The Dawn Cataclysm > Forgotten Realms. 2.8.
Where can I get more information about the Dawn Cataclysm? Nowhere, at present. It's one of the abiding mysteries of the Realms. Sorry we can't be more help with this one. :-) [Steven Schend, in a post to Realms-L, said that to his knowledge, there are no plans to expand on the Dawn Cataclysm in any further Realms products.] Many list members have speculated, though.
Simon Gibbs does a good job of summarizing what’s known: A quick note on the date of the Dawn Cataclysm: it's a perennial thorn for those interested in Realms Timelines. To soothe the debate, Steve Schend wrote: Not to disappoint, but this will probably never happen, simply because it's irrelevant to mortal Realms history. I'm not narrowing it down further than that right now, and frankly, I've no desire to do so, as it should be a vague time at best. Paul Hoyak added: Jason Hatter rebutted: 2.8.1.What gods existed at the time of the Dawn Cataclysm? Answer: We don’t know for sure: Tavis King compiled a partial list: WesclinMythology - Kraken. Kusadasi.tv is the Best Guide of Turkey Tourism and Mythology Knowledge Base. The leading source for indie RPGs. Forgotten Realms - What happened to Tilverton in DR 1372? 3.5 D&D Archives. Work on the next iteration of Dungeons & Dragons is underway, and you can be a part of it!
Interested in playtesting D&D Next? It's easy to sign up and download the latest playtest materials. Periodically, we will also send you surveys via email to get your feedback. To get started and download the latest playtest packet, click here: For Further Information: Questions about the D&D Next Playtest? Original Adventures. The Acaeum. The Hypertext d20 SRD (v3.5) Cleric Spells. 0-Level Cleric Spells (Orisons) Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. 1st-Level Cleric Spells Bane: Enemies take -1 on attack rolls and saves against fear. 2nd-Level Cleric Spells Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). 3rd-Level Cleric Spells. d20 Encounter Calculator. SRD3e:System Reference Document.
UA:Variant Rules. Introduction Warning: Get Ready to drink from the fire hose.
Unearthed Arcana exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game. Take a deep breath—it’s okay.
Just as no player actually casts all the new spells in the latest rulebook, and no DM actually uses all the new creatures in the latest manual of monstrosities, you shouldn’t feel any compulsion to use all these variants, even in a lifetime of gaming. Instead, pick and choose the ones that feel right for your style of gaming, your players, and your campaign. When you turn to the next page, the inundation begins. So saith Ed! The work contained on this page has been penned over time by the creator of the Forgotten Realms - Ed Greenwood, and kindly provided to us here at Candlekeep by The Hooded One on the Candlekeep Forum.
Ed’s replies are copyright and remain the property of Wizards of the Coast, Inc. Almost all of Ed Greenwood’s replies here at Candlekeep are posted by The Hooded One. She has told us, previously, that she is actually one of Ed’s players who participates in his campaigns as one of the Knights of Myth Drannor. But the Lady Hooded One has kindly asked that we do not question her as to which Knight she plays, and thus, won't say anything more on the issue. The collection presented here is a digest version which has been collated by Scott Kujawa, presenting all Ed's responses and omitting other posters discussions which followed. (Answers and Realmslore from Ed Greenwood) Return to Traveler's Notebooks Return to Alaundo's Library. Karsus's Folly. Karsus' Folly was a climactic event which caused the end of the Netherese empire in -339 DR. History Edit After decades of war with the Phaerimm, the homeland of Netheril was quickly becoming a wasteland.
Partly because of the strange help the Netheril got from the Sharn. The spells of the sharn altered the very geography of the land when it came in contact with the phaerimm’s magic drain and life drain spells, transforming mountains into rolling hills or increasing the spread of the desert.  When suddenly Ioulaum disappeared panic surged through Netheril. Mystryl was the only being with the experience to fix the damage that the war between the Netherese and the Phaerimm was causing to the Weave. But without the magic, the floating cities of Netheril could not hold their positions in the skies and most of them crashed to the ground. After Mystryl was slain, the goddess of Magic reincarnated within moments as Mystra and her first priority was to recreate the weave of magic.
References. Karse. The Children Of Netheril - Pete's Forgotten Realms. "We do not dislike magic.
We are unworthy of the Weave's touch. It is our Patron's sin and our burden. "-Jonczer the Demon The Children of Netheril are a cult of karsite binders that speak exclusively in the ancient tongue of Loross, the noble language of Netheril. Their leader has ties with Maercus of the Masks and the Thayan Merchants' Collective. Each member is given a magical silver or porcelain mask of varying power (dependent on their experience).
Wulgreth, the infamous lich of the Dire Wood, has been neutralized (at least for the time being) by Maercus Brand, giving the Karsites free reign of the area. Their intent is unknown as of yet. Davo and Lux are members of the Children of Netheril. The Karse Stone - Pete's Forgotten Realms. "He will hold great acumen, a natural prodigy in the Art.
He will advance your people far beyond the hopes of even your most innovative thinkers, He will take what I've given you and improve upon it in ways beyond even my understanding. Your people will know wonders, joy, prosperity, and longevity. And He will throw it all away…" -Arthindol the Terraseer's prophecy on the Folly of Karsus On the eve of Midsummer in -339 DR, the Archmage Karsus, in an act of supreme desperation (some, however, would suggest vanity) cast the spell Karsus' Avatar. On the first of Hammer 1372 DR, Galeron Nhimedu (an Evereskan Tomb Guard) finds the Karse Stone and the remnants of Karse Enclave deep in the Dire Wood of the High Forest. On Eleasias the second, 1372 DR, Shade Enclave looses the Karse Stone in a raid by the Chosen of Mystra.
On the twenty-ninth of Flamerule 1374 DR, adventurers from Thesk find a fragment of the Karse Stone in the ruined temple of a forgotten god of light. Wulgreth (Ascalhorn) Wulgreth was an Ascalhi wizard, consorted with baatezu in defiance of the ancient pact his ancestors had made with the Eaerlanni elves to abandon the dark arts of the Netherese.
Wulgreth of Ascalhorn bested his rivals for six decades because of the help of his baatezu. In turn, his rivals summoned the aid of tanar'ri for their own defense, which killed the baatezu, conquered all of Ascalhorn (which then became known as Hellgate Keep), and overran the elven kingdom of Eaerlann and the dwarven kingdom of Ammarindar, destroying them both. This occurred in 882 DR, the Year of the Curse.
In 883 DR, the Year of the Giant’s Oath, the Ascalhi Wulgreth fled to the ruins of Karse, along with his man-at-arms, Jhingleshod the Iron Axeman. Wulgreth intended to exact his revenge against the demons by raising an army of undead from the ruins of Karse. Galaeron Nihmedu destroyed the body of Wulgreth, but it lives on because its phylactery is the Karsestone, which is now[as of when?] Jhingleshod. Description Edit He was covered from head to toe in exotic plate mail and draped himself in an old forest green tunic and cloak.
Up close, one could see he was an undead creature appearing to be a cross between a corpse and an animated suit of armor. His skin was formed of rusting overlapping plates of iron. He easily wielded an axe that most men could not lift. Personality Since his own lifeforce was connected to Wulgreth, Jhingleshod could only truly die and be at rest when Wulgreth was no more. History In 883 DR, Jhingleshod left Hellgate Keep with his master, Wulgreth, who was fleeing from the influx of fiends. References. 3.5e NPCs.