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Chapien

01-23-08, 11:59 AM
I have played D&D a number of times, and I believe I am ready to be a DM. I want my campaign set in the Forgotten Realms, but i don't know where to set it. I want the players in my campaign to take active part in what is happening in the Realms, but I want my setting to have a Middle-aged feel, but most places where stuff is hapening doesn't have that feel. Any ideas?
Lord Karsus

01-23-08, 01:09 PM
-Do you have the Forgotten Realms Campaign Setting? If so, skim through it, pick an area that seems to have the flavor you are looking for, and bam!
Chapien

01-23-08, 01:14 PM
Yes, I do have the Forgotten Realms Campaign Setting. I was thinking the Silver Marches, but that is mostely just warfare against orcish hordes and goblins. I also thought about Cormyr, but it sounds more political than adventuring.
Lord Karsus

01-23-08, 01:22 PM
Yes, I do have the Forgotten Realms Campaign Setting. I was thinking the Silver Marches, but that is mostely just warfare against orcish hordes and goblins. I also thought about Cormyr, but it sounds more political than adventuring.

-It depends how you run the campaign. If you don't want to make the campaign overly political, don't make it. You can have a campaign set in Cormyr that has absolutely nothing to do with politics. A campaign in the Silver Marches doesn't have to have anything to do with Orcs. All that stuff can be in the background, if you want it, but you don't have to use it.
Chapien

01-23-08, 02:24 PM
I also wish to use drow as enemies, not just enemies, but primary villains, in a number of my adventures. I don't want the drow to be the direct foe, more like the group that pulls the strings in the background.
MarkusTay63

01-23-08, 02:38 PM
Set it in Cormyr, for that near-Medieval feel, and use the two Stonelands Maps (http://candlekeep.com/library/maps.htm#TorilMaps) I have created for adventuring - you can have the flavor you want, and still not be bothered with the politics.

There's a Stonelands thread (http://forums.gleemax.com/showthread.php?t=895558&highlight=Stonelands) around here somewhere, if you want more info on everything on those maps.
Chapien

01-23-08, 02:45 PM
I looked at your maps but... dinosaurs are in the Stonelands?!? :hides:
Old Sage

01-23-08, 08:28 PM
Yes.

Ed addressed this over at Candlekeep back in mid '06:-

"Hi again, fellow scribes. Ed felt he’d been neglecting Wooly Rupert, and so has tackled Wooly’s query: “A discussion in another thread has mentioned something from one of the Elminster's Ecologies books: the existence of dinosaurs in the Stonelands. To some of us, this seems to be an odd place to drop dinosaurs... And, now that I think about it, I'm not recalling any other references to dinosaurs being there. So, in your Realms, are there dinosaurs in the Stonelands? And either way, is there anything you could add about their official presence there?”
Ed replies:

The Sage is quite right to remind us of my Candle04Page38 reply: there once were many dinosaurs in the Realms, but the dragons flourished by dining on almost all of them, leaving only handfuls behind (usually in jungles or other “good cover from flying wyrms” terrain).
The Stonelands are just such terrain, with their knife-edged ridges, deep ravines, caverns and overhangs, and exposed horns and faces of stone. So, yes, there are a few dinosaurs lurking deep in the Stonelands. Almost all are ostrich-sized or smaller velociraptors (bird-like, darting and hopping predators, of the sort featured so prominently in JURASSIC PARK: see fleshraker and swindlesplitter under “Dinosaur” in the MM3), though there are a few deinonychus (MM). They hibernate in deep, “warmrock” rifts (near earth nodes and volcanic flows) and hunt in cover, never leaving the Stonelands or racing along heights of land (for fear of being devoured by dragons; the Zhent foulwings, dark horrors, and other aerial steeds remind the dim-witted dinosaurs of the “death from above” that they now instinctively fear).

So saith Ed, who will recall Torm trying to interest Jhessail in a skewer of dinosaur steaks that she said VERY rude things about. Even Rathan, with the aid of much wine, downed them only with difficulty, finding them “tough, and with a curious dead-mushrooms taste.”
love to all,
THO"
MarkusTay63

01-23-08, 08:43 PM
If you check-out that thread, you will see that almost all of that was taken directly from the Elminster's Ecologies sources, with very little in the way of adds by me. I try to keep these things as close to canon as possible, adding only one or two details for specific campaigns.

Two small towns I added are Gwarch, a trading post run by the Teerac-on-Water Goblin Tribe (the tribe's canon), and the seedy town of Hinville, a place where Halflings thrown-out of other communities congregate, and the nearby Darkhold finds a ready supply of raw talent.

--- Mark
Lord Karsus

01-24-08, 12:09 AM
I also wish to use drow as enemies, not just enemies, but primary villains, in a number of my adventures. I don't want the drow to be the direct foe, more like the group that pulls the strings in the background.

-If you have your game set in Cormyr, the nearby Drow of the Elven Court/Cormanthor could be a good fit.
Chapien

01-24-08, 05:57 AM
OK, thanks. But if my campaign is to use the Stonelands and Cormyr, which town would be a good starting point for the campaign?
Lord Karsus

01-24-08, 08:59 AM
OK, thanks. But if my campaign is to use the Stonelands and Cormyr, which town would be a good starting point for the campaign?

-Depends what kind of feel you want. Suzail, the capital of Cormyr, gives you the 'big city' feel. Marsember and Arabel are both large cities almost are big as Suzail, but without the political factor that comes with Suzail, as it is where the royal family lives. Smaller cities include Immersea, home to the Wyvernspurs, Dhedluk, a cozy, farming town, Eveningstar, located near the famous Haunted Halls of Eveningstar, Thunderstone, an adventurers haven, Tilverton- that is, if it exists in your campaign- Waymoot, a traders town, and Wheloon, industrial town.
Chapien

01-24-08, 09:59 AM
-Depends what kind of feel you want. Suzail, the capital of Cormyr, gives you the 'big city' feel. Marsember and Arabel are both large cities almost are big as Suzail, but without the political factor that comes with Suzail, as it is where the royal family lives. Smaller cities include Immersea, home to the Wyvernspurs, Dhedluk, a cozy, farming town, Eveningstar, located near the famous Haunted Halls of Eveningstar, Thunderstone, an adventurers haven, Tilverton- that is, if it exists in your campaign- Waymoot, a traders town, and Wheloon, industrial town.
Isn't Tilverton destroyed? :help:
Lord Karsus

01-24-08, 10:04 AM
Isn't Tilverton destroyed? :help:

-Yes. That's why I said, "If it exists in your campaign".
Chapien

01-24-08, 10:06 AM
-Yes. That's why I said, "If it exists in your campaign".
Oh, ok.
Chapien

01-24-08, 10:30 AM
I have an idea. What happens is the PCs don't know each other, and they meet in a tavern in Arabel. They find out that all of them are heading to the Storm Horns for adventure. After a few adventures involving combat against orcs and goblins, the group finds out that the orcs of the Stonelands are getting organized and may threaten to attack Cormyr. Little do the PCs know, it is the drow that are behind the uniting orcs and goblins...

What do you think?
Lord Karsus

01-24-08, 11:08 AM
-Sounds like a solid plot.
Khaelieth

01-24-08, 11:47 AM
I have an idea. What happens is the PCs don't know each other, and they meet in a tavern in Arabel. They find out that all of them are heading to the Storm Horns for adventure. After a few adventures involving combat against orcs and goblins, the group finds out that the orcs of the Stonelands are getting organized and may threaten to attack Cormyr. Little do the PCs know, it is the drow that are behind the uniting orcs and goblins...

What do you think?

Could have the orcs and goblins being driven out of their caverns by drow. Like, a migration, Hun style. Also, that's apparently the main reason behind orc/goblin hordes=)
Rinonalyrna Fathomlin

01-24-08, 12:18 PM
It is a solid plot. Very commonly used (I've seen the bare bones of that plot more times than I care to count), but solid.

You may add some more interesting twists to it.
Chapien

01-24-08, 01:01 PM
It is a solid plot. Very commonly used (I've seen the bare bones of that plot more times than I care to count), but solid.

You may add some more interesting twists to it.
Yes, I know the whole dark elf contolling orcs is a classic plot. But i certainly can add some twists! :evillaugh
Chapien

01-24-08, 01:24 PM
Could have the orcs and goblins being driven out of their caverns by drow. Like, a migration, Hun style. Also, that's apparently the main reason behind orc/goblin hordes=)
I'll take that into consideration aswell. Perhaps the drow threatened to kill all the tribes of the orcs and goblins of the northern Storm Horns. When the orcs and goblins defied them, the drow completly whiped out one of the tribes in just 5 minutes. That was enough for the orcs and goblins, and they now obey the drow fanaticly. That may be a good twist. :angelhide
Chapien

01-24-08, 01:47 PM
OK, I am ready to begin designing th first dungeon. It is basicly a cave that serves as a goblin lair in the Storm Horns. I want the PCs to destroy the goblin camp, and find out thatthese goblins are a little to organized for goblins, as the camp was wholly consited of the three most powerful goblin tribes in the Stonelands, The Black Spear Tribe, The Deathbone Tribe, and the Blood Skull Tribe. These three tribes are normally arch enemies, but how they got organized enough to send troops to one location peacfuly is unknown. I want there to be some signs as to why the goblins are organized, but nothing directly leading to the masterminds of the plot, the drow.

Any ideas?
MarkusTay63

01-24-08, 01:59 PM
Isn't Tilverton destroyed? :help:There is a new one being built a few miles away, but as of yet, there is no canon source indicating which direction from the old one it would be. That alone is something you can base your entire campaign on (Zhent sabotage, guild disputes, army patrols, animal and monster hunts, etc...)

You should really check out that Stonelands thread - I gave the link earlier - it was chock full of great ideas, and the Stonelands are full of the ruins from six seperate kingdoms - the goblin one, the land of Alabaster Towers, The (little-known) Cloud Kingdom, the Dwarf one, Anauria, and Netheril itself.

Sorry for the lack of names on a couple - I'll look them up later - I need to go to work now.
Old Sage

01-24-08, 07:31 PM
Note also that Grand History references a few tidbits about recent events in New Tilverton -- and the existence of a road between the site of old Tilverton and New Tilverton.
MarkusTay63

01-25-08, 02:28 AM
Which makes it the PERFECT spot to launch adventures from, especially considering you want to use both the Dales and Cormyr/Stonelands. Since NO canon exists about the place yet, except for that little bit Old Sage mentioned, its the ideal spot for you to make your own.

The Six known Civilizations that included at least part of the Stonelands (or above it) -

1. Oghrann - Dwarven Kingdom that existed in the Tunlands.
2. Thaeraval - Land of Alabaster Towers
3. The Cloud Kingdom - Sky-Kingdom of Giants, along with a few other airborne races
4. Netheril - The guys who brought us Shade and Karsus
5. Anauria - Netherese survivor-state
6. Hlundadim - Goblin Kingdom of the Stonelands

Pretty much in the order they fell. Also, there are quite a few hints that Talona had a great deal of interest in this area, and even fought with her ancient rival Kiputytto over some cities in the region.
Chapien

01-25-08, 04:06 AM
Thanks, that is great! \i was thinking of putting New Tilverton either south of the ruins or east of the ruins. Also, I would like to use the town of Griffon Hill that is on your map Markus. Does anyone know the details about the town? (size, power center, etc.)
Lord Karsus

01-25-08, 08:00 AM
-No, we don't really know much about New Tilverton. It's likely that, at this point, since it's still a very young city, it doesn't have a large population, and that it's still fledgeling in most ways.
Chapien

01-25-08, 08:12 AM
What about Griffon Hill?
MarkusTay63

01-25-08, 10:09 AM
From Volo's Guide to Cormyr

Griffon Hill

This eminence is a rocky height adorned with little more than an inn that has been burned down repeatedly by orc raiders and a few fortified cottages inhabited by hardy shepherd folk. The cottages have good wells, and there's rumored to be a cavern in the heart of the hill that the villagers can all retreat into if necessary, so folk stay despite the danger. (Legend whispers that the cavern goes down into the Underdark and that the villagers know how to retreat there if in dire straits.)

Three priests of Chauntea dwell at Griffon Hill, and they’re the only healers of consequence for miles around. One of the Chaunteans is also now powerful enough to defend the settlement by conjuring earth elementals or controlling the weather. To bring in extra cash, these priests sell holy water and, on occasion, heal for hire. They order needed goods from Arabel by means of several loyal messengers.

Brigands have tricked the folk of Griffon Hill before, and so their initial hospitality is rather thin. They leave the worst cottage open for visitors, a faerie fire glow marking its open door. Within are firewood, a bar for the door, straw cots, hitching rings for horses, and several stoppered jugs of water.

The traveler reaches Griffon Hill by following the Stonebolt Trail. It is located due east of the fabled goblin burial ground at the spot on most maps where
the trail is shown changing direction. It's not a place many nonadventurers ever see, though peddlers make it a regular stop to sell their wares, buy wool, purchase travel pots of spiced mutton stew. The griffons the hill is named for are long gone.
AFAIK, thats everything in canon.
Lord Karsus

01-25-08, 11:12 AM
What about Griffon Hill?

-Sorry, I thought you were talking about New Tilverton.
Chapien

01-27-08, 01:41 PM
From Volo's Guide to Cormyr

Griffon Hill

This eminence is a rocky height adorned with little more than an inn that has been burned down repeatedly by orc raiders and a few fortified cottages inhabited by hardy shepherd folk. The cottages have good wells, and there's rumored to be a cavern in the heart of the hill that the villagers can all retreat into if necessary, so folk stay despite the danger. (Legend whispers that the cavern goes down into the Underdark and that the villagers know how to retreat there if in dire straits.)

Three priests of Chauntea dwell at Griffon Hill, and they’re the only healers of consequence for miles around. One of the Chaunteans is also now powerful enough to defend the settlement by conjuring earth elementals or controlling the weather. To bring in extra cash, these priests sell holy water and, on occasion, heal for hire. They order needed goods from Arabel by means of several loyal messengers.

Brigands have tricked the folk of Griffon Hill before, and so their initial hospitality is rather thin. They leave the worst cottage open for visitors, a faerie fire glow marking its open door. Within are firewood, a bar for the door, straw cots, hitching rings for horses, and several stoppered jugs of water.

The traveler reaches Griffon Hill by following the Stonebolt Trail. It is located due east of the fabled goblin burial ground at the spot on most maps where
the trail is shown changing direction. It's not a place many nonadventurers ever see, though peddlers make it a regular stop to sell their wares, buy wool, purchase travel pots of spiced mutton stew. The griffons the hill is named for are long gone.
AFAIK, thats everything in canon.
But do you know the stats of the town? (power center, size, etc.)
MarkusTay63

01-27-08, 04:23 PM
That is EVERYTHING there is on that village. It was 2e, so those stats didn't really exist back then.