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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 16:14:58
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Actually, it do give me an encounter idea:
Two scholars having an arguement, if a being is a god or not a god. That could probably set of a religious conflict in a community with angry mobs etc |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Aug 2012 : 17:20:16
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quote: Originally posted by Gustaveren
It is another reason to not like 5e FR All the house ruling you will have to do in order to get a working campaign world it will be fun for old fans to play in
What house ruling are you talking about? IMO, there's a difference between "house ruling" and "telling your own story." Am I making a "house rule" if I decide Mystra is reborn and engages in a war with Shar? No, that's just a story that I'm telling, and the rules give me the tools to do that.
A house rule is a contradiction or clarification of an established mechanical rule in the D&D sourcebooks. It's not a lore correction--that's just part of a story.
Also, if you rule the Spellplague didn't happen, or the Time of Troubles didn't happen, then that's a change to the story, not a house rule.
So I'm not sure what you're saying, I guess.
Also, you seem to think that you know what "old fans" want to do with the setting--that they're going to have to put into place numerous "house rules" to make the setting usable. I'm curious what makes you think this, and what all these "house rules" are?
@Eilistraee out of Menzo book:
As I see it, there's actually some reason to be happy Eilistraee and Vhaeraun didn't make it into the Menzo book. Menzoberranzan is supposed to be an era-neutral book, and listing the deities as archfey isn't strictly accurate, since they're only archfey during a particular period in the city's history. Only Lolth is an enduring god for the drow through all eras of the city's history. It would be weird in a campaign set in 1360, for instance, it would be weird to run E&V as archfey when at that point, canonically, they are full-fledged gods.
Also, V&E are extremely significant to the drow, but they aren't really that big a deal to Menzoberranzan specifically. There's a whole ocean of depth to be added by using them in a Menzo game, but from a game designer standpoint (and looking at space concerns) I can see why WotC would hesitate to put them in the book.
V&E should definitely make an appearance in a web enhancement. I would be very happy to see the original piece from the Menzo book (which I've read) published through DDI or just for free on the WotC website.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 30 Aug 2012 : 17:37:42
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Once again, we are starting to get rules mixed up with the setting itself, and I think their plan is to keep the two as separate as possible.
For instance, I am expecting some VERY generic cleric rules in 5e - not lists of gods and their spheres of influence (or whatever it will be called this time out). So long as there is no core setting, there should be no list of confusing core gods (I ran into this problem myself, when my son picked Kord as his deity in 3e). Specifics should be left to the setting books.
Wherever they come out with the 'advanced priest rules' (I would suggest an article online), then that should include a list of generic (core) deities. The 'core setting' concept muddies the rules and settings together, and they need to be kept apart.
Ergo, D&Dnext rules can simple state that clerics get their power from 'on high' (some arbitrary divine source). This could be deities, abstract concepts, or even beings above or below the deities in the cosmic pecking order (archfiends and primordials). Every world has a different set of rules regarding where this power comes from, and you should refer to the setting guide for more information.
Then the FR guide could state that in FR, it is universally accepted that all divine power comes directly from deities. However, there are instances where there is some confusion as to what or whom that deity may be.
It really is that simple - by wording it correctly, you establish what the 'rules' (both setting and D&D) establish for canon, and still leave wiggle-room for DMs who want things to work a bit differently.
And we don't need rules for everything - over the years I have fudged far more then I have looked through rulebooks, just to keep the game moving along. It people want specifics about every little thing, and rules for every little thing, then they can play with the 4e rules, or the 3e rules, or whatever the hell they prefer. The last thing I want D&D to become in another edition where you get to show new players 20-30 books and say "read all these - I will assign you more next week at our first session". Thats the WRONG WAY to attract new players.
We can add layers of detail as we move forward, and allow people to choose whether they want them. The rules should be designed in the same manner OD&D was, with a few books developing the game in incremental steps. As for 'more rules' - those should be kept to a minimum, and added into specific (setting?) products. The Mystara/Gazeteer line was famous for this - lore heavy, with little crunchy bits spread-out where needed.
And I am going way off-topic at this point and into 'game theory', so I will shut up now. I just don't want folks to keep referring to D&Dnext and 5eFR as the same animal - its not. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 30 Aug 2012 17:41:00 |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 17:39:23
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It is just that I have noticed, that the more years of roleplaying experience people have the more important will it usually be that it have spell access consequences if priests or paladins behave differently from what their gods believe is correct behaviour.
I know the stuff above is a generalisation, but
Personally do I prefer due to fairness considerations, that players in my campaigns know if they risk losing their spell access, if they behave against the wishes of their god. It seemed kind of logical that there would be that risk, if you know you have your spell access via your deity. It is not clear, if there is that risk, if you do not know, if it is your deity there grant you the spells. That mean, I would have to tell the player, if there is any historical examples of priests losing spell access and that creates speculation if some of the gods are not gods.
Example: worshipers of this god has historical examples of losing spell access if behaving against the belief of their god, but worshipers of that god has no historical examples of anyone ever losing access even if behaving in the exact opposite way from their gods beliefs. (like a priest from a good god sacrificing kids for personal power)
I think it will also be an issue for some players: Have my god made any manifestations since the spellplague event. Some players do not want to risk they are worshiping the green stone in the backyard instead of a deity
Well, there is also another issue: Do I temporarily loose my spell access if something prevents my deity from communicating with me. There has after all been a high amount of situations in the realms were gods have been prevented from granting spells to their followers |
Edited by - Gustaveren on 30 Aug 2012 17:43:52 |
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Irennan
Great Reader
    
Italy
3821 Posts |
Posted - 30 Aug 2012 : 17:50:54
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quote: Originally posted by Erik Scott de Bie
@Eilistraee out of Menzo book:
As I see it, there's actually some reason to be happy Eilistraee and Vhaeraun didn't make it into the Menzo book. Menzoberranzan is supposed to be an era-neutral book, and listing the deities as archfey isn't strictly accurate, since they're only archfey during a particular period in the city's history. Only Lolth is an enduring god for the drow through all eras of the city's history. It would be weird in a campaign set in 1360, for instance, it would be weird to run E&V as archfey when at that point, canonically, they are full-fledged gods.
Also, V&E are extremely significant to the drow, but they aren't really that big a deal to Menzoberranzan specifically. There's a whole ocean of depth to be added by using them in a Menzo game, but from a game designer standpoint (and looking at space concerns) I can see why WotC would hesitate to put them in the book.
V&E should definitely make an appearance in a web enhancement. I would be very happy to see the original piece from the Menzo book (which I've read) published through DDI or just for free on the WotC website.
Cheers
I really hope this is the reason of the removal (and tbh they could've easily said that they were deities before and archfey after 1379 DR). I'm doing what I can to make them understand that many people would like that content to be published, it'd be a total waste for it to not make into the FR... I'm of the opinion that the solution they came up with is fitting and I'd be very happy with it, as it doesn't diminish E's sacrifice while still bringing her (and Vhaeraun) back with what she stands for. |
Mathematics is the art of giving the same name to different things. |
Edited by - Irennan on 30 Aug 2012 17:53:28 |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Aug 2012 : 19:36:30
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@Gust: If that works for you and your campaigns, then by all means, do that. But I don't think that necessarily needs to be pushed on all players of the Realms.
This is getting into the mechanics of the magic system, which 1) aren't cemented yet (if we're talking about 5e), 2) are going to be modular so you can tack on optional rules about breaking codes of behavior (if we're talking about 5e), 3) can vary to be whatever you want (you use whatever edition you want).
This thread is not about the mechanics, but rather about the lore of the setting.
On the lore/flavor side, you can bet there will be strictures of behavior and such to go along with one's faith. That's a fundamental part of D&D. I've done it in my 4e novels (particularly Downshadow, wherein I have a paladin who temporarily loses his powers because of an act of cowardice). So yes, it's still there.
@Irennan: I don't speak for WotC and I don't know the reasons behind their decisions. I absolutely agree that this piece should show up as a web enhancement or a DDI article, as I myself have read it and think it's a great, valuable thing. So godspeed to you, sir!
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Irennan
Great Reader
    
Italy
3821 Posts |
Posted - 30 Aug 2012 : 19:50:00
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quote: Originally posted by Erik Scott de Bie [...]
@Irennan: I don't speak for WotC and I don't know the reasons behind their decisions. I absolutely agree that this piece should show up as a web enhancement or a DDI article, as I myself have read it and think it's a great, valuable thing. So godspeed to you, sir!
Cheers
Thanks. I'm following Brian's suggestion to let WotC know that the cut lore on Eilistraee and Vhaeraun would be very well received, and I've opened a thread on their DDI forums (besides sending them an e-mail) for this purpose. If you wish to throw in some support, the thread is here. |
Mathematics is the art of giving the same name to different things. |
Edited by - Irennan on 30 Aug 2012 19:54:15 |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 19:54:08
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Happy to hear, there will still be scriptures lorewise
Well, I noticed, that old paladin players have a very firm belief in what should be the consequences if strictures are violated. I have seen newer players have a more loose or broader interpretation. Since loosing access to spells is such a big deal for paladins and priests are it nice if there are some lore I can use to create warnings for the players, that this could be the consequence. Old players will of course know it, but new players might need some examples as warning and there should be warnings before taking drastic steps |
Edited by - Gustaveren on 30 Aug 2012 19:56:37 |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Aug 2012 : 19:59:55
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@Gust: I agree with you. Those are mechanical details, though, and not really the point of the thread.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 20:12:27
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Well, players in all ages could use lore about different mulhorandi curses I guess, there throughout time have been examples of tomb exploration from mulhorandi territory and at one point in time did it cover a gigantique territory, that is, there is always a chance for adventures like "art objects / magical items" with associated curses suddenly appear on antique markets in any part of the realms and there is always the chance that players begin examining a mulhorandi ruin. a collection of historical puzzles could also be useful and could be used in different ages |
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Kris the Grey
Senior Scribe
  
USA
422 Posts |
Posted - 30 Aug 2012 : 20:54:01
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In another post hereabouts (http://forum.candlekeep.com/topic.asp?TOPIC_ID=16896) I asked where I might find the details for the Blingdenstone related adventures that were run as part of the D&D Next playtest at GenCon. With a little help I tracked them down (I hadn't noticed their inclusion in the newest playtest packets!) and just reviewed them (in their rather lengthy glory).
I have to say, I was quite impressed! The adventure seems to be in keeping with the philosophy for the 5E Realms that has been articulated by Erik, others on this site, and by WoTC at Gen Con.
- They took something that had been 'broken' in prior editions (in this case going back to 3E, the somewhat arbitrary feeling destruction of the deep gnome city), and set about formally and comprehensively 'fixing' it.
- They made the PCs the key movers and shakers in determining the success of that drama (even nicely alluding to their potential as heroes during either the Sundering and/or Lolth's Demonweave business).
- They went out of their way to make the 5E Realms feel like the 2E and 3E Realms by using descendants of known NPCs and key pieces of lore from 2E era products to give old school players a feeling of familiarity with the 'new' setting. They even gave us a delightful nostalgic 'walk down memory lane' by using the 2E map of Blingdenstone from DDGTU and, in an even cooler move, the random corridor maps from D1-D2 Descent into the Depths of the Earth!
- They added to and enhanced the old lore by dropping in well thought out expansions to key locations, in just one example Mantol Derith, where they gave DMs some awesome 'lesser merchant' NPCs to enhance the details of the trade post (ones I am now cribbing for use in my 1370 adventure at the post!) in a much more intricate way than has been done in any previous 3E or 4E product. They gave me something worth adding to MD for the first time since the 2E Menzo boxed set.
And, all of that for free! Lol.
Honestly, between what I heard at Gen Con and this product, for the first time since 2007 I am actually pleased with and looking forward to what WoTC will be releasing. I even bought a game product (the Menzo hardcover) from WoTC and didn't regret it. Lol.
What's more, this is coming from someone who, when he heard WoTC wasn't just doing a 'Bobby in the Shower' Retcon to the 4E Realms (it's 1372 again...go), was honestly a little dejected. I had assumed that there would simply be no way to recapture the magic of the old Realms. Now, while I'll admit they aren't exactly what they used to be, between products like this and Ed's newest novels (the third of which I should be done with by Tuesday, Lol), I am actually getting a 'modern' Realms I don't hate and can see running players in for the first time in quite a while.
In a nutshell, well done folks. Keep it coming. |
Kris the Grey - Member in Good Standing of the Watchful Order of Magists and Protectors, the Arcane Guild of Silverymoon, and the Connecticut Bar Association |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 21:12:59
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What about a DVD together with the campaign book and have different music pieces from the realms on the DVD. I guess, old fans might buy the campaign book just in order to be able to listen to ballads from Cormyr, sidhe lands and so forth. |
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Razz
Senior Scribe
  
USA
749 Posts |
Posted - 30 Aug 2012 : 21:29:04
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Ok, how exactly is WotC going to release new mechanics then? Let's remember that despite how much lore we want, it's still a game and some of us enjoy a few new FR spells or feats or a prestige class now and then, etc. How is that supposed to work for all editions of play? Especially campaign specific mechanics (Circle Magic or Spellscars...whih I would like to see a 3e version of) |
Edited by - Razz on 30 Aug 2012 21:29:52 |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 21:48:06
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quote: Originally posted by Razz
Ok, how exactly is WotC going to release new mechanics then? Let's remember that despite how much lore we want, it's still a game and some of us enjoy a few new FR spells or feats or a prestige class now and then, etc. How is that supposed to work for all editions of play? Especially campaign specific mechanics (Circle Magic or Spellscars...whih I would like to see a 3e version of)
I assume, it will only be a minority of FR players there will play with D&D e4 or e5 rules. The majority will most likely stick to 3.x or pathfinder. |
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Diffan
Great Reader
    
USA
4487 Posts |
Posted - 30 Aug 2012 : 22:22:17
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quote: Originally posted by Razz
Ok, how exactly is WotC going to release new mechanics then? Let's remember that despite how much lore we want, it's still a game and some of us enjoy a few new FR spells or feats or a prestige class now and then, etc. How is that supposed to work for all editions of play? Especially campaign specific mechanics (Circle Magic or Spellscars...whih I would like to see a 3e version of)
I'm fairly certain that any mechanics created will solely be made for the next iteration of Dungeons and Dragons game. 4E, as far as mechanics are concerned, are finishing up in this next year and there seems little more on the product scheudle (shame really). And for as much as the designers are pushing the "era-neutral" tone of the 5E Realms, I have a feeling 90% will be lore and setting fluff and not mechanical in nature. From what I gathered, the Menzoberanzan book was all flavor and could be used with practically ANY edition. That has some huge benefits as far as I'm concerned. |
Diffan's NPG Generator: FR NPC Generator
E6 Options: Epic 6 Campaign |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 23:04:51
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I like point 1 to 15 I do not mind if there is info about abeir as long as I get my realms back
quote: Originally posted by Venger
I wrote a small novel and, damn it, I will not see it buried under an off-topic pseudo flame war, so I'm going to go ahead and take a few minutes out of my birthday and repost my last few posts here. :P
quote: [quote]I definitely would be interested in hearing your ideas. That's the whole point of this thread!
Sure thing. Let’s see…
1) Mystra: She absolutely has to come back. I’m glad to hear that Ed’s working on it. My hope, though, would be for it to be the Midnight personality. I was a bit appalled by that plot point not just because they killed off Mystra, the flagship character of the setting, but that it was done in that manner. The whole scenario reeked of a bad Lifetime movie in which a man obsessed with a woman breaks into her home and murders her. It seems cheap and it made Mystra seem weak and pathetic as she was essentially butchered by her stalker. Mystra/Midnight coming back and paying Cyric back in kind would be nice (Though that doesn’t mean I want Cyric dead. I can’t stand the little turd but he still does make a pretty good setting villain). I'd like to see her rebuild Dweomerheart, reconstitute the Weave and either bring Azuth back along with her, or elevate a mortal to take his place as an Exarch in her service. Maybe Elminster, the Simbul, or even Alustriel can fill the role?
(That’s another one that gets me, killing Alustriel. She’s not a big time adventurer, but a city ruler. She’s about as innocuous an NPS as you can get, so I don’t see why they felt they had to kill her to appease Forgotten Realms haters.)
2) Helm: If you’re working on his return, then that’d be great, too. I look forward to seeing him take his place in Celestia in Torm’s service.
3) Nobanion: This is coming out of left field I know, but whatever happened to this guy? I was just reminded of him while writing the above. I wouldn’t mind seeing him also enter into Torm’s service and move to Celestia. He seems like he’d be a great fit there. The way I’d like to see the organization of Celestia is as follows: Torm, Bahamut, and Ilmater forming the Triad, with Torm (Greater God) as the top point and Bahamut and Ilmater (Gods) as the two bottom points, while Helm and Nobanion are the sword and standard of Torm.
Now if only Celestia wasn’t such a sausage fest. Damn that Siamorphe…
4) Lathander: Here’s why I think combining him with Amaunator is silly. The idea is that there’s a Sun God and he goes through different phases, and we’ve seen those phases being Dawn, Midday, and Dusk. And since Lathander and Amaunator didn’t coexist, then they must be the same, but in a different phase. The problem with that is that neither of them have ever been a God of Dusk. That was Myrkul, and he and Lathander coexisted for a long time just fine. The argument would make sense if he was all three, but he’s not. He’s two phases while some other guy was the third. So he bounces back and forth between God of Dawn and God of Midday? That doesn’t make much sense at all. On top of which they’re both completely different personalities. So in my opinion, Lathander should be brought back as a separate god. In addition…
5) Myrkul: Myrkul should be brought back, too. He’ll no longer be God of the Dead but he can still reclaim the rest of his Portfolios of Autumn, Corruption, Decay, Dusk, Exhaustion, Old Age, Parasites, and Wasting. He can also claim Velsharoon’s old Portfolios of Necromancy and Undeath now that that poor bastard’s bitten the dust. Myrkul’s an interesting personality and frankly I’ve missed him all these years and I’d love to see his triumphant return and have him build a new Castle of Bones somewhere out in the Astral Sea. I’m also linking him up to Lathander above because I think that they, along with Amaunator, can create an interesting dynamic. Sun gods have been done to death, and having a generic “sun god” for the setting isn’t doing the Forgotten Realms any favors, but if you were to have three sun gods, each of which represents a different phase of the sun, dawn, midday, and dusk? Think of what each means, and what each god would represent.
Lathander is the Dawnbringer, the sun that rises in the morning, which means that he represents new beginnings, a casting off of the past, and constant change and evolution. He’s the ever-changing universe and the newborn star blazing out in the black. Amaunator is the God of Midday, and represents stability, stagnancy, and the status quo. He’s a sun in the full power of its life, set in its ways. Myrkul is the Lord of Dusk and represents the forces of entropy, decay, and the end of all things. He’s the lifeless star within a universe which grows ever colder. Each of those, Dawn, Midday and Dusk represent something wholly different, and I think the Forgotten Realms could benefit from having a trio of gods who represent each and are constantly in opposition to each other because of their natures.
6) Mask: His return’s a must. And let him have the Portfolio of Intrigue, already. Given what I’ve read the past few days about the circumstances of his death, he definitely deserves it, especially since he’s much better at it than Cyric. Has Cyric ever gotten away with any of his intrigues? And should Myrkul be brought back I’m sure he’d be willing to let Mask have a piece of his domain where he can hang his hat in and be safe from both Cyric and Shar.
7) Bhaal: This one’s another personal wish of mine. I’ve always loved “the Dead Three”, and Bane’s already back, so how about giving Realms fans back the full set? Make him an Exarch at least in service to Myrkul if he ever comes back, or Bane.
8) Eilistraee & Vhaeraun: I understand the argument about wanting to get the Drow back to their roots, but the problem with that is that getting them back to their roots is also synonymous with making them a one-note caricature. Eliminating these two gods eliminated all the character growth which the Drow as a race had experienced. There’re plenty of ways to make the Drow more villainous, but at the same time, that doesn’t mean that the variety of portrayals which they had should be obliterated. So personally I’d really like to see both Eilistraee and Vhaeraun return.
Incidentally, isn’t 1484 The Year of the Awakened Sleepers? If one wants to claim that the ‘dead’ gods are sleeping, then that might be a good year to bring them back.
9) Zhentil Keep and the Zhentarim: I’d like to see these go back to the way they were and with Manshoon at the helm. It’d be nice if Manshoon were to reassert control of the Zhentarim in a Godfather style St. Valentine’s Day Massacre scenario in which he eliminates all potential rivals to the Zhentarim and remakes them into the wizard led army/secret organization for advancing his interests and Zhentil Keep’s interests around the world, and uses them to retake and rebuild Zhentil Keep. An alliance between a rebuilt Zhentil Keep, the Dalelands, Myth Drannor, and Cormyr against Netheril would also be pretty nice. Like the Soviet Union in the Allies versus the Axis. Team up with an evil to fight against an even greater evil. That’d open up a ton of intrigue as they need Zhentil Keep, but at the same time they can’t trust them, particularly Manshoon.
10) Elturgard: Just a bugaboo I had after reading the book, but it’d be nice to see Elturgard explicitly stated as being dedicated to Amaunator. Torm doesn’t make sense at all given all the other circumstances of that country.
11) Halruaa & Lantan: Was there ever an explanation for why the highly magical nation of Halruaa was torched to the ground by the Spellplague while the highly magical nation of Netheril escaped its effects unscathed? Anyway…
I like the idea of the Halruaan’s rescuing the Lantanese and the two nations joining forces to found a new country. It’s possible that Halruaan skyships came across Lantan just as disaster was striking them and were able to rescue a large portion of their population. The alliance between the survivors of Halruaa and Lantan could also be the origin of Warforged in the Forgotten Realms. They would’ve needed an army to survive, and with their depleted populations, the only option they’d have would be to manufacture one. The Lantanese already sort of had this ability in 3E with the Techsmiths able to create Gondsmen. Combining their expertise with that of the incredible magical knowledge possessed by the Halruaan’s that should give them what they need to be able to come up with Warforged, which is what their standing army could currently consist of.
As for their current location, your guess is as good as mine. It’s been 100 years, though, so they still shouldn’t be wandering Faerun like refugees a la Battlestar Galactica. They should’ve already found somewhere to call home and already be settled there. After all, the ancestors of the Five Companies may not be the only Halruaan’s who escaped the devastation of Halruaa. To continue the Battlestar Galactica analogy, maybe the Five Companies were the Battlestar Pegasus equivalents while there were another group of Halruaan survivors who were the Battlestar Galactica and Colonial fleet equivalents, and they were the ones who saved the Lantanese and settled elsewhere?
And yes, I’d love to read a novel about that.
12) Mulhorand & Unther: Mulhorand was fantastic and characterful and I’m dumbfounded that the developers ever thought it’d be a good idea to get rid of it. It was also on the cusp of conflict with all its neighbors in 3E, including Thay, and that was suddenly swept away with the advent of 4E? Like the commenter on that video link I posted above said, the game opportunities not only narrowed as a result, but flattened as the conflict between Mulhorand and the Red Wizards never occurred with Mulhorand being whisked away while the Red Wizards were all turned into undead loyal to Szass Tam. As for what’s going on with Abeir, I have to be honest and say that I don’t particularly care. That’s a whole other campaign world, and as a fan of the Forgotten Realms, it’s Faerun and its immediate environs which interest me.
So in short, I’d like to see Mulhorand return, and the seeds of that possibility are right there in the 4E FRCG. Nezram the Worldwalker is a wizard who’s A) experienced at planar travel, B) loves his country, and C) hates the High Imaskari to pieces. It shouldn’t be too much trouble for him to be able to track down Abeir and what happened to Mulhorand and its people. So he has the ability to provide planar travel and can work the necessary magic to bring Mulhorand back. There’s also the Mulhorandi gods themselves, who’ve long shown an interest in looking after and protecting the Mulhorandi people. They’re not just going to take this disaster which has hit their people lying down, particularly if the Mulhorandi people want to go back home (and after being there for four thousand years, Toril is their home). Nevermind how the people might react once they find out that the Imaskari have moved into their lands (Like Nezram, they’ll probably also believe that it was an Imaskari plot, so they’ll definitely want some payback). So while Nezram can provide the means for them to go home, the Mulhorandi gods and their legions of clerics can provide the power to make that transition possible.
So between Nezram and whatever other means he discovered should he have found that race of serpent men he was looking for, the Mulhorandi gods, as well as anything the Mulhorandi might have found on Abeir, it's possible they could be able to bring their civilization back to Faerun, with all the peoples from both Unther and Mulhorand. Five million pissed off Mulhorandi (and possibly an army of those serpent people that Nezram was looking for) descend on the Imaskari and drive them down into Deep Imaskar, with High Imaskar perhaps able to maintain a small portion of land while the Mulhorandi reconquer most of the rest. The Dragonborn in Tymanther are able to repel the Mulhorandi presence within their borders but are left with a couple million Untherite refugees begging for asylum and safety from the Mulhorandi. The end result is that Mulhorand is back and is in a cold war state with both Deep Imaskar beneath its feet (and possibly what's left of High Imaskar on the surface) and Tymanther to its west, which is left reeling after having suddenly absorbed millions of refugees.
13) Luiren: I’d like to see those plucky little Halflings get a new nation. Just because Halflings are nomads in the core setting that doesn’t mean the same has to hold true in Forgotten Realms. The little blighters deserve to have a new homeland.
14) Thay: It’d be nice if WotC were to pull back from talking about how the undead ridiculously outnumber the living. Szass Tam isn’t an idiot. You need living people to create new undead, and if most of your people are already undead then your numbers can only go down as your undead servants are destroyed and you don’t have enough living people to replace them. Moreover, one of the things that made Thay interesting was their variety in magical power, with each Zulkir representing a different school of magic. You might thwart the plans of a Red Wizard of Necromancy in one adventure, in which you confront his undead minions, but in another adventure you might deal with the illusory power of an Illusionist Red Wizard. That variety was nice, as was the power play between the various Zulkir’s. What’s not interesting is having all the Zulkir’s engage in necromancy, with Szass Tam the undisputed ruler of them all.
So my preference would be for Thay to go back to being more like it was. Zulkir’s who represent different magical disciplines, and each of which is a potential threat to Szass Tam, and a Thayvan population in which the living constitute the majority. I want to see the Red Wizards as an organization reemerge, with Mulan children being taken in and trained as Red Wizards. And should Mulhorand come back then a couple hundred thousand of them could end up going over to Thay to help repopulate the living Mulan population. Either way, Thay as an Icecrown equivalent with Szass Tam in the role of the Lich King is just not a good idea. Making the Red Wizards all about necromancy all the time is just plain boring.
As for their magical diversity, I have no idea how to handle that. It really depends on the magical rules in 5E. Will schools of magic come back? If they do then the answer is easy, as you could go back to how it was with a Zulkir for Necromancy, Illusion, Conjuration, etc. But if not, then there’re other options which could potentially be pursued. Maybe the Red Wizards are changed to account for other magical traditions beyond Wizard magic? Perhaps you can have a Zulkir who represents Swordmages, another who represents Warlocks, and one who represents Sorcerers? Then there’s the Zulkir of Wizards, the Zulkir of Necromancers (Szass Tam), and Zulkir’s representing any other magical traditions which exist in D&D 5E. That’s a possibility, although I’d prefer the traditional schools of magic (One way to handle that could potentially be through themes. Maybe a Forgotten Realms supplement could include "Illusionist", "Conjuerer", "Enchanter" themes which can be applied to Wizards to give them more of a specialist wizard flavor, thus allowing for Red Wizards as they were to return in some way).
So yeah, it’d be nice if Thay were to be put back on track to what it was. And if Mulhorand were to reappear, I’d love to see an escalation of conflict between the two, which would pit Thay’s magical might against Mulhorand’s divinely fueled power. I want to see a battle in which Wizards, Necromancers, and Swordmages duke it out with Clerics, Invokers, and Avengers.
15) Villains: I'm tired of all Shades, all the time. There should be an attempt to elevate all the villains of the Realms equally, instead of making everything about Netheril, the Shades, and Shar. Make Thay a major threat again, bring back Zhentil Keep and the Zhentarim and make them a major threat again, and so on. Put lots of emphasis on the activities of all the major evil gods, Shar, Cyric, Bane, Lolth, Asmodeus, Gruumsh, and hopefully Myrkul. The more the merrier because variety is what makes things interesting. The Shar Show is boring. The Shar, Bane, Cyric, Myrkul, Asmodeus, Gruumsh, & Lolth Show, however, would be a damn fine show to watch. Make them and their plots constant threats which have to be dealt with at all times, along with those threats posed by the Red Wizards, Netheril, the Cult of the Dragon, and more, and it'd be a very interesting setting.
16) Abeir: …can go pound sand. No interest in seeing it explored.
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 30 Aug 2012 : 23:12:23
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Yes, I suspect all the mechanics WotC puts out will be 5e, but the lore will be timeless.
quote: Originally posted by Gustaveren
I assume, it will only be a minority of FR players there will play with D&D e4 or e5 rules. The majority will most likely stick to 3.x or pathfinder.
That's a pretty huge assumption. What makes you think that?
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 23:20:23
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Regarding Maztica:
I want as minimum to have lore about's it's lasting impact upon the realms
1) There has to be lore about some herbs imported from Maztica: pipeweed, herbs with interesting properties (medical, poisonous, hallucinatory (evil societies need some stuff to trade),...), spices,.... 2) Some exotic animals imported from Maztica (well, on display in rulers zoo collections) 3) Lore about items imported from Maztica with interesting curses, stories etc (all those ceremonial sacrifices probably created some bad items). That is interesting if i am to describe a necromancer lair. (seems he has acquired a Maztican ceremonial sacrifice knife)
Well, it is a nice to have to hear what happened to Maztica after it ended up on Abeir. |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 30 Aug 2012 : 23:25:22
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quote: Originally posted by Erik Scott de Bie
Yes, I suspect all the mechanics WotC puts out will be 5e, but the lore will be timeless.
quote: Originally posted by Gustaveren
I assume, it will only be a minority of FR players there will play with D&D e4 or e5 rules. The majority will most likely stick to 3.x or pathfinder.
That's a pretty huge assumption. What makes you think that?
Cheers
There are several reasons 1) The world economy is still feeling the aftereffects of the financial crisis and the younger part of the population are probably those hardest hit, that is, they will seriously consider if, existing roleplaying rules are good enough or if they should invest the necessary money in a rule upgrade 2) Pathfinder has become popular as a kind of D&D 3.75 Well, it tells me, that it will not be easy to convince those groups playing 3.x or pathfinder to switch over. Why change if it is not broken? and point 1 makes it even more difficult to convince people. |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 31 Aug 2012 : 01:22:51
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Well, getting into playing dnd is fairly inexpensive--no more expensive than pathfinder--for new gamers. I don't buy the logic.
Also, WotC releasing all its old catalog and declaring its new d&d products era neutral means you should play in any era.
But anyway, this isn't the point of this thread. We are not talking about who plays/played 4e. I really don't care what edition or even what game you play. My only interest is the Realms, and making them all-inclusive, appealing, and the best they can be going forward.
Cheers |
Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 31 Aug 2012 : 01:34:48
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Well, I am sure, there has to be a city like Hlondeth. Yuanti create interesting adventure options and it is even more interesting if there are political human - Yuanti interactions |
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Lord Snowblood
Acolyte
Australia
25 Posts |
Posted - 31 Aug 2012 : 08:42:10
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The Divine Order of things.......
At the dawn of the two worlds there were the sisters Selune & Shar, reflected light and shadow, neither bright nor dark. They warred and during battle Selune threw her magical might at her sister. As it passed through the shadowy form of Shar it ripped away the shadow weave from Shar, thus both goddesses were greatly reduced in power as Mystral was created. While Mystral existed in her early form there was balance in magic just as Ao intended. Through the ages Shar plotted and schemed to take back her power and do to this she needed to destroy Mystral and maybe even Selune. It may have occurred to her that one could not exist without the other, but she didn’t care such was her madness. In the end Shar seduced Karsus and made him her catspaw and the instrument of Mystral's destruction. With Mystrals death and the sundering of the weave Shar took back what she saw as rightfully hers (the shadow weave) and horded her power against the time she would strike down Selune and her children. When Mystra was born she was but half of what Mystral had been, the light side of the weave. To keep her power from Shar should she fall, it was decided to devolve it into various mortals to keep it safe against the time that Shar would surely strike.
The Time of Troubles turned all of Shars plans on their heads but it allowed her to discover the shadow magi, and the only god madder than herself, Cyric. She again groomed these fallible humans to be her catspaws. Unbeknownst to Shar, Mystra and her mother Selune were aware of Shars schemes and laid in plans of their own. Ao would not interfere so long as balance was restored. When Shar struck her power was waxing as she sort hegemony over all magic. The descendents of Karsus were her mortal instruments and Cyric her immortal assassin. For a time the shadow weave was ascendant as Shar began her war upon the weave. It culminated with the rebirth the Netheril ruled by Shadow magi. Cyric struck slaying Mystra and succeeded in tearing apart the weave. This was where Mystra’s and Selune’s preparations and own trap came to the fore. Shar was stripped of her control over the shadow weave just as Mystra’s ‘death’ unleashed the silverweave. The two eventually reunited as the wild weave and after millennium of chaos, balance was once again within reach just as AO intended. Shar's schemes were foiled and all was in flux as Abeir and Toril once again merged for a time. However Mystra was not dead just greatly reduced. Her mortal chosen had been created against this time and allowed her to survive Shar's mad schemes. Shar herself was greatly wounded by the tearing of the weave and retreated back into the shadows to nurse her wounds. Mystra re-emerged slowly as the shards of her portioned power were again gathered from the shattered remains of her mortal chosen. The gate keeper of her power, Elminster was almost destroyed by Shar's war and for a time lost himself and his mind.
So does this help knit all 5 editions together Scott? |
[url=http://expensiveautomobile.com/2008-bmw-635d-coupe/]2008 bmw 635d coupe[/url] [url=http://expensiveautomobile.com/2007-bmw-hydrogen-7/]2007 bmw hydrogen 7[/url] |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 31 Aug 2012 : 19:41:00
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Well, the sea of fallen stars make sure that different ruins, ship wrecks etc are uncovered but not yet explored in the territory there used to contain water
In the future would that be interesting adventure sites In the past would it be interesting aquatic adventure sites and maybe also with some useful lore like "this was the location of this sea battle" or when huge waves hit the coast in ancient times did city xx there used to be at point a end up in the sea at point b and so forth |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 31 Aug 2012 : 20:06:30
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@Snowblood - its Mystryl 
Also, I am not really seeing anything new in what you said there - it looks just like what we already know (just boiled-down into two paragraphs).
The part I don't understand is how the War of Light and Darkness relates to the 'War of the Gods', which was between primordials and gods. Those two separate(?) conflicts must be reconciled to each other.
The best I can come up with is that the WoL&D was a LONG conflict (some 15,000 years?), and the 'War of the Gods' was the final battle, wherein Ao was forced to separate the two sides. Mortals did not exist at the beginning of the Creation Myth, but they did exist (The Creator Races) when Ao sundered the world.
I don't mind the primordials. Too many folks are saying its a Greek/Roman derivation, but the truth is, nearly all major mythos has 'the gods' defeating even more ancient, uber-powerful beings. Its a common thread. Its merely evolution on a cosmic scale. Something rules, something else evolves, new something kills/defeats old something. Rinse and repeat.
One major exception to 'the rule' is the Judeao-Christian mythos. When the Fallen Angels attempted such a rebellion, they were defeated and cast down. On the other hand, thats also a common thread in many religions. We just don't usually get that much coverage about the losing side. And if you factor in 'the lost books' (like the book of Enoch), then we still have a running theme of 'new race' over-throwing 'older, more powerful race' (and the older 'great race' are always some form of giant).
Anyhow, thats why I like a lot of the 4e cosmological stuff, simply because it fits the pattern of most world religions. FR isn't a monotheistic society, so it should have similar themes. The deities are 'the new order' - the layer of 'divine spirits' that lie between man and the heavens.
This means Selune and Shar had to have been primordials - it really makes no sense any other way. Perhaps that power Selune threw at Shar (and stripping Shar of her own) was their 'primordialness' (whatever the hell that is). Some sort of primal, elemental energy that makes primoridals primordials. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 31 Aug 2012 20:08:51 |
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Lord Snowblood
Acolyte
Australia
25 Posts |
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CorellonsDevout
Great Reader
    
USA
2708 Posts |
Posted - 01 Sep 2012 : 05:39:54
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I agree with a lot of what Venger said. I'm just not going to quote it because it's rather long, but the Spellpague disappointed me in many ways. I didn't like how gods were suddenly killed off or were revealed to be "aspects" of each other (ex: Hanali was the elven aspect of Sune). I am thankful that the Seldarine survived, but Mask, Deneir, not to mention most of the drow pantheon were killed off (though that happened pre-Spellplague). There are events that have happened that have not been addressed since, such as the Ascendance in Smedman's Lady Penitent. The "redeemed" drow became "dark elves" with dark brown skin, but since LP, none of that has been addressed, at least as far as I know.
I'll admit I am actually going to miss the involvement of the gods in the Realms. I'm glad they'll still be there and that the churches will still have influence, but the gods are actually one of the things I love most about the Realms (that and the elves). Speaking of which, why did the sun elves suddenly become eladrin?
I'd like to see more books take place in elven cities, and since the new Realms aims to focus on everyday folk, why not make some novels about everyday elves? Not soldiers or nobles, but just normal Fair Folk living their lives? Or, if the gods are indeed going to be less involved, how has life changed for priests and Chosen, if it has at all?
Vhaeraun and Eilistraee have to come back. The poor males and goodly females have nowhere to turn, because again, despite some becoming dark elves and being taken under Corellon's wing, the issue has yet to be addressed. How does an everyday male drow live his life? We saw this a bit in War of the Spider Queen, but I'd like to see more. And what happened to Phaeraun (man I wish that guy hadn't died twice. It sounds like the afterlife was not a happy place for him) and Aliiza's child, Kael? The Rise of the Underdark sounds like a pretty big event to me, so in order for the Realms to stay the Realms, I think the aforementioned issues should be considered. And maybe...this would give a chance for followers of Sheverash to be characters? The short story by Lisa Smedman called "Necessary Sacrficies" was the first time I'd heard of Sheverash, and the only time I've read about any of his followers.
I also like Venger's ideas for the core deities. |
Sweet water and light laughter |
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Razz
Senior Scribe
  
USA
749 Posts |
Posted - 01 Sep 2012 : 16:04:13
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quote: Originally posted by Kris the Grey
In another post hereabouts (http://forum.candlekeep.com/topic.asp?TOPIC_ID=16896) I asked where I might find the details for the Blingdenstone related adventures that were run as part of the D&D Next playtest at GenCon. With a little help I tracked them down (I hadn't noticed their inclusion in the newest playtest packets!) and just reviewed them (in their rather lengthy glory).
I have to say, I was quite impressed! The adventure seems to be in keeping with the philosophy for the 5E Realms that has been articulated by Erik, others on this site, and by WoTC at Gen Con.
---SNIP---
I don't see how that's edition neutral. It seems to me like it's still set in 4E but they throw in a few tidbits for older editions. That's pretty much what they've been doing in 4E anyway. It still sounds like catering to a 4E demographic.
If they do that, but less 4E grounding, then I can see it working.
What I don't understand is why is it ok for WotC to completely abandon setting eras (1e, 2e, 3e) but not ok to abandon the 4e era? And the funny thing is, that's the easiest to just let go. Whereas the other settings you can't since each one is a continuation of the last. With 4e, you just step back in time (and even REWRITE it) which would give them a chance to write a new 4E setting.
What exactly would they lose? They only printed 4 FR books (well 5 if you count Menzoberranzan). I doubt they'll miss the sales on those. They didn't sell well probably to begin with. |
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Erik Scott de Bie
Forgotten Realms Author
    
USA
4598 Posts |
Posted - 01 Sep 2012 : 16:34:27
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@Snow and MT: Maybe Selune and Shar were among the first gods, defined by actually caring about mortals? Akin to primordials but manifesting emotion and empathy, even if one was good and the other evil?
@AI: I've said it before I'll say it again: do not read too much into the deific "aspects" thing. As I see it, that's just how mortals understand the divine politics. Deities merged, killed each other, etc. We don't really know what went down.
@Razz: If it's dnd next it's not edition neutral--it's 5e. I'm sure the adventure could be played with a different edition.
And the realms going forward is making a concerted effort to honor all editions and not forget any of them. The hope is that no edition will be honored above or below another.
Cheers
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Erik Scott de Bie
'Tis easier to destroy than to create.
Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars" |
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Gustaveren
Learned Scribe
 
Denmark
197 Posts |
Posted - 01 Sep 2012 : 16:43:17
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quote: Originally posted by Gustaveren
Well, the sea of fallen stars make sure that different ruins, ship wrecks etc are uncovered but not yet explored in the territory there used to contain water
In the future would that be interesting adventure sites In the past would it be interesting aquatic adventure sites and maybe also with some useful lore like "this was the location of this sea battle" or when huge waves hit the coast in ancient times did city xx there used to be at point a end up in the sea at point b and so forth
A lot of pirate fleets were for instance destroyed when the spellplague affected the sea of fallen stars, but that creates the option
info on ship wrecks would be of interest to those playing in 5e, but it could be interesting lore about the pirate islands for the 3e fans |
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Markustay
Realms Explorer extraordinaire
    
USA
15724 Posts |
Posted - 01 Sep 2012 : 18:19:48
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quote: Originally posted by Erik Scott de Bie
@Snow and MT: Maybe Selune and Shar were among the first gods, defined by actually caring about mortals? Akin to primordials but manifesting emotion and empathy, even if one was good and the other evil?
For Selune, perhaps... but not Shar, Shar doesn't give a rat's arse about anyone, other then how she can use them. (The one exception, strangely, being Selune... it seems Shar was jealous when her sister got 'new friends').
Perhaps Selune willingly gave up (sacrificed) her own 'primordialness' to be closer to mortals, and decided to make that decision for her sister as well? She may have had hopes Shar would embrace the 'love' side of the mortal emotional spectrum, and she instead embraced hatred and revenge.
What Shar took as an attack (the stripping of her primal power), Selune actually did out of love? She was literally hoping her sister would "see the light".
My own take: Mortals are all about their 'humanity'. Primordials were just sentient balls of power. Deities bridge that gap - they are the sheer power of primordials with humanity applied (note how Mytra/Mystryl needs to always 'upload' a human to function properly). All outsiders - including Primordials - embrace concepts (energies, matter, planes, alignments, etc). Mortals have the ability to synergize different concepts into new concepts - this is something most outsiders can do. They can take someone else's point-of-view and achieve compromise, or combine two disparate materials and create a new alloy. Outsider can't do this; they may have 'free will', but they are incapable of making unbiased decisions (some of this was covered in Prince of Lies - Oghma taught Mystra how to see things 'as a mortal does', without the biases of her portfolio).
I don't want to get all RW, but the idea is that mortals have something no cosmic being (Outsider) has - the ability to create new things from scratch. Only the 'supreme being' was able to do this, which means in a weird way, mortals frighten 'gods' - they think in ways gods (fiends, angels, etc) cannot. I think this touches on the 'Race of Destiny' concept - that some mortal race is fated to eventually inherit the position of supreme being of the universe (or save it, or whatever). Mortals are capable of doing the unexpected.
This is why deities combine the aspects of mortals and gods - they have the power and the creativity. They are the 'new blood' in the cosmic order, and the next step (evolution) in humanity.
Selune realized her and Shar were 'flawed', and in her desire to provide enlightenment to her sister, she drove her mad instead. Its all a matter of how you spin things. |
"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone
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Edited by - Markustay on 01 Sep 2012 18:21:30 |
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