Report from last session is on my blog
, but be warned, heroes are still in "present" times.
Looks like you had fun. Shame that one of your PCs died.
Palladine wrote:Really interesting high level spells were presented in Dragon Kings accessory, but to cast them you also needed to be psionic. But, one of them rise city, was idea behind scroll, the acquired in ape's city. Basically it can bring a hole city back to life for one night. From what I see, my heroes will try to communicate with Karsus (unless the find out it is Iolaum, they should reach to).
Well, I suppose, if you were setting things in the past, you could do what AuldDragon was suggesting and make 10th and 11th level spells that duplicate these magic/psionic spells while bypassing the need to know psionics.
You could even build some new spells that would be more useful to PCs (if they were going to stay back in the era of Netheril.
Night Druid thinks the spells are not so useful, but I was looking at Dragonlance (where the gods of magic brought in the Orders of High Sorcery to stop the "danger of magic") for inspiration and thinking that the "illigally high" spells could perhaps be ones that are potentially as dangerous as wild magic.
So you could throw game balance out of the window and add in some spells that do world shattering things*.
* = And say that these spells only work before the date when magic changes.
Heading back to the topic. Vision I have in my mind is:
A great plain, stretching from one side to the other. Horizon closed with shady and misty form of mountain. All colors are bright and most of them are blue, red, gold, tone pink. Forest are untamed and untouched by woodsman axe. Lakes are crystalline, silent and misty, valleys are green and shadowy but not sinister. Unicorns roam the forest, pegasi fly the skies, humans are just, polite and good. The work hard, live happy and are wise. Households are clean, brad and full of light. Cellars full of fine meats, bread, milk, wine and beer. Fields are full of crops and herding animals, quietly grazing down the gleaming stream. And one day a shadow falls, a huge floating city arrives to trade, to teach. It is a place full of magic, high towers, arching bridges, standards and flags, golden domes, paved wide streets, noble knights and powerful wizards.
While I know Netheril was not idyllic, I'd like to present it like this. Partially due to convention I run (I call it "Disney Fantasy"), partially to create difference between "good, old, glory times" and gritter reality heroes will face.
It is your campaign. If you want to do a Disney Netheril, then that is fine. There is a difference between people pointing you at the correct canon and telling you that you shouldn't divert from that canon. It seems like the way you are changing Netheril will aid your story, so maybe that will improve your game.
There are a number of things that could be Disneyfied to look more "idyllic". The Red Wizards of Thay are pretty good at "regulating spellcasting", so from a "certain point of view"** they
could be "sold" to players as a "force for goodness". (The same could be said - maybe with more cause - of Dragonlance's Order of the Black Robes. From a certain point of view, they prevent uncontrolled wizards from causing a risk to the world.)
** = I mean this in the Ben Kenobi sense. Darth Vader was under the belief that he could "end conflict and bring order to the galaxy". I don't suppose he thought that using Sith powers to attempt good deeds would fail. So you could always show a Disney Netheril, but give it a tinge of evil.
Disney Netheril actually sounds like it could be a lot of fun. As I said, I'd be tempted to go with a "dark Disney Netheril" (perhaps taking some inspiration from the Kingpriest of Istar - from Dragonlance). In Dragonlance, Istar went wrong because "good got cocky and decided to destroy evil". In the Arcane Age, I think that "wizards got cocky and decided to steal magic from the gods".
If I was fluffing out one of these "doomed places" I would be very tempted to look to 1930s Germany for inspiration for how beautiful architecture could be, how strong and fit the menfolk could be and how beautiful and graceful the womenfolk could be. I am not sure if I would go as far down that route as modifying these Jurassic Reich miniatures
into fantasy dinosaur riders, but I'd drop as many hints as possible, that these people were sure that they were the chosen people of the gods.
Palladine wrote:Big Mac you gave me a idea. Heroes will be presented with powerful artifact (or better, with information of his parts and they will have gather them). They will take it with them but it's magical power will disrupt time tunnel and throw them into the future, just before the Spellplague.
Look to Steve Crisp images, covers of Yes albums, listen to some Rhapsody of Fire music.
Hmm. You have made me think of the film Twelve Monkey's now. You could actually give the PCs the ability to pick up Netherese things that are so powerful that they could be used to cause
the Spellplague. There could even be a Netherese spellbook (or maybe even a scroll) that contains a spell that goes by that name!
Maybe the cause and solution of the Spellplague could be found within one of the Nether Scrolls
. Maybe you could even find a way to link in the sarrukh
, as they are said to have created the Nether Scrolls and were involved in a big battle during the Spellplague.
Maybe the Spellplague could be a last resort "doomsday weapon" that would allow Sseth
worshipers to destroy Set
(or at least his presence within Realmspace). Something like that, might allow you to tie in 4e canon and Arcane Age canon and create a logic for creating something that mortals could use to start the Spellplague (and therefore give the PCs a chance to find and destroy that thing). The Nether Scrolls page claims that the scrolls can not be destroyed. So if you created a fanon "51st Scroll" then that would probably also
be something that could not be destroyed. Maybe the PCs will need to do something else to "remove" the scroll from play.