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| #1kerym_ammathNov 30, 2008 13:14:10 | Just setting this up as a repository of locations I am using in my 4th Edition Forgotten Realms Campaign. If anyone wants to use them feel free to do so, and of course comments/suggestions are always welcome. House Rules Isle of Mist Mulmaster |
| #2kerym_ammathNov 30, 2008 13:14:43 | The Isle of Mist “…thus did Lord Finvar of the House Orlainth pull the ancient Isle of Mist from the bottom of the Moonsea tying it’s reflection once again to Toril, serving notice to the Shades of Netheril that their reign was opposed in quarters they knew nothing of.” In the year 1479DR, the year of the Ageless One, an island appears on the Moonsea. Shrouded in mist seemingly there one moment and gone the next. A piece of the Feywild touching the Realms once again, it can only be seen in the edges of ones vision, as it is not fully of this world. This is the ancestral homeland of House Orlainth, Eladrin who have taken an interest in the fate of Toril. Long ago when the ancestors of the Elves on Toril left the Feywild, House Orlainth remained behind to hold back the legions of the Shadowfell. They succeeded, and to this day continue to hold them at bay by strength of arm and spell, but the Shadowfell has been growing stronger. These incursions have grown in frequency, strength, and have been more successful than those of the past. A secret hand guides them, but the source of their power is clear. As Netheril grows, and the worship of the Dark Goddess Shar spreads, so too does the Shadowfell. To continue with their ancient vigil will only result in defeat. The time to strike draws near, and House Orlainth will be ready. Myth Armathor (City of Guard) Upon the Isle of Mist lays Myth Armathor the City of Guard. Its essence is one of study, both martial and arcane. All the arts are studied here and turned to use in war, for anything can be turned to violent means. Diplomacy, Trade, Music, Song, all studied so it can be applied to garner an advantage in the maneuvering of armies, cities, and states. The eternal dance of survival is paramount in the minds of the Eladrin and the others who have wandered in over the years. The ebb and flow of the tides of time and space are unpredictable, and over the years many who did not seek the city have found it. Invariably they sought to perfect some skill of war craft, and fate deposited them on these distant secret shores. A bustling port city, a citadel of learning, a beacon of light, ships come and go heading to destinations in Faerun and the Feywild. The veil between worlds is almost non existent. In order to arrive one must know it is there and then must guide a ship in using only their peripheral vision. The mists generally conceal the island and the city, and if you don’t lock onto it in the edge of your sight you are doomed to wander the mist, exiting elsewhere on the Moonsea. A single tower of white quartz reaches into the heavens its clear crystal tip glittering in the moonlight, shining in the brightness of day. It is said that the rainbow which shoots out from it at sunrise and sunset can be followed to the very forests of Arvandor. The curtain wall surrounding the city is said to store the energy of the angry skies for use against its enemies. Amidst this steeled beauty Lord Finvar holds court, attended by wise nobles, and skilled commoners. Sitting upon the Crystal Throne in the Hall of Warriors, he metes out justice, and conducts the business of state. The Lord is often absent from his lands, seeking out allies, and information on the many enemies who would like to see Myth Armathor fail. In his stead the city is ruled by the Lord Seneschal. Docks reach out into the Moonsea, following the curve of the shore line. The neatly cobbled streets, sturdy habitations and businesses are all designed for the defense of the city. They provide a reinforced, labyrinth within the outer walls, that any enemy would have to traverse to even begin the process of breaking the Tower of Guard. All of this is contained within the outer wall of the city. The outer wall surrounds the city in a protective embrace. Finally the Tower of Guard, the physical and spiritual heart of the city is a mighty bulwark in its own right. Throughout the city sounds of industrious endeavors, break the idyllic sounds of nature, and the lapping of waves tickling its shores. All the trades are heavily represented along with their scholarly counterparts, delving into the secrets of the world. Everything that is made here is made with care, carrying an inner beauty, which sings of hidden strength. This is the true spirit of the city, its unrelenting commitment to perfection, anything less would lead to its fall beneath the feet of many foes. Overview Overview Population: 58,745 (Eladrin 57%, Elves 18%, Humans 9%, Half Elves 7%, Dwarves 4%, Dragonborn 2%, Others 3%) Government: Monarchy with advisory Council Religions: Angharradh, Bahamut, Corellon, Mielikki, Moradin, Selune, Sune, Tymora Imports: Food, Gems, Metals, Minerals, Timber Exports: Finished Goods The Isle of Mist and the city of Myth Armathor is located roughly halfway between Phlan and Hillsfar in the middle of the Western Moonsea. Rocky shores, treacherous shoals, and reefs make it difficult to approach the island in larger ships except at the bay around which the city is built. Covering a total of 36 square miles the island is roughly 3 miles wide and 12 miles long. Elevation change is gradual with some minor rolling hill like features. The island is heavily forested consisting mostly of deciduous trees of staggering age. Fresh water springs are common throughout. The city is constructed around a natural harbor, which can be cut off by chains linked between its outer watch towers. These watch towers are part of a tower and curtain wall system surrounding the city. A moat offers further protection. City streets, houses, and businesses are laid out to hinder rapid movement, and constitute a labyrinth of defensive positions should the need arise. Finally the center piece of the city is the Tower of Guard, a slender crystal spire reaching to the heavens. The curtain wall, outer towers, and the Tower of Guard are uniquely constructed by layers of different materials. The outermost layer is made of milky white quartz grown and shaped as needed. Beneath this layer is fertile heavily compacted dirt, and finally the last layer consists of living trees interwoven to contain the dirt and buttress the walls. This unique system is fed by water, and other minerals at several points using Rituals specifically designed for the maintenance of existing walls and growth of new ones. The complete system provides for walls that are much stronger than common materials, or contemporary building methods could provide. A less well known aspect of these walls is that when they are struck they build up an electric charge. This charge can be used by individuals stationed at arcane devices located within the towers to rake approaching enemies with lightning strikes. The harbor itself is organized in such a fashion as to separate military and trade vessels. A total of 15 Military Carracks ranging in size from 500 to 750 tons can be docked at once. There are also dry docks capable of constructing ships of this size. The Merchant docks can berth up to 50 Carracks ranging up to 500 tons. Bustling with trade the coming and going of ships is frequent, so the harbor is rarely filled to capacity. For a city of craftsmen trade is of the utmost importance, and nowhere is this as evident as at the Great Market. Set back from the immediate hustle and bustle of the docks the Great Market parallels the docks falling into the no man’s land that lies between the city proper and the docks. Here we find agents for all the great houses mercantile interests, and many individual craftsmen selling orders. This is where large scale purchases and sales are made. Specialty items, and custom orders are handled at the shops themselves. Just about anything that can be made can be found in Myth Armathor, particularly in the realms of arms and weapons. |
| #318DELTADec 01, 2008 2:37:08 | -Sweet. :D Good stuff K. 18DELTA (Chosen of Cyric) ![]() |
| #4kerym_ammathDec 07, 2008 9:07:55 | Added NPC's in the House section. I am adding these to the assorted organizations. They will receive further detail in the plot hook section if warranted. Trying to give just enough to play with. Elaborated on Guilds somewhat. Individual Guilds and members will be detailed shortly. Also working on a 4th edition Phlan, The Ride, The Border Forest, and Zhentil Keep. |
| #5kerym_ammathDec 14, 2008 9:20:30 | Added Alchemists Guild, added City Locations: The Grinding Axe Pub. |
| #6kerym_ammathJan 25, 2009 8:46:45 | Added Culture section. Added Foreign Policy and Security Concerns. More to follow. |
| #7shodanicronJan 25, 2009 8:57:17 | awsome stuff. |
| #8kerym_ammathJan 25, 2009 9:16:22 | Thanks. It's still rough, it will need a complete rewrite after the bare bones are in. Soon I will be working up Phlan, and doing the rewrite. Hopefully by April I'll be done tinkering. |
| #9ZireaelJan 28, 2009 7:44:30 | Great. I don't understand one thing, though: elves are eladrin, right? So why they're listed separately? |
| #10MattDrozJan 28, 2009 8:11:15 | Great. I don't understand one thing, though: elves are eladrin, right? So why they're listed separately? Humans are to Half-elves as Half-elves are to Elves. Half-elves are to Elves as Elves are to Eladrin. Maybe by 5th edition, we'll get an even cooler fey-inspired race that's even more alien!:rolleye2: |
| #11kerym_ammathJan 28, 2009 9:09:30 | ???????? Did you guys post in the wrong thread? ;) The Moon Elf thread is around here somewhere. |
| #12rinonalyrna_fathomlinJan 28, 2009 11:10:21 | Great. I don't understand one thing, though: elves are eladrin, right? So why they're listed separately? 4E elves and eladrin are different but related races of fey. Aside from the names and flavor for each, they are both essentially elves as we know them. |
| #13kerym_ammathFeb 03, 2009 20:55:15 | Mulmaster The city of Mulmaster is a truly wretched city located on the southeastern shores of the Moonsea. It is home to 50,000 souls who eke out an existence in its polluted alleyways, and streets. Never knowing what is around the corner leads its people to trust no one, not even family in some cases. Everyone has a price, and you never know when someone is making an offer, or on who. The Council of Blades ostensibly rules the city, but these council members are on a fairly frequent turnover due to the high fatality rate amongst councilors. The real powers of the city hide behind complex webs of proxies, rarely taking a public hand in matters. One of the few powers in open view is the Lord Magistrate, who clearly waves in the wind at the whim of the strongest offer. She is well paid for maintaining order in the city, and dispensing favors to those who can afford to pay. Responsible for the day to day governance of the city, and for ensuring it’s security against outside forces the council members and powers that be, carefully keep her out of the line of fire in their games. In return for this immunity from developing a sudden case of steel gullet, she carefully avoids taking sides unless the outcome is a foregone conclusion. The Lord Magistrate Alethra Evenwood has managed to navigate these murky waters for 8 years, one of the longest tenures for someone in her position. Many question how much longer she will be able to do so, and long shot bets are taken in many gambling establishments. Public power groups which may or may not have a public council member at any particular time include the Church of Bane, and the Swords of Andal Trading Coster. These organizations are both powerful enough to protect their council members and ensure some degree of stability in the council. Most of their members who move on to a new state of existence while being seated councilors, make this sudden transition due to internal rather than external power struggles. |
| #14kerym_ammathFeb 03, 2009 21:05:27 | House Rules Rules for Character Advancement after reaching 30th Level Rules for Character Advancement after reaching 30th Level Additional Feat 50,000 xp Extra use of an Encounter Power 100,000 xp Extra use of a Daily Power 150,000 xp Extra uses for powers must never differ by more than one in each category (encounter or daily). The maximum number of daily power uses is equal to one half rounded down of encounter power uses. (Notes: These rules were designed with my players in mind. Inevitably they get attached and want to keep going with the same characters. This offers some flexibility and growth in the character, without significantly affecting how encounters are designed.) |
| #15kerym_ammathFeb 03, 2009 21:08:39 | Added some in house modified crunch, and the beginnings of the Mulmaster write up. Phlan will be coming soon, but I am writing things up as they become newly needed and since my band of adventurers decided to take a vacation in Mulmaster it was a somewhat pressing matter. |
| #16Mr_MiscellanyFeb 04, 2009 0:00:32 | Commence theft of good ideas. Thanks for sharing man. |
| #17kerym_ammathFeb 04, 2009 9:20:20 | Thanks for the theft :D This is all off the cuff stuff for the most part so if anyone has any cool organization ideas, villains, families, etc. let me know. I might just have to do some thieving myself. |