T O P I C R E V I E W |
Charles Phipps |
Posted - 20 Jan 2007 : 07:33:12 This is a thread where you discuss the deviations from canon that occur in your world. While everything is technically a deviation from canon, this is changes that are major and render some aspect of the setting to be drastically different.
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7 L A T E S T R E P L I E S (Newest First) |
Wandering_mage |
Posted - 04 Feb 2007 : 15:55:24 Well said. Agree to disagree.  |
Rinonalyrna Fathomlin |
Posted - 04 Feb 2007 : 03:18:54 quote: Originally posted by Wandering_mage
Last Mythal was fine except for the fact that the timeline moved too far ahead that it will be a while before we get some interesting events written up to explain some things. 
To each, their own. I disagree with you. |
Wandering_mage |
Posted - 04 Feb 2007 : 00:58:29 Last Mythal was fine except for the fact that the timeline moved too far ahead that it will be a while before we get some interesting events written up to explain some things.  |
Rinonalyrna Fathomlin |
Posted - 03 Feb 2007 : 22:46:44 I've ignored the stupid, contrived events of the Last Mythal series. But that's not really a "change", it is rather the prevention of a change I dislike. |
Na-Gang |
Posted - 03 Feb 2007 : 12:50:25 In my campaign I've had Gargauth fiddling around with all kinds of societies in ancient history.
Most notably it was in response to his corruption of tribes in and around the Gbor Nor that Imaskar was founded and why they took such an anti-divine stance and developed magics to seal off Faerun from extraplanar and divine enemies.
I've slightly altered the history of a few regions in the South to accomodate Gargauth's plots here and there, but since he works mostly behind the scenes I can just attribute certain things to him and say it was him pulling the strings.
I can't give too much more away because my sneaky players are probably reading this. HI MIKE! |
Markustay |
Posted - 20 Jan 2007 : 18:31:35 @Lemernis - Nice, I have projected my timeline forward and similar things have occurred.
As for me, I moved Thay. Other then that my changes are somewhat minor.
I have a very long fully thought out explanation of why it moved (ancient Gods and the Star Elves were involved, along with three evil deities, etc), but it is way too much information for this post.
Thay was 'saved' by creating an EXACT duplicate in the Shaar near the landrise and moving most of the people there. To fit it in I had to stretch the map a bit South (Photoshopped), and wound up with some new empty areas that are open to future development.
The old location of Thay is now filled with ancient forest (it is back to how it was before the Sundering) and is the home to numerous nature spirits and Fey. There is at least three groups of centaurs in the region - one with a very high Grecian-style Civilization, another that is similar to standard D&D centaurs spread through out the area, and a final one that is larger and more primitive (think cave centaurs) and MUCH more agreesive.
The new location doesn't change ANY canon, it simple adds to it. Everything that has happened in novels/sourcebooks has happened, and I'm not too worried about anything new screwing things up because it's also happened twenty years into the future.
The new Thay is in a more dynamic spot for high-magic intrigue (Halruaa, Calimport) and the old location better fits in with its neighbors now (Rashemen, Aglarond). It just makes more sense to me this way.
Oh... and the Imaskari worshipped the Greek Gods early on, before they got all full of themselves and kicked the Gods out.
Thats about it. 
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Lemernis |
Posted - 20 Jan 2007 : 16:41:24 What we have done with Amn in the 'Exodus: Shadows of the South' NWN2 persistent world project is to use a particular date in history as a point of demarcation to tell our own story. We have envisioned what the setting might look like a couple of months following the invasion of Amn by the Sythillisian Empire in late summer 1370--and from there the world will evolve interactively with our players as we introduce our global plots.
Our new material is all canon based, and we are taking great care to have any of our own inventions be thoroughly consistent with established Realmslore. The material can be viewed via the link in my sig by visiting our interactive Lore site and the Exodus Player Handbook (requires registration at our forums). There's a wealth of information there, and I'm adding articles to our PHB all the time that continue to flesh out the setting in increasing detail and depth.
We chose this approach for two main reasons. First, from a storytelling vantage we think the stage is beautifully set for epic adventure just following the invasion. It's a perilous time, with a war threatenting to spill beyond the borders of Amn. The region has plenty of heavyweight factions to get involved. Secondly, from a more practical vantage, the NWN2 toolset doesn't give us stingers or formians which would be essential if the setting were brought up to date in 1374. The Stinger Wars detailed in Power of Faerun was an acceptable way to bring Amn up to date with the developments in neighboring regions, and the rest of Faerun. But we're looking to tell a more epic adventure than that, one which may sweep through the entire Shining South, as we progressively add the following servers: Tethyr, Calimport/Calim Desert, the Shaar/Great Rift, Halruaa, and Dambrath/Lurien.
This wasn't something we set out to do at the outset, btw. Once we had settled on the region for our setting and researched it, it sort of came about organically.
Anyway, it has really been fun to approach things this way. It allows a lot of creativity, and at the same time we dote on the established lore of the region, as we otherwise would. It reminds me a bit of the RL speculative fiction trend, where for fun folks discuss what various outcomes might have been if a few key things had gone down differently in history.
(Btw, I'd very much welcome comments, criticisms, suggestions, etc., on what we're developing.) |
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