I am thinking of resurrecting the Netherese Empire and turning them into a space fairing civilisation, who travel in ships powered by artificial stars.
Having left Toril after the fallout caused by Karsus' Folly, they now explore other realms, some of which are extremely far away, and there they do battle the Gith and the Illithids, and other great space fairing races - as well as demigods the strange and monstrous alien creatures of the far realms.
Most on Toril have forgotten the Netherese, and many of those who know of them consider their existence to be largely mythical, yet still the Arcanists of the Empire of Netheril continue to fight, to protect the world that was once their home. Only now, they fight to save it from destruction at the hands - or tentacles - of beings that the people of Toril, could scarcely imagine in their worst nightmares.
So guys, could a Netherese Arcanist create ships powered by artificial stars and what do you think of my premise?
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
But I guess the question is, "Why does it mattered how the ships are powered?" Is there a risk of a ship colliding with Toril and going boom, or is the question more in line with some other topics you have asked around "Consistency with lore."
But I guess the question is, "Why does it mattered how the ships are powered?" Is there a risk of a ship colliding with Toril and going boom, or is the question more in line with some other topics you have asked around "Consistency with lore."
There is a few things. The first is as you said, I want to try and keep the lore consistent. Even though I am bringing a dead empire back to life, I still want to have my version of them be consistent with their capabilities. Or at least within the realms of possibility, based upon the abilities we know from lore.
The other two reasons are a bit more complicated. If they were powered by artificial stars, then the Netherese would be flying around in ships that could literally go supernova. This would dictate I think, how others would interact with and fight with the Netherese.
If their ships could go supernova if the ships power source was destabilised, there would be few random attacks on Netherese ships. If you're going to risk killing yourself and everyone in that system/realm, then you aren't going to attack without a reason.
Consequently, I would imagine battles would be mostly pitched battles.
This kind of thing lends itself much more to a ceremonial war, in which the Netherese stand as "gatekeepers" to Toril. Holding back the evil and horrors through ceremonial combat.
If they would be unable to create artificial stars to power their ships, then they would need to be powered by a difference source. Something that most likely would be much more stable.
This kind if power source would would lend itself much more to open war, in which the Netherese held back the evil and horrors through sheer force of arms and military might.
The last reason, is sort of linked to the one above. Whether the battles they fight are largely ceremonial, or part of open war, would dictate the kind of society that evolved after the Netherese left Toril. This in turn would dictate what we would expect Netherese outliers to look like.
It would also inform us about the kind of factions that most likely should have developed and how they view and interact with each other.
Spelljammer helms power space faring ships powered by different sources of magic. The Netherese are famous for their magic use, so you can easily use that.
Unless, of course, you want them to use artificial stars for your own story purpose, in which case you can do whatever you want ;)
I am thinking of resurrecting the Netherese Empire and turning them into a space fairing civilisation, who travel in ships powered by artificial stars.
From canon: the 3.5e "Faiths and Pantheons" detailed the spell for creating a secondary sun over a city (it was a 10th level spell... so a pretty epic miracle). That secondary sun remained over Elturel throughout 4e and 5e. I believe the upcoming "Descent in to Avernus" campaign will reveal even more secrets about the creation of that sun.
So on the old lore (which you might just want to toss as you will see)
So as Account256 points out, ships using spelljammer helms are known bits of the old canon. But the ships are on the order of medieval sailing vessel in size, so a star powered ship would be unneeded (unless the Arcane are really hiding something)
But, larger vessels, what we think as modern capital ships might need something bigger than a typical Spelljammer helm (which drained a spell casters spell ability to run as I recall). And the helm was only used to move the ship, not power weapons of magical might. So if you used the start to create abjuration shield, or fireball cannons, you might need more power.
Eberron's airships are based on elementals being bound into Khyber crystals, and rare woods (like soarwood) to run. Theoretically they could also go into spelljammer regions. But it doesn't require the ability of a star; it only handled moving of the ship. But again, these are sailing vessel sized normally.
But back to Spelljammer; In cannon, the only star there is the systems 'Sun'. The twinkling lights we call stars, have different explanations in Spelljammer, including massive torches on the interior of the crystal shell that contains the solar system in question among others. The star spawn might live out on there on the edges, but not another sun (this is from memory; I would need to dig out my spelljammer set to review).
Considering a sun is a big deal, that might be beyond the scope of the Netherese, but certainly something dangerous enough could do the trick, like an imprisoned star spawn, or part of a sun, etc. It really doesn't matter as long as you get the effect of "blowing up this ship has consequences."
As for MattV's comment on the 2nd sun; a tenth level marvel certainly and impressive (would also like to see more about it). But that sun, compared to the 'Real' one are on different playing field of power. But a Sun of that size, powering a Netherese ship; that does make sense to me.
Thanks for all your replies. I will certainly look into Spelljammer more and consider what I actually want my version of the Netherese to look like an then get back to you. Give me a day or two to read up on Spelljammer lore, and to formulate a reply.
I will definitely get back to you though!
Cheers
Fox
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
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I am thinking of resurrecting the Netherese Empire and turning them into a space fairing civilisation, who travel in ships powered by artificial stars.
Having left Toril after the fallout caused by Karsus' Folly, they now explore other realms, some of which are extremely far away, and there they do battle the Gith and the Illithids, and other great space fairing races - as well as demigods the strange and monstrous alien creatures of the far realms.
Most on Toril have forgotten the Netherese, and many of those who know of them consider their existence to be largely mythical, yet still the Arcanists of the Empire of Netheril continue to fight, to protect the world that was once their home. Only now, they fight to save it from destruction at the hands - or tentacles - of beings that the people of Toril, could scarcely imagine in their worst nightmares.
So guys, could a Netherese Arcanist create ships powered by artificial stars and what do you think of my premise?
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
I like the idea, nothing about it is a problem.
But I guess the question is, "Why does it mattered how the ships are powered?" Is there a risk of a ship colliding with Toril and going boom, or is the question more in line with some other topics you have asked around "Consistency with lore."
There is a few things. The first is as you said, I want to try and keep the lore consistent. Even though I am bringing a dead empire back to life, I still want to have my version of them be consistent with their capabilities. Or at least within the realms of possibility, based upon the abilities we know from lore.
The other two reasons are a bit more complicated. If they were powered by artificial stars, then the Netherese would be flying around in ships that could literally go supernova. This would dictate I think, how others would interact with and fight with the Netherese.
If their ships could go supernova if the ships power source was destabilised, there would be few random attacks on Netherese ships. If you're going to risk killing yourself and everyone in that system/realm, then you aren't going to attack without a reason.
Consequently, I would imagine battles would be mostly pitched battles.
This kind of thing lends itself much more to a ceremonial war, in which the Netherese stand as "gatekeepers" to Toril. Holding back the evil and horrors through ceremonial combat.
If they would be unable to create artificial stars to power their ships, then they would need to be powered by a difference source. Something that most likely would be much more stable.
This kind if power source would would lend itself much more to open war, in which the Netherese held back the evil and horrors through sheer force of arms and military might.
The last reason, is sort of linked to the one above. Whether the battles they fight are largely ceremonial, or part of open war, would dictate the kind of society that evolved after the Netherese left Toril. This in turn would dictate what we would expect Netherese outliers to look like.
It would also inform us about the kind of factions that most likely should have developed and how they view and interact with each other.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
Spelljammer helms power space faring ships powered by different sources of magic. The Netherese are famous for their magic use, so you can easily use that.
Unless, of course, you want them to use artificial stars for your own story purpose, in which case you can do whatever you want ;)
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From canon: the 3.5e "Faiths and Pantheons" detailed the spell for creating a secondary sun over a city (it was a 10th level spell... so a pretty epic miracle). That secondary sun remained over Elturel throughout 4e and 5e. I believe the upcoming "Descent in to Avernus" campaign will reveal even more secrets about the creation of that sun.
So on the old lore (which you might just want to toss as you will see)
So as Account256 points out, ships using spelljammer helms are known bits of the old canon. But the ships are on the order of medieval sailing vessel in size, so a star powered ship would be unneeded (unless the Arcane are really hiding something)
But, larger vessels, what we think as modern capital ships might need something bigger than a typical Spelljammer helm (which drained a spell casters spell ability to run as I recall). And the helm was only used to move the ship, not power weapons of magical might. So if you used the start to create abjuration shield, or fireball cannons, you might need more power.
Eberron's airships are based on elementals being bound into Khyber crystals, and rare woods (like soarwood) to run. Theoretically they could also go into spelljammer regions. But it doesn't require the ability of a star; it only handled moving of the ship. But again, these are sailing vessel sized normally.
But back to Spelljammer; In cannon, the only star there is the systems 'Sun'. The twinkling lights we call stars, have different explanations in Spelljammer, including massive torches on the interior of the crystal shell that contains the solar system in question among others. The star spawn might live out on there on the edges, but not another sun (this is from memory; I would need to dig out my spelljammer set to review).
Considering a sun is a big deal, that might be beyond the scope of the Netherese, but certainly something dangerous enough could do the trick, like an imprisoned star spawn, or part of a sun, etc. It really doesn't matter as long as you get the effect of "blowing up this ship has consequences."
As for MattV's comment on the 2nd sun; a tenth level marvel certainly and impressive (would also like to see more about it). But that sun, compared to the 'Real' one are on different playing field of power. But a Sun of that size, powering a Netherese ship; that does make sense to me.
So...what makes sense to you Social?
Thanks for all your replies. I will certainly look into Spelljammer more and consider what I actually want my version of the Netherese to look like an then get back to you. Give me a day or two to read up on Spelljammer lore, and to formulate a reply.
I will definitely get back to you though!
Cheers
Fox
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.