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Baltas
Senior Scribe
Poland
955 Posts |
Posted - 27 Apr 2022 : 14:10:01
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Yeah, I thought you would not like the idea of Corellon Larethuan being the origin of all humanoid Fey (though to the Moonshae adventures and sourcebooks by Baldman Games using 5E lore), but I thought the rest of it might be something you'll find interesting and/or useful. |
Edited by - Baltas on 27 Apr 2022 14:51:36 |
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wildeman
Seeker
USA
75 Posts |
Posted - 29 Apr 2022 : 15:51:09
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Baltas, that was very interesting... thanks.
I hope someone might be able to help. I'm trying to collect the complete adventure path for Rising Shadows. It starts with Treasure Hunt... Moon 1-1. There are supposed to be four additional parts... Moon 1-2 Mind the Missive, Moon 1-3 Heritage Vs. Kinship, Moon 1-4 The Bravest of West Breasal, and Moon 1-5 The Wilderness Calls.
I can't find these available anywhere. I've emailed Baldman Games asking for help, but have received no response. I would greatly appreciate any help. Thanks |
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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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wildeman
Seeker
USA
75 Posts |
Posted - 30 Apr 2022 : 04:57:22
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Gary, Thanks for checking... I found the entire adventure path listed here... https://mythmakers.com/moonshaes.html I believe Eric Mange is affiliated with it.
The other group of adventures from the RPGA... I have all of the LFR Moon adventures. I don't have BALD1-05 Lost Refuge by Thiago de Oliveira Gonçalves... Paragon Tier... ran as CORE5-3 at Winter Fantasy 2013. Lost Refuge is the adventure that begins the "Fey Gates of the Sea of Swords" major quest. You wouldn't happen to have that one?
Btw, there's an older adventure N4 Treasure Hunt AD&D... I haven't read the entire adventure yet, but it looks pretty cool. It also takes place in at the Korinn Archipelago.
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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Baltas
Senior Scribe
Poland
955 Posts |
Posted - 30 Apr 2022 : 11:34:02
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quote: Originally posted by wildeman
Baltas, that was very interesting... thanks.
I hope someone might be able to help. I'm trying to collect the complete adventure path for Rising Shadows. It starts with Treasure Hunt... Moon 1-1. There are supposed to be four additional parts... Moon 1-2 Mind the Missive, Moon 1-3 Heritage Vs. Kinship, Moon 1-4 The Bravest of West Breasal, and Moon 1-5 The Wilderness Calls.
I can't find these available anywhere. I've emailed Baldman Games asking for help, but have received no response. I would greatly appreciate any help. Thanks
Glad you found it also very interesting. It is a spoiler, but I think a very interesting, and a revelation that makes sense. |
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wildeman
Seeker
USA
75 Posts |
Posted - 30 Apr 2022 : 20:04:13
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Also, after skimming through N4 Treasure Hunt and Moon 1-7 Treasure Hunt they are basically the same adventure. The Rising Shadow Moon 1-1 Treasure Hunt from BMG is completely different. Just fyi. |
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wildeman
Seeker
USA
75 Posts |
Posted - 30 Apr 2022 : 20:26:52
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Baltas, Yeah, it was pretty cool... and it does make sense. Gary's approach to the Earthmother has always interested me. Dealing with deities has always been a bit of a "too big to manage and wrap my head around" sort of thing.
I haven't looked at this lore in a while so my memory is a bit fuzzy but it seems like there was some stuff about the Dawn Wars and two "missing/unnamed" Primordials/Elementals. I may be remembering this incorrectly. Anyway. I had shared with Gary an idea that perhaps the Earthmother is one of these unnamed ones who chose to remove herself from the conflict... only being concerned with maintaining the balance and the cycle... and became the Moonshaes. (This is just my random musings. Obviously, E.M.gets the final word. Lol.) |
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wildeman
Seeker
USA
75 Posts |
Posted - 01 May 2022 : 09:33:57
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Ok, I got some info from a couple of folks on the BMG Discord concerning the status of Rising Shadows Moons 1-2 through 1-5 and Convention Content --Moon 11-S A Darkened Dance, 12-S Pandemonium, 13-S Shadow of the Coasts, 14-S Pageant of Spring, 15-S Tower of Ruin, 9-S Darkness Unleashed, ES-1 A Drop in the Ocean, ES- 2The Grand Conclave of the Moonshaes, ES-3 The Shadow Downs...
"Moons 1-2 through 1-5 haven't been released yet. I asked a week or two ago about them and they are still being worked on. I think Eric was hoping to get them out in the next month or two. the -S and ES modules aren't going to be publicly released. They were special events."
"If you want to play the S or ES adventures, the only place you can play them is with us - we're actually not even allowed to publish them even if we wanted, they're only legal for DDAL play when run at BMG events."
So, some good some bad news there for those of us obsessed with the Moonshaes... lol.
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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 - 12 May 2022 : 11:12:47
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Here's what i have come up with for Cantrev Kythyss, just to try and expand a bit on what is already out there (about 3 lines in total spread across various sources).
Nothing terribly inspired, and i'm not set on the name of the settlement, but what i have below explains the nature of the fishing dispute between kythyss and llewellyn, as well as how and why Amn got control over the territory in the 1400s
Cantrev Kythyss: Cantrev Kythyss is a small and recently founded Cantrev, covering only the southern most tip of the Isle of Alaron. It was originally part of Cantrev Llewellyn, but a dispute between the Laird and foreign merchants over access to the harbour led to the merchant petitioning a King to create a new harbour for passing ships. This was granted in 1273 DR and Cantrev Kythyss was formed claiming all land within a days ride of the newly founded settlement of Kyth's Head. Cantrev Kythyss has quickly grown thanks to the recent explosion in trade between the Moonshae Isles and mainland Faerun, with it becoming a major port on the shipping route between south, central, and north Sword Coast. Merchant ships often dock here to resupply and trade before passing on to Waterdeep, Baldur's Gate, Amn, or Calimshan, the docks at Kythyss are preferred by smaller merchant groups over the more expensive docks at Caer Callidyrr. The rural inhabitants of Cantrev Kythyss are all traditional farmers, and fishermen, while those living in Kiths Head are largely foreigners that work the docks and service the merchant ships that port here. Since the formation of Cantrev Kythyss there has been a dispute with Cantrev Llewellyn over fishing rights to the Strait of Alaron, the Lairds of Cantrev Kythyss extend its territory into the water while the Lairds of Cantrev Llewellyn - who traditionally claimed these waters - point out that King Benjamin's decree was that the lands of Cantrev Kythyss extend only for a day's ride around the settlement and that implies travel by horse and so does not include any sea territory.
Kiths Head: This large settlement (by ffolk standards) is a collection of sturdy docks and warehouses, surrounded by a sprawl of small dwellings that house the local labourers and those who provide services for or trade with the passing merchant ships. Kythyss has a single paved street running past the docks and up to join the High King's Road, while the rest of the town is a maze of mud trails that turn into a swamp whenever the rains fall. The population of Kiths Head is a mix of local ffolk and foreigners that act as labourers and provide services to the passing merchant ships. Despite the wealth that passes through this settlement on its way to Caer Callidyrr or ports on the mainland, poverty is rife in Kiths Head. The Laird of Cantrev Kythyss is always a rich merchant with trade interests in Callidyrr, and appointments to this position are often used by the King of Callidyrr to attract new investment to the settlement. Kiths Head is a constantly changing hotbed of intrigue as new Lairds are appointed and bring their own contacts to the town. There are gangs of thieves and agents of shady organisations arriving in Kythyss every decade, in this regard Kythyss acts as a gateway to Callidyrr and the rest of the Moonshae Isles for foreign agencies. Currently the Broken Ring has established itself here and defends its territory from newcomers. If ever a hostile takeover was to be attempted in Callidyrr, it would begin in Kythyss. |
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ericlboyd
Forgotten Realms Designer
USA
2066 Posts |
Posted - 12 May 2022 : 12:15:48
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quote: Originally posted by Gary Dallison
Here's what i have come up with for Cantrev Kythyss, just to try and expand a bit on what is already out there (about 3 lines in total spread across various sources).
Nothing terribly inspired, and i'm not set on the name of the settlement, but what i have below explains the nature of the fishing dispute between kythyss and llewellyn, as well as how and why Amn got control over the territory in the 1400s
Cantrev Kythyss: Cantrev Kythyss is a small and recently founded Cantrev, covering only the southern most tip of the Isle of Alaron. It was originally part of Cantrev Llewellyn, but a dispute between the Laird and foreign merchants over access to the harbour led to the merchant petitioning a King to create a new harbour for passing ships. This was granted in 1273 DR and Cantrev Kythyss was formed claiming all land within a days ride of the newly founded settlement of Kyth's Head. Cantrev Kythyss has quickly grown thanks to the recent explosion in trade between the Moonshae Isles and mainland Faerun, with it becoming a major port on the shipping route between south, central, and north Sword Coast. Merchant ships often dock here to resupply and trade before passing on to Waterdeep, Baldur's Gate, Amn, or Calimshan, the docks at Kythyss are preferred by smaller merchant groups over the more expensive docks at Caer Callidyrr. The rural inhabitants of Cantrev Kythyss are all traditional farmers, and fishermen, while those living in Kiths Head are largely foreigners that work the docks and service the merchant ships that port here. Since the formation of Cantrev Kythyss there has been a dispute with Cantrev Llewellyn over fishing rights to the Strait of Alaron, the Lairds of Cantrev Kythyss extend its territory into the water while the Lairds of Cantrev Llewellyn - who traditionally claimed these waters - point out that King Benjamin's decree was that the lands of Cantrev Kythyss extend only for a day's ride around the settlement and that implies travel by horse and so does not include any sea territory.
Kiths Head: This large settlement (by ffolk standards) is a collection of sturdy docks and warehouses, surrounded by a sprawl of small dwellings that house the local labourers and those who provide services for or trade with the passing merchant ships. Kythyss has a single paved street running past the docks and up to join the High King's Road, while the rest of the town is a maze of mud trails that turn into a swamp whenever the rains fall. The population of Kiths Head is a mix of local ffolk and foreigners that act as labourers and provide services to the passing merchant ships. Despite the wealth that passes through this settlement on its way to Caer Callidyrr or ports on the mainland, poverty is rife in Kiths Head. The Laird of Cantrev Kythyss is always a rich merchant with trade interests in Callidyrr, and appointments to this position are often used by the King of Callidyrr to attract new investment to the settlement. Kiths Head is a constantly changing hotbed of intrigue as new Lairds are appointed and bring their own contacts to the town. There are gangs of thieves and agents of shady organisations arriving in Kythyss every decade, in this regard Kythyss acts as a gateway to Callidyrr and the rest of the Moonshae Isles for foreign agencies. Currently the Broken Ring has established itself here and defends its territory from newcomers. If ever a hostile takeover was to be attempted in Callidyrr, it would begin in Kythyss.
There's a bit in the first novel (Darkwalker on Moonshae IIRC) about Calishite influence in the Moonshaes. It might be interesting to give this port a distinctly Calishite influence, just to differentiate it from the rest of the Moonshaes. |
-- http://www.ericlboyd.com/dnd/ |
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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 - 12 May 2022 : 14:55:24
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Now i'm looking for a CAlishite Pasha that is of the evil and unscrupulous sort that was murdered sometime before 1372 DR.
One potential candidate i have is PAsha Balik. He is ruling Zazesspur by 1352 DR. He is assassinated in 1364 DR. His rule of Zazesspur was benevolent, but that doesnt mean he wasnt a secret evil person. Pasha Balik had a minor son who was enrolled in the Calishite School of Stealth (from the Elfsong novel i think) which i think was either a reference to the SHadow Thieves or a rival school set up by Djenispool. And incidentally is he same school that Daryth mentions that he once worked for and that Razfellow is from. He could have been a Calishite merchant, who bought the title to Cantrev Kythyss. Enslaved Azadarr Darkyn's parents when they became indebted to him and used them to make weapons to to sell to the Broken Ring - Halls of the High King has a scene where the agents are shipping sword crates across Callidyrr in preparation for the Cult of Bane's activities). Got involved with Cyndre and used his contacts to put Hobarth and his assassins in touch with the Black Wizards (likely hoping to gain political favour). When all that went to pot and Tristan became High King, i can imagine Balik got a bit nervous at being discovered and decided to sell up and do a runner, leaving a bit of a power vacuum in Kythyss and allowing lots of shady organisations to gain entry into Callidyrr.
Pasha Balik then buys his way into Zazesspur with his Knights of the Shield membership, and brings along Azadarr's parents and the child. The parents likely die during their enslavement (they were probably sold on when they got too old and sent to work in mines somewhere), when the Knights of the Shield figured out the interregnum was ending and they wanted to help the new order they have the 20 year old Azadarr help them murder his master.
Azadarr takes a bunch of his gold and magic and flees and begins his journey to become the Baron of Maerantede
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Edited by - Gary Dallison on 12 May 2022 20:19:29 |
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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 - 13 May 2022 : 18:57:29
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You don't need magic to affect a Moonwell. It happened in one of the books via simple pollution. |
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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 - 13 May 2022 : 22:43:49
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quote: Originally posted by Gary Dallison
Not my favourite part of the novel, something that made little and less sense. The adventurers league book does say magical experimentation thankfully.
Why would coal - a natural substance - pollute a moonwell. In the end I had to come up with a bit that the coal was tainted with death and necromancer and that was why it polluted the moonwell.
Uranium is a natural substance, but that doesn't make it safe to eat. We could be here all day naming natural things that will readily kill anyone or anything that ingests them. Just because something is natural doesn't mean it can't have harmful properties.
Heck, if you take an animal that has died of natural causes and toss it into a small body of water, it can make that water unsafe to drink for a lot of other critters. No poison or violence needed.
It doesn't take much to befoul water, especially if there's active intent involved. |
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Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
Posted - 14 May 2022 : 10:35:12
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quote: Originally posted by Wooly Rupert
quote: Originally posted by Gary Dallison
Not my favourite part of the novel, something that made little and less sense. The adventurers league book does say magical experimentation thankfully.
Why would coal - a natural substance - pollute a moonwell. In the end I had to come up with a bit that the coal was tainted with death and necromancer and that was why it polluted the moonwell.
Uranium is a natural substance, but that doesn't make it safe to eat. We could be here all day naming natural things that will readily kill anyone or anything that ingests them. Just because something is natural doesn't mean it can't have harmful properties.
Heck, if you take an animal that has died of natural causes and toss it into a small body of water, it can make that water unsafe to drink for a lot of other critters. No poison or violence needed.
It doesn't take much to befoul water, especially if there's active intent involved.
True, but polluting a moonwell is not just about the water, its about the magic. The way it read to me was that the Earthmother is about nature and balance and at the time coal in the real world represents industry and a pollution of nature.
Of course that makes no sense given that coal in itself is just a carbon rich rock deposit, and is no more unnatural than iron or uranium. Otherwise the creatures could have just defecated into the moonwell and have polluted it much quicker than digging a deep mine. The dark and evil feeling in the pit in that mine says to me that the true reason that particular "coal" vein was used is because it is tainted by evil.
Just my thoughts, it could just be coal, and even a sufficient quantity of mud or rancid water would be enough to pollute a moonwell, but that just doesnt seem right to me. |
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Baltas
Senior Scribe
Poland
955 Posts |
Posted - 14 May 2022 : 13:14:01
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Hmm, it could be tied to the fact coal is made from dead and partly decayed plant life, accumulated over ages (hard to tell if millions of years). This could accumulate dormant necrotic energies. Especially if the coal was formed in some catastrophic event, like plant life dying in excess after Dendar ate the sun, or another event (that could also taint the coal), something tied to the Creator Races or even maybe "birth" (?) of Moander. |
Edited by - Baltas on 14 May 2022 13:22:18 |
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wildeman
Seeker
USA
75 Posts |
Posted - 14 May 2022 : 16:50:05
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It has been a while since I read the books, but iirc, was a moonwell not corrupted by having it saturated by the undead? Unfortunately, my memory is fuzzy... If I am remembering correctly, the idea of the moonwell being corrupted by death/decay/necrotic energy would make sense. And that plays well with coal being composed, at least in part, by decayed matter. Just my two cents. |
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Gary Dallison
Great Reader
United Kingdom
6351 Posts |
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wildeman
Seeker
USA
75 Posts |
Posted - 14 May 2022 : 17:13:57
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Gary, Yeah, I agree... it's not death in the natural state, but rather the "unnatural" state of undeath or reanimated dead that are filled with necromantic energy that causes the corruption.
Also, possibly consider the question of intent. I wonder if the intent of whomever is using the item/materials/arcane energies determines how it affects whatever it comes in contact with. Coal is naturally occurring, but it can be used for a positive purpose or a negative purpose. Coal itself isn't inherently good or evil... but how it's used in combination with arcane energies determines the outcome and might possibly even affect a change to the coal itself. |
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