| Post/Author/DateTime | Post |
|---|---|
| Renvale99909-27-06, 01:27 PM | Yes, I know, about half of you will read this and simply scoff at it saying it's absolute craziness. But it's something I've been contimplating for a long time now. What if, you had a group of characters, that would be willing and determined enough, to conquer the FR. Crazy right? I know that AO wouldn't allow it and some-other gods would step in...but what if you found ways around that...and all that's left is your abilities and determination. Now, I know it would have to be an evil game. And I know there are A TON of NPC's out there that would try and squash the attempt. But what if? 1. What would be your plan of attack? 2. What artifacts would you seek to secure? 3. What allies, if any, would you seek out? Now, this is all assuming you bypass the Gods interfering. Anyway I'm hopeful this launch a major discussion and hopefully give people info they can use. |
| MerrikCale09-27-06, 01:54 PM | Why would the gods interfere unless you're characters plan in eliminatin certain forms of worship. As for how to Conquer, pick a large nation (Sembia, etc) and slowly expand. First the Dales, then Cormyr, then the Moonsea. And play off the animosity between some nations like Cormyr and the Zhents. If Rome could do it, why not. |
| Joffre_Tremblant09-27-06, 03:17 PM | A goal of conquering the world isn't necassarily an evil one, were the British, Romans, Greeks, etc. evil? But, I believe you do tread a fine line. If I were to start a campaign with my PCs with an overarching goal of goodly conquest, I would; 1) Start in Waterdeep with the goal of gaining enough power and influence to secure a position of leadership in the Masked Lords. With this, I should be able to secure the aid of the Lords' Alliance (Silver Marches, Neverwinter, Baldur's Gate, The Ten Towns) and likely win the support of the "secret" organizations (Harpers, Moonstars). Secure friendship with major NPCs (Khelben Arunsun, Laeral Silverhand, Alustriel) and placate Fzoul Chembryl and the Zhentarim with the expansion agreement while I am building up military forces. 2) Campaign against Luskan, force Amn to join the Alliance through economic pressure and the example of Luskan. Meanwhile begin to incur upon Darkhold to force the Zhents out of Alliance territory. With these intial victories, use the power and influence gained to appoint my party as the leaders of the Alliance (local leaders keep their local powers) 3) With effective control of The North, Silver Marches, Western Heartlands, and Amn my neighbors are now only to the East and South. The party is now in an excellent position to begin the conquest of Faerun. Just shooting some ideas out there for you. |
| Renvale99909-27-06, 03:56 PM | Good ideas so far guys. I really hope this thread takes off. I'm not sure when I'm gonna start running this one, but hopefully I can pull something off. Anyway more ideas and comments so far. Please keep them coming! |
| MerrikCale09-27-06, 04:46 PM | A goal of conquering the world isn't necassarily an evil one, were the British, Romans, Greeks, etc. evil? . Maybe you should ask the people they conquered. Don't you think the Estrucans thought Romans were evil. Or the people of India thought that the British were evil. You could make a strong argument that the answer to your question is "yes". |
| Jiggawha09-27-06, 05:06 PM | The answer is of course - yes. Though, who cares ... |
| Joffre_Tremblant09-27-06, 07:06 PM | Ah the alignment system, trying to capture every color of a rainbow with nine broad terms. Morals are in the eye of the beholder I suppose. The way I see it, though, is law and chaos are how you get things done, while good and evil are what you do. The DnD alignment system has always seemed to be a unbiased perception system as opposed to external or internal one. I am what I am, not what you or I say I am. Perhaps I am attacking this nation's military so that the people may be free of an oppressive government (Afghanistan). Or perhaps I am attacking this nation because it represents a clear and present danger to my nation (original Iraq reasoning). I don't mean to get real world political here, I am just too lazy to look up examples from Faerun's history. Anyways, just a few ways to "justify" (HA!) conquest. |
| Issabella09-27-06, 07:34 PM | Find a way to prolong your life artificially, or be elves or some other really long lived race, because you are not getting it done in a humans life span or ten. |
| Bladesong09-27-06, 07:43 PM | Eh... impossible I think. To conquer the realms, you would need to have an unreal amount of conventional and magical resources to defeat every other nation on Faerun. There is also the chance that an alliance will form against you and then you'd have at least half of Faerun against you. No nation on Faerun at the moment has the resources with which to expand at such a rate or face off against a large coalition of nations. Thay, I think has the greatest amount of military resources on Faerun and even so, they wouldn't have enough to conquer farther than Sembia at most. Should the impossible happen and you do conquer every nation, there would be the great problem of garrisoning your conquests and this is only the first step. You'd also have to pacify all remaining opposition, hunt down guerrillas, as well as leave a large enough garrison so that opposition doesn't spring up again. You also need capable governors and generals to hold your conquests, leaving your own nation devoid of such valuable resources. Of course, none of this would be possible without having lots and lots of money. That itself is the biggest problem, I believe. In an undertaking this ambitious, even Calimshan would be bankrupt before the first year is over. So in short, the logistics alone would shoot down all your megalomaniacal dreams. |
| Wire09-27-06, 08:50 PM | If you are interested in conquering Faerun alone ... you need to ideally start in one corner of the 4 corner map and branch outwards. Strategically, this will limit the amount of boundary conflicts you have with neighbors ...or at least make them more contained and manageable. The corner you choose should be the most ideal in terms of natural resources (for commerce, prepping for war, etc.) and beneficial natural defences (mountains as boundaries, valleys for chokepoints, etc.). This may sound more geo-theoretical than in-game practical, but this is ideally how I would go about conquering Faerun. |
| Renvale99909-28-06, 09:20 AM | Good ideas(and critiscm) so far. This is just something I've been thinking about for a long time. And to answer some critiscm, first off the Realms aren't as big as everyone says they are. If you look at the map to scale, it's under 200 miles from Suzail to Citadel of the Raven and the Black road is under 2000miles. Faerun really isn't THAT big, if you look at the scale. I know for a fact that it's smaller than the United States(do the math and you'll come to the same conclusion I did). Anyway I don't think holding ground would be a problem if you absorb the people's army that you've conquered(much like the Alexander the Great). I think by far you're biggest concern would be rebels trying to unseat you. But that is where the adventuring party comes into play. You keep an adventuring party together and have them deal with incursions and the like(hence the PC's, who would also track down artifacts and powerful magical items, as well as take down powerful organizations and beasts.) Anyone else have some strategy, ideas? |
| Joffre_Tremblant09-28-06, 12:34 PM | Hrmmm, a group of characters eh? I could see a bit of a twisted rune like secret organization. Each of the characters would take over his own territory in different areas of Faerun, and while they are not allied on paper (preventing other large alliances from truely seeing the connection) they are working in concert to conquer as much territory as possible. When they each have swallowed up enough, then combine them into the Empire and finish off the rest. As an example, if I have 4 different characters, I would place them in: If evil: 1) Thay - Lots of wizardly power to draw upon, base of operations for Unapproachable East campaigns. 2) Sembia - Use a the guy in the middle to connect the East and West operations and to start aggression with Cormyr and the Dalelands. 3) Zhentarim - Again, connection between E. and W. in addition to vast resources, a good burgeoning military, and be the hammer to Sembia's anvil. 4) Silver Marches - Weaken the Lord's Alliance and use as a base of operations for Western Heartlands and Sword Coast military campaigns. If good: 1) Cormyr - Good place to start campaigns against Zhentarim, Shade, Sembia and use to unite the Dalelands. 2) Tantras - Help control trade going into the Moonsea and help weaken Zhentish economy 3) Chondath - Good place to start campaigns against the South while maintaining a trade network between the Dragonmere, The Vilhon Reach, The Dragon Reach, and the Easting Reach. 4) Algarond - Excellent base of operations for Sea of Fallen Stars conquest and to facilitate eventual offense against Thay / The East. Just shooting more ideas your way. |
| Bladesong09-28-06, 01:31 PM | Good ideas(and critiscm) so far. This is just something I've been thinking about for a long time. And to answer some critiscm, first off the Realms aren't as big as everyone says they are. If you look at the map to scale, it's under 200 miles from Suzail to Citadel of the Raven and the Black road is under 2000miles. Faerun really isn't THAT big, if you look at the scale. I know for a fact that it's smaller than the United States(do the math and you'll come to the same conclusion I did). Anyway I don't think holding ground would be a problem if you absorb the people's army that you've conquered(much like the Alexander the Great). I think by far you're biggest concern would be rebels trying to unseat you. But that is where the adventuring party comes into play. You keep an adventuring party together and have them deal with incursions and the like(hence the PC's, who would also track down artifacts and powerful magical items, as well as take down powerful organizations and beasts.) Anyone else have some strategy, ideas? Heh Alexander the Great has lots of problems holding ground his conquests. By the time he was in Egypt, Anatolia was already semi-independent. When he turned back home after his Indian campaign, the Indians reasserted their rule. Why do you think that Alexander isn't mentioned in a single contemporary Indian document or art? It was only in Persia itself where he spent the most time being present that his rule was mostly unchallenged and even so done by killing large amounts of people opposed to him. If you absorb the native army, it would help for a time until a charismatic enough leader emerges and that same army rebels against you. It's an unwritten rule of conquest that you don't hold a land unless your own army holds it. |
| Renvale99909-28-06, 01:54 PM | Heh Alexander the Great has lots of problems holding ground his conquests. By the time he was in Egypt, Anatolia was already semi-independent. When he turned back home after his Indian campaign, the Indians reasserted their rule. Why do you think that Alexander isn't mentioned in a single contemporary Indian document or art? It was only in Persia itself where he spent the most time being present that his rule was mostly unchallenged and even so done by killing large amounts of people opposed to him. If you absorb the native army, it would help for a time until a charismatic enough leader emerges and that same army rebels against you. It's an unwritten rule of conquest that you don't hold a land unless your own army holds it. You're right, but he did incorporate natives into his army. Anyway, good ideas Joffre_Tremblant, I like them alot. This game of mine is a ways off though, I have to finish an Eberron Game first(don't flame me, players insisted lol). Anyway anybody want to comment on what Artifacts they would go after first?? As well, what allies would you seek?? |
| Bladesong09-28-06, 02:37 PM | Of course he did, Macedon was too far away to ask for constant reinforcements from there. If you're insistent, you'll have to start in either Mulhorand, Thay, or Calimshan. Strategic geography aside, they're the only nations with the population and resources that could pull off something even resembling a quarter of this magnitude. You could put a character in each and take over the country. With those three under your thumb, I think then you'd stand a chance. Good luck getting Thayans and Mulhorandi to work together though! |
| Joffre_Tremblant09-28-06, 05:26 PM | Damn this thread is making me want to purchase Power of Faerun badly. The Alexander the Great example is a very valid one, so you can invade a location, but how do you keep it under your rule while "rolling" through to another country. Thankfully, the Realms is by and large high-magic so much of supply concerns can be solved by delegating the task of reinforcements/ resupply to mages who can teleport, etc. There is an example of someone running a business like this somewhere in Cormyr, the name escapes me at the moment. Anyhow, with the abundant magical resources of Thay and it's heirarchical power structure (which you can climb at your pace) it is a very good location to start with. Of course, you'll have to deal with the Simbul pretty early on. Another thing to consider is that these armies you have assembled from the ranks of conquered nations are also likely to be the cannon fodder you throw at new enemy forces. Of course this is an evil act, but the more I think about it, the more I realize that attempting to roleplay a campaign of this scale in a non-evil way would be too much of a hassle and take far too long. Going to come back to this after I've done a little research on the Calimsham and Mulhorand and provide some feedback on starting a Faerun conquering machine from there. |
| Gladi09-28-06, 05:40 PM | Bright day Set out on ship named, I dunno Maiblume, for Anchorome, and settle there. It will come on its own ;). Get born as son of Tuigan khan and Shou lady. Become immortal. Form the Horde, get Imperial Title. |
| GothicDan09-28-06, 05:42 PM | The thing is, with magic involved, everything is thrown out of whack. There's no way to predict just what it may do, because for every solution you have, there might be a dozen other enemies working to magically negate that solution while thwarting you in multitude of other ways. That's why, in large part, I think that the Realms has not had as widespread use of technology as one would "think" (usually when one forgets to take into account the limitless NEGATIVE possibilities provided with magic), and why there have been few looming temporal powers for any extended period of time. Both of these are (sometimes) criticisms of the Realms which I think hold little water in application on anything beyond a small scale. Eventually, there would just be a limitless magic-race between groups of magically potent individuals, which would end in a stalemate. (Much like the Cold War.) So, yes, it makes quite a lot of sense that, in FR, it seems at times that "nothing really changes." Because there's too much going on at once for there to be any widespread changes. Chaos Theory and all. |
| BrianCritchley09-28-06, 08:09 PM | conquering faerun would be neigh impossiable, due to the variaty at play, I doubt you'd be able to get the kinda force nesscary to do so. it certinly isn't something doable in one generation now you could say bring wide swaths of faerun under your control slowly. perhaps start by claiming to be an ancestor of the veiled king of the dales, and getting certin influential individuals (the harpers basicly) to back you... then settle down and arrange a marraige between your heir and the heir to the throne of cormyr, then the next generation marry into another monarchy, and keep it up untill you've managed to merge most of the powerful inherited positions in faerun into one kingdom, then slowly begin to move to annex what you can, by force and by "populism" namely having cities and countries support you eneugh to WANT to join you. meanwhile engage in a few popular "just wars" such as "liberating" zhentil keep etc. conquering faerun cannot be done quickly, not if you want your empire to suceed. it must be done slowly. |
| Renvale99909-29-06, 10:08 AM | I know it can't be done quickly, atleast I would hope not. I think you could maybe pull it off if you had several generations(maybe only a couple if your elves). If you played an evil game, you'd pretty have to conquer and coerce people under your rule, by blackmail, arranged marriages and all that. To be honest the hardest part(out of game) would be keeping track of everything...your army numbers, how many you absorbed from the country you've conquered...your allies and enemies. That's alot of work in and of itself. But I think you would need three key points. 1. First you need an intelligence unit. The Zhents(if you're evil) or the Harpers(if you're good) would do just fine. You have to know what's going on in and around you. 2. You need a stong, versatile army. We're not talking about fighting infantry and calavary only. We're talking fighting mages and flying calvary, not to mention elite units by the dozens. You're army would have to be VERY large and VERY adaptable. 3. You'd need adventurers and unique creatures on your side. Most likely a couple dragons(good for good, evil for evil) the dragons would help against the flying calvary and adventures for things an army is no good against(tracking down organizations fortifeing themselves in ruins and like). There is also alot I'm missing but I think these are the three most important. More idea's, critiscm(constructive) and battle plans are most welcome. |
| GothicDan09-29-06, 11:21 PM | 1. First you need an intelligence unit. The Zhents(if you're evil) or the Harpers(if you're good) would do just fine. You have to know what's going on in and around you. The primary goal of the Harpers is to make sure that no group or individual grows too powerful.... |
| meigin09-30-06, 02:12 AM | hey, I've often pondered this line of thought myself from time to time but there's always been that "play good" thing hanging over everyones head - two points to you for going it. It's a monumental task to conquer a continent, but not as some have implied impossible, just MONUMENTAL!!! I think (outside the game) you should read Art of War and consideer the base principles of conventional warfare - THEN apply the D&D factor (magic, creatures, divine influence ect). War is war - doesn't matter the battle ground the principles are immutable. Sticking to the game - why not start in the Lake of Steam - plenty of neutral territory adjacent - very convenient for litmus testing and picking up a few resources while your at it. Also not that this area ofer over land accessibility and large and very defendable sea lanes! Next I would look at Mulhorand and Unther (aren't they preoccupied with exterminating each other) in their weakended state they are a good target - Chessenta should easily enough in the process. Intel - Zhents may be established and appear a valuable resource, but unless one of your characters is in direct control I would not utilise them - intel must be secure and pure or the effects are tragic. How to deal with "popular" opponents - Simbul - Elminster - Khelben and friends, subterfuge - this is ther only answer that does not offer direct slaughter of resources and more importantly YOU. Keep them busy - establish these ground plans and put into play very early in the campaign - as with Mulhorand and Unther a distracted and weakened enemy is the best enemy of all. Organisation structure - the evalution of resources noted above are sufficient - specialised units, unique capabilites ect . The only point I would make here is as above - DONT SHARE COMMAND - ensure you have direct control of ALL key assets - and surround your commanders (players) with an inner sanctum guards / henchmen. Occupation - this is often the most dificult aspect of warfare and conquering territory - I would suggest (as the Romans and Japanese did) shipping guests (read family member hostages) back to the homeland and securing them - keep in mind they are under house arrest - killing them is destructive to your enduring campaign - be mindful of the inevitable strike team that will come for them at some stage or another! Intergration and assimulation are effective "weapons" - some historical cultures have embraced the native religion as sect of their own "conquering" religion to breed familiarity and "goodwill". Taking on natives as military units by force will lead to inconvient inseraction at some stage - seek volunteers for the cause! Justifying your actions - perception is the key to a successful campaign the populace must be suppportive - go for the liberation ploy (naturally engineered at your own design prior to action. While lasting dominance of a region does indeed take a couple generations - you will need a co-operative populace from the onset - this will offer resources "in the field". Geez - what a blurb - I hope you get something out of all this - good luck. |
| Bladesong09-30-06, 08:54 AM | Heh. A common military maxim: "The first casualty of any battle is one's battle plan". |
| Bonzai09-30-06, 12:59 PM | I happen to have the good fortune of being able to play a Dread Necromancer who belongs to the cult of the Dragon. He is one of those who joined for power, not religious fanatacism. He has the plan all laid out, after all, the First Speaker showed him the way. Step 1. Year of the rogue Dragons was a tough year for the cult, but he is making the most of it. There are lots of dead dragons around, and he is stock pileing as many Dragon corpses as he can find. He is creating large dragon graveyards with will preserved corpses all over Faerun. Step 2. Hunting down the phylacteries of fallen sacred ones. Occasionally you read about the Dracoliches getting defeated, but how often do you hear about their phylacteries being destroyed? Almost never. That means that there are several Draocoliches out there, just waiting for new bodies to inhabit. Including Shangrailar, the very first Dracolich ever. There were several other Dracoliches in the novels, that were defeated, yet could still have phylacteries out there. The Cult of the Dragon should know the locations of most of their lairs, and possibly have their phylacteries in their possesion. Step 3. Revive as many Dracoliches as can be found, as well as continuing to make new ones. Step 4. Replace Algashoon, and become the Third Speaker. That little bane lich could be a problem, and wants the cult to be under the control of Bane. My character wants the Cult under his control, so he has got to go. This is probably the most tricky part, but my character will now have a bunch of Dracoliches that owe him a big favor. Step 5. Secure his power, and gain control over the entire organization. Once Algashoon is gone, there is sure to be a power struggle, but of course my character will be confident in winning. Next he will need improve his ability to control Dracoliches, through Wearer of Purple abilities or possible a draconic amulet. Then again... By this time he will have recovered many Dracolich Phylacteries. Perhaps he will have them under his "personal Protection". This should grant him quite a bit of leverage over them. Step 6. Unleash a rage of Dracoliches and conquer Faerun. We have recently seen the destruction a rage of dragons can cause. Now picture what a hundred Dracoliches could do. Cities would be leveled in minutes, armys slain within minutes. No where would be safe. If a Dracolich should fall here and there, then their phylactery would already be handy to move towards one of the corpse stock piles. The prophecy will be fullfilled, "And naught shall be left but shattered thrones, and dead dragons shall rule the world entire", and he fully plans to be the one controlling the Dragons. He has a long ways to go, but he has several stock piles already, and is questing off and on for Dracolich phylacteries. But, thats his plan. It will take a long time, but that is what Lich hood is for. Heh, if he makes it to Dread Necro 20/wearer of purple 10 he may have a shot at pulling it out. :P |
| Bladesong09-30-06, 01:07 PM | Aunt Jemima, that plan is terrifying. Good idea though. There is no conventional (as pertains to the realms with a field army backed by magic) way to conquer all of Faerun. |
| BrianCritchley09-30-06, 04:08 PM | except a rage of dracolitches would be opposed and not just directly eatiehr, you';d have a buncha adventurers come and distrub your plans by killing you and trashing all the Phalactries you gathered |
| Bonzai09-30-06, 04:49 PM | except a rage of dracolitches would be opposed and not just directly eatiehr, you';d have a buncha adventurers come and distrub your plans by killing you and trashing all the Phalactries you gathered But that would go for any evil plan wouldn't it? All evil schemes have the possibility of having those kids in the mystery van showing up and ruining everything. :rolleyes: yep there are a lot of ifs involved in the plan, but you know.... it could work. And that is the scary thing. Every evil Necromancer needs a hobby, and that is his. Would the good dragons oppose them? Of course! But it takes a heck of Dragon to stand toe to toe with a Dracolich. If the Dracolich is defeated, then it has a chance to come back in a few weeks. If a Good dragon dies, then he gets tossed on to the corpse pile. Who is going to win that battle of attrition? Would the great wizards of the world be a threat? Yes. However, most Dracoliches are capable casters themselves. And again, destroy one, it may be back. A wizard dies, and thats pretty much it. Again, it comes down to attrition. Eventually, even Halrula and Thay would fall. Yep, the key would be to make sure everything was low key and under the radar until the rage is ready. Sure some pesky adventurers could try and hunt down the phylacteries, but they would have to get through the Cult, whatever protections were left, and any guardians my character has to leave behind. Not as easy as it sounds. Ok, now lets hear how you would do it? |
| Bonzai09-30-06, 05:27 PM | Oh, and I once had villian in an adventure I made actually rapidly gain control over a suprisingly large area in a short time. The guy was named Adamus (CE Human Sorc 5/Blood Magus 10/Fleshgrafter 2). He was once a sorcerer who died while defending a temple. In gratitude they brought him back to life. The experience shattered his mind and he became insane. He taught a strange new religion where Blood is divine, and the resting place of the soul. The flesh is simply a worthless container. His strange new abilities gave credence to his rantings, and he soon developed a cult (leadership feat). After a while, the cult spread, and became noticed by the local governents. So to protect himself and his students, he began enlightening them (generally involved compulsion and the Mother Cyst feat). Cult members infiltrate all members of society. Any one could be one, and anyone could be carrying a Necrotic Cyst. That Cyst lets him spy on them, discipline them, control them directly, or even blow them up. The person might not even know that they are carrying it either. Before long he was influencing governments indirectly, then party was brought in to stop him. Lol, they hated that one. An army of graft enhanced Cultists, and a creepy as hell sorcerer who could explode out your chest at any moment. I kinda grossed them out with this one, and didn't get to dm for a while afterward. lol In theory, he could have grown from Kingdom to kingdom, secretly becoming the power behind the scenes. Make each ruler devoted to you, either through fear, or through religion. You can rule the world without a single battle. Hehe, my brothers and sisters kid me all the time and tell me I am an evil genius. For some reason stuff like this just comes to me. lol |
| meigin09-30-06, 07:31 PM | Heh. A common military maxim: "The first casualty of any battle is one's battle plan". so so true. You really want to spend as much time as required gathering intel and positioning assets (spies and agents of espionage) as possible. Once plans are laid and the whels are turning thm it's time for action. Hack and slash just doesn't get you far these days - though it has its place. I mentiond Lake of Steam earlier as this is where we are currently "setting up shop" in our campaign (and as you can see I have some grand desires down the track) liberty - liberty - liberty! LN - I'm neither Good or Evil - I act upon the need and with balance in an organised manner. A good old bard thrown in here and there goes a long way to enhancing your image and "vision" amongst the populace. I like this topic . . . . . . . heheh.. . .. .. . |
| Tergiver10-01-06, 03:44 PM | When I was rereading Code of the Harpers I noticed a reference to the Malaugrym. When they first entered the Realms, they used shapeshifting to assume the identities of powerful people in Calimshan and Thay - two countries with large standing armies. I guess that was their approach to conquering the realms, start by subterfuge and then spread out through violence. It didn't work for them, though. |
| Bonzai10-01-06, 11:43 PM | so so true. You really want to spend as much time as required gathering intel and positioning assets (spies and agents of espionage) as possible. Once plans are laid and the whels are turning thm it's time for action. Which is what I think Thay is doing with it's enclaves. It is establishing foot holds in every major city. Under the guise of trade, they are allowed to set up shop within their walls. Observing the people of import, their habits and vices. Studying the weak points of the city. Not to mention gaining influence over important people. They don't just sell magic items, they also push drugs and other commodities that make people dependant on them. One day Faerun may wake up with portals opening in each enclave, and armys of blooded ones and dread warriors, (and possibly worse), spilling out into the city. Knowing exactly where to go, and what to hit, to capture the city as quickly as possible. By the time the alarm is sounded, it would be too late. An army is already in your city, taking out your command, and reinforced by some powerful spell casters. What? You didn't think Szass Tam was just creating a mercantile empire did you? |
| Bladesong10-02-06, 04:36 AM | Common knowledge. ;) The merchant enclaves are not sponsored or even supported by Szass Tam. The zulkir of transmutation, Druxus Rhym does. If it were up to Szass, the other zulkirs would be dead and he'd be marching on Aglarond with the full power of Thay, not trading with lesser nations. |
| Renvale99910-02-06, 08:36 AM | Common knowledge. ;) The merchant enclaves are not sponsored or even supported by Szass Tam. The zulkir of transmutation, Druxus Rhym does. If it were up to Szass, the other zulkirs would be dead and he'd be marching on Aglarond with the full power of Thay, not trading with lesser nations. Thay could pull off conquering Faerun by shear magical might and numbers alone, if the Zulkirs and the Tharchions could work together. Szass is neither ready(and probably not willing) to go after the other Zulkirs. In terms of being undead, Szass is still fairly new. Give him some time and then start worrying. Anyway I really think if you honestly had the guts to conquer Faerun, you're going to need artifacts. Anybody have any thoughts are which ones they could go after?? |