IR Aftermath (Revival/Take 2) (A Work In Progress) (3rd IR Players Please Read)

No, not at all, I just called for their attention to bleed their brains dry to help fill in the multitudes of blank posts.

The game itself will be open to all comers.
 

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Hey there all!

Hey there everyone. Nice to see my friends again!

(embarrassed look) I've been out of it. I haven't visited the ENBoards much in the last year. I even need to reread the 1st and 2nd IRs, to remember fully what happened in them!
I set down the complete transcripts of the 1st and 2nd IR ... they are on this board ... for you to read. And for others. I hope you find something worthwhile in all that writing.

The 1st IR assumed something that could not happen on Official and Canon Toril: the Reformation. That is, the breakage of the Faerunian Pantheon's complete hold on Faerunian Society. (When they decide where you are going in the Afterlife, they have complete control.)
Also, it is assumed the Renaissance and Enlightenment occurred, at least in the arc of countries from Amn and Tethyr in the west to Mulhorand in the east (Thay was an initial IR country, but the Enlightenment came there a bit later.) Thus, Chondath, Turmish, Chessenta, and Unther among other countries were swept up in these changes.
It all started on the Isle of Lantan, of course, where the gnomes were assumed to have seized complete control.

Baldur's Gate, Westgate, Aglarond, Thesk, and countries north were not involved in the initial Renaissance, nor was Calimshan, the Shaar, or nations south.

If one were to attempt to redo the 1st IR as a game, it would be necessary to give Strength Values to the various Faerunian (and Torilian) countries, Realmspace races, and Underdark Powers.
Groups such as the Psionic League and Forrester's Humanoids would be assumed to already exist.

The various Realmspace secret groups, such as the Harpstars and Zhentarim, would have Strength Values of their own. But how they would interact I am not sure. (A game designer I am not, I fear.)

The players in the IR would have control of their respective nations. (Thus, if you wanted to make Books of Mind Control ... heh ... you would be assumed to be the leader of your country, and ordering it personally.)

- - -

I have tried to summarize what happened in the 1st and 2nd IR several times, and failed. It is difficult to put it down in compact form. I will try again, and see if I can somehow pull it off without distorting the spirit of those two events in my narration.

Or, perhaps, someone else would like to try it?
A lot happened. I think a lot of stories, and whole books, could be written on what happened.
I mean, after all, Toril and Realmspace were changed from the Canon to something totally unrecognizable, along with the societies and peoples of the crystal sphere. Even the SUN of Realmspace did not escape the uproar.
 

Lyseri

That's quite a stat block. It was a bit too long for me to read trough it all thoroughly, but I'm awed nevertheless.

edit: never mind :)
 
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Edena_of_Neith said:
If one were to attempt to redo the 1st IR as a game, it would be necessary to give Strength Values to the various Faerunian (and Torilian) countries, Realmspace races, and Underdark Powers.
Groups such as the Psionic League and Forrester's Humanoids would be assumed to already exist.

The various Realmspace secret groups, such as the Harpstars and Zhentarim, would have Strength Values of their own. But how they would interact I am not sure. (A game designer I am not, I fear.)

The players in the IR would have control of their respective nations. (Thus, if you wanted to make Books of Mind Control ... heh ... you would be assumed to be the leader of your country, and ordering it personally.)

An interesting idea, if the DM is up for it. One would need to limit the ability of the players to break the game, though, to keep the emphasis on role-playing and strategy. And place greater importance on causality and (dare I say) realism, both in the content and the timing of the events of the game.
The end of the third IR removed all the limits of our imagination and created an escalating power-inflation. It was the greatest gaming-experience of my life, but it makes a continuation in the same spirit as that game impossible.


Thank you for re-posting the 1st and 2nd IRs. They are a fun read.
 

Okay, the Adult Lyseeri has now been completed. I'd appreciate any feedback on the CR/LA and whether or not I've used spells that no longer exist in 3.5e, and if I have any redudant or twice listed spells.

Edit- Let me check that timestop thing, I think it's probably wrong. Yeah it's supposed to be 1/day I'l fix that now.

Edited Edit- Hmm it was 1/day already. I suppose I need to tighten up the presentation when I'm not so tired.
 
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A note on the Union of Worlds.

The Union is big, extremely powerful and regimented. Even though it has scores of frontier worlds that are still relatively wild the Union is still not a suitable area for adventurers to campain in. It never hires ouside personnel and tends to deal with troublemakers with absolutely overwhelming force. The PCs (without a coalition army at their backs) should never be able to get away with any crime against the government or people of the Union, their every step would be monitored and their input into whatever issue would be considered irrelevant. Overall, the Union is not very suitable either as the villain or the support-structure of the adventurers. It's role in any adventure will probably have to be peripheral. Unless the adventure would take place in the Union's zone of expansion in independent worlds, where conditions would be ripe with intrigue. (not all worlds are taken with brute force, unless they put up too much resistance. :] )
 
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