LFG: NWN2 Tiamat Player Group interest

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Lusipher
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Post by Lusipher »

thinking of a possible character concept, but I'll need to do some FR research. Sounds like fun
Shoot me some ideas and Ill help you if you want me too. I've got tons of info now. We really could use some casters as I think most of us will be warriors, clerics, etc. Assassins would work as well.
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Post by Lusipher »

Got a bite on a wizard. Still looking for some more caster types. If any of you who have previously posted here would PM me what you think you might be interested in playing that would be great. Im kinda looking at where we might be at with PC concepts.

As for the group in general. Expect us to play a lot together. Most of us dont play outside the group. We only interact with others if need be since we will be busy doing...evil things :twisted:

Things will be slow with us building up the group, but if everyone pitches in we will slowly become a decent force hopefully :wink:

PS. One more thing....Im going to kill Amar if I catch him Soloing :lol:
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Post by fade »

Depending how things turn out with another group I might be interested, don't have a definate character concept in mind though.

Probaly a cleric or mage, mebbe a rogue.
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Post by Scorpion Ninja »

Monk / Rogue / Assassin would be good so NINJA.
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,Krale Blackraven, Cleric of Siamorphe.
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Post by Valnir268 »

I'm kinda of interested, although I know nothing about Tiamat :shock:
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Post by Scorpion Ninja »

Valnir268 wrote:I'm kinda of interested, although I know nothing about Tiamat :shock:
I am in the same boat your in Valnir but I do have Faiths and Pantheons.
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Post by Lusipher »

Depending how things turn out with another group I might be interested, don't have a definate character concept in mind though.

Probaly a cleric or mage, mebbe a rogue.
Sounds good, Fade. Any class you wanna play is cool. We really dont know where we stand yet as far as classes, but I know that caster classes will be the smallest. Besides, we need caster classes for some clandestine things we will attempt to do :twisted:
Monk / Rogue / Assassin would be good so NINJA.
We will need rogue/assassins for sure. Also, I dont see why we couldnt implement your Serpent Guard into our plans. Would want to check with some folks first, but whatever our strong arm section of the Church is we could call it the Serpents Guard.
I'm kinda of interested, although I know nothing about Tiamat
I recommend Dragons of Faerun, Draconomicon, and goto the WotC website and put in Church of Tiamat. There are other sources as well, but rest assured you can always ask myself or Coach for any information. We will also post a ton of info on our forums either here or maybe in connection with a Player group forum at the Cold Lands forums so go sign up there. (see my sig below for link)
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Post by Lusipher »

Coach will do a drive by post here soon to maybe fill in some blanks I might have missed and we have a off site Tiamat group forum in the works at the Cold Lands forums happening soon. Will post more when we get it all created.
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Re: LFG: NWN2 Tiamat Player Group interest

Post by coach »

Scorpion Ninja wrote:
Danubus wrote:I'm wondering how many folks would be interested in joining the Church of Tiamat player group for NWN2?
Is this just for the church because I would not mind playing a Serpent Guard?
are serpent guards the ones that hunt for metallic eggs?

if so, then they and the church itself will be closely aligned now with the new war between bahamut and tiamat's worshippers (dragonfall war)

so playing a serpent guard would be fine
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Post by coach »

Mikayla wrote:Inaubryn and I were listed as the contacts not in error, but because we were trying to prevent "outing" the members of this secretive group, but apparently that is no longer a concern.
that is correct

we were very covert due to tiamat's 'new' standing in the faerun pantheon

now with her rise to a new level of deific rank, and with the church being very regimented and lawful and thus somewhat edit:tolerated as long as no open crimes are committed, and with recruitment much more open due to combat bahamut's reappearance ... we have evolved into a more overt organization
Last edited by coach on Thu Jan 11, 2007 3:33 am, edited 1 time in total.
Garrigan DeLorre - Paladin 6 - died honorably in battle
X'Anne - Witch (Druid/Ranger mix) 4 - captured and imprisoned awaiting trial (retired)
Talon Xavaliir - Cleric 11 - living

"I didn't know he only had six kids, I thought he had millions." (on the passing of Gary Gygax)
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Post by coach »

Drankathar wrote:Eh, Id only be interested if coach was still around, considering this is his baby and all. *shrugs* Good luck to you though, long live the blue.
heya dran and amar and lazlo and others!

my thoughts were to try a knight of bahamut first and then go back to my first love :lol:

since paladins in ALFA live and average of 5 in game hours, it won't take long :twisted:

but if we get a lot of interest i'll skip the pally!
Garrigan DeLorre - Paladin 6 - died honorably in battle
X'Anne - Witch (Druid/Ranger mix) 4 - captured and imprisoned awaiting trial (retired)
Talon Xavaliir - Cleric 11 - living

"I didn't know he only had six kids, I thought he had millions." (on the passing of Gary Gygax)
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Post by coach »

Hurlshot wrote:I thinking of a possible character concept, but I'll need to do some FR research. Sounds like fun :)
valnir wrote:I'm kinda of interested, although I know nothing about Tiamat
ok, here you go...

TIAMAT
History of Unther – The arrival of Tiamat to Faerun

In the far east of Faerûn, the greatest and oldest of empires was that of the Imaskari, sorcerers known as the Artificers. Heady with power and hubris, the Imaskari refused to bow down before any divine entity. They worked mighty magic and researched strange technologies, fending off the predation of humanoids, dragons, strange creatures native to their homeland, and even the gods. When their population was decimated in a terrible plague four thousand years ago, the wizard-rulers of Imaskar opened a pair of great portals to another world, pulling forth over one-hundred thousand humans, the Mulan, then closed the portals and sealed all connections to that world forever. The Imaskari enslaved and oppressed the Mulan. Still, the slaves continued to offer countless prayers to their deities that went unheard because of the Imaskari barrier. ((one would assume that Tiamat was one of the other world's dieties after reading below))

Through the intervention of Ao, the overpower of Faerûn's gods, the slaves' deities sent powerful but mortal versions of themselves through alternate methods -- using the Astral Plane to thereby bypass the Artificers' barrier. The deities battled and defeated the Imaskari in -2488 DR, leading their people westward. They settled on the southeastern portion of the Sea of Fallen Stars where they used magic to increase the fertility of the already rich soils. The nations of Mulhorand and Unther were born from these events -- Mulhorand in -2135 DR, and Unther in -2087 DR when the great god Enlil founded Unthalass upon discovering pearls on the coast of the Alamber Sea.

In -1967 DR, the two great Mulan nations, Mulhorand and Unther, clashed at the River of Swords, beginning the Mulhorand-Unther War. After years of war, the gods of both nations agreed the River of Swords would be the eternal boundary between them. It would 2,400 years before the Old Empires would war once again. This relative peace allowed both nations to begin to expand circa -1500 DR.

Unther's expansion, mostly westward into what is now Chessenta and south into the eastern Shaar, continued until around -1250 DR when battles against the wood elves of the Yuirwood to the northwest and the gold dwarves of the Great Rift to the south stopped their progression. As the millennia neared a close in -1087 DR, so did Mulhorand and Unther's first ages of empire, when Theurgist Adept Thayd, the last surviving apprentice of the Imaksari wizards, led most of the wizards of Mulhorand and Unther in rebellion against the Mulan gods. By -1081 DR, Thayd and his conspirators were defeated. Thayd was executed, but he prophesied that Mulhorand and Unther would decline never to be great again.

Thayd's execution, however, did not end his attacks on the two Old Empires. Just prior to his execution, Thayd opened a gate to a third world. Five years later in -1076 DR, a horde formed of a humanoid species previously unknown in Mulhorand and Unther discovered that gate and poured through seeking new lands to plunder. The Mulan gods emerged form their towers to lead their armies against these "gray orcs." In response, the orc shamans summoned the avatars of their pantheon to defend them. In a titanic clash known as the Battle of the Gods, Re, head of the Mulhorand pantheon, was slain by the orc patriarchal deity, Gruumsh, in -1071 DR, and many senior members of the Untheric pantheon were likewise slain, including Inanna, Girru, Ki, Marduk, Nanna-Sin, Nergal, and Utu. The avatars of the orc deities were severely weakened in the battle, however, and the Mulhorandi and Untheric pantheons rallied to defeat them two years later, subsequently driving the orcs from the region in -1069 DR.

The two old nations paused to rebuild their power and lick their wounds, while new empires -- the warlike Narfell and Raumathar -- filled the void to the north. However, in -734 DR, Unther's chief god, Enlil, decided to leave the Realms, abdicating his throne in favor of his son Gilgeam. Soon thereafter, Ishtar, goddess of love, also decided to abandon Faerûn, secretly delivering the power of her manifestation to the Mulhorandi goddess Isis and vanishing, leaving only Assuran (also known as Hoar), god of thunder, with Gilgeam. At first, Gilgeam was a just god-king, but power corrupted him. He placed limits on the faiths of other gods. Thus began Gilgeam's two-thousand year deterioration into despotic tyranny as the ruler of Unther.

The next several hundred years remained relatively quite as Gilgeam consolidated his power, maintained his holdings, and victimized his people. Always aggressive and expansionistic, however, Unther again grew with the cataclysmic fall of the northern empires of Narfell (from whom it had to defend itself in a naval conflict in -623 DR) and Raumathar in -150 DR. Eventually, Unther claimed all of what is now Chessenta, Chondath, the cities on the northern shore of the Wizards' Reach, the Shaar, and portions of Dambrath and Estagund in a second age of empire. However, this brutal expansion brought with it the hatred of the conquered and bankrupted Unther's treasury, forcing the rulers to raise taxes to absurd levels.

In 163 DR, itinerant Untherite pirates and the odd hermit or two "founded" Altumbel at the tip of the Aglarondan peninsula. In 202 DR, the barbarians later known as the Arkaiuns invaded Unther and Mulhorand from the south, but by 205 DR, were repulsed, chased back to their base settlement, and exterminated. A dying barbarian shaman, however, prophesied both empires would crumble. Around 400 DR, Unther began to recolonize the northern shore of the Wizards' Reach -- lands it lost centuries earlier during the Orcgate Wars -- beginning with Escalant at the mouth of the River Lapendrar. Also during this Ramman, an ancient Mulan god of storms, joined Gilgeam in Unther, driving out the god Assuran, the Doombringer.

Over the next several centuries and piece by piece, the outlying holdings of Unther rebelled. Unther's northern cities seceded, and the country shrunk by half when its western cities declared themselves the free nation of Chessenta.

In 482 DR, two of those colonies, Delthuntle and Laothkund, broke free of Unther. In 504 DR, two more cities, Teth and Nethra, declared their independence. Unther responded with a long campaign to reclaim its Northern Coast Cities. However, Unther's response did not stop the defections of its colonies, and in 625 DR, Escalant joined its sister cities in independence. By 679 DR, Unther was forced to recognize the independence of the Northern Coast Cities. In 823 DR, Mourktar, a city in one of Unther's western province, broke free of Unther, and in 929 DR, the Alliance of Chessenta rebelled against their masters in Unthalass, driving the Untherites back beyond the Riders to the Sky Mountains. Broken, Unther was less than half the size it had been some 400 years earlier.

Chessenta even succeeded in conquering Unther under the leadership of King Tchazzar (secretly a polymorphed red dragon of immense power) and ruled it as a vassal state for nearly a hundred years. With the disappearance of the Chessentan hero-conqueror Tchazzar in 1018 DR -- long planned by the wyrm in an attempt to gain godhood -- Unther freed itself and turned its focus inward on its own cruel people. The country that had made great advances in sculpture, poetry, and other civilized arts became engaged in a slow decline in morals and culture, as if following Gilgeam's descent into tyranny and madness. Unther became a "living" fallen empire.

By the fourteenth century, Unther's decline was almost complete. In 1301 DR, the Cult of Tiamat underwent resurgence, gathering folk desperate to throw off the tyrannical yoke of Gilgeam. In 1346 DR, the cult under the leadership of Tiglath, once a slave in Gilgeam's harem, summoned to the Realms its Dark Lady, an ancient foe of the Untheric pantheon slain long ago by Marduk, in the form of a three-headed dragon. The cult also allied with the moon half-elf bandit lord and one-time palace slave of Gilgeam, Furifax, who had begun a guerrilla war against Unther in the south. By 1357 DR and in response to excess taxation, Unther's northern cities, notably Messemprar, were in a full revolt led by a group of spellcasters known as the Northern Wizards. Despite the uprising, Gilgeam still celebrated his long-ago ascension to Unther's throne by single-handedly slaying a dragon turtle in Unthalass' harbor.

In 1358 DR, the Year of Shadows, the gods were thrown to Faerûn in mortal form by Ao in what was known as the Time of Troubles and the Godswar. Assuran returned to Unther at the head of a Chessentan army to battle his enemy Ramman. Ramman's avatar met him face-to-face and toe-to-toe, but in an act of poetic justice, the Doombringer wove a powerful spell that slew Ramman by causing a bolt of lightning to rebound after the Untheric storm god's third thunderous lightning attack. However, once again Assuran lost when, before he could seize Ramman's portfolio, the Untheric lord of war passed it on to Anhur, war god of Mulhorand. The empowered Mulhorandi god of war led his troops to Unther's defense and routed the Chessentan mercenaries, many of whom defected to his side. The Doombringer was once again driven from Unther in defeat.

Gilgeam slew the relatively weak incarnation of the chromatic dragon queen, Tiamat, but her essence dispersed into three of the most powerful chromatic dragons in the region. Tchazzar, a red dragon who styled himself "Father of Chessenta" and who had been seeking godhood for centuries, received one fraction of Tiamat's essence. He felt compelled to seek out Gestaniius, a crippled great blue wyrm who also served as a receptacle of Tiamat's divine power, and then slew and devoured her. Tchazzar felt the divine power surge through him and sprouted a blue head. He then sought out green Skuthosiin in his quest to completely absorb Tiamat's divine essence. After an abrupt transformation that included sprouting a green head, his mortal form was totally subsumed by Tiamat, and the chromatic dragon was once more manifest in the Realms. Following the Godswar, Tiamat again battled Gilgeam (who found his power much reduced) across the Outer Planes and in Unther, destroying much of the city of Unthalass. Gilgeam died, and Tiamat was weakened to the point where she ceased granting spells to her worshipers for a time. However, she quietly returned later, whereupon she continued to foment trouble in Unther.

Following Gilgeam's death, his seat of power, the Ziggurat of Eternal Victory, was sacked and burned. A few of his priests survived the general rebellion, however, and fled to a secret stronghold, the Citadel of Black Ash, hidden in the eastern branch of the Smoking Mountains. Mulhorand saw an opportunity to attack, and in 1371 DR, crossed the River of Swords, conquering first small towns and outposts and finally the Untherite capital, Unthalass, and cities beyond. The Northern Wizards maintain control over Messemprar, but, left with less than a third of the territory it held a year ago, Unther is on the brink of ceasing to exist. Only the mercy of Mulhorand's pharaoh or powerful intervention by outside agents (such as the Red Wizards, the Zhentarim, the church of Tiamat, or the dracolich, Alasklerbanbastos of Threskel) is likely to save Unther from becoming a territory of the new empire of Mulhorand. The Red Wizards in particular are loath to see that happen, and they supply both money and power to help Unther remain independent. Cautious Untherites are wary of the eventual cost of this aid, but many feel that any alternative is better than becoming subject to Mulhorand's rule.

For more information about Unther, check out the Forgotten Realms Campaign Setting, and older game products such as Powers and Pantheons and FR10 Old Empires. Also, check out the novel The Alabaster Staff by Ed Bolme.

About the Author: Thomas M. Costa is a professional staffer for a committee in the U.S. House of Representatives. He has been a contributor to several Wizards of the Coast products such as Demihuman Deities and Races of Faerûn, and he is the author or co-author of a number of Dragon Magazine and Wizards of the Coast website articles.
Canon contradictions of Tiamat

A serious contradiction occurs between Powers & Pantheons on the one side and FR9 and the H1-H4 Bloodstone modules by Douglas Niles and Michael Dobson (late 1980s) on the other hand.

The Bloodstone modules were not written for the Forgotten Realms setting, but executive level decisions were made at the old pre-WotC, post-Gary Gygax TSR in Lake Geneva, Wisconsin, to insert these modules into the Realms in order to provide a quicker supply of material for the new AD&D campaign world that had been purchased from Ed Greenwood in Canada.

Damara, Vaasa and modern Narfell were not a part of Greenwood’s Realms. The section of his map now covered by these lands was part of a much larger Great Glacier than we have today. The original maps showed the Dragonspine Mountains, which now end north of the Moonsea and west of Thar, extending in a star-shaped form on along the southwestern border of the greater Great Glacier, on into the Vast.

The old TSR management decided to melt off that corner of the glacier to make room for Damara and Vaasa as a setting for the H-modules, cut off the Dragonspines west of modern-day Thar and name the remaining mountains the Earthspurs and the West Galenas. The East Galenas were added between the new lands of Vaasa and Damara.

Thus, we see with what seriousness earlier decisions were made at higher levels of the old TSR in giving birth to the Realms after they had left Ed Greenwood’s fine shaping hands. Because of the rather carefree attitude that reigned then, it is no surprise that the H-modules and FR9 left Eric Boyd with some serious problems when he began working on the Mulhorandi and Untheric gods in Powers and Pantheons of which Tiamat was a part of.

In the module H4 The Throne of Bloodstone (TSR - 1988) by Niles and Dobson, the Ilmatari paladin Sir Gareth Dragonsbane and his companions travel through the ruins of Castle Perilous and into the Abyss, where they kill Orcus, abyssal god of the undead, and the goddess Tiamat.

In those days, there weren’t any strong definitions of the gods beyond those in the grey FR boxed set, which mentioned neither Orcus nor Tiamat, and there weren’t any very firm rules for killing or destroying gods or goddesses either. In the nine years that followed, much had been built upon the early foundations of the Realms, and it no longer was possible for Eric Boyd to leave things with Tiamat having been killed as a goddess by a mere mortal paladin. It’s impossible now for such wee folk to truly destroy a god or goddess.

As a result, Eric Boyd revised the now illegal earlier history of Tiamat and the Damarans, pointing out that Sir Gareth and friends destroyed the Dragon Queen’s sole remaining avatar in the Abyss, thereby slowing her rise to power in the Realms by a decade.

Not only because the earlier narration is clearly inferior to Eric Boyd’s revision but also because it fits the tale of Northern Journey beautifully, the project team elected to adopt the Powers & Pantheons version of Tiamat’s history.

source : vintyri.com

Tiamat vs. The Cult of the Dragon

The Church of Tiamat, little known in the western Realms, venerates the chromatic Dragon, a lesser power of Unther whose worshipers have begun to spread across Faerûn Also known as the Nemesis of the Gods, the Dark Lady, Queen of Chaos (something of a misnomer), the Undying Queen, Bane of Bahamut, and the Avaricious, Tiamat is the legendary Queen of Evil Dragons. Her followers seek to overthrow all other gods, and toward that end they acquire as much wealth and magic as they can accumulate. The church of Tiamat is strong in Unthalass and much of Unther, and it has growing centers of power in Sembia, the Vilhon Reach, and Vaasa. (For further details on Tiamat and her followers, see Powers & Pantheons.)

Strife between the Tiamat’s faithful and the Followers of the Scaly Way is a relatively recent development. Only in the past few decades have the two groups even become aware of each other‘s existence. The Dragon Queen is little known outside of the Old Empires of Unther, Chessenta, and Mulhorand. Those who know of her are more likely to think of her as a powerful legendary monster than as a divine power.

The Time of Troubles convinced Tiamat that she had to quickly acquire greatly increased power if her presence in the Realms was to survive the collapse of the Untheric pantheon. The Cult of the Dragon, composed of powerful but godless cultists predisposed to worship dragons, was just too tempting a target for the Dragon Queen to resist absorbing into her faith. The Dark Lady expects strong resistance from the more powerful Cult cells’ leaders, but she feels that the fractious nature of the Cult actually plays well into her plan. She can conquer the smaller cells easily enough, she feels, most often from within by proselytizing to the Cult members. Then, with numerous cells under her wings and the benefits additional worshipers give her, she can overcome the powerful cells. Tiamat is certain that no secular organization can withstand the concerted efforts of a group united both by faith and by clerical power supplied from a true deity In the years since the Time of Troubles, Tiamat’s faithful have begun to infiltrate and co-opt the Cult’s vast network of followers. .

Tiamat has been warmly received by a significant minority of the lesser-ranking, disillusioned Cultists and Cult supporters, who have begun to accept her as the “essence of dracoliches” in her role as the Undying Queen. In response, a few high-ranking Cult dissenters (particularly in the Sembian Cult cell) have turned to Null, the draconic god of death, to counter the Chromatic Dragon’s growing influence. (For further details on Null and his followers, see Appendix 1: Dragon Deities.)

While the Cult of the Dragon has long been wracked by feuds between its leaders, undermined by traitors and spies, and attacked by rival groups and determined individuals, it has never faced a true religion trying to co-opt its membership. As a result, the internal strife that now threatens to tear apart what Sammaster created has been more chaotic and less directed than normal for the Followers of the Scaly Way. The church of Tiamat has targeted more than one Cult cell in what has become a familiar pattern. First, followers of the Dragon Queen track down suspected Cult cells, identify likely members, and get themselves recruited to join the Cult. Second, mid-ranking clergy members worm themselves into the bottom ranks of the Cult and quickly make a name for themselves within the Cult cell thanks their hidden abilities. Third, such infiltrators secretly reveal the “long-anticipated coming of the Undying Queen” to disenchanted Cultists who seem uncommitted to the Cult hierarchy. Fourth, if they have not yet been discovered by the Cult leadership, the followers of Tiamat engender a split between rival leaders of the Cult. Finally, they offer their services, as well as those of all who have heeded Tiamat’s call, to the second-most-powerful faction in exchange for acknowledgment of the Dark Lady as the divine presence behind the Cult. The Keepers of the Secret Hoard have responded to the grave threat to their personal power posed by Tiamat’s followers in a variety of fashions. Some openly turn their forces against those whose loyalty is suspect. Others use their opponents’ own methods against them in accordance with the commonly observed phenomena that the weak are easily swayed. In Sembia, the Wearers of the Purple have betrayed any members they suspect of harboring sympathies for the Dark Lady by exposing their affiliation to the Cult to the local authorities, the Harpers, or Zhentarim rivals. As noted above, a few dissenters in that cell have even turned to Null, the Death Wyrm, as a counter to the growing threat of Tiamat’s faith, though Null is ill-equipped to tend to nondraconic members of his faith (and frankly rather puzzled by them).

Rumors concerning the existence of a multiheaded dracolich beneath the ruins of Castle Perilous have begun to circulate amongst the members of the Sembian Cult cell. The Wearers of the Purple are divided on how to respond to this latest threat to their personal power. While the normal Cult response to reports of a new-found dracolich, no matter how unusual, would be to dispatch a small group of agents to investigate, Naergoth Bladelord (NE hm F22) is concerned that the rumored Sacred One, should it actually exist, might delude some of the less committed Followers of the Scaly Way into believing the lies of Tiamat’s clergy. To avoid the risk of “proving” Tiamat’s authority over Sammaster’s followers, the Wearers of the Purple have deliberately leaked evidence of the supposed dracolich’s existence to several moderately skilled adventuring groups and a few Harper agents. The Cult leaders’ plan presupposes that one of these groups will find the means to investigate the Witch-King’s cairn. When such an expedition is dispatched, the most trusted agents of the Sembian Cult cell’s ruling council will observe the resulting fracas from afar and record the dracolich’s display of power, assuming it exists, as well as the might of any allies it has gathered in service. Based on the intelligence acquired, the Wearers of the Purple will then respond appropriately.

Threskel, considered to be part of both Unther and Chessenta at various times in history, has fallen under the sway of Alasklerbanbastos, the Great Bone Wyrm. Alasklerbanbastos lairs beneath Dragonback Mountain, northernmost peak of the Riders to the Sky mountain range between Unther and Chessenta. The former great blue wyrm is attended by several younger chromatic dragons as well as numerous human Cultists. The territorial ambitions of the self-proclaimed Overking of Chessenta threaten the very heart of Unther itself, and, as such, the church of Tiamat based in Unthalass. The Dark Scaly Ones of Unther are reacting to this challenge to their authority with a violent series of attacks against suspected Cultists and Cult holdings across anarchic Unther and the city-states of Chessenta. These attacks threaten to incite a flight of dragons against the cities of Unther and Chessenta, and, possibly, deadly battles between the two groups’ allied wyrms. The fallout from such open warfare would assuredly devastate the already suffering populace of the region.

The church of Tiamat is led by the high priests of the Dragon Queen who are collectively known as the Dark Scaly Ones, a practice originating in Unther. Shudu-Ab (LE hf P[Tiamat] 18 ), Wyrm Princess of the Dark Scaled Ones and High Priestess of the Altar of Scales (located in the catacombs of ruined Unthalass), has succeeded Tiglath as the leader of the Dragon Queen’s cult in Unther. Shudu-Ab has pretensions, so far unrealized, of uniting all of Tiamat’s followers in the Realms under her rule as the Dark Lady’s mortal regent.

Other prominent Dark Scaly Ones include
Hesthera Draketalons (LE hf P[Tiamat]13), leader of the Handmaidens of the Undying Queen beneath the ruins of Castle Perilous in Vaasa; Deiros Forktongue (LE hm P[Tiamat]11), a wyrmkeeper (specialist priest), and Ssenidak Wyrmspear (LE male lizard man F11/C9), Fire of the First Lizard, leaders of Tiamat’s cult in Surkh; and Kedrak Gilbane (LE hm Cru15), Lord High Marshal of the Knights of the Five-Thorned Rose and titular commander of the Serpent Guards.
Temples of Tiamat

Tiamat

The Alter of Scales (Catacombs of Ruined Unthalass)
The Wings of the Queen Reborn (Ruins of Castle Perilous)
Shrine of the First Lizard (Surkh)
The Pit of Many Colors (Unthalass)
Tiamat Monk Order:

http://www.wizards.com/default.asp?x=dnd/we/20020504a

Tiamat Serpent Guards (evil): assassin, divine champion, fighter,
rogue. These fanatics guard temples, serve as minions to
dragons, hunt dragonslayers, and assassinate those who
pry too closely into the activities of the church. They are
active in Unther and have been known to attack Mulhorandi
soldiers
Sacred Tiamat items:

Tiamat's sacred things (source : web enhancement Deity Do's and Don'ts from wizards.com)

animals - reptiles, snakes

monsters - evil dragons, abishai, dragonkin

gems - precious gems and metals of all kinds

colors - black, gold

manifestation - thunderbolt from the heavens
Garrigan DeLorre - Paladin 6 - died honorably in battle
X'Anne - Witch (Druid/Ranger mix) 4 - captured and imprisoned awaiting trial (retired)
Talon Xavaliir - Cleric 11 - living

"I didn't know he only had six kids, I thought he had millions." (on the passing of Gary Gygax)
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coach
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Post by coach »

Last edited by coach on Fri Jan 19, 2007 2:38 am, edited 1 time in total.
Garrigan DeLorre - Paladin 6 - died honorably in battle
X'Anne - Witch (Druid/Ranger mix) 4 - captured and imprisoned awaiting trial (retired)
Talon Xavaliir - Cleric 11 - living

"I didn't know he only had six kids, I thought he had millions." (on the passing of Gary Gygax)
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coach
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Joined: Sun Jan 04, 2004 5:50 am

Post by coach »

more...
Tiamat PC faction Real Estate holdings in ALFA1

LOCATIONS

Baldur's Gate: massive hidden temple/fortress underneath city

Waterdeep: hidden safehouse on Ship Street ((docks right outside door))

Amphail: huge mansion with small hidden temple upstairs accessed through secret door (small town on The Long Road server just outside Waterdeep)

Stone Trail: ancient temple in dragon graveyard ((somewhere on The Long Road server and still unfound))

Skullport: hidden shrine ((still unfound))

Selgaunt: hidden temple

Westgate: temple/shipping dock : Throne of the Multi-Hued Queen

Daggerford: temple in swamps ((unfound))

STATUS

Baldur's Gate: a Cult of the Dragon cell had a huge underground fortress which the original Pentagon members subverted. It is a massive complex with sleeping areas for twenty, a bathhouse, a target practice area, five prison cells, a library, a scrying chamber, a forge, an armory, and a war room. The Church now controls the cell's activities and have built a temple there. This temple has a portal constructed which can lead to one of the eastern strongholds if we were to construct the other half. Access to shipping lanes and major land travel.

Waterdeep: safehouse was once the abode of Vayla ((deceased)). Talon still has access key and The Church can use this as a safehouse. Access to major sea and land travel. Worship for Waterdhavians takes place a small half-day trek away in...

Amphail: A town ruined by war, the largest building was inhabited by the Pentagon and the structure was rebuilt. Access to The Long Road. A hidden temple can be found through a secret door in the meeting room on the second floor. A cell to hold enemies of the Church is also upstairs. You must have a key to enter and the petrified dragon egg to get past the deadly trap safely

Stone Trail: The Pentagon has been given the directive to find the ancient temple "where dragons go to die" & "protect the eggs there"

Skullport: only thing known is that there is a hidden shrine, shipping access assumed

Selgaunt: hidden, ancient temple on an uncharted isle, shipping accessed assumed, red dragon has a lair inside

Westgate: the only overt worship center, recently purchased and going through a refurbishment. The sea goes right up to it's wall with stone docks on either side.

Daggerford: Hidden temple under the direction of a black dragon clan
Garrigan DeLorre - Paladin 6 - died honorably in battle
X'Anne - Witch (Druid/Ranger mix) 4 - captured and imprisoned awaiting trial (retired)
Talon Xavaliir - Cleric 11 - living

"I didn't know he only had six kids, I thought he had millions." (on the passing of Gary Gygax)
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Rotku
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Post by Rotku »

That's what the wiki is for ;)
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