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How is YOUR Forgotten Realms Different?
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<blockquote data-quote="painandgreed" data-source="post: 2830482" data-attributes="member: 24969"><p>Most of what I did that carried over was done long before they wrote up anything for those two countries. I had just read the first Black Comapny books and said that Narfell and Raumathar had eventually combined to form an evil Empire by marriage of their rulers. Those rulers ran the country till their internal power sturggle between each other and their servants allowed for a paladin to come in and overthrow them. Retalitory magic by the Emperor devestated most of both countries. Many of the servants were entombed in barrowlands. Other bits of ancient evil lurked here and there such as the city ruled by the vampire who remembers said empire. The wiches of Rashemen were the decendants of the ruling class from one such kingdom in the empire. The others wandered the land as the N'Gari, who were a gypsy type people who did have knowledge of ancient magics.</p><p></p><p>This formed the backdrop of my Red Wizard campaign (players had the choice of playing the usual good party out of the Dales or a cutthroat game as servants of the red wizards of Thay and they chose Thay). The Magic-User was the grandson of a powerful and well respected (although now deceased) Red Wizard and given a quest by one of his grandfather's old halfling adventuring buddies to explore a dungeon he was told about to prove his worth, and then the halfling would turn over the reward his grandfather had left for a worthy decendent. In reality, it was an assasiantion plot by his uncle to clear out competition for the family name by sending them to a dungeon beyond their ability (Lost Caverns of Tsojcanth). In the center would not be the usual vampire, but one of the major servants from this earlier empire who would play down her level and use the player as her own foil in the politics of Thay. From there they would have to deal with internal threats in Thay, fight outside threats to prove their worth to Thay, cultivate allies, harm enemies, search out some of these ancient evils she could send them after, etc. Whether the players were to end up a major power of Thay or just the pawns of the major powers of Thay would all depend on how ambitious they were.</p><p></p><p>So, after that much thought and work, I couldn't bring myself to dump it all later and also went with the "what Time of Troubles" approach and prefer using 1E AD&D resource material for the Realms anyway. I always get pissed off when a game company puts out a new version of a setting and expects me to change my entire campaign (manytimes spanning years of RL gameing). This is why I finally opted for homebrew only.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2830482, member: 24969"] Most of what I did that carried over was done long before they wrote up anything for those two countries. I had just read the first Black Comapny books and said that Narfell and Raumathar had eventually combined to form an evil Empire by marriage of their rulers. Those rulers ran the country till their internal power sturggle between each other and their servants allowed for a paladin to come in and overthrow them. Retalitory magic by the Emperor devestated most of both countries. Many of the servants were entombed in barrowlands. Other bits of ancient evil lurked here and there such as the city ruled by the vampire who remembers said empire. The wiches of Rashemen were the decendants of the ruling class from one such kingdom in the empire. The others wandered the land as the N'Gari, who were a gypsy type people who did have knowledge of ancient magics. This formed the backdrop of my Red Wizard campaign (players had the choice of playing the usual good party out of the Dales or a cutthroat game as servants of the red wizards of Thay and they chose Thay). The Magic-User was the grandson of a powerful and well respected (although now deceased) Red Wizard and given a quest by one of his grandfather's old halfling adventuring buddies to explore a dungeon he was told about to prove his worth, and then the halfling would turn over the reward his grandfather had left for a worthy decendent. In reality, it was an assasiantion plot by his uncle to clear out competition for the family name by sending them to a dungeon beyond their ability (Lost Caverns of Tsojcanth). In the center would not be the usual vampire, but one of the major servants from this earlier empire who would play down her level and use the player as her own foil in the politics of Thay. From there they would have to deal with internal threats in Thay, fight outside threats to prove their worth to Thay, cultivate allies, harm enemies, search out some of these ancient evils she could send them after, etc. Whether the players were to end up a major power of Thay or just the pawns of the major powers of Thay would all depend on how ambitious they were. So, after that much thought and work, I couldn't bring myself to dump it all later and also went with the "what Time of Troubles" approach and prefer using 1E AD&D resource material for the Realms anyway. I always get pissed off when a game company puts out a new version of a setting and expects me to change my entire campaign (manytimes spanning years of RL gameing). This is why I finally opted for homebrew only. [/QUOTE]
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