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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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The Arcanamach
Master of Realmslore
1842 Posts |
Posted - 29 Jan 2014 : 07:25:55
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I wonder if an enclave could have survived by parking itself in the cauldron of a volcano? It's point could fit within it while the rest of the city rests atop it. A couple of problems could have arisen from this. First, it may not have been a perfect fit and could have leaned (think of an entire city of Leaning Towers of Pisa). This would require them to use magic to straighten them or they would have had to rebuild on the slope created. Second, if the volcano was active (perhaps they were studying it at the time of the Fall), plugging it could lead to extreme pressure building up. It could have still been destroyed in time or the city's residents may have found a way to alleviate the pressure or cause the volcano to go dormant.
Btw, Wooley, I've always liked your seafloor enclave idea. |
I have a dream that one day, all game worlds will exist as one. |
Edited by - The Arcanamach on 29 Jan 2014 07:26:36 |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Wooly Rupert
Master of Mischief
USA
36779 Posts |
Posted - 29 Jan 2014 : 11:05:32
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quote: Originally posted by dazzlerdal
There is mention of a previously active volcano in Netheril I will have to find it again I could've sworn there were 3 undersea enclaves in the sea of fallen stars
There were. They were destroyed before the rest of Netheril fell. |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Wooly Rupert
Master of Mischief
USA
36779 Posts |
Posted - 29 Jan 2014 : 11:49:24
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quote: Originally posted by dazzlerdal
Isnt there rumoured to be an enclave in the bay of Baldurs Gate. That could be an underwater one.
I had an idea inspired partly by Eds unfo on countering lifedrain and partly on the Netheril adventure. How about an enclave made out of the bones of 150000 orcs that littered the bone hill after ioulaum exterminated them. It seems like the kind of place aumvor might live. Unfortunately I suck at names and the only one I can come up with is The Mausoleum
Baldur's Gate is on a river... Not the best place for an enclave.
There is rumored to be a fallen enclave in Tethyr's Firedrake Bay. |
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Gary Dallison
Great Reader
United Kingdom
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Eilserus
Master of Realmslore
USA
1446 Posts |
Posted - 29 Jan 2014 : 13:57:42
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quote: Originally posted by dazzlerdal
Oh and an odd request.
Does anyone know of any spell (maybe a 2nd edition spell) that requires copper as a material component.
It seems that the creator race in the Netheril Basin mined every mountain and ore vein containing copper until the whole basin was depleted.
I am wondering what for, and I'm hoping that it will give some insight as to what magic the Sarrukh may have worked in order to get rid of the Phaerimm.
I realise it was probably only a throw away comment by the people that made the Netheril sourcebook, but from such throwaway comments we actually have the creator races that we know of nowadays so maybe we can turn such a comment into something usable for lore.
It's possible that copper was the most valuable metal for them? Maybe it was their version of gold or platinum? Strange yes, but Sarrukh aren't human etc. Copper turns green with age doesn't it? Maybe that has something to do with it. |
Edited by - Eilserus on 29 Jan 2014 13:59:35 |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Wooly Rupert
Master of Mischief
USA
36779 Posts |
Posted - 29 Jan 2014 : 16:03:37
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quote: Originally posted by dazzlerdal
Maybe thats the one im thinking of. It could have been there base for mining and exploring the ocean.
It's a fallen enclave, I believe, like Sakkors and Nhalloth -- so it's more likely that its presence underwater was never planned. |
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Gary Dallison
Great Reader
United Kingdom
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sleyvas
Skilled Spell Strategist
USA
11690 Posts |
Posted - 30 Jan 2014 : 15:41:42
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quote: Originally posted by dazzlerdal
Its another good possibility. Completely depleting every copper lode in somewhere the size of Africa (although I have no idea how big anauroch actually is) is a massive undertaking and im not sure they could do it in 5000 years using conventional means. The only possibile way to completely strip the area is through magic and that is costly in both reagents and manpower needed to cast the spells. So you wouldn't expend those resources without great need.
However thats just my take on it, I know that wasnt the original intention of that info but its more interesting if it is important.
That being said, the only remotely useful spell containing copper is one called Reciprocal which causes a damaging feedback loop depending on how much magic the target has. So the very weak theory I have is that the copper was used in spells to identify where the phaerimm lived and then copper was used casting the reciprocal spell that caused the phaerimm and their home to explode, that collapses portions of the underdark and lands above which alters the flow of the water table and redirects the narrow sea.
But its a weak theory so I probably wont include it
Bear in mind that the Old Empires entry states that those old empires were still using bronze around the time of the orcgate wars (-1076 DR). Granted, there's also an entry stating that the people's who EVENTUALLY become Narfell and Raumathar were using iron. There's also an entry that states that the humans of "Mulhorand" learn the secrets of iron from the dwarves of the Great Rift. I put Mulhorand in quotes there, because Narfell and Raumathar technically had large portions of their land under Mulhorand's control.... so likely THEY were the ones who learned of iron making from the dwarves. I link this also to the fact that only a few years after the orcgate wars end (like 5 years) they build a portal to connect to an area right next door to the Great Rift and build a city there. So, the the people of what becomes Raumathar probably had some dealings with the dwarves and had possibly just learned iron making recently before the orcgate wars.
Given that Mulhorand was a technological marvel of humanity at THAT time, would it be impossible to assume that in the almost 3 thousand years prior to this time in the Netherese empire that they also were in a bronze age? Since Bronze is simply an improvement on brass, which is an improvement on base copper (i.e. all are a copper alloy) that they may have used all the copper because that was their only real metal with any strength. NOTE: I literally am asking this question, because there may be something out there that says that Netheril had discovered iron or had its secret shared to them by elves or dwarves, etc....
From the Wikipedia on Bronze: Bronze is an alloy consisting primarily of copper, usually with tin as the main additive. It is hard and tough, and it was so significant in antiquity that the Bronze Age was named after the metal. However, historical pieces were often made interchangeably of brasses (copper and zinc), and bronzes with different compositions, so modern museum and scholarly descriptions of older objects increasingly use the more inclusive term "copper alloy" instead.[
FROM Old Empires, pg 34
Furthermore, there is evidence to suggest that trading between the dwarves of the Great Rift and Mulhorandi gave the humans the secrets of forging steel. It was steel weapons that enabled Mulhorand to carve out an empire in the north. This more or less ended Mulhorandi developments in weaponry. Meanwhile the gods, who were more conservative than their followers, still used weapons of highly enchanted bronze.
From Old Empires, pg 3
Instead, two new powers rose to prominence after the Orcgate Wars, the powers of Narfell and Raumathar. These were warlike nations that coalesced out of the migrating northern tribes that were paid to fight as mercenaries in the Orcgate Wars. They had weapons of iron (as opposed to the bronze weapons that Mulhorand and Unther used at the time) and soon developed powerful magic of their own. They quickly subdued large tracts of land, replacing Mulhorandi culture with their own.
From GHotR 1064 DR A two-way portal between the Shandaular, capital of the kingdom of Ashanath and Council Hills, far to the south in the Eastern Shaar, is opened. Shaundaular expands to encompass the lands surrounding the portals southern terminus.
From Old Empires, pg 83 - just including because its an interesting new material adaptation that someone might want to us
This wand is made of saltsteel, a magically hardened salt whose making is known only to the mages of Unther. |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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hashimashadoo
Master of Realmslore
United Kingdom
1150 Posts |
Posted - 30 Jan 2014 : 16:08:31
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quote: Originally posted by dazzlerdal
Okay, so according to the Netheril sourcebook Shadow aka Telemont Tanthul disappeared into the plane of shadow in -390 DR with his wife Alashar Crywinds.
Now from what i gather Telemont fathered his children with a manifestation of Shar.
However if he did disappear into the plane of shadow in -390, then he couldnt have been ruler of the enclave of Shade when it transferred to the plane of shadow as it says in the sourcebook "using Shadow's notes".
So which is correct. Did Shadow move the enclave to the plane of shadow himself, or did someone else do it and Shadow took control of the enclave after -339 when he encountered it on the plane of shadow.
This question has been bugging me for years.
Lords of Darkness says that only Telamont's sons and his closest advisors know of his true identity - the vast majority of shadovar know of Lord Shadow, but have no idea that he and the High Prince are one and the same, meaning that he was gone long enough for people to forget what he looked like.
However p115 of the Netheril sourcebook says that Shadow's method of entering the demiplane of Shadow actually left his physical body back on the material plane a la an Astral Projection spell.
Additionally, Paul Kemp's short story Too Long in the Dark says that Thultanthar was ruled by twelve princes even in -339 DR just before Karsus cast his avatar spell. |
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Edited by - hashimashadoo on 30 Jan 2014 16:10:11 |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
Posted - 31 Jan 2014 : 12:26:39
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Okay so i'm trying to come up with locations and status' of various enclaves at the time of the fall. I have tried to give logical positions for the enclaves based on the descriptions of what happened to them when they fell.
Also wondering about the state of their mythallars since the descriptions of a few of them mean that the mythallar is intact; and i dont buy that all mythallars stopped working because mystryl died as that is a cop out, plenty of ancient magic items still work so would the mythallars unless they were physically damaged (which most were when the enclaves smashed into the ground.
So here's what i have so far
Akintaer: Crashed into the marsh of simplicity in -339 DR. Now buried under the High Ice near the Blind Rift. Mythallar Status: Unknown likely destroyed by the impact Aquessir: Crashed into the side of the Shattered Tower in -342 DR. All magic on the enclave was drained by the improved mythal, all arcanists turned to dust. Mythallar Status: Unknown likely destroyed by the impact but given its improved nature it may survive. Anauria: Slowly fell to earth in -339 DR. Survivors settled between the Scimitar Spires and the Desertsmouth Mountains from the Bowl of Loneliness to the Stonelands. Mythallar Status: Destroyed on impact. Given the fact that there is no indication of the survivor states using mythallars they must have been destroyed. However it states Mystra restored magic in time to save them by slowing their descent. Just a slight work around, she did restore magic in time to slow the enclaves descent, so the impact into the ground didnt kill everyone on board, but it did damage the enclave and destroy the mythallar Asram: Slowly fell to earth in -339 DR. Survivors settled in Atars Looking Glass Mythallar Status: Destroyed on impact. Given the fact that there is no indication of the survivor states using mythallars they must have been destroyed. However it states Mystra restored magic in time to save them by slowing their descent. Just a slight work around, she did restore magic in time to slow the enclaves descent, so the impact into the ground didnt kill everyone on board, but it did damage the enclave and destroy the mythallar Delia: Determining the threat of the phaerimm and communicating results to Ioulaum and Karsus. Crashed in -339 DR. Either Delia was near the borders of Anauroch (maybe the hidden forest), or she was in the fallen lands near Karsus and Ioulaum (possibly the Greyvale). Mythallar Status: Unknown Doubloon: Disappeared in -442 DR after an encounter with Eileanur. Possibly banished to a demiplane (the demiplane of imprisonment). Mythallar Status: Active Eileanar: Crashed in -339 DR in the vicinity of the High Forest. Mythallar Status: Destroyed Hlaungadath: Crashed in -339 DR on the western edge of the Narrow Sea due east of Ascore. Mythallar Status: Destroyed Hlondath: Slowly fell to earth in -339 DR. Survivors settled between the Scimitar Spires and the Desertsmouth Mountains from the Bowl of Loneliness to Atars Looking Glass. Mythallar Status: Destroyed on impact. Given the fact that there is no indication of the survivor states using mythallars they must have been destroyed. However it states Mystra restored magic in time to save them by slowing their descent. Just a slight work around, she did restore magic in time to slow the enclaves descent, so the impact into the ground didnt kill everyone on board, but it did damage the enclave and destroy the mythallar Horizon: The enclave of the archwizard Oberon. This enclave was much higher up in the atmosphere than any other enclave and so was far above the ground when magic was finally restored to the world. Its inhabitants had all frozen and asphyxiated due to the air and freezing temperatures of being so high when the mythallar stopped working. Capable of unmanned flight the enclave has floated with the winds above Toril at a height of 30,000 feet for 2,000 years. Mythallar Status: Active Jethaere: Crashed in -339 DR. Mythallar Status: Unknown Jockteleg: Crashed in -339 DR, as he was outcast by the other Netherese enclaves and approached by a cloud giant clan then possibly located in the Quarter of Emptiness or the Fallen Lands area. Mythallar Status: Destroyed Jiksidur: Crashed in -339 DR upside down in Narfell, now known as Hark's Finger in northern Narfell. Looted of artefacts by Larloch and the tribes of Narfell. Mythallar Status: Destroyed Lathery: Crashed in -339 DR in the central portion of the Narrow Sea (near the Teeth of Tagorlar). Population were teleported into fish tanks once magic was restored so mythallar is active. Mythallar Status: Active Lhaoda: Toppled by the phaerimm lifedrain spells in -427 DR. Mythallar Status: Destroyed Maunator: Destroyed in -1657 DR by a super powered Meteor Swarm spell. Mythallar Status: Destroyed Negarath: Unknown Mythallar Status: Unknown Nhalloth: Crashed in -339 DR into the Sea of Fallen Stars, just north-west of Vosos on the Altumbel peninsula. Mostly intact, buried under miles of sand. Mythallar Status: Unknown Orbedal: Crashed in -339 DR in the Western Heartlands, now known as Warlocks Crypt. Mythallar Status: Unknown Palter: Crashed in -339 DR into mountains north of the River of Gems. Likely location is Aerithaes Rest. Mythallar Status: Destroyed Phylornel: Crashed in -339 DR into the River of Gems. The river redirected around the new mountain. Likely location is Heroes Helm. The archwizard and lich Buoyance escaped into the river and his current location is unknown. Mythallar Status: Destroyed Sakkors: Crashed in -339 DR into the Sea of Fallen Stars just south of Urlamspyr in Sembia. Smashed into rubble. Mythallar Status: Active and sentient Selūnarra: Transferred into another plane in -339 DR by Selune. Mythallar Status: Active Spiel: Crashed in -339 DR in the Rystall Wood. Now guarded by the Lost that inhabit the Border Forest. Mythallar Status: Destroyed Synod: Ecclesiastical enclaveCrashed in -339 DR in the Stonelands. Was believed to be over the Sea of Fallen Stars, but a fierce storm caused Synod to turn back towards Netheril. Mythallar Status: Damaged Tanathras: Crashed in -647 DR into the side of the Desertsmouth Mountains Mythallar Status: Destroyed Thultanthor: Transferred into the plane of shadow in -339 DR by arcanists duplicating the procedure based on Shadows notes. Shadow locates the enclave in the plane of Shadows and becomes its ruler. Mythallar Status: Active Tith Tilendrothael: Toppled by the phaerimm lifedrain spells in -427 DR. Mythallar Status: Destroyed Undrentide: Crashed in -339 DR Mythallar Status: Unknown Xinlenal: Crashed in -339 DR into the Neverwinter Woods. Mythallar Status: Destroyed
Other Enclaves Sargauth: Skullport in Undermountain. All arcanists were merged into the Skulls of Skullport. Mythallar Status: Unknown Cuulmath: Destroyed in -1660 DR by elven high magic. Mythallar Status: Destroyed Werapan: Destroyed in -1660 DR by elven high magic. Mythallar Status: Destroyed Quaeluuvis: Destroyed in -1660 DR by elven high magic. Mythallar Status: Destroyed Quesseer: Otherwise known as Old Owl Well located in the Sword Coast. Abandoned in -2095 DR. Mythallar Status: Removed Farenway: Spelljamming docks collapsed and exploded in -339 DR killing thousands Mythallar Status: Destroyed
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Edited by - Gary Dallison on 05 Feb 2014 10:27:05 |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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sleyvas
Skilled Spell Strategist
USA
11690 Posts |
Posted - 31 Jan 2014 : 14:09:08
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quote: Originally posted by dazzlerdal
Okay so i'm trying to come up with locations and status' of various enclaves at the time of the fall. I have tried to give logical positions for the enclaves based on the descriptions of what happened to them when they fell.
Also wondering about the state of their mythallars since the descriptions of a few of them mean that the mythallar is intact; and i dont buy that all mythallars stopped working because mystryl died as that is a cop out, plenty of ancient magic items still work so would the mythallars unless they were physically damaged (which most were when the enclaves smashed into the ground.
So here's what i have so far
Akintaer: Crashed into the marsh of simplicity in -339 DR. Now buried under the High Ice near the Blind Rift. Mythallar Status: Unknown likely destroyed by the impact Aquessir: Crashed into the side of the Shattered Tower in -342 DR. All magic on the enclave was drained by the improved mythal, all arcanists turned to dust. Mythallar Status: Unknown likely destroyed by the impact but given its improved nature it may survive. Anauria: Slowly fell to earth in -339 DR. Survivors settled between the Scimitar Spires and the Desertsmouth Mountains from the Bowl of Loneliness to the Stonelands. Mythallar Status: Destroyed on impact. Given the fact that there is no indication of the survivor states using mythallars they must have been destroyed. However it states Mystra restored magic in time to save them by slowing their descent. Just a slight work around, she did restore magic in time to slow the enclaves descent, so the impact into the ground didnt kill everyone on board, but it did damage the enclave and destroy the mythallar Asram: Slowly fell to earth in -339 DR. Survivors settled in Atars Looking Glass Mythallar Status: Destroyed on impact. Given the fact that there is no indication of the survivor states using mythallars they must have been destroyed. However it states Mystra restored magic in time to save them by slowing their descent. Just a slight work around, she did restore magic in time to slow the enclaves descent, so the impact into the ground didnt kill everyone on board, but it did damage the enclave and destroy the mythallar Delia: Determining the threat of the phaerimm and communicating results to Ioulaum and Karsus. Crashed in -339 DR. Either Delia was near the borders of Anauroch (maybe the hidden forest), or she was in the fallen lands near Karsus and Ioulaum (possibly the Greyvale). Mythallar Status: Unknown Doubloon: Disappeared in -442 DR after an encounter with Eileanur. Possibly banished to a demiplane (the demiplane of imprisonment). Mythallar Status: Active Eileanar: Crashed in -339 DR in the vicinity of the High Forest. Mythallar Status: Destroyed Hlondath: Slowly fell to earth in -339 DR. Survivors settled between the Scimitar Spires and the Desertsmouth Mountains from the Bowl of Loneliness to Atars Looking Glass. Mythallar Status: Destroyed on impact. Given the fact that there is no indication of the survivor states using mythallars they must have been destroyed. However it states Mystra restored magic in time to save them by slowing their descent. Just a slight work around, she did restore magic in time to slow the enclaves descent, so the impact into the ground didnt kill everyone on board, but it did damage the enclave and destroy the mythallar Horizon: The enclave of the archwizard Oberon. This enclave was much higher up in the atmosphere than any other enclave and so was far above the ground when magic was finally restored to the world. Its inhabitants had all frozen and asphyxiated due to the air and freezing temperatures of being so high when the mythallar stopped working. Capable of unmanned flight the enclave has floated with the winds above Toril at a height of 30,000 feet for 2,000 years. Mythallar Status: Active Jethaere: Crashed in -339 DR. Mythallar Status: Unknown Jockteleg: Crashed in -339 DR, as he was outcast by the other Netherese enclaves and approached by a cloud giant clan then possibly located in the Quarter of Emptiness or the Fallen Lands area. Mythallar Status: Destroyed Jiksidur: Crashed in -339 DR upside down in Narfell, now known as Hark's Finger in northern Narfell. Looted of artefacts by Larloch and the tribes of Narfell. Mythallar Status: Destroyed Lathery: Crashed in -339 DR in the central portion of the Narrow Sea (near the Teeth of Tagorlar). Population were teleported into fish tanks once magic was restored so mythallar is active. Mythallar Status: Active Lhaoda: Toppled by the phaerimm lifedrain spells before -339 DR Mythallar Status: Unknown Maunator: Destroyed in -1657 DR by a super powered Meteor Swarm spell. Mythallar Status: Destroyed Negrath: Unknown Mythallar Status: Unknown Nhalloth: Crashed in -339 DR into the Sea of Fallen Stars, just north-west of Vosos on the Altumbel peninsula. Mostly intact, buried under miles of sand. Mythallar Status: Unknown Orbedal: Crashed in -339 DR in the Western Heartlands, now known as Warlocks Crypt. Mythallar Status: Unknown Palter: Crashed in -339 DR into mountains north of the River of Gems. Likely location is Aerithaes Rest. Mythallar Status: Destroyed Phylornel: Crashed in -339 DR into the River of Gems. The river redirected around the new mountain. Likely location is Heroes Helm. The archwizard and lich Buoyance escaped into the river and his current location is unknown. Mythallar Status: Destroyed Sakkors: Crashed in -339 DR into the Sea of Fallen Stars just south of Urlamspyr in Sembia. Smashed into rubble. Mythallar Status: Active and sentient Selūnarra: Transferred into another plane in -339 DR by Selune. Mythallar Status: Active Spiel: Crashed in -339 DR in the Rystall Wood. Now guarded by the Lost that inhabit the Border Forest. Mythallar Status: Destroyed Tanathras: Crashed in -647 DR into the side of the Desertsmouth Mountains Mythallar Status: Destroyed Thultanthor: Transferred into the plane of shadow in -339 DR by arcanists duplicating the procedure based on Shadows notes. Shadow locates the enclave in the plane of Shadows and becomes its ruler. Mythallar Status: Active Tith Tilendrothael: Unknown Mythallar Status: Unknown Xinlenal: Crashed in -339 DR into the Neverwinter Woods. Mythallar Status: Destroyed
Other Enclaves Sargauth: Skullport in Undermountain. All arcanists were merged into the Skulls of Skullport. Mythallar Status: Unknown Cuulmath: Werapan Quaeluuvis: Quesseer: Farenway: Spelljamming docks collapsed and exploded in -339 DR killing thousands Mythallar Status: Destroyed
Just one thing to note, some of the enclaves may have had more than one mythallar. As populations grew and demand for more magical power grew, the existing mythallar were probably stressed. We had a discussion on this type of thing a few months passed. Essentially, thing of the first mythallars as "DC power". Then someone develops and improved mythallar using "AC power". Then someone develops a mythallar that has less energy output, but a wider radius, so they decide that one can be used for minor things throughout the enclave. Then the development group on Enclave X gets mad because they don't have enough magical power because the populace is using it to power their new illusory playhouse. Since the creator of the original mythallar died a hundred years ago, there's a new arcanist running things, and he decides to try his hand at mythallar creation. So, they decide they'll have their own mythallar as an extra just to support magical development... or maybe one just to support "life support" functions in an underwater enclave... or maybe one just to support "certain defense mechanisms" in some militaristic enclaves, etc... |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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The Arcanamach
Master of Realmslore
1842 Posts |
Posted - 31 Jan 2014 : 14:13:42
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Not that folks can't do what they want with mythallars in their homebrew, but I though mythallars couldn't exist in close proximity to each other? Only one was available to each enclave (unless they expanded the size of the enclave) is what I've always though. |
I have a dream that one day, all game worlds will exist as one. |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Wooly Rupert
Master of Mischief
USA
36779 Posts |
Posted - 31 Jan 2014 : 14:30:29
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quote: Originally posted by dazzlerdal
I made up the enclave of Horizon, because Wooly's idea of a flying spelljammer enclave was cool and i made it still adrift and unmanned in the upper atmosphere to explain its survival.
Wish I'd read down this far before reacting... I was looking thru my material, trying to find out if I had lifted the name inadvertently!
And actually, my idea was to have Horizon be used to explore the rest of Faerūn, and then wind up with a safe landing on one of the undescribed continents. It has always kinda bugged me that with flying cities, they still stuck to one small corner of the Realms.
Eventually, I decided to have these marooned Netherese be the progenitors of the 4E dragonborn race -- I was trying to come up with a non-Abeirran origin for them. I just never quite worked it all out... |
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Edited by - Wooly Rupert on 31 Jan 2014 14:33:34 |
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sleyvas
Skilled Spell Strategist
USA
11690 Posts |
Posted - 31 Jan 2014 : 14:32:10
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some people brought up that idea as well, though I'm not sure that we have a canon resource for that <there may be one>, in which case there were enclaves that would have essentially had to have "mythallar upgrades". Whether this was a swap, or some kind of transition of energy from old to new to "jumpstart" the new, would be of interest. However, there are references of Enclaves working on energies that are supposed to be incompatible (though I look at those as more akin to our flex-fuel vehicles today). |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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sleyvas
Skilled Spell Strategist
USA
11690 Posts |
Posted - 31 Jan 2014 : 14:36:16
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quote: Originally posted by dazzlerdal
There are several instances in the sourcebook of a ground based settlement having several mythallars.
I just assumed that was the norm that every settlement has many mythallars.
The big one powers the city, makes it float etc.
Others are for everyday things like climate control, powering magic items, making the walls glow flourescent pink if you want.
Ah, cool, then that kind of covers my belief. I kind of wonder if some of those mythallars didn't use some alternate power sources too (i.e. might there be some kind of baby "mythallars" out there that are fueled by chained up fey, fiends, genies, etc... that are magically forced to constantly cast their at will abilities... akin to a spell engine or the spell Halaster used down in undermountain <I forget its name>) |
Alavairthae, may your skill prevail
Phillip aka Sleyvas |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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hashimashadoo
Master of Realmslore
United Kingdom
1150 Posts |
Posted - 31 Jan 2014 : 17:28:51
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Just an aside. I forget where I read it but I clearly remember reading about this great secret:
Mystra's Ban doesn't actually make the casting of spells greater than 9th level impossible - just a lot more convuluted and difficult. Then she places a debilitating (but not lethal) curse on whomever successfully casts the spell.
Edit: Found the reference. Secrets of the Magister p91. I think it may have also briefly been mentioned in Shadowbred but I don't own that source.
Basically, any attempt to cast a 'True Dweomer' will have to get past the following restrictions:
1) The spell must be re-researched. The original methods used to cast the spells have been changed so nobody can use the methods that originally allowed someone to cast such magic. 2) [in 2e terms] You must have 16 Wisdom, 20 Intelligence and be at least 20th level. 3) There is an 85% chance that casting the spell will result in level loss. 4) Your actions are instantly brought to the direct attention of both Mystra and Azuth who will inflict feeblemindedness on you if they disagree with your motivations for casting the spell.
and finally...
5) The first attempt at casting such a spell will ALWAYS fail. |
When life turns it's back on you...sneak attack for extra damage.
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Edited by - hashimashadoo on 31 Jan 2014 18:00:23 |
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