Old Empires: Red-Dux [Archive] - Wizards Community

Post/Author/DateTimePost
Sullivan

06-18-07, 06:09 PM
Inspired by Kara-Tur: Red-Dix and Mazteca: Re-Dux, I will be posting a Old Empires: Re-Dux starting this week.

Any thoughts or observations?

And I need some help putting up the maps I’ve prepared.

Danka.
MarkusTay63

06-19-07, 02:01 PM
The only thing I would reccomend is keep the region 'reminiscent' of Egyptian culture, but not an exact copy. Old Empires is one of the very few 2e sources I don't own, unfortunetly, so most of what I know comes from Lost Empires, which isn't much. That being said, I don't know what was done with it in the beginning, but taking the gods and people in a new direction after the split with Imaskar sounds like a good start.

Also, a decent section of any Netbook would have to be dedicated to the 'Ancient dead', and the way their 'undeath' works (positive energy as opposed to negative).

I also wouldn't mind seeing a new evil arise to the south (near Mishtan, of course) similar to what was done with Warhammer's Tomb Kings. A new kingdom of desert-undead would be very cool, and add some much need 'life' to the region (pun intended).

The Sarrukh and Khaastas around Azulduth Lake are also an interesting new dynamic, as well as the return of Nezram and his mysterious tower.
The Ubbergeek

06-19-07, 03:27 PM
It's cliché, but how about some Eblis-like evil rising...
Sullivan

06-19-07, 05:02 PM
Well, as for new/old evils arising, how about Thayd returning. And he is an wizard 8th, binder 8th (pact magic with some Uvuudaum), alienist 8th, psuedo-natural worm that walks and is bent on nothing less than the destruction of the World!

Mwa ha ha ha!
Sullivan

06-19-07, 05:53 PM
(The previous book on the Old Empires covered the region 17 years ago in-game. LEoF = Lost Empires of Faerun, FRCS = Forgotten Realms Campaign Setting, Sst = Sandstorm, UA = Unearthed Arcana, CD = Complete Divine, CA = Complete Arcane, OE = Old Empires, DoF = Dragons of Faerun, RoD = Races of Destiny, RoS = Races of Stone, GG = Gold and Glory)
Sullivan

06-19-07, 05:57 PM
Old Empires Redux 01; Regional History and Current Situation

Mulhorandi and Unther were ancient empires formed ages ago by people brought in from another world to be slaves. Owing to particularities of their creation, for thousands of years incarnate manifestations of the gods lived in the people of these two nations, almost inevitably in the form of members of the ruling class.

After thousands of years, Unther went into an irreparable decline, while Mulhorand simply atrophied. The last of the incarnate manifestations of Untheric gods died shortly after the Time of Troubles.

Around this time, a young pharaoh inherited the throne of Mulhorand and began a series of changes.

In keeping with their nature, the Mulhorandi moved slowly and attempted to plan everything. In 1371, after about 12 years of planning and preparation, Mulhorandi invaded Unther. This stage of the campaign took less than a year and 4/5th of Unther had fallen before Mulhorand. Untheric refugees fled to other lands, including cities along the Wizards Reach, Chessenta and even Sembia and Cormyr.

The next two years saw many problems, including failures of diplomacy and a military stalemate. The remaining sections of Unther became home to multiple feuding parties that all resisted the Mulhorandi advance.

In late 1374, the situation reached something of a resolution. The final section of Unther “officially” surrendered to Mulhorand. Members of the old political guard of Unther worked with their few allies, and backroom negotiations with the Mulhorandi, to betray the Untheric resistance.

As a result, free Unther has become the Kingdom of Unther, a protectorate and vassal state of Mulhorand. The old political guard became now puppet rulers of this kingdom, enjoy some power and considerable luxury.

That is the situation on paper, so to speak. In function, there are still considerable problems for Mulhorand and the Kingdom of Unther.

There remains considerable resistance to Mulhorandi and the government of the Kingdom of Unther. This includes Ningal (in the Kingdom of Unther) and Furifax (who dominates much of the Uthangol Mountains). The Church of Tiamat is a persistent problem throughout the region, as is the Cult of the Dragon to a lesser degree. Corrupt officials are exploiting the situation in the regions Mulhorand has annexed at the expense of the law and Mulhorand’s best interests. A Banite army from Mourktar is camped in Sadamzar, which is theoretically a city of the Kingdom of Unther.

Further west, a red dragon and champion of Tiamat named Tchazzar has taken over the city of Cimbar – a part of Chessenta, itself once part of Unther – and assembled a realm of communities that are loyal to his rules, if for no other reason than to avoid the wrath of the dragon king.

Other cites and realms are setting themselves in opposition to Tchazzar and are preparing for war. This includes other Chessentan cities and a land ruled by a dead dragon, Threskel.

Most ominously, Thayd has returned, and with his ally, Shuruppak, seeks nothing less than the destruction of the world.
Sullivan

06-19-07, 06:26 PM
Old Empires Redux 02; Regional Races

Bhuka: There is a tribe of bhuka (Sst) in southern Mulhorand.

Goliaths: There are two tribes of goliaths (RoS), one from the Black Ash Plane and another in the mountain kingdom of Fuirgar.

Half-Orcs: Half-orcs come from the city of Airspur, the Akanapeaks and a tribe of nomadic orcs in a desert in southern Mulhorand.

Humans: Local races are the Mulan and Turnami.

Illumians: The Mulhorandi, Untheric and Chessentan people all have a tradition of producing Illumians. For some reason, Tchazzar hates them and the Chessentan Illumians have fled his realm. Cut loose from their society by the war, many of Unther’s Illumian population fled the region. A force to be reckoned with inside the empire, Mulhorandi’s Illumian population heads many churches and government bureaucracies.

Planetouched and Bloodlines: Many people – probably 20 percent of the native population – are plane touched, paragons or possess some type of bloodline. All the plane-touched races are available. Available bloodlines include; blue dragon, celestial, devil, brass dragon, elemental fire and elemental water. Racial paragon levels are also common, and included in the above 20 percent.

Wemic: Wemic tribes rove the southern reaches of Mulhorandi and occupied Unther.

Other races usually come from other lands.
Sullivan

06-19-07, 06:30 PM
Old Empires Redux 01; Regional Base Classes

Bard: The class is standard as per the PG, though relatively rare in Untheric and Mulhorand. The Bardic Sage and the Divine Bard (variations from UA) are standard for this region.

Cleric: The class is standard as per the PG, though more common throughout the Old Empires than in other lands. Probably half of the local clerics are Cloister Cleric (variation from UA).

Druid: The class is standard as per the PG, though rare in Unther and Mulhorand. See Lord of Tides, Scion of Tem-et-Nu and Walker in the Waste below.

Favored Soul: The Favored Soul (CD) is a standard base class through the Old Empires.

Fighter: Standard as per the PG.

Monk: The class is standard as per the PG, though relatively rare outside of a few religious associated orders. The Untheric monastic orders associated with Inanna and Nergal dissolved centuries ago. The order associated with Thoth still functions in Mulhorand.

Paladin: There are paladins in Chessenta and Mulhorand, but Unther was without them for centuries. The paladins are leading the much of the occupation of Unther and the work with dragons.

Ranger: The class is standard as per the PG, though rare in Unther and Mulhorand. See Scion of Tem-et-Nu and Walker in the Waste below.

Rogue: Standard as per the PG. See Scorpion Heritor below.

Sorcerer: The class is standard as per the PG, though rare in Unther and Mulhorand.

Wizard: The class is standard as per the PG, though rare in Unther and Mulhorand.

Old Empires Redux 04; Regional Prestige Classes

Alienist: Most alienists (CA) in the Old Empire, and for that matter, the Realms themselves base their own practices on Thayd’s writing, whether or not they know it. They do not have a unified tradition or group, but work mad magic is the remote places.

Arcane Devotee: More than half of the arcane spell casters eventually takes levels Arcane Devotee (FRCS) and devote themselves to some god or another.

Divine Champion: Many adventuring clerics of a lawful alignment take levels in Divine Champion (FRCS) eventually.

Divine Disciple: Many adventuring clerics take levels in Divine Champion (FRCS) eventually, if they have not taken levels in Divine Champion or Divine Seeker.

Divine Seeker: Many adventuring clerics of a chaotic alignment take levels in Divine Champion (FRCS) eventually.

Glorious Servitor: Many clerics take levels in Glorious Servitor (LEoF) eventually, if they are particularly loyal to the deity and not seeking political leadership of the clergy.

Hierophant: Many adventuring clerics take levels in Hierophant (FRCS) eventually, if they seek political leadership of the clergy.

Lord of Tides: Gleam destroyed the religious order that produced Lord of Tides in Unther in 731 for not preventing the flooding of Unthalass. The religious order that produces Lord of Tides in Mulhorand still exists.

Olin Gisir: The self appointed watchers and guardians of ancient secrets have become quite interested in the Old Empires, given recent developments in those lands.

Sand Shaper: There was an order of Sand Shapers (Sst) in both Unther and Mulhorand. The Orcgate Wars destroyed the tradition in Unther. The one in Mulhorand survived secretly in the vast deserts. They do not welcome strangers.

Scion of Tem-et-Nu: A part of the government, a religious order of Scion of Tem-et-Nu (Sst) is legally responsible for maintaining the rivers of Mulhorand. Their duties now include rivers in Unther.

Scorpion Heritor: Gilgeam kept a royal order of killers, the Scorpion Heritors (Sst), in his employ for centuries. What remains of the order has become a part of the resistance against Mulhorand.

Walker in the Waste: There was a group of Walkers in the Waste and they persist in a region dominated by the Dusty Conclave. (Sst)

Other applicable classes include: Black Flame Zealot, Church Inquisitor, Contemplative, Divine Crusader, Divine Oracle, Evangelist, Geomancer, Sacred Fist, Storm Lord and War Priest.

Prestige classes are not applicable include: Holy Liberator, Radiant Servant of Palor, Rainbow Servant, Seeker of the Misty Isle and Temple Raider.
Sullivan

06-19-07, 06:35 PM
Where can I find a list of Mulhorandi pharaohs?
MarkusTay63

06-20-07, 11:00 AM
The author of the original Old Empires has a PDf that adds a lot of goodies to the region. You can view it HERE. (http://www.hallofhero.com/sand/)

Sorry, there is no direct way to link the PDF, so just scroll down.
TomCosta

06-20-07, 05:53 PM
For whatever it's worth, I view modern Unther as a lot like modern Afghanistan. An invading force Mulhorand/US-NATO with good intentions allied with a puppet government that threw out the ruling theocracy Gilgeam/Taliban, while staving off outside influence Thay/Iran and dealing with a mixed bag of wizards, mercenaries, dragon lords, etc./drug lords, warlords, etc. You can create even more parallels if you like.

Another game source for the region is 2Es Cult of the Dragon.
Sullivan

06-21-07, 11:28 AM
For whatever it's worth, I view modern Unther as a lot like modern Afghanistan...

I agree, but given political touchiness I don't want to want the metaphore too thin.
Sullivan

06-21-07, 11:39 AM
Old Empires Redux 05; Regional Magic

The Old Empire works divine magic the way other nations work arcane magic. This includes using divine magic feats for most arcane magic feats, practicing circle magic and the like. Further, the clerics of the Old Empires were and are past masters of epic level divine magic.

An epic-level divine magic spell allowed the movement of a divine essence from one god-king to their heir. This is why they sometimes died and no one inherited the divine essence, while at other times the essence passed on.

This was true for the Untheric, the Chessenti but especially for the Mulhorandi. In part, it stemmed from their view of the soul, which they believed had five parts: the Ren (name), the Ba (soul/personality), the Ka (life force), the Sheut (shadow) and the Ib (heart). With this emphisis on perfect understanding gave them an advantage over other people for whom “close enough” was good enough.

Mulhorandi work on Ren became the foundation for much of Faerunian name-magic, even among peoples other than the Mulan. Following the reappearance of the Netherese shade wizards, the work done on Sheut is prized. Work done on Ka has traditional dealt with the undead and constructs – and both are rather plentiful in the Old Empires.

This work also lead to a phenomenon unique to those who undergo Mulhorandi funeral practices. In short, the spirits of the Mulhorandi dead are markedly more in control of their fates and situations that the spirits of others who have died.

Untheric funeral traditions provided a similar function. However, those traditions have all fallen away in the past few centuries owing to the neglect and tyranny of Gilgeam.

Undead in the Old Empires are also usually quite potent.

Before the people who would become the Mulan arrived on Aber-Toril, Set was not an evil god. He was, in fact, the destroyer of the sinister Apep, in the service of Ra on his barge, and thus serving to uphold Ma'at (Truth, Justice and Harmony). It was only in the shakeups that occurred with the arrival in Faerun that he became evil.

Currently, the Mulhorandi are also recovering most of their technology, augmented by magic.

Wizard Spells:

Level 1
Breathe
Ladder

Level 2
Damage Mirror
Move Object
Tumble

Level 3
Foothold
Prot./Telekinesis
Target

Level 4
Dune
Slumber

Level 5
Etherealness
Sandstorm

Level 6
Javelin
Reverse Missile

Level 7
Time Loop
Trick

Level 8
Bombard

Level 9
Army

Priest Spells

Level 1
Barrier
Beckon
Cleanse
Stumble
Ward

Level 2
Inscribe
Omen
Run
Stormvoice
Thunderball

Level 3
Chill
Detect Ambush
Detect Curse
Witchweed

Level 4
Agitate Wounds
Animal Vision
Comm. Elemental
Thunderstroke
Weapon Immunity

Level 5
Deathguard
Major Curse
Mummy
Summon Minion

Level 6
Dying Curse
Enfeeble
Resist Magic
Worship

Level 7
Bane
Timewarp
Resist Injury

Level 8
Deathbolt
Devastate

Level 9
Call
Soul Shift
Sullivan

06-21-07, 11:48 AM
Old Empires Redux 06; Regional Monsters

Desert Wraith: Creatures killed by skriaxits are animated three days later as desert wraiths, malevolent spirits of the sands. These creatures have two forms, that of a human and that of a jackal. Their goal is to destroy any living creature that they encounter.(OE)

Divine Minions: Each divinity of the Mulhorandi pantheon has a number of magical servitors, known as minions. Each minion is a fanatical follower of the deity and serves his ends at all costs. These are usually animals.(OE)

Dragon, Brown: Standard for the region and represented by stats in several books, including MoF and OE.

Draco-Sphinx: These evil creatures are a legacy of the Imaskari and still dwell in the region. The Church of Tiamat has been contacting them and has been disturbingly successful in making deals with the creatures.(OE)

Golems, Gemstone: Gemstone golems were an Imaskari development, but the Untheric and Mulhorandi continued to create and employ these constructs.(MoF)

Golems, Sand: These are a creation of the sand shapers and were used by both the Mulhorandi and the Untheric.(Sst)

Golems, Stone: There are many golems across Mulhorand. Some of what people think are big statues are colossal golems.(MM)

Hakeashar: The Mulhorandi are trying to create a shadow magic associated hakeashar (called nishruu in other lands), for dealing with the Shades. Back in the day, Mulhorand had unhappy dealing with the Netherese empire. There work to create a shadow magic associated hakeashar was surprisingly successful – the people on the project suspect they had some secret backing – and plan to use the shadow hakeashar as a bargaining chip in negoations with the shades and/or enemies of the shade.(LEoF)

Kaortis: There are a growing number of these creatures in the wastes of the Old Empire. They serve Thayd and many are infesting Imaskari ruins and are turning them into cysts. They are Thayd’s best servants. (Fiend Folio)

Lycanthrope, Werecrocodiles: Standard for the region and represented by stats in several books, including LEoF and Sst.

Psuedo-Natural Creatures: In recent years an increasing number of psuedo-natural creatures have appeared in the wastes or wandered into inhabited regions. No one knows where they are coming from. There is a gargantuan psuedo-natural sphinx under one of the stone sphinx monuments in Unther. (Yes, this is a Lovecraft reference.)(CA).

Skriaxit: These living sandstorms still exit and a number are controlled by the Mulhorand military.(OE)
Sullivan

06-21-07, 11:59 AM
Old Empires Redux 07; Mulhorandi Government and Religion 01

For administrative purposes, Mulhorand divided into districts, referred to as sepat (Egyptologists use the Greek term “nomes” for the actual Egypt administrative districts, but that sounds like gnomes and would be confusing). The division into sepat goes back to before the founding of Skuld itself. The sepat has remained in place for more than three millennia, with the area of the individual sepat and their order of numbering remaining remarkably stable. Under the system that prevailed for most of Mulhorandi history, the empire was divided into about 50 sepat: 10 in what would become Thay, 25 around the western coast of the Alamber Sea, 10 around the southern coast of the Alamber Sea, and five in the deserts and wastes of the Eastern Shaar. A sepatarch – a provincial governor who holds regional authority – governs each sepat. The position of the sepatarch was at times hereditary, at times appointed by the pharaoh.

The Mulhorandi use this system on the annexed portions of Unther – though a final apportionment has not been finalized. Pharaoh Horustep III is reorganizing the system, replacing sepatarch he believes have failed somehow. This is offending a significant number of nobles who came to feel entitled to positions of powers and luxury without having to work for it or even be competent. Even more controversially, for the first time since the early days of the Second Empire, Horustep III is appointing non-humans as sepatarchs, granting the position to bronze dragons and sphinxes.

The Mulhorandi government imposes a number of different taxes upon its people. Taxes may be paid for "in kind" (with produce or work) or in currency. The Vizier (Mulhorandi: tjaty) controls the taxation system through the departments of state. The departments report daily on the amount of stock available, and how much is expected in the future. Taxes are paid for depending on a person's craft or duty. Landowners pay their taxes in grain and other produce grown on their property. Craftsmen pay their taxes with goods they produce. Hunters and fishermen pay their taxes with produce from the river, marshes and wilderness. One person from every household was required to pay a corvée or labor tax by doing public work for a few weeks every year, such as digging canals or mining. However, nobles may hire peasants to fulfill their labor tax.

Edit: Paying labor tax can include "adventuring," such as removing evil undead from a tomb, chasing bandits away from trading roads and killing monsters in occupied Unther.
Sullivan

06-21-07, 12:13 PM
Old Empires Redux 08; Mulhorandi Religion and Government 02

Before the Time of Troubles, there were multiple royal and noble families devoted to the preservation of an incarnation of one of the gods of Mulhorand and Unther. None of the Untheric gods are still alive and most of the nobles families of their gods have been destroyed, or at least lost even there temporal power. However, the noble families remain and rule in Mulhorand, even if they are no longer any living incarnations of the gods, dominating many aspects of the empire and the churches.

Anhur; lesser deity, CG god of war. The mortal family of Anhur still dominate the empires military, handles most of the responsibilities of the occupation and rules the sepat of Unthalas.

Anubis; demigod; TN god embalming and escorting the dead to the afterlife. His mortal family rules the sepat of the Land of the Dead and handles all legal burials.

Geb; lesser deity, N god of mining, minerals and metal. Geb’s family of mortals handles most of the mining, metal working and metal manufacturing in the empire, are in charge of taking over those functions in the annexed region of Unther and rule the sepat of Dalath.

Hathor; lesser deity, NG goddess of motherhood, dance and fate. The mortal family of Hathor is responsible for most of the midwives in the empire.

Horus-Re; greater deity, LG god of the sun, rulership and life. Horus-Re’s family of mortals still rules the empire – producing the pharos – and is also responsible for crop production.

Isis; intermediate deity; NG goddess of arcane spellcasters, druids and lovers. The mortal family of Isis monitors foreign arcane spell casters who come to the empire, in addition to being responsible for the nations though the empires druids and related classes.

Nephthys; intermediate deity; CG god of merchants, tax-collectors and rogues. Nephthy’s family of mortals handles most of the empires commerce and rule the sepat of Ssintar.

Osiris; intermediate deity; LG god of seekers of rightful vengance, judges and paladins. The mortal family of Osiris handles the Mulhorandi justice system.

Sebek; demigod; NE god of crocodiles, werecrocodiles and wetlands. Sebek’s family of mortals has been officially exiled from the empire, but remain in secret in many places.

Set; intermediate deity; LE god of assassins, blackguards and criminals. The mortal family of Set has been officially exiled from the empire, but remain in secret in many places. They also dominate the empire’s evil thieves guilds.

Thoth; intermediate deity; N god of neutral magic, scribes and knowledge. Thoth’s family of mortals monitor the native arcane magic use, the libraries and records of the empire and the assimilation and control over Untheric arcane magic.
Sullivan

06-21-07, 12:35 PM
Old Empires Redux 09; Mulhorandi Religion and Government 03

Mulhorand possesses a highly developed view of the afterlife with elaborate rituals for preparing the body and soul for a peaceful life after death. Beliefs about the soul and afterlife focus on preservation of the body. This is because they believe that the driving life force that animates a person – called the ka – remains associated with the body after death. It is necessary that ka be united with the ba – or the individual’s unique personality – to form the akh, the aspect of the person that passes on to the afterlife. This means that embalming and mummification preserve the individual's identity in the afterlife. The very poor, or unknown strangers, are buried in reed caskets in the searing hot sand, which causes the remains to dry quickly, preventing decomposition, and are subsequently buried. The extensive process of mummification is reserved for those who can afford it. The Mulan bought these traditions when they were brought into Faerun by the Imaskari ages ago.

The extensive process of mummification includes the removal of soft tissues, washing out and packing body cavities with natron and then burying the exterior body in natron as well. After coming out of the natron, the bodies are coated inside and out with resin to preserve them, then wrapped in linen bandages, which are embedded with religious amulets and talismans. In the case of nobles, the bodies are usually then placed inside a series of nested coffins, the outermost of which was a stone sarcophagus. The intestines, lungs, liver and the stomach are preserved separately and stored in canopic jars protected magic.

Assuming the proper rituals, magic and body preservation are completed, after a person dies their soul is led into a hall of judgment in Duat (The Fugue Plain) by Anubis. The deceased's individual’s heart, which was the record of the morality of the owner, is weighed against a single feather representing Ma'at (the Mulhorandi concept of a single of truth, and order that allows the universe to operate). If the outcome is favorable, the deceased is taken to Osiris, god of the afterlife, in realm of Aaru, the good Mulhorandi afterlife. However, the demon prince Ammit, “Eater of Hearts,” destroys those hearts whom the verdict is against, leaving the owner to remain in Duat, where they are caputured by hunting demons, sent to Kelemvor’s city, brick up in the wall of the faithless or (rarely) return to the world as the undead. A heart that weighed less than the feather was considered a pure heart, not weighed down by the guilt or sins of one's actions in life, resulting in a favorable verdict; a heart heavy with guilt and sin from one's life weighed more than the feather, and so the heart would be eaten by Ammit.

As a result of these actions and preparations, the Mulhorandi petitioners retain their skills and class levels in the afterlife, unlike most petitioners. Further, once a year dead Mulhorandi have the option of returning to the lands of life to visit any remaining living relatives. While this technically involves the undead, they are usually not evil and it rarely involves crimes against people or property as the entire affair is closely regaled by the families and church of Anhur. Mulhorandi like to surprise foreigners with this event. This is because, really, the expression’s on the faces of outlanders when experiencing this for the first time is priceless.
Sullivan

06-21-07, 12:39 PM
Old Empires Redux 10; Mulhorandi NPCs

The Mulhorandi: As inhabitants of the last of the Old Empires, the people of Mulhorand believe they have a right to be proud. Their nation outlasted all other empires – even Calimshan has gone through multiple incarnations – including those of elves. They must be doing something right, for their way of life to have endured the way it has. To other nations and people of Faerun, Mulhorandi and its people are not simply exotic, but almost alien, given its history of divine intervention and other worldly origins. Think fantasy Mulhorand.

Brathes: The fighter and bodyguard of the new pharaoh was killed during the invasion of Unther. (OE)

Derlaunt: Following the debacle of the walking statues – where he activated a number of ancient golems and stone colossuses without controlling them - was removed from his position as governor of a city. In his retirement, he is researching the history of Untheric for tactical and strategic resources. He is a prissy old man, but good at what he does. (OE)

Gestaniius: This ancient female blue dragon has been subverted by the government of Mulhorand, who magically restored her eggs but hold them in protection; i.e. hostage. They also healed her paw. They use her to dominate the dragons in Mulhorand. This is a state secret. She has a sepat in the northern Sword Mountains. She is keeping this a secret from Tchazzar. (OE, DoF)

Halcaunt: The tireless fighter against the cult of Set in all of Mulhorand perished during the invasion of Unther. (OE)

Hamsetis: This evil man is a loyal servant of Set, and is in charge of training other warriors in Set's service. (OE)

Hodkamset: The Fang of Set was killed by Thayd in 1371. Hodkamset discovered Thayd’s resting place and was exploring it, and the ancient alienist wizard and its minions surprised the assassin. The other Fangs of Set know he is dead, but do not know the circumstances. (OE)

Horustep III: This is the pharaoh, an aggressive and domineering personality. He is a very "Augustus, First Emperor of Rome," type of figure. (OE)

Knesha: She has found a position in Cormyr after fleeing her homeland, where she is a paid scholar who specializes in Mulhorand. (OE)

Mardikan: He is the vizier of Mulhorand and with the pharaoh developed most of empires current plans. He suspects there is a specific power or individual behind many of the troubles that Thayd is inflicting on the region, but the vizier does not know the evil wizard has returned. (OE)

Nekiset: She still leads the Fang’s of Set and in fact the church of Set in the Old Empires. Under guidance of Set, she has contacted the sarrukh of Okoth, a development with which she is uncomfortable. They are trying to subvert the government of Mulhorand. (OE)

Rezim: The former Mulhorandi vizier died in their intervening years between the original publication and the current year of the setting. (OE)

Shutep: Once a confidence man who helped people rob graves, he died in their intervening years between the original publication and the current year of the setting. (OE)

Suliyar: Church of Tiamat subverted this Fang of Set, and he is informing them of the moves, plans and plots of the Church of Set. His contact was Tiglath, but is now Shudu-Ab. (OE)

Thayd: Once upon a time, Thayd (OE, LEoF) was a vizier of the Mulhorandi empire, until his removal from that office and his banishment from the empire is about –1205 DR. Following decades of wandering, he returned to the Mulhorandi empire in 1185, at which time he was already an alienist (CA). Much of what he was doing was rooted in his relationship with the Elder Evils and the entities that call the Far Realm home. He and his conspirators began a revolution in Mulhorand that failed. However, events he set in motion triggered the Orcgate War six years after his “death.” Exactly 2,000 years after his death, he returned to the Realms, in D.R. 919. He did not assist the wizards in the rebellion that formed Thay, but he was more of an ill omen people did not notice. From 919 to 1358 he dwelled in his tomb, the Black Pyramid. Shuruppak sought him out in 1358, following the collapse of the Untheric Empire. However, he was not able to physically leave the Black Pyramid until 1374. He is alien and horrible (8th level wizard; 8th level binder – Far Realm Entities; 8th level alienist; psuedo-natural; worm that walks; CE; CR 37). Thayd learned his alienist secrets while traveling, specifically to the swamps west of the then Lands of Purple Dragon, and later at Iron Fang Keep. (He is one part Imhotep, one part Al’Hazred and two parts Mumm-Ra.)
Sullivan

06-21-07, 12:44 PM
Old Empires Redux 11; Mulhorandi Locations

Alamber Sea: Mulhorandi’s navy is vying with the navy of Thay to dominate the Alamber Sea.

Black Pyramid: Thayd’s tomb, the Black Pyramid, is somewhere in the Plains of Purple Dust.

Cliffs of Leaping: Some of the best horses in the region come from the Cliffs of Leaping Horses, and this has not changed.

Land of the Dead: Regularly patrolled and tended, the traditional burial ground of Mulhorand is less of a haven for undead than might be expected. There are undead, to be certain, but generally they behave themselves unless someone drops by their tomb unexpectedly. This area is also home to the Prison of Anubis.

Great Vale: Mulhorandi has improved most of the ancient machinery that feed water into the Great Vale, along with installing competent managers.

Prison of Anubis: First established in the years following the Orcgate wars, the government stored corrupt magical items they could not safely use and individuals judge to dangerous to simply kill in this facility. Thayd was able to arrange the destruction of the records of the place in 1373, so while the Mulhorandi government knows about the place, they no longer know what is actually in the prison.

River of the Dawn: The border with Thay remains heavily fortified against incursion.

River Rauthengflow: The River Rauthengflow has changed little.

River of Shadows: The River of Shadows has changed little.

River of Spears: The River of Spears has changed little.

River of Swords: The Mulhorandi has established forced settlements of Untheric people along the River of Swords.

Sekras: This ruined city is part of the Azelduth Sphinx Sepat, and the sphinxes have become embroiled in a conflict with the local werecrocodiles and wereserpents.

Ship of the Gods: Few live on the Ship of the Gods following its most recent eruption.

Sword Mountains: Having Gestaniius more or less brought under control, the Mulhorandi find the Sword Mountains much easier to deal with these days.
Sullivan

06-21-07, 12:46 PM
Old Empires Redux 11; Mulhorandi Cities

Gheldaneth: The second largest city in the empire is under going some slave-worked urban renewal, but less so than Skuld. There is a large port facility, as goods come by ship from Unthalass and foodstuffs come from the Great Vale by water or by land.

Mishtan: This city on the edge of the Great Vale and the Land of Dead has changed little from its OE entry. It has a population of 2,000, but booms to over 30,000 at construction
time; these temporary workers are housed in makeshift dwellings that surround the town.

Neldorild: This costal city has changed little from its OE entry., but is now home to a small group of Harpers working to infiltrate the country. The government knows they were there and is indulging them for the moment so as to feed them the information the government wants them to have, rather than the truth.

Sampranasz: This has changed little from its OE entry, and remains a center of activity for the Cult of Set. There are many hidden ruins within these walls; these are used by the cult as meeting and worship places.

Skuld: The capital city is undergoing an urban renewal project, under order of the pharaoh and manned by slaver, mostly former nobles of Unther. Non-human races can enter and move about the city more free now than they could in the past but are still rare. It had some big celebrates several years ago, when it marked its 3,500th year of existence. It is one of the most exotic cities in the Realms.
Sullivan

06-21-07, 02:10 PM
MarkusTay63, how do you make your maps? What software do you use, and what techniques?
OverworkedDm

06-21-07, 07:33 PM
Sullivan,
Please post your version of Thayd's stats, and if possible Hamesetis, I am trying to put together a campaign in the Old Empires as we speak. By the way keep up the good work!!
MarkusTay63

06-21-07, 09:23 PM
MarkusTay63, how do you make your maps? What software do you use, and what techniques?Not exactly on topic, but since you are the OP I will make allowances. ;)

I have always had a love for maps, even as a child. I wanted to purchase CC3 from ProFantasy (http://www.profantasy.com/products/cc3.asp), but since I couldn't get a copy of the old Forgotten realms Interactive Atlas, I would have had to rebuild everything from scratch. That being the case, I decided their really was no reason for me to 'waste' my money on CC3 and just use the program I had.

I have been using Photoshop for quite some time. I started out modifying the low-res world map available here for my own campaign. As I did, my 'skills' became better. In fact, by the time I was done, the first areas I worked on looked terrible compared to the new, so I went over it.

Then the 'good' areas started looking shabby, so I re-did them as well. And so on, and so on... so I just excepted it as it was and started working on a whole new one using the High-res world map. Most of my technique simply consists of taking terrain that already exists and rotating, resizing, and shading it to make it look different from the original. If you look at my mountain ranges, usually you can find something VERY similar on the world map that I modified.

I also made a complete set of my own textures 'lifted' from the official maps, so that my freehand work would look like the originals. Lastly, just this past week, I learned vector graphics and started creating a custom set of map icons (before now I was using TONS of copying and pasting to do cities, towns, etc).

Lastly, and just two days ago, I found this site with EXCELLENT video tutorials on how to use the trickier Photoshop techniques. The site is ZombieNirvana, (http://www.zombienirvana.com/) (the guy is a Fantasy map-maker) and his Photoshop skills blow mine away (however, I think my meager artistic abilities are a little better). So, by combining his tutorials with my own skills I have pretty much moved up to the next level. You might not notice much difference on your end, but now that I can use layers it will cut my time by more then half, so I will be able to 'pump-out' maps much faster now. Also, his 'how-to' on making your own terrain textures was off the chart (I used to have to go back over everything and 'erase' the lines were texture-tiles met).

Basically, its lots and lots of practice, and I still steal most of my mountains from the original maps. You basically just got to dig into the guts of Photoshop and get your hands dirty. ;)
OverworkedDm

06-22-07, 11:49 AM
By the way, where did you get this information about shuruppak and Thayd allying, and Thayd being back from the dead. Please let me know, I am very interested in these two big baddies.
Sullivan

06-22-07, 05:00 PM
By the way, where did you get this information about shuruppak and Thayd allying...

A lumpy, grey colored bit inside my skull, behind my forhead and on the rightish side. Really, it was just an idea that came to me.

Bringing Thayd back seemed so natural, and it still does, that I'm surprised it has not happened before in official material. Making him insane and freaky was amusing, 'case really the way I see him is more Mumm-Ra than anything thing else - lots of slobbering and ranting about Elder Evils.

He and shuruppak are not fast friends or anything. Shuruppak are the Imaskari ruins in the Methwood and Thayd dwells in the Black Pyramid in the Purple Dust Desert - those sityes are several hundred miles apart. Each also has their own minions.

Mostly they share goals - destroy the world, or at least inflict as much damage on people as is possible - and information to get to those goals. They don't feel a need to compete with each other or harbor some secret desire to enslave the other, so the PCs don't get any lucky breaks in having these enimies try to destroy each other.
Sullivan

06-22-07, 05:02 PM
Not exactly on topic...

Thanks. I will have to take a look at ZombieNirvana. Ive made some useable maps with paintbuck, but they are not as pretty as yours.
Sullivan

06-24-07, 11:27 PM
Old Empires Redux 13; Untheric NPCs

The Untheric: While once it was an empire greater than Mulhorand, Unther and its people sank into decadence centuries ago. The nobility were corrupt, self-indulgent and venal and even the peasants were often narcissistic. While recent years have swept away much of this ancient and strange nation, age-old bad habits remain and for the wicked Untheri, there is no act of depravity beneath them. Think the old and decadent nations described by R.E. Howard.

Annunaki: He died during the invasion of Unther. (OE)

[b]Ekur: He surrendered to the Mulhorandi and is interrogated about Unther. (OE)

Esarhaddon: The wizard leads a community of Untheric refugees who moved to Delthuntle (which was once an Untheric colony). He does not know a psuedo-doppelganger replaced his former mentor, but then he has not seen him since before that happened. (OE)

Furifax: He transformed himself from a simple bandit lord into a warlord and dominates much of eastern Uthangol Mountains. He uses his resources to funnel supplies and resources to the resistance in Unther. (OE)

Gudea: He died in their intervening years between the original publication and the current year of the setting. (OE)

Isimud: an agent of Thayd murdered and replaced the aging wizard of the Greenfields. This is a psuedo-natural doppelganger. In it’s guise as Isimud, the psuedo-natural doppelganger holds an important position in the Kingdom of Unther. Like Thayd, its goals are to eventually open gate to the Far Realm. (OE)

Karigulzu: He has become a loyal servant of Shuruppak, but he does not know what his new master is plotting. (OE)

Teumman: He died in their intervening years between the original publication and the current year of the setting. (OE)

Tiglath: Believed dead by the Church of Tiamat, the Harpers actually captured her and hold her in a special prison in another land. (OE, DoF)

Tukulti: He died during the invasion of Unther. (OE)

Shudu-Ab: She finally attempted to murder Tiglath and take control of the Church of Tiamat. Shudu-Ab eagerly serves the dragon goddess and is evil, working to spread the tyranny of her goddess. (OE)

Shulgi: This vampire dominates the thieves’ guild in Messemprar and supports the resists against the government of the Kingdom of Unther and the Empire of Mulhorandi. (OE)

Shuruppak: With Thayd, this former servant of Gilgeam plots nothing less than the destruction of the world. In addition to sabotaging any peace efforts in the region of the Old Empires and freeing imprisoned demons, devils, undead, he searches the plains for remorseless killing creatures to turn loose on the world, and he thinks he has found some. (OE)

Skuthosiin: This dragon has changed very little, and is allied with the Church of Tiamat. (OE)

Zimrilim: This man is the puppet king of Unther but really answers to the Mulhorandi. (OE)
Sullivan

06-24-07, 11:34 PM
Old Empires Redux 14; Untheric Locations

Alamber River: Forced settlements, where the Mulhorandi are having a series of dikes built, are along the Alamber River. There are two bronze dragon sepats in this body of water.

River Angol: The dikes along the River Angol are being rebuilt, improved and expanded by Mulhorand.

Black Ash Plain: A surprising development in the Black Ash Plain are areas of black sand, the sinister shadow magic infused patches of wasteland terrain. Huecuvas dominate the region.

Greenfields: The region of Unther that produced crops is now recovering from marching the marching armies of Mulhorand cross it a few years ago. However, it has not yet reached previous levels of production. Food throughout the empire is heavily rationed, with much of the grains coming from stockpiles Mulhorand assembled before the war or being brought in from outside the empire. Rebuilding the region is a major goal of the empire. Part of the area is a sphinx sepat, to serve as a buffer between the best part of the empire and undesirable elements, such as the Black Ash Plane and the bandit kingdom.

River of Metals: Right now Mulhorandi military forces are scouting the area, anticipating future conflict with Threskel and Chessenta.

Methmere: This body of water has changed little. There is a bronze dragon sepat in the lake.

Salt Lake: Long time inhabitants of the Salt Lake region have noticed two things in recent years. First, there has been a substantial increase in the numbers of reptiles in the region. Second, the area is receiving more rain, and thus the level of the lake is not dropping as much during the summer as is normal. Sages from Mulhorand believe that the Shades magical work on the glacier in the Anaroch is responsible for the increased participating all the old Empires have been receiving.

Methwood: Shuruppak favored located is the Imaskari ruins located inside the Methwood.

Smoking Mountains: Some groups of Untheric refugees now live in the eastern branch and have taken to banditry to survive, and the Cult of the Dragon has restored Guyanothaz (male, red worm, CR 24) sight. As such, the Smoking Mountains are more dangerous these days than in the past.

River of Swords: Mulhorand has established forced settlements of Untheric people along the River of Swords.
Sullivan

06-24-07, 11:37 PM
Old Empires Redux 15; Untheric Cities

Dalath: This community is a small mining town in the interior of Unther. A rough-and-tumble place distrusts strangers and despised the old god-king and his taxes - however, they have no love for the Mulhorandi either. There is a garrison stationed here to maintain order and ensure the operation of the mines. A secret known to only a few of the native is that some parts of the mines open to the Underdark.

Firetrees: A farming community on the edge of the Greenfields, it has warehouses where grain is stored and as well as facilities to load caravans. Mulhorandi soldiers stationed here ensure the restoration of the Greenfields and maintain order. The Church of Tiamat fled the city a few years ago, before the advancing Mulhorandi army. The Mulhorandi government has offered the Firetrees sepat to anyone who can clear out the Citadel of black Ash and pacify the undead now roaming the Plain of Black Ash.

Maerch: This small city, one of the westernmost taken by Mulhorandi, is now the capital of a bronze dragon sepat. The Mulhorandi arranged this owing to the likely strategic important of an otherwise small city – a dragon (theoretically) loyal to the empire rules and defends the community.

Messemprar: This city has become the official capital of the Kingdom of Unther. However, despite that development the place has changed relatively little from its description in the FRCS.

Red Haven: This small fishing village is on the trade route between Shussel and Unthalass. Mulhoandi forces, who keep the fishing fleets operating and are establishing a naval base here, to deal with pirates and Sahuagin, occupies it.

Sadamzar: Though technically part of the Kingdom of Unther, an army from Mourktar holds the city. The Banite army was assigned to defend Messemprar but after Unther surrendered, the army decamped and then took over the smaller city.

Shussel: This city matches its description in the FRCS, and is the southern-most city to be a part of the Kingdom of Unther. The ostensible government of the Kingdom of Unther is attempting to draw Untheric refugees who fled the war to back to the kingdom and settle them in the city – this it moving slowly. Thayd is responsible for the mass disappearance of people, by using epic magic to cast huge numbers of people into the Far Realm. He plans to bring them back any day now, as they have become what he wanted them to be.

Ssintar: This is a small trading post set up near the edge of Methwood. Mulhoandi forces occupy it. There are spies from Tchazzar’s Realm, the Masquerade, the Church of Tiamat and the Harpers in the community, which serves as a transportation hub these days.

Unthalass: This city largely matches its description in LEoF. However, Lord Khemenhet – the Mulhorandi general who governs the region – has begun having the royal palace excavated.
Sullivan

06-25-07, 01:22 PM
Any thoughts?
Azkorra

06-25-07, 01:47 PM
Fantastic work up to now. Like it a lot :thumbsup:

Great to see a mostly neglected region fleshed out. Just go ahead :)
Sullivan

06-25-07, 05:23 PM
Old Empires Redux 16; Chessenta NPCs

The Chessenti: A passionate, energetic people the Chessenti are often seen by others a drunken, violent and riotous. They do not to anything by half measures. They are also a fiercely competitive people, to the point of going against their own best interests. If they are not physically fighting, they are arguing and debating.

Heptios: The stand-up philosopher fled Cimbar at the arrival of the Dragon Lord Tchazzar. He eventually reached Waterdeep, aided and funded by some brass dragons that liked talking to him. (OE)

Hippartes: Shuruppak, who turned him over to Thayd, who in turn tortured and mutilated the king, kidnapped him. The king, half mad, escaped and wandered the wastes east of Mulhorand. A local brass dragon discovered him - but does not know who he is - and is caring for the one-time king as best she can. (OE)

Jaerios: This sadist now rules Luthcheq openly, following the death of his father, Maelos. (OE)

Kreodo: He has become a paid informant for Mulhorand, keeping the government informed of lot of the goings on in Chessenta. After the government of Reth was taken over, the political climate changed and is becoming hostile to people like Kreodo. As such, with permission of the Mulhorandi, she is preparing to move to Mordulkin. (OE, GG)

Therescales: He is playing all sides against each other for fun and money, with the Church of Tiamat, Untheric resistance and Mulorand each thinking he is a spy in their employ. He cannot conceivably maintain this illusion for much longer. (OE)
Sullivan

06-25-07, 05:25 PM
Old Empires Redux 17; Chessenta Locations

Adderpeaks: The region currently occupied by Chessenta was a kingdom ruled by a number of Titans, until Unther’s god kings conquered it almost 3,000 years ago. For whatever reason, a number of the titans were not killed – the number varies depending on the telling from 7 to 14 to 21 – but bound to a cavern located under a shadow-plane version of the Adderpeaks. This occurred in –1250 DR. Thayd seeks this prison and intends to free the Titans, in hopes they will further devastate and destabilize the region.

Adder River: This body of water is now home to some naga, who are spying on Chessenta for the sarrukh of Okoth.

Akanamere: This body of water remains largely unchanged from the OE entry, though piracy has become more of a problem.

Akanapeaks: This region remains largely unchanged from the OE entry, expect a half-blue dragon hobgoblin has organized the orcs into a reasonably coherent force. He has not pledged loyalty to any of the Chessenta factions. This hobgoblin has yet to bow to anyone and is entertaining bids and considering his options.

Bay of Chessenta: A conflict between some adventurers and the red dragons that dwelled inside the tower destroyed the structure. Therefore, bay is without a lighthouse.

Hills of Maerth: Azurax Silverhawk, who has apparently gone inexplicably gone mad, dominates this region. In truth, he had an unfortunate encounter with Thayd, and is now insane servant of that monster.

Riders to the Sky: This region remains unchanged from the OE entry.

Mount Thulbane: The crater at the top of the mountain is now home to a colony of kir-lanans. The dragon Jaxanaedegor is aware of them but has not yet moved against them as it is considering its options, namely how to use the kir-lanans as a tool or weapon.
Sullivan

06-25-07, 05:31 PM
Old Empires Redux 18; Chessenta Cities

Airspur: This city is secretly casting about for options (with emissaries visiting the other Chessenta cities and Mulhorand) as it tries to stall the Dragon Lord Tchazzar, though officially it has capitulated. Such high stakes and crafty intrigues are not the strong suite of the current lord, who is the son of Khrulis. (Neutral Faction)

Akanax: This city, secretly manipulated by Thayd and Shuruppak, has vowed to defeat the Dragon Lord Tchazzar and chosen a path of war. Hyurkes, former governor of Rodanar, rules the city now. (Independent Faction)

Cimbar: This city is home to the Dragon Lord Tchazzar, but otherwise has changed little from the DoF entry. Tchazzar devoured the human mage Sceptanar. (Tchazzar Faction)

Gaj: This trading village is siding with Akanax. (Independent Faction)

Luthcheq: Tiamat who controls the spheres of annihilation the royal family worships, secretly manipulates this city. She is trying to get them to capitulate to Tchazzar, but this is going slower than she had anticipated. (Nominally Tchazzar)

Maerduuth: This trading village is siding with Akanax. (Independent Faction).

Mordulkin: This city has more or less allied itself to Akanax, but without making any formal declarations that would be hard to back off if the winds change. They, more so than Akanax, are willing to strike a deal with Mulhorand as a way of dealing with Tchazzar. (Nominally Independent, theoretically part of Threskel)

Mourktar: This city is essentially the same as it was in DoF, and is still under the dominion of the Bone Lord of Threskel. (Threskel). The army is sent to Messemprar is holding Sadamzar, which is provoking Mulhorand.

Oslin: This trading village is siding with Akanax. (Independent Faction)

Reth: Yrkhetep, a necromancer and shade wizard (but not one from the floating city) has secretly subverted this city. He also has made a deal with servants of Thayd, not quite appreciating what he is getting himself into - but then he has a history of that kind of thing. It has officially capitulated to Tchazzar. (Tchazzar Faction)

Rodanar: This city has changed little, but Hyurkes is has capitulated to Tchazzar. (Tchazzar Faction)

Soorenar: This city is secretly casting about for options (with emissaries visiting the other Chessenta cities and Mulhorand) as it tries to stall the Dragon Lord Tchazzar, though officially it has capitulated. Following the murder of her husband, Lady Yashur rules the city. (Tchazzar Faction)

Thamor: This city has changed little from its description in DoF, though it is now home to agents of Thayd among the Utheric refugees. (Threskel)

Villon: This trading village is siding with Akanax. (Independent Faction)

Werecrocodiles City: This miserable and evil city in the Adder Swamp is being courted, so to speak, by emissaries from the Church of Set, the sarrukh of Okoth and Tchazzar. In keeping with their chaotic natures, different portions of the city may choose to work with different parties rather than the entire city serving anyone one.
Sullivan

06-25-07, 05:36 PM
Old Empires Redux 19; Old Empires Mercenary Companies

Bushido: Inspired by western contact during the Horde Wars, this corps (approx. 120) is learning about Realms cultures and hopes to report home to Kara-Tur. The company always abides by the code of bushido. They never loot the dead. Transient, they make few attachments, and are curious about both customs and military skill. They are preparing to return home to Kara-Tur, but the leadership of Murghom is attempting to retain them to defend the realm against the Mulhorandi. (GG)

Masquerade: The Masquerade is a company of professional spies and infiltrators. It employs a large number of informants who remain isolated from the rest of the company; the true members of the Masquerade work undercover. This organization has been hired by several governments (including Cormyr, Sembia, Westgate, Durpar and Chondath) to learn as much as it possible about the situation in the region. (GG)

Renegades: The Renegades (approx. 200) are human males from Akanax, city of soldiers. They chose exile from their home so they could earn gold as well as glory. They are unscrupulous and will twist the spirit of agreements with employers. They have many enemies, but are on good terms with several pirate bands. They have been hired by Tchazzar to pacify cities that resist him from behind. In keeping with this contract, they have violently seized Saden, looting, pillaging and savaging the city even after it had surrendered. They are preparing to next march on Villon. (GG)

Sailors of the Crimson Sea: This group’s (approx. 170) name is a metaphor the crimson sea. is a bloody battlefield, and sailors are soldiers. The Sailors prefer to be on the right side of a conflict, but never work for free. Mulhorand has hired them – through its puppets and proxies in the Kingdom of Unther – to drive the Banite army from Sadamzar. (GG)

Society of the Sword: The Society of the Sword (approx. 1,200) is the largest and oldest mercenary group in Chessenta. The Society prefers high-prestige jobs. They will not fight against weak opponents. The company’s leader, Stilmus, has been replaced by a psuedo-natural doppelganger in service to Thayd, much like Isimud. Tchazzar has not seen through this deception. The dragon believes the mercenary company is loyal to him and is preparing it to march on Akanax.

Wraith of the Inner Sea: This is a fleet of four ships (one was “won” from the Mulhorandi recently) that serve as privateers (approx. 750) along the coast of Chessenta. Their commander is the half-orc Sea Queen. Kreodo, who is secretly on the payroll of the Mulhorandi. She makes certain the company retains the appearance of being mercenaries, and they are theoretically being employed by Mordulkin (they are moving from Reth), she really answers to Mulhorand. (GG)
Sullivan

06-25-07, 05:39 PM
Old Empires Redux 20; Regional Plot Hooks

Black Ash Plan: Shuruppak was able to free the huecuvas trapped in the Citadel of Black Ash. These creatures moved into the Black Ash Plane, displacing the local goliaths. Those goliaths have chosen to flee to Fuirgar and seek safe haven. As such, about three-dozen goliaths are walking across much of southern Mulhorand.

Blue Dragons: The Mulhorandi government has a secret deal with blue dragons in the Sword Mountains. If word of this deal leaked out, it would be a scandal. However, relatively few individuals inside the government are aware of the deal made with the blues.

Brass Dragons: The Mulhorandi has been approaching brass dragons, attempting to persuade them to form an alliance. This has not worked yet, but the humans keep trying. The brass dragons, which tend to be chatterboxes, were always partial to the cultural tradition of debate and discussion in Chessenta. Some of these dragons are trying to protect the region's sages and are unhappy with the growing power of Tchazzar.

Bronze Dragons: The Mulhorandi has been approaching bronze dragons, attempting to persuade them to form an alliance. They have reached an agreement with several by offering them sepat in the Alamber and the Methmere.

Church of Tiamat: This evil cult is waxing in its power and coming to infiltrate many part of Unther, both the kingdom and those area that have been annexed.

Demons: Thayd and Shuruppak were able to free about a dozen of the demons trapped in the Kepetur Prayer Tower in the southern Pyrador region of Thay.

Divine War: For the gods of Mulhorand, this as a life or death matter. With the removal of the Imaskari barrier, the Mulhorandi gods must also subsist on the worship of mortals, like the other gods of Faerun. As such, they are trying to get as many as they can, by any means.

Dragon Wars: There will almost certainly be some kind of war in the near future involving the parts of Chessenta dominated by Tchazzar, the free parts of Chessenta and Threskel. Everyone in the region is bracing for this conflict.

Flame Storms: Flame storms, once rare even in the Plains of Purple Dust and in the Raurin, have been appearing with increasing frequency and have been drifting out of those deserts.

Fuirgar: Mulhorand has been able to reach a deal with the goliaths of Fuirgar, a small kingdom in the Giants Belt Mountains to the south. Moving too quickly an arrogant Mulhorandi noble has begun referring to the nation as a vassal state and intends to go there an begin ordering the goliaths around. This will cause a diplomatic incident and sever relations between the two nations.

Glass Sea: The numerous lightening strikes of 1374 left patches of sinister and magical glass across the much of the Old Empires. Divine Minions, usually cats, try to keep people away from these locations.

Gold Dragons: Anticipating a dragon war involving Tchazzar and the Church of Tiamat, some gold dragons have approached the government of Mulhorand with a proposal to renew an ancient bond. Gold dragons assisted Mulhorand during the Orcgate War and the conflicts in –623 DR. The Mulhorandi thought the sun god blessed the gold dragons. They offer to work with Mulhorand again, but lay down a strict set of guidelines covering everything from about their treatment to the treatment of the Untheri. They hope to be able to field a force of dragon riders before the inevitable dragon war.

Harbingers: Thayd has servant, some who know and many who do not. The kaortis are among those who know about Thayd, his goal and their relationship with him. Other people are becoming alienists because of the secret support of Thayd – he leave them the right lore for them to pursue in their magical studies and they do so of their own free will. These he calls all his servants harbingers.

Harpers: The Harpers are attempting to infiltrate the nations, teach what they can and bend the situation to suit themselves. This is going slower than they had anticipated.

Heralds: The group from the north called the Herald came in to inspect what was going on, only to be given the boot by the Mulhorandi government who neither wanted nor needed approval by paper pushers from the small and half-barbarous kingdom elsewhere on the continent.

Mortal War: The mortal Mulhorandi establishment believes they have a divine mandate to bring order to the world, as far as they can. This, along with the pharaoh’s refusal to let his empire fall into dry rot, drives their plans of conquest.

Planning for War: Plans developed by the pharaoh and his inner circle did not include an active military campaign against Threskel or Chessenta for a generation, or about 20 years. The planned next step of military conquest was to march on Thay following the subjugation of Unther. However, the problems caused by Tiamat and Tchazzar are causing continuous change in their plans.

Resistance: Officially surrendered or not, there are still several rival factions in Unther than resist the Mulhorandi and puppet government of the Kingdom of Unther. This includes the army in Sadamzar, the Church of Tiamat and Ningal. The Harpers assist Ningal while the Red Wizards helped the Cult and the army until their own civil war stopped them.

Sphinxes: Mulhorand is attempting to renew a series of ancient deals it had with the Sphinxes native to the region. This is proceeding more quickly than their deals with dragons and there are two sphinx sepat, one in the Greenfield and one over the ruins of Sekras. In exchange for allowing the sphinx to handle their own affairs in those regions, the creatures agreed to defend the empire.
Sullivan

06-25-07, 08:57 PM
Well, that's it for now. Suggestions, comments, etc. are welcome.
Red_Wizard

06-26-07, 11:40 AM
1373 saw the Rage of the dragons. Perhaps you might want to flesh out how this effected an area riddled with Dragon's, and perhaps even an aspect of Tiamat.
Sullivan

06-26-07, 12:04 PM
1373 saw the Rage of the dragons...

That is covered by Dragon of Faerun, which I mention and used quite a bit. No dragons seemed to have hissy fits in the area, but there is a lot of Cult of Tiamat plotting and what not.
Red_Wizard

06-26-07, 01:41 PM
I assumed the point of this was to go beyond what canon had established, as per the Kara-Tur redux. Besides, not all the dragons are thuroughly covered, and one or to might have made a mess of things kept quiet from the general public.
MarkusTay63

06-26-07, 01:51 PM
Yes, a draco-lich taking over part of the southern 'badlands' and creating an 'undead kingdom' (like I mentioned in a previous post) would go a long way in connecting the rage to new lore.

However, I do understand the OP's position - the other re-dux threads are adressing regions with little or no recent treatment, whereas Old Empires are still part of Faerûn proper and a little too 'close to home' to change much.

I 'might' be creating a tad bit of ancient lore for this region, during the brief period between the fall of Imaskar and the rise of Mulhorand. There is some indication in source of several survivor-states coming out of that, some of which have disappeared. That piece will most likely be 6 months away, however, and will be appearing 'elsewhere'. ;)
Sullivan

06-26-07, 02:57 PM
...whereas Old Empires are still part of Faerûn proper and a little too 'close to home' to change much.

That was the issue in a nut-shell. Various aspects of the region have been covered in all of the books I referenced in the post on the acronyms. So I could not change the setting radically without making it actively contradict one or more sources of cannon.

Thing I did change, or at least advanced in term of plot development, included;
* The formal surrender of Unther,
* The creation of the kingdom of Unther from the scraps of the former empire,
* Tchaazar coming to dominate half of Chessenta, with the other half resolving to oppose the dragon lord,
* Thayd’s return and the havoc he is plotting,
* The government of Mulhorand giving ruler ship of six sepats (i.e. provinces) to “monsters,” namely dragons and sphinxes,
* Mulhorand abandoning its plans for war on Thay so as to prepare for the anticipated war with Tchazzar,
* Mulhorand working to develop dragon riders,
* Multiple classes from Sandstorm added to the setting,
* And Untheric refugees in the Wizards Reach and elsewhere

But perhaps not a draco-lich, but a dragon with the mummy-template. That would be keeping with the setting… In one of those decrepit Untheric pyramids… Hrm…

And how did Mulhorand get ahold of Gestaniius long enough to heal her and deal with her magically?

Or maybe Bender as Pharaoh!
MarkusTay63

06-26-07, 03:18 PM
But perhaps not a draco-lich, but a dragon with the mummy-template. That would be keeping with the setting… In one of those decrepit Untheric pyramids… Hrm…Excellent twist! Perhaps the mummy was a mortal incarnation of Tiamet (there was one in RW mythology, called Labbu), when the Babylonian/Sumerian gods first came to Toril and were limited to mortal forms? That could very well be the 'Tiamet' killed by Enlil, so there would no longer be any discrepencies between the two mythos. Now she's back... and VERY unhappy!

And how did Mulhorand get ahold of Gestaniius long enough to heal her and deal with her magically? Was unaware of this dragon - her affiliations with the cult of Set could put her at odds with Tchazzar soon. Maybe the afore-mentioned dragon mummy was Maldraedior, who was the first to hold Gestaniius's title of "killer of men", and ruled the lands of Unther and Mulhorand before the coming of the Mulan.

Or maybe Bender as Pharaoh!A little too far out... but perhaps a ancient Imaskar Warforged.... :devil:
Scott Bennie

06-28-07, 03:05 AM
There's some very nice stuff here. It's great to see so much creativity can still be inspired by this corner of the Realms.
Sullivan

06-28-07, 09:32 AM
Old Empires Redux 21; Revised and Expanded Material Part One

Gestaniius: This ancient female blue dragon has been subverted by the government of Mulhorand, who magically restored her eggs but hold them in protection; i.e. hostage. They also healed her paw. They use her to dominate the blue dragons in Mulhorand. This is a state secret. She has a sepat in the northern Sword Mountains. She is keeping this a secret from Tchazzar, but has sent a strong message to the Church of Set about her new affiliations by eating those members that visited her. As a result, the Settites are working out a plot to reveal the secret deal between Gestaniius and Mardikan to Tchazzar and the world at large. (OE, DoF)

Maldraedior: The dragon the Untheric called Labbu, who the Mulhorandi called the Eater of Men and among other dragons went by the name of Maldraedior, is stirring in its tomb. Ages ago, the western spread of the Imaskar Empire was checked by a dragon whose might had not been equaled since the age of dragons almost 20-thousand years before. It ruled a domain that included all of modern Unther, Mulhorand and even the cities of the titans (where Chessenta is today) were vassal states before Dread Labbu. However, this creature got swept into events larger than itself when the incarnations of Mulan gods appeared. Not entirely willingly, Labbu became the incarnation of Tiamat. Later, Tiamat/Labbu was slain by Enlil and Marduk. Then a nation of integrity, even if it was a rather fierce interpretation of integrity, the Untheric people had Tiamat/Labbu mummified and interred in a step pyramid. Starting in the year of rogue dragons and continuing through the present, the mummified form of this creature became restless in its tomb. It was this restless that drew the huecuvas – the ones formally trapped in the Citadel of Black Ash – to the Black Ash Plane. Thayd has learned this and is magically whispering one thing, and one thing only, to the dead and dreaming form of Maldraedior; open the dark gate in Chult. The gate Thayd is referring to is the one through which the Night Serpent will fly when it enters the world to eat the Sun, but Maldraedior does not know this and neither does Zersh-Abu. The Dread Labbu, whose tomb is being guarded by the huecuvas, is no longer home to Tiamat’s personality. However, he does have all the power of an ancient wyrm and a dead, mummified god.

Mardikan: (Illumian Male, LE, Wizard 10th, Arcane Devotee 5th - Thoth) He is the vizier of Mulhorand, a ruthless man and with the pharaoh developed most of empires current plans. He set up the plains that drew Gestaniius to the capital of Murghom during the dragon rage. When she attacked the city, killing many local nobles, the Mulhorandi clerics and wizards he already had in place stepped forwards and saved the day. This has raised the prestige of the empire in the eyes of commoner Murghar, though the rulers of that nation have deduced what happened. In any event, it was this which allowed Mulhorand to secretly deal with the blue later. Mardikan also suspects there is a specific power or individual behind many of the troubles that Thayd is inflicting on the region, but the vizier does not know the evil wizard has returned. (OE)

Sampranasz: A pair of brass dragons battled each other to the death over this city during the rage of dragons, and their falling corpses did much damage and killed people in the city. Aside from that, this has changed little from its OE entry, and remains a center of activity for the Cult of Set. There are many hidden ruins within these walls; these are used by the cult as meeting and worship places.

Zersh-Abu: This man leads the Harper effort in the Old Empires and is a fool. He has a brittle ego and addicted to lying and manipulation, even when that contradicts the goals of the Harpers or goes against his own best interests. Zersh-Abu has had dreams lately of how opening a tomb in the Plain of Black Ash will break the burgeoning and tyrannical powers of Mulhorandi. The Harpers are about limiting the power of nations, are about preserving lore from lost times when the world was good. Zersh-Abu has decided to follow his instincts and see to it that this tomb is opened. And in the Black Pyramid, Thayd laughs long and hard…
MarkusTay63

06-28-07, 12:14 PM
Very Nice :clap:
Sullivan

06-28-07, 07:27 PM
Where to next?

The Prison of Anubis, perhaps?

Or maybe looking in on those titans under the Adderpeaks?

Maybe a visit with the Untheric refugees elsewhere in the world?

Perhaps something else...
MarkusTay63

06-28-07, 08:35 PM
How about some history between Calimshan and Unther? According to the histories, Calimshan took over a good chunk of the Shar at one point, yet Unther (and Mulhorand to a lesser extent) had control of that region. There is no conflict between these empires mentioned, but there must of been some skirmishes, at the very least.

Do you mind if I add a small thing I wrote, called The Forgotten War? I worked on it awhile ago, and was trying to fit iit into my Hordelands history, but in truth it might fit better here.
boards

06-29-07, 06:47 AM
Sullivan

Have you given a time that the Chessantan cities seperated from Tchazza? Didn't Dragons of Faerun state that all of cities with the exception of Luthcheq surrended to him after destroying a fleet of ships? I dont have the book and am just going off memory of the excerpt.
sleyvas

06-29-07, 11:46 AM
still going through it, but wanted to make a note before I head off to lunch and forget. I'd recommend against them being able to do circle magic. Divine spellcasters already have the cooperative spellcasting feat. Its better to keep some differences in my book for flavor purposes.
Other than that, intrigued so far. I find it interesting, I've been talking on candlekeep about Thayd recently, and it seems like many folk have similar ideas (him being a binder, for instance).
Sullivan

06-29-07, 12:00 PM
How about some history between Calimshan and Unther?

Knock yourself out, man. I never thought of this as just my project. For my part, I’ll be posting something about those titans I mentioned. But by all means, you should feel free to post about Calimshan and Unther battles and wars.

There were probably also wars and conflicts between Unther and Jhoondath, along the board of what is now Chessenta and Chondath. Two pushy empires right next to each other… Maybe the people who staged that successful coup in Jhondath way back when had some secret Untheric backing.

Have you given a time that the Chessantan cities seperated from Tchazza?

As of Dragons of Faerun, all the Chessenta cities had not formally surrendered, but most were playing political games. This is during his second, and current visit. His first and original visit happened a couple of hundred years ago.

I'd recommend against them being able to do circle magic.

It was not talking about a one-to-one replacement of circle arcane spellcasting for circle divine magic spellcasting. Just that they could do something similar and a temple full of chanting clerics produce results greater than the sum of their parts, something better than just cooperative spellcasting.
sleyvas

06-29-07, 01:39 PM
The part where faithless are given over to Kelemvor to be put in the wall doesn't make sense, what with them being separate pantheons. It would make sense if Osiris or Anubis or Set did something with them, however.
sleyvas

06-29-07, 01:59 PM
you'd do better with Thayd as a 3rd wizard/3rd binder/ 10th anima mage/8th alienist. It'd be the same number of levels, but give him more ability as a binder. That, plus it would fit where you're basically going. It might even be interesting to raise him a level higher to get the timeless body aspect of alienist, such that he still appears as young as he did back then. While he's not actively aging, he's using magic to push back the time when beings from the far realm would come to carry him away at the end of his natural lifespan (and make him a vestige maybe?).
Sullivan

06-29-07, 02:09 PM
Well, it is not really a separate pantheon anymore. Following the time of Troubles, the Mulhorandi Gods have to play by the same rules as do all the other deities of Faerun. This is true of the souls of their worshipers as well.

Hrmm… Set takes some of the souls that failed the feather test, and the rest are bricked up in the wall or poached by demons and devils.

I am not familiar with the anima class.
MarkusTay63

06-29-07, 02:12 PM
Knock yourself out, man. I never thought of this as just my project. Actually, that was a suggestion for you. ;)

The thing I have called The Forgotten War concerns matters to the east, during the Tuigan wars.

How about Pholzubbalt, the Mausoleum City? Perhaps the secret cabal of Necromancers who built it are still around?
sleyvas

06-29-07, 02:26 PM
The anima mage class is a prestige class in ToM for use with Binders. Basically, its a binder who learns wizardry. He also learns that he can abuse the pact he's made with vestiges in order to empower his wizardry. Thus, if you were going to do 8 wiz and 8 binder, it would make more sense to do 3wiz/3 binder/ 10 anima mage. You do lose out on a feat as a wizard, and a few little things you'd get as a binder, but for the most part its a better build (and more logical). In the end, you'd be a 13th mage and 13th binder (then you tag on the alienist levels to get yourself up to 20th lvl as a wizard, and then take epic spellcasting). Of course, there's other ways you could take him up to lvl 24 that would end up being even better (like instead of 8 levels of alienist, only do 7 and do another level of binder so that he could bind 3 vestiges).
sleyvas

06-29-07, 02:54 PM
Very good work. One of the things I noted as unusual in OE or Powers & Pantheons (I think it was there) was they were talking about the fact that the God-Kings aren't around anymore. Previously, the pharaoh would have been an incarnation of Horus-Re, but since the time of troubles the new Pharaoh is simply a mortal. However, apparently the Pharaoh at that time (he was still a boy then) was demanding that Horus-Re keep an avatar constantly posted near him. This was annoying Horus-Re... and I wonder if he still does it. I would think he still does seeing as the defense of the Pharaoh would be a high priority for this pantheon. However, as the Pharaoh gets older and more demanding, how much does the deity like taking orders from a mortal? What kind of conflicts might be going on there? Does the avatar ever contradict the demands of the Pharaoh, and if he does, does he ever do it publicly? How does this avatar feel about the pact made with the blue dragons? How does the Pharaoh feel about the same pact?

Phillip aka Sleyvas
MarkusTay63

06-29-07, 03:03 PM
Maybe Horus-Re will arrange a 'chariot accident' for the little bast__d. :devil:

As long as he already has an heir, of course (they used to get those pretty young in Egypt, having a grown concubine sleep with a 13 year old kid).
Sullivan

06-29-07, 04:44 PM
The thing I have called The Forgotten War concerns matters to the east, during the Tuigan wars.

So, that would involve Semphar or Murghom, right?

How about Pholzubbalt, the Mausoleum City? Perhaps the secret cabal of Necromancers who built it are still around?

What and where is Pholzubbalt? What book talks about it?
MarkusTay63

06-29-07, 05:44 PM
So, that would involve Semphar or Murghom, right?Quite right. :cool:

Not to mention the Shining South and Unther, maybe I'll polish it off and have it up later.


What and where is Pholzubbalt? What book talks about it?Ahhhh... I've peaked your curiousity. :D


Look under "The Boneyard" entry in Underdark, pg.130. It was a subterranean city built by Mulhorandi Necromancers back when wizards were persecuted in the Old Empires. Having a part of that organiztion still active somewhere topside would be ... interesting.

The following is NOT canon:
I figure they probably worshipped Anubis at the start, and were basically a benign organization. After Myrkul's ascension, the first thing he did was kill off Anubis to make himself the supreme god of death on all of Abeir-Toril (It didn't work, because Osiris took Anubis's portfolio instead). The 'Dark Cabal' did not want to follow a god that had murdered their own, so many turned to Set, another Egyptian god. Unfortunely, Set's influence corrupted many of them and caused a massive rift in the organization. The resulting conflict left Pholzubbalt deserted (literally, a grave yard). The remaining members of the 'Dark Cabal' moved their operations elsewhere, as did the few good Necromancers who chose to follow Osiris instead. Those (the 'White Cabal'?) use their powers for good, healing diseases and knitting bones back together, and they operate a string of hospices throughout the old Empires disquised as a knightly Order. The have earned the enmity of set and Sebek, as well as Talona.

So, watcha think? Thats just a quick synopsis, but I'm sure you can do a better organizational breakdown, with a list a few bases of operattions. My own knowledge of this region is scant, so I'm not really the one to do the details here.
Sullivan

06-29-07, 09:35 PM
So, watcha think?

I like it, but I don't think the White Cabal needs to be hidden. For one thing, there are enough secret organizations already. For another, they worship Osiris, a popular god among the Mulan.

Gonna have to look up the Boneyard reference...

Old Empires Redux 22; Revised Material Part Two

Bound Titans: From before the Time of Dragons until the coming of the Incarnate Gods, the lands now occupied by Chessenta were a collection of kingdoms ruled by Titans.

The titans themselves were ageless, though they could die through misadventure and violence – of which there was much. The titans themselves told anyone who would listen they had brought humans to Aber-Toril in the Days of Thunder, but the veracity of this assertion remains to be seen. For a time, they were nominal vassals of Maldraedior the Eater of Men, but if they offered him human sacrifices he was propitiated and left them to their own devices.

This changed with the arrival of the Mulan. Invading Untheric forces arrived just as a generational civil war consumed the titan nation. At this time of weakness, the Incarnate Gods of Unther defeated the titans, both the ruling first generation and their rebellious progeny. The young titans – 15 of them – were magically bound under the ground where would be built the cities of Airspur, Akanax, Cimbar, Gaj, Luthcheq, Maerduuth, Mordulkin, Mourktar, Oslin, Reth, Rodanar, Soorenar, Thamor, Villon and the Werecrocodiles City – which before the rebellion freed the Chessenta cities, was a human community. The parental six titans where bound to a section of the shadow plane under what would come to be called the Adderpeaks. In the millennia years since this event, the titans under the cities have developed the eldritch template, and the ones on the shadow plane have taken the shadow template.

All the titans whisper “things” in their sleep and a few people know where to find the bound and sleeping titans. Esarhaddon (Untheric NPCs, above), Heptios (Chessenta NPCs, above), Knesha (Mulhorandi NPCs, above), Shuruppak (OE, Epic Level Handbook), Tchazzar (DoF) and Thayd (OE) are all familiar with this legend, though none of know where to find the titans or if the story is true. Yrkhetep (Chessenta Cities, above), the secret ruler of Reth, for his part learned shadow magic by listening to the patriarch of the shadow titans.

The Dusty War: Calling the conflicts between the Shoon Imperium and the Empire of Unther a war is something of an exaggeration. During the 10-years of this “war” there were only 18 armed engagements between the Untheric and Shoonar forces, of which only six qualify as battles while the others were skirmishes.

This “Dusty War” lasted from 245 through 255 D.R. and all of the conflicts occurred in and around the Uthangol Mountains. What is now “Bandit City,” the capital of Warlord Furifax’s domain, was built as a Soon fortification in 247 D.R. and still carried the design and architecture of that empire, which is quite distinct from the local Untheric style. This fort was taken by Untheric forces in 250 D.R.

Gilgeam and the Shoon emperors were never very interested in the region, which was essentially a wasteland. In response to Gilgeam neglect, Untheric Walkers in the Wastes took up the cause and defended the region. Since this time the region north of the Uthangol Mountains has been the realm of the Dusty Conclave. Gilgeam hired Chessentan mercenaries, but cut them off from the payroll in 255, when a Shoon emissary abruptly said Unther could keep the region. The mercenaries became bandits, some of the first in the region.
MarkusTay63

06-30-07, 02:45 AM
They aren't really hidden, they pose as an alternate branch of Osiris's church. However, they must still keep their former connections to the Black Cabal a secret, because their use of Arcane necromantic magic wouldn't go over very well in a country that makes a big deal out of burial. ;)

Also, part of their 'secret agenda' is to still try to find any Black Cabal cells and eliminate them.

As far as the main branch of the Osiris church is concerned, the 'Hospitlars' are just a more militant branch of the church.

Nice work on the Titans and the 'Dusty war', BTW.

Were the Titans canon before?
Sullivan

07-05-07, 10:44 PM
Old Empires Redux 23; Revised and Expanded Material Part Three

Deep Raurin: Deep Raurin is the Upperdark under the Raurin Dust Desert and the Plains of Purple Dust. It is home to many Imaskari ruins, brown and blue dragons, as well as villages of djinn, undead – some of which date back to the Imaskar Empire – desert folk (desert racial variations of the races as presented by Arcana Unearthed) and scorpionfolk, among others.

During much of 1374, kaortis began appearing thoughout the Deep Raurin. In only a few cases, they attempted to take over existing settlements. Far more common the kaortis abducted people, transported them back to one of their cysts and transformed the captive into a new kaortis – or as sacrifices.

Though the inhabitants of the Deep Raurin do not know that they are being targeted by the kaortis and Thayd, they have deduced something sinister is going on, and that their people are being secretly taken away. By the end of the year, most communities had sent agents out to investigate the situation.

The Good, the Bad and the Refugee: fleeing before the Mulhorandi armies, Untheric refugees have fled to many other lands. Princaplly they have gone to cities along the Wizards Reach and Chessenta. To a lesser degree than they have also gone to Algorand, cities in the Vast, Sembia, Turmish and Cormyr.

Most such refugees are normal people, simply trying to find a new home and form a new life. However, about 10 percent of this refugee population are villains, including murderous rogues and evil wizards. These people engage in crime and evil acts with a surprise degree of reckless abandon, and when they are caught, they give a bad name to the other Untheric refugees.

Netherese and Mulhorandi: During the second half of what the Netherese called the Gold Age, they had several conflicts with the Untheric and Mulhorandi. For example, in about –1450 an attempt to settle what is now Altumble by the Netherese was thwarted by the Untheric. Thayd, then still a Mulhorandi vizier, was sent as an emissary to Netheril in –1110 DR. The Mulhorandi blamed the Netherese – without proof – for corrupting Thayd into starting his rebellion and setting in motion the events that led to the Orcgate Wars.

Today the Mulhorandi have been pouring over old records about all past contacts and conflicts between the Old Empires and the classical Netherese. They are trying to prepare for future possible conflicts with the Shade.

Lord of Tides, Bhuka and Nomadic Humans: Before the arrival of the Mulan, the lands of Unther and Mulhorand were inhabited by tribes of bhuka, a good and nomadic gobliniod race. The bhuka, as a race rocked back and forth between being ignored by Maldraedior.

The rulers and clergy of the Mulhorandi and Untheric were content to ignore the bhuka, even as the rural humans developed deals with them. This is turn led the Mulhorandi to develop a human tradition of the Lord of Tides, something that had previously been limited to the bhuka themselves. Among the Mulhorandi this occurred around –1500 DR and –1250 DR among the Untheric.

However, with little provocation or explanation, Gilgeam began vicious hunts of the bhuka starting in -500 DR. Gilgleam destroyed the religious order that produced Lord of Tides in Unther in 731 for not preventing the flooding of Unthalass.

The religious order that produces Lord of Tides in Mulhorand still exists, primarily among the 1/6th of the population that leads a semi-nomadic existence, following herds of wild animals in the wilderness or driving their own herds of animals.

Bhuka tribes surviving today – there are three – dwell in the southern vicinity of the Salt Lake. The Mulhorandi still have a relatively benign relationship with the bhuka, but the Untheric considering hunting and killing the nomadic gobliniods a legitimate sport, though the occupying Mulhorandi armies have stopped them.
Sullivan

07-05-07, 10:50 PM
Nice work on the Titans and the 'Dusty war', BTW.

Were the Titans canon before?

Thank you. And no, but they made Chessenta seem more Greeky.
MarkusTay63

07-05-07, 11:56 PM
Great. :D

There was also a kobold kingdom (Zexthandrim) in the Mountains of copper, and a Gnoll kingdom (Urgnarash) that took up most of region south of the Inner Sea.

The goblins are from a canon source, I forget which, but the Gnolls are from a CK source.

Sorry I haven't posted my Forgotten War, I was going to polish it up and post it today, but I got busy working on forum Avatars... it's always something.

Not to sound stupid or anything, but what the heck is a Kaortis? :thinks:
sleyvas

07-06-07, 12:35 PM
really liked the titan piece. You're right, very Greek, but not overpoweringly so.
sleyvas

07-06-07, 12:51 PM
Not quite sure how they'd tie in yet, but I'm putting it out there for ideas. I see possibly Geb being involved.

In the sunrise mountains is a tribal people with a strong tie to the earth. They're known as the Gulgar (see Monster Manual 3). They have crystals as part of their bodies. They constantly mine and they were originally inhabitants of the elemental plane of earth. They apparently "fled" from genies according to their history. Also, they have strong ties to the "Ramparts of Night" in the area of the underdark called the Earthroot beneath Thay (whether this is where they are from, or where they all fled to after the Imaskari cataclysm...). They often fly/ride upon yrthaks.

Part of me wonders if they weren't also slaves to the Imaskari (they make perfect miners). The fact that the Imaskari had involvements with the genies (whether for good or bad) might also be a tie in. I wonder if Mulhorand has any ties to them (offering aid in return for mined materials, etc...).
MarkusTay63

07-06-07, 01:24 PM
They probably were brought into FR by the genies, on the behest of the Imaskari. Near as I can figure, the Imaskari were originally from further south, and probably had deep 'Dgen' traditions early on. Their summoning magic was second only to their portals abilities, which appear to have been developed over time (in other words, they started out good in elemental magic, but then took a different path at some point and based most of their magical tech around portals (and constructs, to some degree).

I have a ton of research done on the Imaskari, Raurin desert, and Survivor states. When GHotR comes out I will put it all together. ;)
Sullivan

07-06-07, 06:48 PM
Not to sound stupid or anything, but what the heck is a Kaortis? :thinks:

The are a monster race from Fiend Folio. There ancestors were altered by an experience with the Far Realm, and now the Kaortis are twisted, alien and evil.

I see possibly Geb being involved.

They probably worship him and have a good relationship with humans of his church, even if they don't get on well with anyone else.

Maybe they destroyed the kobold kingdom of Zexthandrim, after leaving the Imaskari Empire. They were probably also brought in as slaves, through a deal with the genies and the Imaskari.

I don't know anything about "Ramparts of Night."
MarkusTay63

07-06-07, 10:41 PM
I think Zexthandrim was destroyed by the Mulhorandi or even the Imaskari, I'm not sure but the one mention of them I read had them being destroyed/taken over. I'll have to find it again; I only took down the name and location when I took notes. The Imaskari or early Mulhorandi could have enslaved them as well, and the remnants are the Bhukas (from Sandstorm). In fact, I believe someone else has already placed that race here in something I read (class chronicles?).

I believe the Gnoll Kingdom was shattered and scattered by the Aearee, which would have predated Mulhorand and even Imaskar by over 10,000 years! However, most of the barbaric Gnoll tribes spread throughout the Shaar and adjacent regions today can trace their ancestry back to this civilization.

I looked up the Kaortin, I remember them now, but I thought they were a bit to 'githish' for me. Having them in the UD is a good thing, though.

I like the Gulgur, they have a unique look, and they are placed in the Sunrise Mts. in their write-up. Don't forget that the gnome kingdom of Songfarla exists in this region as well, made canon by Dragon Magazine #349 -

http://i5.photobucket.com/albums/y178/MarkusTay/Songfarla.jpg

While looking up the Gulgar, I found the Sand Giants in MM III as well, and they are said to live in the Raurin. Now I'm thinking that the Imaskari most likely conquered the Giants of Fuirgar (A stone giant kingdom existing in the southern part of the Plains of Purple Dust, between the Dragonsword Mts. and the Giant's Belt. As tribute, the giant kingdom would have had to send some of their number to serve in Imaskar's armies. These Sand Giants are the survivors from that time, who have adapted to desert living*. I could see these guys being racial enemies of the Asheratis (also from Sandstorm), who also swim through sand.

*Note: There already is a completely different race of Desert Giants, but they only live in the Zakhara deserts AFAIK.
Sullivan

07-07-07, 01:08 AM
Hrm....

I think, according to 349, the long-lost ancient Kobold empire of Zexthandrim was subjugated and eventually destroyed by the Imaskar. The koboldy ruins of Zexthandrim are guarded over by the secret gnomish kingdom of Songfarla.

I think that means they share more boarder with Thay than with Mulhorand. No wonder they stay secret...

That is a good call on the sand giants.
MarkusTay63

07-10-07, 02:39 AM
I just checked the map in 349, and I had to adjust Songfarla a little north on my map. In fact, I'm re-doing it again, for the fourth time. There are just too many goodies in that issue to leave out.

Speaking of which, just a 'heads-up' - in issue #358 of Dragon, there will be a Volos Guide article about the war between Unther and Mulhorand, and the current status of things.

It should hit newstands on the 25th. :D
Sullivan

07-10-07, 04:43 PM
The article will probably invalidate everything in this thread, but cei la vee.

It will be good to hear about the area. Hopefully it will comparable to the article on Sememon in terms of noting changes from the FRCS book.

The most recent information seemed to be from Power of Faerun, where it was revealed Selune was for some reason intervening in the region. Participating in a mortal war seems out of character for her, and this one is a long ways from what I would think were her natural points of concern, i.e. churches of Shar that are growing by leap and bound. Maybe the article will offer some kind of explanation as to why.
MarkusTay63

07-10-07, 05:21 PM
From what I understand, it will just give us an update on things pertaining to the war, and who controls what.

Most of your own lore should be fine.

The weird thing is, this article was written AFTER the GHotR was finalized, so this article itself may become voided out by that tome.