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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 11 Oct 2019 :  08:56:45  Show Profile Send Gary Dallison a Private Message  Reply with Quote  Delete Topic
Next project is going to be ruathym I think (and gundarlun, tuern, and the other little islands off the northern sword coast).

So I'm asking you wonderful scribes for all spurious mentions that you can find in any sourcebook or article (even fanon is fine with me, they are a great source of npc names), as well as any novels (It would appear i have to read them to get much needed flesh on the bones of these outlying areas).


A few things I've noted in my research thus far is that the migration pattern of northmen to the island is really messed up, with at least 3 separate migration routes and times to the island.

Another is that there are an awful lot of scribes and sages on ruathym even though it is supposed to be a brutal and warlike society.

Halflings in Holgerstead ??????

At least three mentions of the word Green when describing separate landmarks or npcs.

That's it for now. Much appreciation in advance for any sources you can point me to (I think I've found most, but there are always a few non ocr articles I miss).

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shades of eternity
Learned Scribe

288 Posts

Posted - 11 Oct 2019 :  22:02:07  Show Profile  Visit shades of eternity's Homepage Send shades of eternity a Private Message  Reply with Quote
well for starters

https://forgottenrealms.fandom.com/wiki/Ruathym

https://forgottenrealms.fandom.com/wiki/Gundarlun

https://forgottenrealms.fandom.com/wiki/Tuern

I'm already seeing a ton of Luskan Shenanigans you can play off of when it comes from these islands.

One of the islands appears to be an iceland analogue so you could have a ton of fun with that.

In fact one of the fun of the Realms is trying to figure out what they were reading when they made them so here's a list.

https://en.wikipedia.org/wiki/List_of_islands_of_Europe

Plus doing a version of Oak Island off the isles is practically pitch perfect for a dungeon with it's own nautical theme.

Hope this helps. :)

check out my post-post apocalyptic world at www.drevrpg.com
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 12 Oct 2019 :  00:37:38  Show Profile Send sleyvas a Private Message  Reply with Quote
Definitely for Fanon, look at AJA's stuff of 5 NPCs. He's got some great stuff there for NPC's of those islands.

From the novel Tangled Webs, they visit Ruathym and visit Yggdrasil's Child
https://forgottenrealms.fandom.com/wiki/Yggdrasil%27s_Child

https://forgottenrealms.fandom.com/wiki/Tangled_Webs

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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George Krashos
Master of Realmslore

Australia
6641 Posts

Posted - 12 Oct 2019 :  08:09:29  Show Profile Send George Krashos a Private Message  Reply with Quote
FR5 The Savage Frontier remains the best source for islands of the Trackless Sea lore.

— George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Thauramarth
Senior Scribe

United Kingdom
729 Posts

Posted - 12 Oct 2019 :  10:21:16  Show Profile Send Thauramarth a Private Message  Reply with Quote
I seem to recall that in FR7 Hall of Heroes, there’s some lore on Aumark Lithyl, ruler of Ruathym, who was a member of the Knights of Myth Drannor.

Edited by - Thauramarth on 12 Oct 2019 10:22:00
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 13 Oct 2019 :  17:53:27  Show Profile Send Gary Dallison a Private Message  Reply with Quote
All good sources. I think I also need to read tangled webs which has more than a few mentions of ruathym in it.

I've read somewhere that the source of the green light in the shaft at inthar is actually a banshee which seems a huge waste of a plot hook.

Aumark Lithyl appears to have united four separate kingdoms into a single kingdom, which at the very least gives an indication of how many different tribes might currently exist on ruathym (illuskans being one tribe, Rus being another, both of which left the island in whole or part at some point in the past.


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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 13 Oct 2019 :  20:04:57  Show Profile Send sleyvas a Private Message  Reply with Quote
From Dungeon 196 regarding Yggdrasil's Child. I know you aren't big on godly involvement, nor events that likely happened after the spellplague (because this was written during 4e), but it does kind of reveal the power or purpose of Yggdrasil's Child.

The truth behind the child Hergatha is known by none but the gods. Her mother was a young lass on Ruathym, left with child by a berserker who went off raiding and died at sea. Pregnant and with no one to protect her, the young woman wandered away from her village. Lost and confused in a storm, she found shelter under the boughs of a tree, known as Yggdrasil’s Child, within a clearing in the forest. The child was born there, and the mother—both joyful at the birth of a daughter and distraught at the prospects for an unwed woman and a fatherless daughter in her society—felt the urge to carve her daughter’s true name into the tree with the same dagger that she used to cut the umbilical cord. While doing this, she begged Tempus to watch over her daughter and give her the strength to survive. Tempus heard the call of the woman, but so did Umberlee, whose storm was beating down upon the island at that exact moment.

Thus, two deities blessed the child. Tempus gave Hergatha strength and skill in battle, while Umberlee gave her an overpowering force of personality and the will to see her enemies suffer. Umberlee also gave the girl both a blessing and a curse. She could never drown, yet she would wish to see the whole world die beneath the waves. To seal the pact, Hergatha’s mother died in a lightning strike, and Umberlee carried the child to the shores of Northland.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 13 Oct 2019 :  20:28:03  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Well I've decided to ignore the deific stuff as you suspected, I've come up with an alternate explanation.

I have seen in places that labelas and clangeddin warred on the island during the ToT (an event I will also ignore), and I've seen a fanon explanation that they were trying to use the tree to access other planes, which is a fairly sensible explanation for the fight given its connection to the world tree (supposedly).

I've still got hergatha though and her name was carved in the tree, and she has super strength and other powers. No gods though

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ericlboyd
Forgotten Realms Designer

USA
2065 Posts

Posted - 13 Oct 2019 :  23:45:07  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Gary Dallison

Well I've decided to ignore the deific stuff as you suspected, I've come up with an alternate explanation.

I have seen in places that labelas and clangeddin warred on the island during the ToT (an event I will also ignore), and I've seen a fanon explanation that they were trying to use the tree to access other planes, which is a fairly sensible explanation for the fight given its connection to the world tree (supposedly).

I've still got hergatha though and her name was carved in the tree, and she has super strength and other powers. No gods though



I like that explanation, as the battle's location on Ruathym otherwise didn't make much sense.

FWIW, the battle takes place in the comics.

--Eric

--
http://www.ericlboyd.com/dnd/
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George Krashos
Master of Realmslore

Australia
6641 Posts

Posted - 14 Oct 2019 :  06:53:45  Show Profile Send George Krashos a Private Message  Reply with Quote
I like that explanation too. I think that the portal that the Rus and the other Northmen/Illuskans have used must be that tree itself and that it operates as an internal portal nexus as well as an interplanar nexus. Who knows, it may have been an aearee nest, and a secret base of the Ba'etith and then later co-opted by other races who learned how to harness its inherent magic ...

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 14 Oct 2019 :  07:26:45  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I was thinking Fey myself, they are one of the creator races after all (although I think they are more of a conglomeration of individuals than a race), and the moonshaes is a major Fey place and is only next door.

I'm thinking the Fey made it first but for their own purpose (like a super Fey crossroad, and they grow it rather than make it). The other races then co-opt the use of an arakhor for their own purposes.

After all we have dates to show that the sarrukh, batrachi, and aearee gained supremacy in roughly that order but nothing for the Fey, and I suspect they lives alongside all these empires the whole time.

Just my thoughts though. It does seem like a good place for an aearee enclave to anchor itself to the land and refuel (as it were - more likely get nutrients into their living tree flying fortress)

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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 15 Oct 2019 :  00:01:33  Show Profile Send sleyvas a Private Message  Reply with Quote
Yeah, I like that explanation as well for why those particular deities were there in conflict during the ToT. If the tree had links to the world ash, that would make a great interplanar link, and one with links to a realm of dwarves (svartalfheim) and a realm of elves (Alfheim)

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 15 Oct 2019 :  08:30:47  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Thinking about inthar and the green light, what if its sat atop the end of one of the roots of yggdrasils childe, and that root is the last functioning/accessible means of using the celestial staircase function of this tree.

This also means that all kinds of horrors from any plane could be in that pit and the denizens likely change over time.

The big question is who built a fortress on a tiny islet in the middle of the raging trackless sea. Dwarves could possibly do it but the sea is not their natural setting, so is it a sarrukh/batrachi/faeree legacy. Why would you build a fortress in the middle of the ocean especially since the sarrukh and batrachi had no neighbours or any enemies that a fortress would stop. Perhaps it's a prison (I'm thinking baldurs gate 2 style, perhaps they made several prisons).

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George Krashos
Master of Realmslore

Australia
6641 Posts

Posted - 15 Oct 2019 :  12:17:57  Show Profile Send George Krashos a Private Message  Reply with Quote
If it's a Ba'etith stronghold, then being isolated from other Creator Race settlements would be appropriate.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 15 Oct 2019 :  13:34:46  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Very true, and they would probably be interested in studying the roots of the tree if one were to thrust up in that particular location. Baetith stronghold it is. No reason it cant be a prison now after the baetith abandoned it and their living experiments were left behind.

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ericlboyd
Forgotten Realms Designer

USA
2065 Posts

Posted - 15 Oct 2019 :  13:52:38  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Gary Dallison
Dwarves could possibly do it but the sea is not their natural setting ...



Just to play devil's advocate, why not the Madbeards of Haunghdannar? " ... ship after ship that put out did not return ..."

Maybe they were headed to a portal ...

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

Edited by - ericlboyd on 15 Oct 2019 13:53:54
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 15 Oct 2019 :  14:11:48  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I'm certain the madbeards were involved here but I'm not certain they built inthar (maybe repaired it). If I recall correctly haugnadar (cant even begin to spell that from memory) was founded by dwarves from another kingdom (like all dwarven kingdoms) and so ultimately they were landlubbers at the start. They may have developed seafaring skills although I'm not sure if this was pre or post madness (ie did they go mad and then find the ruins or did they find the ruins and go mad).
Building in the middle of the ocean is not a simple task, especially oceans that are frequently violent like the trackless sea. Huge swells can smash into small islands with frightening regularity and just getting supplies to an island like that would be a monumental task, never mind building something.

That's kind of why I think the dwarves went a sailing and found these ruins and rebuilt them (easier to rebuild a fortress than start from scratch, at least the foundations are there and offer some shelter), and it was their rebuilding and excavating that uncovered the thing that made them madbeards.

I suspect you and George may already have an idea on this though. Haugnadar has always been intriguing as to why they went a few rocks short of a pile crazy.

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George Krashos
Master of Realmslore

Australia
6641 Posts

Posted - 16 Oct 2019 :  00:39:45  Show Profile Send George Krashos a Private Message  Reply with Quote
quote:
Originally posted by Gary Dallison

I suspect you and George may already have an idea on this though. Haugnadar has always been intriguing as to why they went a few rocks short of a pile crazy.



Oh we'll get there. Never fear.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 25 Oct 2019 :  20:51:40  Show Profile Send Gary Dallison a Private Message  Reply with Quote
So ive been wondering about a few things.

-3000 DR the illuskans discover Ruathym

-1000 DR: For the next few centuries, the Illuskans of Ruathym colonize the Gull Rocks, Gundarlun, Mintarn, the Purple Rocks, the Teeth, Tuern (a.k.a., Uttersea), Umukek, the Wave Rocks, and the Whalebones. In time these Illuskan seafarers become known as the Northmen. Thinking them cursed, the Northmen stay clear of the Moonshae Isles and its mischievous fey inhabitants.


So why did it take over 2000 years for them to colonise other islands.
Were the northlanders so small in number that they had no need to spread out, nor could they spare the men to do so.
Were the northlanders enslaved to another group that they finally overthrew.
Were the northlanders so happy on their island that they saw no reason to leave it.
Did the northlanders somehow lose the ability to build ships and sail.
Were the northlanders prevented from sailing by the climate at the time.

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 25 Oct 2019 :  20:55:56  Show Profile Send Gary Dallison a Private Message  Reply with Quote
1) Exploring the first idea. Were the northlanders so small in number that they had no need to spread out, nor could they spare the men to do so.

The northmen migrated to Ruathym in at least 3 separate migrations. One group coming south from the northern seas. Another group heading north from calimshan. A third appearing inland and heading west toward the Sword Coast (i reckon these are the illuskans).

They are nomadic tribal groups. The settle an area, deplete it of resources, attack everything around them (because they are aggressive), and then move on when things get too problematic.
They migrate to Ruathym beginning -3000 DR onwards, but numbers are very low (due to them attacking everything along the way) and it take an age or two to recover.

When finally their numbers grow too large for the island they expand outwards in a series of migrations known as the Shattering (a religious festival i found that i think fits quite well with the northmen lore).



2) The northmen were enslaved by another race already on the island of Ruathym and it took a long time for them to shake off their shackles. Tuern is home to fire giants and red dragons (supposedly imprisoned their by inferno), it is possible that Frost Giants or Stone Giants haunt Ruathym and ruled it.

Against this theory is the fact that dwarves lived on the island a thousand years earlier, and they would not get on with giants.

Perhaps the northmen were enslaved by whatever made the dwarves made, and then they later conquered that presumably magical enslavement.



3) The northlanders were happy and didnt want to leave. Unlikely given the harsh environment of Ruathym. It doesnt have a lot of resources, the weather is awful.



4 and 5) The northlanders lost the ability to sail and or climate prevented them from leaving Ruathym.

One possibility is that the northmen didnt leave Ruathym because they couldnt. The climate for the north is a bit of a mess (thanks to the -2550 DR in GHoTR, i still maintain it should be -25500 DR), but in the modern age there are glaciers floating around Tuern.

The High Ice in Netheril covered the majority of the Narrow Sea every year until the Netherese stopped it by building Mythallars along its edge (i pegged that to about -2880 DR).
-2550 DR onwards the Great Glacier expands to cover Vaasa and Damara.

So it is entirely possible that the northmen tribes did not sail to Ruathym, but walked across the ice (there is a huge horn that belonged to Uthgars brother Morgred which came from huge white mammoths that once roamed the north). If they did sail to Ruathym then its equally possible that glaciers prevented them from sailing away. Tuern is volcanic, Ruathym is mountainous, i expect all the islands are a little bit warmed by volcanic activity and sheltered by the mountains, making them perfect places to settle in ice age conditions.

Then around -2475 DR the elves of Larlotha work magic to limit the expansion of the Great Glacier and perhaps the ice started to thaw across the north. Eventually the seas become ice free and the northmen are able to start sailing once more, but they have to relearn it. It takes them 2000 years before they are able to leave and discover other islands.

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Edited by - Gary Dallison on 25 Oct 2019 21:12:36
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 25 Oct 2019 :  21:27:22  Show Profile Send Gary Dallison a Private Message  Reply with Quote
My last thought is -1000 DR, the northmen start colonising Tuern, Gundarlun, Whalebones, Mintarn, etc.


First of all, such generalised dates pose nothing but problems in realmslore. Most people tend to take the dates as an absolute (ie -1001 they were all on Ruathym, -1000 they are on all the islands), when the truth is usually more of a measured scale.
Secondly these generalised dates tend to be way off.


So what if by -1000 DR the seas around Ruathym are ice free and the northmen begin sailing and discovering other islands but it is not until much later (the original quote says "For the next few centuries", what if it was as many as 8 or 9 centuries) that colonies actually appear on other islands.

My thought is -105 DR the Rus move from Ruathym to Rashemen.
95 DR Uthgar sacks netherese illusk.

What if the migration of the Rus is as a result of the Shattering and one of many migrations. The illuskan tribe grows too powerful and forces many of the other northmen tribes to leave Ruathym (they leave or are subjugated, not all leave, some stay and become one of the 4 jarldoms on Ruathym). They head to Tuern (the Turr), Gundarlun (the Darr), the Whalebones, Mintarn (the Intar - sounds like the fortress near Ruathym), led by an infamous northman explorer who would become revered.

This Shattering probably begins around -300 to -200 DR, and ends by around 0 DR.

Once Ruathym is majority illusk, then they spread out and begin to reconquer their homelands. First is Illusk. Oddly enough Illusk is owned by seafarers (implied northmen) in -2368 DR, long before Ruathym begins to colonise other lands. If the illuskans came from the land they could have founded Illusk on the shore of the Sword Coast before they then sailed to Ruathym, then when they lost contact because of glaciers they could have returned to find out the Netherese now lived there (that would really tick them off).



Just a series of thoughts about Ruathym and its migration pattern and trying to weave in a bit of lore about Valkur (yes it says he was from Mintarn, but what if that is just where he ended up colonising).


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George Krashos
Master of Realmslore

Australia
6641 Posts

Posted - 25 Oct 2019 :  21:36:36  Show Profile Send George Krashos a Private Message  Reply with Quote
Maybe they spent 2000 years raiding in a westerly direction ... just saying.

— George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 25 Oct 2019 :  21:41:06  Show Profile Send Gary Dallison a Private Message  Reply with Quote
True, but humans are naturally lazy and always take the path of least resistance, and 10000 miles of ocean isn't the easy way.

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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 25 Oct 2019 :  21:56:15  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I realise I rambled a lot so here is the short version

Northmen tribes migrate to ruathym, one found illusk on the way (forcing out the ice hunter). Glaciers prevent northmen from leaving ruathym for a long time. Illusk is annihilated by orcs and refunded by netherese.

Ice melts, illuskan tribe gains supremacy. Other northmen tribe begin to leave ruathym in a migration event known as the shattering.
Rus head to whalebones, others head to turn, Gundarlun, mintarn, etc.

Illuskans return to mainland and find netherese in their ancestral city of illusk and attack it.

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BadLuckBugbear
Seeker

USA
92 Posts

Posted - 26 Oct 2019 :  01:54:44  Show Profile Send BadLuckBugbear a Private Message  Reply with Quote
Rus?

Are those people from Earth, then? Some of Rurik's Norse followers gone astray or men from Kievan Rus, Novgorod, Muscovy?

Or is this just a case of coincidence?

Ewan Cummins
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 26 Oct 2019 :  17:45:13  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I don't doubt that at least in some stage of their development they were meant to draw parallels with the Rus tribes in the real world. I make no such link myself, they are simply a nomadic tribe of Norse like people that came to faerun from elsewhere

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Baltas
Senior Scribe

Poland
955 Posts

Posted - 26 Oct 2019 :  19:45:46  Show Profile Send Baltas a Private Message  Reply with Quote
Yeah, I also think it's meant to be a parallel development.

With Yggdrasil's child, indeed in "Volo's Guide to All Things Magical" by Ed and Eric L. Boyd, state Ygggdrasil's Child, is literally an offspring of the World Tree:
quote:
The Windwalker will crumble to dust upon the death of
Yggdrasil's Child (or it's parent tree - an event which will occur
at the end of time).


Then again, this is an in-universe text by Volo, and he might base it on legends.

It's also notable that it states the Rus, and possibly Ancient Illuskans in general, identified Dendar with Nidhoggr.

quote:
The Windwalker can be crushed in the jaws of Dendar the Night Serpent (known to the Rus as Nidhogg, the serpent who gnaws on
the roots of Yggdrasil).


I don't say Dendar is Nidhoggr, but I think the Rus (and possibly all early Illuskans), conflated them.
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Gary Dallison
Great Reader

United Kingdom
6350 Posts

Posted - 26 Oct 2019 :  19:48:22  Show Profile Send Gary Dallison a Private Message  Reply with Quote
The Leviathan from Elder Evils is an easy fix for the Dendar legend being present way up north with the illuskans (it's a sleeping sea monster about 100 miles long and when it wakes up it will destroy the world - sounds a lot like dendar, and the northmen could easily have named it nidhogg).


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ericlboyd
Forgotten Realms Designer

USA
2065 Posts

Posted - 26 Oct 2019 :  22:39:38  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Gary Dallison

So ive been wondering about a few things.

-3000 DR the illuskans discover Ruathym





I don't think this is quite right. These are the key dates from GHotR.

–4974 DR: The coastal dwarf realm of Haunghdannar [–3389] is established along the northern Sword Coast.

c. –4600 DR: The stone fortress of Sonnmorndin is built as a naval base by the Sailors of the Mountainous Waves, the marines of Haunghdannar, on the island of Arauwurbarak (present-day Ruathym).

-3389 DR: The dwarf realm of Haunghdannar falls. The sea is thought to have driven the dwarves of Haunghdannar mad; the realm rapidly dwindled as ship after ship that put out did not return, except for small fishing boats that never left the sight of land. The land was overrun by bugbears, trolls, ogres and orcs.

c. –3100 DR: Human seafarers from the west name and settle the island of Ruathym in the Sea of Swords.

-3000 DR: Illuskan humans of Ruathym found the settlement of Illusk at the mouth of the River Mirar and displace local Ice Hunter tribes.

–2368 DR: The Terraseer establishes Quesseer north of the Sword Mountains. The settlement becomes a trademeet for Netherese expatriates, the elves of Illefarn, the seafarers of Illusk, the nomadic Ice Hunters, and the dwarves of fallen Haunghdannar.

-2207 DR: Jeriah Chronos, later known as the Chronomancer, is born in Netheril.

-2103 DR: A horde of orcs from the Spine of the World, led by giants and their ogre generals, crushes the human civilization of Illusk despite aid from Netherese arcanists led by Jeriah Chronos the Chronomancer.

-2100 DR: Survivors of Illusk travel to Icewind Dale, where their descendants become the Reghedmen.

-2095 DR: After refusing divine healing for the injuries he sustained in the defense of Illusk, the Chronomancer dies. The Netherese enclave of Quesseer is abandoned.

-425 DR: Netherese settlers refound Illusk as a magocracy. The ruling group of arcanists, known as the Grand Cabal, names Fynran the Flamelord as high arcanist and ruler.

-354 DR: The arcanist Melathlar flees Netheril and travels to Illusk. Fearing phaerimm assaults, he sacrifices his life to power a mighty work of the Art that raises the great stone Host Tower, walls, and powerful spellwards around this fledgling settlement.

-350 DR: The Netherese migration to Illusk reaches its peak as settlers from many towns in Low Netheril travel west to escape the depredations of the phaerimms.

-335 DR: The arcanist Maerin of Illusk commissions Immar Fardelver and many other artisans of Delzoun to begin construction of the great subterranean city of Gauntlgrym in the Crags, to the east of Illusk.

-330 DR: The Bey of Runlatha dies near Delzoun’s western border while battling the nalfeshnee Zukothoth. The Runlathan refugees fragment into loosely allied family groups and revert to a primitive way of life. These groups become the precursors of the Uthgardt tribes of the modern era.

-321 DR: Gauntlgrym is completed by the dwarves of Delzoun in this year, and the arcanist Maerin of Illusk welcomes humans from Illusk, Netherese refugees from Runlatha and Sundabar who have made the long trek west, and dwarves of Clan Goldspire of Delzoun to live in the city.

-111 DR: The Orc Marches: The entire North erupts as great orc hordes stream south from the Spine of the World and the Ice Mountains to lay waste to all in their path. Illusk and Gauntlgrym fall to this onslaught, and Delzoun is devastated by countless orc assaults. Most of Illusk’s population manages to escape by sea or by magic and is spared. The elves of Iliyanbruen, Rilithar, Siluvanede, and Eaerlann unite to shatter the strength of the orcs and halt their rampage south into the High Forest and Dessarin Valley.

-108 DR: Humans displaced by the Orc Marches rebuild and resettle Illusk. The city again operates as a magocracy under the Grand Cabal.

-105 DR: An Illuskan tribe known as the Rus arrives in eastern Faeru#770;n by means of a malfunctioning portal that deposited them on the eastern shore of Lake Ashane. Although quickly integrated into the native Rashemi population, the Rus were powerful berserkers who sparked an insurrection among the native Rashemi against the court of Eltab. The arrival of the Rus coincided with the emergence of the Witches of Rashemen, a secret sisterhood formed in the dying days of Raumathar to preserve that empire’s magical lore.

-69 DR: An Illuskan tribe from the island of Ruathym travels through a portal to the Council Hills in the Eastern Shaar. Over time, the Illuskans mingle and join with the Arkaiuns who fled the fall of fabled Shandaular, capital of Ashanath, in the lands west of Rashemen centuries before. In time, this mingling of people leads to the establishment of the realm of Dambrath in the Shining South.

-50 DR: Illuskans from Ruathym settle at the mouth of the River Delimbiyr, founding the city of Tavaray.

-15 DR: Gripped by the imperial urge, the leaders of Illusk [–108, –10] expand their nation southward and eastward.

-12 DR: The elves of Iliyanbruen resist further Illuskan expansion in the south.

-10 DR: Led by Lord Halueth Never, the elves defeat Illusk, although skirmishing persists.

-4 DR: The elves of Iliyanbruen and the humans of Illusk make peace, setting the River Mirar as the boundary between their kingdoms.

52 DR: Illuskans begin farming the plateau above Deepwater Harbor, and for two and a half centuries their rule of the area is uncontested.

95 DR: Ruathens, led by Uthgar Gardolfsson, sack Illusk. The Grand Cabal retreats to the Host Tower, abandoning the city to the raiders. The Illuskans eventually burn the invaders’ ships and drive Uthgar and his followers into the interior.

96 DR: Stefan Blackspear becomes Highlord of Illusk and exiles wizards from his city-state.

100 DR: The followers of Uthgar join with other nomadic humans descended from the group of Netherese who followed the Bey of Runlatha and scattered across the North after his death.

123 DR: Uthgar dies from wounds received in battle with Gurt, Lord of the Pale Giants, at the present-day site of Morgur’s Mound. His nomad human followers call themselves the Uthgardt [100, 153] in his honor and form tribes based on the beast spirits he was said to have tamed in his lifetime.

141 DR: Gauntlgrym is resettled with aid from Highlord Narandos of Illusk.

152 DR: The orcs of the Severed Hand tribe capture Illusk and rename it Argrock.

153 DR: Illithids from the Underdark and their lycanthropic thralls conquer Gauntlgrym. A few survivors escape and are taken in by a tribe of Uthgardt barbarians.

191 DR: The realm of Yarlith is formed north of Uthtower and south of Eigersstor to prevent dynastic squabbling between the twin heirs to the throne of Uthtower.

205 DR: Settlers from Uthtower, Yarlith, and the Mlembryn lands recolonize Illusk. Taman Steeldrake becomes Grand Prince of Illusk.

256 DR: The Ffolk of the Moonshaes concede the northern isles to Illuskan invaders from the island nations of Tuern and Gundarlun.

306 DR: The kingdom of Grimmantle in the Mlembryn lands falls to the Thousand Fangs orc horde, which then assails Illusk and Neverwinter. The horde is eventually blunted and scattered by a mercenary army led by Grauth Mharabbath, “the Knight of Many Battles.”

576 DR: The Red Pony and Golden Eagle Uthgardt tribes vanish into the Underdark after discovering a passage beneath the One Stone ancestor mound.

568 DR: The armies of Phalorm defend the neighboring realm of Yarlith from attacks by orcs led by the frost giant Horthgar.

611 DR: The rampaging orcs of the Everhorde erupt from the Spine of the World, engulfing the North in war. Illusk and Yarlith are left in ruins, but the Host Tower survives. Neverwinter survives, thanks to the aid of Palarandusk the Sun Dragon.

673 DR: An alliance of mages called the Covenant [705] is founded to promote peace among the human kingdoms of the North and prepare them for future conflicts with the orcs. The architects of the organization are Ilyykur [457, 1063], Aganazzar [457, 1081], Presper [457, 1101], and Grimwald [457, 1101], hereafter known as the Four Founders.

705 DR: The mages of the Covenant begin to secretly manipulate and influence the Uthgardt tribes of the North through their Art. By season’s end, the tribes stand united against the goblinkind of the Savage Frontier.

715 DR: At the whispered request of the Covenant [705, 797], the Uthgardt [705, 753] begin hunting down and slaying orc chieftains, killing a score of them over the next five years. Their action prevents the formation of another orc horde.

753 DR:The Goblin Wars: Mirabar is overrun and plundered by goblin hordes that stream south out of the Valley of Khedrun. Their numbers are thinned by the savage ferocity of the Uthgardt tribes who battle them day and night for the better part of a season before the goblins are eventually annihilated by the Covenant-whelmed humans of the Dessarin Valley.

775 DR: The Uthgardt alliance defeats an ogre-led army of orcs and goblins that emerges from the Evermoors. The warriors of the Elk tribe fall almost to a man in the defense of Flintrock. On the verge of extinction, these once- proud people become little better than bandits.

797-802 DR: The Uthgardt Alliance, backed by the hidden hand of the Covenant, fades away as the tribes begin to feel the loss of their warriors.

806 DR: The realm of Stornanter is established in the North with Laeral the Witch- Queen as its ruler and Port Llast as its capital. Realizing the importance and strategic location of ruined Illusk, Laeral sees to the rebuilding and resettling of this city. After personally exploring the Host Tower and encountering the lich survivors of the Grand Cabal, Laeral erects magical barriers around the structure to bar entry.

812 DR: Illusk s largely rebuilt by this year and construction begins on its defensive walls. Trade from the mines of Mirabar soon brings great prosperity to both Illusk and Stornanter.

841 DR: Laeral the Witch-Queen of the North unknowingly comes into conflict with her sister Sylune#769;.. The goddess Mystra appears to both of
them and offers them the mantle of Chosen. They both leave Faeru#770;n for a time to travel the planes, and the departure of Laeral sees the swift collapse of Stornanter, as greedy nobles attempt to seize power for themselves.

842 DR: Duke Daragos Wolfstar of Stornanter becomes Lord of Illusk.

875 DR :Illusk repels attacks by Uthgardt [797, 1368] barbarians.

955 DR:

957 DR:

1023 DR: Grand Prince Galnorn of Illusk fails to conquer Mirabar.

1046 DR: An Illuskan garrison is sent to the Ice Lakes to rid the area of kobolds but is forced to retreat.

1063 DR: Ilyykur [673], one of the Four Founders of the Covenant [976, 1081], is slain in a great spellbattle with the archlich Ruelve, a senior Covenant member who has gone insane. The battle takes place on a cluster of islands known as Thulnath’s Eyes southwest of Ruathym.

1064 DR: The wizard Melaeth Ashstaff of Neverwinter slays a doppelganger posing as Grand Prince Galnorn, the age-old ruler of Illusk. Corigan Aveldon of the fallen realm of Stornanter becomes Lord of Illusk.

1244 DR: After a nine-year siege, Illusk finally falls to the orcs of the Bloody Tusks tribe. The orcs reside in ruined Illusk, using it as a secure base from which to raid nearby human settlements.

1276 DR: Duergar from Gracklstugh establish an outpost beneath Illusk to probe the underground defenses of Mirabar.

1301 DR: A mercenary army sponsored by merchant interests in Waterdeep and Neverwinter rides against orc-ridden Illusk.

1302 DR: Illusk is retaken and rebuilt with aid from Neverwinter, then renamed Luskan. Duergar beneath Illusk retreat to the Underdark.

1311 DR: The mage Arklem Greeth comes to Luskan and bypasses the ancient magic wards that Laeral Silverhand placed around the Host Tower. He forms the Brotherhood of the Arcane with the aid of the Old Ones—powerful liches who were once members of the legendary Grand Cabal of Illusk. Arklem names himself Archmage Arcane of the Brotherhood.

1356 DR: Ruathym [–69, 1357] attacks and sinks a Luskanite caravel after persons unknown (at the time) stole the Tome of the Unicorn from the Green Library. Luskan responds by destroying much of Ruathym’s fleet and invades the island itself. After months of fighting, Ruathym’s defenders drive the High Captains of Luskan back to their ships.

1357 DR: The forces of Luskan attack Ruathym, successfully plundering much of the island and sinking that realm’s ships. They establish a presence there and subjugate the local population and shipping. Aumark Lithyl, a Knight of Myth Drannor, leads the fight against the invaders.

The Tome of the Unicorn is stolen from the Green Rooms of Ruathym by Shond Tharovin, a Calishite wizard. Unlike those who preceded him, Shond manages to both summon Shoon’s skull from the Tome and communicate with the spirit of the former qysar, Shoon VII.

Waterdeep negotiates a truce between Ruathym and Luskan, but it backfires when Luskan, Ruathym, Tuern, and the Whalebones forge an alliance to raid settlements along the Sword Coast.

1358 DR: The Lords’ Alliance of Waterdeep expels Luskan’s forces from Ruathym by applying combined diplomatic and military pressure. Luskan and the allied island realms of the Trackless Sea join to form the Captain’s Confederation. Ruathym becomes a battleground for the deities Clangeddin Silverbeard and Labelas Enoreth when their avatars confront each other.

1361 DR: Waterdeep, along with the rest of the Lords’ Alliance, is forced to threaten war when Luskan once again conquers Ruathym to the west.

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

Edited by - ericlboyd on 26 Oct 2019 22:43:24
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 26 Oct 2019 :  22:43:36  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by BadLuckBugbear

Rus?

Are those people from Earth, then? Some of Rurik's Norse followers gone astray or men from Kievan Rus, Novgorod, Muscovy?

Or is this just a case of coincidence?




Or is Kievan Rus' forefathers from the realms, dumped there unceremoniously by a malfunctioning portal. They may have remembered traversing a "rainbow bridge", etc... and thus their ancient stories of magic have a basis in truth.


Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11686 Posts

Posted - 26 Oct 2019 :  23:02:07  Show Profile Send sleyvas a Private Message  Reply with Quote
Regarding Yggdrasil's Child being on Ruathym, one of the things I proposed in the "Brainstorming Anchorome" thread was the idea that there are multiple "offspring of Yggdrasil" on Toril, but most of them are actually in Anchorome's northern forests or in other "northmen" communities. It occurs to me that one of the places I wanted to put one of these was in an area with the size tiny Kercpa "squirrel folk", who have a legend of Rititisk the Clever (which mirrors Ratatosk the squirrel that lives in the world tree). Anyway, why do I bring this up? What if Rititisk tasked the kercpa races of Toril to plant "seeds" of the world ash over Toril, creating a system of "treegates". Also, perhaps some of these trees became "awakened" and attained deific status (Relkath of the Infinite Branches for instance). Perhaps some of these trees were chopped down and their wood used in the construction of portals... portals which have since started to malfunction as the wood becomes more and more brittle from death.

If we accept this idea as a truism, I'm picturing there being a powerful kercpa druid who has learned to wildshape into human form who protects the tree, and who keeps tabs on movement all over the isle via his chittering kercpa allies (a relatively small tribe) who have picked up some abilities to be able to talk to birds, rodents, and draconic (a blessing from Rititisk who delivers insults between the eagle at the top of the world tree and the dragon gnawing on its roots).

This druid may or may not have
A) a wood woad friend named Yggdroot with a very simple vocabulary
and/or
B) a Shatjan sorcerer friend, named Beuhlwenkil Dvalinnson with a hat of tricks that he's known to pull dire jackalopes, al-mi'raj, miniature giant space hamsters, and lions from. This Shatjan claims its magical bloodline by being birthed upon a Ruathym born female who used the magic of the tree to travel to the world tree itself to beg the gods for a child, whereupon she met a great and majestic stag named Dvalinn who touched her with its antlers and she found herself no longer barren.

Alavairthae, may your skill prevail

Phillip aka Sleyvas

Edited by - sleyvas on 27 Oct 2019 00:00:44
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