| Post/Author/DateTime | Post |
|---|---|
| jonstryder04-04-07, 01:03 AM | So what I'm doing is I'm trying to write a campaign based upon this theme. Its 500 years ahead of what is in the old campaign setting book. I'm doing a slgiht cross-over bringing Warforged from Eberron into Fearun as well. I'm adding firearms from the Iron Kingdoms PHB as well as upping it a bit to include a more western themed six shooter and lever action rifle. Then I'm changing the lay of the land to make the game "simpler", merging certain areas of the land. Adding flying ships...ala Final Fantasy. Yep, air pirate adventures are possible. But the question is what should I do from here? I'm looking to craft a campaign that is not entirely on the whole "save the world" level, but has the PC's doing a monumental task. I've already determined that the starting level will be level 6. So does anyone have any idea's for a theme that would fit in here that I could run on, something that might carry a group up to level 15 or as high as 20-30 even. I have 1 idea already...but I'm hoping that I might hear some better idea's first which may either help me to improve the one I have, or allow me to scrap my idea and go with a much better theme for the game. |
| ORC_Paradox04-04-07, 02:47 AM | Are the characters going to be from this world, or will they be adventurures from the past? |
| jonstryder04-04-07, 11:26 PM | They'll be from this world. I'm allowing any race or class...so long as it is with in reason. |
| He Who Lurks04-05-07, 03:04 AM | Considering the fact that Toril undergoes a devastating cataclysm every decade or so, I believe it's safe to say that in 500 years it will be utterly unrecognizable. There's little point in even saying it's Forgotten Realms. Of course, if you say otherwise then that's something else entirely. How different is it? Is it identical except for the technology? Are there new gods, new kingdoms, new organizations? Does a forgotten city hidden deep in the underdark wish to restore the world-shaking might of the illustrious fallen kingdom of Cormyr, which a scant century ago ruled the world, or is some distant descendant of that philanderer Azoun still sitting on the throne? Answer these questions and sometimes adventure hooks make themselves. What about Shade? Is Telamont still lurking about? What about the elves, have they revealed their hidden city in the tundra? Has Mystra suceeded in her bid for the Shadow Weave? What mad thing is Cyric up to now? In short, what's going on? |
| Dr_Tough04-05-07, 10:02 AM | Mystra rules Faerun with an iron fist, having turned every spellcaster into one of her Chosen. And the other gods still haven't noticed. |
| ShadezofDis04-05-07, 11:37 AM | What the Realms would look like in 500 years definitely depends upon an absolute MYRIAD of factors. I guess I'd start with the basics though. What's the pantheons lookin like these days? If there are major changes then how did they come about? |
| Silke_Rahn04-05-07, 07:51 PM | Do your campaign the way you want to. Remember the first rule of role-playing: It's your world and the second is to have fun playing in it. |
| Gray Richardson04-05-07, 09:08 PM | Amn colonizes Maztica and it grows into a prosperous empire. Amn conquers Calimshan, and through intermarriage, unifies with Tethyr. They eventually annex or conquer all the lands to the Vilhon Reach, where their expansion is halted by the Mulhorandi empire. Maztica declares independence from Amn and fights a bitter war of succession. In the North, the Silver Marches holds out against all opposing forces and grows into a much larger confederacy which eventually includes Waterdeep, Mirabar, Nesme and the Western Heartlands. Even a tired and broken Luskan joins after being outcompeted economically following centuries of isolation. The Shades are annihilated in a limited thauma-nuclear exchange with the Zhents, leaving the Shades extinct and the Zhents decimated. International treaties are signed banning the use and/or testing of epic magic. Thay actually is won over by its own success at competing in the free market and becomes an economic powerhouse and a bastion of free capitalism. Thay eventually unites with Aglarond, Impiltur, Thesk, and Sembia and other lands of the Northern coast of the Sea of Fallen Stars, and looks east claiming the vast resources of the Hordelands and beyond to fuel an economic and industrial powerhouse. Slavery is abolished. Collective bargaining leads to an enlightened workers paradise, and strict environmental laws ensure that Thay escapes the ecological catastrophes that befall their southern neigbors. Lathander begins his new Dawn Crusade, which goes horribly awry. Lathander is killed and replaced by Amun-Horus-Re as the new sun god. Many current deities are replaced as the Faerunian and Mulhorandi pantheons merge together. Sune and Isis combine into a single goddess goddess of love. Jergal reabsorbs Bane and then slays Kelemvor in an evil double-cross, reclaiming the throne of the dead. But then Osiris in turn slays Jergal and emerges as the new god of the dead. But as commerce and industry evolve, Waukeen and Gond become the most powerful gods, the two wed and become the king and queen of the pantheon (or CEO and CFO as they prefer to be called.) Chult is deforested in the name of progress and becomes a charred wasteland as it's trees are burned in boilers and furnaces to emerge as smoke from the myriad factories blanketing the countryside. Black clouds obscure the sky and rain acid rain down on the scarred land. Thayans build a canal near Innarlith that allows ships to pass between the Inner and Outer seas. Amn and Mulhorand fight a bitter war over control of the Canal. The elves of Cormanthor take out the Zhentarim and then take control of the Moonsea. Cormyr is reabsorbed into the Empire of the Elves and friendly relations blossom between the elflands and the Thayan federation. Ubtao is long dead from lack of worship when Dendar emerges from the firepeaks and swallows the sun. The world is plunged into darkness and Shar reigns triumphant. |
| jonstryder04-05-07, 11:50 PM | Advancements in technology are just a part of the worlds evolution, just a natural progression. Things like perpetual arcane engins are new, and used to power the mighty air ships that now fly the skies. But it's a small part in what's happening...aside from the new problem of sky-pirates. The Pantheon got shaken up. Bane's return brought on a serious problem over 100 years after his return. Somehow he summoned the "evil/dark" panthion from other realms, notable those from the Earth (fantasy) world. He tricked these gods to aid him in his play for power while he descretely supped upon their own powers to make himself even more powerful. Tyr and the rest of the gods found out about Bane and had serious problems with the visity dieties. However the "good" gods followed their evil counterparts and a war of Gods. In the end Tyr, and other elder gods like Zeus and Odin and their forces succeeded in forcing the visiting evil gods from Fearun, and as a final act, stripped Bane of his godly powers and sealed him away using all of the powers of the gods. And with the visiting gods gone, there is no way for any being, god or otherwise to unseal bane. This of course creates an imbalance in the natural order of good vs. evil. And new dark gods have risen in the passing years to fill the void left by bane. The Obarskyr line was anihilated in the war of the gods by Bane as the Obarskyr have long been a thorn in the side of "evil". As such Cormyr is currently rulled by a Council. However, some good things did come from it. Elminster nearly gave his life to avert a great many tragedies that the war had brought about. For his selfless acts, he was elevated to demi-god status. The Shades have been incredibly quiet. Infact few beings can claim to have seen their kind since the end of the war of the gods. Many have surmised that they too may have been claimed as victims of the war. ---------------------------------------------------------- But here is the skinny of what I've writen on the area's that I've merged together. ---------------------------------------------------------- The Sword Coast: This area has expanded to include the Icewind Dale and Waterdeep regions as well as one of the unclaimed Territories, and of course the Sword Coast North. This is the area where the game will initially be taking place. The God’s War impacted the Sword Coast very little. Waterdeep stands as the capital of the sword coast region. Cormyr: This area has expanded to include one of the unclaimed territories, Evereska, and the Western Heartlands, as well as the Dragon Coast, and the upper portion of Amn. This makes Cormyr one of the larger territories on the continent. Cormyr was one of the center points of the God’s War. Suzail, the capital, still stands and has grown to have a mighty population of roughly 2 million people. Cormyr no longer has a monarchy, and has not had one since the God’s war. It is goverened by a council of elders. The Dalelands: This area has grown to incorporate the Moonsea, the Ride, Sembia and the Vast. The great Archmage and sage of the lands, Elminster still lives. Having been granted demi-god hood for his hand in the God’s War, Elminster is still much as how he always has been. It is through his efforts, in part, that the Thayan nation was kept from taking advantage the God’s War. Elminster also found prince Azoun Obarskyr the VII and restored him to the throne. The great sage has done much in these last years. He is not easily found these days and has all but taken his leave from the mortal world…save when needed. He has passed down his legacy to his most promising student yet, a wise young woman named Shalitara. Anauroch: This area has become apart of the Silver marches and Savage Frontier. Although Anauroch is still much a desert realm, it is currently lorded over by Prince Haku Muratti. There is a tentative alliance with Anauroch. The Prince is very self serving and quite egotistical. Anauroch is rich in certain ores, like steel and even adamantine. Tethyr: This area has grown to incorporate much of Amn, the Shining plains and one of the unclaimed territories. Tethyr is home to some of the largest cities in the world. Many had thought that it would be Calimshan that would grow to take over Tethyr, however this did not occur. Thindol: Thindol has grown to take over Tashalar, and a portion of the unclaimed territories there. Halruaa & Dambrath: These regions have split the remaining unclaimed territory around them. Unthar: Unthar has long since thrown off the occupation of Mulhorand. They have expanded into Chessenta and stand as a significant force against Mulhorand and Thay. Mulhorand: They have expanded into Murghom & a large piece of unclaimed territory. Thay: The Thayan empire has grown as well, taking over a large portion of the Hordlands, and Aglarond. They are still opposed by the Rashemen. Thay’s capital, Eltabbar has literally doubled in size making it the largest city in the world. Although it is well known now as to just how evil the red wizards are, their enclaves still exist in many cities. The Thayan prices on magical goods has dropped even further…while their other “price” may well be more than some can pay. Thay is patrolled now by elite warrior mages whom they call the Judges. There are only 5 high judges who are the final say in maters, they are Lord’s Watcher, Conviction, Execution, Peace, and Balance. There are lesser judges that patrol around, but they are all capable of communicating directly with a higher ranking judge or in certain occasions they may call the High Judges for a rulling. Judges are both Judge, Jury, and Executioner. Rashemen: This area has also grown in correspondence to Thay. They have expanded into thesk and the Great Dale, as well as taking a portion of the Hordlands as well. The tribes of the Rashemen have swelled in the many years since their lands have grown. They still hold the line against the Thayan empire. Lantan: The main landmass of the island of Lantan is no longer in the ocean. Rather it is airborn. A huge city has been built upon the flying island nation. The only way to get to it is by magic or airship. Additionally, the magic on this flying island is incredibly powerful and potent. In fact, most people who make magic weapons and items try to live on the island as the island makes the art of making these things much easier on them However Lantan has very strict laws about immigration. Lantan is still known as a the invention capital of the world and is where steam power was born. Magic is no longer shunned on this island as one would think. ----------------------------------------------------------- The God's War, or the War of Bane, (as some call it), forced the Elves to to become more open minded in their interactions with outsiders. Many of their hidden cities and such are no longer so hidden or completely cut off from the rest of the world. ----------------------------------------------------------- I would like to point out to everyone though that I'm trying not to make it too complicated for the players. My only source book is the Forgotten Realms Campaign Setting book, so I don't have all of the info as to what's happened like in the novels and such. And the few things I've heard here and there, like Lothe suddenly turning a deaf ear to the Drow. But a resolution to that story I've not heard from, so I can't include details on what gone on with them in 500 years. ----------------------------------------------------------- Fashions are a mix of colonial era & old west. There is an undead problem that no one can understand as well. And the Thayans actually have nothing to do with it...they can just handle it better. ----------------------------------------------------------- The chosen of Mystra have changed over the 500 years, however who they are remains a mystery as they have been keeping a low profile. ----------------------------------------------------------- But that's about what I've gotten writen up for notes. |
| ShadezofDis04-06-07, 11:47 AM | Grey, Very good ideas, I didn't want to run with anything before getting more details from the OP though :) jonstryder, It'll take me a bit to get a responce for you but just from a glance it looks like you've developed a good amount of things so I should have some suggestions :) |
| Bonzai04-06-07, 11:59 AM | Hmm.. interesting ideas. A few more things I would throw out there are; The Kingdom of Many Arrows did not long survive the death of Obould. Without his leadership, the Orcs fought among themselves, and quickly fell apart. The Son of King Bruenor is now the king of Mythril Hall. His father had found, and restored Gauntlegrim before his demise, and it is now another Dwarven stronghold and strading partner. There is now a solid Dwarf collalition in the North, between Mythril Hall (and the Icewind Dale mines), Gauntlegrym, Mirabar, and Felbar. Gareth Dragonsbane succeeded in unifying Damarra and Vassa together into the Bloodstone lands. Now his decendants are trying to annex parts of Narfell as well, but he is encountering strong resistance from the Nar tribes. A leader has emerged among the Nar's and he has organized the tribes into a cohesive fighting force. Tension runs high between the Elves of Myth Drannor and the surrounding human populations. Old prejudices run deep, and the sun elves are once again pushing for isolation. On a divine note, I would also have Myrkul tricking Velrashoon into wearing the crown of horns, and subsuming him. Myrkul is now the god of Undeath, Necromancy, and Liches. These portfolios suit him far better than his old portfolio of the dead, as he hated having to be in charge or sorting and judging souls. Now he is once again aligned with Bane, and looking to bring back their Bhaal as well. Thanks to the God's war, and Bane being weakened, Tiamat finally takes over the Cult of the Dragon. The cult is now more organized, and Tiamat's Dragons greatly swell the ranks with new Dracolich's. |
| Narsil04-06-07, 12:08 PM | Mystra rules Faerun with an iron fist, having turned every spellcaster into one of her Chosen. And the other gods still haven't noticed. Don't be stupid... Elminster has to ascend to Godhood just to become the new and improved God of Magic who replaces all of the Chosen of Mystra with Chosen of Elminster... The other gods still don't notice. |
| jonstryder04-08-07, 02:07 AM | Just a couple of points... Bane is not weakened, he was stripped of nearly all of this godly powers and sealed away for all eternity using the power of the gods of different realms, this created an inexcapable prison as it requires the power of each of the specific gods to "unseal" him, even then, his power would only be like that of a newly made demi-god. And since it's 500yrs into the future then many of the politics explained would be out the door as alot would have changed. Then add in the God's War and even more things have changed. Thats in part why I'm not going into alot of detail on the politics of the realms, as to much has changed in that time. It also allows me to address this when it comes to it in game...aside from particular areas like Cormyr. So I'm not overtly worried about politics at the moment unless someone has an adventure idea revoling around this. But I try not to get too much into politics as I'm not a political thinker. |
| ElberethSilverleaf04-09-07, 06:16 PM | Whats happened to all of the spelljamming vessels and technology? |
| Wenin04-09-07, 09:07 PM | The Kingdom of Many Arrows did not long survive the death of Obould. Without his leadership, the Orcs fought among themselves, and quickly fell apart. Why all the orc hate? =) |
| BrennonGoldeye04-09-07, 09:40 PM | :dancin: orc orc orc orc orc orc orc orc :dancin: |
| ShadezofDis04-09-07, 09:51 PM | :dancin: orc orc orc orc orc orc orc orc :dancin: A bad man, a bad, bad man. ;) |
| jonstryder04-10-07, 08:55 AM | Whats happened to all of the spelljamming vessels and technology? What??? This isn't Spelljammer, and I don't own the book for that game anyway. The air-ships in this game will be similar to what is seen in the Final Fantasy games. There will be several different types of air ships including ones like the "Highwind" from FF7. I'm using the d20 Mecha rpg book o make them. |
| Derren S.04-10-07, 09:21 AM | What??? According to some designers and FR purists spelljamming is still part of the realms. Ok, it totally defeats the purpose of the Halruaan airships but unless you *gasp* change the history of the FR because of the massive 3rd edition overhaul thats the way it is. |
| ShadezofDis04-10-07, 09:28 AM | According to some designers and FR purists spelljamming is still part of the realms. Ok, it totally defeats the purpose of the Halruaan airships but unless you *gasp* change the history of the FR because of the massive 4rd edition overhaul thats the way it is. Or, if you think about it for a second, Halruaan air ships are quite different from Spelljamers. And thinking that the entire purpose of the Halruaan's is that they've developed "sky ships" is. . . limiting to the extreme. You see, Halruaan air ships were built by Halruaan's, who don't have spelljaming magic (though it could be argued that a couple of the more knowledgeable Halruaan high mages know a thing or two about them, but it's hardly common knowledge) Besides, ASAIK (as far as I know), all Halruaan air ships can do is go up and down, they need; The wind A summoned elemental Or some other way to go forwards and backwards. Now, for the OP; Yes, spelljamer is part of the Realms, only a VERY small part though. It's impact is slight and with the cosmological overhaul it's even more difficult for spelljamers to get to FR. You could say that the Gods closed the crystal sphere and that perhaps there are a few spelljaming helms about. . . could be where the advances in "magic sky ship" tech came about. |
| Derren S.04-10-07, 05:20 PM | Or, if you think about it for a second, Halruaan air ships are quite different from Spelljamers. And thinking that the entire purpose of the Halruaan's is that they've developed "sky ships" is. . . limiting to the extreme. And why would they invest many ressources in "inventing" skyships and would be so paranoid about protecting the manufacturing process when spelljammers which are indefinatly better exist? |
| BrennonGoldeye04-10-07, 05:49 PM | According to some designers and FR purists spelljamming is still part of the realms. Ok, it totally defeats the purpose of the Halruaan airships but unless you *gasp* change the history of the FR because of the massive 3rd edition overhaul thats the way it is. Yes, its oh so hard to wonder why the Halruaan's would make Airships when the elves had those oh so well known space faring ships. Ah, I see it all so clearly now. Argh....:rolleyes: Perspective people!!! |
| Derren S.04-10-07, 06:04 PM | Yes, its oh so hard to wonder why the Halruaan's would make Airships when the elves had those oh so well known space faring ships. Ah, I see it all so clearly now. Argh....:rolleyes: Perspective people!!! The elves, the Shou, Cormyr, the illitids and probably some more. Don't forget Netheril which was also into spelljamming. Say, from which people did the Halruaans descend from? So its not that they did not know about spelljamming. Speljamming may be a small part, but currently the skyships are an even smaller part. It does not make sense to start developing skyships when spelljammers, which are much better than skyships, already exist. You don't even need very good helms to use Spelljammers for travel on Toril only. So why would Halruaa research skyship when they instead could research helm crafting for much better results? |
| BrennonGoldeye04-10-07, 06:30 PM | Um, read the history of what happened when the Neth went out on their little voyages. That will answer the questions, at least I hope it will. Nite all. SWLL BGE |
| ShadezofDis04-10-07, 09:19 PM | The elves, the Shou, Cormyr, the illitids and probably some more. Don't forget Netheril which was also into spelljamming. Say, from which people did the Halruaans descend from? So its not that they did not know about spelljamming. Spelljamming is not common knowledge. "The elves"? Which Elves? Where? Are you talking about the Spelljamming elves? Because they aren't Torillian elves. While some Torillian elves undoubtably know about Spelljamming there is no reason, what so ever, to expect that; it is common knowledge. or they have even the slightest idea of how to make one. Where did you get the idea Cormyr was a Spelljamming nation? Or that Shou was? And while there may be a few illithid have a good amount of knowledge about Spelljamming it is not indicative of the whole race. Nethril had skyships that were better than the Halruaan's skyships but the Nethril skyships, AFAIK, were not Spelljammers. If you want to make that claim then find the source and page where it says the Nethril people made Spelljammers. Speljamming may be a small part, but currently the skyships are an even smaller part. It does not make sense to start developing skyships when spelljammers, which are much better than skyships, already exist. Sure does if you don't know how to make a Spelljammer. And if there is one thing that holds true about knowledge in FR it is that it's about the easiest thing to lose. You don't even need very good helms to use Spelljammers for travel on Toril only. So why would Halruaa research skyship when they instead could research helm crafting for much better results? So you know what goes into making Spelljammer Helms? Because the Halruaans sure don't. I bet they'd pay good money to learn how to make them as well. Heck, any nation would. It's just not as simple as rolling a spellcraft check with a DC of 50 (or 80 or 100 or whatever) |
| ShadezofDis04-10-07, 09:20 PM | Um, read the history of what happened when the Neth went out on their little voyages. That will answer the questions, at least I hope it will. Nite all. SWLL BGE Yeah, that'd be nice too. |
| Old Sage04-10-07, 10:28 PM | According to some designers and FR purists spelljamming is still part of the realms.It is still part of the Realms, with references in 3e Realmslore. As such, spelljammers still exist in FR. Both the FRCS and Rich Baker confirm that spelljamming still exists in the 3e FR cosmology. These are the earliest indications, with several more that followed in successive 3e FR sourcebooks -- such as the "thinly veiled" reference in the write-up for Kethid of Serpent Kingdoms. Spelljamming has been referenced in core 3e D&D also, through the Neogi entry in Lords of Madness. Ok, it totally defeats the purpose of the Halruaan airships but unless you *gasp* change the history of the FR because of the massive 3rd edition overhaul thats the way it is.Halruaan skyships have nothing to do with spelljammers... A few skyships have spelljamming helms, but those are the minority. Halruaan skyships are powered by many, many levitation spells cast on the shells that line the hull. They are controlled by wind and a special rod linked to the shells. |
| Old Sage04-10-07, 10:29 PM | Don't forget Netheril which was also into spelljamming.The Netherese had explored spelljamming, and decided it wasn't for them. You'll find their reasons why on pg. 9 of Netheril: Empire of Magic -- under "Realmspace." Say, from which people did the Halruaans descend from? So its not that they did not know about spelljamming. Speljamming may be a small part, but currently the skyships are an even smaller part. It does not make sense to start developing skyships when spelljammers, which are much better than skyships, already exist. You don't even need very good helms to use Spelljammers for travel on Toril only. So why would Halruaa research skyship when they instead could research helm crafting for much better results?The Halruaans likely had partial access to whatever limited research the Netherese themselves conducted on spelljamming during Netheril's own brief flirtation with spelljammers. Though, certainly not enough to grant the Halruaans complete access to the secrets of spelljamming and of the helms themselves. We know the Halruaan Skyships are said to have some part of their origin in designs crafted by the Netherese. These designs may have been in direct response to Netheril's inability to properly harness spelljamming technology. However, the Netherese were largely unsuccessful in both creating and understanding the helms themselves -- thus, whatever few pieces of Netherese spelljamming research the Halruaans did manage to glean from ancient records, likely wouldn't have given much of a boost to their own research efforts into spelljamming helms. Instead, we see the Halruaans devote much of their own efforts to redefining and expanding upon the initial Netherese Skyship designs. |
| Old Sage04-10-07, 10:30 PM | Spelljamming is not common knowledge. "The elves"? Which Elves? Where? Are you talking about the Spelljamming elves? Because they aren't Torillian elves.So far as we know, the EIN stops on Evermeet. And during the time of Cormanthyr, the Coronal's Court received EIN visitors on occasion. While some Torillian elves undoubtably know about Spelljamming there is no reason, what so ever, to expect that; it is common knowledge. or they have even the slightest idea of how to make one.Knowledge about spelljamming and how to create the uniquely elven spelljamming vessels [though not the helms themselves] was alive and well during the height of Cormanthyr's power. See C:EoE. Or that Shou was?The Shou space program has waxed and waned over the years, though the Empire does still have considerable presence in both Wildspace and throughout the other Crystal Spheres. And Kara-Tur itself contains most of the known spelljamming ports on Toril. And while there may be a few illithid have a good amount of knowledge about Spelljamming it is not indicative of the whole race.Well, if you read the write-up of Oryndoll in DDGttU, you'll see Eric suggests pretty strongly that the illithids arrived in the Realms circa -11,000 DR from the planet of Glyth via spelljammers. As such, I'd assume this particular knowledge hasn't been easily forgotten by a race that is well known for its vicious pursuit of power and total domination over all other races -- spelljamming would be a crucial aspect of any 'illithid plan for dominance' in Realmspace after all. Thus, spelljamming knowledge has very likely filtered down through the various mind flayer communities across the Realms, and throughout Realmspace, to a considerable degree since the time of their arrival in FR's Crystal Sphere. |
| bloodtalon04-11-07, 06:48 AM | why not go the other way make it more barbaric Shar in her quest to destory the world sends a comet to hit the planet. the other gods seeing it was not able to destory it but break it up into smaller pieces. the pieces hit all over the planet sending up a dust cloud that blocked a good portion of the sun's light. this caused a ice age and a lot of new promblems. for the gods this is the major things. Lathander lost alot of power in the north where it was hit the hardest and where the day went down to 4 hours. Shar had an increase when people saw she almost destoryed the world trying to please her to keep her from doing it again. Auril her power also goes up as winter last longer and colder for almost 500 years in some places Garagos has an increase in worshippers as the humans in the north become more barbabric Llirra is mainly in the warmer south where life is still kinda easy Red Knight all but takes the war mantle from Tempus when her followers hold back the hordes of Garagus from the south Silvanus increases the High Forest and makes a new forest realm like it was in the begining for lands and people the underdark goes on pretty much as usual with little or no change exept for the following the drow was able to go to the dalelands sindce night is so much longer and take over the dwarves go deeper into thier mountains to find food and supplies Anauroch becomes a windswept ice tundra that even the Shade had to leave Chultan Peninsula looses much of its jungle and becomes a thriving country from all the refuggess from the north Cold lands the glaciers took back damara,Narfell nd Vassa mainly savage tribes lives there Cormyr is now a shadow of its self Dalelands in usnder the control of the drow and slavery is very popular Silver Marches is no more The High Forset has expanded under Turlag's rule (yes he is still alive) it now has The Silverwood, The far forest,The Moonwood and The Night Trees ass one Giant forest. In there nature is supreme and most other races are not welcome. |
| ShadezofDis04-11-07, 11:16 AM | Thanks for clearing up my post Sage :) My spelljamming knowledge isn't all that great. |
| The Ubbergeek04-11-07, 01:13 PM | Hum.... Calimshite excurses in the nearby country and Al-Quadim? A new menace from the Hordeland or perhaps the reverse - a nearby country decides that he could make a colonisation effort in the wastes with Cossak-like warriors. Exploration of the uncharted continents. A lantanese colony. The war between Mulhorand and Unther become hotter and involves nearby countries, kind of like the wars of the 18th-19th centuries. In a similar vein, changes in the 'god teams' on both sides. (in my idea for a campaign) A new culture is discovered by brave explorers in ANchorome... Ortania (sorry for the name, I am not too creative ^^;). Or in your campaign. maping and exploration of Anchorome in general. |
| Exploit04-11-07, 03:57 PM | Depending upon your interpretation of the Maglas prophecy, 500 years in the future either all of Faerun's leaders should be dead except for dragons or undead dragons should be the rulers of Faerun. Another possible interpretation of the prophecy is that Faerun is now ruled by undead. In a world over run by magic resistant undead and dragons, the pesky humanoids have resorted to technological advances, such as gun powder and sky ships, to continue their resistance war. |
| GothicDan04-11-07, 03:59 PM | Gun powder doesn't exist in Faerun, nor does the utilization of electricity as we know it (the physics is different in many respects). If Magic advanced that quickly, Oghma wouldn't have the power to 'keep technology going' and actively RIVAL magic, certainly. At least, that's how things would work given the current divine system. One could change it if he wants. |
| Exploit04-11-07, 04:29 PM | By canon, the Gond clergy already has "smokepowder" which in essence is gunpowder, except that it works via "magic" instead of physics. Regardless of its manufacturing process, it is in essence the same thing since it is already in use in the current timeline to make cannons and guns. |
| GothicDan04-11-07, 04:35 PM | I agree. I was merely pointing out that smokepowder is not the same thing as gun powder; one relies on magic, and one does not. :) |
| Sir_Wolfgar04-11-07, 08:03 PM | Thayans build a canal near Innarlith that allows ships to pass between the Inner and Outer seas. Amn and Mulhorand fight a bitter war over control of the Canal. While I personaly believe this would make for a great campaign arc, and that it is inevitable for the region, if Skyships take off in popularity soon after 1376 (or 75 or whenever) the canal probaly wouldn't be built. Had a thought about bringing the War-forged in to the FR. What if a collection of Unteric mages opened a large gate to a different realm in hopes of turning back the Mulhorandi army (orc-gate wars style)? The gate opens upon a barren realm of machines fighting over mineral wealth, and some of them are lured into fighting for Faerun's natural resources. The after Mulhorand is driven back by the war-forged army, the newly arrived populace begins to worship Gond. (he gains a war-forged portfolio?) This angers Tiamat, who had designs on making Unther and Chessenta and the surrounding area a haven for evil dragons, so a great war is fought between the evil dragons and the Cult of the Dragon and the war-forged. Various crusaders take arms to aid the war-forged, and the island nation of Lantan sends out it's own tech-enhanced crusade army to aid the worshippers of Gond. That progression gives a nice old magic vs new technology feel to the timeline, and the absence of evil dragons clears the skys for the ever more popular Skyships. |
| Old Sage04-11-07, 08:20 PM | In a world over run by magic resistant undead and dragons, the pesky humanoids have resorted to technological advances, such as gun powder and sky ships, to continue their resistance war.If we're taking about modern tech (or any type of derivative for that matter) that would run on electronic components or use electricity for power... it simply doesn't work in the Realms. We know this from the 1e and 2e FRCS box sets. To put it simply, the physics of Toril/Realmspace won't allow such aspects to function. That being said, an alternative to this idea may be to expand upon the 'machines' detailed in the "DaRoni's Workshop" section of Aurora's Whole Realms Catalogue. It provides a sampling of siege engines and other weapons of war that are of a tech-level allowed in the Realms. They're inspired by da Vinci's own work on military and siege engines while he was in Florence. |
| Old Sage04-11-07, 08:21 PM | By canon, the Gond clergy already has "smokepowder"...Though Kara-tur had it for centuries before that -- as noted in Forgotten Realms Adventures. |
| jonstryder04-12-07, 12:23 AM | Alot of posts since the other day. Looks like I started a winner of a topic. Some notes after reading things. ----------------------------------------------------------- 1) Spelljamming: Since there is really no mention of it in the campaign guide and little other information in the books I do have then I'm basicly ignoring anything "spelljammer" related for FR. Gnomes pretty much intitially developed airships...although they were more or less blimps at the time, the idea caught on quickly as people were looking for an "up" after the God's War which dramaticly changed many things about the realms. Air-ships, as per the modern term of the realm use a device known as a "perpetual arcane engine" which is powerful type of steam engine. It requires a fire and water elemental tobe bound inside a specially made chamber, or in some cases fixed portals to the elemental planes of fire and water are used to generate an endless supply of fire and water, which intern generates a predigous amount of steam to power the ship. Of course there are more than one of these steam engines in most of these massive ships. Zeplins are around for the "poor man" while actual air-ships are extremely expensive to make but are fast and can go anywhere. 2) Gunpowder: This is an alchemical creation, not unlike smoke powder, but with a few different reagents added to it. There is no rule in any book saying that everything has to be magic. Gunpowder simply is the next step up for alchemists who have been experimenting with smoke powder. And keep in mind it takes only 1 innotating mind to change the world. Again, you can blame gnomes for the birth of black powder...and dwarves for weaponizing it. Although a gnome was responsable for the creation of the grenade...which got it's name from him after a slight misshap in his presentation where he had the device hanging from its pin--it fell off and blew him up. The term/word/name "grenade" came from someone yelling his name as it fell from his waist. There are plenty of jokes around about any gnome with even a grain of gunpowder on their person. 3) Undead: This is a resent problem in the realm that I actually had contemplated as a problem from the God's War, but has only started becoming a problem in recent years. Alot of people died in the God's War. They are on the rise and no one knows how or why this is happening. As such, many cities and towns and villiges are becoming walled in structures if they weren't already. Ironicly the Thayans are actually not to blame for any of this, neither are the Zhents. 4) Advancements: Things were not really advancing until the God's War came about. There were things here and there before hand, but it was after the war occured that "technology" was really defined and took off. This may have been because so many different gods from other realms had a drastic effect on the nature of magic in Fearun. Magic has changed, and yet it hasn't. Even more is possible with magic than before. But the world is more open now for new sciences and technologies. 5) Cormyr: Still stands, but is ruled over by a councel of elders. The bloodline Azoun was wiped out by Bane personally as he knew of a prophecy about them that he would stop from occuring at all costs, and he succeeded. Cormyr though does have somthing new, a crystal spire that juts out from the old castle in the capital city, the crystal spire cut the castle in half but was since been made into a tower. The cystal mined from the spire is now used in weapon and armor smithing. the crystal is growing all over the place in the remains of the castle and crew are weekly "mining" this crystal for resources. The crystal spire is tenatively called the White Spire by most people but has never really been officially named. Also on the note of these crystals, there many other similar crystal growths around the world like this, but none are even close to being as big as the spire in Cormyr. There is nothing evil about the crystals though. 6) Psionics: Psionics are being allowed in my game. In terms of story, psionic powers are new and another reprecusion of the God's War. ---------------------------------------------------------- Now while the discusion is interesting....not much is overtly helpful for helping me to write up a campaign that will take the players on a long journey to "save the day". The idea's I've been toying around with and doing way too much writing on are as follows: 1) Doing something about the growing undead problem. (I've been playing NWN 2...but really want to avoid any pulling from that game for a story.) 2) The PC's come across a legendary weapon from the God's War, oen crafted by Elminster himself before being elevated to demi-god status by Mystra. The thing is, its found someplace it shouldn't be...and there are more of them out there, waiting to be found. Of course the problem for a GM is the balancing of the weapon's power with the PC's, and more over how they go about finding not only the 1st weapon, but how to get them to go after the others...not to mention the motives of the opposing force out to get these weapons as well. 3) A new force is rising in Fearun, one that is bent on filling the void left by Bane's banishment. It is not any of the old gods or demi-gods. The question is how to get the PC's invloved when the can undoubtedly turn over this information to organizations with far more skilled people and with more resources. (My group realllly likes to throw curve balls at the GM.) That's the skinny of what's been rattling around in my head for a few weeks now. So far my idea's have hit brick walls and just don't factor out right, so I'm constantly doing rewrites. |
| Karsus the Mad04-12-07, 06:45 AM | I thought the same for years until someone was kind enough to post the actual passage. To be more precise. Page 9, Running the Realms, 2eFRCS The physics of the Realms are slightly out of synchronization with the rest of the planes, so that many technological devices which operate on electronics do not function. Equivalent devices may be developed by player characters. DMs should put some thought into what they will allow into their campaign worlds. DMs may choose to eliminate the use of gunpowder (or its magical equivalent, smoke powder) from the Realms, at their option. |
| GothicDan04-12-07, 11:53 AM | My 2E boxed set... Packed up in a closet at the place where I sometimes sleep. *Sad, misses it.* |
| MarkusTay6304-12-07, 07:33 PM | The Spelljamming rulebooks specifically state that Gunpowder does NOT work in the realms, regardless of wheather you can get your hands on it or not. The Spelljammer/Halrua/Evermeet question KEEPS popping up, at least once a month. The Netherese had a nasty habit of dissecting anything they came across in space, including other sentients. I don't believe they so much as 'gave-up-on' Spelljamming, but rather the Arcane (3e Mercane) refused to sell them anymore helms after their 'experimentation'. No-one likes a vivasectionist, not even the Illithids. ;) The Netherese that escaped to Halrua via Sky-ships were probably using the state-of-the-art Netherese technology of that time, being that the Netherese never figured out how to build their own helms, so that the current Halruan ships would be based off of these (failed) proto-types. Most likely these ships were used just to transfer goods between cities, like shuttlecraft from Star Trek, and were commandeered into service during the evacuations. In my campaign (which takes place twenty years into the future), I have figured on 'something' going on in Realmspace that has pretty much ended the groundlings from going there anymore. Basically, Wa lost its ENTIRE navy, and both the Shou and Elves took heavy hits. Cormyr had already sold its ships to waterdeep, because the regent had no interest beyond Cormyr's borders. The Waterdavian navy was also badly damaged and is now grounded until further notice. I'm using this as a plot-hook for an eventual WSE that will change EVERYTHING forever, if I feel like nuking my FR campaign. I'm thinking Abeir-Toril as the last free world in the Universe... :plotting: For now.......... :schemes: |
| Old Sage04-12-07, 08:23 PM | The Netherese that escaped to Halrua via Sky-ships were probably using the state-of-the-art Netherese technology of that time, being that the Netherese never figured out how to build their own helms, so that the current Halruan ships would be based off of these (failed) proto-types. Most likely these ships were used just to transfer goods between cities, like shuttlecraft from Star Trek, and were commandeered into service during the evacuations.The Halruaans likely only had minor access to limited spelljamming lore to begin with. And thus, 'tis likely they would've decided, at least early on, to elaborate on pre-existing Netherese designs involving Skyships, rather than trying to develop a spelljamming alternative. As it is, I don't see the Halruaan Skyships as the result of failures made by Halruaan researchers relying on Netherese spelljamming techniques. It's likely that there simply may not have been enough useful Netherese spelljamming lore to motivate such Halruaan research in the first place. Rather, I see the Halruaan Skyships as designs the Halruaans themselves built upon using what little Netherese lore, regarding Skyships from Netheril's time, filtered down through the centuries. |
| Old Sage04-12-07, 08:30 PM | Though, to explain the fact that some Halruaan Skyships are indeed configured to use spelljamming helms, I like to think that during this time... Given the Arcane's interest in making money, and their overall penchant for manipulative business dealings which benefit only themselves, it's more likely that the Halruaans went to various planar markets in search of "cheap" helms, and thought they were getting a better deal for the helms through a secretive third-party in Sigil. The Halruaans, satisfied in the knowledge that Arcane try to avoid the City of Doors, take heart in thinking they've found genuine "blackmarket helms". At which point, the Halruaans are caught out when it is revealed the third-party merchants were actually representing (and working for) the Arcane in Sigil. Displeased with the Halruaans dishonest actions (actions the Arcane clearly orchestrated to produce the desired result)... the wizards were forced to deal with the Arcane and purchase the helms at increased cost. |
| MarkusTay6304-12-07, 08:41 PM | I would agree with you 100% Sage, IF the Halruans would have escaped from fallen Netheril by some other means. But the fact remains that they had enough ships to moved a sizeable population south, even though Netheril had given up on Spelljamming centuries before. Thats why I think the Skyships were probably DAMNED GOOD ones, but still based off of the ships they had built centuries earlier. Remember, a Halruan Skyship COULD theoretically enter arcane space, it just wouldn't last very long. Between Karsus' shutting down ALL magic within the sphere (leaving the Arcane with some angry dissatisfied customers), and the Netherese pention for cutting every living thing open to see how it works, I don't think the Arcane (Mercane) are about to sell any of Netheril's decendents a helm for a VERY long time. :D |
| BrennonGoldeye04-12-07, 09:41 PM | :clap: :dancin: Yay! Markus is back!:dancin: :clap: |
| Old Sage04-12-07, 09:58 PM | I would agree with you 100% Sage, IF the Halruans would have escaped from fallen Netheril by some other means. But the fact remains that they had enough ships to moved a sizeable population south, even though Netheril had given up on Spelljamming centuries before.I've already noted that the Netherese developed Skyship-like vessels. And that these earlier designs are probably what became the basis for the Halruaan-developed Skyship which is in use throughout the Realms today -- based largely on previous research and design techniques established by the Netherese. The 3e Shining South tome notes that Raumark, and his fellow Netherese wizards, fled Netheril on those earlier Netherese-developed Skyship designs. |
| MarkusTay6304-12-07, 10:15 PM | :clap: :dancin: Yay! Markus is back!:dancin: :clap:Thank you, I feel loved. :love: I've already noted that the Netherese developed Skyship-like vessels... The 3e Shining South tome notes that Raumark, and his fellow Netherese wizards, fled Netheril on those earlier Netherese-developed Skyship designs.Okey Dokey, as long as we are on the same page. I think sometimes you and I are saying the same thing, only differently. ;) Obviously the Netherese had normal Skyships, or how else would the day-to-day business of exchanging goods and services be conducted? They would have needed an army of Archmages just to handle all the teleports/fly spells. I doubt any of those Cities could land... not with a big ol' point sticking out of the bottom. :D I do have something written about one that could land, which it eventually had to.... Not sure if I want to post it in the KT thread (since thats what I wrote it for), or submit it to CK. It ties about a dozen pieces of individual lore together, so that might be a bit much for CK, still not sure about the do's-and-don'ts over there. :thinks: |
| Old Sage04-12-07, 10:39 PM | I'll take a look at it if you want. Candlekeep is always on the look out for new and curious Realmslore -- especially if it works at linking together currently disparate tidbits of lore. You may even want to consider it as a possible submission for the Candlekeep Compendium. Without giving too much away... I can say that Kara-Turan lore WILL prove particularly useful soon enough. |
| MarkusTay6304-12-07, 11:28 PM | Very cool, PM me your E-Mail and I'll send it straight away, it's 90% complete (like everything else in my life). It was written to explain a strange 'phenomena' in the Celestial sea, and I started filling in the blanks and it just sort of wrote itself. I'm especially proud of one particular piece of history I linked together - a rather nefarious item concerning a certain race's TRUE under-handedness... :devil: Of course, it does change how people will view a MAJOR event, but it doesn't change the event itself.... Also, let me know what else you guys will be looking for for the compendium, I've been doing MASSSIVE research on the region for the other thread, and at the very least I can provide you guys with a map of the region. Maybe even sneak in my 'new' race... :D |
| jonstryder04-13-07, 01:17 AM | I have decided that for my campaign setting, based up on things, (and I'm most likely reinterating things here), as to what will be in it and how things have changed. ----------------------------------------------------------- -QUOTE- Page 9, Running the Realms, 2eFRCS The physics of the Realms are slightly out of synchronization with the rest of the planes, so that many technological devices which operate on electronics do not function. Equivalent devices may be developed by player characters. DMs should put some thought into what they will allow into their campaign worlds. DMs may choose to eliminate the use of gunpowder (or its magical equivalent, smoke powder) from the Realms, at their option. ----------------------------------------------------------- Just becuase things are out of synce does not mean things are not possible. Also the God's War changed the realms in the setting. As such since the war, there have been leeps and bounds in technology in a short period of time. So many gods from other realms, coming to one place and bringing with them unsual magics and powers did something to the realms (as I mentioned). There are no electronics. Steam engines are the new thing, and are low tech and with in all realms of possability. The means in which they are powered can be low tech (water and coal) or mystic (some way to constantly generate water and fire). Now in reality, black powder was considered a form of alchemy as most people know. Now following this line of thought, the creation of black powder is like the smoke powder only more powerful. Created with alchemy as one would think. In the past, before the God's war, the missing element for gun powder couldn't be found, the best anyone could get was "smoke powder". But then that missing element fell into place and smoke powder became black powder and refined into gun powder. (See, I've thought it through.) :D -------------------------------------------------------- Spelljammer-----will not exist or be mentioned in my group. For both simplicity and more importantly "sanity" of all those involved, spelljamming in the realms will be ignored. The first "sky-ships" or "blimps" were created 100 years after the God's War. The first official "air-ship" was constructed 100years from the current time. Air-ships have been broken down into different classes: 1) Armada Class: Military grade airships, the equivlent of a battle ship. They are the largest ships in the world, and there are only 6 of them known to be in service. 2) Cutter Class: This is a standard class commonly used for transporting goods, and people around. Air-pirates use this class of air-ship. Discounting the shis built/stolen by air-pirates, there are roughly 37 cutter class air-ships active all over Fearun. 3) Porter Class: This class of ship is small and generally owned by privateers. They are smaller than a cutter, but not by too much. 4) Dingy Class: As the name would imply, the smallest class of ship. You can say that it is slightly larger than a modern day small yaht. Armada class ships carry 3-4 of these on them so the ship does not have to land unless it has to. ------------------------------------------------------- |
| Karsus the Mad04-13-07, 08:09 AM | The Spelljamming rulebooks specifically state that Gunpowder does NOT work in the realms, regardless of wheather you can get your hands on it or not. Is that the only source that says such? If so, I got my laugh for the day:) |
| jonstryder04-13-07, 09:24 PM | Here is the compiled history of what I've writen so far for the 500 year space of time. ----------------------------------------------------------- ::The End of an Age:: For many years the world of Faerun has seen little in the way’s of advancements, in contrast to the worlds of other realms. Things have change since 1372, the year of wild magic, to the time of the God’s War. The Betrayal of Azoun the V Growing up in the shadow of his father was not something young Azoun the V could handle. As he grew, his aunt disciplined him strictly and held the ideals of his grandfather, Azoun the IV, high. Azoun V resented his elder sister and grew spiteful and bitter with his aunt, and in turn his father’s legend. As the years wore on, Azoun V also became arrogant and pompus, a spoiled prince who always got his way…except when Alusair was around. The year, 1389 brought about Azoun’s 18th birthday. As per tradition the day was to be filled with celebrations and at days end he was to be crowned king. It was on this day, as a gesture of good will and in hopes of fostering a kind and benevolent king, that the great sage, Elminster paid a visit to Azoun V and Alusair. He came bearing a gift of a sword, forged by Elminster himself, the blade held a fraction of Azoun’s father’s essence. When Azoun the V took the sword he tossed it carelessly to the side and demanded something more fitting for a king. Alusair, until now had barely been keeping her temper in check with her nephew’s antics of the day picked up the sword and thrust it back into her brothers hands. He would examine and accept the blade properly, as he was not king yet. Azoun V finally snapped. He had had enough of his aunt telling him what to do. He was king and not her. And he drew the blade against her calling for Alusair’s immediate arrest. But the blade turned against him. Azoun’s hand was burned to a cinder in a moment. Amidst his cries, and the cries of those present. Elminster picked up the sword and held the hilt out for Alusair to take. He explain calmly that the sword held the essence of their father. And that to turn the blade against his own blood must have enraged the spirit of the sword so much, that it punished young Azoun harshly. Alusair took the blade from Elminster and returned it to it’s sheath. But this was not the end. Believing himself to have been betrayed, Azoun cried out his rage to all those present, pulled a dagger from the dinning table and again lunged at his sister. Prince or not, it was an deliberate attempt on the regents life…and as Alusair had said, he was not king yet. Caladnei stopped the prince with out a moment’s hesitation. His actions were treasonous, punishable by death. However Alusair steeled her self and proclaimed that her nephew would not be king, and for his actions he was to be exiled. Azoun fled from Suzail and vanished into the wilderness clutching the stump he had left for an arm, vowing vengeance upon his sister, and his father’s name. Days later Alusair was officially crowed queen of Cormyr instead of being only the steel regent. 1394 was called “The Year of the Warring Blood.” It was in this year that Azoun returned at the head of an orc army. He intended to rule Cormyr by his own hand, and to do that meant he would have to kill all those who opposed him. Initially the internal factions of nobles had secretly been aiding Azoun to build up his forces as they had hopped to earn favor with him and get what they wanted out of the war. But Azoun betrayed them and used them only to meet his own agenda. A black guardsman now, Azoun stood as a champion of Bane, and was granted domain over the orcs so long as he vowed to succeed in his act of vengeance. For a year, Azoun and Alusair’s forces battled until the two met again on the battle field, both intent on ended the war by their own hands. Azoun wore black demonic armor with a vicious double bladed ax head where his right hand had once been. His aunt wore armor fitting for one who was known as the steel queen. But more over she wielded the blade that had rejected Azoun. Their battle lasted only minutes. Having far more experience in battle than Azoun played a small part in her victory over the betrayer. But the sword itself saw to it, that Azoun the V’s life came to an end. The finishing blow was a single across Azoun’s neck, it happened faster than anyone could perceive, even himself. When Azoun fell, his orc forces fell into disarray and fled from battle. For the remainder of her years, Alusair has long regretted having to kill her nephew, and she regretted the fact that she may have been partly to blame for his fall from grace. But a new line of the Obarskyr bloodline came into fruition a year after the death of her nephew, as Alusair finally took a husband, although she made him take the Obarskyr name upon their being married. ----------------------------------------------------------- The God’s War One hundred years after the betrayal of Azoun the V came the God’s war. It all started when Bane, seeking a way to increase his own power and dispose of Tyr and the other gods that he despised, learned of something that no one had learned of. The Forgotten Realms had long been out of since with the realms of other worlds. And Bane learned of a way to call out to other gods across the void. And a plan formed for Bane. Over the course of several years, Bane wove a tapestry in the barriers that divided these worlds from their own. And he then summoned to him the gods of these other realms. When they came, Bane explained what was to be done, and that if each desired to lord over their respective realms, then allies were needed, and by banding their powers together, they could dispose of the gods here and then move on to each others respective dimensions and repeat the process. The dark gods agreed to follow Bane, for the time being. But Bane had other plans. He had woven a spell that would slowly and ever so discreetly drain these other gods of their power so that he could sup upon that power and become stronger himself. The evil gods of a dozen other realms descended upon Faerun. The gods above decended themselves intent on stopping these foes but quickly found that this was a battle that could not be fought and won as is. Bane himself took vengeance upon certain individuals and families as did many of the evil gods of the Forgotten Realms as they were now able to do so, unopposed. The Obarskyr family was the first to suffer the fate of annihilation at the hands of Bane. Suzail was nearly split asunder by Bane’s attack. A year passed in which the people of Faerun feared that all hope had vanished. It was here that Elminster stood as one of the few shinning lights in the dark. His efforts over the year helped to protect certain individuals, ones detrimental to the future of the world. While Elminster protected future heroes from annihilation, the good gods of the realms fought on. Bahamat, the dragon god, found how Bane had violated the boundaries of the realms. Undoing the magic that linked Bane to all that passed through the portal, Bahamat called to the gods what realms he could. His plies were heard, and responded to swiftly. The war, and the world of Faerun was not changed. Gods of a dozen realms stalked the lands now, doing battles where a swing of a sword could create a valley, or where thunder bolts obliterated mountains. Two years of fighting took a toll upon the evil gods that had come to Faerun. They were starting to feel the draining effects of Bane’s spell upon them. And with the good gods not tiring as they were, they all were forced to abandon Bane and return to their own planes so as to not loose all their power. Before the good gods could return to their planes as well, there was the small problem of Bane. He was mighty now, more so than any god should be. And all the gods felt the stirring of Ao, who could very well unmake all that was simply to deal with Bane. Tyr, Mystra, Zeus, Odin, and a dozen other elder gods descended upon Bane; it would be their only opportunity to stop him and to save Faerun. Several of the younger gods of Faerun were slain by Bane in the battle but ultimately the good gods prevailed. They managed to strip Bane of his godly power, but still could not kill him as he would return yet again. So Mystra decided that he would be sealed away. Both Odin and Zeus saw this as wise but added that a seal made up from the powers of the gods of so many other realms would be completely unbreakable. Mystra had already chosen a successor to be the god of magic and had been willing to give her life to seal Bane away, once and for all, for all eternity. However the two other elder god’s proposition made more sense, and it would not potentially risk the loss of all magic in Faerun; for if that occurred, even the visiting gods would find it nearly impossible to return to their own realms. And the magic in Faerun was already stretched as it was. And so, Bane was sealed away, flung into the heavens. As all things returned to “normal” and the visiting gods took their leave, Mystra commented to the rest of the remaining gods, that the world had been changed, and that the magic of Faerun had changed. Form there on, everything would be different now. While the God’s War was undoubtedly short in the grand view of things, it had rot enough turmoil and change as if it had gone on for at least 5 times longer than it did. The war came to an end in 1492, while Elminster, for his actions and sacrifices, (he lost an eye and an arm), was elevated to demi-god status by Mystra, his arm and eye were both restored to him. ----------------------------------------------------------- 1595, The Year of Wondrous Creation In the last 100 years people have spent their time trying to pick up the pieces. The gods themselves walked amongst the people of Faerun, aiding in the restoration and rebuilding of villages, towns, cities and such. 100 years of peace was unimaginable, but there it was. However the people of the lands were depressed, and always looking for the next greate disaster to befall their world. It really came as no surprise that a group of gnomes decided that they wanted to give people something else to look to, hope for the future. So the gnomes worked feverishly for a year on their contraption. At the beginning of 1595, the gnomes presented their creation in Cormyr in the newly restored city of Suzail. It was a Flying-Ship. Many considered the gnomes insane when they took flight, but it was a miraculous invention non-the-less. It was in this year, because of the gnomes display of invention, that others caught on to it, and a new age was about to start for Faerun. ------------------------------------------------------------ 1690, Year of the Bada-Boom While a funny name for the year, it does express what occurred. For many years the only “explosive” was an alchemical substance called smoke-powder. It was in 1689 that, once again, a gnome alchemist stumbled upon (completely by luck) a combination of ingredients including many of the same ingredients as smoke powder that resulted in a potently explosive powder. Dubbed “black-powder”, the gnome put the substance to use creating pyrotechnic displays. The year of the Bada-Boom was named as such for the extremely impressive pyrotechnic display that he put on in Waterdeep, where the loud “bada” sound came just before the “boom” of the object exploding in the sky above Waterdeep creating a colorful display that entertained all there. However black-powder found another use. The shield dwarves found the substance even more useful for mining as well as a potential weapon. It was in 1694 that the first “musket” was seen in use by dwarves. 1695 saw the first grenade. Named after it’s gnome inventor, Veltosky Grenolde. He had built a round object with a pull pin fuse. You pull the pin and then you had a certain length of time to drop or throw the device before it blew up, depending on the fuse you had for it. He was going to call them “boom-balls”. At a display he was running out with a belt lined with these things. When he came to a stop he heard the distinct sound of a half a dozen “boom-balls” falling to the ground. He had made the unfortunate choice of hanging them from their pull rings on his belt. When this happened, someone at the same time yelled “Grenolde”, but it came out sounding more like “Grenade.” The poor little gnome was ripped apart in a rather gruesome display, although those present could hardly doubt the explosive power of such a thing…while mages were quick to point out that these things simply turned a person into a walking fireball ready to explode. It is also because of this incident that many people are very hesitant to sell anything like this to gnomes. 1769 saw many additional changes. Flying-ships were now being called blimps, and there were rumors that new types of flying machines, being called air-ships were under development. The musket was now different. No longer did it have a trumpet like end, but was now a strait barreled weapon. Ammunition came in the form of a metal ball or shaped bullet wrapped tightly with wading and “gun powder” in something of a small pouch made of a paper like material. The barrel of the weapons would be opened and the load would slip right into place, and then the barrel would nape closed and be ready to be fired as soon as the hammer was pulled back. The streamlining of loading these weapons was an innovation brought about by the newly formed Cormyrian riflemen corps. Muzzle loading a rifle could be done fast, but still took too much time. This innovation in firearms however sped things up considerable, and it set a new standard for firearms manufacturing in Faerun. ----------------------------------------------------------- 1772, Year of the Air-Ship In 1772 the first official “air-ship” was launched from the first Tethyr “air-ship yard”. The ship was roughly the size of a gallon type water faring boat but not designed like a blimp. It used a new type of steam engine known as a perpetual arcane engine. With several of these engines on board the ship, the massive propellers attached to the ship in various ways would lift the ship from the ground, and allow it to hover in the air or go up or down. Other propellers on the ship allowed it to go forward or backward. A bound air elemental ensured that the flight was not breezy and that the air stress upon the ship was significantly reduced. Many people disliked the idea of binding elementals to air-ships, not only because this was a difficult and tasking thing, but because it was a violation akin to slavery. While this did nothing to deter the continued manufacturing of air-ships with bound elementals to them, some wizards have been researching alternative means of powering the perpetual arcane engines, which were nothing more than powerful steam engines. In the mean time, on the land the first arcane steam-locomotive set out from Waterdeep to Neverwinter, and was set to travel to Cormyr after that. It was set up an hour out from Waterdeep by a small orc horde…many got ran over by the train. The train not only uses steam power for locomotion, but uses the power of bound earth elemental to constantly generate “stone” tracks for it to run on, thus there are no “permanent” tracks for the train to run on. ----------------------------------------------------------- 1872, Year of the Risen (Current day/age) In resent years, undead have started to become a serious problem. Bodies long dead from the God’s war have started walking the lands. No one has been able to ascertain the reason why this is occurring. Many priests and clerics have been having visions that a new power will be rising in the future, one to fill the void left by Bane…but whether this is a good thing or a bad thing is the question. Air-ships have been refined and there are now 4 specific classes of air-ship. 1) Armada Class: Military grade airships, the equivalent of a battle ship. They are the largest ships in the world, and there are only 6 of them known to be in service. Two are in service to Tethyr. Cormyr has one for themselves, the Sword Coast nation has a ship as well (Waterdeep is the capital city). Thay has one. The Mulharand have one, and lastly the floating/flying island nation of Lantan has one as well. Armada class ships can usually carry a complement of about 60-75 people on board, including passengers, and a full load of cargo. 2) Cutter Class: This is a standard class commonly used for transporting goods, and people around. Air-pirates use this class of air-ship. Discounting the this built/stolen by air-pirates, there are roughly 37 cutter class air-ships active all over Faerun. Cutter class ships can generally hold roughly 45-50 people and a full load of cargo. 3) Porter Class: This class of ship is small and generally owned by privateers. They are smaller than a cutter, but not by too much. The first air-ships were of porter class. Porter class ships can hold about 20-25 people and a full load of cargo. 4) Dingy Class: As the name would imply, the smallest class of ship. You can say that it is slightly larger than a modern day small yaht. Armada class ships carry 3-4 of these on them so the ship does not have to land unless it has to. Blimps are classified under this class. Dingy class ships usually carry 10-15 people in addition to a full cargo load. Most educated people know the basic class types of airships. Lastly there is the evolution of the firearm. In resent years the break barrel rifle and pistol have given way to a new type of rifle and pistol, that incorporates clockwork mechanics. They use a cylinder to hold several rounds of ammunition thus allowing for a higher rate of fire. Additionally there is a lever action type of rifle, and a bolt action type. These new firearms use a new type of bullet referred to as a jacketed bullet. While these newer firearms are expensive, they are of better craftsmanship and generally easier and faster to load. But the ammunition requires more attention when being made, and thus it takes about 3x longer to make a jacketed bullet than it does one made of flash paper. Some mages have also gotten onto the bandwagon of making firearms…only as expensive magical variations. Their firearms are known as spell-guns. They use an unusual process of casting spells. The spell-bullets are made from carved wood, and arcane runes and symbols are carved into the bullet. The process is essentially the same as if making a scroll, however the types of spells used for it are rather restrictive. The effect produced additionally is not like the spell. Currently there are only 4 types of spell-guns out there at the moment; fire, ice, electric, and force. (The spell-guns themselves are considered wondrous items, while the spell-bullets are considered to be a type of scroll.) When fired, the wooden bullet is transformed into the spell effect and fired from the weapon. A fireblast spell-bullet would have a similar effect as a fire arrow or similar spell. A fireburst spell-bullet would have an effect like that of a fireball spell. The bullets are divided into 4 types, “blast, burst, spray, ray” (as noted above for the fire examples). Blast) Fires a single powerful round. Burst) An explosive effect detonating and spreading out over an area from the point of detonation—use with caution. Spray) A cone or line like effect spraying the effect over a focused area. Ray) A highly accurate shot with concentrated power. One of the most expensive and dangerous rounds. |
| BrennonGoldeye04-13-07, 10:50 PM | Hey, thats quite neat. Just change the word 'father' to 'grandfather' in the first bit.:D |
| Lady_K04-14-07, 07:13 AM | Brennon's right, Jon. Very nice! I've been pushing Alaundo to include new updates in an "Alternate Realms Campaigns" section at Candlekeep. This would make a fine addition I think. |
| Derren S.04-14-07, 07:31 AM | One small thing. Firearms do already exist in the realms (including some quite advanced designs) so it wouldn't take that long to create firearms that use black-power instead of smoke-powder. |
| Lady_K04-14-07, 07:48 AM | I recall it being said that most of the firearms detailed in the DMG are *mostly* applicable in the Realms. |
| Karsus the Mad04-14-07, 08:19 AM | I recall it being said that most of the firearms detailed in the DMG are *mostly* applicable in the Realms. I would think all but the modern firearms would be applicable. The FRCS was originally going to have additional Faerunian firearms included in it, but for whatever reason they weren't in the final product. Lockwood even did some artwork for it. http://www.toddlockwood.com/galleries/dnd/03/firearms.shtml |
| BrennonGoldeye04-14-07, 08:44 PM | One small thing. Firearms do already exist in the realms (including some quite advanced designs) so it wouldn't take that long to create firearms that use black-power instead of smoke-powder. You just keep investing in those guano farms D.:D |
| GothicDan04-14-07, 11:22 PM | Most likely not, since Gond (the god of technology) is currently providing only knowledge to smokepowder (magical). For all we know, the chemicals to create actual black powder may not exist in the right forms in Faerun at all. |
| Old Sage04-14-07, 11:54 PM | Indeed. Unless, of course, there would be a magical derivative of black powder in the Realms. |
| Karsus the Mad04-15-07, 01:19 AM | since Gond (the god of technology) Which always confused me, given nothing in his portfolio directly relates to technology itself, especially the propagation of new technology (that's Oghma with invention). |
| Dielzen04-15-07, 02:14 AM | His portfolios are - Artifice & inventors (among other things) - See F&P Not sure why this causes confusion? |
| Karsus the Mad04-15-07, 08:55 AM | His portfolios are - Artifice & inventors (among other things) - See F&P Not sure why this causes confusion? No he doesn't. Gond has Artifice, Craft, Construction, and Smithwork. Absolutely nothing to do with Technology (in the regards in which he's accredited with anyway) other than making it reality. Oghma has Knowledge, Invention, Inspiration, Bards. As such is a better candidate for "god of Technology", since he is litterally the one that decides what will and will not be invented, whether it be lore, ideas or knowledge. No deity has Technology as a portfolio, tho' both the above fill the bill nicely as far as Faerun's current tech level demands. Gond holds dominion over the crafting and creation of, while Oghma holds dominion over the actual innovation that drives invention (creation of something new) that is the wheel of technology. However, with what's being described in this thread as 500 years in the future (and all the jazz that goes with that), a specialized deity of Technology (or gond or oghma claiming it as an actual portfolio: I'd go with Gond, since he's my lovegod) may be more reasonable, since technology is having a greater overall effect on the people of Faerun. |
| Dielzen04-15-07, 09:04 AM | mispost~ |
| Karsus the Mad04-15-07, 09:06 AM | And that would be Worshippers, which has nothing to do with portfolios. |
| Dielzen04-15-07, 09:36 AM | OK, now for the analogy that I couldn't think of at the time... Let's say you want to upgrade your computer, you go to some information site that tells you how to do it, great. But let's say you want all new computers that get produced to have this upgrade, you go to the source (Intel/IBM/etc) and demand it from them. |
| Old Sage04-15-07, 09:43 AM | Remember, Gond was derived from Hephaestus as Ed noted in DRAGON #54 -- "Down-to-Earth Divinity". Gond represents the inventor and artisan aspects, as well as that of the blacksmith. As such, Gond gives physical form to the new ideas that Oghma provides him with. A true 'deity of technology' in the Realms may actually be composed of two separate deities -- Oghma [embodying the idea of new technology] and Gond [expressing that idea into physical form]. Both Oghma's and Gond's entry in Faiths & Avatars would seem to support this interpretation. |
| Karsus the Mad04-15-07, 09:46 AM | OK, now for the analogy that I couldn't think of at the time... Let's say you want to upgrade your computer, you go to some information site that tells you how to do it, great. But let's say you want all new computers that get produced to have this upgrade, you go to the source (Intel/IBM/etc) and demand it from them. Yes. Oghma would be the computer, electronic, and software engineer that developed the new computer hardware design and software packages, Gond would be the A-Plus technician that put the parts together into a working system. There's a difference between coming up with a new idea (Oghma) and making that idea reality (Gond). Technology requires both of these aspects, thus neither deity alone is truly fit for it, but together both fit pretty well. |
| Karsus the Mad04-15-07, 09:50 AM | A true 'deity of technology' in the Realms may actually be composed of two separate deities -- Oghma [embodying the idea of new technology] and Gond [expressing that idea into physical form]. Both Oghma's and Gond's entry in Faiths & Avatars would seem to support this interpretation. Stay out of my head Sage!:) |
| BrennonGoldeye04-16-07, 09:22 PM | Stay out of my head Sage!:) I kind of like it when he does that. Leaves a warm slightly tipsy feeling behind.:D |
| Karsus the Mad04-16-07, 09:38 PM | I kind of like it when he does that. Leaves a warm slightly tipsy feeling behind.:D He was at least polite enough to clean up after himself. He even scrubbed some of the more remote, unused parts of my cortex while at it:embarrass Btw, I hath found my prestige class. Knowledge Arcana issue 9 has the Adamantine Chef:evillaugh I think someone had me in mind when designing it, especially the 4th level ability "Mastery of the Chaotic Kitchen":incog: |
| Old Sage04-16-07, 09:39 PM | Shhh! Keep it to yourselves... Otherwise everyone will start wanting a piece o' the Sage. :P :D And there just isn't enough *of* me to keep EVERYONE satisfied. ;) |
| BrennonGoldeye04-16-07, 09:50 PM | He was at least polite enough to clean up after himself. He even scrubbed some of the more remote, unused parts of my cortex while at it:embarrass Btw, I hath found my prestige class. Knowledge Arcana issue 9 has the Adamantine Chef:evillaugh I think someone had me in mind when designing it, especially the 4th level ability "Mastery of the Chaotic Kitchen":incog: Does this mean you will finally try that Slaadi Haggis recipe I have?:) |
| Old Sage04-16-07, 11:55 PM | I've heard it said that death slaad haggis is considered to be quite the delicacy in some circles. :P |
| Stigger04-17-07, 04:47 AM | Just ewww... |
| MarkusTay6304-18-07, 02:45 AM | Very nice, Jonstryder. Definately worth borrowing from, although I was planning on Azoun V going the 'bad-seed' route. :schemes: Is that the only source that says such? If so, I got my laugh for the day:)Not sure, but I know that Realms sources specifically state that Gunpowder is unavailable, so as to weather it works or not is a mute point from a groundling perspective. However, if someone were to bring some in from an alternate dimension it would not work at all according to Spelljammer rules. 2e Forgotten Realms Adventures, pg.11 - "Smoke powder, a magical powder similar to our gunpowder, functions in the Realms and has done so for hundreds of years, as evidenced by Kara-Turan rockets and small magical thundercrackers made for children. Firarm technology has never been extensively (or even adequately) researched and developed, however, save for a few crackpots and eccentric wizards. The reason is simple - who needs firearms in a world with fireballs? (The answer, of course, is people who can't use fireballs.) No major nation or organization has invested time and money into producing of Smoke powder weaponry on a large scale. The Red Wizards of Thay have developed some large siege guns (some are stationed on the pirate isles) but these are hideously inaccurate and consume hundreds of charges of smoke powder in a single shot. During the Time of Troubles, however, the Lantanese, whose state religion is the worship of Gond the Wonderbringer, were taught how to make reasonably safe and accurate smoke powder weapons. As a result, examples of the new technology are now drifting into the Heartlands. These weapons are rare, hard to use, and often are as dangerous to the user as they are to the target. Most rational fighters have rejected them, but they remain as an oddity, at least for the moment." The text goes on to say that the weapons won't be commonly available for at least another five years (after the Avatar Crisis), which means they should be pretty common by now (as evidenced by their use in Maztica). It also goes on to say that smoke powder IS a magical item, and all that goes with that applies. I suppose a dispel magic would render it inert, then? It also says that the Gondsmen did NOT invent the Starwheel - it was an import from space. That would mean that smoke powder is inter-changeable with gunpowder, which could lead to some very nasty situations. Suppose an evil person got a hold of an M16, and had the brains and wherewithal to take apart the bullets and pack them with smokepowder. Since the firearms tech level is mechanical, not electrical, it should funtion fine in Realmspace. That would make one helluva 'magic wand'!:eek: Reminds me of a comic in the back of Dragon years ago, where a Ranger clears a wall of ebil halflings with a machine gun. You just gotta love 1e. :D |
| Karsus the Mad04-18-07, 06:26 AM | Not sure, but I know that Realms sources specifically state that Gunpowder is unavailable, so as to weather it works or not is a mute point from a groundling perspective. However, if someone were to bring some in from an alternate dimension it would not work at all according to Spelljammer rules. It's the "one setting making rules for another." that I found funny:) When I read that, I got an image of an FR sourcebook detailing certain spells, then down at the bottom a little sidebar stating "Such and such effect, while attempted, has always failed in the Shadowrun Campaign Setting do to unknown reasons. Some Eberron sages have theorized...". Meh, such is how my giggle deprived mind seeks laughies:P Tho' the passage in the 2e Running the Realms seems to contradict this, as I can't see any reason to include an option for DM to *remove* gunpowder from the Realms, unless it did function. Prolly one of those "If rule X is newer than rule Y, rule X overrides rule Y" scenarios. Not that it really matters, as I've already invested way too much time and energy into a smokepowder Lantan, and am more than satisfied with the smokepowder only theme. Suppose an evil person got a hold of an M16, and had the brains and wherewithal to take apart the bullets and pack them with smokepowder. Since the firearms tech level is mechanical, not electrical, it should funtion fine in Realmspace. Heh, I have a da' vinci-like multi-barrelled gun rack myself:) The mishap chance is really high. |
| MarkusTay6304-18-07, 04:01 PM | Ummmm... there actually is one of those in the 2e book, called a 'Ribald'. :eek: The funny part is, that if you read what I quoted above carefully, the second paragraph completely cotradicts itself - "The Lantanese... were taught how to make resonably safe and accurate smoke powder weapons." "These weapons are rare, hard to use, and are often as dangerous to the user as they are to the target." So which is it? :confused: They are rare yet readily available, safe yet dangerous, hard to use yet accurate... You just gotta love 2e's pentient for being obscure, even when doing it's best to explain something. :D |
| Karsus the Mad04-18-07, 04:10 PM | Ummmm... there actually is one of those in the 2e book, called a 'Ribald'. :eek: The funny part is, that if you read what I quoted above carefully, the second paragraph completely cotradicts itself - "The Lantanese... were taught how to make resonably safe and accurate smoke powder weapons." "These weapons are rare, hard to use, and are often as dangerous to the user as they are to the target." So which is it? :confused: They are rare yet readily available, safe yet dangerous, hard to use yet accurate... You just gotta love 2e's pentient for being obscure, even when doing it's best to explain something. :D lol. I take that as just 2e explainations:P Spend a large chapter explaining X, only to not have really explained anything and opening up even more questions:) Annoying really, but also extremely useful, leaving wide gates for DM's to fiddle around in. |
| jonstryder04-18-07, 11:39 PM | Its an interesting topic with many points of view. I can only really use the info in the primary Forgotten Realms Campaign Setting book for a few reasons. 1) My group likes simplicity. 2) I don't own any other books with any updated information on the realms. 3) I can't buy the books because I don't have the money. 4) I can't find them at the library to check out. (Yes you can find D&D books in a library...at least in the Hillsboro/Beaverton OR library system you can.) Anyway I'll be posting some more info I've writen up for the game setting in a few days. |
| Dioxin04-19-07, 10:09 PM | In all seriousness, my predictions for the future. Wars between the servants of the gods will be fought will great armies of constructs powered by blood sacrifice. Magic negating spells will necessitate the construction of grand wind powered catapults, which will be able to hurl giant, land scarring creatures of living alchemy many leagues at a time. Those arcanists and priests who survive the wars will take to the skies, where they will build great cities of glass to trap the warmth of the sun. Each remaining god will manifest in a floating city and rule with absolute authority. Skyward peoples will develop many strange powers of the mind. They will communicate without sound and sustain themselves with the powers of concentration. Their mouths will shrink to resemble those of goldfish. The skyward people will use their arcane powers to beautify themselves. In five hundred years time the women will all wear levitation devices to hold themselves aloft and balanced, while each man will have an entourage of construct familiars to carry and display their facial hair. The size of levitation rings and number of beard carriers will become one's measurement of status within society. The floating cities will be held aloft by great bellows, worked unceasingly by creatures of extraplanar origin. After many months, the creatures' expended bodies are cast to the earth below to be eagerly seized by the earthbound for spicing. Aside from the occasional fallen morsel, the earthbound peoples feed solely on bland nuts and berries. These are the only plants that will grow in the blasted, war torn soil, watered as they are by the blood of fallen nature deities. Few animals and beasts will survive in the wild, including the tarrasque, the short hair cat, and the flesh eating sparrow. The cities of the earth will no longer exist. Instead, earthbound people will gather in small camps and move to wherever there is food and water. Gold and gems will lose all their value, while the worth of pinecones appreciate greatly. The largest trades will be made in blocks of magically preserved snow. All the intelligent surface races that remain will exist harmoniously. An elf will have no more hatred for an orc than any fellow elf or awakened giant frog. Written languages will disappear. The landbound peoples will speak only common, while the skyward have no need for speech. Spells are scribed in panels of many colored paints. This will be done at a small fee of ten pinecones or a dollop of ice. Smokepowder will be developed into a safe and convenient method of travel. Folks who need to move quickly will sit inside glass canopies and be blasted through the air from place to place. Use of wind catapults will remain the sole purview of armies. The drow will conquer all of the underdark. They will attempt a short invasion the surface, but finding it not to their liking, most will retreat back into their subterranean homes. Those who remain mingle with the people above ground and in the sky. It will be no stranger to encounter a drow in the future than to see a humanoid creature today. The boundaries between the planes will thin out, and many portals to the elemental planes will frequently open and close without warning. Smoking herbs will be banned for its tendency to draw the attention of unwanted elemental creatures. Instead, people will avail themselves of the more pleasurable and healthier alternative of breathing pristine elemental air captured in small airtight bladders. The well to do will also inhale young kittens to chase the stinging afterscent. |
| The WarOverlord04-20-07, 08:11 AM | Ubtao is long dead from lack of worship when Dendar emerges from the firepeaks and swallows the sun. The world is plunged into darkness and Shar reigns triumphant. :confused: How? If there is nothing to oppose there is no point to existance and even her worshipers won't survive the resulting "deep freeze", and eventually the godling of the Shadow will to l die within the coldness and darkness not to long after her worshipers freeze to death...."all fades to black" |
| MarkusTay6304-20-07, 05:18 PM | Good point - even in comics there is a prescedent. Both of the big companies have run mega-invasion crossovers, and in both cases the villians sided with the heroes to stop the aliens. Not much point in ruling the world if theirs nothing left, eh? Also, in an old 70's comic Lex Luthor stopped an asteroid from slamming into the Earth - because Superman was away on a space mission. Once again, there's no point in ruling a dead planet. The only god native to FR (and thats questionable) that would want to see the world end is Entropy. Cyric might do it out of spite, because he's nuts, but then regret it afterword. Thats about as far as it goes. I think 500 years into the future the gnome's plans have finally come to fruition and they became the undisputed rulers of the multiverse. The Illithids, however, were prepared this time out and avoid their own destruction. They, along with their Beholder and Drow allies, begin the rebellion to throw off the shackles of tyranny. Teaching the lesser races the ways of the force, the psionicly empowered knights of the old kingdoms rise up and oppose the evil Emperor Nevermind. End Chapter I |
| Karsus the Mad04-20-07, 05:30 PM | The only god native to FR (and thats questionable) that would want to see the world end is Entropy. Cyric might do it out of spite, because he's nuts, but then regret it afterword. Thats about as far as it goes. And Shar. |
| The Ubbergeek04-20-07, 05:30 PM | Shar also would like Toril to go down unto nothingness..,. because she IS nothingness... |
| MarkusTay6304-20-07, 05:41 PM | I guess you guys are right about that, but thats just plain stupid, considering that her power is tied (since ToT) to her worshipppers, she'd just be cutting off her nose to spite her face. This just reinforces my opinion that ALL gods are morons. :bored: |
| The Ubbergeek04-20-07, 06:51 PM | If she destroy all, she will be ALL that be. |
| jonstryder04-22-07, 02:30 AM | I promised an update following what I've already writen. Now while alot of the information from the book and below remains the same...I did add a few new things to some of the gods. Then there are 3 new gods. ------------------------------------------------------------ Deities of the Realms The God’s War changed much of the pantheon of the Forgotten Realms. Many gods died and many mortals worthy of God hood were either elevated to Demi-God status or to full godhood. But to start, lets go over the deities who survived the God’s War. To say that there were way too many gods in the realms is an understatement. The god’s war thinned the herd and many older gods picked up new portfolios. ------------------------------------------------------------ Name: Akadi (N) Portfolio: Elemental Air, Movement, Speed, Flying Creatures Name: Bahamat (LG) Portfolio: Good Dragons, Wind, Honesty, Decency, Personal Strength Name: Beshaba (CE) Portfolio: Random Mischief, Misfortune, Bad Luck, Accidents Name: Cyric (CE) Portfolio: Murder, Lies, Intrigue, Deception, Illusion, Insanity Name: Gargauth (LE) Portfolio: Betrayal, Cruelty, Political Corruption, Powerbrokers Name: Gond (N) Portfolio: Artifice, Craft, Construction, Smithwork, Invention, Engineering Name: Ilmater (LG) Portfolio: Endurance, Suffering, Martyrdom, Perseverance Name: Istishia (N) Portfolio: Elemental Water, Purification, Wetness, Sailors Name: Jergal (LN) Portfolio: Fatalism, Proper Burial, Guardian of Tombs Name: Lathander (NG) Portfolio: Spring, Dawn, Birth, Youth, Vitality, Athletics Name: Malar (CE) Portfolio: Hunters, Stalking, Bloodlust, Evil Lycanthropes Name: Mask (NE) Portfolio: Thieves, Thievery, Shadows, Deceit Name: Mystra (NG/LN) Portfolio: Magic, Spells, The Weave, Mages Name: Red Knight (LN) Portfolio: Strategy, Planning, Tactics Name: Selune (CG) Portfolio: Moon, Star, Navigation, Prophecy, Questers, Good & Neutral, Lycanthropes Name: Shar (NE) Portfolio: Dark, Night, Loss, Forgetfulness, Unrevealed Secrets, Caverns, Dungeons, The Underdark Name: Sharess (CG) Portfolio: Hedonism, Sensual fulfillment, fest-halls, cats Name: Shaundakul (CN) Portfolio: Travel, Exploration, Caravans, Portals Name: Shiallia (NG) Portfolio: Woodland glades, Woodland, Fertility, the High Forest, Neverwinter Wood Name: Sune (NG) Portfolio: Beauty, Love, Passion Name: Talos (CE) Portfolio: Storms, Destruction, Rebellion, conflagrations, earthquakes, vortices Name: Tempus (CN) Portfolio: War, Battle, Warriors Name: Tiamat (LE) Portfolio: Evil Dragons, Evil Reptiles, Greed, Chessenta Name: Torm (LG) Portfolio: Duty, Loyalty, Obedience, Paladins Name: Tyr (LG) Portfolio: Justice, Order, Good, Champions, Balanced Judgment Name: Umberlee (CE) Portfolio: Oceans, Currents, Waves, Sea Winds The Mulhorandi Pantheon: Their pantheon pretty much came through the God’s War without losses. However, both sides, good and evil, were weakened by the war in some capacity. Because of Bane, both Set and Sebek were weakened by him, although not nearly as much as the visiting evil gods had been. The Drow Pantheon: Lolth was the only deity of the drows who didn’t fall for Bane’s manipulation, but cared little for what any of the others did. Bane, however, ended up personally killing Kiaransalee, and Selvetarm so that he could steal their powers. He also used their deaths to rally other evil gods of the realms to rally against the good gods. All that Lolth did was tell her “children” to remain in the Underdark, for it was a war that they would not be apart of. The Dwarven Pantheon: Several of the dwarven gods died in the war. Those that died were: Berronar Trusilver, Deep Duerra, HAela Brightaxe, Sharindlar, & Thard Harr. The dwarven gods were hit hard as they would pose one of the greater threats to Bane’s planes. The Elven Pantheon: The final thorn in Bane’s side was the Elven pantheon. So if the dwarven gods made up the strength of the gods that would oppose his efforts, then the Elven gods would be the magical end of it. Far too many of the Elven pantheon died as a result of the war: Acrdric Faenya, Angharradh, Erevan Ilesere, Fenmarel Mestarin, Labelas Enoreth, Rillifane Rallathil, Sehanin Moonbow, Shevarash, The Gnome Pantheon: Were pretty much whipped out. As a cruel joke many say that it was to be expected. There was only one survivor, Garl Glittergold. The Halfling Pantheon: Like the Gnomes, the Halfling gods were also all but whipped out. The only survivors were Arvoreen, and Urogalan. The Orc Pantheon: The front line soldiers of Bane’s crusade and the ones most easily manipulated. The Orc Pantheon paid a high price for their loyalty. Their powers where diluted and they lost much of their former power…yet most of them still live. The only ones to die in the war were: Illneval, Luthic, and Yurtrus. Many of the orc gods have fallen silent for many centuries. ------------------------------------------------------------ -The New Gods- So to speak. In the end of the God’s War, certain unique beings were elevated. Elminster (CG) (demigod) Divine Rank: 4 Domains: Protection Illusion, Magic, Good, Spell, Luck Portfolio: Defense, Protectors, Dance Symbol: A large curving pipe set on a red background encircled by stars with a ploom of smoke coming from it. Favored Weapon: “Baritos” [thundering long sword] (Long Sword) -------------------- Elminster is not a full god, but was elevated by Mystra to demigod status. He is much as how he always was and is often at Mystra’s side when he is not needed on the mortal plane. His portfolio directly reflects his personal points of view, to defend and protect others, as well as his skill in dancing. Aside from all this, there is little else to know about the famed sage, save that many people feel that it was a blessing long over due. Maximus (LN / NG) Divine Rank: 8 Domains: Strength, Law, War, Planning, Retribution Portfolio: Guardians, Gladiators, Valor, Discipline Symbol: A shield with twin blades crossed over the front of it with both blades wrapped in flame. Favored Weapon: “Gald & Tolk” (Twin Short Swords) -------------------- A fearsome and highly skilled warrior, Maximus started his life as a Thayian slave in the gladiator pits. However he eventually won his freedom by right of combat. He didn’t flee Thay so much as cut a bloody path away from Thay. He made his way in the world as a swordsman of unparalleled skill, and went on many adventures. It was in the Gods War where he, a lowly mortal, was accredited to actually killing a god…luckily it was an evil god. In the war he led countless men into battle against the creatures summoned by the evil gods, safe guarding people and their homes. He earned the ire of Bane himself as well. Both Tyr, and the visiting god Zeus, elevated Maximus to full god hood to spite Bane, and to aid them further in the war. Maximus has no love for evil at all, but at the same time he believes firmly in discipline and order. While he may enjoy the thrill of battle, he prefers fighting for ideals and holds high facing danger with an unflinching eye. He is a far more active god amongst mortals than other deities, and is know to aid others who fight with all the valor of any knight to defend themselves. And as he was a gladiator himself, he holds a special place for all those who live or have lived the life he once did. Maximus appears as a powerfully built human man wearing breastplate armor and a “Y” slit helm with a horse tail ploom on the top of it. He wields a pair of short swords (Roman style swords) that he wielded in his mortal life. These blades where more powerful than they appeared to be and were not enchanted so far as anyone knew, they where however forged of an unknown metal and gifted to Maximus well before his ascension. Naltos (LE) Divine Rank: 6 Domains: Evil, Destruction, Law, Nobility, Necromancy Portfolio: Vanity, Rage, Conquest, Vampires Symbol: A bleach white humanoid skull with bloody fangs. Favored Weapon: “Blood Letter” (Rapier) -------------------- Naltos was a mortal who sought immortality. He got what he wanted when he was made a vampire by a young woman late one night. Since then he has lived a guarded life, culminating wealth and power. He was aware that his immortality was not all it was cracked up to be and if he wanted more power he would have to seize it. Even gods can be injured enough to need a moment to rest. It was during one of these unguarded moments when a weakened visiting evil god let his guard down. Naltos managed to surprise the god and sank his fangs into the weakened god’s neck. He stole much of the visiting god’s power, enough to make him a lesser god himself. He has since worked to accumulate even more power. Naltos is one who does not directly draw conflict and prefers to use all around him to benefit him. He is incredibly cordial and polite, and has always been extremely vane. He views conquest as an intellectual endeavor rather than a feat of might. He conquers by outwitting his opponents. It was a lesson he saw in what Bane did during the God’s War. |
| The WarOverlord04-22-07, 06:52 AM | If we're taking about modern tech (or any type of derivative for that matter) that would run on electronic components or use electricity for power... it simply doesn't work in the Realms. We know this from the 1e and 2e FRCS box sets. To put it simply, the physics of Toril/Realmspace won't allow such aspects to function. That being said, an alternative to this idea may be to expand upon the 'machines' detailed in the "DaRoni's Workshop" section of Aurora's Whole Realms Catalogue. It provides a sampling of siege engines and other weapons of war that are of a tech-level allowed in the Realms. They're inspired by da Vinci's own work on military and siege engines while he was in Florence. Right. Just as Mystra controls all Magic Flowing in FR via the Weave, the gods that would allow or disallow certain Technology from working in the FR would also apply. So, for instance, trying to set off a Thermal Nuclear Bomb that was smuggled in from "Modern Earth Realm" wouldn't work unless Ogmha? and Gond? both gave it the green light to actually work in FR time/space |
| jonstryder04-24-07, 11:44 PM | I'm now working out the different classes of air-ships on paper. A few of them will have different stats, one for standard models and one for military versions. |
| Mazaron04-30-07, 01:06 AM | Depending upon your interpretation of the Maglas prophecy, 500 years in the future either all of Faerun's leaders should be dead except for dragons or undead dragons should be the rulers of Faerun. Another possible interpretation of the prophecy is that Faerun is now ruled by undead. In a world over run by magic resistant undead and dragons, the pesky humanoids have resorted to technological advances, such as gun powder and sky ships, to continue their resistance war. I ran an FR campaign that took place over three years game time and the PCs changed things quite a bit, creating a kingdom in the Whamite Islands, creating a kingdom in Gulthmere and then expanding it, fighting a war with Cormyr...long story. I always saw Cormyr as a growing power, along with Sembia. Go to the west, Waterdeep, Amn, and Lantan would be the main powers. South, it would be Halruaa. I happen to be running a campaign 500 years into the future, and Toril is a post apocalyptic desert wasteland, largely fought over by various undead empires though a small perctange of humans exist. Only one empire is non-undead, it is an aerial one, an aarakocra-harpy alliance. I could go into more detail if you like but that doesn't sound like where this thread is going. |
| Zandilar04-30-07, 02:38 AM | Heya, Growing up in the shadow of his father was not something young Azoun the V could handle. As he grew, his aunt disciplined him strictly and held the ideals of his grandfather, Azoun the IV, high. Azoun V resented his elder sister and grew spiteful and bitter with his aunt, and in turn his father’s legend. As the years wore on, Azoun V also became arrogant and pompus, a spoiled prince who always got his way…except when Alusair was around. I am very surprised that no one picked you up on this... Azoun V has no sisters or brothers, and he's not the son of Azoun IV. I would assume that your reference to a sister and to his father's "legend" were mistakes, but you made the same error again a few paragraphs down, namely: "Azoun fled from Suzail and vanished into the wilderness clutching the stump he had left for an arm, vowing vengeance upon his sister, and his father’s name." Azoun V's father is Rowan Cormaeril, who, while human when siring the lad, later became a ghazneth... Most people would think of Rowan as a monster, if they knew, besides which the Cormaerils are mostly in disgrace. If the nobles of Cormyr ever caught wind of this (especially the bit about Rowan being a ghazneth, since there's ample evidence that Azoun V is Tanalasta's son), Azoun V would not last long as heir, and it is likely that Alusair would be forced to take the thone (and produce an heir of her own). Oh yeah... I think your characterization of Alusair is a little off. I don't see her being particularly strict, especially given her NG alignment. She is not her father, despite sharing some of his predilictions. ;) |
| MarkusTay6304-30-07, 10:16 AM | Azoun V will probably turn out to be a Tiefling; maybe some little horns will pop-out when he hits puberty. Aren't BOTh his parents dead? Or is the ghazneth still alive? :confused: If he is, a suppose a sibling is 'possible'. And yeah, I see Aluisar as more the type to seduce her own nephew the minute the kid gets his 'curlies'. ;) |
| jonstryder04-30-07, 11:42 PM | I thought I made the corrections about that, Zandilar. Changing it to his grandfather and not father. But keep in mind what I've been saying over and over again. The only Forgotten Realms Book I own is the Forgotten Realms Campaign setting book. I don't know all of the history of many fo the characters and all I have to go off of is that book. So if it fails to specify little things like Azoun the IV not actually being the father of Azoun the V then it's not really my fault its not accurate. But I'll go over the history again just to make sure I've changed all the referances to grandfather and aunt. ------------ As for the undead thing. That's the funny thing about prophecies. One thing like an unexpected "God's War" can really muck up a prophecy. Not that undead aren't a problem like usual. But from what I've noted, they are starting to become a growing problem for some reason in certain regions. |
| Zandilar05-01-07, 02:45 AM | Heya, I thought I made the corrections about that, Zandilar. Changing it to his grandfather and not father. It looked odd at the time, now I see what happened was that you attempted to correct things but didn't manage to correct everything. :) But keep in mind what I've been saying over and over again. The only Forgotten Realms Book I own is the Forgotten Realms Campaign setting book. I don't know all of the history of many fo the characters and all I have to go off of is that book. So if it fails to specify little things like Azoun the IV not actually being the father of Azoun the V then it's not really my fault its not accurate. A cursory glance at the FRCS (pg 114) reveals the following information about the Cormyrean Royalty (in order)... Alusair is Azoun IV's younger daughter and is refered to as Princess. Tanalasta was the Crown Princess, which implies very strongly she's the elder daughter of Azoun IV (the wife of Azoun IV would be Queen). (Therefore, Tanalasta and Alusair are sisters, and are both daughters of Azoun IV.) Tanalasta is the mother of Azoun V. The mother of Alusair and Tanalasta is Filfaeril, the previous Queen, now Dowager Queen (a term for the widow of a King). |
| jonstryder05-01-07, 09:01 AM | I thought she was Azoun IV's daughter, but someone said she wasn't. Shame on me for not looking in the book again. But anyway, the sternness is there for a reason with her as she had to help raise her nephew. Raising a child can do that to a person, especially when they have alot of other things going on that constantly call for their attention. I intended for her to be not just stern, but very strong willed, and even set in her ways to some degree. I'll porbably do a reposting of everything along with my air-ships. |
| MarkusTay6305-01-07, 03:09 PM | But anyway, the sternness is there for a reason with her as she had to help raise her nephew. Raising a child can do that to a person, especially when they have alot of other things going on that constantly call for their attention. I intended for her to be not just stern, but very strong willed, and even set in her ways to some degree.LOL You don't know Alusair very well, then. Unlike EVERYONE else in the kigdom, especially the men. :P She was the very definition of 'unruly child' and even ran away for years. She finally came home, but it's probably because the Dwarves she was hangin' with kept coming up a little 'short'. ;) I suppose people can change, and her having to watch over a kid even worse then her might be considered 'karma'. One point on the Royals of Cormyr - they all tended to think with their loins. I heard the true story behind Alusair's leaving was that she ran into Elminster, and they got into a heated argument over who had more 'conquests'. They each decided to name them ALL - and that is why she was gone for YEARS. :D In fact, if El didn't have 'business' elsewhere, they would still be rattling off names; after three years they were only up to the D's. |
| jonstryder05-01-07, 11:08 PM | LOL You don't know Alusair very well, then. Unlike EVERYONE else in the kigdom, especially the men. :P She was the very definition of 'unruly child' and even ran away for years. She finally came home, but it's probably because the Dwarves she was hangin' with kept coming up a little 'short'. ;) I suppose people can change, and her having to watch over a kid even worse then her might be considered 'karma'. One point on the Royals of Cormyr - they all tended to think with their loins. I heard the true story behind Alusair's leaving was that she ran into Elminster, and they got into a heated argument over who had more 'conquests'. They each decided to name them ALL - and that is why she was gone for YEARS. :D In fact, if El didn't have 'business' elsewhere, they would still be rattling off names; after three years they were only up to the D's. Then it is indeed karma. Kids can really change a person, call it an apithony if you will. With a nephew even more pompus, arrogant and "free spirited" than practically any nobleman of Comryr under her roof...least to say she got a whole new outlook on what it's like to be rebelious. But thinking with the loins is what any noble does best...usually. |
| Zandilar05-02-07, 12:10 AM | Heya, I thought she was Azoun IV's daughter, but someone said she wasn't. Shame on me for not looking in the book again. Err... here... Azoun IV + Filfaeril = Tanalasta, Alusair Tanalasta + Rowan Cormaeril = Azoun V and something else for you to take into account... Azoun IV + lots and lots of women = unknown number of bastards. |
| jonstryder05-02-07, 08:21 PM | Heya, Err... here... Azoun IV + Filfaeril = Tanalasta, Alusair Tanalasta + Rowan Cormaeril = Azoun V and something else for you to take into account... Azoun IV + lots and lots of women = unknown number of bastards. Thanks...but have alot of "bastard children" isn't going to protect the line from a god who wants them all dead. But he only has to miss one of them--for what ever reason. But it can make a point of interest in a campaign...a long guarded/protected decendent of Azoun IV who is not aware of his/her heritage. And while Bane may be gone for good, his followers may well still be around and would probably like to finish what Bane started if they only knew. But it wouldn't be something to write into the history I wrote for my group. Anyway I've writen 2 mini adventures for my group. 1) Fun With Air-Pirates: This is the opening adventure for the group in the setting. It starts on the flying island nation of Lantan. The PC's are hired on by an air-ship captain to hunt down the air-pirate who shot up his ship, and raided it. The "commodore" of the pirates (he commands 3 ships...and it is a self given title) is a nasty surprise for the group. Lets just say that with the stats I rolled, plus being a half-oger (Bastards & Bloodlines Book, Races of Renown---made by Green Ronin), this guy can kill a level 6 character in 1 hit if they don't have much HP left or just not alot of HP to start, or if their not careful...thats not counting a critical. But he can do alot fo damage regardless. He's Level 9 (Rogue 2/Fighter 5/+2 Level Adjustment). >>>STR 23 >>>+1 Mercurial Great Sword: Wielded 2 handed----2d6+12 damage Its a minimum of 14pts of damage and a max of 24 with a critical range of 56 to 96 damage! He rolls a critical, someones dead. One may think he's a little excessive, but he's a pirate captain, he has to be tough as heck and a nasty customer. I think this will pull it off. The key to winning...ranged or magic--preferably both. This adventure is just an introductery one and gets all the PC's together. 2) Side Adventure: My way of dealing with them stopping at a town while on their way to a larger city. Its inconsiquential and can be dropped in at any point. It deals with a Duke being poisoned who hires them to find out who poisoned him and to get a cure before the rare poison kills him. 3) Main Adventure: The Crystals of Bane-Part 1----The main first part of the actual campaign. I won't get into too much detail beyond the fact that it deals with the PC's discovering an unusual cult in a city under the guise of an inexpensive specialty shop. The main villian is revealed at the start, but only briefly as dealing with the PC's is beneath him and he has other things to do. (That and it's not really fare to have a CR 20 villian go berserk on the PC's for interupting his plans.) The guy's a Level 20; 14 Warlock/4 Sorcerer +2 Level Adjustment; he is a Tiefling (Fey'ri). A friend sent me the stats on the Fey'ri from one of the Forgotten Realms books when I mentioned wanting to have a Tiefling be the villian. And it works. I figure I can get the PC's to level 15 before they'd be ready to have it out with this guy. |
| MarkusTay6305-02-07, 08:37 PM | Azoun IV + lots and lots of women = unknown number of bastards. Thats not really fair, I'm sure a fair number of them were bïtches as well. ;) But thinking with the loins is what any noble does best...usually.True That. :cool: I guess that actually makes a lot of sense - the 'Karma' thing that is. What comes around goes around and all that; I suppose it would actually make a very good story, with her having to be 'the grownup'. Writers take note - I see a trilogy in Cormyr's near future. The only problem is it will wind up projecting past the current year, but then again, thats been done before. |
| Zandilar05-03-07, 03:51 AM | Heya, Thats not really fair, I'm sure a fair number of them were bïtches as well. ;) Ugh. That was bad! :mad: :P :D I am fairly sure that Azoun IV did not father female canines. :P |
| MarkusTay6305-05-07, 08:53 PM | Heya, Ugh. That was bad! :mad: :P :D I am fairly sure that Azoun IV did not father female canines. :PWhy not? He was a dog if there ever was one. ;) |
| Zandilar05-05-07, 08:56 PM | Heya, Why not? He was a dog if there ever was one. ;) :rolleyes: Yah, and his daughter is just as bad... Yay for magical contraception! ;) Speaking of which... Back OT... Jonstryder, you kind of implied that Alusair would wait until her nephew was of the age of majority before having a kid of her own... why is that? I mean she's already under pressure to provide a "spare" for the kingdom, as it is, and time is marching on for her - her biological clock is almost at the end of safe childbearing without magical intervention (she's 36 or so, last I checked - add 16 years to that, and she'd be 52). I really can't see her waiting 16 years to marry and have children of her own. (Personally I kind of don't want to see her marry, and I suppose she doesn't really need to to provide a spare heir, though I'm sure that would get the nobles even more offside than they already are.) |
| MarkusTay6305-05-07, 09:46 PM | Her drinking a potion of longevity "for the sake of the kingdom" would not be beyond belief. Even though these technically don't exist anymore, several 'authorities' have pointed out that some mages may have a few left around from before the change. How that makes any sense, I have NO idea. Either way, someone, perhaps Vangy before he left, could have rejuvenated her because of her current vital importance. What I think would be far wilder, and much in keeping with BOTH RW nobility AND the Cormyr Royals - she has her nephew's kid! Maybe she was training him on an outing, and they got seperated from the rest of their company in a storm. They found a cave and snuggled for warm and BAM! The kid's going through puberty, she's been involuntarily practicing abstinance... it could happen! RW nobility went in for this sort of thing all the time, and besides, look at all the 'teachers' getting in trouble for doing their Jr HS students! Edgy? YES! Beleivable? Unfortunately, VERY. I know on the surface this sounds EXTREMELY yucky, but it would make one helluva back-story. Alusair would have to keep the child's father a secret, and if anything happened to the prince HER child would be the legitimate heir... MUCH to her embarrassment. or would that be her embareassment? ;) |
| jonstryder05-06-07, 11:20 PM | Heya, :rolleyes: Yah, and his daughter is just as bad... Yay for magical contraception! ;) Speaking of which... Back OT... Jonstryder, you kind of implied that Alusair would wait until her nephew was of the age of majority before having a kid of her own... why is that? I mean she's already under pressure to provide a "spare" for the kingdom, as it is, and time is marching on for her - her biological clock is almost at the end of safe childbearing without magical intervention (she's 36 or so, last I checked - add 16 years to that, and she'd be 52). I really can't see her waiting 16 years to marry and have children of her own. (Personally I kind of don't want to see her marry, and I suppose she doesn't really need to to provide a spare heir, though I'm sure that would get the nobles even more offside than they already are.) Now I speak from personal experience here. Sometimes circumstances keep you from having a life of your own. Actually having a family may well have been something Alusair may have liked to have, but troubles in the kingdom, and having to care for a nephew worse than she ever was can put a crimp in things and under such conditions where she is raising a child not her own, its doubtful that she would want children at the time. And she was on good terms with Elminster. One could say that after the fiasco of her nephew's betrayal, Elminster stepped up and offered her a chance to recapture a part of her life that she sacrificed for her nephew and the kingdom. Her having her nephew's kid--I don't think so. Under what I've writen, he would never go on an outing with her willingly let alone laying with her to keep warm. On top of that its just wrong on so many levels. And I doubt Alusair would do that as well. However I can see the "king to be" forcing a teacher to sleep with him, or when he fled from Cormyr for a while, shaking up with various women who have no love for the current leadership of the kingdom, and intern sired a child he's totally unaware of...which intern could lead to troubles in the future when that child comes forward as a puppet of the nobility that would like to usper the current leadership of the time. |
| Zandilar05-07-07, 09:16 AM | Heya, Her drinking a potion of longevity "for the sake of the kingdom" would not be beyond belief. Even though these technically don't exist anymore, several 'authorities' have pointed out that some mages may have a few left around from before the change. How that makes any sense, I have NO idea. Either way, someone, perhaps Vangy before he left, could have rejuvenated her because of her current vital importance. The potion of longevity idea isn't too far wrong, I suppose - especially since Vangerdahast, and now Caladnei, have access to all kinds of magical items and spells that your ordinary Realms spell caster might not have. However, I do have problems with having more than one important female in Cormyr having children past the age of 50 - but that's neither here nor there. (Myrmeen Lhal, in case people didn't pick up on this out of Elminster's Daughter, has had (by the current game year) Vangerdahast's "heir" - and she's at least 51 years old!) Unlike Myrmeen, Alusair is under real pressure to marry and provide a "spare" - because this really is a legitimate concern. The nobles want to be sure that if something happens to Azoun V, there will be another heir to ensure proper succession. In this case, it is her duty to do it, and now is the best time, given her mother is still alive to be the right kind of support (and Laspeera and Caladnei are there to ensure that any noble Alusair marries doesn't get up to mischief with regards to the crown and who the rightful heir will be). What I think would be far wilder, and much in keeping with BOTH RW nobility AND the Cormyr Royals - she has her nephew's kid! Maybe she was training him on an outing, and they got seperated from the rest of their company in a storm. They found a cave and snuggled for warm and BAM! The kid's going through puberty, she's been involuntarily practicing abstinance... it could happen! RW nobility went in for this sort of thing all the time, and besides, look at all the 'teachers' getting in trouble for doing their Jr HS students! Edgy? YES! Beleivable? Unfortunately, VERY. Are we talking about the same Alusair? I doubt very much she'd give up her promiscuous ways, not unless she suddenly found her magically enforced barrenness was not reliable anymore (and even then she'd probably just use herbs and other magic to ensure she didn't get pregnant unless she really wanted to!). Sometimes circumstances keep you from having a life of your own. Actually having a family may well have been something Alusair may have liked to have, but troubles in the kingdom, and having to care for a nephew worse than she ever was can put a crimp in things and under such conditions where she is raising a child not her own, its doubtful that she would want children at the time. I honestly don't think Alusair wants children of her own, even at 36 she doesn't seem ready to settle down (actually, now I think about it, she's probably closer to 40 than 36), and I think she's the sort of woman who would want to have children on her own terms - but as I mentioned, she's under pressure to do it... Having a "spare" is her duty. It is her duty to have a child to ensure that if something happens to Azoun V, there is another heir to keep succession from becoming a civil war between the Crown Families (Huntsilver, Crownsilver, and Truesilver all have legitimate claims of succession in the event of no direct heir) and anyone else who decides to press forward a claim. While in the real world, women might give up the idea of a family in order to further a career - being Regent is not like being CEO for a company. Part of the Steel Regent's duties is to have children. And she was on good terms with Elminster. One could say that after the fiasco of her nephew's betrayal, Elminster stepped up and offered her a chance to recapture a part of her life that she sacrificed for her nephew and the kingdom. Well that would work, if she could resist the incessant calls from her nobility to do it sooner. :) Her having her nephew's kid--I don't think so. Under what I've writen, he would never go on an outing with her willingly let alone laying with her to keep warm. On top of that its just wrong on so many levels. And I doubt Alusair would do that as well. I agree here, definitely. Your Azoun V sounds like a right royal bastard (no pun intended), and not the sort Alusair would share her bed with (she likes it rough, and he'd probably whine if she hit him). ;) As for it being wrong - well not so wrong as you'd think, concidering Earth's history. And it may not be as harmful as you'd think either, especially if their child married outside of the family. But still, it does have a certian level of ick to it, and I'd steer away from it too. However I can see the "king to be" forcing a teacher to sleep with him, or when he fled from Cormyr for a while, shaking up with various women who have no love for the current leadership of the kingdom, and intern sired a child he's totally unaware of...which intern could lead to troubles in the future when that child comes forward as a puppet of the nobility that would like to usper the current leadership of the time. There are so many bastards and blood lines carrying Obarskyr blood that any child of Azoun V after he'd been exiled, particularly if illegitimate, would have a real bun fight on his/her hands if he/she wanted to try and claim legitimacy, even if Alusair didn't provide an heir. (A Red Wizard tried just this tactic, by attempting to get herself pregnant by Azoun IV - and it failed miserably when she realised just how many bastards he'd sired! I think this was in Cormyr: A Novel.) Azoun IV has sired quite a few bastards, and the Obarskyr line has been pretty randy in the past too. All the Silver families could have a legitimate claim to the throne too. There is absolutely no way anyone could possibly find every single person with a legitimate claim to the crown of Cormyr. |
| The WarOverlord05-07-07, 03:28 PM | Okay, just realized I never answered the mian QUestion on what the Forgottten Realms would be like 500 years in the Future. Hmmm. You do know that any religion or Doctorines of Faith is oppresive of it's people in one way or another, yes. And since these godlings are interactive, and there is one controling magic, one controling knowledge, and one controling Technology,that means that all of these three things are regulated to them and their religions....and Religon is oppresive by nature. It's probably why the Forgotten Realms has been a Magic dominant and low tech Medieval environment from the Days of the Ancient Empires with the fall of Nethril and the decline of the Eastern Empire (whose technology supposedly came with them via the Migration but almost nobody knows how to build new stuff or even how to repair the aging or broken stuff) leading to a temporary "Dark Ages" in both magic and technology So now in modern Toril their are some enthusiast in the Eastern Empires trying to backward engineer some of their technology, and Lantan stuff is slowly making it's way out of that "weird" place so some basic machines and early guns are now available with the most technological thing being a pocket watch, thus "Clockwork" technology from Lantan...which means Toril as reached about the "Renaissance Age" in earth terms. Of course, once again, godlings control tech, magic, and knowledge which is why most of Toril's Machines come out of Lantan....so in all Honesty I can't really see Toril being much more different in 500 years unless Gond, Mystra, and Ohgma will it. I mean, in the real world technology has brought man out of the dark so he no longer fears the light, has enable him to change his own environment with his own hands, and now he sees that he can change his life and the world around him with no need to "live by faith and hope only"...which makes man less dependent on gods whether or not they are there..yes? (Think DragonMech Setting) |
| Zandilar05-08-07, 12:25 AM | Heya, Hmmm. You do know that any religion or Doctorines of Faith is oppresive of it's people in one way or another, yes. No, I don't know this. Just bear in mind that religion and faith in Abeir-Toril are completely different to religion and faith on Earth (on Earth, for example, we have to take things completely on faith, while on Abeir-Toril everone KNOWS the gods are REAL, no faith required). The other thing to remember is that part of the reason why technology hasn't advanced or been seen to work the same way as on Earth is because... physics work differently on Abeir-Toril than they do on Earth (that's why we have magical smoke powder, rather than non-magical gun powder). I mean, in the real world technology has brought man out of the dark so he no longer fears the light, has enable him to change his own environment with his own hands, and now he sees that he can change his life and the world around him with no need to "live by faith and hope only"...which makes man less dependent on gods whether or not they are there..yes? (Think DragonMech Setting) In some ways, magic replaces technology on Abeir-Toril. |
| MarkusTay6305-08-07, 01:14 AM | You know, I've been reading a lot of the history lately and it seems many folks have been doing 'stuff' way past their prime. Over in Shou, some (human) folks live to three hundred! I think the FR Campaign setting uses the standard age categories from the core boks, but what if people didn't get 'old' until a few years before their death? I mean, they would LOOK old like they do in RW, but would be much healthier and much more spry. Who's to say that Women in FR don't go through their changes until they are 60, and bearing children into their fifties is par-for-the-course. I don't know if the child-bearing years of women in FR has ever been discussed, but it does seem that faerûnians grow old much more gracefully then most. Neither Azoun or Yamun Kahan were spring chickens when they decided the fate of the world. ;) |
| ElberethSilverleaf05-12-07, 11:17 PM | MarkusTay63, you mentioned that potions of longevity don't exist anymore after "the change". I haven't heard about this. Could you elaborate, and what could possibly the reason for them not being created when the only other viable option for a human to extend their lifespan is to embrace undeath... (vampirism, lichdom etc.) |
| Old Sage05-12-07, 11:27 PM | Actually, potions of longevity do still exist in the Realms even though there's been changes to the rules. As Ed said back in May '05 - "Thanks for reminding everyone, kuje31: yes, there’s still longevity magic in the Realms. Rules changes don’t alter established lore. Even if your PCs can’t find or get potions of longevity, or you as players can’t find them in the rulebooks, it doesn’t mean NPCs in the established Realms (such as Mirt, Durnan, Filfaeril, and dozens more) didn’t find and imbibe (or even store, for future use) them in the past. Rules should never trump accumulated Realmslore (our collective imagined ‘reality’)." |
| MarkusTay6305-13-07, 12:40 AM | Not to disagree with Sage, but because they were omitted with 3e it sort of puts them into the 'artifact class' - you CAN'T make 'em or buy, only find 'em. MarkusTay63, you mentioned that potions of longevity don't exist anymore after "the change". I haven't heard about this. Could you elaborate, and what could possibly the reason for them not being created when the only other viable option for a human to extend their lifespan is to embrace undeath... (vampirism, lichdom etc.)I believe it actually is one change to canon that makes sense to me. If potions of longevity were readily available why would ANYONE want to spend the next gazillion years looking like a withered skeleton or a big ugly brain? I don't care how evil you are, you'd have to be freakin' nuts to embrace undeath when there was an alternative. |
| The Ubbergeek05-13-07, 01:58 AM | Rules should never trump accumulated Realmslore (our collective imagined ‘reality’)." I am all for that rules DO trump outdaded lore or lore born from past limitations and such. Or changes in the world if the story ask for it. |
| Old Sage05-13-07, 02:15 AM | Not to disagree with Sage, but because they were omitted with 3e it sort of puts them into the 'artifact class' - you CAN'T make 'em or buy, only find 'em.There are rules for the creation of potions of longevity in a 3rd party d20 sourcebook [that could possibly be dropped into an FR campaign]... though I can't recall the specific title at the moment. |
| GothicDan05-13-07, 09:17 AM | I am all for that rules DO trump outdaded lore or lore born from past limitations and such. Or changes in the world if the story ask for it. Well, thank a non-existent higher power, that's not the way that the FR campaign setting typically works, as evidenced from the mouth of Ed himself. If rules trump lore, there's no campaign setting any more. Then you just have rules with a few cosmetic additions. |
| The WarOverlord05-13-07, 09:55 AM | MarkusTay63, you mentioned that potions of longevity don't exist anymore after "the change". I haven't heard about this. Could you elaborate, and what could possibly the reason for them not being created when the only other viable option for a human to extend their lifespan is to embrace undeath... (vampirism, lichdom etc.) Potions of Youth and their lessor brethren, Potions of Longevity, have always been left over "Nethrilian technology" for as long as I can remember (2nd addition) so they always were found, never made. (Have retired PCs with a lot of them...One even from Old Nethril days that is essentially immortal from overdosing on rarer "blue" Potions of Youth) And no, there are always ways other then undeath to "live longer". It's likely the potions where just stepping stones to Life extention spells in old Nethril "Mushroom"(Manshoon) Has 3 versions of himself running around the Realms, Alias and her likenss also runs around Toril, and Halaster has a number of himselves maintaining Undermountain without the compulsion to kill each other as most Clones do "Mushroom" is also an example of how the "Art" is secretive as he is stil looking for ways to move consiousness between Clones while Halaster seems to have that ability and there are a few spells I have seen in resources (Those magical encyclopidias) that does what "Mushroom" is still trying to accomplish. ("Magic Jar" and "Ferrous Soul" comes to mind) Oh, and my Pcs have managed to kill 2 of the Manshoons in their adventuring and the joke name for him of "Mushroom" came from the fact that he keeps on popping up no matter how many times my PCs killed him (Way before I knew there were like 20 of them originally) |
| JaiaDrottsingr05-13-07, 01:47 PM | This is cool. I like it, 'specially Old Grenolde. Y'know, with airships, Setzer and Cid must be around somewhere, |
| ElberethSilverleaf05-14-07, 12:39 AM | Thanks for the info guys. To me this just increases the reasons why elves would have an aversion to creating strong emotional ties to the shorter lived races. Why fall in love or become best friends with a human when there is little or no chance of enhancing their lifespan? Perhaps the closest thing would be to become the protector or guardian of a beloved humans descendants. |
| The Ubbergeek05-14-07, 11:52 AM | Well, thank a non-existent higher power, that's not the way that the FR campaign setting typically works, as evidenced from the mouth of Ed himself. If rules trump lore, there's no campaign setting any more. Then you just have rules with a few cosmetic additions. I play a game of D&D set in FR, not a game of FR very conveniently set in D&D. I'd play other settings too, mind you. And this is tiring to hear the same answer - 'ed said this, ed said that', bla bla, as if he was like Gygax for GH the only and sole master of FR, alpha and omega. I respect him but the canonicity obession is a bit tiring. Ed is NOT the only one that is FR. |
| Zandilar05-14-07, 07:39 PM | Heya, And this is tiring to hear the same answer - 'ed said this, ed said that', bla bla, as if he was like Gygax for GH the only and sole master of FR, alpha and omega. I respect him but the canonicity obession is a bit tiring. Ed is NOT the only one that is FR. Ah, but without Ed, there'd be no Forgotten Realms at all. ;) And... without longevity potions, a very large number of important NPCs would be dead, or very very old. And some ongoing plots just would not work. (Some NPCs took me by surprise by their age, just looking at Cormyr here - did you know that Myrmeen Lhal is 51? Alusair, the Steel Regent, would be close to 40? Filfaeril would be at least 60, but is probably far older (she had three children, after all, and Alusair is her youngest)?) So for me, it's far more logical to just slip longevity magic/potions back into the campaign setting, than to say they no longer exist and work out what happened to them all, and what this implies for the many NPCs who made use of them. |
| GothicDan05-14-07, 11:04 PM | And this is tiring to hear the same answer - 'ed said this, ed said that', bla bla, as if he was like Gygax for GH the only and sole master of FR, alpha and omega. I respect him but the canonicity obession is a bit tiring. Ed is NOT the only one that is FR. And it's tiring hearing your iconoclast responses. All fury and shouting, and no substance; you're responding to our responses out of sheer emotion rather than any actual logic. I don't care what you tire of, nor what you have to say on MY opinion. |
| Old Sage05-15-07, 01:06 AM | What GD said. ;) To elaborate just a little further... it shouldn't really be a surprise to any of the "near"-iconoclasts here that some of us place more importance and faith in Ed's words than we would the words uttered by certain other contributors. This doesn't necessarily mean we see Ed as the "be all end all" of the Realms. Simply, it means we usually look to his views and thoughts regarding the Realms first, perhaps more often than we would those put forth by other contributors. I'm more than willing to debate this issue, so long as those engaging in this back and forth can bring something more constructive to these discussions beyond the pointing of fingers and criticising our own views on the support we dedicate to Ed. |
| The Ubbergeek05-15-07, 04:34 PM | And then, it's not because he created that it was perfect or not improvable. |
| GothicDan05-15-07, 04:43 PM | No, but generally someone who designs, builds, and takes care of a machine knows a little more about the intricasies of how it works, especially when it isn't public knowledge just how it was built in the first place. |
| Karsus the Mad05-15-07, 07:21 PM | No, but generally someone who designs, builds, and takes care of a machine knows a little more about the intricasies of how it works, especially when it isn't public knowledge just how it was built in the first place. Actually, no. The ones that know best of a machine aren't the ones that design it, build it, or take care of it (I'm all of those). They're the best when it comes to the ideal use, but not the practical use. The ones that truly know how a machine works (and not how it's suppose to work) are the ones that use it on a daily basis (ya know, the dumb drop outs that actually deal with the thing for a living). Me, I build machines, fix machines, etc. I do however make note to listen to the people under me that are the ones that actually *use* the machines because they themselves know how it truly works, rather than how it's suppose to work. |
| BrennonGoldeye05-15-07, 10:13 PM | Amen brother Mad.:clap: |
| GothicDan05-15-07, 10:56 PM | Actually, no. The ones that know best of a machine aren't the ones that design it, build it, or take care of it (I'm all of those). They're the best when it comes to the ideal use, but not the practical use. The ones that truly know how a machine works (and not how it's suppose to work) are the ones that use it on a daily basis (ya know, the dumb drop outs that actually deal with the thing for a living). I super super disagree with that. You say 'use.' Millions of people in the world use electronics and machinery, and I CERTAINLY wouldn't trust them to fix things with no background in the fields! Me, I build machines, fix machines, etc. I do however make note to listen to the people under me that are the ones that actually *use* the machines because they themselves know how it truly works, rather than how it's suppose to work. That would, effectively, be the gamers in this case. So, Ed listened to his gamers and built a world, and continues to build it, with this experience in mind... Seems like a pretty good authority to me! Seriously, though, I think we're thinking of 'use' in two different meanings here... Just because someone uses a fridge doesn't mean he's the person to consult if you want to know exactly the functions of its working. Sure, they may be able to tell you IF it works, or how well, but they wouldn't be able to tell you why, unless they had some experience in the field (formally or informally, that's not really up to debate, since there's no formal 'fantasy world design' classes offered :p) |
| BrennonGoldeye05-16-07, 03:39 PM | Ahhh, I now agree with both Dan and Mad. Dan, I'm not sure but I think you are typing of "consumer tech". KtM, I'm not sure but I think you are typing of "industrial tech". Am I right? |
| GothicDan05-16-07, 03:40 PM | Yes. :) |
| Karsus the Mad05-16-07, 07:47 PM | Yes.:) Of course I must say, I thought GD was talking of machines in a litteral sense (thank me for being in a hury to work) but it works just as well. My reply to his analogy works. The point being that for an effective result one must include the designer, the engineer, and the user, equally. Putting any of those above the other equates in an inherently flawed result. The rest is an observation of others, not my own opinion, which (being KtM) should be well known!:) Thus from this PoV taking Ed's responses above others who are litterally equal in terms of published canon simply because he's Ed, in a fictional world where numerous others are litterally equal in dictation of Lore is simply incorrect. One must take ALL PoV's in order to come to a concrete whole. In this regard I too would find it annoying that people seem to say "Cuz Ed says" in response to any problem they themselves can't, or won't, answer. |
| jonstryder05-17-07, 12:36 AM | It's about time I got this posted. NO COMPLAINTS!!!! I've got a ship for every class I've mentioned in the past. And of course none of these acount for "modifications" or enchantments if you will...like cannons that fire exploding cannonballs, rather than the normal ones that just punch through anything in their path. ------------------------------------------------------------------------------------- -Air-Ships- The building of an airship is a long and arduous process. Initially the ships construction is based around building the ship as if one were building a standard sea faring ship. The bodies of these ships however are much larger than sea faring ones. As such these ships are generally much tougher than your average sea faring ship. This is however the easy part. Air-ships are more than just hulls. The main part of an air-ship is the perpetual arcane engine that drives the ships powerful lift and propulsion fans. The engine functions as a powerful steam engine that generates an incredible amount of steam pressure, far more than what would normally be possible in “reality.” The incredible amount of force generated by these several of these powerful engines is enough to life and propel a ship into the air and propel it forward. These ships also have masts for sailing in water, and they act as a secondary form of propulsion in the air should the forward propulsion engines go down. Air-ships are capable of moving in water. Special seals exist over certain ramps and hatches that keep the ship from flooding when it is in water. The forward movement thrusters are sealed while in water to prevent flooding. The “hover” thrusters on the other hand do seal when in water, but do to their positioning the ship will not flood if they are left unsealed. The ship can lift off from the water easily. The “thrusters” as they are called, work in a similar manner as a jet engine, but are simpler in construction one might say. Each thruster rigging is tailor made for the ship it is for. Type: Armada Class Air-ship (Vehicle, Military) Size: Colossal (vehicle size) (Creature size is Colossal) HP: 300 Occupants: 40-60 crew, 160 passengers (soldiers) Cargo: 800tons Armor: 25 Defense: 7 (-8 Size, +5 Armor) Water Speed: 45mph (with masts & sails raised, 9 squares, driven by sails) Air Speed: Ceiling 1500ft; 90mph (18 squares) Handling: Maneuver -4 (-8 size, +4) / Initiative -6 (-8 Size, +2) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (2 Porter Class ships, 4 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Naval Cannons: 48 cannons, 20 to the right (starboard), 20 to the left (port), 6 turret mounted guns at the front, and 4 at the rear (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 10d12x4 (2d12 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d12 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 20 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 360 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. ------------------------------------------------------------------------ Type: Cutter Class Air-ship (Vehicle, Military) Size: Gargantuan (vehicle size) (Creature size is Colossal) HP: 200 Occupants: 20-30 crew, 100 passengers (soldiers) Cargo: 400tons Armor: 20 Defense: 7 (-8 Size, +5 Armor) Water Speed: 55mph (with masts & sails raised, 11 squares, driven by sails) Air Speed: Ceiling 1000ft; 95mph (19 squares) Handling: Maneuver -3 (-8 size, +5) / Initiative -5 (-8 Size, +3) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (4 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Naval Cannons: 26 cannons, 10 to the right (starboard), 10 to the left (port), 4 turret mounted guns at the front, and 2 at the rear. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 10d12x2 (2d12 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d12 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 10 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 180 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. --------------------------------------------------------------------------------- Type: Cutter Class Air-ship (Vehicle, Privateer) Size: Gargantuan (vehicle size) (Creature size is Colossal) HP: 200 Occupants: 18-28 crew, 80 passengers Cargo: 300tons Armor: 15 Defense: 6 (-8 Size, +4 Armor) Water Speed: 55mph (with masts & sails raised, 11 squares, driven by sails) Air Speed: Ceiling 1000ft; 90mph (18 squares) Handling: Maneuver -4 (-8 size, +4) / Initiative -4 (-8 Size, +4) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (4 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Standard Cannons: 20 cannons, 8 to the right (starboard), 8 to the left (port), 2 turret mounted guns at the front, and 2 at the rear. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 8d10x2 (2d10 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d10 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 6 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 180 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. ------------------------------------------------------------------------- Type: Porter Class Air-ship (Vehicle, Military) Size: Huge (vehicle size) (Creature size is Gargantuan) HP: 150 Occupants: 9 crew, 40 passengers Cargo: 150tons Armor: 15 Defense: 11 (-4 Size, +5 Armor) Water Speed: 65mph (with masts & sails raised, 13 squares, driven by sails) Air Speed: Ceiling 1000ft; 85mph (17 squares) Handling: Maneuver +2 (-4 size, +6) / Initiative -4 (-4 Size, +6) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (2 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Standard Cannons: 10 cannons, 5 to the right (starboard), 5 to the left (port), 1 turret mounted guns at the front, and 1 at the rear. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 10d10 (2d10 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d10 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 6 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 180 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. ----------------------------------------------------------------------- Type: Porter Class Air-ship (Vehicle, Privateer) Size: Huge (vehicle size) (Creature size is Gargantuan) HP: 150 Occupants: 9 crew, 40 passengers Cargo: 100tons Armor: 10 Defense: 10 (-4 Size, +4 Armor) Water Speed: 65mph (with masts & sails raised, 13 squares, driven by sails) Air Speed: Ceiling 1000ft; 80mph (20 squares) Handling: Maneuver +0 (-4 size, +4) / Initiative +0 (-4 Size, +4) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (2 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Standard Cannons: 8 cannons, 5 to the right (starboard), 5 to the left (port), 1 turret mounted gun at the front. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 8d10 (2d10 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d10 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 4 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 48 rounds, 12 rounds per gun, 4 cylinders holding 3 rounds each. +1 equipment bonus to hit. -------------------------------------------------------------------- Type: Dingy Class Air-ship (Vehicle, Military) Size: Large (vehicle size) (Creature size is Huge) HP: 75 Occupants: 4 crew, 20 passengers Cargo: 60tons Armor: 10 Defense: 13 (-2 Size, +5 Armor) Water Speed: 45mph (with masts & sails raised, 9 squares, driven by sails) Air Speed: Ceiling 1000ft; 90mph (18 squares) Handling: Maneuver +4 (-2 size, +6) / Initiative +4 (-2 Size, +6) Special Abilities: >>Communication (Magic Mirror of Communication) >>“Emergency” Wand of Flight: 50 charges—Caster level 5 >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Small Cannons: 4 cannons, 2 to the right (starboard), 2 to the left (port), 1 forward mounted gun at the front. Damage Right & Left Battery Fire: 4d8 (2d8 each cannon) Damage Forward Fire: 2d8 Rate of Fire: 1 shot per cannon Range Inc.: 100ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Giant Killer Guns: 2 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 24 rounds, 12 rounds per gun, 4 cylinders holding 3 rounds each. +1 equipment bonus to hit. -------------------------------------------------------------------------- Type: Dingy Class Air-ship (Vehicle, Privateer) Size: Large (vehicle size) (Creature size is Huge) HP: 75 Occupants: 4 crew, 20 passengers Cargo: 60tons Armor: 5 Defense: 13 (-2 Size, +5 Armor) Water Speed: 45mph (with masts & sails raised, 9 squares, driven by sails) Air Speed: Ceiling 1000ft; 85mph (17 squares) Handling: Maneuver +3 (-2 size, +5) / Initiative +3 (-2 Size, +5) Special Abilities: >>“Emergency” Wand of Flight: 50 charges—Caster level 5 >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Small Cannons: 2 cannons, 1 to the right (starboard), 1 to the left (port), 1 forward mounted gun at the front. Damage Right & Left Battery Fire: 4d8 (2d8 each cannon) Damage Forward Fire: 2d8 Rate of Fire: 1 shot per cannon Range Inc.: 100ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Giant Killer Guns: 1 Gun stationed around the upper deck, mounted in place. Damage: 2d12 Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 12 rounds, 4 cylinders holding 3 rounds each. +1 equipment bonus to hit. -------------------------------------------------------------------------------- COSTS to Purchase: • Armada Class: Not for sale—purchasable only through a kingdom, cost is like that of building a king’s castle. • Cutter Class: Military units are not available but can be upgraded to military standing easily enough. Generally costs around 400,000gp or 40,000pp. Military units cost 500,000gp or 50,000pp. • Porter Class: Both Military and privateer models can be purchased by the public. Cost is usually 200,000gp or 20,000pp. Military versions cost 250,000 or 25,000pp • Dingy Class: Cheep by anyone’s standards, either version is available for sale. Cost is 100,000gp or 10,00pp. Military units cost 125,000gp or 12,500pp. Building an Air-Ship requires one to be a Wizard and to be able to bind elemental forces to things. The airship itself is built using the skills: Craft (Carpentry); Craft (Blacksmithing); & Craft (Steam Engine). Armada class ships generally take 3d6+3 months to construct. Cutter Class ships take around 3d4+3 months to construct. Porter Class ships take around 2d6+2 months to construct Dingy Class ships take around 2d4+2 months to construct. Most of this time is usually spent building the perpetual arcane steam engines that power these incredibly powerful machines. PC’s should never be allowed to build one of these as it takes dozens or more people to actually build these things. Aside from that repair rolls with the appropriate craft skill can be made by a PC. Also, most ships carry wizards who know Craft Wondrous Item and the following spells: Mending spell; Minor Creation; Major Creation. These spells aid them in being able to effect repairs. Also, as you can see above, all flying ships can put down in water like regular boats. Loading ramps are generally located at levels that would be submerged in water, these ramps do have sealing enchantments that keeps water from gushing into the ship. Cannons: Cannons appear to do as much damage as some regular fire arms however they are not like normal fire arms. Firing a cannon requires a roll to hit, however its attack hits anything in its path as it plows through things due to the power of the shot. Creatures are allowed to make a reflex save against the roll to hit, so long as they are Large sized or smaller. Anything over this there is a normal attack roll against their DC. Cannons can be enchanted as well. The attack roll is for the 1st thing in it’s path, all other things are allowed a reflex save, thus a ship is hit, and crewmen can make reflex save to avoid being hit by the cannon ball. Armor: This applies to all damage the ship receives, and does not discriminate between magical or otherwise. So if a dragon breaths fire on an armada class ship, its damage is reduced by 25pts. Piloting: Flying an airship requires one to have ranks in the Profession (Air-Ship Crew) skill. When needing to mak maneuver rolls or attack rolls you substitute your Dexterity modifier for the Wisdom modifier on the skill rolls. Every 4 ranks in the skill allows you to apply a +1 bonus to the ships Defense if piloting it. If you have the Craft (Cannoneer) skill, then every 6 ranks in the skill allows you to add a +1 to your attack rolls with the cannon. The pilots normal initiative roll bonuses are added to the modifiers for the ship to ascertain the initiative for the ship. |
| Karsus the Mad05-19-07, 04:17 PM | I like that. I have an npc working on a prototype airship that Halruaan mages are...interested in...plothook:P |
| ElberethSilverleaf05-20-07, 10:12 AM | It's about time I got this posted. NO COMPLAINTS!!!! I've got a ship for every class I've mentioned in the past. And of course none of these acount for "modifications" or enchantments if you will...like cannons that fire exploding cannonballs, rather than the normal ones that just punch through anything in their path. ------------------------------------------------------------------------------------- -Air-Ships- The building of an airship is a long and arduous process. Initially the ships construction is based around building the ship as if one were building a standard sea faring ship. The bodies of these ships however are much larger than sea faring ones. As such these ships are generally much tougher than your average sea faring ship. This is however the easy part. Air-ships are more than just hulls. The main part of an air-ship is the perpetual arcane engine that drives the ships powerful lift and propulsion fans. The engine functions as a powerful steam engine that generates an incredible amount of steam pressure, far more than what would normally be possible in “reality.” The incredible amount of force generated by these several of these powerful engines is enough to life and propel a ship into the air and propel it forward. These ships also have masts for sailing in water, and they act as a secondary form of propulsion in the air should the forward propulsion engines go down. Air-ships are capable of moving in water. Special seals exist over certain ramps and hatches that keep the ship from flooding when it is in water. The forward movement thrusters are sealed while in water to prevent flooding. The “hover” thrusters on the other hand do seal when in water, but do to their positioning the ship will not flood if they are left unsealed. The ship can lift off from the water easily. The “thrusters” as they are called, work in a similar manner as a jet engine, but are simpler in construction one might say. Each thruster rigging is tailor made for the ship it is for. Type: Armada Class Air-ship (Vehicle, Military) Size: Colossal (vehicle size) (Creature size is Colossal) HP: 300 Occupants: 40-60 crew, 160 passengers (soldiers) Cargo: 800tons Armor: 25 Defense: 7 (-8 Size, +5 Armor) Water Speed: 45mph (with masts & sails raised, 9 squares, driven by sails) Air Speed: Ceiling 1500ft; 90mph (18 squares) Handling: Maneuver -4 (-8 size, +4) / Initiative -6 (-8 Size, +2) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (2 Porter Class ships, 4 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Naval Cannons: 48 cannons, 20 to the right (starboard), 20 to the left (port), 6 turret mounted guns at the front, and 4 at the rear (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 10d12x4 (2d12 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d12 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 20 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 360 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. ------------------------------------------------------------------------ Type: Cutter Class Air-ship (Vehicle, Military) Size: Gargantuan (vehicle size) (Creature size is Colossal) HP: 200 Occupants: 20-30 crew, 100 passengers (soldiers) Cargo: 400tons Armor: 20 Defense: 7 (-8 Size, +5 Armor) Water Speed: 55mph (with masts & sails raised, 11 squares, driven by sails) Air Speed: Ceiling 1000ft; 95mph (19 squares) Handling: Maneuver -3 (-8 size, +5) / Initiative -5 (-8 Size, +3) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (4 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Naval Cannons: 26 cannons, 10 to the right (starboard), 10 to the left (port), 4 turret mounted guns at the front, and 2 at the rear. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 10d12x2 (2d12 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d12 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 300ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 10 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 180 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. --------------------------------------------------------------------------------- Type: Cutter Class Air-ship (Vehicle, Privateer) Size: Gargantuan (vehicle size) (Creature size is Colossal) HP: 200 Occupants: 18-28 crew, 80 passengers Cargo: 300tons Armor: 15 Defense: 6 (-8 Size, +4 Armor) Water Speed: 55mph (with masts & sails raised, 11 squares, driven by sails) Air Speed: Ceiling 1000ft; 90mph (18 squares) Handling: Maneuver -4 (-8 size, +4) / Initiative -4 (-8 Size, +4) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (4 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Standard Cannons: 20 cannons, 8 to the right (starboard), 8 to the left (port), 2 turret mounted guns at the front, and 2 at the rear. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 8d10x2 (2d10 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d10 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 6 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 180 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. ------------------------------------------------------------------------- Type: Porter Class Air-ship (Vehicle, Military) Size: Huge (vehicle size) (Creature size is Gargantuan) HP: 150 Occupants: 9 crew, 40 passengers Cargo: 150tons Armor: 15 Defense: 11 (-4 Size, +5 Armor) Water Speed: 65mph (with masts & sails raised, 13 squares, driven by sails) Air Speed: Ceiling 1000ft; 85mph (17 squares) Handling: Maneuver +2 (-4 size, +6) / Initiative -4 (-4 Size, +6) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (2 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Standard Cannons: 10 cannons, 5 to the right (starboard), 5 to the left (port), 1 turret mounted guns at the front, and 1 at the rear. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 10d10 (2d10 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d10 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 6 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 180 rounds, 18 rounds per gun, 6 cylinders holding 3 rounds each. +1 equipment bonus to hit. ----------------------------------------------------------------------- Type: Porter Class Air-ship (Vehicle, Privateer) Size: Huge (vehicle size) (Creature size is Gargantuan) HP: 150 Occupants: 9 crew, 40 passengers Cargo: 100tons Armor: 10 Defense: 10 (-4 Size, +4 Armor) Water Speed: 65mph (with masts & sails raised, 13 squares, driven by sails) Air Speed: Ceiling 1000ft; 80mph (20 squares) Handling: Maneuver +0 (-4 size, +4) / Initiative +0 (-4 Size, +4) Special Abilities: >>Communication (Magic Mirror of Communication) >>Life Boats (2 Dingy Class ships) >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Standard Cannons: 8 cannons, 5 to the right (starboard), 5 to the left (port), 1 turret mounted gun at the front. (turrets are in single cannon mounts) Damage Right & Left Battery Fire: 8d10 (2d10 each cannon) Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Damage Forward & Aft Turreted Cannons: 2d10 each cannon Rate of Fire: 1 shot per cannon Range Inc.: 200ft Area: Line Notes: Turreted Firing arc (Forward & Aft); 20 shots per cannon Giant Killer Guns: 4 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 48 rounds, 12 rounds per gun, 4 cylinders holding 3 rounds each. +1 equipment bonus to hit. -------------------------------------------------------------------- Type: Dingy Class Air-ship (Vehicle, Military) Size: Large (vehicle size) (Creature size is Huge) HP: 75 Occupants: 4 crew, 20 passengers Cargo: 60tons Armor: 10 Defense: 13 (-2 Size, +5 Armor) Water Speed: 45mph (with masts & sails raised, 9 squares, driven by sails) Air Speed: Ceiling 1000ft; 90mph (18 squares) Handling: Maneuver +4 (-2 size, +6) / Initiative +4 (-2 Size, +6) Special Abilities: >>Communication (Magic Mirror of Communication) >>“Emergency” Wand of Flight: 50 charges—Caster level 5 >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Small Cannons: 4 cannons, 2 to the right (starboard), 2 to the left (port), 1 forward mounted gun at the front. Damage Right & Left Battery Fire: 4d8 (2d8 each cannon) Damage Forward Fire: 2d8 Rate of Fire: 1 shot per cannon Range Inc.: 100ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Giant Killer Guns: 2 Guns stationed around the upper deck, mounted in place. Damage: 2d12 per gun Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 24 rounds, 12 rounds per gun, 4 cylinders holding 3 rounds each. +1 equipment bonus to hit. -------------------------------------------------------------------------- Type: Dingy Class Air-ship (Vehicle, Privateer) Size: Large (vehicle size) (Creature size is Huge) HP: 75 Occupants: 4 crew, 20 passengers Cargo: 60tons Armor: 5 Defense: 13 (-2 Size, +5 Armor) Water Speed: 45mph (with masts & sails raised, 9 squares, driven by sails) Air Speed: Ceiling 1000ft; 85mph (17 squares) Handling: Maneuver +3 (-2 size, +5) / Initiative +3 (-2 Size, +5) Special Abilities: >>“Emergency” Wand of Flight: 50 charges—Caster level 5 >>Navigation—Basic (maps, compass, lodestones, +2 equipment bonus to navigation checks) >>Mage Sight Windows (allows those looking through them to ignore sight obscuring things like clouds, smoke, darkness, and even magical darkness and similar problems) Small Cannons: 2 cannons, 1 to the right (starboard), 1 to the left (port), 1 forward mounted gun at the front. Damage Right & Left Battery Fire: 4d8 (2d8 each cannon) Damage Forward Fire: 2d8 Rate of Fire: 1 shot per cannon Range Inc.: 100ft Area: Line Notes: Fixed Firing arc (right & left); 20 shots per cannon Giant Killer Guns: 1 Gun stationed around the upper deck, mounted in place. Damage: 2d12 Crit: x3 Rate of Fire: based on the number of actions of the user. Has 3 shots before needing to be reloaded. Range Inc: 115ft Notes: 12 rounds, 4 cylinders holding 3 rounds each. +1 equipment bonus to hit. -------------------------------------------------------------------------------- COSTS to Purchase: • Armada Class: Not for sale—purchasable only through a kingdom, cost is like that of building a king’s castle. • Cutter Class: Military units are not available but can be upgraded to military standing easily enough. Generally costs around 400,000gp or 40,000pp. Military units cost 500,000gp or 50,000pp. • Porter Class: Both Military and privateer models can be purchased by the public. Cost is usually 200,000gp or 20,000pp. Military versions cost 250,000 or 25,000pp • Dingy Class: Cheep by anyone’s standards, either version is available for sale. Cost is 100,000gp or 10,00pp. Military units cost 125,000gp or 12,500pp. Building an Air-Ship requires one to be a Wizard and to be able to bind elemental forces to things. The airship itself is built using the skills: Craft (Carpentry); Craft (Blacksmithing); & Craft (Steam Engine). Armada class ships generally take 3d6+3 months to construct. Cutter Class ships take around 3d4+3 months to construct. Porter Class ships take around 2d6+2 months to construct Dingy Class ships take around 2d4+2 months to construct. Most of this time is usually spent building the perpetual arcane steam engines that power these incredibly powerful machines. PC’s should never be allowed to build one of these as it takes dozens or more people to actually build these things. Aside from that repair rolls with the appropriate craft skill can be made by a PC. Also, most ships carry wizards who know Craft Wondrous Item and the following spells: Mending spell; Minor Creation; Major Creation. These spells aid them in being able to effect repairs. Also, as you can see above, all flying ships can put down in water like regular boats. Loading ramps are generally located at levels that would be submerged in water, these ramps do have sealing enchantments that keeps water from gushing into the ship. Cannons: Cannons appear to do as much damage as some regular fire arms however they are not like normal fire arms. Firing a cannon requires a roll to hit, however its attack hits anything in its path as it plows through things due to the power of the shot. Creatures are allowed to make a reflex save against the roll to hit, so long as they are Large sized or smaller. Anything over this there is a normal attack roll against their DC. Cannons can be enchanted as well. The attack roll is for the 1st thing in it’s path, all other things are allowed a reflex save, thus a ship is hit, and crewmen can make reflex save to avoid being hit by the cannon ball. Armor: This applies to all damage the ship receives, and does not discriminate between magical or otherwise. So if a dragon breaths fire on an armada class ship, its damage is reduced by 25pts. Piloting: Flying an airship requires one to have ranks in the Profession (Air-Ship Crew) skill. When needing to mak maneuver rolls or attack rolls you substitute your Dexterity modifier for the Wisdom modifier on the skill rolls. Every 4 ranks in the skill allows you to apply a +1 bonus to the ships Defense if piloting it. If you have the Craft (Cannoneer) skill, then every 6 ranks in the skill allows you to add a +1 to your attack rolls with the cannon. The pilots normal initiative roll bonuses are added to the modifiers for the ship to ascertain the initiative for the ship. Yes but how do they get to the other planets in Realmspace? |
| Zandilar05-20-07, 08:59 PM | Heya, Yes but how do they get to the other planets in Realmspace? Did you have to quote the entire post? :eek: |
| jonstryder05-21-07, 12:38 AM | Yes but how do they get to the other planets in Realmspace? Other planets...what the heck?! Please re-read some of my posts. I'm going off of only the information in the Campaign setting book as it is the only book I got. As such, for my setting these are the first air-ships of the realm. There is no "traveling between planets" or any thing like that. And I'm not surprised that such a thing is ommited from the book, it just doesn't fit in with the setting. Air-ships work for it...space bound air-ships jump the shark and push things way too close to sci-fi rather than being fantasy. |
| ElberethSilverleaf05-21-07, 09:37 PM | Heya, Did you have to quote the entire post? :eek: Overly verbose posts annoy me, so I quoted the whole thing. Plus I didn't know the switch to shorten it into a little button to hit......... |
| Zandilar05-21-07, 09:47 PM | Heya, Overly verbose posts annoy me, so I quoted the whole thing. Plus I didn't know the switch to shorten it into a little button to hit......... Open with and close with [/sblock ]. (Without the space, obviously....) Like so... [sblock] HEYA!! :D :cool: |
| GothicDan05-21-07, 09:52 PM | Zandilar, aider of the forum ignorant! :) ... I didn't know how to use the Sblock, either. |
| ElberethSilverleaf05-21-07, 10:41 PM | Heya, Open with and close with [/sblock ]. (Without the space, obviously....) Like so... [sblock] HEYA!! :D :cool: Thanks for the info Zandilar! Now back to watching my British Queer As Folk episodes I got off the torrent sites.......... |
| Leukrythus05-22-07, 12:23 PM | Just as Big Oil is suspected of killing the electric car, Big Magic and Big Theology will attempt to kill off Technology and scientific advancement. So the future would probably turn into a war between magic and technology, not a collaboration between the two. The human population would spike, and concerned people would have dwarves, dragons, dryads and others on the endangered species list. Most of the Jungles of Chult will have been cut down because of human encroachment. The other continents of Abeir-Toril will all have been colonized, mostly by the nations that are heavily into arcane magic. Native Mazticans will be cut down by armored knights, and Zakharans will be sold into slavery. New empires will rise up, and many old nations will fade into history. A long forgotten race will rise up and threaten the world with destruction. |
| jonstryder05-22-07, 07:02 PM | Just as Big Oil is suspected of killing the electric car, Big Magic and Big Theology will attempt to kill off Technology and scientific advancement. So the future would probably turn into a war between magic and technology, not a collaboration between the two. The human population would spike, and concerned people would have dwarves, dragons, dryads and others on the endangered species list. Most of the Jungles of Chult will have been cut down because of human encroachment. The other continents of Abeir-Toril will all have been colonized, mostly by the nations that are heavily into arcane magic. Native Mazticans will be cut down by armored knights, and Zakharans will be sold into slavery. New empires will rise up, and many old nations will fade into history. A long forgotten race will rise up and threaten the world with destruction. That is one way to look at the future. But another war, only only a few hundred years after the last one. No one is going to be looking for such a thing that soon. And technology is just starting to bloom, and at a fast pace. Skip ahead another 300 or so years and you may start to see factions appear that are like that. |