Regarding 4e, Faerun and the Point of Light idea


4th Edition

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Sean Mahoney wrote:
I apparently missed the information on the changes to FR that everyone is so riled up about. Can someone please put up a link to the official post on this?

Hi, Sean.

To access the original article, you have to have an up-and-running GLEEMAX account.

So, this is what Rich Baker posted to the Wizards site:
The Realms of 1479 DR

Ninety-four years ago, Mystra perished and the world went mad.

Unchecked, ungoverned, the raw stuff of wild magic danced across the world, wreaking terrible destruction. Cities burned, kingdoms fell, luckless people were changed into monsters, and mages went berserk. This was the Spellplague, a rippling outbreak of hundreds, perhaps thousands, of magical catastrophes that left no corner of Faerûn untouched. For almost ten years new outbreaks appeared here and there, striking randomly and without warning. Wherever they struck, chaos reigned.

Spoiler:
During the Year of Blue Fire and the terrible years that followed, heroes all over Faerûn battled to contain the magical plague. In some places they succeeded; in others, they failed and died horribly. Places guarded by powerful, persistent magical wards were largely unharmed; the Spellplague flowed around mythals and other such mighty enchantments. But even then, some mythal-guarded sites fell prey to invasions of plaguechanged monsters or the spells of maddened archmages. No place was truly safe.

In many places, the Spellplague wrought drastic changes to the very shape of the world. The vast Underdark system beneath the western Shaar suffered a calamitous collapse, leaving a miles-deep pit the size of a country where the Landrise once ran. Thay’s forbidding plateaus were lifted thousands of feet higher, leaving many of its cities in ruins. The Priador and eastern Thesk are a maze of monster-haunted foothills beneath Thay’s daunting ramparts now. Fencelike ridges of glass spires, drifting earthmotes covered in weird aerial forests, towering mesas of whorled stone… all over Faerûn magical landscapes are interspersed with the common rock and root of the lands that existed before. Even in countries that survived the Spellplague more or less intact, these “changelands” stand as striking new landmarks—landmarks that sometimes harbor monsters never before seen in Faerûn.

In time, the fury of the Spellplague burned itself out. New outbreaks became fewer and weaker, and finally seemed to cease altogether. Pockets of “live” Spellplague still exist in a few places known as plaguelands; one of the largest is a vast waste known as the Changing Lands, where Sespech and Chondath used to be. Few people dare to enter such places, but from time to time they disgorge horribly mutated monsters, tormenting the lands nearby. No new plaguelands have appeared in decades now, and some seem to be weakening as the years pass. But the damage has already been done.

No one will ever be able to create a comprehensive chronology of where and when each outbreak struck, or how each town and city fared through the chaos of the Plague Years. Countless thousands of people fled from each new outbreak, migrating here and there across the continent. War, rebellion, and brigandage reigned unchecked. Mad prophets walked the world, preaching that the Spellplague was the wrath of this god or that and demanding repentance, sacrifice, or holy war in atonement. Anarchy descended over most kingdoms and lasted for a generation or more before some semblance of authority was reestablished. The world that emerged from the Plague Years was not the same Faerûn.

The Sword Coast

The Spellplague left the cities of the Sword Coast almost unscathed. Perhaps it was attenuated by the lingering high magic of ancient Illefarn, perhaps it was deflected by the efforts of mighty heroes, or perhaps sheer chance steered the magical contagion away from the Sea of Swords; however it happened, the Sword Coast looks much as it did a hundred years ago.

In Waterdeep the great walking statues hidden within the city arose for a single day and wrecked several wards, only to suddenly halt where they stood when the Spellplague’s influence retreated again. To this day the towering colossi remain standing where they were at that moment, while the city has been rebuilt around their stony waists. Waterdeep is still governed by its Lords, advised by the Blackstaff—the most powerful mage of Blackstaff Tower, heir to the lore of the mighty Khelben. The city remains a hub of trade and commerce; all roads lead to Waterdeep, or so it is said.

To the south, the city of Baldur’s Gate became a refuge for countless thousands fleeing the ruin wrought by the Spellplague in the lands south of the Sea of Fallen Stars. Where other cities and lands turned away such refugees, Baldur’s Gate tolerated them… and now, almost a century later, it is the largest city in Faerûn, sprawling for mile after mile along the banks of the Chionthar. Each group of refugees created their own neighborhood under the walls of the previous immigrants’ districts, and the city is a mad patchwork of crowded neighborhoods, each dominated by a single race or human ethnicity such as dwarf, halfling, gnome, Turmic, or Shaaran.

Across the Sea of Swords, the Moonshaes have fallen into a patchwork of small kingdoms. Caer Calidyrr still stands as the chief kingdom of the native Moonshavians (the Ffolk), but over the last century the powerful mainland realm of Amn has set its sights on this land. Amnite merchant-lords control much of the large island of Gwynneth, while the warlike Northlanders hold Oman and Norland. The Feywild, the realm of Faerie, lies close to Faerûn here, and from its shadows a dire new threat is gathering—the terrible fomorians, who dream of sweeping away the human kingdoms and subjugating the islands beneath their mighty fists.

The Empire of Netheril

Between the North and the Moonsea Lands lies a land under the dominion of shadow. The reborn Empire of Netheril now lies in the basin that once held the desert Anauroch. The new Netheril claims all of the lands that ancient Netheril once occupied, and seeks to dominate Faerûn just as ancient Netheril did twenty centuries ago. Much of Anauroch’s vast basin is still desolate wasteland, but the lords of Netheril have spent decades weaving mighty spells to summon water to the parched lands and fill the empty skies with rain. Slowly but surely, grassland grows over the dunes, and young forests cover the stony barrens.

Netheril is a magical tyranny, governed by a noble caste of shades—powerful human mages and lords who have exchanged their mortal essences for the stuff of shadow. Beneath the shade lords are the citizens of Shade, the ancient city-state that fled into the plane of Shadow when the old empire fell and survived many centuries in dark exile. They are a race of ambitious and masterful humans who strive to advance the power of their realm, hoping to earn the reward of transformation into undying shades themselves. When folk of other lands refer to “the Netherese,” they mean the people of Shade, both human and shadow-transformed.

Decades ago, the Netherese subjugated the nomads of Anauroch and many of the savage humanoid tribes inhabiting the desert. More importantly, the Netherese seized control of the wealthy nation of Sembia in the Twilight War just before the advent of the Spellplague, and they have not relinquished it since. Sembia is the crown jewel of the Empire of Netheril, and provides the Netherese with the wealth and manpower they need to bring more of Faerûn under their control. Only the fragile alliance of Myth Drannor, Cormyr, Evereska, and Luruar checks Netheril’s further expansion… and Netherese diplomats and agents work constantly to break the alliance apart.

While Netheril claims all of Anauroch and the neighboring lands, the Netherese are still few in number, and great portions of this desolate land are left to ruins and monsters. The ruined cities of old Netheril and the Underdark caverns of the monstrous phaerimm (now all but extirpated from the Realms) hold many secrets the shades want to remain hidden, and ancient treasures they seek desperately to recover.

Imperial Cormyr

Cormyr is a strong, stable kingdom that has benefited from back-to-back reigns by very capable monarchs. Azoun V, born in the troubling times at the end of his grandfather’s reign, went on to become a just, wise, and long-lived ruler. Under his rule Cormyr quickly recovered from the chaos of the Plague Years. Azoun V successfully resisted Netheril’s efforts to bring Cormyr under its domionion, and he fought Netherese-sponsored Sembia to a stalemate in a war 40 years ago, preserving Cormyr from Sembia’s fate. Late in his reign, Azoun V enacted a new code of laws that restrained the power of Cormyr’s restless nobility and established rights for commoners oppressed by nobles. His son Foril is now king of Cormyr.

Foril has ruled for 30 years now, and while he is not the legendary warrior his great-grandfather was or the brilliant law-giver his father was, he is a shrewd statesman and administrator. Foril continued his father’s reforms, and authored the alliance of powers that keeps Netheril at bay. Standing between Sembia and Netheril, Cormyr’s best security lies in firm alliance with Myth Drannor and the Dalelands. Cormyr is wealthier and more powerful than it’s been in centuries, largely due to the foresight and determination of the Obarskyrs.

Cormyr now controls Daerlun and Urmlaspyr, two formerly Sembian cities that managed to break away from that realm before the Netherese yoke settled completely over them. During the chaos of the Spellplague and the years that followed, the small cities on the southern shore of the Dragonmere turned to Cormyr for protection. Only ten years ago, the thief-ruled city of Proskur proved so obnoxious to the Forest Kingdom’s growing trade and prosperity that King Foril brought it under Cormyr’s authority as well. Not all of these territories are content under Cormyrean rule.

Adventurers in the service of the Crown find plenty of excitement in the Stonelands, the Tunlands, and the Stormhorns, where various monsters and savage tribes (some secretly sponsored by Netheril) cause no small amount of trouble.

Tymanther, Land of the Dragon Warriors

Along the shore of the Alamber Sea, old Unther was swept away by a catastrophic outbreak of the Spellplague. Where once ancient Unther stood now stands an arid mesa-land inhabited by draconic humanoids calling themselves dragonborn. This is the realm of Tymanther. The dragonborn have proven to be a proud, martial race, and in the decades since the Year of Blue Fire they have slowly tamed the ruined changeland from the Riders to the Sky all the way to the Black Ash Plain.

Some say that the dragonborn are creations of Tiamat, hatched from vast incubators hidden beneath temples of the dragon-goddess in the cities of Unther. Others believe that the dragonborn are descended from the human population of the old empire, changed by the touch of the Spellplague into something no longer human. But the truth of the matter is even stranger: As it did in many other places in Faerûn, the Spellplague opened the door to some other realm entirely, wrenching the aeries and castles of the dragonborn from their native land—wherever that once was—and depositing them amid the chaos of devastated Unther.

The dragonborn of Tymanther are highly militarized, and the “lords” of the land are those dragonborn who have proven themselves capable of leading their fellows. It is a harsh and unforgiving meritocracy, and each of the kingdom’s great clans is organized more like an army than a noble house. In the world from which they came, the dragonborn fought many terrible wars against true dragons, and they still harbor an ancestral hate for the winged wyrms.

Tymanther lies atop the rubble of ancient Unther, and Untheric ruins are common throughout the land. Even in its decline, Unther was a rich and populous land, and many palaces and treasure vaults of the God-King’s favorites still wait to be discovered. In other places, broken cities carried into Faerûn from Tymanther’s appearance are likewise storehouses of gold, gems, and magical artifacts. Unfortunately, many powerful monsters settled into these Untheric and Tymantheran ruins during the Plague Years, and still pose a deadly threat to those who delve too deeply.

The Changed World

This brief discussion touches on only a few of Faerûn’s myriad kingdoms and peoples. It’s a quick sketch of how a century has changed several familiar lands, and a look at one new land that has arisen during that time. Many of Faerûn’s most iconic locales are still what they were a century ago; wood elves still roam the High Forest, and pirates still sail the Sea of Fallen Stars. Other places such as Unther have changed drastically, as described above. But above all Faerûn remains a land of high magic, terrifying monsters, ancient ruins, and hidden wonders—the essential fantasy world for your players to explore.

In upcoming previews, we’ll take a more thorough look at other aspects of the new Faerûn—the fate of the Chosen, the nature of the pantheon, how magic has changed in the world, and an introduction to some of the new threats that now menace Faerûn. Good fortune and good adventuring until next time!

About the Author

A former officer in the US Navy, Rich Baker has been a game designer since 1991. He has written or contributed to more than 70 game products, including 3rd Edition Dungeons & Dragons and Axis & Allies Miniatures. He is also the author of eight Forgotten Realms novels, including the New York Times bestseller Condemnation.

Rich married his college sweetheart, Kim, in 1991; they have two daughters, Alex and Hannah. Rich’s interests include Golden Age SF, military history, hiking in the Cascades, wargaming, and the Philadelphia Phillies.


Andrew Crossett wrote:

Yeah, I've been a big Forgotten Realms fan since the Old Grey Box came out 20 years ago. I even maintain(ed) a complete bibliography of all official Realms products and information.

But unfortunately, this is where I get off.

I suppose I should be gracious and wish WotC well with their new endeavor, but...well...

I just realized you're the DragonDex guy too . . . I've used your site so many times its not funny. Thank you so much for all of your hard work.


Chris Mortika wrote:

So, this is what Rich Baker posted to the Wizards site:

The Realms of 1479 DR

Ninety-four years ago, Mystra perished and the world went mad...

Wow...

Just wow...

Hrmm... That seems... unnecessary.

That said, there is a lot of things I like. I like that people finally freaking died. I mean some of those iconics were crazy old.

Hrmm... I could see this being used with the current FR stuff to make a very cool time travelling game in which the PCs see this as a vision of the future and must travel forward to gain information, backwards to ancient times and remain in the present all in an effort to stop the death of Mystra.

Could be a lot of fun really, and each of the time periods would be fairly well developed.

Sean Mahoney

Dark Archive

Chris Mortika wrote:

So, this is what Rich Baker posted to the Wizards site:

The Realms of 1479 DR
Ninety-four years ago, Mystra perished and the world went mad...

Heh, an Elven youth of 110 years of age will remember the most powerful goddess in the Realms (under Ao) getting kacked off twice...

Dark Archive

Honesty I like the idea of making it a little bit more challenging. Honestly whenever my group tried to play in the realms and things started to get epic, we couldn't get a sense of urgency put in because they always thought if they failed Drizzt or elminster, or Alustriel, or the simbul, or khelben blackstaff would step in and take care of it. It was like we just wouldn't be able to make a difference or influence. So I'm glad they made it a bit darker and killed off a few of the good guys. It makes your actions so much more important.


Jeremy Mcgillan wrote:
Honesty I like the idea of making it a little bit more challenging.

Honestly, I prefer to set my own challenge level.

Jeremy Mcgillan wrote:


Honestly whenever my group tried to play in the realms and things started to get epic, we couldn't get a sense of urgency put in

I never had that problem. I always managed to make players fear for their lives and homeworlds.

Jeremy Mcgillan wrote:


because they always thought if they failed Drizzt or elminster, or Alustriel, or the simbul, or khelben blackstaff would step in and take care of it.

That thought is only right if you make it so. Just because those people exist doesn't mean that they know about the current problem, or can do anything about it.

Send your players to me, I'll teach them the error of their ways. Slacking? Well, before they die, they'll see that Drizzt or Elminster (both of which are still around in 4e fr, how's that for more challenging?) couldn't step in, and that they were responsible for the death of thousands.

Jeremy Mcgillan wrote:


It was like we just wouldn't be able to make a difference or influence. So I'm glad they made it a bit darker and killed off a few of the good guys. It makes your actions so much more important.

Unless they killed the bad guys, too, there will be too many of them. Before the Age of B~%&&**#, the sides were roughly balanced. And now? Can the characters be everywhere and fight off 5 epic-level npcs and 3 world-spanning organisations at once?

If not, then faerûn will go to hell in a handbasked for the second time in about a hundred years.

If so, why did they feel insignificant next to Elminster? He couldn't do that, you know.


Jeremy Mcgillan wrote:
Honestly whenever my group tried to play in the realms and things started to get epic, we couldn't get a sense of urgency put in because they always thought if they failed Drizzt or elminster, or Alustriel, or the simbul, or khelben blackstaff would step in and take care of it. It was like we just wouldn't be able to make a difference or influence. So I'm glad they made it a bit darker and killed off a few of the good guys. It makes your actions so much more important.

Out of 68 million civilized, sentient beings, you expected a handful of epic characters to be able to handle any threat to that number of people?


Jeremy Mcgillan wrote:
Honesty I like the idea of making it a little bit more challenging. Honestly whenever my group tried to play in the realms and things started to get epic, we couldn't get a sense of urgency put in because they always thought if they failed Drizzt or elminster, or Alustriel, or the simbul, or khelben blackstaff would step in and take care of it.

No offense, but that's your DM's fault for using high-powered NPC's as deus ex machina to cut your PC's off at the knees. That's poor DMing, not poor design.

I don't know of any game settings where the PC's are entitled to be the most powerful characters in the world without having to earn that status, and being allowed to earn it by the DM. It's illogical to think there won't be a lot of high-level NPC's in a setting as large and diverse as the Realms, and that a lot of them will be heroes rather than villains.

If the PC's want to be the big fish in the pond, they need to earn enough power that Elminster or Drizzt *can't* do a better job of saving the world than they can.

"Making it a little more challenging" is one thing. Blowing up the world so thoroughly that very little remains to identify it as the Forgotten Realms is another. I maintain that this will prove to be a suicidal mistake for the FR product line.


KnightErrantJR wrote:
I just realized you're the DragonDex guy too . . . I've used your site so many times its not funny. Thank you so much for all of your hard work.

Thanks. The gaming section of my website has unfortunately gotten a *lot* easier to maintain over the past few months. :-(


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Chris Mortika wrote:
Sean Mahoney wrote:
I apparently missed the information on the changes to FR that everyone is so riled up about. Can someone please put up a link to the official post on this?

Hi, Sean.

To access the original article, you have to have an up-and-running GLEEMAX account.

So, this is what Rich Baker posted to the Wizards site:
The Realms of 1479 DR

Ninety-four years ago, Mystra perished and the world went mad.

Thanks for this. Had not come across this before and I have to say I'm stunned. I picked up the beginning of this from the Grand History but had no idea they were going to advance the timeline further into this disaster.

Sounds like the same sort of thing that GDW did to the Traveller game and I hope it ends the same way - in bankruptcy.


Rich Baker just coined a new term! Continuity Damage . . .

Apparently the designers are willing to inflict a little "continuity damage" to make the Realms cosmology conform to the new D&D cosmology, regarding specifically the Abyss being an elemental plane.

Which translates into, "we're not going to explain this, it was always this way," which is what was done from 2nd edition to 3rd edition, which is what they said they wanted to avoid by creating this whole Spellplague thing to explain the rules changes.

All I can say is that if I lived in Faerun and I had ever paid a sage for information on the planes, I'd be demanding a refund, since it seems like they haven't been right about anything for the last 20 years or so.

The Exchange RPG Superstar 2010 Top 16

Medriev wrote:


Sounds like the same sort of thing that GDW did to the Traveller game and I hope it ends the same way - in bankruptcy.

(laughs) And then, a few years later, when Steve Jackson Games announces GURPS: Forgotten Realms, they'll say that Elminster woke up from the strangest dream.

There's actually strong hints in GURPS: Traveller that the timeline was deliberately reset (and Lucan killed) by someone travelling from the future.

Sovereign Court

Andrew Crossett wrote:
Horus wrote:


I realize everyone will jump in and say, "wait and see, this is WotC, they're too big to fail.

That is an interesting point. TSR was too big to fail too.

It hurt me so much when it happened back at the time.


Chris Mortika wrote:
(laughs) And then, a few years later, when Steve Jackson Games announces GURPS: Forgotten Realms, they'll say that Elminster woke up from the strangest dream.

I am pretty sure it is the dream of an autistic half-orc child.

Sean Mahoney


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Chris Mortika wrote:
Medriev wrote:


Sounds like the same sort of thing that GDW did to the Traveller game and I hope it ends the same way - in bankruptcy.

(laughs) And then, a few years later, when Steve Jackson Games announces GURPS: Forgotten Realms, they'll say that Elminster woke up from the strangest dream.

There's actually strong hints in GURPS: Traveller that the timeline was deliberately reset (and Lucan killed) by someone travelling from the future.

If the resurrection eventually comes and its half as good as GURPS Traveller then it'll be worth the wait but as far as 4E FR goes - I'm out.


KnightErrantJR wrote:
Rich Baker just coined a new term! Continuity Damage . . .

Unfortunately, no saving throw is allowed to remove the continuity damage.

You know who I really feel sorry for? Ed Greenwood. If you've read any of his books, you know that Mystra is his favorite goddess. He just loves her. He also loves his Seven Sisters characters, who will undoubtedly now all or mostly be dead. (They're hundreds of years old, and owe their longevity to the Chosen of Mystra template they all have. No Mystra = no Chosen of Mystra, no "Silver Fire" = seven piles of dried bones where seven beautiful women used to be.)

Not to mention that Ed has a basement full of notes that he's made over the decades on every little aspect of Realmslore. Now all that information is 100 years out of date and probably about 90% useless.

I know Ed is planning to continue writing for the Realms, but I think now is the first time when he's really going to feel like just an employee, churning out beans for the bean counters to count. And, more than likely, watching the world he created 40 years ago crash and burn.


Sean Mahoney wrote:

I am pretty sure it is the dream of an autistic half-orc child.

Sean Mahoney

Does that mean the whole Crystal Sphere that Toril is in is just a snow globe?

Dark Archive

Yep, it's sad. You have unchecked, unbound magic going wild because you have unbound and unchecked game designers who just might be nursing a meth or crack addiction are given free reign to do what they will. For the world to go mad upon Mystra's death, the FR design team had to go mad for allowing it to happen. Does D&D and/or Forgotten Realms have a brand manager? If so, why isn't he doing his job so that this drivel never sees the light of day with WotC's logo on it?


That's ok, Ed has dozens of stories about naked chicks and underage girls running around in his mind to keep the Realms "pure" for ages, all while making some fairly decent coin.


Andrew Crossett wrote:


I don't know of any game settings where the PC's are entitled to be the most powerful characters in the world without having to earn that status, and being allowed to earn it by the DM. It's illogical to think there won't be a lot of high-level NPC's in a setting as large and diverse as the Realms, and that a lot of them will be heroes rather than villains.

I often hear that people complain about higher-level NPCs. It always struck me as one of the dumbest things. Those people treat it as a computer game, not an RPG: "As soon as we hit level 10, the level 10 critters will show up, not sooner." "Don't get more than 60 hit points, because then you'll have to fight two critters at once!".

If the Characters are the first heroes to be here in a long time, how can they get this powerful? Will successively stronger enemies appear to give them the right challenge for every occasion? "You're level 15 now, that means that that archmage can now appear and start his ritual."

Or does it only count for heroes? Can villains be there all along? If so, then why aren't they ruling the world (comprised of do-gooders of level 4 and below exclusively) long before the PCs even become something that loosely resembles a threat? And, for that matter, why don't they hear about those guys who seem stronger than the rest (but still a lot weaker than themselves, or even their closer minions) and set out something 8 levels higher than them (and outnumbering them 3 to 1) long before they become a threat to the villains themselves? All but the dumbest of villains have maximum ranks in Knowledge (Evil Overlord List)

The Realms used to be a world where you can accomplish much, but can never expect to go on an adventure for half a month and then challenge all the Big Bad Evil Guys at once before breakfast. I always liked that (particularly because the characters couldn't just behave like they owned the place without being shown their limits). But the realms now seem to be something for newbie kids who can't stand the thought of not being super special, like those kids in the Pokemon show.


KaeYoss wrote:
If the Characters are the first heroes to be here in a long time, how can they get this powerful? Will successively stronger enemies appear to give them the right challenge for every occasion? "You're level 15 now, that means that that archmage can now appear and start his ritual."

I once DM'ed a game where I had the 1st-level party run smack into a purple worm. Why? Because they happened to walk into a tunnel where a purple worm was sitting, that's why.

I let them run away, of course, but the message was sent: there's scary, dangerous stuff out there and you have to watch your step. It won't always be a 10x10' room with a lone orc guarding a chest.

I kind of miss those days, before Challenge Ratings and Encounter Levels and micro-managed threat level vs. party strength. It was less predictable, and if you made a mistake and put the party up against an enemy that was unfairly superior, you could always take mercy and give them an out (unless they get stupid).

KaeYoss wrote:
The Realms used to be a world where you can accomplish much, but can never expect to go on an adventure for half a month and then challenge all the Big Bad Evil Guys at once before breakfast. I always liked that (particularly because the characters couldn't just behave like they owned the place without being shown their limits). But the realms now seem to be something for newbie kids...

"But we've been playing for six weeks now. Shouldn't we be level 70 by now?"

"Whaddaya mean nobody will rez me because I'm only 5th level and only have 400 gold pieces to my name? I thought this game was supposed to be fun. Getting killed is no fun."


Andrew Crossett wrote:
It won't always be a 10x10' room with a lone orc guarding a chest.

Don't you mean "pie"? :D

(Of course, we all know: The cake is a lie!)

Andrew Crossett wrote:


I kind of miss those days, before Challenge Ratings and Encounter Levels and micro-managed threat level vs. party strength. It was less predictable, and if you made a mistake and put the party up against an enemy that was unfairly superior, you could always take mercy and give them an out (unless they get stupid).

I think you can still do that. Just because there are guidelines for how high an EL a party of level X can handle we have to stick to them? Nope. No rule against putting something 12 levels below their limit somewhere. And if you're a nice DM, you can even give them some way out of that mess (running away and not being pursued, talking for a change, the options are many and varied). }>

Andrew Crossett wrote:


"But we've been playing for six weeks now. Shouldn't we be level 70 by now?"

"Whaddaya mean nobody will rez me because I'm only 5th level and only have 400 gold pieces to my name? I thought this game was supposed to be fun. Getting killed is no fun."

:D

Dark Archive

Set wrote:
Chris Mortika wrote:

So, this is what Rich Baker posted to the Wizards site:

The Realms of 1479 DR
Ninety-four years ago, Mystra perished and the world went mad...

Heh, an Elven youth of 110 years of age will remember the most powerful goddess in the Realms (under Ao) getting kacked off twice...

Yeah, and a really old one might remember three times, if you include the death of Mystryl, and the birth of Mystra as the first time. I still can't believe that they expect us to buy into this garbage. The way dragonborn are shoved into the Realms is about the laziest, most unimaginative tripe I have ever heard of.


How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Cory Stafford 29 wrote:
Yeah, and a really old one might remember three times, if you include the death of Mystryl, and the birth of Mystra as the first time. I still can't believe that they expect us to buy into this garbage. The way dragonborn are shoved into the Realms is about the laziest, most unimaginative tripe I have ever heard of.

Actually, that's one of the things that fits the theme of the realms, with all the gates and everything. I'm more irritated that large chunks are beng blown up and they're places I like. Chondath for example.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Tobus Neth wrote:
How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?
  • Jason
  • Ramerez
  • Murphy from Robocop
  • John Carter


  • Matthew Morris wrote:
    Tobus Neth wrote:
    How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?
  • Jason
  • Ramerez
  • Murphy from Robocop
  • John Carter
  • Fanasty books/movies not that Drek!And don't say Gandalf=He was sent back not resurrect!

    Dark Archive

    Tobus Neth wrote:
    How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?

    Gandalf.

    Spoiler:
    HAH!


    DangerDwarf wrote:
    Tobus Neth wrote:
    How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?

    Gandalf.

    ** spoiler omitted **

    Thats it 1 character!

    Dark Archive

    Didn't that wizard guy bring Conan back in the movie?


    Tobus Neth wrote:
    How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?

    IIRC, Hanse Shadowspan (Thieves' World)

    Going a bit out on a limb:

    Voevod Vladimir Tsepes (Count Dracul(y)a)
    Warlord Artorius Pendraeg
    Quetzalcoatl
    Manobozho (actually he's the only one I can think of who suffered multiple deaths - he's the Ojibay/Chippewa "trickster" hero).
    Osiris
    Emmanuel Iesu(s) Christos


    Ok everyones missing the point; A band of heroes or a group of adventures...Death happens period.

    Lu Mu Bi was badass...be even he failed that save vs poison...

    Han Solo should have remained frozen in carbonite...he just wasn't the same when he came out...then again Jedi failed on so many levels he ought to reshoot that movie replace ewoks with wookies...cause they should have had their revenge!


    Tobus Neth wrote:
    How many characters in books or movies are constantly be raised from the dead after their deaths...anyone, anyone, Bueller?

    Kenny!

    The Highlander!

    Dark Archive

    DangerDwarf wrote:
    Didn't that wizard guy bring Conan back in the movie?

    Yeah, he did, but it cost his girlfriend her life. There was a pretty serious tradeoff.

    Dark Archive

    Cory Stafford 29 wrote:
    DangerDwarf wrote:
    Didn't that wizard guy bring Conan back in the movie?
    No, he brought back Conan's girlfriend, not Conan himself.

    You sure? I seem to remember him painting runes and stuff all over Conan and fighting off the spirits or something.

    Been a long time since I seen that movie though.

    Doh, never mind you edited your post.


    Neo!

    Dark Archive

    DangerDwarf wrote:
    Cory Stafford 29 wrote:
    DangerDwarf wrote:
    Didn't that wizard guy bring Conan back in the movie?
    No, he brought back Conan's girlfriend, not Conan himself.

    You sure? I seem to remember him painting runes and stuff all over Conan and fighting off the spirits or something.

    Been a long time since I seen that movie though.

    Doh, never mind you edited your post.

    Yeah, I had remembered it wrong, and then replayed the movie in my head. Then I edited my post for accuracy.

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