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RPG» Forums » General Discussion » Game Masters

Subject: Forgotten Realms Alternate Dimensions rss

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Gary Dallison
England
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Just posting to let people know about a project I've been working on for a while now and its latest incarnation.

I'm a forgotten realms fan (pre spellplague only), I love it as a setting, but its so spread out across multiple sourcebooks and magazines and web articles and novels, and there are so many inconsistencies. So I set out to put all the lore in one place and do it my own way to iron out inconsistencies and alter some things that didn't make sense to me.

The end result is going to be an alternate version of the Forgotten Realms, something almost the same but slightly different. I started out using pdfs but the maintenance and updating of them across multiple repositories became impossible, so I've moved on to a simple wordpress site where I can keep everything in one place.

Forgotten Realms Alternate Dimensions

Most of it is still under construction and I've started by focusing on the Old Empires region (starting with Unther). Hopefully in the end I will have detailed every region, settlement, deity, organisation, npc, and magical item in the realms.

The most complete pages are below:
[url="https://alternaterealmsblog.wordpress.com/"]Home Page[/url]

Some of my own rules I've been working on
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...


Running the Realms
https://alternaterealmsblog.wordpress.com/home/running-the-r...

Faerunian Pantheon
https://alternaterealmsblog.wordpress.com/home/npcs/old-empi...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...

Mulho-Untheric Pantheon
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/religion/mulh...


Organisation
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...


NPCs
https://alternaterealmsblog.wordpress.com/home/npcs/old-empi...
https://alternaterealmsblog.wordpress.com/home/npcs/old-empi...
https://alternaterealmsblog.wordpress.com/home/npcs/old-empi...
https://alternaterealmsblog.wordpress.com/home/npcs/old-empi...
https://alternaterealmsblog.wordpress.com/home/npcs/old-empi...


Races
https://alternaterealmsblog.wordpress.com/home/races/humans/
https://alternaterealmsblog.wordpress.com/home/races/dwarves...
https://alternaterealmsblog.wordpress.com/home/races/rakshas...
https://alternaterealmsblog.wordpress.com/home/races/spellwe...


Regions
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
Anyway, I'm letting people know as I'd like it to be a resource for everyone to use, and It would be nice to get feedback and ideas on what is there and what is missing and ways to improve it.
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James Lowry
United States
Sunnyvale
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All your links have been truncated. Try wrapping the full links in [ URL ] tags.

What system are you using with the classes page and the like? Your main page mentions gods never walked the earth, which implies no Time of Troubles, and sticking with the 1e version, but what you've got on your site doesn't look right for AD&D.
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Gary Dallison
England
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Apologies the url links was just laziness on my part. I will sort them out tonight.

The alternate version I'm making is rules independent. It will contain an amalgam of all the lore (pre spellplague) plus some expansions here and there. I don't be removing any event but I will be reinterpreting them.
So the time of troubles does happen and the common people believe it is a time when the gods walk the earth but in actual fact it is a mass hysteria caused by rumours spread by cloak societies to weaken large organisations (such as churches), this hysteria is then exploited by unscrupulous individuals (magic users mostly) to settle old scores and gain fame, and by renowned authors desiring more money.

The events of the time of troubles are still the same, undead attack waterdeep, the church of Bane fractures, etc, but there is no direct deific involvement.

Oh and the classes and races are just something I'm messing around with for a system of rules I am making that allows you to create unique characters every time rather than a fighter or wizard with the exact same abilities as every other fighter and wizard.
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Gary Dallison
England
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I have the base outline of Mulhorand available.

https://alternaterealmsblog.wordpress.com/home/regions/the-o...

I've tried to expand somewhat on the history and distinguish it from real world Egypt.

The animal headed gods are now depicted as such because of the rise of beast cults during the second empire. The title of Pharaoh comes from the Imaskari title of Empheroar (meaning Lord Artificer), the gods have the same names but their history is based wholly on events within Faerun.

I've attempted to set up a governing dynamic in Mulhorand whereby the Pharaoh is the ultimate power and the Church of Horus-Re administers to the central government. Beneath the Pharaoh are the Divine Precepts who are the titular heads of each church (the Pharaoh is the Divine Precept of the Church of Horus-Re so is the most powerful man in Mulhorand) and each Church has an area of responsibility in central government. Beneath the Divine Precepts are the regional governors, known as Precepts, who implement policy within the regions.

Mulhorand has a standing army, known as the Legions of Dawn, each of which is recruited and maintained by the Church of Anhur, but each legion is often commanded by those loyal to the Church of Horus Re. The Precepts have a militia known as the Pehtemi (Shields of the People) who act as local police forces and internal patrolmen.


Just need to work on the specifics for now.
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Gary Dallison
England
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After a very long break (had to do a work based certification), I'm back to working on this.

I've been working on my version of the rules a fair bit

https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...
https://alternaterealmsblog.wordpress.com/home/arrgs-rules/a...


I've also returned to Dalath to try and finish the skeleton articles I have been working on. It now has a secret group of slaves (the Fire Drakes) trying to free Dalath from the rule of the Freeholder houses, but in secret the Fire Drakes are supplied and organized by the Freeholder Houses who in turn are beholden to the Millennium Wyrm.

The Cult of Tiamat wishes to infiltrate the Fire Drakes (believing them to be dragon worshippers) but every time it gets close a rebellion occurs and all the slaves (and the Fire Drakes) and its cultists are slaughtered

If anyone has any information or ideas for Dalath I'd really appreciate it, as there is precious little I can find on the settlement so I'm mostly making it up here.

https://alternaterealmsblog.wordpress.com/home/regions/the-o...

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Gary Dallison
England
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I'm working on the cult of the old gods, based on some information provided by Tom Costa (hope he doesn't mind, I think I've renamed the city to something more Untheric).

https://alternaterealmsblog.wordpress.com/home/organisations...

Its an amalgam of priests who worship one of a variety of gods that have long since died or fled from Unther and Akanu. The tyrannical rule of Gil-Geamesq and decline of Unther has caused this cult to flourish in the last few decades.

The ensi of the old gods will be looking for items of significance to their deity so they can try and bring them back to life (for those that are known to be dead) or bring their attention back to Unther (where they have been absent for a long while).

They are also trying to convert as many as possible into worshipping the old gods, usually by providing good works such as herb lore, education, marriage ceremonies, blessings, advice, etc.


In a future adventure path involving the invasion of Unther (by Mulhorand) and ultimate rebirth of Unther, I'm imagining that some of these old gods might be restored to life by this cult and the activities of the players - who will find artefacts relating to these gods and assist in rituals to bring them back to life.
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Gary Dallison
England
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So I'm starting to detail the children of the god kings. I figure the first generation would be almost as powerful as the godkings themselves but most were killed off during wars and intrigue or Gilgeam assassins. The second and third generation are truly exceptional and very long lived. The other generations are a bit better than a normal Mulan with the occasional super being born once in a hundred generations.

These beings are important because their blood holds power and if you want to bring a godking back to life you need power; powerful blood, powerful rituals, and or powerful items.

I have a few of these children of the gods scattered across unther and chessenta (entropy is hunting them). They will be pivotal for a future adventure involving the invasion of unther and then it's rebirth with a return of as many old gods as the party can help with.

There are even a few children of the gods for Gilgeam. I know the sources say he has no children but Gilgeam has a habit overwriting history and fabricating the truth. His children are special because they are all first generation and were imprisoned by Gilgeam with a big part of the adventure being to stop Gilgeam from returning.

https://alternaterealmsblog.wordpres...n/gil-geamesq/
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Gary Dallison
England
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Added Ningal into the list of NPCs, and made her one of the children of the gods.

She is a great grandchild of Nanna Sin (I named him Sin-An'na). Her abilities are of course inherited from her ancestor. The magic items she possesses come from another source (she claims a gift from the sea - a cryptic clue to a secret extradimensional shelter that Shu-Mmatq; Untheric god of the sea, once discovered and stored his relics in before fleeing Gilgeams secret purge of the godkings).

It will be Sin-Ningal that leads the population to the secret extra dimensional refuge high above Shussel (the Vanishing), although she will not travel there herself, and the population of Shussel will there be attended to and trained by the divine servants of Shu-Matq.

Sin-Ningal will not accept help from others because she intends to become Sin-An'na reborn (and a future goddess cannot be seen to be weak and accept help from others), she will also not compromise her future power by aiding those who are unworthy or those who might reduce her future power (servants of other gods of the moon or protection).

https://alternaterealmsblog.wordpress.com/home/npcs-2/npcs/
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Gary Dallison
England
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Okay, so Northern Wizards is next.

I've decided on it being a new organisation commissioned by Hercubes Jedea to help Messemprar gain independence and thus create an additional city state in threskel to counter the rising threat of the vanities in mourktar (Hercubes predicts they will seize power and will then seek to conquer all of threskel).

So Shu-Urlasq and the other members of the northern wizards listed in the old empires book are the inner circle and all come from threskel (although only Shu-Urlasq knows the true mission and benefactor).

The Northern Wizards chose the moniker of an old military order of wizards from Unther's past when Chessenta gained independence and it was thought Tchazzar would March on messemprar first. The old order has long since disbanded but the name has entered folklore as the city's defenders.

The Northern Wizards recruit from wizards in messemprar that seek an end to Unther's dominion over the city. The requirement for entry into the order is that they provide a number of friends/family/associates that will be used as messengers by the order (thus lowering the risk of betrayal).

There are at least two red wizards in the list of members (They want an end to Gilgeams rule over the city so they qualify for membership). Borsipa is a double agent for Gilgeam (she escaped slavery during the slave revolt, was later captured by Unther's forces and offered her life and freedom in exchange for being a double informant, and was later rescued by the slave revolutionairies.

https://alternaterealmsblog.wordpress.com/home/organisations...
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Gary Dallison
England
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I think I've developed the Church of Ish-Tarri as much as I can.

https://alternaterealmsblog.wordpress.com/home/organisations...

I've included how the church gradually migrates to the worship of Isis (or is in progress of doing so). I've dealt with Ish-Tarri's absence and a possible means for her return (although in an altered form). I've got the oil of eternity in there. I've got some adventuring ideas. And there are a few more npcs to flesh out the organization.

If anyone has any other thoughts or something I've missed from existing lore (relating to the religion - not the god, that's a separate article).
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Gary Dallison
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Added pages on Sebek and his cult, rather than have him as an always "ebil" outcast that gets eradicate by the armies of Mulhorand every few centuries, I've tried to turn him into a misguided brute that made some bad choices and fell victim to a curse that made him into the crocodile monster.

Having passed that curse onto his followers, I'm leading towards the Cult of Sebek being another pawn of the sarrukh (an accidental creation), that they intend to use against the Mulhorandi so they can drive them from the region and reclaim their former territory.

https://alternaterealmsblog.wordpress.com/home/religion/mulh...
https://alternaterealmsblog.wordpress.com/home/organisations...
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Gary Dallison
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I've been busy on Mulhorand lately, working a lot on all the various churches and gods, I've done this deliberately because Mulhorand is a theocracy and has a very important part in how Mulhorand exists so I need to figure out each individual piece before I can figure out the whole.

https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/organisations...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
https://alternaterealmsblog.wordpress.com/home/regions/the-o...
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Gary Dallison
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Finished going through the major sources on Mulhorand, the main page and the organisations are in a fairly detailed position.

https://alternaterealmsblog.wordpress.com/home/regions/the-o...

I've redefined Mulhorand as operating almost like a nation state rather than a feudal nation. It has large organizations - churches (formed from noble houses) that perform much of the central government administration. Regional government is provided by the Precepts who receive assistance from the churches to implement government policy.
Mulhorand has a large and well equipped standing army (rather than feudal armies which are mostly provided from noble retinues and conscripted peasants).
I've added lots of detail to the geography and history to try and flesh it out more.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Anhur is synonymous with Mulhorand's army, the two groups share a similar hierarchy and membership (although one can be a soldier in the Legion of Dawn and not be a priest of the Church of Anhur (although that does limit one's promotion prospects unless one has friends in the Church of Horus-Re).
The Church of Anhur has had it's privileges reduced dramatically since the rebellion of Thay, although it has a major plot to create a new model army and perform a lightning strike against Thay to regain power and prestige.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Bast is a much diminished church after its patron was exiled, it is now a prestigious military academy that trains the greatest warriors in Mulhorand while using its profits to find and eliminate cultists of Set.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Geb oversees the supply of Mulhorand's minerals. It owns the majority of mines in Mulhorand and determines/enforces the quota of minerals to ensure Mulhorand is self sufficient. It has a sizable portion of gold dwarf blood in its family and membership.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Horus-Re forms the main central administration of Mulhorand's government (like the home office). The Pharaoh is the head of the church and the Vizier is the highest ranking priest, making the Church of Horus-Re the most powerful single organization in all Mulhorand.
The church itself is split between three powerful noble families (of Ra, Horus, and the merged house of Horus-Re). Vizier Rezim is intending to use this factionalisation to advance his power and position through various plots.
Currently Rezim intends to sell slaves directly to nobility to generate vast sums of revenue that he can use to bribe the Church of Nephthys into supporting other plots to restrict the power of the Church of Anhur.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Isis deals with Mulhorand's farming needs in a similar way to the Church of Geb and mineral requirements. It sets and enforces the quota on all foodstuffs being produced to keep Mulhorand self sufficient.
The major plot within this church is a radical group that wishes to improve equality for women with Mulhorand's patriarchal society. The basis of this plot is to arrange a marriage between the heir apparent and Korethys Thulhani (a future member of the priesthood and potential future incarnation of Isis).

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Nephthys is like the foreign office of Mulhorand. They deal with setting and collecting all the tariffs on foreign trade, they also act as ambassadors (and spies) to foreign nations.
The Church of Nephthys is very mercenary and will do most things for money. Position within the church is dependent upon the amount donated to the church in the previous year.
Currently the Church of Nephthys (or a large faction within it) are selling their support to Rezim for a number of his plots to reduce the power of Anhur's church while simultaneously loaning the Church of Anhur money to allow it to further its own plots.
Secretly the Church of Nephthys hopes to persuade the Church of Anhur to invade Unther to expand Mulhorand's economy and allow it to beat Thay in a trade war.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Osiris deals with the law of mulhorand. It is the only church with the power to challenge the Vizier and the Pharaoh, having challenged past Viziers on a number of occasions and even impeached the Pharaoh and had him quietly removed from office.

The Church of Osiris also deals with deaths in Mulhorand, especially overseeing the Land of the Dead near Mishtan.

https://alternaterealmsblog.wordpress.com/home/organisations...

The Church of Thoth is responsible for magic in Mulhorand. It has direct control of all spellcasters not already part of another church. It also controls Thothian script in which all southern magic is written (a language supposedly devised by Thoth himself).
The big plot within the Church of Thoth is to find a way to beat Thay using the huge magical arsenal at Mulhorand's disposal, searching ancient texts for hidden weapons of enormous power. Derlaunt has discovered the huge stone colossi around Mulhorand were once used as a weapon by the Mulhorandi during the Orcgate Wars. Unfortunately his own research and attempt to use them has gone awry (just as it did two thousand years ago).

https://alternaterealmsblog.wordpress.com/home/organisations...

A long standing enemy of Mulhorand is the cult of Set. Its numerous isolated cult cells have recently been unified under the rule of Divine Incarnation Seti. Seti owns a caravan company that makes a fortune sending caravans of papyrus through Raurin to Durpar and returns with spices. The caravan also carries information, instructions and agents to cult cells along its journey.
The Cult intends to assassinate the Pharaoh and replace him with an impersonator

https://alternaterealmsblog.wordpress.com/home/organisations...

The Cult of Sebek has long been absent from Mulhorand, its membership driven out by the Legion of Dawn long ago. Its entire membership is afflicted by a curse acquired through parentage or through an infected bite. The curse is sarrukh in origin, designed to create a servitor race by mutating the afflicted into a part reptilian creature (whose body can be altered by sarrukh bodyshaping powers).
The Cult of Sebek is spread across the Border Kingdoms, Chessenta, and is returning to Mulhorand.

https://alternaterealmsblog.wordpress.com/home/organisations...

The biggest of Mulhorand's state sponsored guilds. The guild of scribes manages all the scribing work of Mulhorand's government. It also contains a large proportion of government ministers as members because the guild is also where most of the political plots and manoeuvring take place.
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