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(IR) The 1st IR, The 2nd IR (complete transcripts)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 1304743" data-attributes="member: 2020"><p><strong>(Post 19) The Second IR</strong></p><p></p><p>Edena_of_Neith </p><p> Member </p><p> Member # 1235 </p><p> posted December 04, 2001 08:19 PM </p><p></p><p> Rough Power Levels:</p><p></p><p> The Technomancy: 10 + 200 for it's nuclear arsenal on it's starships and missile fields</p><p> The Humanoid Alliance: 9 + 50 for it's nuclear arsenal in it's missile fields + 40 for hoards of</p><p> humanoids gathered in other worlds ready to come to Toril</p><p> The ELVEN Alliance: 0 + 125 in their assembled Fleets of Vengeance gathered secretly in dozens of</p><p> Crystal Spheres</p><p> Zouron's Magocracy: 5 + 20 for it's undead legions + 50 for it's readied Undeath plague</p><p> The Thri-Kreen Nations: 2 + approximately 3 in help they could summon from Athas</p><p> The Tuigan: 1</p><p> The Nations of Kara-Tur: 15</p><p> The Nations of Zakhara: 8</p><p> The Phaerimm and Aboleth: 5 + 300 they could summon in help from the Elder Races (Cthulu's</p><p> minions) which they could not control once summoned</p><p> The City of Shade: 6 + 100 in Netherese they could bring forward in time (only they can pull that</p><p> stunt.)</p><p> The NeoIllithid: 4</p><p> The Deep Illithid: 7 + 150 in help from New Umbra</p><p> The Independent Dwarves: 3 + 10 in help from other worlds</p><p> The Independent Gnomes: 2 + 75 from their secret battle machines</p><p> Hope Island and it's Angels: 6 + 200 in help from the Upper Planes</p><p> Bran's Druids: 5 + 100 in help from the Elemental Planes</p><p> The Elves of Northern Maztica: 4</p><p> The Scro and Gith: 10 + 100 in assembled fleets of spelljammers from dozens of crystal spheres</p><p> The Githyanki on Luna and elsewhere: 7</p><p> The Defilers: 4 + 30 if their Dragon Kings arrived to take Realmspace for themselves</p><p> The Devils: 1 + 175 in help from the Lower Planes</p><p> The Demons: 1 + 205 in help from the Lower Planes and Iuz</p><p> The Chosen of Mystra: 20</p><p> The Faerie and Dragons: 20 + 50 if the Seelie Court gave their support + 200 if the Seelie Court</p><p> declared Total War.</p><p></p><p> The Sharn and Sigilians: 7 + 60 they could call in aid</p><p> The Slaadi: 200</p><p> The Eladrin: 50 (they can only bring a small part of their force)</p><p> The Angels (period, not affiliated with any of the above powers): 100 + 100 if they declared war (VERY</p><p> GREAT justification for that would be required to be presented to me)</p><p></p><p> Toril and Realmspace abide by the rules as given in the 3E Player's Handbook - they exist as shown in</p><p> the diagrams therein.</p><p></p><p> It is possible for all planar travel to be shut off by an alteration of the Weave - any of the great</p><p> powers could do this, given enough time.</p><p> If several of the great powers conspired together to do it, they could do it in a matter of weeks.</p><p> I will state NOW that such an attempt WILL be taken as an Act of War by the phaerimm and City of</p><p> Shade (not to mention what you people will do.)</p><p></p><p> The slaadi chaos wave is NOT gone or halted: it is merely delayed, and it will hit when the conference</p><p> dissolves.</p><p> Since the wave of chaos is an act of war, the slaadi player should consider that fact, and whether or not</p><p> the slaadi will reverse the wave of chaos (so that it does not strike at all) before the conference ends.</p><p></p><p> - - -</p><p></p><p> I have been asked how many people, in what manner and kind, live where and how on Toril.</p><p> That is asking me to create, on the spot, the entire 4th edition Forgotten Realms boxed set, plus all</p><p> supplements.</p><p> And to decide, arbitrarily, just exactly how technology and magic have combined, in what way, how it all</p><p> works, and so on.</p><p> To answer the question is completely beyond my power.</p><p></p><p> I can, however, give a very rough outline:</p><p></p><p> The Humanoid Alliance currently holds most of Faerun north of the Sea of Fallen Stars, from the west</p><p> coast to the Hoardlands, and fairly far into the Frozenfar (which is no longer frozen.)</p><p> Due to the alteration of Toril's climate, this region has a temperate climate for the most part, with the</p><p> Frozenfar being subarctic.</p><p> The Humanoid Alliance has constructed enormous underground cities and factories, and warrens of</p><p> caves connecting them.</p><p> This is particularly true of the kobolds, who began the process.</p><p> On the surface, there are the great goblin cities, vast sprawling complexes of assorting housing,</p><p> factories, warehouses, experimental plants, government builds, all in a mesh of roads and alleys.</p><p> An ungodly sprawl of poles loaded with electrical lines, telephone lines, cable lines, and lines devoted</p><p> to magic and heaven knows what else, run along the vast network of paved roads the humanoids have</p><p> built, and one can hardly see the sky for the intertangled power lines.</p><p> Forests and fields have been removed ruthlessly to clear the way for vast machine farms, war plants,</p><p> military facilities, missile fields, and large numbers of humanoids who happen to want to live away</p><p> from the cities.</p><p></p><p> The Technocratic Commonwealth occupies all of Faerun south of the Sea of Fallen Stars, and the</p><p> eastern part of the Shining South.</p><p> Here, the Technomancy built great cities that actually look like small mountains, with outer walls that</p><p> can withstand the direct hit of enormous explosives and tidal waves, and sunk deeply into the bedrock</p><p> to resist earthquakes.</p><p> Great magical shields surround these cities on all sides, from Walls of Force to Prismatic Walls to other</p><p> magic, to protect the cities from a nuclear attack.</p><p> Out from the walls, often 1,000 feet high or higher, great skyscrapers and buildings soar up to a mile</p><p> high into the atmosphere, crowned with lights and majestic beauty.</p><p> Within the great warren protected by the huge outer walls, the Technocracy has provided it's people, by</p><p> magic and science, with homes, religious shrines, cultural centers, economic centers, and vast</p><p> magically illuminated greenhouse parks and gardens.</p><p> The military and government installations are at the very heart of the great cube, protected by extra</p><p> walls and magic, and offlimits to all who lack security clearance to enter the area.</p><p> The majesty skyscrapers are where the wealthy and powerful live, and where visiting emissaries come.</p><p> They also include the great spelljamming skylofts, but the landing fields for the Technocracy Starcraft</p><p> are away from the cities in NASA like setups.</p><p></p><p> There are no power lines in the Technocracy: electricity is magically moved to where it is needed, and a</p><p> gridwork of magical transfer stations, heavily guarded and fortified (and concealed) exists across the</p><p> country.</p><p></p><p> There are also many older towns and cities in the Technocracy, which survived the Seven Year War or</p><p> which were rebuilt, and they are considered by the people of the Technocracy they way we would call a</p><p> place quaint or old-world style or victorian.</p><p> A large number of people live here, relying on the vast military missile armada and fleet of starships,</p><p> to protect them, eschewing living in the great fortified cube cities.</p><p></p><p> The climate of the Technocracy is subtropical to tropical.</p><p> The Technocracy is filled with verdant forests, for a massive replanting effort and new planting effort</p><p> has taken place (the Shaar, for instance, is halved in size.)</p><p> The Technomancy grows all of it's food underground, with the aid of the Dwarves and Gnomes, in vast</p><p> underground greenhouses.</p><p> Since these are such strategically vital places, they are surrounded by IMMENSE webs of tunnels,</p><p> chambers, and fortified walls, and standing armies man these labyrniths, ever on guard for enemies.</p><p></p><p> The dwarves and gnomes who do not live in the great cities, live in their own cities Below.</p><p> The dwarven cities are relatively unchanged, but the Gnomish cities are unrecognizable for what they</p><p> once were.</p><p></p><p> The Gnomish Cities are massive conglomerates of factories, experimental chambers, more factories,</p><p> more experimental chambers, homes, shops, government offices, strategic planning centers, and</p><p> other things.</p><p> Think of the Tinker Gnome city of Mount Nevermind and the city of San Francisco from Bladerunning,</p><p> mix the two together in equal proportions, then add in hundreds of thousands of energetic, bustling,</p><p> hurrying, eager gnomes, and you have the picture.</p><p></p><p> Zouron's Magocracy is more medieval, and it's greatest monuments are it's Magical Academies (think</p><p> of Harry Potter, but much greater.)</p><p> This is Halruaa as Halruaa would have become if all the mages in that land had decided to all become</p><p> visionaries and experimenters at once.</p><p></p><p> The actual region in question is the entire peninsula of Chult eastward to Dambrath, and northward to</p><p> the just short of the Lake of Steam.</p><p></p><p> Around the Lake of Steam is the Nation of the Phaerimm (for lack of a better word: the Phaerimm</p><p> have a name which nobody else uses.)</p><p> The Phaerimm themselves live in secret underground chambers that are - literally - impossible to find,</p><p> for it requires one to teleport first here, then there, then over there, then over here, each time utterly</p><p> special passwords and holding special tokens, and oftentimes taking certain actions, to access these</p><p> chambers - and any failure to perform the ritual EXACTLY right results in instant magical retaliation</p><p> and a horde of monsters descending on the unfortunate being in question.</p><p> The beholders, by the tens of thousands, live in great cave cities surrounding the sea, and the</p><p> phaerimm have taken the most promising, and created special Hive Cities for them deep</p><p> underground.</p><p> The aboleth, live in the Lake of Steam, and in the Underdark, and even the beholders stay away from</p><p> them: the aboleth will accept the lordship of the phaerimm and their alliance, but they will not willingly</p><p> associate with or tolerate any others.</p><p> Hundreds of thousands of mindless slaves service the aboleth in their strange underground and</p><p> underwater cities.</p><p></p><p> The Tuigan, the nomadic peoples of the Hoardlands, were driven from their homes by the war, and</p><p> retreated into the mountains to the south.</p><p> There, they called up the spirits of the land, and sealed the ways behind them with magic and</p><p> guardians.</p><p></p><p> On Luna, the githyanki have built great cities, which co-exist in both the Material and the Astral Planes</p><p> (so, if astral travel is cut off, this will cause quite a mess ...)</p><p> Glittering towers of glassteel and glassmithril pierce the air, and there are great (and very ornate, very</p><p> beautiful) citadels that house the different factions of Knights.</p><p></p><p> On Selune, anything goes.</p><p> Selune is under the dominion of the scro and their gith allies.</p><p> The scro and their gith allies, have turned Selune into the trading mecca of Realmspace.</p><p> This is Waterdeep on a grand scale.</p><p> If you want it, and it can't be had elsewhere, it can be found on Selune.</p><p> If you want to cut business deals, Selune is the place to go.</p><p> If you want to engage in shadier practices, contact criminals and pirates, or engage in spying, Selune</p><p> is where it all happens.</p><p></p><p> There is no conformity to the cities, space docks, and spelljammer lofts of Selune, for each was built</p><p> by a different power or race, and the scro did not care what was built or how so long as the taxes were</p><p> paid.</p><p> Kender are VERY common on Selune.</p><p></p><p> On northern Maztica is the elven civilization from the world of Mystara.</p><p> These elves have covered their entire land in spells of invisibility and illusion, so that no method, via</p><p> technology or magic, can discover them, and the angels and Bran's druids helped them in this.</p><p> The elves live amongst the trees, in communities of structures made of living wood, and crystalline</p><p> rock raised from the depths of the earth and shaped by magic to the elve's desires.</p><p> The communities are tightly welded together by social and military unity, and answer to a military</p><p> center (not a city) where the elves plan strategy and access situations.</p><p> Although this military center is above ground, the elves have thrown all the magic they could into it's</p><p> protection, and they built it out of granite rock torn from the earth and shaped to their needs.</p><p></p><p> A rough, incomplete, look at things. </p><p></p><p> Posts: 1566 | From: Michigan, United States | Registered: Jan 2001 | IP: Logged </p><p></p><p> Riot Gear </p><p> Member </p><p> Member # 202 </p><p> posted December 04, 2001 08:22 PM </p><p></p><p> "I, for one, believe that we should definately accept the Phaerimm's compromise."</p><p></p><p> The Eladrin stands.</p><p></p><p> "I will speak of something few of you may have known. I am an old, old creature, one of the eldest</p><p> there is. I have seen the darkest days of the Phaerimm, and they were truly black. In my youth, I</p><p> fought against the Elder Races. There is no way any of you could ever conceivably escape destruction</p><p> once within sight of their bloodied eyes."</p><p> "I have watched the Phaerimm these 40 years. Being forced to deal with lesser creatures such as</p><p> yourselves has lightened them greatly. Allowing them free reign over your lands would be far, far less</p><p> destructive than any attempt to restrain them, for they will not be restrained. Their power rivals the</p><p> heavens and the hells. To ignore them, or to see them as any form of power less than a demi-god,</p><p> would be VERY foolish."</p><p></p><p> He turns to the Phaerimm, and begins speaking in a language so ancient, so strange, even the</p><p> Beholders must struggle to translate.</p><p></p><p> "Good men do not hunt animals, but grow crops, or husband animals. As a Greater Species, I trust</p><p> that you will not hunt men, but grow crops, or husband golems. Your compromise is accepted by</p><p> Elysium."</p><p></p><p> He turns to the Elf queen and communicates silently.</p><p></p><p> "Please, call off your fleet if it is at all within your power. I KNOW Forrester would be willing to</p><p> compromise. He is angry and defensive but he is NOT unreasonable! I can convince him and the Scro</p><p> to be peaceful towards the Elves. Just give me time!"</p><p></p><p> He turns to the Unseelie diplomat.</p><p></p><p> "I'm sorry to have insulted you. My vision is limited. We very much hope for this meeting to end in a</p><p> certain degree of peace."</p><p></p><p> He turns to Ao. He bows.</p><p></p><p> "Creator, I am honoured by your presence. I hope I can honor you by preserving your creation."</p><p></p><p> He turns to the Circle of Eight.</p><p></p><p> "I hate you. You people SUCK."</p><p></p><p> He turns to the halfling.</p><p></p><p> "Whether they deserve it or not is irrelevant - This would be throwing Meteor Storms at a man warded</p><p> with a Contingency-Wish for his attackers death."</p><p></p><p> --------------------</p><p></p><p> -------</p><p></p><p> I love maces, I really do. That crunch noise is just SO satisfying, and the flying shards of bloody bone</p><p> - Well, that's just icing on the cake. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p> Posts: 1574 | Registered: Dec 2000 | IP: Logged </p><p></p><p> Edena_of_Neith </p><p> Member </p><p> Member # 1235 </p><p> posted December 04, 2001 08:38 PM </p><p></p><p> The Phaerimm ambassador looks at the Chosen in protest:</p><p></p><p> I offered a truly massive compromise, sacrificed immensely to make peace, and now the Sharn</p><p> ambassador threatens me, and is openly insulting.</p><p> I could issue the word, and the Elder Races would immediately arrive - before the Sharn or Sigilians</p><p> could seal anything.</p><p></p><p> And I might do just that, if I am shown discourtesy again.</p><p></p><p> (It's been deadly serious: it was already infuriated, and the sharn actions and statements have</p><p> pushed it to the brink.)</p><p></p><p> - - -</p><p></p><p> The shade of Queen Amlaruil looks at Forrester, who STILL has not answered her.</p><p></p><p> She says:</p><p></p><p> Forrester, emissary of the Humanoids, and you, emissary of the Scro, will you accept my requests, or</p><p> do you reject them?</p><p> I will not ask again: if you will not make answer, I will take that as a No answer on your part.</p><p></p><p> If you will not work for peace, I will not work for peace, and we will all go down together.</p><p></p><p> - - -</p><p></p><p> The halfling ambassador, seeing nobody is willing to stand with him, becomes infuriated further, and</p><p> looks like he is about to stomp out of the Court.</p><p></p><p> He mutters:</p><p></p><p> They are (deleted for Eric's grandmother's benefit), all of them.</p><p> They talk a good game, but when push comes to shove, they're chickens.</p><p> They want peace: there is no peace.</p><p> There will never be peace unless it is won by force of arms.</p><p></p><p> - - - </p><p></p><p> Laeral of the Chosen, who has been the Chosen Spokeswoman, hangs her head, looking frustrated,</p><p> sad, and even frightened.</p><p> The rest of the Chosen watch the proceedings with emotions ranging from sadness to anger to</p><p> resignation.</p><p></p><p> Finally, Laeral speaks:</p><p></p><p> We are the Chosen of Mystra.</p><p> We CANNOT impose a solution on you: we are specifically forbidden by Mystra to do such a thing.</p><p> We cannot hold your hands, and treat you like children; you are not children.</p><p></p><p> You must find a way to ensure a lasting peace.</p><p> You must, by Mystra, find a way.</p><p></p><p> We will abide by whatever you decide, for this world belongs to you, and you must live in it.</p><p></p><p> We cannot endorse the Technocracy and World Court because we cannot interfere in the process of</p><p> discussion and negotiation you are engaged in.</p><p> We do not, however, condemn any of the solutions you propose: for example, we do not condemn the</p><p> solutions presented by the phaerimm.</p><p> We neither condone nor condemn.</p><p></p><p> We DO, however, entreat the slaadi to withdraw their Wave of Chaos, for it represents a direct</p><p> interference in the affairs of Realmspace by an Outside Power.</p><p> We do ask the Ambassador from Sigil to avoid attempting to seal Planar Travel from Realmspace,</p><p> except to Sigil itself - Sigil has a right to protect itself from our situation, but it does not have the right</p><p> to dictate terms to us by sealing us in.</p><p></p><p> We advocate self determination, and the slaadi and the ambassador of Sigil threaten to take those</p><p> away.</p><p></p><p> If the slaadi will not recall their Wave of Chaos, we the Chosen will act to stop it ourselves.</p><p> If the Sigilians attempt to seal us in, excluding the Gates to Sigil only, we will take action to stop</p><p> them. </p><p></p><p> Posts: 1566 | From: Michigan, United States | Registered: Jan 2001 | IP: Logged </p><p></p><p> Edena_of_Neith </p><p> Member </p><p> Member # 1235 </p><p> posted December 04, 2001 08:42 PM </p><p></p><p> (Forrester, you around?)</p><p></p><p> The shade of Queen Amlaruil listens to the Eladrin's words (see the post above), then answers:</p><p></p><p> There are limits to penance.</p><p></p><p> The emisary of the humanoids must answer me.</p><p></p><p> And he must accept the consequences of that answer. </p><p></p><p> Posts: 1566 | From: Michigan, United States | Registered: Jan 2001 | IP: Logged</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 1304743, member: 2020"] [b](Post 19) The Second IR[/b] Edena_of_Neith Member Member # 1235 posted December 04, 2001 08:19 PM Rough Power Levels: The Technomancy: 10 + 200 for it's nuclear arsenal on it's starships and missile fields The Humanoid Alliance: 9 + 50 for it's nuclear arsenal in it's missile fields + 40 for hoards of humanoids gathered in other worlds ready to come to Toril The ELVEN Alliance: 0 + 125 in their assembled Fleets of Vengeance gathered secretly in dozens of Crystal Spheres Zouron's Magocracy: 5 + 20 for it's undead legions + 50 for it's readied Undeath plague The Thri-Kreen Nations: 2 + approximately 3 in help they could summon from Athas The Tuigan: 1 The Nations of Kara-Tur: 15 The Nations of Zakhara: 8 The Phaerimm and Aboleth: 5 + 300 they could summon in help from the Elder Races (Cthulu's minions) which they could not control once summoned The City of Shade: 6 + 100 in Netherese they could bring forward in time (only they can pull that stunt.) The NeoIllithid: 4 The Deep Illithid: 7 + 150 in help from New Umbra The Independent Dwarves: 3 + 10 in help from other worlds The Independent Gnomes: 2 + 75 from their secret battle machines Hope Island and it's Angels: 6 + 200 in help from the Upper Planes Bran's Druids: 5 + 100 in help from the Elemental Planes The Elves of Northern Maztica: 4 The Scro and Gith: 10 + 100 in assembled fleets of spelljammers from dozens of crystal spheres The Githyanki on Luna and elsewhere: 7 The Defilers: 4 + 30 if their Dragon Kings arrived to take Realmspace for themselves The Devils: 1 + 175 in help from the Lower Planes The Demons: 1 + 205 in help from the Lower Planes and Iuz The Chosen of Mystra: 20 The Faerie and Dragons: 20 + 50 if the Seelie Court gave their support + 200 if the Seelie Court declared Total War. The Sharn and Sigilians: 7 + 60 they could call in aid The Slaadi: 200 The Eladrin: 50 (they can only bring a small part of their force) The Angels (period, not affiliated with any of the above powers): 100 + 100 if they declared war (VERY GREAT justification for that would be required to be presented to me) Toril and Realmspace abide by the rules as given in the 3E Player's Handbook - they exist as shown in the diagrams therein. It is possible for all planar travel to be shut off by an alteration of the Weave - any of the great powers could do this, given enough time. If several of the great powers conspired together to do it, they could do it in a matter of weeks. I will state NOW that such an attempt WILL be taken as an Act of War by the phaerimm and City of Shade (not to mention what you people will do.) The slaadi chaos wave is NOT gone or halted: it is merely delayed, and it will hit when the conference dissolves. Since the wave of chaos is an act of war, the slaadi player should consider that fact, and whether or not the slaadi will reverse the wave of chaos (so that it does not strike at all) before the conference ends. - - - I have been asked how many people, in what manner and kind, live where and how on Toril. That is asking me to create, on the spot, the entire 4th edition Forgotten Realms boxed set, plus all supplements. And to decide, arbitrarily, just exactly how technology and magic have combined, in what way, how it all works, and so on. To answer the question is completely beyond my power. I can, however, give a very rough outline: The Humanoid Alliance currently holds most of Faerun north of the Sea of Fallen Stars, from the west coast to the Hoardlands, and fairly far into the Frozenfar (which is no longer frozen.) Due to the alteration of Toril's climate, this region has a temperate climate for the most part, with the Frozenfar being subarctic. The Humanoid Alliance has constructed enormous underground cities and factories, and warrens of caves connecting them. This is particularly true of the kobolds, who began the process. On the surface, there are the great goblin cities, vast sprawling complexes of assorting housing, factories, warehouses, experimental plants, government builds, all in a mesh of roads and alleys. An ungodly sprawl of poles loaded with electrical lines, telephone lines, cable lines, and lines devoted to magic and heaven knows what else, run along the vast network of paved roads the humanoids have built, and one can hardly see the sky for the intertangled power lines. Forests and fields have been removed ruthlessly to clear the way for vast machine farms, war plants, military facilities, missile fields, and large numbers of humanoids who happen to want to live away from the cities. The Technocratic Commonwealth occupies all of Faerun south of the Sea of Fallen Stars, and the eastern part of the Shining South. Here, the Technomancy built great cities that actually look like small mountains, with outer walls that can withstand the direct hit of enormous explosives and tidal waves, and sunk deeply into the bedrock to resist earthquakes. Great magical shields surround these cities on all sides, from Walls of Force to Prismatic Walls to other magic, to protect the cities from a nuclear attack. Out from the walls, often 1,000 feet high or higher, great skyscrapers and buildings soar up to a mile high into the atmosphere, crowned with lights and majestic beauty. Within the great warren protected by the huge outer walls, the Technocracy has provided it's people, by magic and science, with homes, religious shrines, cultural centers, economic centers, and vast magically illuminated greenhouse parks and gardens. The military and government installations are at the very heart of the great cube, protected by extra walls and magic, and offlimits to all who lack security clearance to enter the area. The majesty skyscrapers are where the wealthy and powerful live, and where visiting emissaries come. They also include the great spelljamming skylofts, but the landing fields for the Technocracy Starcraft are away from the cities in NASA like setups. There are no power lines in the Technocracy: electricity is magically moved to where it is needed, and a gridwork of magical transfer stations, heavily guarded and fortified (and concealed) exists across the country. There are also many older towns and cities in the Technocracy, which survived the Seven Year War or which were rebuilt, and they are considered by the people of the Technocracy they way we would call a place quaint or old-world style or victorian. A large number of people live here, relying on the vast military missile armada and fleet of starships, to protect them, eschewing living in the great fortified cube cities. The climate of the Technocracy is subtropical to tropical. The Technocracy is filled with verdant forests, for a massive replanting effort and new planting effort has taken place (the Shaar, for instance, is halved in size.) The Technomancy grows all of it's food underground, with the aid of the Dwarves and Gnomes, in vast underground greenhouses. Since these are such strategically vital places, they are surrounded by IMMENSE webs of tunnels, chambers, and fortified walls, and standing armies man these labyrniths, ever on guard for enemies. The dwarves and gnomes who do not live in the great cities, live in their own cities Below. The dwarven cities are relatively unchanged, but the Gnomish cities are unrecognizable for what they once were. The Gnomish Cities are massive conglomerates of factories, experimental chambers, more factories, more experimental chambers, homes, shops, government offices, strategic planning centers, and other things. Think of the Tinker Gnome city of Mount Nevermind and the city of San Francisco from Bladerunning, mix the two together in equal proportions, then add in hundreds of thousands of energetic, bustling, hurrying, eager gnomes, and you have the picture. Zouron's Magocracy is more medieval, and it's greatest monuments are it's Magical Academies (think of Harry Potter, but much greater.) This is Halruaa as Halruaa would have become if all the mages in that land had decided to all become visionaries and experimenters at once. The actual region in question is the entire peninsula of Chult eastward to Dambrath, and northward to the just short of the Lake of Steam. Around the Lake of Steam is the Nation of the Phaerimm (for lack of a better word: the Phaerimm have a name which nobody else uses.) The Phaerimm themselves live in secret underground chambers that are - literally - impossible to find, for it requires one to teleport first here, then there, then over there, then over here, each time utterly special passwords and holding special tokens, and oftentimes taking certain actions, to access these chambers - and any failure to perform the ritual EXACTLY right results in instant magical retaliation and a horde of monsters descending on the unfortunate being in question. The beholders, by the tens of thousands, live in great cave cities surrounding the sea, and the phaerimm have taken the most promising, and created special Hive Cities for them deep underground. The aboleth, live in the Lake of Steam, and in the Underdark, and even the beholders stay away from them: the aboleth will accept the lordship of the phaerimm and their alliance, but they will not willingly associate with or tolerate any others. Hundreds of thousands of mindless slaves service the aboleth in their strange underground and underwater cities. The Tuigan, the nomadic peoples of the Hoardlands, were driven from their homes by the war, and retreated into the mountains to the south. There, they called up the spirits of the land, and sealed the ways behind them with magic and guardians. On Luna, the githyanki have built great cities, which co-exist in both the Material and the Astral Planes (so, if astral travel is cut off, this will cause quite a mess ...) Glittering towers of glassteel and glassmithril pierce the air, and there are great (and very ornate, very beautiful) citadels that house the different factions of Knights. On Selune, anything goes. Selune is under the dominion of the scro and their gith allies. The scro and their gith allies, have turned Selune into the trading mecca of Realmspace. This is Waterdeep on a grand scale. If you want it, and it can't be had elsewhere, it can be found on Selune. If you want to cut business deals, Selune is the place to go. If you want to engage in shadier practices, contact criminals and pirates, or engage in spying, Selune is where it all happens. There is no conformity to the cities, space docks, and spelljammer lofts of Selune, for each was built by a different power or race, and the scro did not care what was built or how so long as the taxes were paid. Kender are VERY common on Selune. On northern Maztica is the elven civilization from the world of Mystara. These elves have covered their entire land in spells of invisibility and illusion, so that no method, via technology or magic, can discover them, and the angels and Bran's druids helped them in this. The elves live amongst the trees, in communities of structures made of living wood, and crystalline rock raised from the depths of the earth and shaped by magic to the elve's desires. The communities are tightly welded together by social and military unity, and answer to a military center (not a city) where the elves plan strategy and access situations. Although this military center is above ground, the elves have thrown all the magic they could into it's protection, and they built it out of granite rock torn from the earth and shaped to their needs. A rough, incomplete, look at things. Posts: 1566 | From: Michigan, United States | Registered: Jan 2001 | IP: Logged Riot Gear Member Member # 202 posted December 04, 2001 08:22 PM "I, for one, believe that we should definately accept the Phaerimm's compromise." The Eladrin stands. "I will speak of something few of you may have known. I am an old, old creature, one of the eldest there is. I have seen the darkest days of the Phaerimm, and they were truly black. In my youth, I fought against the Elder Races. There is no way any of you could ever conceivably escape destruction once within sight of their bloodied eyes." "I have watched the Phaerimm these 40 years. Being forced to deal with lesser creatures such as yourselves has lightened them greatly. Allowing them free reign over your lands would be far, far less destructive than any attempt to restrain them, for they will not be restrained. Their power rivals the heavens and the hells. To ignore them, or to see them as any form of power less than a demi-god, would be VERY foolish." He turns to the Phaerimm, and begins speaking in a language so ancient, so strange, even the Beholders must struggle to translate. "Good men do not hunt animals, but grow crops, or husband animals. As a Greater Species, I trust that you will not hunt men, but grow crops, or husband golems. Your compromise is accepted by Elysium." He turns to the Elf queen and communicates silently. "Please, call off your fleet if it is at all within your power. I KNOW Forrester would be willing to compromise. He is angry and defensive but he is NOT unreasonable! I can convince him and the Scro to be peaceful towards the Elves. Just give me time!" He turns to the Unseelie diplomat. "I'm sorry to have insulted you. My vision is limited. We very much hope for this meeting to end in a certain degree of peace." He turns to Ao. He bows. "Creator, I am honoured by your presence. I hope I can honor you by preserving your creation." He turns to the Circle of Eight. "I hate you. You people SUCK." He turns to the halfling. "Whether they deserve it or not is irrelevant - This would be throwing Meteor Storms at a man warded with a Contingency-Wish for his attackers death." -------------------- ------- I love maces, I really do. That crunch noise is just SO satisfying, and the flying shards of bloody bone - Well, that's just icing on the cake. :D Posts: 1574 | Registered: Dec 2000 | IP: Logged Edena_of_Neith Member Member # 1235 posted December 04, 2001 08:38 PM The Phaerimm ambassador looks at the Chosen in protest: I offered a truly massive compromise, sacrificed immensely to make peace, and now the Sharn ambassador threatens me, and is openly insulting. I could issue the word, and the Elder Races would immediately arrive - before the Sharn or Sigilians could seal anything. And I might do just that, if I am shown discourtesy again. (It's been deadly serious: it was already infuriated, and the sharn actions and statements have pushed it to the brink.) - - - The shade of Queen Amlaruil looks at Forrester, who STILL has not answered her. She says: Forrester, emissary of the Humanoids, and you, emissary of the Scro, will you accept my requests, or do you reject them? I will not ask again: if you will not make answer, I will take that as a No answer on your part. If you will not work for peace, I will not work for peace, and we will all go down together. - - - The halfling ambassador, seeing nobody is willing to stand with him, becomes infuriated further, and looks like he is about to stomp out of the Court. He mutters: They are (deleted for Eric's grandmother's benefit), all of them. They talk a good game, but when push comes to shove, they're chickens. They want peace: there is no peace. There will never be peace unless it is won by force of arms. - - - Laeral of the Chosen, who has been the Chosen Spokeswoman, hangs her head, looking frustrated, sad, and even frightened. The rest of the Chosen watch the proceedings with emotions ranging from sadness to anger to resignation. Finally, Laeral speaks: We are the Chosen of Mystra. We CANNOT impose a solution on you: we are specifically forbidden by Mystra to do such a thing. We cannot hold your hands, and treat you like children; you are not children. You must find a way to ensure a lasting peace. You must, by Mystra, find a way. We will abide by whatever you decide, for this world belongs to you, and you must live in it. We cannot endorse the Technocracy and World Court because we cannot interfere in the process of discussion and negotiation you are engaged in. We do not, however, condemn any of the solutions you propose: for example, we do not condemn the solutions presented by the phaerimm. We neither condone nor condemn. We DO, however, entreat the slaadi to withdraw their Wave of Chaos, for it represents a direct interference in the affairs of Realmspace by an Outside Power. We do ask the Ambassador from Sigil to avoid attempting to seal Planar Travel from Realmspace, except to Sigil itself - Sigil has a right to protect itself from our situation, but it does not have the right to dictate terms to us by sealing us in. We advocate self determination, and the slaadi and the ambassador of Sigil threaten to take those away. If the slaadi will not recall their Wave of Chaos, we the Chosen will act to stop it ourselves. If the Sigilians attempt to seal us in, excluding the Gates to Sigil only, we will take action to stop them. Posts: 1566 | From: Michigan, United States | Registered: Jan 2001 | IP: Logged Edena_of_Neith Member Member # 1235 posted December 04, 2001 08:42 PM (Forrester, you around?) The shade of Queen Amlaruil listens to the Eladrin's words (see the post above), then answers: There are limits to penance. The emisary of the humanoids must answer me. And he must accept the consequences of that answer. Posts: 1566 | From: Michigan, United States | Registered: Jan 2001 | IP: Logged [/QUOTE]
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