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Recruiting: Fighting the Flames

Chauzu

First Post
25th of Uktar, 1479

The night sky is clear as you stare into the stars above. The past year has been rough for you, but as you relax outside the town of Thunderstone you briefly forget the hard road you have traveled. You have been traveling along with the gnome trade caravan of Tethyr since Tarsakh when it had arrived in Baldur’s Gate, but the months that have gone by seemed so much longer. You attempted a shot at becoming a tradesman and you failed. All the items and produce you had gathered up remains almost full in your footlocker and bags. You don’t think you’ll be traveling with the caravan again next year, no sir! The caravan will soon end in Sembia, where it will rest for the winter, then make its return towards Tethyr in the spring. It is then you will make a return to the Sword Coast, or settle in the heartlands if you decide so. Nevertheless, you have to start thinking of a new line of business.

You hear the roar of laughter and singing from the drunks within the limits of the town, joyous from their profits from the caravan. Indeed, the caravan brings many tradesman from across the western half of Faerun for good profit and fun times. But some, like yourself, fail in success and thus lie in a pile of hay with the oxen, sporting a somber face and wondering what the future may hold for you.

And so you drift into thought, your eyes again gazing at the stars. Perhaps you should become a constable. Maybe a militia man. What about a sailor? You know: clergy probably make good living. Or should you resort to thievery… Wait, maybe you should – your thoughts suddenly become interrupted. Above you in the scene that has kept your attention all evening a star shoots across the sky, heading east then disappearing over the mountains. Good Gods that looked close! Hopefully it wasn’t another Spellplague incident. The trade caravan hasn’t come across any bad fortune yet, there’s no need for it now! You shrug it off and begin to drift into sleep. Oh, you’re sure it was nothing…

Hear Ye, Hear Ye! (excerpted from the Thunderstone town hall bulletin board)

Attention all able-bodied people of Thunderstone,

I am sure many of you have witnessed the falling star trailing through the sky last night. It was indeed a close encounter as thought. Too close. You may recall a year ago the fire that broke out in the farmlands and in the Hullack Forest from the last star that fell above us. We were slow to act and the losses were terrible. This should not come to pass again.

We have witnesses who were traveling the Thunder Gap last night who have rushed to notify us that the star had landed within the Thunder Peaks this time around. Residents from Arabel and the Dalelands are already making haste to the hazard zone to fight the fires that may be rising. The winds are harsh in these mountains. If there is a fire then it will spread quickly, possibly down into the foothills on both the Cormyrian side and the Semberholme side. This will mean that we will need as many firefighters that can be spared. I myself can only spare a handful of men from the town militia to keep any orc raid at bay that may come, so volunteers are needed.

There is no time to waste. I would advise to get plenty of sleep today, for we move out tonight. Volunteers are to meet at the Singing Songbird at sunset, ready to move out.

-Delion Gorsal, Thunderstone advisor
Uktar 26th


Well met, adventurers!

In anticipation for the release of 4e next month, I am interested in beginning a campaign set in the Forgotten Realms, particularly in Cormyr, Sembia and the Dalelands. This is a long and adventurous campaign that I have paced over for a long time. It was originally set in 3e Faerun, but the new Spellplague incident of 4e actually ties in very well with the storyline. However, if 4e proves not to attract enough players, then this game will be using 3e rules.

I am looking for 6-8 1st level PC’s that are willing to give 4e a try. I know that not too much other than the info given by Dragon magazine has enlightened us on 4e Realms, but I am sure there are a lot of creative folk out there that can think up some interesting characters. I would like there to be a well rounded group of adventurers so that we can get a good feel for 4e.

Since I won’t be starting this game until a week or two after 4e’s release, all I am looking for right now is player interest and character ideas.
 
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jcb2772

First Post
Hello

It all sounds good to me but I know nothing about fourth so it would be hard for me to even make a concept. Would be willing to play and when the book comes out next month you can count me in. I like to play fighters or clerics or better yet fighter/clerics.
 

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Kaodi

Hero
I would so be on top of this, but I really want to get a chance to play 4e in person before trying it in PbP. But, your campaign looks very promising from your description, Chauzu. Good luck with it.
 

Chauzu

First Post
I can understand the worries over 4e. I'd really like to host this game and if it comes down to me using 3e rules if there aren't enough takers on 4e, then I'll be willing to make the switch. Ultimately though I want to see who all would be willing to play whether 3e or 4e I guess.

For those of you who have not seen the Dragon articles, here are excerpts:

Excerpt from the journal of Arleenaya Kithmaer, First Magistrati of the House of the High One Ascendant, Year of Blue Fire (1385 DR) (excerpted from Dragon magazine)

"Reaching out northwest from beyond the horizon's rim, I beheld a sight which was at once horrifying as it was beautiful; a stormlike catastrophe rolling across the sky, which seemed to be ablaze with blue fire. Frozen in stupefying awe, I witnessed the cerulean thunderhead crash into the mighty Lhairghal, throwing pillars of azure fire skyward to snatch at Selûne's calming light. Selûne, my gods! The surface of the moon, long presented to us mortals as a barren landscape of craters and lifeless valleys, now revealed to me majestic mountains and sprawling seas; itself alight with similar cobalt radiance. A nearby exclamation from the Magehound returned my attention earthward to witness a shimmering wall of sapphire flame racing down Mhair Pass. Five breaths longer and the storm would crash into the battlement upon which I stood with a handful of loomwardens. I recall hastily whispered prayers to Azuth, a moment of unqualified stillness, and then nothing."

As dusk fell over the Shining South on the 29th day of Tarsakh in the Year of Blue Fire (1385 DR), a menacing storm began forming over the Mhair Jungles west of Halruaa. Beyond its massive size, the storm was particularly notable for the ribbons of blue flame that seemed to writhe and flow among its formations. In the mountains near Lhair in western Halruaa, dumbfounded priests watched in absolute silence, unable to comprehend the terrible events unfolding on the horizon. What the clerics of Azuth could not possibly fathom was that three score or more similar storms sprang up all across Toril; born instantly upon the assassination of Mystra in her heavenly dominion. Arleenaya Kithmaer and four nearby priests were teleported to safety by a quick-thinking magehound. The nation of Halruaa, however, would suffer horribly that ill-fated night. The three great mountain ranges that oft protected the nation from external invasion actually made it difficult for many Halruaans to escape the uncontrolled wild magic unleashed across the countryside. Halruaa today is best known as a magical wasteland; it is also the birthplace of the roving mercenary bands known as the Five Companies.

The cerulean storm and its after effects would become known in later days as the Spellplague. Despite its name, the Spellplague was no mere magical affliction. The Spellplague burned fiercest in its first year, but flareups and indirect repercussions continued for decades, irrevocably altering whole regions while leaving others completely unscathed. Whole countries vanished in earthquakes, fires, and windstorms, inexplicably replaced with peoples and lands from a world beyond our own. Even the starry constellations in the Sea of Night seemingly rearranged themselves in the heavens above. Scholars in later years would name this decade of chaos and upheaval the Wailing Years, or simply the Plague Years.

Timeline:

1385 DR (Year of Blue Fire)
The Spellplague: An unthinkable catastrophe ensues when Cyric, aided and abetted by Shar, murders Mystra in Dweomerheart. The plane itself disintegrates at once, destroying Savras and sending the gods Azuth and Velsharoon reeling into the endless Astral Sea. Without Mystra to govern the Weave, magic bursts its bonds all across Toril and the surrounding planes and runs wild. In Faerûn, this event is known as the Spellplague. Thousands of mages are driven insane or destroyed, and the very substance of the world becomes mutable beneath veils of azure fire that dance across the skies by night or by day.

Where once stood the realm of Sespech, the Golden Plains, and the Nagalands, the Spellplague reveals a surreal landscape breathtaking in its beauty, grandeur, and changeability. For the next century, active Spellplague cavorts on this territory called the Plaguewrought Lands, contorting terrain, natural law, and the flesh of any creature that dares enter.

Cormyr is struck hard, but not so violently as many other nations. Roughly one third of all Wizards of War are slain, driven mad, or simply have gone missing in the year following Mystra's death.

1386 DR (Year of the Halfling's Lament)
A portion of Toril's sibling world Abeir violently exchanges places with large sections of Chondath and western Chessenta. Displaced genasi from the Abeiran land of Shyr quickly set about creating a kingdom of their own.

The former expanse of the Sea of Fallen Stars is altered when wide portions of the landscape collapse into the Underdark. When the sea level reaches its new equilibrium, the average drop in water level measured nearly 50 feet. The waters of the Vilhon Reach were similarly drained, uncovering several drowned ruins from ancient Jhaamdath.

1387 DR (Year of the Emerald Ermine)
The Emerald Enclave begins sending agents throughout the Vilhon Wilds to counter the effects of the Spellplague. As years became decades, their original mission is slowly perverted from one of respect for and guardianship of nature to a vain struggle against forces far beyond their control.

1388 DR (Year of the Tanarukka)
Bullywugs tribes from the Farsea Marshes begin harrying Zhentarim forces operating throughout the Tunlands, diminishing Black Network activities in the region.

Some members of Cormyr's remaining War Wizards, having lost access to the Art, begin cross-training with the Purple Dragons in swordplay and martial defense. In years to come these swordmages will prove invaluable against neighboring aggression in the region.

1389 DR (Year of the Forgiven Foes)
A strangely angular black monolith is sometimes visible breaking above the waves along Cormyr's coast, never in the same place twice.

1390 DR (Year of the Walking Man)
Dowager Dragon Queen, Filfaeril Selazair Obarskyr, dies. Alusair attends the state funeral, argues briefly and privately with her nephew the king, and disappears altogether from Court. Rumors persist of her riding through the frontiers and borderlands, but no confirmed reports of her appearance exist following the burial of Filfaeril.

1391 DR (Year of the Wrathful Eye)
The human druid Zalaznar Crinios, transformed into a mighty treant for his service to nature, takes hold of the druid circle in Cedarspoke. A lesser druid, able to take lion form and calling himself Firemane, rises to prominence in the same circle.

1392 DR (Year of the Scroll)
The Dragon Coast city of Pros petitions the Crown to become a vassal-state of Cormyr in order to protect it from the ravages of the Spellplague. Azoun V reluctantly accepts. By year's end, Pros' sister-town of Ilipur joins the Forest Kingdom as well. Unfortunately the receding waters of the Sea of Fallen Stars have spelled ruin for these small trading towns.

1393 DR (Year of the Ring)
Sembian investors begin buying up land in the southern Dales. Concerned, Azoun V issues a formal objection to the Dale's Council in Archendale but the King's emissary is rebuffed.

Spellscarred beings and pilgrims hoping to obtain a spellscar begin journeying to the Plaguewrought Lands in large numbers. They are welcomed in Ormpetarr by the Order of Blue Fire.

1394 DR (Year of Deaths Unmourned)
The Grand Cabal of the Emerald Enclave begins attempting to stem the tide of spellscarred pilgrims that pass through Turmish.

Years of straining with their conflicted Sembian and Cormyrean identities, and struggling against the rule of Netheril, culminates in the annexation of the border city of Daerlun into the Forest Kingdom.

1395 DR (Year of Silent Death)
Sakkors, the Netherese floating enclave not seen since the days before the Spellplague, makes a reappearance over Daerlun in the dead of night. The following morning civil unrest breaks out throughout the city. Azoun V sends elite swordmages to restore order in the city.

Vilhon Reach
The lands of the Vilhon Reach were affected greatly by the merging of Abeir with Toril. The waters of the Reach itself were partially drained during the Spellplague, revealing several drowned Cities of the Sword from ancient Jhaamdath. The once welcoming and cosmopolitan folk of Turmish have grown increasingly xenophobic throughout the Wailing Years. Akanûl, formerly the lands of Chondath, are now populated by genasi from the Abeiran land of Shyr, a region that will barely survive its first contact with the Abolethic Sovereignty some years later. Since the Year of Blue Fire, civilization has been slow to return to the wilder Spellplague-morphed regions. The notorious Plaguewrought Lands lie close by, contorting terrain, natural law, and the flesh of any creature that dares enter.

The Vilhon Reach is a great example of the new "Tone and Feel" of the setting in action, making it a great region to explore some of the more fantastic locales on Faerûn.

ANDRIO'S GATE: The Reach happens to contain one of Toril's few functioning time gates; a useful tool for bringing characters forward beyond the Wailing Years (1385 DR to 1395 DR) to a more stable time period for campaign play. The time gate is located within Mount Andrus, a volcanic peak within the Orsraun Mountains on Turmish's western frontier. There the time gate has survived millennia despite several volcanic eruptions, shielded from the monstrous heat and the effects of the Spellplague by powerful, and some would say divine, wards. Adrio's Gate is activated by speaking the name of a year as given in the Roll of Years then stepping through the gate's event horizon.

Turmish
Turmish suffered much less than Chondath, but the partial draining of the Sea of Fallen Stars did leave its busy port at Alaghôn high and dry. Today, this realm of increasingly competitive and desperate merchant costers is also a through-route for fanatics on spellscar pilgrimages to the Plaguewrought Lands. The once welcoming and cosmopolitan Turmishans have grown increasingly xenophobic, and they are guarded and suspicious of strangers, even though they remain dependent on outside trade.

North and west of Turmish beyond the Orsraun and Alaoreum Mountains stretches the forested realm of Gulthandor. Gulthandor has no ties with the largely disbanded organization once known as the Emerald Enclave. Ilighôn, once the island home of the Enclave, became part of mainland Turmish when the seas retreated in 1386 DR.

YURGRIM'S DELVE: Alaghôn remains the capital of Turmish; the city's curious architecture is the result of the Chondathan humans building over existing structures left by a previous dwarven civilization. The dwarves also left an abandoned mine -- a maze of subterranean tunnels, vaults, and catacombs that have never been fully explored, or fully rid of monsters -- beneath the city streets. Few entrances to the Undercity remain, but adventurers continue to brave their dark reaches in search of plunder. A few ancient tomes make reference to a lich queen from Unther residing below the palace, yet most discount these accounts as wild tales of fiction.

PRIDE OF FIREMANE: Zalaznar Crinios (NE treant druid 12), has secretly turned away from the teachings of Mielikki to embrace Malar, who "rewarded" the High Druid by transforming him into a treant. Crinios used this transformation as proof he is meant to lead in Gulthandor. Dark creatures now threaten the forest, as well as nearby settlements. Unaware of Crinios’s duplicity, a druid who prefers lion form and calls himself Firemane has put out the call for those willing to purge the forest of whatever blight grows at its heart.

Chondath
A portion of Toril's sibling world Abeir violently exchanged places with large sections of Chondath and western Chessenta during the Spellplague. The shattered ruins of cities lie broken at the bottom of ravines or thrust high atop stone spires, a constant draw to adventurers seeking troves of lost gold. The land today is characterized by crazed stone spires, cavernous ravines, and cliffs like petrified waves. Freefloating earthmotes host miniature forests, grasslands, lakes, and ever-replenishing waterfalls that mist the land below in draperies of mist. The wild landscape is perfectly suited to the tempestuous population of genasi that now claim the land as their own. Akanûl is the name of this genasi-ruled realm, and the capital city of Airspur holds the bulk of the nation's population. The waters of the Vilhon Reach were partially drained during the Spellplague, revealing several ruined Cities of the Sword, lost since the last days of Jhaamdath. Travelers to the region are few and far between. The few who travel through this treacherous floodplain return with madness or not at all.

The Chondalwood is a confusion of ravines and floating junglemotes, some sailing free, others webbed to lower jungle regions by thick vines and vegetation. The Chondalwood's vigor is impressive -- it grew in the Spellplague's wake instead of being diminished or being erased by it; witness its colonizing junglemotes spreading like airborne seeds north, south, and east, and west. The halflings and centaurs that once roamed these woods are now gone; replaced with spellscarred satyrs and feral elves who declare blood feud on any outsider entering the jungle's heartwood.

LESSER OF TWO EVILS: During a violent spring thunderstorm, a strange angular black monolith is spotted in the shallow waters off the Nun Coast near Reth. The following morning, kuo-toa harpooners flying strange winged morkoth attack the port city. The invaders are repelled by High Lady Glorganna and a detachment of Banite guerrillas. It remains unclear what the Abolethic Sovereignty was seeking in the city -- half of which lies in shattered ruin at the bottom of the Bay of Silvanus.

MAGEDOOM: At the center of the Chondalwood is a ruin of ancient, toppled stone towers whose cellars are packed with lost treasures. The elves of Wildhome steer well clear of it, citing terrible bodiless guardian creatures that ravage flesh, inspire madness, and target spellcasters in particular, igniting them like torches.

Plaguewrought Lands
Where once stood the realm of Sespech, the Golden Plains, and the Nagalands, now stands a surreal landscape breathtaking in its beauty, grandeur, and changeability. Active Spellplague still cavorts on this territory, contorting terrain, natural law, and the flesh of any creature that dares enter. Earthmotes aplenty break up the sky in a strange parity with the fractured terrain below. Swaths of moving earth change with mercurial speed, and great ravines empty directly into the Underdark. Artist renditions that capture true glimpses of the place's exquisite loveliness and horrific strangeness can command large sums back in civilized lands.

SCAR PILGRIMAGE: Plaguechanged and pilgrims hoping to obtain a spellscar sometimes journey here because it's the most prominent plagueland in Faerûn, as well as a great hold of the Order of Blue Fire. The stability of the plagueland's border provides an environment where the clever, ambitious, or insane can experiment with the Spellplague and its effects. As with most who brave plaguelands, few pilgrims who enter the Plaguewrought Lands are ever seen again, but those who do return sometimes claim newfound power.

Cormyr
Unlike the lands of the Vilhon Reach, the nation of Cormyr suffered little geological upheaval during the Spellplague Years. Instead the upheaval in the Forest Kingdom was largely political. Famine, economic hardship, and unrest among the peerage would be difficult for any ruling monarch, yet these challenges perhaps weighed more heavily upon the shoulders of young King Azoun V. Claiming the Dragon Throne in the Year of Three Streams Blooded (1384 DR), Azoun had merely thirteen winters behind him at his coronation and only sixteen months on the throne before the Spellplague sent the world spinning into chaos. Thankfully, the king surrounded himself with men and women of wise counsel, including the Caladnei, Mage Royal of Cormyr. Under his rule, the Forest Kingdom quickly recovered from the anarchy of the Wailing Years, and the young king went on to become a just, wise, and long-lived ruler.

The Helmlands
Formed during the Time of Troubles, this desolate land of howling winds and jagged rock was the site of Mystra's destruction at the hands of Helm in the Year of Shadows (1358 DR). In the months following its creation, locals named the site the Pits of Mystra, for the land was nothing but bubbling tar pits as far as the eye could see. Priests dedicated to the new Goddess of Magic cleansed the land of the fetid pits in later years, but the tear in the fabric of the Weave remained. Today a forest of towering redwoods has returned; the original was lost when Mystra's dying energy blasted the land like a million Shou cannons. In the wake of the Spellplague, the Helmlands have grown, spreading along the northern wall of the Stormhorns, stretching as far west as the foothills above Eveningstar. Wild magic still pervades the entire region, but unlike the Plaguewrought Lands, visitors can enter the Helmslands without fear of becoming spellscarred.

TEMPLE ACHERON: Once the blasted ruin of Castle Kilgrave, the imposing stronghold was rebuilt by priests of Bane following his apparent resurrection in the Year of Wild Magic (1372 DR). As the Lord of Strife himself had done during the Time of Troubles, the strifelords reshaped the ruins into an echo of Bane's Temple of the Suffering in the Barrens of Doom and Despair. Thirty-foot-high walls constructed of a seamless other-worldly material of black laced with green connect the windowless towers on four corners, and on the west side a towering 60-foot obelisk encloses a drawbridge set against the wall. Purple Dragon Knights stationed at Castle Crag patrol the eastern perimeter of the Helmslands daily, keeping a vigilant eye for any threats coming from Temple Acheron.

Farsea Swamp
This slowly growing swamp consists of two formerly separate marshes, Farsea and Tun. The swamp has mile after mile of muddy terrain swept with golden-green tall grasses broken by channels of bronze water. Most citizens of Cormyr see the wetlands as dark, forbidding places, where evil festers and foul creatures lurk in murky water to devour the unwary. While this image is largely true of the deadly Vast Swamp in eastern Cormyr, it is an incomplete and misleading portrayal of the Farsea Swamp.

LEGACY OF THE BATRACHI: Amid the vast, fog-laced expanse of the Farsea Swamp rests the scattered ruins of a vanished civilization, not Netherese as many have speculated. Thick with poisonous insects and plague, few enough have glimpsed these ruins. Ornate buildings made of glass as strong as steel hint at a magical technology lost to the present day. Rumors have it that the bold can claim gold and strange secrets from the half-drowned basements, if they can but survive the swamp's pestilence and withstand the might of strange creatures set as guardians within the interior of the glassteel towers.

Hullack Forest
Dark and foreboding best describes the thick dense woods of the Hullack Forest. The Hullack is almost a primeval forest, with dark valleys and hidden vales that have gone unseen for decades. Ghostly creatures and odd monsters pepper the local folklore, and orcs and goblins are frequent visitors from the Thunder Peaks. In the years immediately preceding the Spellplague, large numbers of adventurers entered the forest seeking to clear it of monsters and explore its deeper regions. Thunderstone, a small town on the southern edge of Hullack Forest, was often used as a base of operations for such expeditions.

These crown-sanctioned activities came to an abrupt end in the Year of the Wrathful Eye (1391 DR) when the Eldreth Veluuthra, a militant group of human-despising elves, claimed the forest as their own. A brief conflict with the elves ensued in the Year of Deaths Unmourned (1394 DR), but young King Azoun V later turned his full attention to more pressing threats from neighboring Netheril and Sembia.
 

Chauzu

First Post
The Realms of 1479 DR (excerpted from Dragon magazine)

Unchecked, ungoverned, the raw stuff of wild magic danced across the world, wreaking terrible destruction. Cities burned, kingdoms fell, luckless people were changed into monsters, and mages went berserk. This was the Spellplague, a rippling outbreak of hundreds, perhaps thousands, of magical catastrophes that left no corner of Faerûn untouched. For almost ten years new outbreaks appeared here and there, striking randomly and without warning. Wherever they struck, chaos reigned.

During the Year of Blue Fire and the terrible years that followed, heroes all over Faerûn battled to contain the magical plague. In some places they succeeded; in others, they failed and died horribly. Places guarded by powerful, persistent magical wards were largely unharmed; the Spellplague flowed around mythals and other such mighty enchantments. But even then, some mythal-guarded sites fell prey to invasions of plaguechanged monsters or the spells of maddened archmages. No place was truly safe.

In many places, the Spellplague wrought drastic changes to the very shape of the world. The vast Underdark system beneath the western Shaar suffered a calamitous collapse, leaving a miles-deep pit the size of a country where the Landrise once ran. Thay’s forbidding plateaus were lifted thousands of feet higher, leaving many of its cities in ruins. The Priador and eastern Thesk are a maze of monster-haunted foothills beneath Thay’s daunting ramparts now. Fencelike ridges of glass spires, drifting earthmotes covered in weird aerial forests, towering mesas of whorled stone… all over Faerûn magical landscapes are interspersed with the common rock and root of the lands that existed before. Even in countries that survived the Spellplague more or less intact, these “changelands” stand as striking new landmarks—landmarks that sometimes harbor monsters never before seen in Faerûn.

In time, the fury of the Spellplague burned itself out. New outbreaks became fewer and weaker, and finally seemed to cease altogether. Pockets of “live” Spellplague still exist in a few places known as plaguelands; one of the largest is a vast waste known as the Changing Lands, where Sespech and Chondath used to be. Few people dare to enter such places, but from time to time they disgorge horribly mutated monsters, tormenting the lands nearby. No new plaguelands have appeared in decades now, and some seem to be weakening as the years pass. But the damage has already been done.

No one will ever be able to create a comprehensive chronology of where and when each outbreak struck, or how each town and city fared through the chaos of the Plague Years. Countless thousands of people fled from each new outbreak, migrating here and there across the continent. War, rebellion, and brigandage reigned unchecked. Mad prophets walked the world, preaching that the Spellplague was the wrath of this god or that and demanding repentance, sacrifice, or holy war in atonement. Anarchy descended over most kingdoms and lasted for a generation or more before some semblance of authority was reestablished. The world that emerged from the Plague Years was not the same Faerûn.

The Spellplague left the cities of the Sword Coast almost unscathed. Perhaps it was attenuated by the lingering high magic of ancient Illefarn, perhaps it was deflected by the efforts of mighty heroes, or perhaps sheer chance steered the magical contagion away from the Sea of Swords; however it happened, the Sword Coast looks much as it did a hundred years ago.

In Waterdeep the great walking statues hidden within the city arose for a single day and wrecked several wards, only to suddenly halt where they stood when the Spellplague’s influence retreated again. To this day the towering colossi remain standing where they were at that moment, while the city has been rebuilt around their stony waists. Waterdeep is still governed by its Lords, advised by the Blackstaff—the most powerful mage of Blackstaff Tower, heir to the lore of the mighty Khelben. The city remains a hub of trade and commerce; all roads lead to Waterdeep, or so it is said.

To the south, the city of Baldur’s Gate became a refuge for countless thousands fleeing the ruin wrought by the Spellplague in the lands south of the Sea of Fallen Stars. Where other cities and lands turned away such refugees, Baldur’s Gate tolerated them… and now, almost a century later, it is the largest city in Faerûn, sprawling for mile after mile along the banks of the Chionthar. Each group of refugees created their own neighborhood under the walls of the previous immigrants’ districts, and the city is a mad patchwork of crowded neighborhoods, each dominated by a single race or human ethnicity such as dwarf, halfling, gnome, Turmic, or Shaaran.

Across the Sea of Swords, the Moonshaes have fallen into a patchwork of small kingdoms. Caer Calidyrr still stands as the chief kingdom of the native Moonshavians (the Ffolk), but over the last century the powerful mainland realm of Amn has set its sights on this land. Amnite merchant-lords control much of the large island of Gwynneth, while the warlike Northlanders hold Oman and Norland. The Feywild, the realm of Faerie, lies close to Faerûn here, and from its shadows a dire new threat is gathering—the terrible fomorians, who dream of sweeping away the human kingdoms and subjugating the islands beneath their mighty fists.

Between the North and the Moonsea Lands lies a land under the dominion of shadow. The reborn Empire of Netheril now lies in the basin that once held the desert Anauroch. The new Netheril claims all of the lands that ancient Netheril once occupied, and seeks to dominate Faerûn just as ancient Netheril did twenty centuries ago. Much of Anauroch’s vast basin is still desolate wasteland, but the lords of Netheril have spent decades weaving mighty spells to summon water to the parched lands and fill the empty skies with rain. Slowly but surely, grassland grows over the dunes, and young forests cover the stony barrens.

Netheril is a magical tyranny, governed by a noble caste of shades—powerful human mages and lords who have exchanged their mortal essences for the stuff of shadow. Beneath the shade lords are the citizens of Shade, the ancient city-state that fled into the plane of Shadow when the old empire fell and survived many centuries in dark exile. They are a race of ambitious and masterful humans who strive to advance the power of their realm, hoping to earn the reward of transformation into undying shades themselves. When folk of other lands refer to “the Netherese,” they mean the people of Shade, both human and shadow-transformed.

Decades ago, the Netherese subjugated the nomads of Anauroch and many of the savage humanoid tribes inhabiting the desert. More importantly, the Netherese seized control of the wealthy nation of Sembia in the Twilight War just before the advent of the Spellplague, and they have not relinquished it since. Sembia is the crown jewel of the Empire of Netheril, and provides the Netherese with the wealth and manpower they need to bring more of Faerûn under their control. Only the fragile alliance of Myth Drannor, Cormyr, Evereska, and Luruar checks Netheril’s further expansion… and Netherese diplomats and agents work constantly to break the alliance apart.

While Netheril claims all of Anauroch and the neighboring lands, the Netherese are still few in number, and great portions of this desolate land are left to ruins and monsters. The ruined cities of old Netheril and the Underdark caverns of the monstrous phaerimm (now all but extirpated from the Realms) hold many secrets the shades want to remain hidden, and ancient treasures they seek desperately to recover.

Cormyr is a strong, stable kingdom that has benefited from back-to-back reigns by very capable monarchs. Azoun V, born in the troubling times at the end of his grandfather’s reign, went on to become a just, wise, and long-lived ruler. Under his rule Cormyr quickly recovered from the chaos of the Plague Years. Azoun V successfully resisted Netheril’s efforts to bring Cormyr under its domionion, and he fought Netherese-sponsored Sembia to a stalemate in a war 40 years ago, preserving Cormyr from Sembia’s fate. Late in his reign, Azoun V enacted a new code of laws that restrained the power of Cormyr’s restless nobility and established rights for commoners oppressed by nobles. His son Foril is now king of Cormyr.

Foril has ruled for 30 years now, and while he is not the legendary warrior his great-grandfather was or the brilliant law-giver his father was, he is a shrewd statesman and administrator. Foril continued his father’s reforms, and authored the alliance of powers that keeps Netheril at bay. Standing between Sembia and Netheril, Cormyr’s best security lies in firm alliance with Myth Drannor and the Dalelands. Cormyr is wealthier and more powerful than it’s been in centuries, largely due to the foresight and determination of the Obarskyrs.

Cormyr now controls Daerlun and Urmlaspyr, two formerly Sembian cities that managed to break away from that realm before the Netherese yoke settled completely over them. During the chaos of the Spellplague and the years that followed, the small cities on the southern shore of the Dragonmere turned to Cormyr for protection. Only ten years ago, the thief-ruled city of Proskur proved so obnoxious to the Forest Kingdom’s growing trade and prosperity that King Foril brought it under Cormyr’s authority as well. Not all of these territories are content under Cormyrean rule.

Adventurers in the service of the Crown find plenty of excitement in the Stonelands, the Tunlands, and the Stormhorns, where various monsters and savage tribes (some secretly sponsored by Netheril) cause no small amount of trouble.

Along the shore of the Alamber Sea, old Unther was swept away by a catastrophic outbreak of the Spellplague. Where once ancient Unther stood now stands an arid mesa-land inhabited by draconic humanoids calling themselves dragonborn. This is the realm of Tymanther. The dragonborn have proven to be a proud, martial race, and in the decades since the Year of Blue Fire they have slowly tamed the ruined changeland from the Riders to the Sky all the way to the Black Ash Plain.

Some say that the dragonborn are creations of Tiamat, hatched from vast incubators hidden beneath temples of the dragon-goddess in the cities of Unther. Others believe that the dragonborn are descended from the human population of the old empire, changed by the touch of the Spellplague into something no longer human. But the truth of the matter is even stranger: As it did in many other places in Faerûn, the Spellplague opened the door to some other realm entirely, wrenching the aeries and castles of the dragonborn from their native land—wherever that once was—and depositing them amid the chaos of devastated Unther.

The dragonborn of Tymanther are highly militarized, and the “lords” of the land are those dragonborn who have proven themselves capable of leading their fellows. It is a harsh and unforgiving meritocracy, and each of the kingdom’s great clans is organized more like an army than a noble house. In the world from which they came, the dragonborn fought many terrible wars against true dragons, and they still harbor an ancestral hate for the winged wyrms.

Tymanther lies atop the rubble of ancient Unther, and Untheric ruins are common throughout the land. Even in its decline, Unther was a rich and populous land, and many palaces and treasure vaults of the God-King’s favorites still wait to be discovered. In other places, broken cities carried into Faerûn from Tymanther’s appearance are likewise storehouses of gold, gems, and magical artifacts. Unfortunately, many powerful monsters settled into these Untheric and Tymantheran ruins during the Plague Years, and still pose a deadly threat to those who delve too deeply.
 

Dumnbunny

Explorer
I'd be interested in the 4e game, but I'll need to get my hands on the books (pre-ordered) to really come up with a character concept. I'm kind of tinkering with the idea of a paladin or a wizard ... kicking some ideas around in my head.
 

Walking Dad

First Post
I'm trying 4e in a KotS game at the moment. Not sure if I make the step to 4e. If you would change the game to 3.x, look at the pathfinder game on paizo.com. They get rid of some of the old problems and it is free.

I would like to play a elven spellcaster who has lived in Halrur and now tries to come in line with the new magics and the loss of a world, that humans only remember from tales of their parents.
 

jcb2772

First Post
Hey again,

Was wondering if you might consider running your campaign as 3.5 and 4.0? It is very detailed as far as I can tell (haven't read all of posts 5&6 but will before weekend). I'll still help out in the 4.0 department if you like so far there's a wizard and maybe a paladin so for everyone out there reading I'll play 4.0's version of a warrior cleric. Later.
 


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