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Recently i've been working on Chult to try and weave the 5e lore back into the 1356 timeline. Currently they seem to have placed the 5e tomb of annihilation in Chult and added previously unknown settlements, locations, magic items, and people, without any attempt to weave them into the already existing lore. So i'm attempting to do that.

Omu, as a large city and formerly powerful empire would have had a political impact on the Tabaxi people and Mezro, the ruins of Orolunga add one of many pyramid like structures to Chult, and pyramids mean spellweavers (see Ascore and Mulhorand)

https://alternaterealmsblog.wordpress.com/home/regions/chultan-peninsula/ch ult/

I'm also beginning to compile all the lore for Cormyr in a single place, including all of Ed's musings on Candlekeep (and now twitter), as well as all the novels and the magazines. Its a mammoth task

https://alternaterealmsblog.wordpress.com/home/regions/heartlands/cormyr/


Well i've been gone for a while reading all of the Moonshae novels (not including 4e stuff) to get as many npcs and organisations and other lore details from canon as i possibly can. I dont know if there is any historical lore in the 4e novels worth getting, i suspect not, but i will glance over them at a later date after i've written up all the information i have gathered so far

I've got placeholders for every island in various stages of development. Gwynneth, Alaron, Moray, and Norland have the most detail for now, new updates from the novels and sourcebooks will be added daily. I'm trying to tie Kazgoroth and his history more into the places of the islands so that he is not just a novel baddie that appears and vanishes without any lasting legacy. I've got a volcanic rift in Oman where he first emerged, numerous places that he transformed such as where he died becoming the Darkwell in the Fens of the Fallon, Llyrath Forest becoming feral.
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-alaron/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-flamsterd/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-gwynneth/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-moray/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-norheim/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-norland/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-oman/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-snowdown/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/korinn-archipelago/
https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/sunset-isle/

I've got more organisations that will hopefully continue to grow. They are a mix of old organisations dedicated to preserving ancient traditions, fighting great evils (like Kazgoroth), and maintaining the Balance, while the new organisations seek to promote trade, transform the Moonshae Isles into another sword coast nation, and bring the new gods to the moonshae isles. The Fidouyr is my attempt at a celtic inspired name for the druids, it means great grove of the earth.
https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/greystone-trading/
https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/heralds-of-the-high-king/
https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/the-bansidhe/
https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/the-broken-ring/
https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/the-church-of-the-great-mother/
https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/the-fidouyr/

Then there is a steadily growing list of magic items and npcs from sourcebooks and novels
https://alternaterealmsblog.wordpress.com/home/npcs/island-kingdoms-npcs/
https://alternaterealmsblog.wordpress.com/home/magic-items/island-kingdoms- magic-items/

Hopefully i'm expanding the Moonshaes along existing lines so that nothing new or immersion breaking is present. There are lots of fey and unique creatures, some monsters have been reimagined into an alternate fey version that looks similar or the same to stock D&D races but has a unique fey, moonshaes origin


Starting to detail the largest and most central of the islands - Gwynneth.

Started with Corwell first, its as expected, a fairly rural kingdom with tribal roots. I've tried to develop the history to show how a tribal society became a kingdom and how that kingdom interacted with the imperial High Kingdom of the Moonshaes.

https://alternaterealmsblog.wordpress.c ... -gwynneth/

Also added a page for a collection of individuals that i created by expanding upon the Banshee Rider Anhaern Rhyllgallohyr. I'm choosing to make her the first captain of the Sisters of Synnoria and i'm looking to tie her to history of the sword of Cymrych Hugh. These Bansidhe are created by accident when the firbolg chuck bodies into the Darkwell and occasionally one is animated by the power of Kazgoroth and the Darkwell. They are not undead, but they did die and now they live (sort of) again.

https://alternaterealmsblog.wordpress.c ... -bansidhe/

Also added in a beginnings of a page for the Earthmother who is not a god, she is also not the benign, watchful friend of the ffolk either. She is dying, slowly being drained by the actions of the druids and the llewyrr who use her power in the name of trying to preserve the Moonshaes and the Balance, not understanding that they actually destroy them by doing so.

https://alternaterealmsblog.wordpress.c ... rthmother/


Norland geography and society detailed.

Its a land of independent jarldoms that are occasionally united by a strong leader, but most often fight among themselves and raid the ffolk. The Norr (I decided to make the northmen of the Moonshae Isles into a sub racial group distinct from Illuskans and ancestral to them - ie what illuskans were before they mixed with the Netherese and other sub racial groups of the Sword Coast) used to glorify raiding as instructed by their worship of Tempos the Bloody Horned God. However the attrition raiding causes and ultimate failure of raiding behaviours to enrich the Norr caused them to abandon that practice (and their worship of Tempos) centuries ago. Now the Norr raid occasionally for prestige or to settle old feuds, but mostly do so when harsh winters strike and cause hardship.

Norland is an island largely untouched by the Norr. The island is dominated by the Skor forest and the North and South Jotunhammer Mountains. I've tried to link the gem mines of the Jotunhammer Mountains to LeShay on other islands (that I will detail later but are briefly mention in Moray) and I've also started working in a theme of islands collapsing into the sea which show that the earthmother is dying (being slowly killed by the druids and elves that use the Moonwells and drain her energy away), but this has gone unnoticed by the short lived humanoids (even elves will likely only know of one island collapsing).

Need to work on detailing the people of the island, I've pulled a few from the novels but more are needed.

https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-norland/


Freehold DM wrote:
Just wanted to tell you I still love your stuff. Truly awesome.

And I just wanted to say thankyou. The Moonshaes this time round will be a bit different but that's largely down to me being able to constantly revise work which I couldn't do with pdfs.


Moray Island is reaching a stage that is usable as a campaign source.
I've tried to keep Moray as traditionally tribal as possible to distinguish it from the likes of Callidyrr and Snowdown. Added in a few fan works from the candlekeep compendium because there really is almost no lore on this island available.

https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-moray/

Added in a new organization known as Greystone Trading after an organization I made to counter the Darkmoon assassins that are mentioned only in the Realmspace sourcebook. Greystone Trading is also the source of the weredog presence on the Moonshae Isles, all coming from a single individual, Tristram Greystone who was squire to a High King attacked by one of the Darkmoon. He later served as Armsmaster to the High King that was slain in Gwynneth fighting firbolgs (and lost the Sword of Cymrych Hugh). Tristram left the service of Callidyrr and pledged his sword to the King of Corwell, becoming laird of a small cantrev. Here he encountered a pack of huge wolf/dog hybrids and battled them, contracting a beneficial form of lycanthropy in the process.
Greystone Trading is a trading company later founded by the Greystone family, most of its senior members are weredogs. They trade with northmen and ffolk on the smaller trade routes that the larger calishite galleys avoid. Greystone Trading also operates as a spy ring collecting information and keeping a watchful eye for sightings of the Grimmulf (the huge wolf that attacked the High King ages ago).

https://alternaterealmsblog.wordpress.com/home/organisations/island-kingdom s-organisations/greystone-trading/

And lastly is my take on the Moonwells.
I've turned the Moonwells on their head. Originally they were parts of the Earthmother (which is a titanic being that is the Moonshae Isles themselves, torn apart by the sundering). Through these Moonwells the Earthmother birthed powerful creatures to protect herself from the humanoids that infested her body and caused damage.
The appearance of Kazgoroth (one of the Children, but damaged and twisted by the Sundering) caused the LeShay to enchant the Moonwells to weaken Kazgoroth and keep him trapped. The LeShay passed on the duty of caring for these enchanted Moonwells to the elves who in turn passed it on to the druids. The purpose of the Moonwells have been forgotten and the druids (and elves) think it is to preserve the Balance and that the Earthmother sends the Children to aid the druids in keeping the Balance.
Every time the druids use the Moonwells enchanted powers they drain more energy from the Earthmother, slowly killing her.
Kazgoroth seeks to corrupt the magic connecting the Moonwells to the LeShay. Once he has corrupted them all he will be free to kill all the humanoids and use their magic to feed the Earthmother and help restore her body.

https://alternaterealmsblog.wordpress.com/home/magic-items/island-kingdoms- magic-items/moonwells/

Onto Norland and the northmen next


A new year a new project.

I've decided to go back to the Moonshaes Isles and work on that some more.
The Isle of Moray is up first

https://alternaterealmsblog.wordpress.com/home/regions/sea-of-swords/moonsh ae-isles/isle-of-moray/

In this alternate version of the Moonshaes Isles the ffolk believe that the Earthmother wants them to preserve the Balance and that the Children are sent to help restore the Balance when things go wrong.

In reality the Moonshae Isles are the Earthmother, a living land mass ripped apart by the Sundering (the real Sundering with Evermeet and the elves, not the other one). The Children are part of the defence mechanism of the islands and when infestations (humanoids) grow out of control or things begin to harm her, then the Children attack and destroy the problem.

The Moonwells are part of a large magical prison that prevents Kazgoroth (a corrupted member of the Children) from escaping.

The Isle of Moray is just one island in the Moonshaes Isles. It is populated by the ffolk, but they have significant northmen heritage, this makes them more aggressive and martial than their kin on the Isle of Gwynneth and a Moray mercenary is highly prized up and down the Sword Coast.

Moray still holds true to traditional clan rule. The clans operate like benevolent mafia families, providing a safe place to work and live and protection from monsters, raiders, and other clans.
The King claims a tithe from these clans for the land they control and spends his entire reign travelling between clan holds collecting tithes and arbitrating issues. The King of Moray does not have a castle or palace or central place of government (they kept getting burned down).

It's a rough outline at the moment. I'm about ready to start adding in people and places and magic.


Been working on the Cult of Set, trying to make it a bit more interesting than just an evil cult in mulhorand.

https://alternaterealmsblog.wordpress.com/home/organisations/the-cult-of-se t/

I've got the cult established when Set was exiled in 1048 DR. It was mostly made up of his followers and family who went underground to escape persecution.

Set retreated to the Tower of Set with a few select individuals and set his plans in motion from there.

His first act was to poison the first Pharaoh of Mulhorand (not the Divine Pharaoh Horus-Re but his human counterpart). The priests resurrected the Pharaoh using what they though was the Staff of Ra, but it actually turned out to be the Alabaster Staff and it made the Pharaoh undead and the priests were forced to destroy him.

Then Set vanishes and slowly the cult of set falls apart. They achieve some minor successes in slaying incarnations of the gods but otherwise support dwindles and they fade into obscurity.

A priest known as Aap Nura traces Sets life and discovers a cache of his belongings including some pages from the fabled Book of the Serpent (Sets spellbound and diary). Using these notes Aap Nura pens the Hate of the Cobra (which will become the basis for the bible of the cult) and undergoes a ritual to become the incarnation Anraset.

Anraset works with wizards in Shamulrand to instigate a rebellion, while at the same time declaring a pretender to the throne in Semphar (having infiltrated the Masters of the Temple).

Thays rebellion succeeded but Anraset and the cult of Set were wiped out in mulhorand over the next few years as the Pharaoh Thothibistep II declared an inquisition to root out the traitors.

The Cult of Set declined to nothingness until a minor merchant, led by visions of grandeur, tried to navigate a caravan route through the Raisin Desert. He was captured by the last few surviving Setites but escaped into the catacombs beneath the Tower. He discovered a hidden cache belonging to Set and was forced to undergo a ritual to become the incarnation Seti.

Seti has revitalised the cult using his caravan business to fund it and to move people, information, and equipment between newly established cells.

The cult of Set is almost ready to kill and replace the Pharaoh while Seti begins his quest to follow the portal network known as the Trail of Serpents Tears and retrace the footsteps of Set and find his lost knowledge and ultimate fate.

That's the story, I've expanded and woven together the histories of major npcs in what is hopefully a more coherent way, I've repurposed a few magic items and created a new one - the book of the Serpent- which Seti hopes will allow him to become a god


Finished going through the major sources on Mulhorand, the main page and the organisations are in a fairly detailed position.

Mulhorand

I've redefined Mulhorand as operating almost like a nation state rather than a feudal nation. It has large organizations - churches (formed from noble houses) that perform much of the central government administration. Regional government is provided by the Precepts who receive assistance from the churches to implement government policy.
Mulhorand has a large and well equipped standing army (rather than feudal armies which are mostly provided from noble retinues and conscripted peasants).
I've added lots of detail to the geography and history to try and flesh it out more.

Church of Anhur

The Church of Anhur is synonymous with Mulhorand's army, the two groups share a similar hierarchy and membership (although one can be a soldier in the Legion of Dawn and not be a priest of the Church of Anhur (although that does limit one's promotion prospects unless one has friends in the Church of Horus-Re).
The Church of Anhur has had it's privileges reduced dramatically since the rebellion of Thay, although it has a major plot to create a new model army and perform a lightning strike against Thay to regain power and prestige.

Church of Bast

The Church of Bast is a much diminished church after its patron was exiled, it is now a prestigious military academy that trains the greatest warriors in Mulhorand while using its profits to find and eliminate cultists of Set.

Church of Geb

The Church of Geb oversees the supply of Mulhorand's minerals. It owns the majority of mines in Mulhorand and determines/enforces the quota of minerals to ensure Mulhorand is self sufficient. It has a sizable portion of gold dwarf blood in its family and membership.

Church of Horus Re

The Church of Horus-Re forms the main central administration of Mulhorand's government (like the home office). The Pharaoh is the head of the church and the Vizier is the highest ranking priest, making the Church of Horus-Re the most powerful single organization in all Mulhorand.
The church itself is split between three powerful noble families (of Ra, Horus, and the merged house of Horus-Re). Vizier Rezim is intending to use this factionalisation to advance his power and position through various plots.
Currently Rezim intends to sell slaves directly to nobility to generate vast sums of revenue that he can use to bribe the Church of Nephthys into supporting other plots to restrict the power of the Church of Anhur.

Church of Isis

The Church of Isis deals with Mulhorand's farming needs in a similar way to the Church of Geb and mineral requirements. It sets and enforces the quota on all foodstuffs being produced to keep Mulhorand self sufficient.
The major plot within this church is a radical group that wishes to improve equality for women with Mulhorand's patriarchal society. The basis of this plot is to arrange a marriage between the heir apparent and Korethys Thulhani (a future member of the priesthood and potential future incarnation of Isis).

Church of Nephthys

The Church of Nephthys is like the foreign office of Mulhorand. They deal with setting and collecting all the tariffs on foreign trade, they also act as ambassadors (and spies) to foreign nations.
The Church of Nephthys is very mercenary and will do most things for money. Position within the church is dependent upon the amount donated to the church in the previous year.
Currently the Church of Nephthys (or a large faction within it) are selling their support to Rezim for a number of his plots to reduce the power of Anhur's church while simultaneously loaning the Church of Anhur money to allow it to further its own plots.
Secretly the Church of Nephthys hopes to persuade the Church of Anhur to invade Unther to expand Mulhorand's economy and allow it to beat Thay in a trade war.

Church of Osiris

The Church of Osiris deals with the law of mulhorand. It is the only church with the power to challenge the Vizier and the Pharaoh, having challenged past Viziers on a number of occasions and even impeached the Pharaoh and had him quietly removed from office.

The Church of Osiris also deals with deaths in Mulhorand, especially overseeing the Land of the Dead near Mishtan.

Church of Thoth

The Church of Thoth is responsible for magic in Mulhorand. It has direct control of all spellcasters not already part of another church. It also controls Thothian script in which all southern magic is written (a language supposedly devised by Thoth himself).
The big plot within the Church of Thoth is to find a way to beat Thay using the huge magical arsenal at Mulhorand's disposal, searching ancient texts for hidden weapons of enormous power. Derlaunt has discovered the huge stone colossi around Mulhorand were once used as a weapon by the Mulhorandi during the Orcgate Wars. Unfortunately his own research and attempt to use them has gone awry (just as it did two thousand years ago).

Cult of Set

A long standing enemy of Mulhorand is the cult of Set. Its numerous isolated cult cells have recently been unified under the rule of Divine Incarnation Seti. Seti owns a caravan company that makes a fortune sending caravans of papyrus through Raurin to Durpar and returns with spices. The caravan also carries information, instructions and agents to cult cells along its journey.
The Cult intends to assassinate the Pharaoh and replace him with an impersonator

Cult of the Smiling Death

The Cult of Sebek has long been absent from Mulhorand, its membership driven out by the Legion of Dawn long ago. Its entire membership is afflicted by a curse acquired through parentage or through an infected bite. The curse is sarrukh in origin, designed to create a servitor race by mutating the afflicted into a part reptilian creature (whose body can be altered by sarrukh bodyshaping powers).
The Cult of Sebek is spread across the Border Kingdoms, Chessenta, and is returning to Mulhorand.

Guild of Scribes

The biggest of Mulhorand's state sponsored guilds. The guild of scribes manages all the scribing work of Mulhorand's government. It also contains a large proportion of government ministers as members because the guild is also where most of the political plots and manoeuvring take place.


I'm just moving this thread from the d&d 3.5 forum which appears to be almost completely dead.

I've been working on a slightly alternate version of the forgotten realms where the gods cannot take any direct action in the realms, which of course means that the time of troubles cannot have happened as written, along with many other RSEs.
At the same time in trying to collate and expand upon all the lore I can find and make alternate versions of RSEs that are more playable and interactive and at the same time make sure they still fit into all the events and locations of the Forgotten Realms.

So below is the link to the site. It's very much work in progress and will probably be that way forever. Unther is done for 1356 DR, mulhorand is halfway done up to 1356 DR, and there is some base work for Raurin and Chessenta done.

https://alternaterealmsblog.wordpress.com/


I've been busy on Mulhorand lately, working a lot on all the various churches and gods, I've done this deliberately because Mulhorand is a theocracy and has a very important part in how Mulhorand exists so I need to figure out each individual piece before I can figure out the whole.

The Church of Bast
The Church of Horus-Re
The Church of Osiris
The Cult of Set
Mishtan
Sultim


Added pages on Sebek and his cult, rather than have him as an always "ebil" outcast that gets eradicate by the armies of Mulhorand every few centuries, I've tried to turn him into a misguided brute that made some bad choices and fell victim to a curse that made him into the crocodile monster.

Having passed that curse onto his followers, I'm leading towards the Cult of Sebek being another pawn of the sarrukh (an accidental creation), that they intend to use against the Mulhorandi so they can drive them from the region and reclaim their former territory.

Sebek
The Cult of the Smiling Death


I think I've developed the Church of Ish-Tarri as much as I can.

https://alternaterealmsblog.wordpress.com/home/organisations/the-church-of- ish-tarri/

I've included how the church gradually migrates to the worship of Isis (or is in progress of doing so). I've dealt with Ish-Tarri's absence and a possible means for her return (although in an altered form). I've got the oil of eternity in there. I've got some adventuring ideas. And there are a few more npcs to flesh out the organization.

If anyone has any other thoughts or something I've missed from existing lore (relating to the religion - not the god, that's a separate article).


Okay, so Northern Wizards is next.

I've decided on it being a new organisation commissioned by Hercubes Jedea to help Messemprar gain independence and thus create an additional city state in threskel to counter the rising threat of the vanities in mourktar (Hercubes predicts they will seize power and will then seek to conquer all of threskel).

So Shu-Urlasq and the other members of the northern wizards listed in the old empires book are the inner circle and all come from threskel (although only Shu-Urlasq knows the true mission and benefactor).

The Northern Wizards chose the moniker of an old military order of wizards from Unther's past when Chessenta gained independence and it was thought Tchazzar would March on messemprar first. The old order has long since disbanded but the name has entered folklore as the city's defenders.

The Northern Wizards recruit from wizards in messemprar that seek an end to Unther's dominion over the city. The requirement for entry into the order is that they provide a number of friends/family/associates that will be used as messengers by the order (thus lowering the risk of betrayal).

There are at least two red wizards in the list of members (They want an end to Gilgeams rule over the city so they qualify for membership). Borsipa is a double agent for Gilgeam (she escaped slavery during the slave revolt, was later captured by Unther's forces and offered her life and freedom in exchange for being a double informant, and was later rescued by the slave revolutionairies.

https://alternaterealmsblog.wordpress.com/home/organisations/the-northern-w izards/


Added Ningal into the list of NPCs, and made her one of the children of the gods.

She is a great grandchild of Nanna Sin (I named him Sin-An'na). Her abilities are of course inherited from her ancestor. The magic items she possesses come from another source (she claims a gift from the sea - a cryptic clue to a secret extradimensional shelter that Shu-Mmatq; Untheric god of the sea, once discovered and stored his relics in before fleeing Gilgeams secret purge of the godkings).

It will be Sin-Ningal that leads the population to the secret extra dimensional refuge high above Shussel (the Vanishing), although she will not travel there herself, and the population of Shussel will there be attended to and trained by the divine servants of Shu-Matq.

Sin-Ningal will not accept help from others because she intends to become Sin-An'na reborn (and a future goddess cannot be seen to be weak and accept help from others), she will also not compromise her future power by aiding those who are unworthy or those who might reduce her future power (servants of other gods of the moon or protection).

https://alternaterealmsblog.wordpress.com/home/npcs-2/npcs/


So I'm starting to detail the children of the god kings. I figure the first generation would be almost as powerful as the godkings themselves but most were killed off during wars and intrigue or Gilgeam assassins. The second and third generation are truly exceptional and very long lived. The other generations are a bit better than a normal Mulan with the occasional super being born once in a hundred generations.

These beings are important because their blood holds power and if you want to bring a godking back to life you need power; powerful blood, powerful rituals, and or powerful items.

I have a few of these children of the gods scattered across unther and chessenta (entropy is hunting them). They will be pivotal for a future adventure involving the invasion of unther and then it's rebirth with a return of as many old gods as the party can help with.

There are even a few children of the gods for Gilgeam. I know the sources say he has no children but Gilgeam has a habit overwriting history and fabricating the truth. His children are special because they are all first generation and were imprisoned by Gilgeam with a big part of the adventure being to stop Gilgeam from returning.

https://alternaterealmsblog.wordpres...n/gil-geamesq/


I'm working on the cult of the old gods, based on some information provided by Tom Costa (hope he doesn't mind, I think I've renamed the city to something more Untheric).

https://alternaterealmsblog.wordpress.com/home/organisations/the-cult-of-th e-old-gods/

Its an amalgam of priests who worship one of a variety of gods that have long since died or fled from Unther and Akanu. The tyrannical rule of Gil-Geamesq and decline of Unther has caused this cult to flourish in the last few decades.

The ensi of the old gods will be looking for items of significance to their deity so they can try and bring them back to life (for those that are known to be dead) or bring their attention back to Unther (where they have been absent for a long while).

They are also trying to convert as many as possible into worshipping the old gods, usually by providing good works such as herb lore, education, marriage ceremonies, blessings, advice, etc.

In a future adventure path involving the invasion of Unther (by Mulhorand) and ultimate rebirth of Unther, I'm imagining that some of these old gods might be restored to life by this cult and the activities of the players - who will find artefacts relating to these gods and assist in rituals to bring them back to life.


After a very long break (had to do a work based certification), I'm back to working on this.

I've been working on my version of the rules a fair bit

https://alternaterealmsblog.wordpress.com/home/arrgs-rules/arrgs-classes/
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/arrgs-magic-item s/
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/arrgs-options/
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/arrgs-races/
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/arrgs-skills/

I've also returned to Dalath to try and finish the skeleton articles I have been working on. It now has a secret group of slaves (the Fire Drakes) trying to free Dalath from the rule of the Freeholder houses, but in secret the Fire Drakes are supplied and organized by the Freeholder Houses who in turn are beholden to the Millennium Wyrm.

The Cult of Tiamat wishes to infiltrate the Fire Drakes (believing them to be dragon worshippers) but every time it gets close a rebellion occurs and all the slaves (and the Fire Drakes) and its cultists are slaughtered

If anyone has any information or ideas for Dalath I'd really appreciate it, as there is precious little I can find on the settlement so I'm mostly making it up here.

https://alternaterealmsblog.wordpress.com/home/regions/the-old-empires/unth er/dalath/


I have the base outline of Mulhorand available.

https://alternaterealmsblog.wordpress.com/home/regions/the-old-empires/mulh orand/

I've tried to expand somewhat on the history and distinguish it from real world Egypt.

The animal headed gods are now depicted as such because of the rise of beast cults during the second empire. The title of Pharaoh comes from the Imaskari title of Empheroar (meaning Lord Artificer), the gods have the same names but their history is based wholly on events within Faerun.

I've attempted to set up a governing dynamic in Mulhorand whereby the Pharaoh is the ultimate power and the Church of Horus-Re administers to the central government. Beneath the Pharaoh are the Divine Precepts who are the titular heads of each church (the Pharaoh is the Divine Precept of the Church of Horus-Re so is the most powerful man in Mulhorand) and each Church has an area of responsibility in central government. Beneath the Divine Precepts are the regional governors, known as Precepts, who implement policy within the regions.

Mulhorand has a standing army, known as the Legions of Dawn, each of which is recruited and maintained by the Church of Anhur, but each legion is often commanded by those loyal to the Church of Horus Re. The Precepts have a militia known as the Pehtemi (Shields of the People) who act as local police forces and internal patrolmen.

Just need to work on the specifics for now.


Hi Wicked Woodpecker.

I haven't looked into the languages in much detail but I often find it helps not to think of a language as static. The language spoken in England has transformed much over 200 years from celtic to latin to saxon to English and English borrows much of the wording of latin languages but has a structure reminiscent of celtic languages.

So Untheric and Mulhorandi are slave languages within the Imaskari Empire and probably borrow much of their words and structure from Rauric.

It is possible that Unther or Imaskari expanded into Zakhara at some point in the distant passed and influenced the languages of that land in the process. We also are not entirely sure where the Imaskari came from but I have found hints that Imaskari originally came from Durpar which is across the sea from Zakhara and so may originally have come from Zakhara.

Its all a bit of a mess i'll admit but that's part of the fun.


I added a page about Spellweavers to try and tie in George Krashos' excellent article on Jergal Lord of the End of Everything with a few of my developing ideas about the origin of Untheric and Mulhorandi culture and a few stray quotes about a race that may have warred with the sarrukh long ago.

https://alternaterealmsblog.wordpress.com/races/spellweavers/


Added a page that will be the first of many pages on races of Toril beginning with Humans (Mulan and Turami)

https://alternaterealmsblog.wordpress.com/races/humans/


My beginnings of a page for Entropy. He is listed as an NPC and not a god because he has not yet attained the level of power to make him a demigod or true god and it serves to show that anyone can establish a church and gain worshippers before they attain godhood.

https://alternaterealmsblog.wordpress.com/home/npcs/entropy/

I've tried to keep his origin suitably vague via Entropy's own memories of his life but they only become concrete once he gains sentience.


Added in a loose tie that E-Nlil once embraced Ass-Uraqn as a brother and Ass-Uraqn was widely believed to be next in line to succeed E-Nlil should the worst happen.

However Ass-Uraqn didn't want to be ruler and when the worst did happen he never pressed his claim. Thus he was really miffed when Gil-Geamesq betrayed him and helped Ram-Manu oust him from Unther (Gil-Geamesq believed Ass-URaqn was going to press his claim to the throne thanks to his paranoid delusions).

Now trying to link Bane into Chessenta and Assuran.

I think pre 700 DR Bane will be trying to establish a mini kingdom in Akanu, Ass-Uraqn will thwart that plan and the two will have a huge showdown atop Mount Thulbane from which neither are ever seen again.

The trouble with the League of Samathar keeps Unther from doing anything about it. Ass-Uraqn might be the cause of the terrible storm in 677 DR that sinks Unther's fleet on its way to the Wizards' Reach.

Now Bane creates names Stellac Benadi Imperceptor in 735 DR so I'm thinking the showdown between Bane and Ass-URaqn occurs after that (but not long after). It is the disappearance/death of Bane that is the catalyst for him achieving true godhood (worked for Tchazzar and he was alive at the time and active in Chessenta as well trying to make his own kingdom).

I'm thinking Ass-Uraqn has a set of gloves that allow him to call terrible storms. I'm thinking of mixing the Staff of Fury with the Gloves of Lightning to create the Gauntlets of Vengeance. An old Imaskari item that Ass-URaqn had enhance over the millennia. Every time someone injures the wielder they gain a charge. That charge can be used to send lightning at someone nearby but if charged enough then it can be used to call storms of potentially unlimited power (depending upon the number of strikes against the wielder).


So I changed Isimud to E-Simud and made him the last son of E-Nlil (being the son of a divine being he gets an incredibly long life).

Created a new magic artefact known as the Cowl of Eyes which allows him to see through all kinds of illusions and scry far off places and generally be a divining expert. I'm debating making this artefact one of the Imaskarcana which I've alluded to by allowing it to replicate itself (like the Mask of TiaMa'at) and that E-Simud can communicate with it and that it seems to have bestowed massive amounts of magical knowledge upon him.

I've decided on the Imaskari portal network being a legacy of the spellweavers that had a presence in this land long ago (and may have constructed the stone colossus). The spellweavers all over Faerun disappeared during their Grand Conjunction event (except for Jergal). I've tried to link this disappearance to the lore in the ecology of the Spellweaver and George Krashos' Jergal article (the sstar gems which I've also made the same as chardalyn).

Spellweaver preence in the Old Empires accounts for the pyramid structure in both Ascore and the influence on the Old Empires so I need to place a few really ancient pyramid like "Nodes" around the Old Empires but keep them soooo hidden that no-one has found them yet (maybe in the lake in Murghom/Semphar - perhaps the Okothian ruins in Azulduth are built atop the Node - or perhaps the node is extraplanar in nature and can only be reached by a portal).

https://alternaterealmsblog.wordpress.com/home/organisations/the-enclave/


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Since I'm adding so many magic items now I thought I had best quantify the rules I am using to create such magic items.

Each magical power has its own number of uses. range. and activation method. Magic items are also now very very expensive to create but that is deliberate - commoners earn sp per year - skilled workers earn 10s of sp per year - merchants earn maybe 1 gp per year - nobles earn between 1 gp and 10 gp per year - high nobles earn up to 100 gp per year - royalty up to 1000 gp per year. That means even a king would struggle to commission a magic item withoug a lot of planning and monetary reserves.

https://alternaterealmsblog.wordpress.com/arrgs-rules/


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Here4daFreeSwag wrote:
Good to have some free FR stuff (pre-2017) and some free FR peepins (nowadays) stuff out there. ;)

Glad you found something worth peeping at. By all means speak up if you find anything you want more of or stuff you don't like or if you have any ideas or even if you just fancy a chat about FR. Otherwise I will continue to do pre 2017 FR stuff (actually its probably pre 2000 FR stuff) for free.


https://alternaterealmsblog.wordpress.com/the-church-of-the-all-father/

Finished an outline of the Church of Gil-Geamesq, I've tried to explain away how Zimrilim manages to keep hold of power when Gil-Geamesq in unpredictable and his underlings are all as ambitious and amoral as himself (he consumes large quantities of serthe which has imbued him with enhanced attributes and innate magical abilities, as well as extending his life.

Also tried to explain how the Citadel of Black Ash from Powers and Pantheons has a senior priest with the title of Autarch which sounds far too much like a title from western faerun. I've created a growing cult of Bane within the church that will be using the title Autarch which is corruption of old Netherese words which spread to Amn and then to the Vilhon and Chessenta/Threskel before Autarch Kabarrath Telthaugh (before he granted himself the title of Dread Imperceptor and split from the Orthodox Church to create the True Church of Bane).

Now that I've covered all the major organisations and settlements its time to go back and populate everything with people and items and history.


Updated Unther quite a bit. Detailed the Uthangol Mountains and added in an old fortress from the time of the First Empire.

I've made the Iron Citadel (in the Uthangol Mountains) the headquarters for a sauroid race known as the Gaund. These Gaund were once sarrukh of Okoth but like many clans they used their body shaping magics on themselves too much and were branded no longer sarrukh by the leaders of okoth. This prompted the civil war (many clans practiced bodyshaping on themselves) that destroyed Okoth and led to the planewalking.

Now the Gaunds are a subterranean race of lizardmen with 3 red eyes and grey skin that are exceptionally intelligent. They once lived in the Lake of Steam region but were hunted to extinction there by beholders and have long since returned to the Smoking Mountains, Black Ash Plains and Uthangol Mountains.

Their purpose will be as a foil to the sarrukh of okoth who are trying to infiltrate Unther and Mulhorand through the various cults.


Added a page on Maladraedior as he is quite an important player in Unther

https://alternaterealmsblog.wordpress.com/maladraedior/

He lives in an ancient dwarven chamber that prevents the Smoking Mountains from erupting violently. He has a number of magical artefacts and magic rituals at his disposal. I'm giving him an organisation of his own and an alternate explanation for his longevity and mastery of magic (one that doesn't involve anything Time of Troubles related).

He will likely be a counter to Gil-Geamesq and TiaMa'at in the current year and then as time progresses he will be a counter to Alasklerbanbastos and his Dragon Empire and the Church of Tiamat.


List of detailed pages so far

https://alternaterealmsblog.wordpress.com/gil-geamesq/
https://alternaterealmsblog.wordpress.com/ish-tarri/
https://alternaterealmsblog.wordpress.com/tiamaat/
https://alternaterealmsblog.wordpress.com/chessenta/
https://alternaterealmsblog.wordpress.com/raurin/
https://alternaterealmsblog.wordpress.com/unther/
https://alternaterealmsblog.wordpress.com/dalath/
https://alternaterealmsblog.wordpress.com/nissel-red-haven/
https://alternaterealmsblog.wordpress.com/nizjaree-firetrees/
https://alternaterealmsblog.wordpress.com/messemprar/
https://alternaterealmsblog.wordpress.com/shussel/
https://alternaterealmsblog.wordpress.com/unthalass/
https://alternaterealmsblog.wordpress.com/the-church-of-ish-tarri/
https://alternaterealmsblog.wordpress.com/the-church-of-ram-manu/
https://alternaterealmsblog.wordpress.com/the-cult-of-the-queen-of-chaos/
https://alternaterealmsblog.wordpress.com/the-enclave/
https://alternaterealmsblog.wordpress.com/npcs/
https://alternaterealmsblog.wordpress.com/meiandringous/


After a short break for Christmas I'm back and working on Gil-Geamesq.

Here is what I have so far. He's the same awful lunatic as before but now with added depravity.

https://alternaterealmsblog.wordpress.com/gil-geamesq/


Meiandringolousaert is taking shape now.

Decided on her history and her lair and adding some flavour to it as well as some motivations and quirks.

Need to work on her magic and deeds and her ultimate fate (which is to die)

https://alternaterealmsblog.wordpress.com/meiandringous/


Given the Wandering Wyrm a name; Meiandringous.

I'm gonna do a wyrms of the north style writeup (which I will probably do for all important npcs).

I figure she was once one of the dragon overlords of the shining south in the days after the Illythiir cleared the forests with fire and before the Imaskari arrived. THe Imaskari captured her and experimented on her making her a living disease reservoir (and as a byproduct making her immortal).

After the fall of Imaskari she escaped across the Sea of Fallen Stars and lives in the caves and in a large bay around a very aptly named island in the Pirate Isles. I figure the priests of Assuran on the Dragonisle have been there a long long time and named the island. The cult of the dragon know of her presence and are trying to woo her. Everyone else is ignorant of her as she spends most time asleep under the water.

TiaMa'at returned to Unther 1305 DR and set about trying to wake Meindringous. 1317 DR the wyrm awakens and spreads a bunch of different plagues. THe one in Chessenta and Unther has a chance to turn people and creatures affected into dragonlike monsters. Most infected die and the monsters it makes flee into the wild or are captured by the cult of tiamat (or the cult of the dragon in Chessenta).

There have been a number of other plagues in the sea of fallen stars that I can blame on this dragon. 74DR in the Vilhon Reach is one that I spotted there are others in Cormyr and the Dalelands.

At least that's my idea for now.


Well i hope you like it and find something useful. If not by all means speak up, im always happy to try and improve things and if you have any ideas im always happy to discuss the realms in great depth.


Found a lovely bit of lore in the Westgate dynasties about King Ashtukzu I of the Mulan Dynasty.

He was meant to conquer Westgate for Unther in -27 DR, but instead crowned himself King of Westgate.

He deposed the reigning King Ryndarth II "the Masque King" as a doppelganger. Well I checked Ed Greenwood Presents and the tradition of masquerades around the Sea of Fallen Stars originally comes from Chessenta which in -27 DR was Unther controlled (and I'm calling Akanu). So now the Masque King was originally from Akanu and fled a few years back after he was connected to a series of high profile disappearances and outed as a doppelganger. He possessed a very distinguished mask and that was now owned by King Ryndarth. Gil-Geamesq and his court hear about this and put two and two together and realised King Rhyndarth II was actually the same doppelganger.

So they send Ass-Tukzu to reveal him as a doppelganger (King Ryndarth II was last of his dynasty) and secure Westgate with a mercenary force.

Unfortunately Ass-Tukzu crowns himself king Ashtukzu of the Mulan Dynasty. That annoys Gil-Geamesq to no end. He now mistrusts the whole House of Ass (of which the godking Ass-Uraqn known in normal FR as Assuran, was the founder) and so he begins making plans to remove Ass-Uraqn from Unther and his position of power as head of the armies.

That's why Ram-Manu comes from Akanu to Unther, and how he manages to subvert all the major temples in a short space of time with precision timing, he had the help and support of GIl-Geamesq and his priests and the armies of Unther.

Assuran flees to Akanu and becomes Hoar overtime while Ramman is now the lord of battles and the three thunders and leader of Unther's armies.

This pattern of Gil-Geamesq becoming suspicious of godkings and putting in plans to remove them is something I intend to repeat over the course of Unther's history.


I think I'm mostly done with Raurin for the time being. The skeleton is there for me to build on for the history of Mulhorand and Durpar and Imaskari successors.

Onto Chessenta or Mulhorand next


Okay so the Imaskaroloth is drawn to the Stars of Mo-Pelar. It knows they bind it to Raurin and can sense them when they are above ground or outside concentrations of magic. It can't destroy them (can only drain non permanent magic) but it can keep them and hopefully find a means of destroying it later.

The Stars of Mo-Pelar are currently housed in highly magical buildings; the dome of Kahnathaeg (Carthag), the Tomb of Amun-Re, the Crypt of Badr Al Mosak, the Tower of Set (beneath the Oasis of the WHite Palm) (the 5th lies with Madryoch in Solon).

When anyone recovers one of the stars of Mo-Pelar, the Imaskaroloth immediately begins chasing them. The party needs to recover all five of them in the hopes of destroying the Imaskaroloth. Once they recover the 4th in the Tomb of Amun-Re, the Imaskaroloth traps them inside (its a mile wide and just sits around it like a massive whirlwind of destruction). Once the party decides to face the music and take on the Imaskaroloth anyway they will be whisked away by Madryoch to Solon (teleporting anyone touching one of the Stars of Mo-Pelar into prison cells inside Solon).

At least that's the kind of adventure I'm kind of planning to join the Desert of Desolation modules and the adventure module in Solon.

Also detailed more of the locations in Raurin to try and link the places to existing lore such as the Gates of Shul, the Hinjaz, the Tomb of Amun-Re, the Tower of Set, the city of Carthag.


Mostly finished the story of Raurin, broken it up into distinct ages.

Imaskar
Raurin Empire
Imaskari Successor States
Desert

Got the Imaskaroloth as the big bad. Madryoch the Ebon Flame, aka Martek, aka Ambuchar Devayam, aka Tan Chin as the secret big bad manipulating everything.

The Sandvoyagers Guild are secretly run by the Amethyst Sodality which are a group originally set up by surviving Imaskari Artificers that wanted to recover the magics of Imaskar and restore it but their descendants are mostly concerned with trade (picture a non evil Knights of the Shield). The common folk whispering about a Secret Imaskari Empire are really referring to the Amethyst Sodality who have a monopoly on trade passing through former Imaskari Lands.

Madryoch escaped from his imprisonment and possessed Tan Chin. Tan Chin failed in his attempt to become emperor and fled to Raurin. Called Amadryk (pronounced Madrek, now known as Martek to myths and legends) he attempted to get hold of as much Imaskari magic as possible and empower himself with a huge ritual. It backfired and he became a demilich tied to the 5 star gems.

Madryoch wants to be alive again. he has seeded Raurin with clues and hints so that adventurers can retrieve his phylacteries and bring them to Solon where he intends to destroy them using the Shadow Stone (big orb that drains all magic when activated - but allows people keyed to it to keep casting using it's own Weave). Once the phylacteries are gone he can restore himself to life and rule all.

https://alternaterealmsblog.wordpress.com/raurin/


Im always happy to search the work of others for inspiration if you are happy to share


Thanks Arran, i will look out for it (although if you have a link that would be great). I did have a brief go at rewriting the western heartlands long ago, but most of my time ended up going on sorting out the history of the region as it is a mess spread across many sourcebooks.

Unfortunately the western heartlands never quite captured my attention like Thar or Unther or the Moonshaes or Netheril.


Got a beginning of a page about Raurin

So far just working in some lore from Encyclopedia Magica and from Elminster's Ecologies with the Desert of Desolation module.

I'm pretty much decided that Martek is actually evil but his legend has been confused and he is actually somebody very ancient that has an interest in Imaskar and its artefacts (as a clue - Solon)

https://alternaterealmsblog.wordpress.com/raurin/


Randomly started working on the raurin desert for a bit of a change as it concerns history of pre untheric people. Will mostly be focusing on raurin after imaskar.
Found quite a few bits of stray lore such as the flail of the desert kings and the missing detail of the circlet of the adder and warlord khamsa.
Also decided to use the title html attribute to detail where information can be found in a sourcebook.


Wondering how a sage from an insular place like Unther knows about Myth Unnohyr in Calimshan.

Vulmikka of Unther, known as “The Dark Sister” is one of only two sages that knows anything about Myth Unnohyr.

Myth Unnohyr is a mythal city of Keltormir (a nation of elves fell during the Crown Wars), while Unther did not even exist back then and has almost no connection to the outside world.

My first thoughts are that the elves of Unther that I just created (Enyllstaar) and Keltormir had some portal connection somehow. I'm kind of thinking that Enyllstaar is a nation filled with half drow, half wild elves. It was an ally of Illythiir, but not a willing one (it initially sided with Illythiir but was horrified when the forest burning and demon and devil influences became apparent).

Illythiir created a portal network as its armies travelled north and east towards the Vyshaan Empire, so that it could resupply its forces and reinforce the occupation of its conquered territories (Maybe call it the Path of Burning Leaves).

Rather than have the portal network lead right back to Illythiir however, it had the terminus end in Enyllstaar so that should anyone compromise the portal network they would not be able to reach the Illythiir homeland through it.

So the ruins of Myth Unnohyr (in the north of the forest of Mir, where a major battle of the crown wars took place (page 13 of GHOTR) was the site of one of these portals and Vulmikka discovered it.

The question still remains who is Vulmikka. With a title like "The Dark Sister" I'm tempted to make her a follower of TiaMa'at who is known as "The Dark Lady", maybe a dragon type creature.

And I added more information to Nissel, including one of the Grey Chimera Inns and the owner of the Sea Hag (her name is a clue to her origin that I may expand upon later).

https://alternaterealmsblog.wordpress.com/nissel-red-haven/


Expanded a bit on the Methwood and the elven presence in the Old Empires before Imaskar. It's detailed on the Unther page

https://alternaterealmsblog.wordpress.com/unther/

Created a new elven realm (tentatively named Enyllstaar) which is documented as being home to dark skinned elves.

Detailed a bit about Myth Vaelorthae (City of Beautiful Blades - Named for the enormously tall trees that stood out of the forest canopy like green swords).
Metos sits atop this city (which was really just a grove of huge trees). The Imaskari flattened the grove and built their fortress atop it.

Metos was abandoned when Imaskar fell but the turami slaves soon moved back in after the Mulan drove them out of Unther and Akanu. These turami were joined by the remaining elves of Enyllstaar who fled the destruction of the forest by Unther and Akanu.

The ancient magics of Myth Vaelorthae allowed animals and plants to reach their full potential no matter the limitations (such as poor diet). This magic has been corrupted with age and the tinkering of TiaMa'at (who found it around 200 DR and lived here until 1018 DR when the dracorage drove her insane), it now is causing massive overgrowth of vegetation and animals and the merging of creatures to create weird hybrids creatures.

Skuuthosiin lives in Metos, ruling over tribes of feral turami half elves. He only has access to a few extra dimensional spaces of Metos (each space requires a different key) and so there is still much treasure left in the ruins.

There are still other elves of Enyllstaar left in the Methwood. They hate all outsiders and will hide first and attack if pressed. They war with Skuuthosiin and his servants constantly trying to regain the ability to regrow their elder groves (Myth Vaelorthae was mobile, they could replant the groves with acorns from the original trees but they lost this ability over the millennia).


Added some a new npc Mangred "the ram" as an npc and captain of The Alamber Ram, a pirate ship that operates out of nissel.

Mangred is a contact the pcs can use in town, hes a pirate but hes a fair pirate, he will probably transport the pcs for a price without dumping their bodies in the sea (probably), and he hates gilgeams rule in unther

Also added a rather well equipped drinking, whoring, and gambling den in nissel called the Sea Hag (the escorts are called "the hags". Its meant to be a meeting place for PCs, but its also a front for a Harper friend who uses the business to get information out of its clients (get them drunk or in bed) and the most useful patrons suddenly find themselves with massive debts in the gambling dens that they can pay off with information or favours.


A brief skeleton for Red Haven (which I'm renaming to Nissel).

I've decided to make Nissel the gateway to Unther for outsiders. Its soo rough and lawless that Gil-Geamesq pretends it doesn't exist because past attempts to clear it out have failed and the God-King cannot fail.

All the illegal items you want can be found here. Secret organisations from across Faerun use Nissel as the starting point to get agents into Unther.

THe only problem with Nissel is that just about every inhabitant is a capable and bloodthirsty killer with a complete lack of morals (or is pretending to be that) so its not exactly a friendly place.

https://alternaterealmsblog.wordpress.com/nissel-red-haven/


When it comes to the story elements of the realms (such as the novel events and RSEs) I have no intention of sticking to how they were depicted in the novel. There will be no chosen marching off to war leading thousands of soldiers, or chosen blasting buildings to dust and restoring them in a second, or chosen teleporting across the land to strike up deals with powers in other lands. Or gods walking the earth and fighting like teenagers with anger issues. Stuff like that removes elements from play and RSEs are adventures that players could enjoy rather than only witness. It might not be to everyones taste but I'm working on having RSEs and novel events all be optional adventures that people can play in. The big changes can be explained in other ways (such as all assassins in Amn and Calimshan being killed in a war between The Shadow Thieves and the Dark Dagger rather than Bhaal did it)

My site is only detailing stuff in Unther so far. I'm building the skeleton and then i'll radiate out from there to Mulhorand and Chessenta before adding more detail to the region as a whole.

I may details some of the more important NPCs just for a giggle to see how my rule system works (the idea is characters are completely customisable).

If you want to see the progress so far then the links should take you to the wordpress site (copy and paste it into a browser). If you have any thoughts or suggestions or spot any errors then let me know. I'm already beginning to appreciate that continuity is really tough and I'm only about 4 settlements, 5 organisations, and 10 npcs in.


Well I moved away from d20 to pathfinder and spent a long time trying to solve the broken Epic rules. In the end what I had created was an entirely new system that I am using for my alternate realms setting. However I don't think the rules should really have an impact on a setting, so I'm keeping it rules light (except for magic items) at the moment using a notation similar to that used in AD&D for NPCs and everything else is just fluff.


John Napier 698 wrote:
I just found this thread. Prior to Pathfinder, Forgotten Realms was my preferred setting.

I hope you find something you like. I found a lot to love about the realms and now ive decided to go back and remove the bitd i dont like so much. So im starting from the beginning and working up to 1370s DR but without the RSEs.

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