobles from Mordulkin reports sighting dragons of all shapes and hues flying around Dragonback Mountains

Kythorn
- Tchazzarites in Cimbar have hired the Red Morning, an adventuring company based in that city with an extremely formidable reputation, to destroy the Great Bone Wyrm, a historical rival of the Father of Chessenta. The band expects to return in two months time.

Eleasias
- Expecting the Great Bone Wyrm Alaskerbantos dead, the armies of Chessenta march on Threskel from Luthcheq whilst navies leave from Cimbar and Soorenar.

Eleint
- Jaxanaedegor flies over the cities of Mourktar and Mordulkin proclaiming himself the Viceroy of Threskel. He then demanded that the human kings of both cities pay regular tribute to his liege, the Great Bone Wyrm, or be replaced with leaders more to the liking of the self-proclaimed Dragon King of Old Unther.
- The leaders of Mourktar and Mordulking ignore the commands at first, until Jaxanaedegor and several young red dragons attack the Drakelight, a nearly 800-foot-high lighthouse which stands at the northeastern end of the Bay of Chessenta at the tip of the Watcher’s Cape. The sole survivor, a soldier from Soorenar, reports that the dragons tore open the structure and devoured everyone inside. The red dragons remain at the lighthouse to operate the structure. Jaxanaedegor then proceeds to burn every ship in the bay of Chessenta including the navies sent from Cimbar and Soorenar.
- Several red dragons heading towards Chessenta encounter the allied forces of Chessenta. The two forces engage and the dragons are destroyed but two thirds of the army is killed or injured and all the siege equipment is burned, the rest retreat home unable to complete the invasion.
- An adult blue dragon descends on Luthcheq and proclaims the land now property of the Great Bone Wyrm. He makes his dwelling in the Karanok palace.

Marpenoth
- Faromi, a priestess of Lathander, is the only surviving member of the Red Morning to return to Cimbar. She reports that the party was slaughtered by the dracolich they had hunted.
Sages in Mordulkin and Cimbar uncover records suggesting that the Great Bone Wyrm was once a great blue wyrm named Alasklerbanbastos (a-LASK-ler-ban-BAST-os) who contested with Tchazzar for control of western Unther (later known as Chessenta).
Faromi reports to the Sceptanar of Cimbar and his court as well as the priests of Tchazzar that the skeletal dracolich was attended by several younger chromatic dragons of varying hues who seemed to be serving the Great Bone Wyrm of their own free will. In addition, she mentions that numerous human followers in the garb of the Cult of the Dragon guarded the lair and attended to the dracolich’s draconic courtiers.

Uktar
- The remaining Karanoks dwelling under the city of Luthcheq destroy the blue dragon Duke of Luthcheq. They secretly have the servants feed him large quantities of witchweed which burns in his stomach and kills him slowly and painfully.
The Karanoks then emerge as saviours of the city and begin open rule once more.

Nightal
- An old red dragon attacks the walls of Messemprar demanding that they submit to the rule of the Great Bone Wyrm, king of Unther, Threskel, and Chessenta. The Northern Wizards blast the dragon with their combined magical might, forcing him to retreat


The Year of the Staff (1366 DR)
Hammer
- Alaskerbantos begins negotiations with Messmeprar; the Northern Wizards and also with Tiglath and the Cult of Tiamat. In exchange for military access to Unther he agrees to leave Messemprar alone. He comes to an agreement of sorts with the Cult of Tiamat and his dragons will rule Unther with the backing of the cult.

Eleint
- The Monograph of Nezras, a discourse on ancient elven and Netherese magics penned by the grand-nephew of Nezram “Worldwalker,” is recovered amidst the ruins of Myth Drannor by the Scions of Nezram, an Mulhorandi adventuring company. The Scions are last seen in Klondor, headed east.
The Scions of Nezram are a company composed primarily of wizards descended from Nezram and based in Nezras, on the eastern side of the Sword Mountains. Nezras resided in Myth Drannor for several decades prior to the fall of that fair city, and during his studies at the Six Tyryl Towers he learned something of the nature of the Quess`Ar`Teranthvar. The Monograph of Nezras is a treatise that discusses the results of Nezras’s research into ancient elven and Netherese incantations, including an extensive discussion of the history and fate of the Nether Scrolls.


The Year of the Shield (1367 DR)
Hammer
- This year sees daily celebrations in the city of Skuld marking its 3,500th anniversary as the oldest inhabited settlement on Faerun.

Ches
- An emissary is received in the court of King Hercubes in Mordulkin. He proclaims the ascension of the Great Bone Wyrm to the title of Overking of Chessenta and demands a vow of fealty from the city-state and a tithe of 100,000 pieces of gold. The emissary’s demands are rejected, and King Hercubes orders him imprisoned. Before the king’s guards can capture the emissary, however, he transforms into a fairly young green dragon and flies off to the east.

Flamerule
- A flight of chromatic dragons attacks and destroys much of Mordulkin and its army. As much as a quarter of the citizenry is reported killed in the fighting. King Hercubes is slain in the battle, and the surviving members of the Jedea family flee into exile in Cimbar. An adult red dragon by the name of Pyratyrmanix (PEER-a-tear-MAN-icks) proclaims himself Lord of Mordulkin and vassal of the Overking of Chessenta. Thus begins “The Flamerule” in that city.
Over the next several months, the surviving citizens of Mordulkin rebuild their city and most of the occupying dragons leave. Trade resumes, but a heavy tax imposed by the city’s new draconic lord greatly hinders Mordulkin’s economic recovery. Agents of the Cult of the Dragon assume most of the positions of authority within the city’s bureaucracy.

Eleint
- Guyanothaz, a venerable red dragon long crippled by blindness, has apparently regained his sight and emerged from his centuries-long, self-imposed withdrawal from the outside world. Guyanothaz has been seen bathing and drinking in the Methmere, hunting in the Methwoods, and attacking caravans west of Thamon. After two weeks of stretching his wings, the dragon was last seen headed northwards along the coast of Unther in the direction of Thay.
The Cult of Tiamat is responsible for Guyanothaz’s cure and subsequent emergence. The Dark Scaly Ones have convinced the venerable wyrm to ally himself with their efforts to rule strife-torn Unther and to move its lair to the eminently more defensible island in the Alamber Sea known as the Ship of Gods. Guyanothaz now lairs with his quickly expanding hoard atop the ever-rumbling volcano that dominates the isle. In addition to the sizable treasury of wealth donated by the Cult of Tiamat, the red dragon has quickly acquired additional riches by preying on shipping throughout the Alamber Sea and the Wizard’s Reach. As of yet, no one suspects the Guyanothaz’s role in the recent increase in disappearances of ships in the region, nor is anyone aware of the location of the dragon’s new lair. The cult provides information on shipping routes and cargoes, focusing on vessels operated by their rivals for control of Unther.
Unbeknownst to Guyanothaz or the Dark Scaly Ones of Unther, during the Time of Troubles the avatar of Geb led a small army of his followers to the depths of the island volcano where they built a secret temple. Only through the unceasing efforts of the Gebites has the long-anticipated explosion of the volcano been averted. For now, the inhabitants of the Golden Forge continue their daily battle with the forces of the earth, but if Guyanothaz ever learns of Gebites presence so close to his new lair, the resulting strife may hinder their efforts sufficiently that the Ship of Gods erupts in a shower of lava, reigning ash on the coast of Unther or Mulhorand.


The Year of the Banner (1368 DR)
Hammer
- Heralds simultaneously appear in the courts of Airspur, Akanax, Cimbar, Mordulkin, Mourktar, and Soorenar proclaiming the rule of Overking Gildenbone the Eternal, otherwise known as the Great Bone Wyrm. Immediately after each proclamation, the herald vanishes in a puff of golden smoke and a gleaming skeletal dragon is briefly seen in the skies overhead, gilt in the tribute of Mordulkin and Mourktar.
Minions of the Great Bone Wyrm melted down the thousands of gold pieces seized from the cities of Threskel into a molten bath. The draconic Overking then immersed himself for a tenday before emerged plated in golden armor. In addition to appealing to the dracolich’s vanity, the coat of gold improves his ability to withstand certain types of attacks and acts as a material component for several unique spells the Great Bone Wyrm has researched. Unseen by the inhabitants of Chessenta’s cities, the dracolich has also embedded countless gems in his bony frame. Each jewel contains an embedded incantation that can be triggered at will by the Great Bone Wyrm or is automatically released if shattered by an attacker.
- A great blue dragon with scales as black as night flies over Unthalass landing in the ruins of Gilgeam’s palace. He proclaims himself Lord of the city and all must submit to the rule of the Overking of Unther the Great Bone Wyrm. The dragon proceeds to devour the followers of Zimrilin in the Port District. Shudu-Ab allies her cult to the dragon and Alaskerbantos. Furifax reluctantly also allies his men with the dragon but is concerned by the recent turn of events.
The dragon rules Unthalass uncontested until the arrival of Mulhorand’s army. The city returns to a semblance of normality with a government of sorts established (with the cult of tiamat holding all the positions), and Furifax and Shudu-Ab advising the dragon on various matters. People begin to return to the city even though it is run by a dragon king, it is still safer than the anarchy of the countryside.
- The priesthood of Anhur dispatch a ship to recover the Beacon of Light from the Pirate Isles. The co vizier Mardulkin uses his agents to alert privateers The Wraith of the Inner Sea to intercept the ship, recover its cargo and kill all onboard.

Alturiak
- The Sceptanar invites the leaders of Chessenta’s autonomous city-states to Cimbar to discuss the looming threat of the Great Bone Wyrm and his minions. The conference quickly breaks down into bickering along traditional fault lines between the cities over who should lead the nascent alliance, despite the Sceptanar’s offer to withdraw himself from consideration.

Kythorn
- The Golden Osprey has wrecked on the rocky coastal shore of Mount Thulbane while fleeing the Wraith of the Inner Sea. Several members of the Osprey’s crew survived the sinking and made their way to Mourktar. Reportedly the ship’s officers were Mulhorandi priests of Anhur who had successfully recovered a long-lost artifact known as the Beacon of Light from the Pirate Isles. The fate of the artifact and the rest of the ship’s cargo is unknown, but other ships report seeing unusual sahuaghin activity in the area shortly thereafter.
The Beacon of Light now rests in the treasury of Kromes, Tyrant of Vahaxtyl. Vahaxtyl is the largest city of the sahuaghin in the Kingdom of Aleaxtis, located on the floor of the Alamber Sea. The priesthood of Anhur will spare no effort to find and recover the artifact for which they have long searched. However, Kromes has no intention of allowing the Anhurites to recover the Beacon as the sahuaghin tyrant is still smarting from the defeat of his forces in the Battle of Summer Storms.

Uktar
- The harvest in Chessenta, particularly in the Akanul, has been so great this year that heavily laden ships are plying the Sea of Fallen Stars to sell root vegetables at bargain prices. A rare cross-Shaar caravan led by the Sailors of the Crimson Sea (a land-based mercenary company) is attempting to bring the plenty to markets in the Lake of Steam ports. Brigands have attacked this caravan several times, but it is so large that its outriders mass into a small army, and their swords and spells have driven the attackers back with heavy losses. Farmers across Faerun are warned that carrots, parsnips, turnips, beets, potatoes, and the like will bring only a copper a basket or less in any land easily reached by ship or wagon.


The Year of the Gauntlet 1369 DR
Mirtul
- Guyanothaz during remodelling of his new lair discovers a tunnel leading deeper into the volcano; home to some rather tasty humans.

Flamerule
- The island known as the Ship of the Gods explodes. Tidal waves swamp Alaor [1358, 1370] and Bezantur [–135, 1370], causing much destruction. Mulhorand briefly seizes Alaor.
The volcano south of Aleaxtis rumbles and erupts, though aquatic earthquakes open fissures along the floor of the Alamber and allow the volcano to expend much of its force and lava along the sea floor. The magma flow both destroys the capital of Vahaxtyl and more than half of the upper hierarchy of the sahuagin kingdom Aleaxtis, including the king.
The fissures collapse much of the city into the newly opened trenches before the explosion of steam and magma escaping from these fissures destroy the buildings, and then expel the contents out into the inner sea. The more durable items such as the Beacon of Light kept in Vahaxtyl survive and are carried away on the tide not buried in magma as most assume.
Guyanothaz is partially blinded by the poisonous searing volcanic gas that shoots through his lair and he quickly flies away to the only place he feels safe (his old lair), the damage to his eyes is irreparable and over time his eyesight fails once again.
- Within three days, sahuagin attack Bezantur and wreak havoc on the storm- and wave-damaged city, stealing many magical items. On the twenty-fifth day of the month, a great subsea explosion shakes rooftops in Airspur and Delthuntle and the resulting waves cause damage to the docks of their small ports. In addition, several large chunks of coral-encrusted stone fell onto notable buildings in Delthuntle, killing 30 people
- The tsunami that spreads from the volcanic explosion damages Thay, Mulhorand and Unther. Shussel is spared from the destructive force of the waves because of its proximity to the island, instead the superheated steam and poisonous gases released from the volcano kill a third of the population but leave the city intact. Unthalass is likewise spared from the worst effects of the wave thanks to the geography of the coastline, the Port district in Unthalass is still heavily damaged however.
- The fishing village of Red Haven is wiped from the face of Faerun with no survivors or buildings left.
- Skuld is spared damage from tidal waves due to the actions of the Gebbite priests who diverted the power of the eruption into the sea bed and channelled its power away from Skuld. What little tidal waves reach Skuld are easily deflected by the low sea wall around the city harbour.
- Caught completely unprepared the sprawl of Gheldaneth is damaged greatly by the tidal wave as it washes through the slums of the city. The university of Thoth is badly damaged and many of the priesthood washed away. The remaining clergy of Thoth are the minority sect who wish to rebuild Mulhorand’s technical expertise and they come to dominate the priesthood from now on leading to a revival in repairing of old technology and innovation in new technologies.
Neldorild is also damage by the tidal waves that hit the coast but with much more large and solid architecture to absorb the force less people are killed and much more of the city remains intact.
The settlement of Sampranasz is again destroyed by natural disaster (the tsunami) dispersing the survivors of the cult of Set.
- Earthquakes rock the more inland areas as the fissures and explosion from the ship of the gods island disrupts the land around the Alamber sea. These quakes awaken the avatar of Nanna Sin from her tomb in the Riders to the Sky mountains.
The avatar of Nanna Sin barely a demipower now with no worshippers stretches out her mind looking for someone deserving and in need to reach out to, she finds the Lord Gudea praying for help to unite and save his country and its people. Nanna Sin speaks to him in visions asking him to come find her.
NOTE Nanna Sin is dead in official lore. Possible explanations are during the orcgate wars both Nanna Sin and Gilgeam battled Yurtrus god of disease who infected them both with the seed of evil. Nanna Sin being the god of protection from evil fell into a catatonic state as his divinity battles the disease. Gilgeam is infected and gradually over time evil grows within him to consume his soul. None of the remaining gods could awaken Nanna Sin unaware that Gilgeam was keeping him catatonic with his own power to prevent the other gods from finding out about the evil growing inside him.
Nanna Sin was eventually interred with the other dead gods in the Riders to the Sky mountains; in underground ziggurats built into the mountains on the borders of the Methmere. (Seems a fitting place given its distance from other settlements and the difficulties of travelling across water and through mountains to reach it, plus its name might refer to the arrival of the Untheric pantheon from the skies in the Barge of the Gods).
Nanna Sin’s body purges the disease after 1,000 years but was kept unconscious by Gilgeam’s power and because history has him declared dead he is forgotten by all but the most knowledgeable of sages.
Upon Gilgeam’s death, Nanna Sin just needed a sufficient shock to awaken him from his torpor. The earthquakes from the Ship of the Gods explosion provides that shock.
- Lord Gudea sets off on a pilgrimage to the Riders of the Sky Mountains, leaving his army to guard Ssintar for his return.

Eleasias
- During rebuilding work in the aftermath of the tsunami, shrines and items are found indicating Set worshippers were present in the town of Sampranasz. The Brotherhood of Skuld, led by Halcaunt are authorised to root out the Set evil in Mulhorand.

Eleint
- Mulhorand's church of Horus Re (organised by Vizier Mardikan) using Chessentan mercenaries invades and occupies the wrecked shipyards and ports of the Alaor. Aside from the Mulhorandi tents and makeshift encampments, the only buildings still extant on the Alaor are the House of Holy Tides, a temple to Ishtishia and the village around it, which the priests protect from harm.
Unbeknownst to Mardikan and the church of Horus Re, the Chessentan mercenaries have been converted to the worship of Anhur and are under orders to abandon their posts when ordered and return to Skuld.
- The Brotherhood of Skuld tracks down a group of surviving Set worshippers who have taken up residence in Sekras. A series of battles begins between the Brotherhood, the cult of Sebek in Sekras and the surviving worshippers of Set. During the purging of Sekras, Halcaunt is infected by a werecrocodile, but discovers the involvement of the precept of Sampranasz; Sanuet in the cult of Set.

Marpenoth
- Lord Gudea returns from the mountains with a man at his side. The man is dressed in ancient tattered robes and never speaks. Lord Gudea declares to his men that they must unite Unther and safeguard its people from evils within and without. The army of Lord Gudea prepares to march on Shussel.
- The Brotherhood of Skuld are killed almost to a man in the ruins of Sekras. Halcaunt survives and returns to Skuld to implicate Sanuet in the cult of Set. The slave administrators had destroyed all evidence of Sanuet’s involvement in the cult and without any evidence the claims are deemed false. In response both Halcaunt and Sanuet duel for their respective honours. During the duel Halcaunt transforms into a werecrocodile and is destroyed by the witnessing priesthood as a worshipper of Sebek.
Sanuet is completely exonerated of all charges and allowed to resume his precept.


The Year of the Tankard 1370 DR
Alturiak
- A bright flash in the central peaks of the Sword Mountains is observed by thousands in the Great Vale on the seventh day of this month, but the origin is obscured by unusually dense and persistent cloud cover. A hastily organized expedition is dispatched by the clergy of Anhur to investigate.
When the expedition arrives at the site, they discover that the top of Mount Nezram has been sheared off cleanly and the peak now hovers, upside down, a thousand feet above its original location. Extensive and ongoing construction atop the floating island is visible through the obscuring clouds. On a hunch, the commander of the expedition dispatches a smaller team to investigate the status of the nearby community of Nezras. The team reports that the settlement of Nezramites (descendants of Nezram `Worldwalker’) has been completely abandoned, apparently within the past few weeks. Two days later, the unnatural cloud cover abruptly dissipates to reveal a city of gleaming spires atop the inverted pinnacle. Shortly thereafter, the floating citadel flies off towards the moon and is never seen again.
Nezram’s descendants, many of whom are skilled practitioners in the Art, have succeeded in recreating some of the long-lost spells of the Netherese. The crowning achievement of that work is the creation of a floating city reminiscent of ancient Netheril. As the floating city of Yeoman’s Loft is said to have done millennia ago, the newly raised city of High Nezras and its inhabitants have set off to the upper reaches of Toril’s atmosphere from which their spelljammers can explore Realmspace and the crystal spheres.

Ches
- Lord Gudea’s army marches on Shussel and Lord Ekur mobilises his army to meet it, the two armies meet in the Battle of Lost Lords. Lord Ekur’s men; mostly Chessentan mercenaries, outnumber Lord Gudea’s and are better trained and equipped. With the silent man at his side, Lord Gudea’s armies seem untouchable in battle, arrows bounce of shields and armour, blades blunt and weapons snap upon contact. The Chessentan mercenaries quickly route upon seeing this magic and Lord Ekur flees back to Shussel.

Tarsakh
- Lord Gudea and his army march into Shussel unopposed, hailed as liberators by the population; Lord Ekur hangs from the town walls as the army approaches.
- A second expedition to the Sword Mountains is mounted by the clergies of Thoth and Isis to explore the abandoned village of Nezras. The company reaches the Lonely Lake Oasis without incident, but is then attacked and nearly wiped out by a great brown wyrm which erupts from the Plains of Purple Dust. The two survivors of the ill-fated expedition report that the great dragon has apparently claimed the site as its lair and the Sword Mountains and western Plains of Purple Dust as its domain. Scholars in Gheldaneth speculate that the great wyrm is female by the name of Wastumberkari (wa-STUM-ber-KAR-ee) and that she may have also laid claim to the hoard of her ancient foe Gestaniius, the great blue wyrm slain by Tchazzar during the Time of Troubles.

Kythorn
- The Beacon of Light washes up on the shores of Shussel and is picked up by Lord Gudea walking with the silent man. Lord Gudea and the silent man quickly return to Shussel to begin a ritual with the ancient artefact.

Uktar
- A mist descends upon the town of Shussel and transports the army of Unther and Lord Gudea and 90 percent of the population of Shussel to the Ziggurax Plane where they are transformed into Aasimar and trained in the arts of war by the god Nanna Sin himself.
- Thay amasses what forces it can and strikes out to secure the Alaor, undead walk underwater to the island, while hastily mustered trade ships carrying gnolls, and orcs are sailed to the island.
- Hearing of the disappearance of the last remnants of Unther’s army, the church of Anhur orders the return home of all its loyal forces on the Alaor.
Without an army to defend it, the church of Horus Re retreats in disgrace and loses any last traces of respect its people had for it. The dominance of the church of Horus Re on the life of Mulhorand is over as its people embrace the church of Anhur and hope for a bright future.


The Year of the Unstrung Harp 1371 DR
Tarsakh
- The armies of Mulhorand invade Unther; marching through the Green Fields they turn the bread basket of Unther to mud.
- The Enclave of Green Fields contacts the Northern Wizards about the latest developments with Mulhorand and suggest joining forces.
- The Northern Wizards seeking further allies make contact with The Magus Society in Luthcheq. Therescales of the Magus Society informs the Karanoks of the meeting between the two wizards.
The Magus Society and Shurlash; leader of the Northern Wizards are executed. Therescales is also executed along with the Magus Society.
- The armies of Mulhorand are met by the dragon lord of Unthalass and his Cult of Tiamat armies (the bandit lord Furifax takes this opportunity to retreat with his men into the interior of Unther.
The dragon torches many of the fields in The Green Fields, forcing the Mulhorandi army to bottleneck into a narrow corridor across the terrain. The cultist forces and Mulhorandi join battle, but the cultists quickly route when faced with the trained army of Mulhorand.
The dragon then drops out of the sky to engage directly and devours several battalions of Mulhorandi troops before being forced to retreat from the spells of the Mulhorandi wizards.
The army of Mulhorand continues its march across the Green Fields churning the now burnt crops to mud. They quickly occupy Firetrees and force the Cult of Tiamat troops to retreat further to Unthalass.
Mulhorand troops besiege Unthalass for the rest of the year but are unable to gain entry to the city thanks to the dragon defending it and the Cult of Tiamat’s forces.

Mirtul
- Isimud relocates the Enclave to Messemprar and assumes control of the Northern Wizards and begins recruiting as Chessentan mercenaries as possible to assemble an army to combat Mulhorand .

The Year of Wild Magic 1372
Ches
- Maladraedior leaves the town of Dalath for some demonstrations to his dragon ascendant disciples. Upon hearing of the latest news from the townsfolk of Dalath (upon whom he was performing the demonstrations on the finer points of magical theory), he flies to Unthalass immediately to confront the ancient foe he defeated over 2,600 years ago above Dalath. With a flourish of magical power he pins the great blue wyrm in place and tears the head from it’s neck in one bite as it flies past.
- The army of Mulhorand easily overwhelms the defenders of Unthalass and Shudu-Ab is missing presumed dead. The surviving cultists of Tiamat retreat once again to the catacombs below Unthalass.

Eleasias
- The army of Mulhorand marches on Shussel and easily enters the undefended and almost totally deserted Shussel.

Eleint
- The Citadel of Black Ash erupts killing the last remnants of Gilgeam’s followers (could this be an act of the god Nanna Sin)

The Year of the Rogue Dragons 1373
Tarsakh
- The army of Mulhorand occupies Ssintar.

Flamerule
- The army of Mulhorand occupies Dalath.

Nightal
- In honour of his majesty the Great Bone Wyrm, the cities of Chessenta hold a mock naval battle at dusk in the Bay of Chessenta (most of the ships are from Cimbar and Soorenar, the others lacking a credible navy of any kind). Suddenly in the sky over the Bay of Chessenta appears a great red wyrm of immense size (Tchazzar). He quickly destroys all ships in the bay in a fit of rage before composing himself to survey his surroundings.
- Upon sensing the return of his old foe Tchazzar, Alaskerbantos sends his vassal dragon lords to attack him immediately in a show of force.
- Pyratyrmanix and Jaxanaedegor lead their flights of dragons and attack Tchazzar in a massive aerial battle above the Bay of Chessenta.
Tchazzar easily destroys the dragons and dracoliches arrayed against him (the dracoliches and Jaxanaedegor survive because of their phylacteries or gaseous form abilities) and then flies to Cimbar and installs himself as Sceptanar of Cimbar and King of Chessenta


The Year of Lightning Storms 1374
Mirtul
- Backed by a massive influx of magical weaponry sold to them at cut-rate prices by the Red Wizards of Thay and aerial support from the Great Bone Wyrm’s draconic vassals, Banite templars from Mourktar marched into Messemprar to bolster that city’s defenses against the inexorable advance of Mulhorand’s armies and the complete subjugation of Unther.

Tarsakh
- The army of Mulhorand reaches the borders of Messemprar.





As always its still unfinished, as i get ideas into my head i will add more and post it here (if only i had thought to reserve the first few posts for me).

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Edited by - Gary Dallison on 31 Jul 2012 15:35:15
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Power2the1
Acolyte

12 Posts

Posted - 17 Aug 2012 :  23:10:34  Show Profile  Visit Power2the1's Homepage Send Power2the1 a Private Message  Reply with Quote
I use to run an Unther campaign, and was planning on restarting one eventually since I find the Old Empire areas of the Realms more interesting. I love seeing Mr. Boyd show some much needed attention to this region!

Dazzlerdal I'll be looking at your work closely. I have an Unthercentric timeline that I have been working on myself, mainly dealing with Gilgeam's aspect being the cruel manifestation, and that he, in theory, is still alive (Tiamat only killed the aspect of Gilgeam, correct?) and his remining circle of followers gathering around the Black Ash Plain. Might post it later. Your ideas look awesome btw!
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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 19 Aug 2012 :  19:41:54  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Well i havent read any of the stories around it but from what i can gather reading in the sourcebooks. Tiamat's avatar was killed by Gilgeam's avatar (i dont think aspects existed in 2nd edition) early in the Time of Troubles.

Tiamat split into 3 dragons (Tchazzar, GEstanius and the other one) Tchazzar devoured the other two, reformed into Tiamat's 2nd avatar who killed Gilgeam's avatar but i think was in turn killed by Gilgeam himself (this may have happened just at the end or after the Time of Troubles). Tiamat then attacked Gilgeam and the two gods battled across the planes before Tiamat finally won.

Not sure how this impacts on your idea for the campaign. Really Gilgeam is dead good and proper in canon but there is no reason why he couldnt have had multiple avatars, one of whom may have been locked away somewhere (maybe for protection but is therefore even more insane than the first). It wouldnt be the first time a god died but one of its "avatars" survived, Moander for instance has some part of him imprisoned beneath somewhere in the Moonsea i think (Tsornyl i think springs to mind).

I kinda like the idea of having a few loony aspects of Gilgeam still running around even more nutty than the original, all thinking they are the true Gilgeam. In fact you gave me an idea, mind if i steal it and weave it into the missing history i have been writing.

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glitter
Acolyte

France
45 Posts

Posted - 20 Aug 2012 :  11:11:05  Show Profile Send glitter a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal
The priesthood of Ramman in the Unthalass temple (in the Palace district) were quickly destroyed by the priests of Gilgeam when Hoar killed Ramman and they likewise lost their spellcasting ability.

Since I played a follower of Ramman a long time ago, I must help him on that.
1) Since Ramman decided to support Gilgeam until the very end, why do you think that his priesthood would imediatly attack all rammanites ?
2) There is no other mention about followers of Ramman while they hold a very interesting position, the Green fields, where most of the food in Unther came from until the mulhorandi invasion. And even after the death of Ramman, Anhur/Ramatep should be an important player in the game, but even WotC prefer to stay silent about it, for what I read all those years ago, the decision to get ride of the Old Empires was already taken.
But I recognize that the situation of rammanites is not comfortable at all before the ToT and the weird decision of Ramman to stick with a status quo and after the ToT, for obvious reason (for those of wanted to stayed faithful to Ramman and choose the way of the Ensi).

With my group of players, we played three campaigns in (or close to) Unther and each time, there was a cold war between Isthar + Ramman + another player (Furifax or Northern wizards) vs Gilgeam.
In one of them, they even allied together versus the threat of Tchazzar + the Gret Bone Wyrm who wanted to invade the country.

Anyway, nice job, it was good to read it.

Eric: too long to read it now

-The black knight is invincible!
- You’re a looney.

Edited by - glitter on 20 Aug 2012 11:19:35
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Gary Dallison
Great Reader

United Kingdom
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Posted - 20 Mar 2014 :  09:59:53  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Well just refound one of my first posts and the history section looks pretty solid i'm now looking to expand things adventure and location wise.


A few thoughts include

1 - The Sarrukh and the church of Set. For some reason the Okothian sarrukh (ruled by pililtith - however you spell his name) dont really seem to be in alliance with the church of Set, despite them both serving the same god. I would prefer to see the Okothian Sarrukh come to dominate the church of Set. So they send out their Yuan-Ti and histaachi servants initially as allies, but secretly they begin replacing the existing hierarchy and or turning the humans into histaachi (to make them more pliant). That way Mulhorand continues to face an ancient foe, but one revitalised with even more ancient evil and ancient knowledge.

2 - The many avatars of Gilgeam. In Gilgeam's writeup it states that Gilgeam was too proud and paranoid to have more than one avatar in existence at any one time. I dont think that is entirely true. I think he trusted only one avatar to be wandering around freely. But as paranoid as he was about his avatar's betrayal, i think he was more afraid of death. So Gilgeam created multiple avatars during his rule and imprisoned them in various places as insurance in case he was ever killed. I figure that one avatar was created shortly after the orcgate wars (-1076 DR). Another after Enlil's departure (-734 DR) Another one during the war with Eltabbranar (202 DR). Basically any time Gilgeam's life was in danger.
These avatars are now utterly insane (and some possibly dead) but it leaves a quest for Gilgeamites to restore their god in some form or another but it also means the PCs can prevent it after multiple Gilgeams appear and start wreaking havoc across the realms.
I'm thinking one avatar imprisoned in Unthalass, one in the Shaar, another in Thay.

3 - The Spear of Bane. This weapon is included in Maldriedor's writeup in Draconomicon and is alluded to as being a weapon capable of killing a god (because it belonged to a god i presume). I'm thinking this spear actually belonged to Maram (of the Great Spear) and it drains the energy/life force of any being it stabs. It was probably recovered during the same times as the Black Lord's Cloak artefact that lies in Mourktar. Unfortunately it is actually a massive weapon so its probably a Large Longspear (or a Huge normal spear). The PC's could retrieve it from Maldriedor and use it to kill Gilgeam's avatars.

4 - Restoration of the Untheric Pantheon. I'm having Nanna Sin return from near death. He was poisoned/infected by the same substance as Gilgeam (which drove Gilgeam mad and evil) during the orcgate war and the battle with Yurtrus. Nanna-Sin being the god of protection from evil was comatosed as his body attempted to purge it. Gilgeam had no such protection and began the slide to evil, starting with using his deific power to keep Nanna-Sin in a coma. The other gods were unable to revive Nanna-Sin and so he was buried in a god tomb like the other casualties of the orcgate wars.
After Gilgeam's death Nanna-Sin awoke when the ship of the gods erupted and as only a demipower began to reach out and try to attract worshippers.
Enlil never really retired, he was forcibly removed by Gilgeam. Maybe imprisoned in Zigguraxis. I think a suitably epic quest to awaken him could be involved.
Hoar is still alive so could easily make a return.
Bahamut could use his power to recreate Marduk (in my game Marduk was a separate being to Bahamut, but when he died he relinquished his power and portfolios to Bahamut to continue the fight against Tiamat).
Tiamat is of course still around (although a different Tiamat to the original in my game)

5 - The Mulhorandi Invasion. In the history i have played it so the new Pharaoh has two advisors a high priest of Anhur and one of Horus-Re after the church of Horus was discredited.
Rather than seeing Mulhorand successful and the church of Anhur eclipse the church of Horus as the major religion in Mulhoran. I would prefer it if Mulhorand could not complete the conquest. So its army gets routed at Messemprar but Mulhorand retains control of Unthalass and the lands south. Unther now consists of the lands on the Northern Plains and the Plains of Black Ash.
So Anhur's church also suffers a setback and Horus-Re and Anhur are on equal footing vying for the attention of the Pharaoh.



Anyone have anymore ideas for adventures and locations in Mulhorand, and interesting plot hooks. Especially how to proceed with the Church of Set/Okothian Sarrukh, and what could be the ultimate goal. I figure the Okothian Sarrukh wouldnt want to kill the Pharaoh, merely make him a histaachi and use Mulhorand's army to fight the Khaasta for them.

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Gary Dallison
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Posted - 20 Mar 2014 :  16:25:38  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Interestingly it says in Old Empires the worshippers of the dead Untheric gods can cast up to 2nd level spells.

So someone or something is providing their spells and it is probably something divine but very weak. I wouldnt have many more gods survive than those i already picked, but maybe this shows that Enlil is still alive and trapped and so can only provide a weak amount of support to worshippers of the Untheric pantheon.

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Wooly Rupert
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Posted - 20 Mar 2014 :  18:07:50  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

Interestingly it says in Old Empires the worshippers of the dead Untheric gods can cast up to 2nd level spells.

So someone or something is providing their spells and it is probably something divine but very weak. I wouldnt have many more gods survive than those i already picked, but maybe this shows that Enlil is still alive and trapped and so can only provide a weak amount of support to worshippers of the Untheric pantheon.



Pretty much any cleric can get 1st/2nd level spells. Spelljamming priests, who are in a sphere where their power is not present, can still get 1st and 2nd level spells... And if a greater doppelganger eats a divine caster, they can still get 1st and 2nd level spells, too. Maybe that's all from internal faith, or maybe it's from a very loose connection to the deity...

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Gary Dallison
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Posted - 20 Mar 2014 :  19:48:47  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Ahh, didn't know that about 2nd edition (has been 10 years since I read a 2nd edition rulebook).

Oh well. I still intend for Enlil to make a comeback. Why would a greater god of a pantheon just up and leave for no apparent reason. Then his son turns into a complete and total control freak.


Sounds much more plausible for his evil twisted son to try and do away with him.

Since I'm going with the idea that the Mulhorand and Untheric gods hung around in avatar form on the material plane because they liked the physical pleasures. Perhaps Gilgeam poisoned and or ambushed Enlil, rendered him unconscious/incapable, and buried him deep deep deep underground.

Or trapped him in some kind of magical prison or construct. The citadel of black ash seems a good place. It was liberated from Vulpomyscan around -1000 DR so it was empty for a good few hundred years before Enlil disappeared.

Gilgeam could have trapped Enlil deep in those lava tubes that descend into the bowels of the earth and left him there for millennia (and forgot about him). Maybe the explosion at the citadel of Black Ash is Enlil trying to break free.

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sleyvas
Skilled Spell Strategist

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Posted - 21 Mar 2014 :  00:08:10  Show Profile Send sleyvas a Private Message  Reply with Quote
On some of your ideas

On the Sarrukh and Set.... I've said it several times... there should be a group of Thayans down in the Eastern Shaar, Okoth, possibly the beastlands, Durpar, and Estagund as well. They might make an alliance with the Sarrukh, and they might welcome the church of Set as traditional enemies of the Mulhorandi. Then, make this new place with the Thayans somewhat LIKE Stygia from the Conan novels. Make it a pirate nation filled with slave traders as well, but their pirate ships may take advantage of having monsters aboard their crew. Then have them raiding into Dambrath, Halruaa, Chult, the nearby Yikarian Empire and possibly coming into conflict or alliance with the Corsairs in the islands from "Corsairs of the Great Sea". It won't happen, but I'll still say it.

On the avatars of Gilgeam, remember that up until the time of troubles, the deities of Unther and Mulhorand weren't gods. They were confined to the prime material in mortal form. So, I don't see this one happening.

On the spear of Bane... damn good find. I agree, it makes for a good story if it were in fact stolen from the primordial, Maram of the Great Spear, and it was broken into the spear and shaft to weaken him (and the two parts hidden away). How the dragon found out about this? Did he know Bane as a living being?

On the restoration of the Untheric Pantheon... I'd rather see the Mulhorandi pantheon return and the Untherites turn to these deities. However, I wouldn't have them forget their old gods.... just they recognize that say "Utu relinquished control of the sun to Horus-Re". However, perhaps they also link certain Faerunian gods to their old gods (perhaps they see Jergal as their old evil lord of the dead Nergal), and said deities build on this. Similarly, if you wanted to bring back the male god of the moon, Nanna-Sin.... perhaps the second moon god, Zotha, might come back charading as him.

On the Mulhorand invasion, I'd rather it be that the people of Mulhorand and Unther found themselves transferred to Abeir. The people of Unther had no contact with the Faerunian Pantheon, but the people of Mulhorand enacted powerful rituals to call their gods back through their god-kings. The gods responded by sending avatars to help protect their people. As a result, the Untheric people converted to Mulhorandi worship.... and the empire of Mulhorand began conquering Abeir. Being the few humans in the world, all slaves were enlisted to aid the empire, and freed after they proved themselves worthy by capturing 10 times their own number in "lesser humanoids" to work the fields as their replacements. There still remained a caste structure with Mulans at the top and those of other blood in a lesser status, but the Mulhorandi empire soon had many lizardfolk, kobold, and even dragonborn and genasi slaves. Yuan-ti were found to be unfit slaves though, and were mercilessly hunted (it doesn't help that the church of Set allies with them). Meanwhile, the slaves are well treated... even given healing magic, to the amazement of the slaves. Over the past hundred years, the Mulan people were encouraged to have large families, and former slaves considered it a great blessing to bear the child of a Mulan-born, for it ensured that they and their child would be treated better in society. As a result, many female slaves never wed but instead became mistresses of their former masters (of course, this was aided by the fact that many male slaves died in the initial conflicts after the spellplague transference). All of this is going on when the Mulhorandi lands transfer back to Toril... and their great empire that they had grown in Abeir is cut down in size.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Gary Dallison
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Posted - 21 Mar 2014 :  09:46:14  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Eww, returned abeir, spell plague, dirty words, unclean.

But you have given me a few ideas.

I just dont see Okoth and Thay ever making contact. Both are separated by geography and the nation of Mulhorand and Sarrukh relies on secrecy for survival so they arent going to reveal themselves. Furthermore both organisations are bent on world domination and that does not lend well to alliances. More likely the Okothian Sarrukh might try to subvert people in a nearby Thayan enclave and then use them to try and take control of the Red Wizards as a whole.

However you have given me several ideas for expanding the church of Set and Sarrukh. The Ship of the Gods explosion caused a massive tsunami that in official sources did absolutely no damage. However given recent real world examples we know tsunami can be devastating even to modern buildings. So i had it annihilate a few of the coastal towns of Unther and Mulhorand. These natural harbours will likely be settled by pirates first as Unther is in chaos and Mulhorand is busy conquering Unther.
Now the church of Set was always set on infiltrating Mulhorand and seems to have avoided Unther entirely. With Gilgeam gone i think that should change.
The Sarrukh/church of Set could gain agents in the pirate settlements using histaachi and the lycanthropy of Sebek. They could also use similar tactics to create a faction in ruined Unthalass (further delaying rebuilding by Mulhorand).

A further development idea i have had is the merging of the Unther and Mulhorandi pantheons. They both now occupy the same territory (since Mulhorand is conquering Unther) and the Untheric people already worship one Mulhorandi deity in the form of Ishtar (Isis). So if the pantheons merge then it is stronger as a whole and the people of Mulhorand and Unther can worship whatever gods they wish.
So Enlil becomes god of Unther, Wind, and Agriculture
Ishtar remains as she is.
Hoar is god of retribution and poetic justice (he might lose vengeance to Horus Re if he chooses to return, or Ao might take it from Horus and give it to Hoar)
Marduk can return as Bahamut
Tiamat remains as she is
Nanna-Sin can be the god of Defence and Protection from Evil
Gilgeam if one of his avatars were to be released and gain enough worship (and kill the other avatars) then he could be the god of madness, tyranny, and maybe undeath.

The Untheric people might not always like the Mulhorandi but they were ancient allies and i bet they would rather join the Mulhorandi pantheon than the Faerunian pantheon.


Now onto the mess that is the Mulhorand and Unther gods. The mechanics and reasoning behind it has been a mess from the start and as always im not afraid to scrap the broken stuff and rework it. So saying they are wholly material plane bound and separated from their essence does not make any sense at all (especially if you only follow FR and dont go for any core rubbish which makes an unnecessary mess of things even more) and so i'm going to continue along the line of thought that they chose to manifest all their power in a single avatar rather than they had to. Then shortly after the orcgate wars they realised the dangers of such action and changed tactic, so they dwelled on the outer plane and Gilgeam in particular manifested a major powerful avatar as a show of power. But that way i can have him with multiple aspects locked in dungeons across the world (they reached the Great Dale at one point in history) so it can be a massive adventure to stop them all.


So onto the spear of Bane. I have theorised before that the church of Bane originated in the lands around the Vilhon Reach. All the evidence seems to support this, and so after the Dark Three's adventures and power gathering, they returned to the Vilhon Reach to establish cults to themselves (in preparation for ascension). And upon becoming a god; Bane in particular looks to have left behind some "gifts" (the cloak in Mourktar, and now the spear of Bane). I cant see any link between Maldreidor and Bane. It is probably likely that Maldreidor was just watching with interest and when he had the chance to acquire the spear he took it.

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Markustay
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Posted - 21 Mar 2014 :  13:57:33  Show Profile Send Markustay a Private Message  Reply with Quote
Haven't read the thread, not even the OP, but have speed-read through the last post to get the gist of the conversation.

The Sarrukh were all over Faerűn, including the south. The map I have in my head for their lands are predominantly the same lands the Netherese dominated - see the map that came with the box set (and supposedly drawn by The Terraseer himself!), but they had 'enclaves' all over the place. The Sarrukh may have had a presence in the Thay region in ancient times, but that would have put them on the border of the Fey lands, which were primarily in the east. I could see a 'neutral zone' between the two Creator-Race civilizations encompassing much of the Unapproachable East (which could explain a lot, if their was some sort of clandestine 'cold war' going on throughout that area). Regardless, the Terraseer seemed to have been a disguised Sarrukh that traveled all over the place and steered events, which means he could have been even more widely traveled, or there could have been others like him.

Thay itself poises a problem - there was a major Ilythiir presence there, and we know that drow hate anything remotely connected to The Fey (see Elaine's Halruaa series). However, we are talking about a LONG time, and the drow of today are not the same creatures as the original Ilythiir (who were still elves). Could it be possible the Ilythiir found out about some sort of weapon the Sarrukh had against the Fey, and went there to retrieve it, or learn its secrets? As ancient as the Crown wars were, the Creators still would have been ancient history even to them. There is something there - some sort of antagonism between the Sarrukh and the fey, although its only hinted at in the lore. The Fey were the only Creatori not invited to participate in the Nether scrolls, and instead helped with the creation of the Imaskarkana in the east. Not sure what any of that means, but there is definitely something to all that.

As for the topic of the thread itself, I never really cared for Unther, and didn't mind it being phased-out in 3e, but I do miss Mulhorand. I'd prefer, if they brought Unther back in any form, they do something new and creative with it - perhaps an ancient, decadent kingdom (recently returned from Abeir) without any of the Sumerian/Babylonian trappings. Perhaps a piece of the original Mulan culture (pre-deific interloping) had been shifted to Abeir thousands of years ago, and thats what we could have in 5e (which would allow Ed to put his own, original spin back on things).

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


Edited by - Markustay on 21 Mar 2014 14:15:24
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Mournblade
Master of Realmslore

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Posted - 24 Mar 2014 :  14:38:59  Show Profile Send Mournblade a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

On some of your ideas

On the Sarrukh and Set.... I've said it several times... there should be a group of Thayans down in the Eastern Shaar, Okoth, possibly the beastlands, Durpar, and Estagund as well. They might make an alliance with the Sarrukh, and they might welcome the church of Set as traditional enemies of the Mulhorandi. Then, make this new place with the Thayans somewhat LIKE Stygia from the Conan novels. Make it a pirate nation filled with slave traders as well, but their pirate ships may take advantage of having monsters aboard their crew. Then have them raiding into Dambrath, Halruaa, Chult, the nearby Yikarian Empire and possibly coming into conflict or alliance with the Corsairs in the islands from "Corsairs of the Great Sea". It won't happen, but I'll still say it.

On the avatars of Gilgeam, remember that up until the time of troubles, the deities of Unther and Mulhorand weren't gods. They were confined to the prime material in mortal form. So, I don't see this one happening.

On the spear of Bane... damn good find. I agree, it makes for a good story if it were in fact stolen from the primordial, Maram of the Great Spear, and it was broken into the spear and shaft to weaken him (and the two parts hidden away). How the dragon found out about this? Did he know Bane as a living being?

On the restoration of the Untheric Pantheon... I'd rather see the Mulhorandi pantheon return and the Untherites turn to these deities. However, I wouldn't have them forget their old gods.... just they recognize that say "Utu relinquished control of the sun to Horus-Re". However, perhaps they also link certain Faerunian gods to their old gods (perhaps they see Jergal as their old evil lord of the dead Nergal), and said deities build on this. Similarly, if you wanted to bring back the male god of the moon, Nanna-Sin.... perhaps the second moon god, Zotha, might come back charading as him.

On the Mulhorand invasion, I'd rather it be that the people of Mulhorand and Unther found themselves transferred to Abeir. The people of Unther had no contact with the Faerunian Pantheon, but the people of Mulhorand enacted powerful rituals to call their gods back through their god-kings. The gods responded by sending avatars to help protect their people. As a result, the Untheric people converted to Mulhorandi worship.... and the empire of Mulhorand began conquering Abeir. Being the few humans in the world, all slaves were enlisted to aid the empire, and freed after they proved themselves worthy by capturing 10 times their own number in "lesser humanoids" to work the fields as their replacements. There still remained a caste structure with Mulans at the top and those of other blood in a lesser status, but the Mulhorandi empire soon had many lizardfolk, kobold, and even dragonborn and genasi slaves. Yuan-ti were found to be unfit slaves though, and were mercilessly hunted (it doesn't help that the church of Set allies with them). Meanwhile, the slaves are well treated... even given healing magic, to the amazement of the slaves. Over the past hundred years, the Mulan people were encouraged to have large families, and former slaves considered it a great blessing to bear the child of a Mulan-born, for it ensured that they and their child would be treated better in society. As a result, many female slaves never wed but instead became mistresses of their former masters (of course, this was aided by the fact that many male slaves died in the initial conflicts after the spellplague transference). All of this is going on when the Mulhorandi lands transfer back to Toril... and their great empire that they had grown in Abeir is cut down in size.



YES cut down in size, BUT they still have the Great Empire mentality, and will be an important power player in the realms.

Since we are accepting the Spellplague and the Twinning occured in the NEXT realms this is the coolest sceneario I have heard.


A wizard is Never late Frodo Baggins. Nor is he Early. A wizard arrives precisely when he means to...
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Gary Dallison
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Posted - 24 Mar 2014 :  16:13:37  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Accept the spellplague - Never (cue maniacal laughter).

Unless of course 5E FR turns out to be absolutely awesome and then i will eat my words.

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Edited by - Gary Dallison on 24 Mar 2014 21:21:26
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Gary Dallison
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Posted - 24 Mar 2014 :  21:08:58  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Okay, first of a few posts on various aspects of Unther from 1360 onwards, and then as I work of Mulhorand and Chessenta I can add them too.

Religion
Following the Time of Troubles the Untheric pantheon all but vanishes. Gilgeam and Ramman are slain, Ishtar long ago bequeathed her power to Isis in Mulhorand and Marduk did the same upon his death to Bahamut. Only Tiamat and Hoar remain of the Untheri deities, and they joined the Faerűnian pantheon.
Around 1370 DR things begin to change for the Untheric peoples and their deities, all of which occurs because of the death of Gilgeam who had driven off, slain, or imprisoned the other deities so long ago.
With Gilgeam's death there was nothing keeping Nanna-Sin in a state of perpetual slumber beneath the Riders to the Sky Mountains. So when the Ship of the Gods volcano exploded, Nanna-Sin awoke after millennia of sleep.
Enlil; long ago imprisoned by Gilgeam in the Shaar, could now be freed. It only took for a group of adventurers to break the seals on his prison and he quickly returned to rule the people he loved so dearly.
Many others have the potential to return; left as powerful beings roaming the southern and eastern realms worshipped by isolated peoples, should they wish to rejoin the Untheric pantheon there is no doubt they would be accepted.
Those deities that perished long ago or more recently would require artefact, or exceptional powerful magic to restore them to life, but even Gilgeam is not beyond rejoining the Untheric gods in the future.
On the last day of 1374 DR, Enlil returns to Unther, freed from his prison beneath the Sea of Fallen Stars. In a meeting between the gods of Unther and Mulhorand, the deities come to an agreement to restore the ancient truce between their two empires. The warring armies cease fighting, Unthalass and the land south of it become part of Mulhorand, while Unther retains the cities north of Unthalass, ruled from the new capital of Messemprar.

Gilgeam: Gilgeam was originally a deity of the Babylonian pantheon that settled Chessenta from -1771 DR. While never a particularly generous or benevolent deity, he was at least fair in his dealings and implemented a slightly modified form of Enlil’s code of laws for Chessenta.
During the Orcgate Wars, the Chessenta Pantheon marched to war with the Untheric Pantheon to the rescue of the Mulhorandi Empire, whose gods were secluded away in the Raurin desert researching ways to break the Imaskari Planar Barrier.
The god Ra was killed in the opening battles with the avatars of the orc gods defending his people and his empire from their scourge.
When the Chessentan and Untheric armies arrived they immediately launched an attack upon the orc hordes and inflicted severe damage. However they did not count on the raw fury and savagery of the orc gods who did not bother with honourable combat.
Many of the gods of Chessenta and Unther were struck down by poison, disease, foul magic, or general dirty tactics. The gods Inanna, Girru, Ki, Nergal, and Utu are all slain in combat with the orcish gods.
Gilgeam and Nanna-Sin battle the orc god Ilneval, and during the battle both are wounded by one of Ilneval’s weapons which had been licked by the orc god Yurtrus, infecting it with foul disease and poisons.
Nanna-Sin, was immediately comatosed, and Gilgeam was severely weakened, and at that point Tiamat chose to reveal herself as the great betrayer. She launched a savage assault on the weakened Gilgeam, who was only saved from death by Marduk who placed himself in harms way and perished from the attack.
After the battle was over, the dead gods were buried, including the comatose Nanna-Sin who could not be awakened. Unknown to all, Nanna-Sin’s body was purging the seed of evil that tried to infect him. Gilgeam had already succumbed and the evil was spreading fast. He suggested to the others that Nanna-Sin should be buried with honour since he could not be awakened even by divine healing.
Over the centuries Gilgeam was consumed by the evil within him, but it was not noticed by any of his fellow deities until it was too late. After the Orcgate Wars, both the Chessentan and Untheric pantheons were less than half what they had once been. And so Enlil suggested the pantheon’s and the empires merged to strengthen their people and make strong. Gilgeam agreed, and at the meeting point where he and Enlil were to join their peoples, Gilgeam ambushed Enlil and imprisoned him deep in the bowels of the earth.
Returning to Unthalass, Gilgeam proclaimed that Enlil had embraced him as son and gifted all his empire to Gilgeam who would rule both Chessenta and Unther as father.
Over the centuries Gilgeam became more and more tyrannical, persecuting the other churches and gods, and either driving them away or destroying them (more than one god met his end in the sphere of Entropy).
Gilgeam even rewrote history so that no one would ever know the depths of his evil and deception. And in safety and security, Gilgeam wallowed in his own pleasures.
Gilgeam is now dead, killed by Tiamat the Dragon Queen. His corpse lies in the astral sea, and his worshippers are almost extinct.
However, during his lifetime, whenever he faced a crisis or a threat to his personal safety, Gilgeam created another aspect of himself (a much weaker version of his full power avatar) and imprisoned it in a place of safety as insurance should he ever be slain. At least three such aspects exist, one was created around the time of the Orcgate Wars beginning -1076 DR), another was created before his conflict with Enlil in -734 DR, and finally another was created during Eltabranar’s invasion of Unther and Mulhorand in 202 DR (which featured Eltab himself).
Other aspects may have been created at various points in history, but only the one created around the time of the Orcgate Wars has any chance of resembling the true character of Gilgeam. If the aspect was created before his infection by Yurtrus then there is a chance of restoring Gilgeam to his full glory.
Any of the aspects could be rescue and elevated to godhood with enough magic and worship. However all aspects are insane and would require significant efforts to heal him.

Ishtar: Ishtar was originally part of the Babylonian pantheon of gods whose people founded Chessenta. She joined the Untheric pantheon with Gilgeam at the start of the Second Untheric Empire in -734 DR once Enlil disappeared.
Ishtar’s greatest secret and the reason for her following Gilgeam everywhere was that she truly loved him. However as the centuries passed she came to realise that the tyrant Gilgeam was not the same being she had grown to love, and so in her sadness, she left all her powers and worshippers to the Mulhorandi goddess Isis, and she leapt into the sphere known as Entropy and was consumed utterly.

Ramman: Ramman was another Babylonian god that originally refused to join Gilgeam in Unther and instead remained in the homeland of Chessenta, his main reason for staying is that the portfolio of thunder and storms was already claimed by Assuran of the Three Thunders. As the years passed and the worship of the Babylonian gods was gradually displaced in Chessenta by those of other pantheons, the rest of the Babylonian pantheon moved to Unther and Unthalass.
And so at the height of the Second Untheric Empire, in 108 DR, Ramman travelled to Unther and did battle with Assuran in an epic conflict that saw storms lash the Alamber coast for 6 whole months and lead to the first Great Flood of Unthalass. Ultimately Ramman won and became the Untheric god of war, thunder, rain, and storms.
He also punished the wicked and on more than one occasion it was suspected that he flooded the Alamber river to punish the people of decadent Unthalass.
The strength of the people’s belief in Ramman meant that he could not easily be ousted or destroyed by Gilgeam and so he was one of the few gods of Unther to survive until the Time of Troubles when he was slain by his hated foe Hoar/Assuran.
Now a corpse in the astral sea, it will take ancient and powerful magic or a great artefact to bring Ramman back to life.

Tiamat: Tiamat, in her guise as the Dark Lady; who liked to use magic to change into a five headed dragon, was an ancient enemy of the gods of Unther and Chessenta. In secret she wove her plots and her magic, always trying to destroy the gods and steal Unther and Chessenta from them.
At many points in history it looked like she might be successful in her aims.
During the Orcgate Wars she almost slew Gilgeam; but instead destroyed Marduk, her hated foe, before retreating back to the shadows.
Then she made a pact with an ancient red wyrm named Tchazzar to steal Chessenta away from Unther and Gilgeam who she had come to loathe almost as much as Bahamut. In exchange for a ring that would make him her vessel/vassal, Tiamat helped Tchazzar in his quest for godhood, and Chessenta broke from Unther for the final time.
Finally during the Time of Troubles; Tiamat attacked Gilgeam but was slain. Her spirit was split amongst her vessels; Tchazzar, Gestanius and Skuthosin, who were compelled to seek each other out and devour one another. Her spirit reunited and reformed she once again attacked Gilgeam and succeeded in destroying his avatar just after the close of the Time of Troubles. However Gilgeam himself attacked the still weakened Tiamat in her planar demesne and destroyed her utterly.
Unbeknownst to Gilgeam there was another being called Tiamat on Toril. This Tiamat was actually a five headed dragon rather than using magic to take that form. She was the god of all chromatic dragon on Toril and was even more ancient and powerful than the Tiamat of Unther.
Once Gilgeam slew the Dark Lady, the Queen of Dragons took the worshippers of Tiamat of Unther into her fold and likewise launched an attack on Gilgeam in Zigguraxis. The draconic behemoth easily crushed Gilgeam in her jaws and ended the tyrant of Unther forever.

Enlil: Enlil was the original ruler of Unther and leader of the Untheric Pantheon. Following the Orcgate Wars his pantheon was decimated and he sought a means to preserve his empire and its people. He turned to his long time allies the Babylonian gods that ruled Chessenta suggesting that the two empires and pantheons merge that they might better protect themselves.
The plan was well received and Gilgeam went as representative of Chessenta to meet Enlil and sign the treaty into law. The meeting place was neutral ground far from Unther or Chessenta and since the two beings were allies and both incredibly powerful they saw no need for anyone else to attend.
And so Gilgeam ambushed the unsuspecting Enlil and subdued him quickly by force of arms. Using ancient Imaskari magics that he had unearthed, Gilgeam imprisoned Enlil deep beneath the earth in the Bymmal Trench in the Sea of Fallen Stars.
Then returning to Unther, Gilgeam claimed rule of Unther and the pantheon claiming that Enlil had grown tired of loss and left Faerűn forever.
And so Enlil has remained hidden and lost from the world, awaiting his chance for freedom. With Gilgeam dead and his powers no longer being used to hide Enlil’s prison, it is possible that a group of adventurers might brave the tomb and break the seals separating Enlil’s essence from Toril and allow him to rejoin the pantheon.
Since the Mulhorandi and Untheric pantheon are destined to merge, Enlil would naturally be the god of Unther itself. However given the recent troubles with the priesthood of Horus-Re over the governorship of Mulhorand, it is possible that Enlil might claim the portfolio of Law from Horus-Re for himself as the creator of the laws of Unther.

Nanna-Sin: Nanna-Sin was the god of the moon for the Sumerian pantheon and was injured fighting the orc god Ilneval in the Orcgate Wars, this injury led to him being infected with the seed of evil from whatever noxious poisons Yurtrus used to treat Ilneval’s blades.
During the battle Marduk was also killed leaping in front of a blast of power from Tiamat that was aimed at Gilgeam and Nanna-Sin.
The blast annihilated Marduk who; in the nano-seconds before he perished, split his powers and portfolio amongst those he deemed worthy. Part of his powers went to Bahamut, the Platinum Dragon who was the supposed antithesis of Tiamat, although Marduk did not realise it was a different Tiamat he was opposed to.
The remainder of his powers; the portfolio of Defence Against Evil, went to the nearest living being. That person; by a millimetre or two, was Nanna-Sin. The evil infection comatosed Nanna-Sin as his body attempted to purge it.
Slowly but surely his body did eliminate the seed of evil, and Nanna-Sin would have awoken invigorated by the power given to him by Marduk. Unfortunately the seed of evil had already taken hold of Gilgeam who was by now head of the Untheric pantheon and a greater deity of extreme power and evil.
Gilgeam used a portion of this power to keep Nanna-Sin in eternal slumber in his god tomb in the Riders to the Sky Mountains.
When Gilgeam died Nanna-Sin just needed sufficient stimulus to awaken him from a sleep lasting several millennia. The eruption of the Ship of the Gods volcano did just that.
Almost faded from lack of worship, Nanna-Sin sought out the nearest being receptive to his teachings and willing to help save Unther from its perils.
Nanna-Sin found Lord Gudea and together they set off to unite Unther once again and combat the Mulhorandi invaders. Using an ancient artefact; the Beacon of Light; Nanna-Sin transported the entire population of Shussel, and Lord Gudea’s army, to Zigguraxis. There he instructed them in the arts of war and turned them into an army of elite aasimar.
Then at the 11th hour, the Legion of Nanna-Sin returned to fight the Mulhorandi and restore Unther.
Once the Untheric and Mulhorandi pantheons are merged it is likely that Nanna-Sin will take the portfolio of Defence Against Evil and the Moon.

Hoar: Hoar was the ancient Sumerian deity of thunder, known as Assuran of the Three Thunders. He was a vindictive and vengeful deity that was never particularly popular with the people of Unther.
So when his rival for the portfolio of thunder and rains; Ramman of Chessenta, arrived in 108 DR. Hoar attempted to drive off the usurper in a battle that lasted many months and flooded Unthalass and wrecked much of the Alamber coast.
Ultimately Hoar was driven off and fled with his remaining worshippers to the feuding cities of Chessenta, which long ago had embraced deities from other pantheons. There Hoar rebuilt his church dealing out retribution in the many blood feuds of the cities of Chessenta.
During the Time of Troubles Hoar returned to wreak his vengeance on Ramman, and slew his ancient foe. Now a part of the Faerűnian pantheon, Hoar is poised to to return to the Untheric pantheon.
If the merger of the Untheric and Mulhorandi pantheons occurs, it is likely that Hoar will take the portfolio of retribution from Horus-Re and become the god of vengeance, retribution, and poetic justice in both Faerűn and Mulhorand/Unther.

Set: Set is not a deity normally associated with the Untheric pantheon. However following the Time of Troubles Set sought to expand his sphere of influence beyond Mulhorand.
To accomplish this aim he dispatched members of his church to ruined Unthalass where they quickly established a cult beneath the catacombs of the palace district.
At the same time, Okothian Sarrukh had been creating histaachi agents within the ranks of Mulhorand's government. By the time of the Mulhorandi invasion of Unther a number of histaachi were already in prominent positions in the army in charge of organisation and supply.
When the Mulhorandi conquered southern Unther, these agents were among a number of officials left in charge of establishing Mulhorandi control in the newly conquered settlements.

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Gary Dallison
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Posted - 24 Mar 2014 :  21:09:37  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Defence

After Gilgeam's death during the Time of Troubles, the armies of Unther are shattered and fractured, taking sides with the various factions that divide Unther between them.
The remaining navy of Unther that resides in Unthalass under the control of Zimrilim (until his supposed death at the hands of Alasklerbanbastos' vassal) is annihilated by the eruption of the Ship of the Gods volcano and the resulting tsunami that devastates the lands of the Alamber Sea


Plots and Rumours
Gilgeam’s Memoirs: Recovered from the ruin of the Ziggurat of Eternal Victory are what appears to be a volume of the memoirs of Gilgeam, god king of Unther. Spanning at least 3,000 volumes; each volume a book over 2 feet thick, the ramblings of Gilgeam span the ages from the beginning of his arrival on Toril right up to his destruction during the Time of Troubles.
Who knows what details may be uncovered in the progressively insane writings of the ruler of Unther. Will it detail his power of Nanna-Sin, will it elaborate on his origins from Chessenta, will it spell out his betrayal of Enlil and the location of his prison.
Currently only one tome was rescued from the monster infested ruins in Unthalass’ palace district, but the tomb robber spoke of rooms full of identical tomes; just before he was executed by the Mulhorandi.

Return of the Gilgeams: Rumours abound that Gilgeam has been sighted in numerous places throughout Unther. Reports of survivors from attacks by the mad god king begin to arrive in Unthalass and Messemprar. Could the god king of Unther have survived his destruction at the hands of Tiamat or is something more sinister afoot.
In truth the Cult of Tiamat learned of one of the locations of Gilgeam’s aspects from his memoirs in the Ziggurat of Eternal Victory. They intended to open the tomb and kill the aspect but were unprepared for the insane savagery and disregard for personal safety exhibited by the aspect.
This minor manifestation of Gilgeam now roams the Plains of Black Ash and the surrounding area destroying anything it encounters as it vents its rage over millennia of imprisonment.
The remaining worshippers of Gilgeam are now receiving visions from this aspect and are struggling to piece them together to find the locations of the other aspects.

The Spear of Bane: Formed from the blood of Maram of the Great Spear, this huge spear is made out of Thinaun; a soul draining metal, and impregnated with the blood of the primordial Maram that the Dark Three battled so long ago.
Legends say that it has the power to slay any being; including gods, with but a single stroke.
After Bane’s ascension on the southern shores of the Inner Sea, several powerful artefacts he possessed remained behind to be gathered by his followers. One such artefact; the Black Lord’s Cloak was kept as a sacred relic in the temple of Mourktar. Another artefact, the Spear of Bane ended up in the hoard of Maldraedior beneath the Untheric town of Darath

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Edited by - Gary Dallison on 25 Mar 2014 11:19:02
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Gary Dallison
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Posted - 24 Mar 2014 :  21:14:33  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Important Organisation
(Note any not detailed here are already covered in the Dragons of Faerun update.

Armies of Mulhorand: The forces of Mulhorand are in total control of southern Unther. Everything south of Unthalass, including the Greenfields which produces most of Unther’s food. During the invasion of Unther, Mulhorand captured every town up to Messemprar by 1374 DR. The only resistance of Unther left was Messemprar, however this town proved remarkably resilient and had a number of unexpected allies. First the Red Wizards of Thay began providing magic ordinance to Messemprar, then Banite templars from Mourktar arrived to bolster the defences. Finally as the armies of Mulhorand were at the gates, the Legion of Nanna-Sin arrived in Shussel and combined with the Rebels of the Moon to harass the Mulhorandi vanguard.
With such forces arrayed against them, the church of Anhur decided it would be better to retreat and consolidate their gains rather than risk losing the war entirely and everything they had conquered.
So the Mulhorandi forces retreated to Unthalass and Firetrees to fortify their position.
Mulhorand will soon grow very rich once the Greenfields are restored, so the war was not without success.
However Unthalass is proving difficult to pacify. The Cult of Tiamat and forces of the Zhentarim are still strong in the city and seek to sabotage the Mulhorandi at every turn. Worse are the monsters coming up from the catacombs under the Ziggurat of Eternal Victory. Although the rest of Unther is relatively stable, the palace district is a dangerous place where few wander except bands of adventurers looking to gain fame and fortune

Church of Ishtar: The church of Ishtar went through a schism during recent years. Those in Shussel remained neutral in the conflicts throughout Unther, and as a result were viewed in a poor light by the people of Unther.
The faithful in other settlements did not necessarily follow the example set by their High Priest (Ibalpiel) and Utuhegel in Unthalass attempted to secure the city for the people and oust the church of Gilgeam.
Unfortunately both factions encountered difficulties. Ibalpiel was killed by her ally Lord Ekur, and the church of Ishtar in Shussel was persecuted and dispersed. Utuhegel was captured by Lord Zimrilim and her followers turned to a genasi called Ningal to lead them. Ningal formed this arm of the church of Ishtar into the Rebels of the Moon who now venerate Selűne as an aspect Ishtar and roam Unther attempting to free it from anarchy and Mulhorandi occupation.

Church of Ramman: The church of Ramman, like the church of Gilgeam is all but extinct in the realms. Their god was slain by Hoar during the Time of Troubles, and their clergy were exterminated in Unthalass by the church of Gilgeam shortly afterwards.
The only survivors are a few isolated faithful to a dead god that can no longer answer their prayers. It is likely the remains of this church will join the cults of the dead gods in searching for artefact to revive their deity.

Church of Set: Traditionally the church of Set had no sphere of influence within Unther. However after the Time of Troubles and the death of Gilgeam, all that changed. First Set desired to expand his area into Unther in the absence of an Untheric pantheon, hoping to gain worshippers away from Mulhorand.
This effort had limited success, and a cult of Set now grows in the catacombs beneath Unther, although they are constantly at war with the church of Tiamat that also dwells in the area.
In Unther, the church of Set were fortunate enough to set up a cult in Sampranasz, that went undetected for many years. Using this cult they purchased an educated a number of slaves, brain washing them into believing in the church of Set and turning them against Mulhorand.
The churches of Anhur and Horus-Re in Mulhorand came to blows over the issue of Horus-Re dominating life in Mulhorand, and in the chaos that ensued the young Pharaoh replaced his government with well educated slaves, many of whom were now loyal worshippers of Set.
Also, just prior to the Time of Troubles, the church of Set encountered the Okothian Sarrukh beneath Azulduth and gained a potent ally (although it did not know it).
The encounter was a disaster with the entire expedition believed to be wiped out except for two survivors that died shortly after from a fungal infection.
However the Okothian Sarrukh were now aware of the church of Set and under instructions from their god (who was now also Set) they set about creating a secret church within the church to further Set’s power.
The Okothian Sarrukh, employed ancient magics to turn human worshippers of Set into histaachi, making them entirely loyal and under control of the Sarrukh. These histaachi at first occupied low positions in the church, but some of them gained positions of power and then were used to turn others in places of power and position in Mulhorand and Unther into histaachi.
By 1375 the human church of Set unknowingly has allies at every level of government in every settlement around the Alamber Sea.
The church of Set is now making plans to initiate a complete takeover of Mulhorand, and it hopes to do the same in Unther. All it needs is to spread enough misfortune to make the people of these countries believe that the traditional gods are cursed. Then the church of Set can emerge to save them and rule the land.

The Many Fanged Serpent: This organisation is hidden within the Church of Set. Shortly after the Time of Troubles an expedition of Set’s priests discovered the Okothian Sarrukh. Immediately the church began dispatching ambassadorial missions to attempt an alliance between the Sarrukh and the church of Set (unaware that they both served the same master).
The Sarrukh of Okothian barely entertained the Set worshippers but did hatch a plan to expand their own influence using the Church of Set. They secretly transformed a number of the Setites into histaachi and using these agents created other histaachi among the slave contacts of the Church of Set and among other organisation not related to the church of Set (specifically government agencies in Unther and Mulhorand).
No one in the Church of Set that is not a member of the Many Fanged Serpent is aware of its existence. Those that are aware are merely sleeper agents at the moment reporting back to their Okothian superiors via travelling merchants, otherwise they perform exactly as the Church of Set wishes.

Church of the Dead Gods: The churches of the dead gods do not exist as any kind of organisation. Instead individuals or small groups of worshippers congregate in settlements across Faerűn; from the Shaar to the Great Dale, to worship long silent gods in their own particular way.
Some of the worshippers such as those of Nanna-Sin actually begin to have their prayers answered in the years following Gilgeam's death as their gods return to Unther.
When the Untheric and Mulhorani pantheons unite, some of these gods emerge from the ashes to reinvigorate the dwindling pantheon.

The Grey Ghosts: Upon hearing of the death of Gilgeam, Furifax marched his Grey Ghosts on Unthalass hoping to seize the city while it was in the grip of anarchy. After a series of alliances and setbacks, Furifax and the Grey Ghosts abandoned Unthalass to the invading Mulhorandi army as soon as they were able.
With Gilgeam gone their only goal now is to survive and make as much money as possible robbing travellers. To that end they stay firmly in the eastern Shaar ambushing caravans and travellers aplenty.

Legion of Nanna-Sin: A recent organisation that serves as the militant arm and beginning of the church of Nanna-Sin.
Composed entirely of aasimar; formed from the population of Shussel and the army of Lord Gudea, who were transformed and trained by the reawakened Nanna-Sin on Zigguraxis before the armies of Mulhorand invaded Unther.
The Legion returned to Unther at the 11th hour behind Mulhorandi lines to open up a second front on the invaders.

Rebels of the Moon: The Rebels of the Moon were formed by Ningal from the remnants of the church of Ishtar in Unthalass following what they believe to be Utuhegel's death at the hands of Zimrilim.
These now militant worshippers of Ishtar venerate Selűne as an aspect of Ishtar, and follow Ningal as she leads them to battle the church of Gilgeam and the forces of Mulhorand wherever they are able.
Refusing aid from other organisations dedicated to freeing Unther and destroying Gilgeam and his remaining church out of suspicions over their motivations for the future of Unther; Ningal and the Rebels of the Moon begin to lose face and faith as their numbers dwindle.
That changes with the reappearance of the Legion of Nanna-Sin, a group of elite aasimar dedicated to good and the preservation of Unther. The two organisations quickly join forces and become a menace to the vanguard of the Mulhorandi forces.


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Edited by - Gary Dallison on 25 Mar 2014 12:15:43
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Gary Dallison
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Posted - 24 Mar 2014 :  21:20:56  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Important NPCs

Dama: Dama, one of the leaders of the slave revolt was killed shortly after the slave revolt began, falling to the blades of Shuruppak “The Reaper”.

Furifax: Shortly after the death of Gilgeam; Furifax marches with his Grey Ghosts upon Unthalass, hoping to seize the city and its riches and destroy Gilgeam’s church. Instead he finds the settlement in complete anarchy with factions fortifying themselves into various sectors.
Forging an alliance with Ultuhegel and the church of Ishtar; Furifax agrees to provide food for Unthalass in exchange for Ultuhegel’s help in securing the city.
Furifax turns to his Cult of Tiamat contacts to provide the food and they begin kidnapping citizens to work in the Greenfields as slaves.
A chance betrayal leads to the church of Ishtar discovering the kidnappings and Furifax’s involvement. Ultuhegel is kidnapped by Lord Zimrilim and the clergy form into the Rebels of the Moon, led by the genasi Ningal who leave Unther.
Furifax is left in Unthalass which is divided up between himself and Zimrilim and the Cult of Tiamat until Alasklerbanbastos arrives and devours the remaining priesthood of Gilgeam (now Cyric worshippers).
Furifax by now chafes under the idea of ruling a city. It was certainly more complicated than he had ever imagined and required an awful lot more effort than he wanted.
As soon as Mulhorand invaded Unther, Furifax used the opportunity to flee Unthalas and Unther back into the Shaar with as much treasure as they could carry.

Ibalpiel: Shortly after Gilgeam’s death, Ibalpiel was slain by her political ally Lord Ekur. She was tied to a number of rocks and thrown into the Alamber Sea.

Lord Gudea: Lord Gudea may have been the only honest Lord in the whole of Unther. A fair ruler, he was widely respected by the local populace. Gudea had been in talks with Furifax and the cult of Tiamat to get him out of Unther should Gilgeam fall in case the local population turn against the lords.
Gudea needn’t have worried so. With Gilgeam gone and anarchy in the streets, the people looked to those they respected in power to save them and bring stability. It was the local people that secreted Gudea out of Unthalass and allowed him to return to his holding in Ssintar.
Slowly Gudea built up his forces waiting until he was strong enough to unite Unther and save the people from anarchy and the evil of the Cult of Tiamat.
Unfortunately that day came sooner than he anticipated. The Ship of the Gods explosion awoke the slumbering form of Nanna-Sin that had been comatosed for over 2 millennia. Nanna-Sin reached out to the nearest person dedicated to fighting evil and still loyal to Unther. That person was Lord Gudea.
Together Lord Gudea and Nanna-Sin set about preparing the people of Unther for its salvation. They travelled at the head of Gudea’s army to Shussel and vanquished Lord Ekur and his mercenaries. Then using the Beacon of the Gods; found washed up on a beach. Nanna-Sin transported the entire population of Shussel to Zigguraxis to train them into an army to retake Unther.

Lord Tukulti: Once word of Gilgeam’s death reaches Firetrees, it takes only a few hours before the Cult of Tiamat find and execute Tukulti and seize control of the town.

Lord Teumman: Teumman Bloodletter was devoured by the great wyrm Maldraedior within an hour of Gilgeam's death. With Gilgeam finally gone, Maldraedior is free to operate as he wishes and expand his influence and that of his god.

Lord Annunaki: Annunaki was caught up at the beginning of the slave revolt of Messemprar. He attempted to maintain control of the city and managed to secure the palace district, however he was slain shortly after the revolt began in 1358 when an angry mob stormed the palace and slew him and his guards.

Lord Ekur: Lord Ekur was an evil and cowardly ruler. Shortly after Gilgeam’s death, Lord Ekur allied himself with Ibalpiel and the church of Ishtar to improve his chances of retaining control in Shussel.
Once his position was secure and he had hired enough Chessentan mercenaries; Ekur disposed of Ibalpiel (tying her to rocks and throwing her into the Alamber Sea) and ran Shussel with an iron grip.
A long time rival of Lord Gudea, it was inevitable that he and Gudea would come to blows at some point. In 1370 DR that happens as Lord Gudea and the avatar of Nanna-Sin march on Shussel. Ekur’s mercenaries quickly abandon him when they fail to inflict any damage on Ekur’s army. A short time later Ekur is hanged by the people of Shussel that he persecuted for so long.

Lord Karigzulu: Lord Karigzulu is one of the first Lords of Unther to die following Gilgeam’s death. While fleeing Red Haven on his own personal boat he is ambushed by a number of Sahuagin raiders and dragged into the depths.

Lord Zimrilim: Zimrilim was ready when Gilgeam finally perished. He and the priesthood of Gilgeam loyal to him immediately begin fortifying themselves in the Port District using Chessentan mercenaries that Zimrilim had been paying for years.
Unknown to his underlings, Zimrilim turned to Cyric after the death of Gilgeam and so managed to maintain his clerical powers. His lesser priests do not know where their powers come from, most refuse to accept Gilgeam is really dead and so continue to believe he grants their spells. Zimrilim also received some aid from Banites hidden in Unthalass working for the Zhentarim. After their god's death they turned to Cyric as well and threw their lot in with Zimrilim and the church of Gilgeam in Unthalass.
For nearly a decade Zimrilim ruled a portion of Unthalass, sometimes in conjunction with others; such as Furifax, sometimes against others. However all that changed when Alasklerbanbastos made his play to carve out an empire from Chessenta and Unther. One of the Great Bone Wyrm's vassals descended upon Unther and supposedly devoured Zimrilim before ruling Unther unopposed (until the armies of Mulhoran arrived).

Ruduk: With the advent of a full blown rebellion in Messemprar, Ruduk found himself at the forefront of the action. Quickly he contacted Shurlash of the Northern Wizards and suggested a joint venture in ruling Messemprar. Ruduk then took a back seat as Damu and the Northern Wizards became the focus of the rebellion.
Following Gilgeam’s death, Ruduk continued his spying role for the Red Wizards of Thay and acted as their agent in the city.
When Mulhorand invaded Unther, Ruduk was once again thrust into a position of vulnerability. He was forced by his Red Wizard employers to act as an ambassador to the Northern Wizards. Through Ruduk the Red Wizards offered spells, and magic items on the cheap to combat the Mulhorandi forces.
Ruduk is beginning to reconsider his allegiances. He does not enjoy being a public figure, especially when there is significant danger involved. He would escape his employers if only he could discover somewhere on Faerűn where the Red Wizards couldn’t touch him. For now he will continue to act as ambassador for Thay in the hopes that once the war between Unther and Mulhorand is over he will be given charge of the new enclave that will surely open in Messemprar

Shurlash: Shurlash is a man caught between what is right and what is necessary. Initially Shurlash and Dama begin open rebellion against Gilgeam’s rule in 1357 as they claim rule of the free city of Messemprar.
Dama survives until 1358 DR when he falls to Shuruppak’s blade, and Shurlash and his northern wizards are left in control of an isolated city against the might of Gilgeam and Unther.
Things take a turn for the better when Gilgeam himself perishes, plunging Unther into chaos and allowing Messemprar some respite from conquest. After resisting anarchy and the later attacks from Alasklerbanbastos’ draconic vassals, Shurlash and Messemprar are faced with the final conquest and annihilation of Unther by the forces of Mulhorand.
Desperate and alone he finds aid from the most unexpected of places. The church of Bane based in Mourktar provides an army of templars and priests to counter the Mulhorandi priesthood. The Red Wizards of Thay also provide cheap magic items and spells to Messemprar through their contact Ruduk, in the hope that they will be allowed to create enclaves in Unther. Finally at the 11th hour, the legion of Nanna-Sin appears behind the Mulhorandi army, and once supplemented with the Rebels of the Moon led by Ningal this leaves the Mulhorandi cut off from their supply lines.
To secure his victory, Shurlash reaches out to the Magus Society and the Enclave, hoping to amass and concentrate enough magical power to overwhelm the Mulhorandi forces. Unfortunately Shurlash never got to see his dream of a free Unther reach fruition, during a meeting with the Magus Society, the Karanoks strike again and execute the entire Magus Society (including their mole Therescales) and Shurlash who was attending negotiations with the Magus Society.

Shuruppak: After the death of Gilgeam, Shuruppak continued with his last orders from Gilgeam himself. Unfortunately no one knows what those last orders were. Most assume Gilgeam ordered the assassination of prominent members of the resistance in Messemprar. If so then once Shurlash is executed in 1374, then Shuruppak may very well be a free agent.
Of course if Gilgeam was less precise in his orders and charged Shuruppak with killing every rebel in Unther then the entire population of the Unther could well be a target, including the Mulhorand army.
What is certain is that Shuruppak has disappeared from site in Unther and the rest of Faerűn and could now be absolutely anywhere.

Tiglath: Tiglath is a woman filled with vengeance. She hated Gilgeam and everything he stood for, in her deepest darkest desires she wants to end the church of Gilgeam and any remnant of Gilgeam’s rule. After that she is content to leave Unther be while she runs the church of Tiamat.
Tiglath is not an evil person and finds the despicable deeds inflicted upon slaves difficult to bear. With Unthalass in Mulhorandi hands, Tiglath wants to build her church in Messemprar and grow old and rich from the proceeds of worship.
Tiglath realises that this probably does not sit well with her goddess Tiamat. While Gilgeam was alive, Tiglath needed Tiamat to give her strength enough to achieve vengeance. With Gilgeam gone and all traces of his church dead or dying, she realises that she does not fit into Tiamat’s ideal as she is uncomfortable performing the dark deeds asked of her unless it is to destroy Gilgeam and his church.
Sooner or later Tiglath will have to leave Tiamat’s church or perish by the hand of one of her underlings. She is debating fleeing across the Inner Sea to the barbarian lands, and she intends to take the church’s treasury when she does so. If only the barbarians in lands such as Cormyr and Sembia weren’t so uncultured.

Utuhegel: After the death of Ibalpiel in 1360 DR, Utuhegel is the highest ranking priest of Ishtar in Unther. She spends most of her time in Unthalass tending to the needs of the poor and the downtrodden.
The secret shrines to Ishtar dotted throughout the city indicate hideaways were those in need may find safety and shelter under the protection of Utuhegel and the underpriests that remained after the death of Gilgeam.
After a disastrous alliance with Furifax and the Grey Ghosts to secure the safety of the people of Unthalass; Ultuhegel is kidnapped and assumed dead by many in the church of Ishtar who flock to the banner of the genasi Ningal who forges them into the Rebels of the Moon.
Utuhegel eventually escapes Zimrilim’s clutches when Alasklerbanbastos’ dragons arrive to claim Unther. Utuhegel remains with her few loyal followers in Unthalass and tends to the needs of the people.
Utuhegel becomes a saviour of the downtrodden in the eyes of the poor and the slaves that still remain in Unthalass, and she constantly seeks to help those remaining to escape. Should Unther survive or reform around Messemprar then Utuhegel will leave Unthalass to administer the church of Ishtar in Unther.

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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 24 Mar 2014 :  21:39:00  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Important Sites

Greenfields: As of 1375 DR, the entire Greenfields area is under control of Mulhorand. Military outposts dot the borders to protect the newly acquired territory from any retaliation by Unther.
The Mulhorandi army marching through the Greenfields ruined the fields and these will have to be rebuilt before it becomes productive again.
Mulhorand is currently busy bringing in slaves from Mulhorand to work the fields as well as priests of Thoth to create the water pumps prevalent in Mulhorand.
The Enclave is no more, having moved their base of operations to Messemprar. However given that no one was entirely sure of the Enclave’s original base of operations it is likely that many hidden secrets lie in the sleepy fields of this region.

Firetrees (Town, 3,000): Firetrees was once a bustling town with a strong Cult of Tiamat hidden inside. During the chaos that engulfed Unther in the 1360’s the entire town was abducted by the Cult and put to work in the Greenfields to provide food for Unthalass as part of a secret agreement between Furifax and the cult.
When the army of Mulhorand marched through the Greenfields area the slaves fled north ahead of the army until it reached Messemprar. Now that Greenfields is under Mulhorandi control the original inhabitants are not willing to return home and so have spread out among the other remaining settlements of Unther.
Firetrees is now a military outpost for the Mulhorandi occupation force.

Unthalass (Large City, 80,000): Unthalass went through many upheavals during the chaotic years of 1360 – 1375 DR. It was first run by a number of factions shifting between the Grey Ghost bandits, Cult of Tiamat, Church of Gilgeam, and the Church of Ishtar. Then the dragon overlords of Alasklerbanbastos arrived to impose their order on the city. Finally the Mulhorandi arrived and have established the current status quo.
Much of Unthalass is in the process of being rebuilt. The Palace District, containing the Ziggurat of Eternal Victory is still a contested ruin where the Cult of Tiamat, Mulhorandi Forces, Church of Set, and numerous independent wererats, lamias, and other monster vie for control over the ruins. This place is strictly off limits to anyone but members of the Mulhorandi occupation force, and those adventuring bands licensed by Lord Khemenhet and his administrative staff (some of whom are histaachi loyal to Okoth and therefore Set).
The centre of government is now based in the Port District that was heavily fortified by Zimrilim before his apparent death at the hands of Alasklerbanbastos’ dragon vassal. From here the rebuilding effort is beginning and much of the Port District is in good shape with a new headquarters of the Mulhorani occupation force and a market place and harbour with expansive docks.
The rest of the city is still slums, although marginally better than the ruins of the Palace District. Unthalass’ population is dwindling as people leave because of crime, hunger, and unpopular foreign rulers.
Mulhorand however hopes that Unthalass will become the second capital of Mulhorand and bring much trade and wealth as it did for Unther.

Red Haven: Red Haven was utterly destroyed by the tsunami caused by the eruption of the Ship of the Gods volcano in 1369 DR. It is quickly resettled by pirates and scoundrels in the chaos of Unther. These pirates flee at the first sign of organised trouble (such as the army of Mulhorand) and return once the area is free.
The church of Set gains inroads into these lawless settlements, and the hidden histaachi within the church also create more agents among the more powerful pirates.

Shussel (City, 50,000): In 1375 DR, the rebuilding begins. The expanded port built by the Mulhorandi is put to good use quickly making Shussel the second port city of Unther. It quickly grows to a population of 50,000 as the slums are reclaimed by those loyal Untherites leaving Unthalass.
The Church of Nanna-Sin choose Shussel to build the first temple in Unther in several millennia, centred on the site of Nanna-Sin's ascension to Zigguraxis.

Ssintar (Town, 2,000): Following the Time of Troubles and the death of Gilgeam, Ssintar became a military camp ran by Lord Gudea who wanted to unite Unther and restore peace and order to the land.
Shortly after the Ship of the Gods erupted, Lord Gudea began experiencing visions sent to him by Nanna-Sin. Upon releasing Nanna-Sin from his god tomb, the town of Ssintar became a ghost town overnight as the army of Lord Gudea marched on Shussel. After conquering Shussel the populace and Lord Gudea's army were transported to Zigguraxis.
In 1375 DR with Unther re-established the town of Ssintar is resettled by a new generation of miners with a population of 2,000 people. Lord Gudea however remains in Messemprar as general of the army of Unther.

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Edited by - Gary Dallison on 25 Mar 2014 11:53:11
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sleyvas
Skilled Spell Strategist

USA
11701 Posts

Posted - 24 Mar 2014 :  23:15:23  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Mournblade

quote:
Originally posted by sleyvas

On some of your ideas

On the Sarrukh and Set.... I've said it several times... there should be a group of Thayans down in the Eastern Shaar, Okoth, possibly the beastlands, Durpar, and Estagund as well. They might make an alliance with the Sarrukh, and they might welcome the church of Set as traditional enemies of the Mulhorandi. Then, make this new place with the Thayans somewhat LIKE Stygia from the Conan novels. Make it a pirate nation filled with slave traders as well, but their pirate ships may take advantage of having monsters aboard their crew. Then have them raiding into Dambrath, Halruaa, Chult, the nearby Yikarian Empire and possibly coming into conflict or alliance with the Corsairs in the islands from "Corsairs of the Great Sea". It won't happen, but I'll still say it.

On the avatars of Gilgeam, remember that up until the time of troubles, the deities of Unther and Mulhorand weren't gods. They were confined to the prime material in mortal form. So, I don't see this one happening.

On the spear of Bane... damn good find. I agree, it makes for a good story if it were in fact stolen from the primordial, Maram of the Great Spear, and it was broken into the spear and shaft to weaken him (and the two parts hidden away). How the dragon found out about this? Did he know Bane as a living being?

On the restoration of the Untheric Pantheon... I'd rather see the Mulhorandi pantheon return and the Untherites turn to these deities. However, I wouldn't have them forget their old gods.... just they recognize that say "Utu relinquished control of the sun to Horus-Re". However, perhaps they also link certain Faerunian gods to their old gods (perhaps they see Jergal as their old evil lord of the dead Nergal), and said deities build on this. Similarly, if you wanted to bring back the male god of the moon, Nanna-Sin.... perhaps the second moon god, Zotha, might come back charading as him.

On the Mulhorand invasion, I'd rather it be that the people of Mulhorand and Unther found themselves transferred to Abeir. The people of Unther had no contact with the Faerunian Pantheon, but the people of Mulhorand enacted powerful rituals to call their gods back through their god-kings. The gods responded by sending avatars to help protect their people. As a result, the Untheric people converted to Mulhorandi worship.... and the empire of Mulhorand began conquering Abeir. Being the few humans in the world, all slaves were enlisted to aid the empire, and freed after they proved themselves worthy by capturing 10 times their own number in "lesser humanoids" to work the fields as their replacements. There still remained a caste structure with Mulans at the top and those of other blood in a lesser status, but the Mulhorandi empire soon had many lizardfolk, kobold, and even dragonborn and genasi slaves. Yuan-ti were found to be unfit slaves though, and were mercilessly hunted (it doesn't help that the church of Set allies with them). Meanwhile, the slaves are well treated... even given healing magic, to the amazement of the slaves. Over the past hundred years, the Mulan people were encouraged to have large families, and former slaves considered it a great blessing to bear the child of a Mulan-born, for it ensured that they and their child would be treated better in society. As a result, many female slaves never wed but instead became mistresses of their former masters (of course, this was aided by the fact that many male slaves died in the initial conflicts after the spellplague transference). All of this is going on when the Mulhorandi lands transfer back to Toril... and their great empire that they had grown in Abeir is cut down in size.



YES cut down in size, BUT they still have the Great Empire mentality, and will be an important power player in the realms.

Since we are accepting the Spellplague and the Twinning occured in the NEXT realms this is the coolest sceneario I have heard.





Exactly, they've had the taste of Empire, and they have developed a racial superiority based on being separated from other humans for a century, plus having reptile folk as servants rather than humans has made them more callous with their slaves (i.e. they don't put up with any hint of rebellion).

Then, they come back, force the Imaskari on their lands to flee (possibly down into the new Thay I was describing that's loosely allied with the Okothian Sarrukh... possibly some taking up residence in the plains of Purple Dust...), and right on their borders they have a Chessenta that is definitely not happy to see them... a possibly reborn Thay to the north.... and possibly a variation of Thay "allied" with a number of monstrous races to the south.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11701 Posts

Posted - 24 Mar 2014 :  23:24:52  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

Eww, returned abeir, spell plague, dirty words, unclean.

But you have given me a few ideas.

I just dont see Okoth and Thay ever making contact. Both are separated by geography and the nation of Mulhorand and Sarrukh relies on secrecy for survival so they arent going to reveal themselves. Furthermore both organisations are bent on world domination and that does not lend well to alliances. More likely the Okothian Sarrukh might try to subvert people in a nearby Thayan enclave and then use them to try and take control of the Red Wizards as a whole.

However you have given me several ideas for expanding the church of Set and Sarrukh. The Ship of the Gods explosion caused a massive tsunami that in official sources did absolutely no damage. However given recent real world examples we know tsunami can be devastating even to modern buildings. So i had it annihilate a few of the coastal towns of Unther and Mulhorand. These natural harbours will likely be settled by pirates first as Unther is in chaos and Mulhorand is busy conquering Unther.
Now the church of Set was always set on infiltrating Mulhorand and seems to have avoided Unther entirely. With Gilgeam gone i think that should change.
The Sarrukh/church of Set could gain agents in the pirate settlements using histaachi and the lycanthropy of Sebek. They could also use similar tactics to create a faction in ruined Unthalass (further delaying rebuilding by Mulhorand).

A further development idea i have had is the merging of the Unther and Mulhorandi pantheons. They both now occupy the same territory (since Mulhorand is conquering Unther) and the Untheric people already worship one Mulhorandi deity in the form of Ishtar (Isis). So if the pantheons merge then it is stronger as a whole and the people of Mulhorand and Unther can worship whatever gods they wish.
So Enlil becomes god of Unther, Wind, and Agriculture
Ishtar remains as she is.
Hoar is god of retribution and poetic justice (he might lose vengeance to Horus Re if he chooses to return, or Ao might take it from Horus and give it to Hoar)
Marduk can return as Bahamut
Tiamat remains as she is
Nanna-Sin can be the god of Defence and Protection from Evil
Gilgeam if one of his avatars were to be released and gain enough worship (and kill the other avatars) then he could be the god of madness, tyranny, and maybe undeath.

The Untheric people might not always like the Mulhorandi but they were ancient allies and i bet they would rather join the Mulhorandi pantheon than the Faerunian pantheon.


Now onto the mess that is the Mulhorand and Unther gods. The mechanics and reasoning behind it has been a mess from the start and as always im not afraid to scrap the broken stuff and rework it. So saying they are wholly material plane bound and separated from their essence does not make any sense at all (especially if you only follow FR and dont go for any core rubbish which makes an unnecessary mess of things even more) and so i'm going to continue along the line of thought that they chose to manifest all their power in a single avatar rather than they had to. Then shortly after the orcgate wars they realised the dangers of such action and changed tactic, so they dwelled on the outer plane and Gilgeam in particular manifested a major powerful avatar as a show of power. But that way i can have him with multiple aspects locked in dungeons across the world (they reached the Great Dale at one point in history) so it can be a massive adventure to stop them all.


So onto the spear of Bane. I have theorised before that the church of Bane originated in the lands around the Vilhon Reach. All the evidence seems to support this, and so after the Dark Three's adventures and power gathering, they returned to the Vilhon Reach to establish cults to themselves (in preparation for ascension). And upon becoming a god; Bane in particular looks to have left behind some "gifts" (the cloak in Mourktar, and now the spear of Bane). I cant see any link between Maldreidor and Bane. It is probably likely that Maldreidor was just watching with interest and when he had the chance to acquire the spear he took it.




On the Thay in the south thing, I've said it in many threads for about 2 years, so I wasn't as clear here. The "Thayans" that would go there wouldn't have ever lived in Thay. They are a 3-5 generations removed group who decide that their homeland sucks now and they'd rather build a new country in the southlands where there will be less coordination between countries (because said countries have been decimated). I call it "the United Tharchions of the Shaar" (and my original intent was that they also try to seize the airspace above the great rift and land in the Western Shaar as well, but Okoth and the beastlands and Durpar and/or Estagund also make interesting targets)

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 25 Mar 2014 :  12:16:34  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Added updates to organisations and places, and plots and rumours on page 2.

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Mapolq
Senior Scribe

Brazil
466 Posts

Posted - 25 Mar 2014 :  13:51:52  Show Profile Send Mapolq a Private Message  Reply with Quote
Bit out of topic, so forgive me - but I'm starting to dig your idea on the Thayan exiles, sleyvas. Still think the Zulkirs should restore "actual Thay" on the Plateau asap, but you're convincing me an additional splinter state run by Thayan Mulan who've been living abroad for a century would be pretty awesome.

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Wooly Rupert
Master of Mischief
Moderator

USA
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Posted - 25 Mar 2014 :  14:23:52  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Mapolq

Bit out of topic, so forgive me - but I'm starting to dig your idea on the Thayan exiles, sleyvas. Still think the Zulkirs should restore "actual Thay" on the Plateau asap, but you're convincing me an additional splinter state run by Thayan Mulan who've been living abroad for a century would be pretty awesome.



I've had a similar idea for a while... Except, my Thayan exiles would be based out of Mulmaster -- I picked there because Thay already had a lot of influence there, and it seemed obvious for them to start somewhere where they already had some strength.

To me, the beauty of a conflict between Thay and Thay-In-Exile is that it creates so many opportunities for intrigue. Intrigue between the two factions; intrigue within one of the factions; intrigue with other groups trying to lessen Thay's power, whether for noble purposes (like the Harpers) or for self-serving purposes (Zhents, Shades, independent wizards looking to score some spells, other groups); intrigue with groups playing one or more other groups against each other... There is a world of potential there.

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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 25 Mar 2014 :  16:47:40  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Hijackers.


Although given the nature of Thay's ruling class with the constant backstabbing and infighting (in 3e anyway) i wouldnt have thought it necessary for another Thayan faction, every Zulkir is already out for themselves.

Although I do like the sound of Thay in Mulmaster, the warring churches of Bane thing in the Moonsea all came to nought and now the Zhentarim practically own the Moonsea so another strong organisation in that area would be good for intrigues (again 3e).

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Gary Dallison
Great Reader

United Kingdom
6353 Posts

Posted - 10 Apr 2014 :  14:40:11  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Just found a very interesting reference to greater Quelzarn in the Cloak and Dagger sourcebook.

In Eric Boyd's excellent expanded timeline of the old empires it mentions the possible sighting of a Greater Quelzarn which i didnt really know what one was at first and so ignored it.

Looking into it a Quelzarn is the typical sea serpent we have heard of in old sailor's stories. I'm presuming the greater quelzarn are the enormous versions that destroy massive galleons in a single bite/tail slap.

Now Gilgeam supposedly hunted a few of these and they are mentioned a few times in the old empires sources.

Now comes the quote from Cloak and Dagger

quote:
Vyqinak seeks to discover and plunder the lost wreck of the Sapphire of Enki, an Untheric sailing ship thought to lie in the Haunted Plains (the sea floor between Westgate and Sembia) beneath a thick layer of silt. The Night King believes the lost vessel might hold the legendary Songs of Sea Serpents, a tome reputedly penned by Nezram “Worldwalker” that describes how the wizards of Unther transformed individual quelzarn into a greater form capable of wielding powerful magic.


Now Nezram of course is some ancient famous mage. The earliest mention i have of him in the histories is in 643 DR when he leaves his tower (located on the shores of Azulduth) to explore other planes using a Sarrukh portal.

So i think we have a strong link here between the Quelzarn and the Sarrukh. As a sea "serpent" quelzarn are possibly reptilian in nature. Nezram penned a book that details the creation of greater quelzarn and he lives in a tower atop ruins of an ancient sarrukh civilisation.

So i wonder if the Sarrukh did not create and unleash these greater quelzarn either as a mode of transport across the Inner Seas (because they werent one sea back then) or to combat the batrachi that were encroaching upon their territory in the aftermath of the Okoth Empire.

But whatever their origins it is possible that some remained until the arrival of the Old Empires (Unther, Mulhorand, and Chessenta). Maybe a wizard of Unther created them for Gilgeam to hunt. Maybe Nezram wasnt Mulhorandi as the quote says, maybe he was of a different or older origin like Imaskari and was paid or deliberately releasing greater Quelzarn for whatever reason.

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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 11 Apr 2014 :  00:24:56  Show Profile Send Markustay a Private Message  Reply with Quote
Didn't Nezram return in 3e? I recall something about him being a little Ticked-off about what has transpired since he went Planeswalking.


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


Edited by - Markustay on 11 Apr 2014 00:26:36
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sleyvas
Skilled Spell Strategist

USA
11701 Posts

Posted - 11 Apr 2014 :  00:57:05  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Mapolq

Bit out of topic, so forgive me - but I'm starting to dig your idea on the Thayan exiles, sleyvas. Still think the Zulkirs should restore "actual Thay" on the Plateau asap, but you're convincing me an additional splinter state run by Thayan Mulan who've been living abroad for a century would be pretty awesome.



Thanks. The actual physical place could be up in the air. My main thing in choosing a place was to pick somewhere that GENERALLY people didn't utilize because it hadn't been explored much. That would be why I would stay away from Mulmaster-Thayans for building a big empire personally (because it might cheese off folks who like Mulmaster). However, at the same time, it does make perfect sense in that area. I definitely could see Lauzoril, the Zulkir of Enchantment, and Dmitra Flass, the first princess of Thay, both building something there.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Razz
Senior Scribe

USA
749 Posts

Posted - 26 May 2014 :  13:41:32  Show Profile Send Razz a Private Message  Reply with Quote
Dragons of Faerun was good except it lost a star from me because of the fact it was supposed to contain information on the Draconic Pantheon and it never made it, not even as a web enhancement. I wish we could have an update on that to 3e.
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