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Seethyr
Senior Scribe

USA
896 Posts

Posted - 10 Feb 2020 :  04:48:37  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

Eric Boyd came up with a "thing" whereby the shalarin sea race that had remained in the "Sea of Corynactis" (west of Faerun and therefore close to Anchorome) had been subverted by Dagon ...

-- George Krashos



Not coincidentally one of my favorite bits of obscure lore that I wish had been expanded on. Iíd love to see the Shalarin and the Sea of Corynactis get a little love.

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sleyvas
Great Reader

USA
9633 Posts

Posted - 10 Feb 2020 :  22:32:28  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

Eric Boyd came up with a "thing" whereby the shalarin sea race that had remained in the "Sea of Corynactis" (west of Faerun and therefore close to Anchorome) had been subverted by Dagon ...

-- George Krashos



Yeah, that's kind of what got me thinking about having a race of octopusfolk near the Sea of Corynactis (and having warlocks amongst them being more common.... and having a "normal flesh"/human top and a "dark octopusfolk" with a more fey looking top and skin colors of green, blue, purple, gray, and black. I figure the dark ones might be more attracted to Dagon, but the regular ones might as well. Of course, Dagon's worship might also be challenged by the worship of the great octopus that drow call Lolth's "sea spider" form. Since Dagon is octopus-like to a degree there might be a natural draw.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
9633 Posts

Posted - 10 Feb 2020 :  22:34:32  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

quote:
Originally posted by sleyvas

quote:
Originally posted by Wooly Rupert

The Realms already has intelligent octopi, the unoriginally-named tako. The name is just the Japanese word for octopus, but they've been detailed since 2E, as I recall.



Yeah, but they pretty much look like an octopus and wouldn't share normal abilities to talk, etc... Essentially though these are just a reskinned merfolk, but perhaps they were created by the batrachi from human stock. Main thing, just trying to give something a little different than merfolk.

Also, since I also see Seethyr's response, yes, the Zoveri were the ones we talked about a few years ago. However, the Zoveri are powerful and outer planar and good. This is meant to put a "humanlike" enemy under the sea that isn't a sahuagin or something very fishy. These might be something that a human might look at and find trustworthy because they see similarities. But they may act very differently than merfolk towards surface dwellers. Anyway, not quite sure what to do with them, but I like them as an option on the other side of the world.



Itís really funny, I was just poring through Hordes of the Abyss due to boredom, and the Dagon entry might really interest you. In his background lore, it speaks of how the kuo-toa worshiped him but the sahuagin feared Dagon would be a threat to Sekolahís dominance of the seas and made a push to wipe out the Kuo-toa.

Now I know kuo-toan lore has diverged from that bit of lore greatly over the years, but it really made me think of Dagon as a good fit for your octopoid folk. Perhaps from back in the days of the batrachi - I could see them having a a strong connection to Dagon.



Yep, you read my mind again. That's why it was near the sea of corynactis (which we kind of need to place as well).

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
9633 Posts

Posted - 11 Feb 2020 :  03:40:18  Show Profile Send sleyvas a Private Message  Reply with Quote
Found in the trade enclave at Fort Flame of the United Tharchs of Toril and surrounding islands, the Noceri are elite bodyguards brought north from Katashaka, where they live in small tribal units.

Noceri warrior in armor
https://www.thingiverse.com/thing:4156350
Noceri sorcerer druid
https://www.thingiverse.com/thing:4156446

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Senior Scribe

USA
896 Posts

Posted - 11 Feb 2020 :  03:54:22  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Found in the trade enclave at Fort Flame of the United Tharchs of Toril and surrounding islands, the Noceri are elite bodyguards brought north from Katashaka, where they live in small tribal units.

Noceri warrior in armor
https://www.thingiverse.com/thing:4156350
Noceri sorcerer druid
https://www.thingiverse.com/thing:4156446



Oh nice, I could see them being related to giff and certainly the rhek (from the book of Exalted Deeds in 3e). You should check out that race for some inspiration, perhaps the rhek are a planar offshoot that you could now establish had their origins on Toril.


Here is the most recent update of the glaier project btw. I took each of your suggestions into consideration.

ANS3 Blacktoe Glacier



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sleyvas
Great Reader

USA
9633 Posts

Posted - 11 Feb 2020 :  17:21:39  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

quote:
Originally posted by sleyvas

Found in the trade enclave at Fort Flame of the United Tharchs of Toril and surrounding islands, the Noceri are elite bodyguards brought north from Katashaka, where they live in small tribal units.

Noceri warrior in armor
https://www.thingiverse.com/thing:4156350
Noceri sorcerer druid
https://www.thingiverse.com/thing:4156446



Oh nice, I could see them being related to giff and certainly the rhek (from the book of Exalted Deeds in 3e). You should check out that race for some inspiration, perhaps the rhek are a planar offshoot that you could now establish had their origins on Toril.


Here is the most recent update of the glaier project btw. I took each of your suggestions into consideration.

ANS3 Blacktoe Glacier




Hmmmm, yeah, the Rhek does say they are transplants from the prime. I have both Rhinaur and Noceri in Katashaka (one is a tauric rhino whose torso is very humanoid and the latter is a biped rhinoceros). I picture the average Rhinaur as very chaotic and barbaric, and the Noceri as having a tendency to loyalty and honor but savage when enraged. The Rhinaur came from Star of Cursrah, so they are a canon realms creature that we never see anywhere.

rhinaur imagery
https://www.thingiverse.com/thing:4102724

On the giff relation to them, I was actually pursuing something along these lines. Basically, you know how there's Loxo in the Shaar because of a spelljammer? I'm picturing that there's a heavy gravity jungle filled homeworld where giff, loxo, and Noceri originated and that they came here long ago on several spelljamming vessels to explore.... only their ships were then destroyed by nyama-nummo (that they came here to capture). Thus, they were stranded in Katashaka. One ship was attempting to escape maybe before it was assaulted in mid flight and they managed to crash it into the Shaar. Why have so many races that fulfill the same basic role (large, thick skinned, beings)? Basically to give imagery and give people an option of what they want their character to look like. The giff in this scenario are not gun toting "general wannabes", but have rather degressed to their more savage nature.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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TBeholder
Great Reader

2025 Posts

Posted - 11 Feb 2020 :  21:08:04  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by sleyvas


On the giff relation to them, I was actually pursuing something along these lines. Basically, you know how there's Loxo in the Shaar because of a spelljammer? I'm picturing that there's a heavy gravity jungle filled homeworld where giff, loxo, and Noceri originated and that they came here long ago on several spelljamming vessels to explore....

One, there are already Umpani, which is Giff-clone-but-rhino in Wizardry series.
Two, why something like this is needed at all? More specifically, why not develop variations of existing material, rather than cloning more boring "planet of hats" type one-note caricatures?
That's dull and almost never adds anything valuable.
Conversely, Malatra was done not by dropping more randomly generated "reverse zebra centaur!" mixes, but creatively, and it's distinct as a setting.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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sleyvas
Great Reader

USA
9633 Posts

Posted - 12 Feb 2020 :  00:19:09  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by TBeholder

quote:
Originally posted by sleyvas


On the giff relation to them, I was actually pursuing something along these lines. Basically, you know how there's Loxo in the Shaar because of a spelljammer? I'm picturing that there's a heavy gravity jungle filled homeworld where giff, loxo, and Noceri originated and that they came here long ago on several spelljamming vessels to explore....

One, there are already Umpani, which is Giff-clone-but-rhino in Wizardry series.
Two, why something like this is needed at all? More specifically, why not develop variations of existing material, rather than cloning more boring "planet of hats" type one-note caricatures?
That's dull and almost never adds anything valuable.
Conversely, Malatra was done not by dropping more randomly generated "reverse zebra centaur!" mixes, but creatively, and it's distinct as a setting.



Ok, wizardry isn't D&D. I just chose the name Noceri because you hear it and pretty much can guess what it is (I was torn between it and Rhinotaur, but Rhinotaur is a little too close to Rhinaur which is already canon). As to why... just because it could look fun.

I'm currently playing in a campaign that is composed of me playing a kercpa wizard/warlock, an aarakocra arcane archer, a kenku fighter (ranger maybe?), a tabaxi rogue, an orc warrior, and a human sorceress named Elsa with ice powers (yeah)Ö. Someone might look at that and say "why have two bird folk in a party", and I simply respond "because they thought it would be fun". I can see a party showing up at some village filled with elephant, rhino, and hippo folk and smiling. Conversely, I could see a couple players who think alike enjoying having a giff and rhino guy working together.

Now, do I need this to be a vast society encompassing all of Katashaka? Nope. But they're there as an option, and I can definitely see all 3 being employed as body guards and taking the roles that people would normally have maybe used with minotaurs over in Faerun. Even better, unlike minotaurs which are typically treated as evil, these beings might be better termed as something like neutral with either lawful or chaotic tendencies.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Senior Scribe

USA
896 Posts

Posted - 24 Feb 2020 :  20:10:31  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
Here is the last WIP before the final book is out.

Blacktoe Glacier

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sleyvas
Great Reader

USA
9633 Posts

Posted - 25 Feb 2020 :  13:36:27  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

Here is the last WIP before the final book is out.

Blacktoe Glacier



Love the simulacrum elixir. Will look at more later.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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ericlboyd
Forgotten Realms Designer

USA
1753 Posts

Posted - 25 Mar 2020 :  10:11:41  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
I found another obscure reference to an island near Evermeet, probably to the west:

Dlathilvaer, The Prow In The Sunset

"an isolated, high-peaked forest island near Evermeet, roamed by Kholiathara, moon-horses, and the few embittered outcasts from elven society--those of power too crazed, violent, or evil to dwell among their kin"

"Dlathivaer lies within the defenses of Evermeet and there are persistent rumors of gates appearing at various spots on it--gates that were old before elves ever came to its shores, open only briefly, and lead to unknown destinations; some tomes in Candlekeep hint that they open into other worlds."

Polyhedron #106, page 7.



quote:
Originally posted by sleyvas

quote:
Originally posted by ericlboyd

I think this thread had a bunch of the islands I was thinking of.

http://forum.candlekeep.com/topic.asp?TOPIC_ID=12133

Some are shown here:

http://www.candlekeep.com/images/sitegfx/mt_evermeet.jpg

--Eric




So, from those, it looks like 2 islands that might be some distance from Evermeet (or might be near it), and two that are near Evermeet. Just to put the gathered notes from that, here's what it roughly said below.




Sifahir's Isle - (elven prison, evil elven mage who was an advisor to Queen Amlaruil apparently, known for creating a self-aware illusion that broke away from his control). Note: I have no idea where this info is from, but wouldn't it be interesting if he were making out with an illusion of a princess of Evermeet and it "went awry" because it became self-aware when he tried to make it TOO real or something.


Tilrith (the small island off the north coast is called Tilrith (named at the very bottom of pg. 422 of E:IoE, and described at the top of the next page). That, coupled with the little bit in PoD suggests that there is a chain of islands along the north coast - most barely more then rocks jutting from the water - of which Tilrith is probably the largest. )

OK, these two are relatively near Evermeet, not westward of it.

Belintholme is called "The Guardian Isle of Belintholme" by a sea elf named Palentor in the 2nd book of the Druidhome Triloy. Balintholme lies south of the island of Evermeet, perhaps less than 100 miles off the coast

Araska - Araksa lies perhaps 200 miles east from Taltempla off Evermeet's coast.


--
http://www.ericlboyd.com/dnd/

Edited by - ericlboyd on 25 Mar 2020 10:12:49
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sleyvas
Great Reader

USA
9633 Posts

Posted - 25 Mar 2020 :  14:40:45  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

I found another obscure reference to an island near Evermeet, probably to the west:

Dlathilvaer, The Prow In The Sunset

"an isolated, high-peaked forest island near Evermeet, roamed by Kholiathara, moon-horses, and the few embittered outcasts from elven society--those of power too crazed, violent, or evil to dwell among their kin"

"Dlathivaer lies within the defenses of Evermeet and there are persistent rumors of gates appearing at various spots on it--gates that were old before elves ever came to its shores, open only briefly, and lead to unknown destinations; some tomes in Candlekeep hint that they open into other worlds."

Polyhedron #106, page 7.



quote:
Originally posted by sleyvas

quote:
Originally posted by ericlboyd

I think this thread had a bunch of the islands I was thinking of.

http://forum.candlekeep.com/topic.asp?TOPIC_ID=12133

Some are shown here:

http://www.candlekeep.com/images/sitegfx/mt_evermeet.jpg

--Eric




So, from those, it looks like 2 islands that might be some distance from Evermeet (or might be near it), and two that are near Evermeet. Just to put the gathered notes from that, here's what it roughly said below.




Sifahir's Isle - (elven prison, evil elven mage who was an advisor to Queen Amlaruil apparently, known for creating a self-aware illusion that broke away from his control). Note: I have no idea where this info is from, but wouldn't it be interesting if he were making out with an illusion of a princess of Evermeet and it "went awry" because it became self-aware when he tried to make it TOO real or something.


Tilrith (the small island off the north coast is called Tilrith (named at the very bottom of pg. 422 of E:IoE, and described at the top of the next page). That, coupled with the little bit in PoD suggests that there is a chain of islands along the north coast - most barely more then rocks jutting from the water - of which Tilrith is probably the largest. )

OK, these two are relatively near Evermeet, not westward of it.

Belintholme is called "The Guardian Isle of Belintholme" by a sea elf named Palentor in the 2nd book of the Druidhome Triloy. Balintholme lies south of the island of Evermeet, perhaps less than 100 miles off the coast

Araska - Araksa lies perhaps 200 miles east from Taltempla off Evermeet's coast.






Thanks Eric, the part about gates could prove very useful. Maybe a gate between there and Abeir, especially since these gates are so old. That being said, looking at the above, I'd link this place to the spirit world (as described in 3e where its kind of coterminous and overlaying the world) and feywild and have most of these gates connecting to these. The part about exiles is interesting too.

Also, some notes for others like me who didn't recognize some of the names above. I'd modify Kholiathra to simply be ancestral spirits like Rashemi telthors, but maybe make them have hexblade abilities to curse the enemies of elves or something to update to 5e. Maybe they can all trace their formation to some event in the past. The moonhorses (teu'kelytha) are also from Elves of Evermeet, but they could fit Seethyr's concept of the Nic'Epona OR be kept as some weird race of horses that cast random low level speels. Personally I'd recommend making them the Nic'Epona as horses that can traverse between this world and the spirit world.


From FOR5- Elves of Evermeet
In addition to the goddess Sehanine#146;s cunningly-crafted
illusions, Evermeet is also under the protection of her
servitors, the kholiathra. These cunning spirits, usually
unseen, are a constant presence on and around Evermeet.
They keep watch on the elves, ward off vessels
that stray too close, and avert minor accidents. Most
elves are unaware of the kholiathra#146;s existence, but
these creatures are largely responsible for the good luck
and happy existence of the people of Evermeet. In their
natural state, kholiathra are transparent humanoid creatures,
with wispy, glassy outlines. Kholiathra can
become completely invisible at will. They move as easily
through the air as they do on the ground, and can fly
without effort.
A kholiathra#146;s main power is the ability to provide
either good or bad luck to those nearby. The presence of
a kholiathra may allow any individuals within 20 feet to
either add or subtract 4 (at their discretion) to any roll
the subject makes. This may include attack rolls, damage
rolls, saving throws, and reaction and ability checks.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
9633 Posts

Posted - 03 Apr 2020 :  15:52:18  Show Profile Send sleyvas a Private Message  Reply with Quote
Wooly, can you delete this guy?

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Wooly Rupert
Master of Mischief
Moderator

USA
33990 Posts

Posted - 03 Apr 2020 :  18:17:52  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Wooly, can you delete this guy?



'Tis done.

Candlekeep Forums Moderator

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Seethyr
Senior Scribe

USA
896 Posts

Posted - 03 Apr 2020 :  19:10:11  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by sleyvas

Wooly, can you delete this guy?



'Tis done.



What did I miss?

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Wooly Rupert
Master of Mischief
Moderator

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33990 Posts

Posted - 03 Apr 2020 :  20:38:08  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by sleyvas

Wooly, can you delete this guy?



'Tis done.



What did I miss?



A spammer upon whose head the banhammer has fallen. Just random spam, nothing noteworthy.

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sleyvas
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9633 Posts

Posted - 05 Jun 2020 :  18:23:29  Show Profile Send sleyvas a Private Message  Reply with Quote
Seethyr, just because you MIGHT want to use these, and also to try and keep the anchorome stuff together. BTW, what kinds of abilities can you see tying to "Jackalope wands"? Haste? Jump? Changing into a jackalope? Summoning a dire jackalope mount? Acting as a force effect for damage? Summoning a small herd of them? Giving flight if a winged jackalope (wolpertinger) and its wings are used in the making of the wand? Dimension Door? Displacement? Any others?



Jackalope wands (https://www.thingiverse.com/thing:4428462) by sleyvas is licensed under the Creative Commons - Attribution license.

While the Katashakan Al-mi'raj is perhaps best known for its wildly varying powers, the Anchorome jackalope is perhaps best known for its numerous forms. The most common varies little from the common al-mi'raj of Chult except that its horns (for it has more than one) will as often resemble small deer horns, ram's horns, moose antlers, and swirling koudou horns. Unlike other creatures with antlers, the Anchorome Jackalope does not shed its horns. Also, there are known to be winged versions of these creatures (called by some wolpertinger), as well as dire jackalopes that can be ridden by creatures as large as a halfling, gnome, or even a dwarf.

Still, like the Katashakan Al-mi'raj, they do fairly commonly present with the abilities to either blink about or displace themselves like a displacer beast. Some possess the ability to generate a field of force similar to a ring of the ram, and it is from these that most wands of the jackalope are crafted. Usually consisting of little more than an onyx or wood handle with a jackalope skull attached, these wands are used to generate blasts on the battlefield. Other wands are often crafted from dire jackalope legs with regular jackalope heads, to summon a dire jackalope mount, while using a regular jackalope head to said leg bone can be used as part of the ritual to summon a jackalope spirit beast as a familiar.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Great Reader

USA
9633 Posts

Posted - 05 Jun 2020 :  23:03:11  Show Profile Send sleyvas a Private Message  Reply with Quote
Oh, and go here... read the summary. The model isn't important.

https://www.thingiverse.com/thing:4429298

Javalue Roaringhorn is the great grandchild of Javalar Roaringhorn of Baldur's Gate (of Lurue's knights of the unicorn), the multiple greats grandchild of Essembra, the grandchild of Nylan Brost, and the grandchild of BelŻndrae Brost (who is the child of the ranger SelŻndrae and Bellondar Brost). Javalue's mother is the first deer woman, who led a group from Fort Flame to kill the werewolves who had slain her (before Sifya offered to raise her as the first deer woman). Amongst those folk of Fort Flame were a pair of twins from Baldur's Gate, one of whom had fallen in love with the deer woman and wanted to heal her pain. Thus, the name Roaringhorn. I'm writing up this convoluted history now, but thought you might find it interesting. The idea is to give several different plot lines that can be pursued with this family ancestry (and most people of Fort Flame don't know that they have a family of werepegasi living amongst them). Thinking we could also do some tie ins with E'pona and Sifya, but also Essembra (who was in Evermeet) may be interested in finding her family members that disappeared a century ago. Tie ins with Baldur's Gate could happen as well as with Waterdeep.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Senior Scribe

USA
896 Posts

Posted - 28 Jul 2020 :  18:17:53  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
I know the background story is slightly convoluted, but I put together a little article introducing a new gem dragon for Anchorome. Itís a stretch but the deity/spirit in the background story is canon from City of Gold. I hope you get some fun use out of it even if you throw 90% of it away.

https://www.dmsguild.com/m/product/321967

Follow the Maztica (Aztec/Maya) and Anchorome (Indigenous North America) Campaigns on DMsGuild!

The Maztica Campaign
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sleyvas
Great Reader

USA
9633 Posts

Posted - 28 Jul 2020 :  22:01:54  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Seethyr

I know the background story is slightly convoluted, but I put together a little article introducing a new gem dragon for Anchorome. Itís a stretch but the deity/spirit in the background story is canon from City of Gold. I hope you get some fun use out of it even if you throw 90% of it away.

https://www.dmsguild.com/m/product/321967



I like the turquoise man storyline.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Seethyr
Senior Scribe

USA
896 Posts

Posted - 28 Jul 2020 :  22:27:50  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

quote:
Originally posted by Seethyr

I know the background story is slightly convoluted, but I put together a little article introducing a new gem dragon for Anchorome. Itís a stretch but the deity/spirit in the background story is canon from City of Gold. I hope you get some fun use out of it even if you throw 90% of it away.

https://www.dmsguild.com/m/product/321967



I like the turquoise man storyline.



Oh good! I was worried it would come off as too convoluted.

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sleyvas
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USA
9633 Posts

Posted - 30 Jul 2020 :  16:40:54  Show Profile Send sleyvas a Private Message  Reply with Quote
Chieka-Lieka and the Prancing Axebeak Hut (https://www.thingiverse.com/thing:4557064) by sleyvas is licensed under the Creative Commons - Attribution license.

When the werewolf-led gnoll army marched through the Adusgee forest of Anchorome, they had no idea of the opposition that would be drawn down upon them. This battle to protect the woodlands was hard fought by the tauric deerfolk, the cervidae folk, and the squirrelfolk, and would later become known as "The Battle for Raelkath's Sprout". While the dire hummingbirds are the mount of choice for the squirrelfolk for their ability to hover in place, the far more numerous large bluejays (which are almost the size of wolves) proved a wonderful mount for the squirrelfolk archers. Thousands of squirrelfolk flew across the battlefield strafing gnolls with tiny arrows, aiming in particular for the eyes, ears, temples, and hands of their enemies. They were only able to continue the fight due to the constant refilling of quivers from the stores held within the multi-tiered hut of the fey witch Chieka-Lieka, mounted on the back of her faithful axebeak companion, Nucksie. It was said that she called upon the spirits of the dead animals of the forest to protect her and Nucksie, for numerous skeletal mountain lions, stags, boars, and other beasts were said to fight at Nucksie's side and take blows that would have done the axebeak in. All the while, Chieka-Lieka used the strange magics learned from the spellbook from Fort Flame to hurl blasts of frost, acid, poison, and unleash tentacled death upon any gnoll that came near.

Fair Warning: I'm not sure if this model is able to print. It can be painted in Paint3d or similar software. The idea behind it is to give kids bound in the house by COVID-19 an outlet for creativity besides video games. Let them paint it, and then you help them come up with a story about it together.

EDIT: Since this is somewhere where people will get the names.. tauric deer folk = Anchorome Hybsil which are size medium and not small. Cervidea folk = Shatjan. Squirrelfolk = Kercpa

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 30 Jul 2020 16:54:11
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Seethyr
Senior Scribe

USA
896 Posts

Posted - 30 Jul 2020 :  17:10:38  Show Profile  Visit Seethyr's Homepage Send Seethyr a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

Chieka-Lieka and the Prancing Axebeak Hut (https://www.thingiverse.com/thing:4557064) by sleyvas is licensed under the Creative Commons - Attribution license.

When the werewolf-led gnoll army marched through the Adusgee forest of Anchorome, they had no idea of the opposition that would be drawn down upon them. This battle to protect the woodlands was hard fought by the tauric deerfolk, the cervidae folk, and the squirrelfolk, and would later become known as "The Battle for Raelkath's Sprout". While the dire hummingbirds are the mount of choice for the squirrelfolk for their ability to hover in place, the far more numerous large bluejays (which are almost the size of wolves) proved a wonderful mount for the squirrelfolk archers. Thousands of squirrelfolk flew across the battlefield strafing gnolls with tiny arrows, aiming in particular for the eyes, ears, temples, and hands of their enemies. They were only able to continue the fight due to the constant refilling of quivers from the stores held within the multi-tiered hut of the fey witch Chieka-Lieka, mounted on the back of her faithful axebeak companion, Nucksie. It was said that she called upon the spirits of the dead animals of the forest to protect her and Nucksie, for numerous skeletal mountain lions, stags, boars, and other beasts were said to fight at Nucksie's side and take blows that would have done the axebeak in. All the while, Chieka-Lieka used the strange magics learned from the spellbook from Fort Flame to hurl blasts of frost, acid, poison, and unleash tentacled death upon any gnoll that came near.

Fair Warning: I'm not sure if this model is able to print. It can be painted in Paint3d or similar software. The idea behind it is to give kids bound in the house by COVID-19 an outlet for creativity besides video games. Let them paint it, and then you help them come up with a story about it together.

EDIT: Since this is somewhere where people will get the names.. tauric deer folk = Anchorome Hybsil which are size medium and not small. Cervidea folk = Shatjan. Squirrelfolk = Kercpa



Great stuff! Iíd have to change some items for my home campaign but I really love the hut in particular.

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sleyvas
Great Reader

USA
9633 Posts

Posted - 05 Aug 2020 :  16:16:28  Show Profile Send sleyvas a Private Message  Reply with Quote
Since I'm very much relating this race idea to Anchorome and to a LOT of the other ideas in this thread, posting this for the "foxiytaur" or "Ee'Na'Li" race here as well to keep things gathered together

So, on a backstory for them, read this, give feedback for improvements. Anchoring them more to Anchorome.

They were originally a tribe of Uldra (a small fey race who lives in tundra) who travelled to the Spirit World fleeing the service of the Queen of Air and Darkness for freeing a prisoner from her jails. The prisoner was a beautiful, flaxen haired woman of great life energy, and it was whispered that the Queen planned to present her to the Black Diamond. The Uldra were being pursued by the forces of her trusted servant, Shakak the Winter Spirit, and were continually tracked by scores of black and white magpies. They had no food, but each night when they sought a place to rest, the maiden would spread her arms and present them with a stack of maize, for the prisoner that they had freed was no less than one of the Corn Maidens. Each morning, they would see the white, bear-like forms of their Urskan pursuers on the horizon, their bronze armor flickering in the reflection off the dawn cock's fiery feathers and betraying them, for the Sun Father held no love for Shakak nor the Urskan.
On the first night, they came to an encampment of a clan of snow elves, and they offered to share their bounty of corn with the elves if they might be able to simply share their fire for the night. The elves readily agreed, and asked their god, Fenmarel Mestarine to bless the uldra and the Corn Maiden. The next morning, a pack of wolves appeared to carry the uldra and the Corn Maiden, just moments before the Urskan set upon them. The snow elves instructed the uldra to flee while they held the mighty bear folk at bay, dying one and all, causing the Corn Maiden to weep in sorrow for the tragedy her freedom had caused. The uldra did give praise to Fenmarel Mestarine for his gift, for surely they would have died without it.
On the second night, the Uldra came to a frozen forest, where they met a large family of the tiny squirrelfolk known as Kercpa. The Kercpa told the Uldra they would help guide them through the forest to evade their pursuers, and called upon Rititisk the Clever for aid. Rititisk heard their pleas, and he did encourage that the great caribou, Besparr the Manylegged, and his rabbit mount, Harifur, should breed. The next morning, a nesting of newborn giant jackalopes did appear in the forest ready to bear the Uldra and the Corn Maiden away from their pursuers. As well, a group of moose-headed Shatjan and a tauric deer folk had been sent from the spirit world to harry the bear folk. As the Urskan did approach, the wily kercpa caused great net traps entrap their pursuers and slow them down, and together they fled deeper into the forest. Staying high in the trees, the kercpa did harry the Urskan and hurl curses upon them for their evil, allowing the uldra to escape their pursuers. The Shatjan did take great bone axes and hold back the Urskan, while the deer folk did pepper them with arrows from range. The Urskan, with great loss of life, did retreat from this thread, vowing they would get revenge upon the rebellious uldra that had cost them so much. The uldra did give praise to Rititisk the Clever and Besparr the Manylegged for their gift, for surely they would have died without it.

One the third night, they came to a tribe of short ones living in a grove of giant honeysuckle, flowering apple trees, and large thickets of blackberries. The short ones listened to the story of the uldra's plight and agreed to let them stay for all of the corn provided by the Corn Maiden. The short ones did pray to their goddess, Sheela Peryroyl, for aid. Their goddess heard and instructed them not to eat of the corn, but rather to separate the corn kernels and put them in great pouches. She also instructed that the cooks amongst the short ones must provide food for the uldra and corn maiden. Working hard overnight, the short ones did as their goddess instructed. They did prepare for them a great feast of honeyed cakes, applie pie, and blackberry tarts, packing them in woven baskets so that the uldra may carry them with them to eat as they ran. and the uldra did praise the short ones for their generosity. But in the morning, the growls of the Urskan could be heard on the horizon, and they saw that their giant jackalope mounts were slaughtered and being eaten by the hungry bear folk. All knew that death was upon them, and soon the Urskan turned towards the short one's village with a hungry gleam in their eyes. The short ones wasted not a moment and began hurling the corn kernels from their pouches and fleeing the village. They told the uldra to hurry on their way, for their goddess had sworn she would protect them. As the light of the dawn cock's feathers struck the corn kernels, they burst into full bloom, and within moments a forest of corn stalks separated the uldra and the Corn Maiden from their pursuers. The uldra did give praise to Sheela Peryroyl for her gift, for surely they would have died without it.

As they fled the Urskan, the uldra began to grow tired and footsore, and they feared that the bear folk would soon catch them. It was then that they came across the spirit of Wily Fox, for he had heard of the uldra's plight from the ever gossiping Rititisk the Clever, and he decided to meet them and see if they were deserving of his aid. Wily Fox did appear to them, and offered to walk with them. When the uldra complained of being tired, he noted that he was just getting warmed up. When the uldra complained of walking on hills, he noted that his four paws made such travels easy. When the uldra complained of being overly hot, he simply laughed and said that their bodies were not made for the warmer weathers that they were approaching. Finally, the uldra grew tired of his boasting and told him that they were glad that he had no such difficulties, but they were not like him, and that they were tired and needed a place to rest. With a sly look, Wily Fox then did look at them and asked "Would you like my help to lessen your plight? I know of a place where you can stay that will help you. You have but to ask and swear to be friends of the forest, and I shall make it so". The uldra quickly agreed, and Wily Fox led them to a den of young fox pups and told them that they should sleep with the pups for the night. The next morning Wily Fox was gone, but they awoke to find their bodies had changed. From the waist down, their bodies were that of a fox, and their torsos were more suited to the warm weather. Instinctively they knew that they were now his people, the Ee'Na'Li, and they must offer him praise. With renewed vigour and hope, the Ee'Na'Li and the Corn Maiden once again set off with the Urskan still in pursuit.
On the fourth night, they met a clan of forest gnomes living in an oaken grove protected by dryads. The forest gnomes offered them the comforts of a bed, warmth of a fire, and prayers to Baervan Wildwanderer. Baervan heard their pleas and asked his raccoon, Chiktikka Fastpaws, to send aid. The dryads did call upon Verenestra the Oak Princess. Seeing her friend, the Corn Maiden, in jeopardy, the sylvan princess swore that she would protect them. The next morning, the Ee'Na'Li and forest gnomes feared that the urskan would fall upon them and devour them. The dryads looked upon the sharp axes of the urskan and feared for their precious tree homes. But, as the Urskan did approach the village, great thorny vines did grow to hinder their pursuit and tangle in their fur, and so the Urskan decided they would besiege the gnomes and eat them when they left to seek food. Cruelly did they laugh at their brilliant plan, for they were tiring of this pursuit, and surely they had finally caught their prey and had but to wait them out. The uldra and forest gnomes were afraid, for though Verenestra was surely protecting them, still they knew that they were caught. But, in the light of the dawn cock's first blush, they found that a number of the gnomes were transformed into a raccoon folk and blessed with knowledge of a path through the sticky thickets that no bear folk could follow. Thus did they all flew through a hidden tunnel amongst the vines in secret, leaving the Urskan behind around an empty village. The Ee'Na'Li and gnomes did give praise to Baervan Wildwanderer and Verenestra the Oak Princess for their gifts, for surely they would have died without them.

The Urskan could only be fooled for so long however, and their magpie scouts soon caught sight of the Ee'Na'Li and the forest gnomes. The Urskan knew they had been tricked, and feared the wrath of Shakak the Winter Spirit and his Queen, even though they had gone far beyond the ice and snow of the tundra lands. They soon took up the pursuit again, without making camp, and become tired and footsore and hot. Along the way, Wily Fox and Rititisk the Clever did appear, just outside of the Urskan's reach, but not outside of their hearing. The two great spirits did jabber back and forth, laughing at the plight of the Urskan, for surely they would not catch the Corn Maiden and would be disciplined for their failure. Surely their punishment would be a slow and painul death, mocked Wily Fox, to which Rititisk agreed most fervently. The Urskan began to grumble of their plight, and some even swore of their hatred of their cruel mistress and her unforgiving nature. If only they had some way to escape the Queen's ire, they would surely take it, for they cared not what happened to the Corn Maiden. To this, Wily Fox replied, "Well, surely if that is the case, I may know a friend who can protect you. He is strong and brave, much like yourselves, and if you swear yourself to him, he will not be afraid to stand up against your queen in the warm lands, for surely she cannot stand against him here. You have but to prove yourself by turning against any who refuse to stand against your queen, and I can bring him here to protect you. Surely this is not too much of a price to pay?" The Urskan then did stop their pursuit and begin arguing amongst themselves, and the bear folk found themselves split in their minds as to what to do. One faction finally swore that they would stop their fellows at all costs should they choose to continue to pursue the Ee'Na'Li and the Corn Maiden. It was then that a great bear spirit, Magnaer the Strong, appeared above them and waved his mighty paw, and those who stood boldly found their fur stained brown and black and their claws imbued with divine power. His command was simple, stop those who stood against his will and that of the great spirits of the forest. The bloodshed was quick and their fury terrible to behold, and afterward the bearfolk did feel sorrow at their actions. It was then that a second bear spirit, Magnaer's mate, Balanis the Honey Princess, and she did tell them that they must forgive each other and themselves, for evil is a festering sore upon the world. She told them she would provide them a drink which would help them and soften their hearts against their guilt, if they would swear to sing the praises of herself and her mate. The bear folk did quickly agree, for the pain of their sorrow was heavy indeed, and Balanis did turn a nearby river into a river of honey mead. The bear folk did drink deeply from this river, and they found their guilt lessening with each drink. From the edge of the forest, Wily Fox did watch the bear folk, and he knew the Ee'Na'Li and the Corn Maiden were now safe, and slowly a grin did spread across his face.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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maransreth
Learned Scribe

Australia
121 Posts

Posted - 06 Aug 2020 :  06:55:59  Show Profile Send maransreth a Private Message  Reply with Quote

Completely off tangent to what other people have previously imagined Anchorome, I have been thinking recently and have put some of it to digital paper and would like to see what other people think of a completely different Anchorome to what has traditionally been done in the past - native America.

The below are general thoughts and need to be expanded upon when time permits. A lot of this is drawn from Gray Richardson's work on the Aearee.

Parts of Anchorome was settled by the Aearee, both before and after their empire.

Humans of Anchorome were like humans of Faerun, and the Aearee used these humans as slave labour, much as the Aearee were used as slave labour by the Batrachi.

Humans successfully rebelled and became their own people. Human deities in Anchorome are some similar to Faerun, but with different names, but others are unknown in the west of Anchorome. In the end it did not matter that these deities were unknown in the west - there is but one human deity that most humans venerate - technology. The older human deities still exist and are worshipped in secret, however technology has become a magic and deity of its own.

This technology has made the humans pre-eminent in Anchorome today, with the aarakocra fighting for their lives, with the other humanoid races still existent in Anchorome today.

Humans and technology are to the north of the Bay of Balduran, dominating the north-west of the continent. Originating around the small inland sea, spreading north to the forests and west to the small hill range for metals.

Directly west of Bay of Balduran, in the centre desert, are the insect people mentioned in the City of Gold 2e supplement.

South of Bay of Balduran is the Maztica of Forgotten Realms - the True World.

Mention in the City of Gold on page 7 of the bird Motsni, who lead the humans (Azuposi) living underground, to the surface is a retelling of Aearee who enslaved humans, with Masauwu being the human/deity who rebelled against the Aearee.

The Aearee did not mind leaving this area as it had been over-farmed and was no longer fertile and able to feed their airborne rookeries. The Aearee returned to the north and the forests and ensured that the lessons learnt were not repeated.

The land directly to the north of the Bay of Balduran is home to the aarakocra and their airborne rookeries, with a few rookeries remaining in the forested mountains to the north-west.

Technology is driven by crystals, the Aearee had some knowledge of this, however humans inspired by their technology god, learnt more of what crystals can do. Guns are lasers, using crystals that have a chance to crack, rendering the gun useless.

Technology and magic - in my opinion this is not Eberron, but proper technology, just not to our level yet.

So there you have it - my thoughts on what to do with Anchorome. What I am envisioning is that sometime after 1500 DR the aarakocra floating rookeries flee Anchorome and arrive in Faerun. Then a century or so later the Anchorome humans sail east to investigate what else is around and encounter Faerun - technology, magic and monotheism vs magic and pantheism.

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