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<blockquote data-quote="pukunui" data-source="post: 8127702" data-attributes="member: 54629"><p>[USER=6871736]@jeremypowell[/USER]: I agree with you regarding the official 5e adventures downplaying the effects of the Sundering. In the SCAG, it talks about how the Sundering messed up the seasons, pushing back the start of each one by months. I've been including that little tidbit in most of my 5e FR games.</p><p></p><p>If/when I eventually get to run <em>Rime of the Frostmaiden</em>, I'll be using that part of the in-game justification for why the inhabitants of Icewind Dale didn't take the everlasting winter seriously at first ... that is, they just assumed spring and summer were running late like they had been for several years already but now that it's technically heading towards autumn and it's <em>still</em> wintry, they're starting to realize something is very wrong ...</p><p></p><p>I also make sure to mention the Spellplague at every opportunity. Like just last session in my <em>Tomb of Annihilation</em> campaign, the players wanted to know why so much of the jungle was overrun by undead, so I was able to talk about Ras Nsi and how the Spellplague took away his control of his undead army, allowing them to spread through the jungle.</p><p></p><p></p><p>That being said, I think the main reason the Sundering has a minimal to non-existent presence in the 5e adventures is two-fold: 1) it makes it easier for people to run the adventures in the 1e-3e FR timeline as well as the 5e timeline and 2) it makes it easier for people to cut-and-paste the bits they like into their homebrew campaigns. This second one is the real clincher, I think, because pretty much every 5e hardcover adventure is written in such a way that it's relatively simple to break it down into all its parts and just use them separately. I've done that to great effect with both <em>Princes of the Apocalypse </em>and <em>Out of the Abyss </em>and to a lesser extent some of the other adventures.</p><p></p><p></p><p></p><p>EDIT: As for how Tiamat got stuck in Avernus ... I'm uncertain of how she ended up there in the first place, but the idea that she's "trapped" there does in fact relate to one of the changes that Ao made during the Second Sundering. By reforging the Tablets of Fate, he made it so the gods can't just show up in Faerûn whenever they feel like it. They've become more distant and remote, forced to communicate through dreams and prophecies, etc etc. So in order to make it so Tiamat could manifest in Faerûn again (something she's done previously in the Old Empires IIRC), she needed her minions to undertake a massive magical ritual to break through Ao's restrictions, thus "freeing" her from her supposed imprisonment.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8127702, member: 54629"] [USER=6871736]@jeremypowell[/USER]: I agree with you regarding the official 5e adventures downplaying the effects of the Sundering. In the SCAG, it talks about how the Sundering messed up the seasons, pushing back the start of each one by months. I've been including that little tidbit in most of my 5e FR games. If/when I eventually get to run [I]Rime of the Frostmaiden[/I], I'll be using that part of the in-game justification for why the inhabitants of Icewind Dale didn't take the everlasting winter seriously at first ... that is, they just assumed spring and summer were running late like they had been for several years already but now that it's technically heading towards autumn and it's [I]still[/I] wintry, they're starting to realize something is very wrong ... I also make sure to mention the Spellplague at every opportunity. Like just last session in my [I]Tomb of Annihilation[/I] campaign, the players wanted to know why so much of the jungle was overrun by undead, so I was able to talk about Ras Nsi and how the Spellplague took away his control of his undead army, allowing them to spread through the jungle. That being said, I think the main reason the Sundering has a minimal to non-existent presence in the 5e adventures is two-fold: 1) it makes it easier for people to run the adventures in the 1e-3e FR timeline as well as the 5e timeline and 2) it makes it easier for people to cut-and-paste the bits they like into their homebrew campaigns. This second one is the real clincher, I think, because pretty much every 5e hardcover adventure is written in such a way that it's relatively simple to break it down into all its parts and just use them separately. I've done that to great effect with both [I]Princes of the Apocalypse [/I]and [I]Out of the Abyss [/I]and to a lesser extent some of the other adventures. EDIT: As for how Tiamat got stuck in Avernus ... I'm uncertain of how she ended up there in the first place, but the idea that she's "trapped" there does in fact relate to one of the changes that Ao made during the Second Sundering. By reforging the Tablets of Fate, he made it so the gods can't just show up in Faerûn whenever they feel like it. They've become more distant and remote, forced to communicate through dreams and prophecies, etc etc. So in order to make it so Tiamat could manifest in Faerûn again (something she's done previously in the Old Empires IIRC), she needed her minions to undertake a massive magical ritual to break through Ao's restrictions, thus "freeing" her from her supposed imprisonment. [/QUOTE]
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