Tag: D&D (page 4 of 7)

Truly Forgotten Realms, Part 1

Courtesy geneticanomaly.com
Courtesy geneticanomaly.com

Yesterday I touched on a subject that will hopefully grow more interesting and in-depth as the year gets underway. In keeping with the initial source and given that I’m creating a new character for an on-line D&D campaign, I find myself thinking about fully-formed campaign worlds that exist outside of the default setting, at one time called ‘Mystara’ or ‘Greyhawk.’ Some have fared well over the years, while others have become somewhat faded. Today I’ll tackle three, and tomorrow four.

Forgotten Realms

It’s difficult to call these realms truly ‘forgotten’ when their books, tales and characters persist through not one but two complete revisions of the D&D engine. Toril has long provided players and DMs alike with a rich, nuanced and vast world in which to tell stories, and the continent of Faerûn has seen more than its share of wars, intrigues, betrayals and upheavals, rivaling Azeroth and the world of A Song of Ice and Fire. With a history that is deep and storied and a world expansive enough to encompass all sorts from all walks of life, it’s no wonder players keep returning to these not-so-forgotten realms.

Eberron

Steampunk fantasy. Almost sells itself, doesn’t it? Just ask Privateer Press. While Eberron might not have the mighty hulking warjacks and pseudo-Soviet warriors of Warmachine, it does have fully autonomous machine characters, railways powered by lightning and cities reaching high into the sky. It’s not a bad setting, and there’s a lot of fun to be had there, but magic becoming technology isn’t quite as interesting as magic railing against technology, as it does in the aforementioned Iron Kingdoms. But that’s a subject for another post, I suppose.

Spelljammer

I’ve only played Spelljammer once. It was… interesting. Blending fantasy with science fiction has been done numerous times – Star Wars, Krull, etc – but in Spelljammer it felt a bit forced. It was still fun for me, back in my teen years, to give this a shot, but it never felt quite right. I had access to the Star Wars roleplaying game – wrote quite a bit in terms of campaign background for it, in fact – as well as 2nd edition D&D, and I found myself thinking “I could be playing this or that” instead of playing Spelljammer. Still, it’s a setting with potential, and a little refinement may make it worth revisiting, provided the door that leads from Sigil to the realm of the Spelljammers doesn’t just open on empty space.

More tomorrow on the realms of D&D.

Multiple Multiverses

Courtesy Wizards of the Coast

They’re everywhere. They persist in existing when logic and reason insist they shouldn’t. They entice us with wonders and haunt us with dangers. They are worlds beyond our own, worlds beyond even the basic strictures of the fantasies we create. Other worlds, other planes, other universes – and we’re at the crossroads.

Take for example the different campaigns of Dungeons & Dragons. The lovely lady above is a witch from Dark Sun, a desolate world that subscribes to many of the same strictures and conventions as the ‘default’ D&D worlds such as Greyhawk and Mystara, but sets itself apart with its intelligent bug-people and malevolent sorcerer-kings. Ravenloft got a bit of the World of Darkness treatment around the time of version 3.5 but remains a dark, corrupted reflection of more heroic (if somewhat forgotten) realms. All of them are tied together by Sigil, the City of Doors, an environment so rich and deep it got its own campaign setting for a while. The prevelance of these different worlds grew to such a degree, however, that Sigil became folded into the ‘default’ setting. While shaving down the distinction between a ‘default’ D&D campaign and a Planescape campaign causes Sigil to lose some of its lustre, it also opens many doors for DMs to take their campaigns beyound the setting they’ve chosen and into brave new worlds. Except for Ravenloft, of course. You do NOT want to go to Ravenloft if you weren’t born there. Paladins especially. I get chills just thinking about it.

Courtesy Wizards of the Coast
Mirrodin’s razorgrass

Magic: the Gathering is a similar setting. Each player is a planeswalker, a wizard or other arcanist gifted with a ‘spark’ that allows them to channel their powers into travelling between different planes of existence. There is the ‘default’ plane of Dominaria, which has been expanded upon, invaded and nearly destroyed more than once. Some are lush places where planeswalkers are practically on vacation, such as Lorwyn, while others like Zendikar might as well hang a big ‘Keep Out’ sign on the front which planeswalkers are sure to ignore because, hey, there’s loot there. I personally happen to be a fan of Mirrodin, the plane of metal, because that’s where all the best equipment comes from, and those myr are just too damn cute.

Courtesy DC Comics These are both fantastical and somewhat clean examples of this sort of multilateral storytelling. For a messer but more popular example, look no further than DC Comics. I won’t go into laborious detail over DC’s multiverse – MovieBob’s already done that – but it’s taken almost two decades for things to shake themselves out since the Crisis on Infinite Earths. And they’re not done yet.

If you have a favorite multi-faceted universe, what would it be?

Beyond the Vale: The Tower of the Arcane

Courtesy Wizards of the Coast, Art by David Tidd & Mark Tidd
Courtesy Wizards of the Coast, Art by David Tidd & Mark Tidd

Since there is an arcanist in the party, it’s very likely her knowledge came from somewhere. She is a wizard, not a sorcerer, meaning her abilities came to her through study rather than appearing spontaneously. The knowledge of wizards in the lands beyond the Nentir Vale flows from a single place, the Tower of the Arcane.

Located on the southern shore between Fortune’s Harbor and Meloravia, the Tower of the Arcane is the bastion of higher knowledge throughout the land. Pilgrims from every corner of the Empire search for it, but it can only be found by those who have been there previously. This means that only apprentices who travel with their masters can find the Tower. The Tower is administrated by the Five Archmages, studied arcanists chosen by their peers after decades of continued research and correspondence.

Throughout all the changes of power and political and military struggles, the Tower has remained staunchly neutral. The reasoning of the Five Archmages is that magic itself holds no allegiance, therefore they should not. This caused many refugees from war-torn areas of the land to seek the Tower, but without a wizard with them, most either were forced to turn back or became lost forever.

Upon taking power, Emperor Lysander issued an edict for the Tower to open to him and pay homage, but as he is not an arcanist, the Five Archmages refused. The Emperor sent a regiment of his troops, backed by Iron Circle mercenaries and priests of Bane, to find and take the Tower. None have yet returned. Wizards have also withdrawn from the court of the Emperor, with only one remaining to serve him as an advisor. However, upon saying something the Emperor didn’t like, Lysander had the man’s tongue removed. It grew back thanks to magical healing, but the wizard has since kept his own counsel. Bane’s men are eager to try new methods of shutting him up.

For now, the Tower and its secrets remain closed to all save those few who carry their power in tomes, scrolls and the forgotten lore of the arcane…

Into the Nentir Vale: Part 7

Logo courtesy Wizards of the Coast

The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.

Previously: Damn Dirty Croakers

As the party took stock of themselves and made sure none of them were badly wounded, a loud croak was heard from outside the caverns. Recognizing it as the call of bullywugs not unlike those they’d just slain, the party readied itself.

“I draw my axe!” “I draw my sword.” “I draw my… boobs?” – Mike, Ben and Eric preparing for battle

The bullywugs outside were accompanied by a pair of giant frogs and a halfling bow at the end of the rope. The bullywug champion Uggloor had captured the boy when his friends had fled and he’d unfortunately slipped and fallen in the mud. As the party moved to take on the raiders, Lyria tumbled down the ledge behind Uggloor and her daggers found their mark. His minions tried to skewer the party with their javelins, and the frogs attempted to grab hold of one of the intruders with their sticky tongues.

“It tries to tongue you, and misses.” At this description, Ben died of laughter.

At the first sign of trouble, the halfing boy fled. Lyria kept Uggloor occupied to prevent him from giving chase. Be it from this focus or the notion of the abuse of a kinsman, she didn’t stop until the champion had croaked his last.

“She hit him so hard he leapt off the board!” – Ben

Meanwhile, the rest of the party resolved to deal with the remaining pair of bullywugs and their pet frogs. The tendency of their foes to leap about made bringing them down somewhat difficult. Keeping the bullywugs rooted to one location and dealing enough damage to prevent them leaping away became a top priority.

“I’m moving off the map.” “You can move off the map?” “Why do we even have a map?” – Danielle, Eric and Mike discussion spatial positioning in combat.

Eventually, one of the frogs grabbed hold of Andrasian and drew him into its gullet. The party laid into the frog, moving quickly to cut their friend free. The remaining frog didn’t stay around long enough to get carved up.

The halfling youth, a member of the Reedfoot clan, was very grateful for the rescue. He told the party that his uncle ran one of the many flatboats that traversed up and down the White River through the Harkenwold, trading with towns like Albridge and the farms in between. Before taking him home, the party returned to Tor’s Hold to report their success.

Bran Torsson was very happy with the news, and agreed to send warriors from Tor’s Hold in the fight to come. he also asked Krillorien, on the sly, to bless his house in which many of the soldiers were training, dining and sleeping. He felt Pelor’s blessing would inspire the troops, and it’d also piss off his shrill wife. Krillorien happily agreed.

From there, the party traveled towards the river. They found several halfling flatboats heading towards Albridge. One of them was captained by the youth’s uncle, Willet. He gently chastised the lad for losing his footing, and recognized Lyria as a Thorngauge, knowing her uncle Bobbin very well. The Thorngauges ran a caravan similar to the Reedfoot’s flatboats, only on wagons between Stormwatch and Erathgate to the south. Puffing on his pipe and concealing a brace of knives under his waistcoat, he had no trouble sneaking the party into Albridge.

On their way to the livery where Dar Gramath was organizing the resistance to the Iron Circle, the party stopped at a tavern. Inside, members of the selfsame Iron Circle were carousing and carrying on, drinking their fill without paying and harassing the staff and locals. Andrasian admonished them to stop. The head brigand responded by saying that the newcomwers needed to surrender their weapons, as only Iron Circle members could carry arms. Andrasian chellenged the mercenaries to take their arms.

“Now now, boys,” Melanie said as she swept into the tavern. “There’s no need to fight.”

There was a pause.

“Kill the elf-men and the shortstack,” the Iron Circle brigand replied. “Leave the woman for me.”

“Oh, balls. CHEESE IT!” – Eric’s reaction to the Brigand’s orders.

A tavern brawl naturally ensued…

Next: Caravans & Standing Stones

All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.

After the Empire

Logo courtesy Wizards of the Coast

During our last D&D session, I tried to expand a bit on the history of the land outside of the Nentir Vale. My players, ever helpful, asked me to put everything down in a post they could read rather than having me go through it when they should rightly be slaying monsters and collecting loot. So, here goes.

According to the D&D Essentials materials, the Nerathan Empire existed to the south of the Nentir Vale and ‘began to crumble about a century ago.’ Emperors being who they are, the old Emperor tried to hold onto his power. The Barons, seeing the writing on the wall and tired of the Imperial laws that bled their lands dry, united to oust their rulers from Nerath. The Imperial Palace was besieged and burned, most of the family within put to the sword.

The Barons, glad to be free of the Imperials but unwilling to shed each others’ blood to determine the course of their lands from that point, agreed to non-lethal single combat. The victor became King of the Baronies, with his last opponent Duke of Nerath. Other dukes and earls were given their titles based on their standing and the size of their lands. This was the first Royal Games, followed by the first Convocation of Barons.

Every five years, the Barons (since you had to be at least a baron to participate) reconvened in Nerath to hold another Royal Games. Tax revenue was collected, grand balls thrown and in the end it again came down to single combat in an arena. If the King was able to defeat his opponent, he continued to reign; if he were unseated or too old to participate, he became the Duke of Nerath, administrator of the great city and advisor to the King.

This system wasn’t entirely popular with the people of the Baronies. For one, without more direct oversight from Nerath the Barons were able to impose more taxes and other policies upon their lands. For another, there was always the question of how much of the combat at the Games was honorable and if the outcome was ever fixed.

Most of these questions and concerns went unresolved, as the kingdom was relatively peaceful for a century. Recently, Duke Alphonse Markelhay had opened up negotiations for an alliance with the eladrin and elves in the Feywood, and was already on good terms with the dwarves of Hammerfast. His brother, Feron the Lord Marshal of Fallcrest, was ensuring that goods from that community as well as the rest of the Nentir Vale were finding their way to Adamantine. Alphonse was favored to win the Games, and the prevailing sentiment was that alliances with the other races would put him in a position to demand a change in policies throughout the Lands, as the Duke was well-liked by his people and saw to their needs before filling his coffers.

However, after the sitting King was defeated in the Games, Lysander Nerath arrived with his dark forces to reclaim the Imperial throne of his ancestors. He told Alphonse, the uncrowned King, to hand over his lands and contacts with the other races to ensure a peaceful transition of power. Alphonse refused. In response, Lysander killed Perrin II, took his crown and declared himself Emperor. In the ensuing chaos, Alphonse was secreted out of the city by an eladrin advisor, who was subsequently captured and put to death. Alphonse was last seen on the road to Adamantine, which was since renamed Sarthel in honor of Lysander’s late father. The uncrowned King’s party was set upon by Iron Circle mercenaries and priests of Bane. Nobody knows what the true outcome of the battle was. Neither party reported back to their homes and search parties turned up no bodies, only discarded weapons, broken armor and too little blood to form a conclusion.

With Lysander has come more oppressive taxes, the dissolution of the Baronies and a simple order issued by the Emperor: “Unite under the Nerathan banner or be put down by Imperial forces. You can live under my rule or watch your children burn.”

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