I don't know if it is up still or not, but the map used for undermountain 4e, I swear looks like one of the old 3.e maps that was created during that time... the one for hte large dungeon.
I'm pretty sure I found that map. Thanks for that.
anway to what Silversword was saying, is that Time Travel in the realms has a spell so that you can only go backwards and not forward.
I considered this, and it forces the narrative to follow a very different timeline then one that gradually reveals more and more story. So I'd prefer to go with the latter for the story.
The Shanatar Empire versus Clan Frostsilver
As for some more time periods to visit, I can't believe I didn't think of this sooner. One of my players created a Dwarven Clan for LFR complete with background and ethos. During LFR several of us (at least 9 different players) had characters in the clan and one of the plots was finding "the long lost heir to the throne" of the dwarven clan. So I'm going to replace Shanatar with this Clan as there was a time when the dwarves were driven from their ancestral home after an attack by drow and Frost Giant allies. The cultists will slightly change this past history event by allying themselves with the drow rather than the giants allying with the drow. The players will have the opportunity to save the king, save the ancestral home and get the refugees to return to their ancestral home.
IMO this would be a much more significant resolution to a plotline that has literally been years in the making. As a consequence, over the years as the timeline moves forward players will have the opportunity to start playing their old Frostsilver characters, with any changes, radical or small, that they desire (due to the altered timeline).
Myth Drannor
The city was once a safe-haven for many races it has devolved into gang warfare as the people have all turned on each other. Powerful magic relics are held by various groups and the Cultists are attempting to manipulate them into attacking each other so as to give them the relic in particular that they want. The PCs find themselves caught in the midst and must choose sides.
This is based on the fall of Myth Drannor, but everything has accelerated dramatically due to influence by the cultists.
Barroch's Hold
Set in the timewhen the fabled citadel was inhabited by the first great bandit lord of the Inner Sea. He hasn't been seen in some years and so a band of adventurer's invite the PCs along to go plumb it for it's treasures. They have one relic from there, which is a symbol worn by the cultists of the Primordials.
Alas the place is overrun with strange creatures with the Bandit Lord held prisoner in his own citadel. Those strange creatures are spellscarred and Abeiran animals.
The Plague of Imaskar
A peculiar plague has swept through Imaskar and the PCs must find out the root cause behind. They track it down to find find portals as the cultists were trying to bring entire dragon flights through to this world. They must be stopped (Dragonborn guards) or otherwise Imaskar will simply be overwhelmed.
When they succeed they witness the Imaskar mages bringing forth an entire people to Faerun.
The Sundering and What it Means for Me
So the Tablets of Fate were now created when Ao split apart Abeir-Toril to become one world known as Abeir and one world known as Toril. When the PCs go back to fight in the Dawn War they will meet with Ao who will explain his plot to break the two worlds apart. He will ask if the PCs think this is a good idea.
If the PCs convince Ao not to do this then the Tablets of Fate are never created. As a direct consequence the Times of Trouble also never occur.
So my players will have several choices when they make this decision:
- Don't split the worlds and as a result the Tablets of Fate aren't made and the Time of Troubles never occurs. Dragonborn don't exist in Faerun and as a consequence aren't a legal character race until they make their triumphant debut in 1373 DR.
- Split the worlds but allow stable contact between the two worlds. The Time of Troubles still occur, but Dragonborn are a legal race and are acknowledged and permitted to move around in the cities.
- Split the world but don't allow any contact which means unstable contact is made during areas that are Spellplagued. Dragonborn are allowed, but they are an exotic and unknown race and would be treated with suspicion and distrust.
I like that my players have this much choice over the Fate of Faerun as this campaign is all about making the Forgotten Realms our own. We can emphasise or gloss over various different details based on the tastes of the players and their actions 