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#1havardAug 10, 2006 7:36:53 | http://www.wizards.com/dnd/article.asp?x=movie/mx20001215b This article gives a good overview of the land, that is obviously similar, though IMO not as cool as Alphatia. Check out the author though Håvard |
#2havardAug 10, 2006 9:39:03 | Here is another interesting site I found related to the movie: http://www.brucesangels.com/damodar.html Apparently this villain character Damodar appeared in both D&D movies which would suggest that they are in the same world. Yet, I cannot shake this recollection that there were mentions of Thay and some Greyhawk gods in the second one.... *confused* Im thinking now that 6 years have passed, it doesnt matter so much how badly the movie sucked, we could still make use of it if we want to... Havard |
#3vgeisz_dupAug 10, 2006 10:12:06 | Seeing how both moveis came out after 3e and since the 3e gods are greyhawk gods it is probably in greyhawk. However the whole setting was generic enough to be put in any world and would fit well with mystara. Vern |
#4the_stalkerAug 10, 2006 13:40:28 | Yeah, I seem to recall the director or someone involved with writing the story for the movie actually mentioning Alphatia as an inspiration for Izmer when the movie came out. And "Sumdall" is pretty close to Sundsvall, the imperial capital of Alphatia. Trouble is, of course, that it doesn't fit with Alphatia at all. I did have my own dark ideas about making it all work together and turn Izmer into a very young Alphatia, like Izmer was merely a name they tried to give the empire, but which never caught on. And the empress would make spellcasters and commoners equal only to wrestle power from the council, then return things to "normal" once she had consolidated her power. Still, given what a disappointment the movie was, it really didn't matter. As someone said back then, the beholder chased after a thrown stone... A stone, for crying out loud! |
#5eldersphinxAug 10, 2006 15:27:04 | ... Alphatia as the setting for the D&D movie? I thought people here wanted to get the hobby more interested in bringing back Mystara?!? |
#6Traianus_Decius_AureusAug 10, 2006 15:41:46 | ... Alphatia as the setting for the D&D movie? I thought people here wanted to get the hobby more interested in bringing back Mystara?!? Not the best advertisement for the setting, is it? :D |
#7havardAug 10, 2006 19:41:56 | ... Alphatia as the setting for the D&D movie? I thought people here wanted to get the hobby more interested in bringing back Mystara?!? Yes, well inspired by Alphatia. I guess we could see it as a tribute to our world, even though the movie was bad. The second movie, it appears is set 100 years after the first one, but now Izmer resembles Alphatia even less. Although the movie is better this time around. Yeah, I guess its better to just leave this thing be... :P Havard |
#8zombiegleemaxAug 10, 2006 22:14:57 | As far as I recall, the first movie represented director Courtney Solomon's home campaign which was actually based on Alphatia and Mystara. For the second movie, it seems likely that, since there was a different director (Gary Lively), that the writers didn't feel bound to stick with the original milieu (not a bad thing IMO), and just wrote a D&D-style adventure loosely tied to the first movie through Damodar's return. It would theoretically be the same world as Izmer, but the writers probably didn't worry about the wider continuity that much. I read online how Obad-Hai, the Core/Greyhawk nature god is the chief god of the world in the second movie. If someone wanted to detail the world, it might be an eclectic mix of Mystara and Oerth. Shane |
#9zombiegleemaxAug 11, 2006 16:18:47 | Wait, they made a second movie? Just goes to show how much I enjoyed seeing the first one - my conciousness refuses to pay any attention to any further D&D movies ;) |
#10havardSep 12, 2006 11:30:36 | It seems that WotC posted quite a few articles on the first D&D movie that are no longer available on their site. Luckily, I was able to find them using the Wayback Machine. Here is Dave Arneson on the land of Izmer: The Empire of Izmer By Dave Arneson The Empire of Izmer has existed for over a thousand years. Established in the aftermath of the horrific Great War, the empire is a shining example of stability and prosperity in an otherwise dangerous world. Sumdall is the center of the Empire of Izmer, politically, economically, and magically. By far the largest imperial city, although not the oldest, Sumdall has become the most important commercial power in the empire. [Most of that is a bunch of eye wash. When the dust settled, the mages were in charge, and they let everyone know it. Yah cross ’em, yer history. Smart folks don’t go anywhere near this dump. -- Charlie ‘The Cutpurse’] Sumdall (Metropolis): Conventional/Magical; AL NG, 100,000 gp limit, Assets 155,000,000; Population 31,000; Mixed (human 79%, halfling 9%, elf 5%, dwarf 3%, gnome 2%, half-elf 1%, half-orc 1%). Authority Figures: Empress Savina of Izmer, female human Important Characters: Profion, male human Wiz15; Ridley, male human Ftr1/Rog2; Damodar, male human Ftr7 (comander of the Crimson Guard); Snails, male human Rog3; Norda, female half-elf Ftr7; Elwood, male dwarf Ftr3; Marina, female human Wiz3; Vildan, male human Wiz4; Azmath (leader of the Council of Mages), male human Wiz12. Notes: There are numerous other powerful people and organizations in the city. Although many magic items are available in Sumdall, the Council of Mages controls almost all of them. The council will not sell any magic item, only trade for an item of greater value or rarity. As befits a great city, the houses are all well built and sturdy, but only the largest are built out of stone. Throughout the sprawling city, magically erected towers -- created by members of the High Council of Mages -- defy the normal limitations of construction. Indeed magic has touched almost every portion of the city. [Yeah, maybe where the mages live. The rest of the town got built with what was left over. Only thing magical about it is that the dumps don’t fall down. -- C.] By an early Imperial and Council edict, Sumdall was provided with an extensive sewer system. This has reduced the level of sickness far below that of any other large city. Such farseeing innovations have shown the practical benefits of magic in the lives of ordinary citizens. [And if ya wanna go anyplace in town without attracting a lot of attention, take the sewers. Be careful though -- there’re lots of nasty critters down there, so move quick. -- C.] A vast area of docks and warehouses covers the river’s banks. Most of the city’s commercial interests and many of its famed taverns, including the renowned ‘Many-Tiered’ Tavern, can be found near the river as well. In Sumdall, wonderful buildings such as the Imperial Palace and the many mage towers pierce the city’s skyline. The greatest of these towers, a 1,600-foot-tall juggernaut, belongs to the School Of Magic. Within the city’s confines, influential mages have their own towers and palaces. The second highest tower in the city, standing at a magnificent 1,100 feet, belongs to the archmage Profion. [Yeah, the mages are always trying to one up each other. They ain’t what you would call modest. -- C.] The archmage Profion is regarded as the most powerful mage in the empire. As a member of the High Council of Mages, he has proven his concern for the empire. His tower contains magical research facilities, living quarters, and houses a small staff. Within its structure, great storerooms and libraries hold the magical devices and knowledge that Profion uses to support his ongoing search for power. [Profion’s a good customer, but don’t mess with him. There’s a story that he has built a big ol’ room out of the bones of those who’ve crossed him. All I know is that lots of people who go in his place don’t come out. -- C.] The great multitowered structure near the center of the city is the Imperial Palace. It has been the seat of the Emperor and Empress of Sumdall for many centuries. It is perhaps the most beautiful structure of its size in all the civilized lands. Rumor has it that the opulence of its public rooms is outshone by the imperial living quarters, but no one knows for sure. [Glitz everywhere and lots of gold, but not a lot of magical stuff -- at least not compared to the School of Magic or Profion’s place. The imperials are okay. The Emperor’s got a nice daughter who even helps out the little guys once in a while. -- C.] Somewhere within the Imperial Palace lies the Rod of Golden Dragon Control. Only the imperial family can wield its great power and with it hold in check forces that might otherwise seek to harm the empire. All golden dragons, it is said, must obey imperial commands. Many terrible weapons were created by powerful, ruthless archmages and used long ago in a great conflict. The world was almost destroyed in this legendary war. Among the mighty weapons were devices that could control the great dragons. Many would seek to control the dragons, but only the rod still exists. Through the ages the imperial family has always wielded it wisely. [Yeah, without the rod the Emperor would be gone. It’s the only thing that’s keeping mages like Profion from running everything. Trouble is, it’s too powerful. Can’t use it to stop them magical creeps from doin’ tons of little stuff to make everyone else’s life miserable. -- C.] The School of Magic’s towers contain the greatest collection of magical artifacts in the world. There is hardly a magical tome or device that cannot be found somewhere within its vast libraries and storerooms. Apprentice mages care for many smaller magical creatures. At this school, the young apprentices receive their early training. Selected from among the most gifted children of the great families, the apprentices lead sheltered lives full of study and work. Generations of mages have been trained there, and no person can learn to use magic within Izmer without passing through its arcane halls of learning. Protected from the outside by magical barriers so numerous that no unwelcome individual may enter, the School of Magic is the safest place in the world. Although many have tried to find a way into the school, there is no proof that its magical defenses have ever been penetrated. [All those goodies sitting around gathering dust so a few ancient magic geezers can play with them. It’s every street runner’s private dream to be the one to break in there and "liberate" a few trinkets. -- C.] The Council of Mages convenes in a grand building near the Imperial Palace. There the greatest mages in the land sit in council to advise the Emperor on how best to rule. Magnificent decor frames the solemn proceedings that take place. It’s this place more than any other that illustrates the delicate balance between the Emperor and his most powerful subjects, the mages. It is this joint rule by the Emperor and the Council of Mages that sets Izmer apart from other lands and maintains the peace and stability only found there. [It’s more like a stand off. But the big honchos love public display and using big words, so change comes slow enough that the common folk can mostly stay out of the way. A few of us even manage to steal a profit here and there. -- C.] The land close to Sumdall is dotted with smaller towns and villages. Small farms are everywhere, and the main roads are filled with commercial travelers carrying goods to and from the capital. [Boring! Nuthin but hard-working stiffs who can hardly feed themselves. Life ain’t much different there than in the city. -- C.] |
#11zombiegleemaxSep 12, 2006 15:15:29 | Huh! That's neat. Can anyone say how closely this stuff (e.g. city population stats) fits with Official information on Sundsvall and Alphatia? Shane |
#12havardSep 12, 2006 15:28:46 | Huh! That's neat. Can anyone say how closely this stuff (e.g. city population stats) fits with Official information on Sundsvall and Alphatia? Sundsvall has 500,000 people vs. Sumdal's 31,000. Also, the 1% half elves would probably have to go, unless Pegataurs count here... Note that the second D&D movie is set ca 100 years after the first one. This could be the parallell of Alphatia in a historical period... Håvard |
#13knightfallFeb 13, 2007 23:46:53 | A bit of thread resurrection... I figured I'd chime in about the D&D movie setting. Now, I don't know much about Alphatia, but I've done a lot of research on Izmer. Specifically, I asked Dave Arneson some questions about the setting, several years ago, and have homebrewed Izmer into my campaign world. I've updated some of the main characters and edited some of the stuff I don't want for my world. Here's an example of one updated character. Ridley Freeborn, Knight of Izmer Re-duxed Izmer character for World of Kulan by Robert Blezard using modified stats from Jamis Buck's NPC Generator. Race: Human Classes: 5th level rogue, 5th level fighter, 5th level sorcerer Sex: Male Age: 50 Alignment: Neutral good Abilities Strength: 15 (+2) Dexterity: 17 (+3) Constitution: 13 (+1) Intelligence: 16 (+3) Wisdom: 11 (+0) Charisma: 16 (+3) Hit dice: 5d10+5 plus 5d6+5 plus 5d4+5 Hit points: 80 Initiative: +7 (Dex, Improve Initiative) Speed: 30 ft. (6 squares) Armor class: 21 (+3 Dex, +4 mage armor, +4 shield spell), touch 21, flat-footed 18 Base attack/grapple: +10/+12 Attack: +13 melee (1d8+4/19-20/x2, +1 shocking burst longsword) or +13 melee (1d4+1/19-20/x2, masterwork dagger) or +18 ranged (1d6+2/x3, composite shortbow w /+2 arrow) or +16 ranged (1d6/x3, composite shortbow) Full attack: +13/+8 melee (1d8+4/19-20/x2, +1 shocking burst longsword) or +11/+6 melee (1d8+4/19-20/x2, +1 shocking burst longsword) and +11 melee (1d4+1/19-20/x2, masterwork dagger) or +15/+10 ranged (1d6+2/x3, composite shortbow w / +2 arrow) or +13/+8 ranged (1d6/x3, composite shortbow) Saves: Fort +6, Ref +11, Will +8 Special attacks: Sneak attack +3d6, spells. Special qualities: Bonus fighter feats, evasion, extra skill points and feat for being human, spells, summon familiar, trapfinding, trap sense +1, uncanny dodge. Languages spoken: Common, Halfling, and Elven. Skill points: Rogue (80) + Fighter (26) + Sorcerer (20) + Human (19). Skills: Bluff +14, Climb +11, Concentration +12, Disguise +13, Gather Information +11, Hide +11, Intimidate +11, Jump +9, Listen +12, Move Silently +9, Open Lock +9, Ride +13, Sense Motive +10, Sleight of Hand +9, Spellcraft +13, Spot +10, Use Rope +9. Feats: Alertness, Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will, Heavy Armor Proficiency (B), Leadership, Light Armor Proficiency (B), Lightning Reflexes, Martial Weapon Proficiency (B), Medium Armor Proficiency (B), Point Blank Shot, Precise Shot, Simple Weapon Proficiency (B), Shield Proficiency (B), Tower Shield Proficiency (B), Two-Weapon Fighting. Sorcerer spells known (cast 6/7/5): 0th — dancing lights, detect poison, ghost sound, light, mage hand, read magic; 1st — charm person, mage armor, shield, silent image; 2nd — resist energy, Melf’s acid arrow. Possessions: +1 shocking burst longsword, +2 arrows (10), 20 arrows, 50-foot silk rope, backpack, bedroll, belt pouch, bit and bridle, composite shortbow, feed (one week), explorer’s outfit, flint and steel, light war horse, masterwork dagger, riding saddle, sack, saddlebags, thieves’ tools, trail rations (one week) and waterskin. Personality: Brash, devoted, and moody. Description: Human male, 5 feet 10 inches tall, short, brown hair and eyes. Ridley still tends to look and act like a rogue. He doesn’t like bulky armor and never uses a shield. He is content to appear harmless, a fact that has led many of his enemies to underestimate him. The only time he wears armor is when he knows a major battle is coming. Then, and only then, does he don a suit of half-plate or chainmail. These armors are usually whatever is available at the time, as Ridley doesn’t own a suit of armor. He has been often heard to say, “I am not that sort of knight”. It is this daring and bold defiance of how a knight should behave and appear that has endeared him to the people of Izmer and the Queen. Ridley never goes anywhere without his magical longsword, a gift from the hunter elves of Verdalf. Alternate World of Kulan Background: Rogue, scoundrel, reckless — those words are how Ridley’s detractors describe him. And while there is some truth in those words, they don’t describe him completely. Ridley is daring and noble of heart and might the best hope for Izmer’s future. He refused to accept the station that life bore him into. In fact, he takes great personal pleasure in challenging the status quo and tends to ruffle the feathers of Izmer’s noble families — both old and new. The fact that Queen Savina de Braose favors him doesn’t endear himself to Izmer’s nobility either. Ridley still has strong ties to the Thieves’ Guild in Sumdall, which gives him an edge when dealing with the members of Izmer’s Chamber and enemies of the Kingdom. His colleagues in the guild have helped him save the Queen from politic and physical harm dozens of times since the Dragon Conflict 25 years ago. This help has allowed the thieves’ guild to thrive in Sumdall, which Ridley knows will come back to haunt the city unless he can find a way to keep the guild in check. Queen Savina trusts his judgement in the matter and turns a blind eye towards the activity of the guild, as long as they don’t steal from members of the Royal House or the poor and innocent. As a Knight of Izmer, Ridley has found himself bound to the Queen by duty and honor. It took him time to adjust to the added responsibility but he is now one of the most recognized faces in the Kingdom. The people love him and consider him one of them that has made good. Proof that the new truth in equality amongst all Izmer’s people does work, in their minds. Ridley spends a lot of his time beyond Sumdall’s walls, righting wrongs and spending more and more time visiting the elves of the Verdalf Forest. It was Ridley who convinced the elves that they should have representation in Izmer’s Chamber. He has devoted himself completely to the expansion of the Way through Izmer’s society. He has come to realize that there isn’t any way for him to bring back his dead friends. For while losing Snails was hard, losing Elwood and Norda in his quest to resurrect Snails was even harder. As a result, Ridley tends to be very protective of his remaining friends including his wife Marina, Queen Savina, and Halvarth, the Hunter Elf King of Verdalf. He also is careful not to throw away the lives of the knights that he leads, while patrolling the Kingdom’s borders. He is careful not to anger Xilus, the Thief Lord of Antius, even though the Guildmaster of the Antius Thieves’ Guild won’t live much longer. Ridley hopes to incite the thieves of Antius to revolt against the harshness of their guildmaster and join the Thieves’ Guild of Sumdall. (This would allow Queen Savina to annex Antius City and its surrounding communities.) |
#14knightfallFeb 14, 2007 0:08:33 | Ah, what the hay,,, here's my version of Marina... Marina of Pretensa, Royal Wizard of Sumdall, Head Mistress of the Magic School of Izmer Re-duxed Izmer character for World of Kulan by Robert Blezard using modified stats from Jamis Buck's NPC Generator. Race: Human Class: 15th level wizard Sex: Female Age: 48 Alignment: Lawful good Abilities Strength: 9 (-1) Dexterity: 14 (+2) Constitution: 9 (-1) Intelligence: 20 (+5) Wisdom: 15 (+2) Charisma: 15 (+2) Hit dice: 15d4-12 Hit points: 29 Initiative: +2 (Dex) Speed: 30 ft. (6 squares) Armor class: 22 (+2 Dex, +4 mage armor, +4 shield spell, +2 amulet), touch 22, flat-footed 20 Base attack/grapple: +7/+6 Attack: +8 melee (1d4+2, +2 dagger) or +8 ranged (1d4+2, +2 dagger) Full attack: +8/+3 melee (1d4+2, +2 dagger) or +8 ranged (1d4+2, +2 dagger) Saves: Fort +4, Ref +7, Will +11 Special attacks: Spells Special qualities: Bonus wizard feats, extra skill points and feat for being human, spells, summon familiar. Languages spoken: Celestial, Common, Draconic, Elven, and Terran. Skill points: 24 (1st level wizard) + 84 (2nd to 7th level wizard) + 18 (for being human). Skills: Concentration +11, Craft (alchemy) +15, Decipher Script +15, Diplomacy +7, Hide +6, Knowledge (arcana) +15, Listen +8, Move Silently +6, Profession (librarian) +14, Profession (teacher) +14, Ride +6, Spellcraft +17, Spot +8. Feats: Alertness, Brew Potion, Combat Casting, Craft Wondrous Item, Eschew Materials, Forge Ring, Quicken Spell, Scribe Scroll (B), Spell Penetration, Silent Spell, Still Spell, Toughness. Spells: As the Royal Wizard of Sumdall and the Headmistress of the Magic School of Izmer, Marina has access to almost any spell she needs. Most of her memorized spells are utilitarian, on a day-to-day basis, but when fighting to protect Izmer she has the spells below memorized. Wizard spells prepared (cast 4/5/5/5/5/4/3/2/1): 0th – acid splash, detect poison, detect magic, message; 1st – endure elements, mage armor, magic missile, protection from evil, shield; 2nd – bear’s endurance, flaming sphere, levitate, protection from arrows, whispering wind; 3rd – blink, fireball, Leomund’s tiny hut, magic circle against evil, wind wall; 4th – dimensional anchor, ice storm, Silenced fly, Stilled lightning bolt, wall of fire; 5th – cone of cold, dismissal, feeblemind, Mordenkainen’s faithful hound; 6th – antimagic field, chain lightning, true seeing; 7th – Quickened fireball, Silenced globe of invulnerability; 8th – sunburst. Possessions: +2 dagger, amulet of natural armor (+2), bracelet of capture (see below), 50-foot silk rope, backpack, bedroll, belt pouch, flint and steel, sack, spellbook, spell component pouch, trail rations (one week), waterskin. Bracelet of Capture: This magic bracelet allows Marina to cast a magical lasso to snare an opponent. She may attempt to do so twice a day. The opponent or object Marina attempts to snare must be within sight. You must roll higher than the Armor Class of the creature (treat objects as an Armor Class of 10) to capture it. Once ensnared, the creature may not attack as long as it is ensnared. If the captured creature is at least 5 points stronger than Marina, it can move, dragging her behind it. The magic lasso lasts 6 rounds, then fades at the end of that time. It also disappears if Marina is damaged and you roll less than 15 on the Concentration check. Personality: Pragmatic, unfailing, and snippy. Description: Human female, 5 feet 7 inches tall, long, dark hair (graying) and auburn eyes. Marina tends to wear formal clothes as befit her status as the new Royal Wizard of Sumdall. However, when she is working in the Royal Library, she tends to dress as she did when she was the personal assistant to the previous Royal Wizard, Vildan. At home, in her leisure time, in the company of her husband and visiting friends she often dresses in long, flowing garments and simple, yet elegant, jewels and accessories. Alternate World of Kulan Background: The woman known as Marina was born the border city known as Pretensa and she still calls that city home even though she’s become the new Royal Wizard. After the Dragon Conflict ended, there were few wizards left from either side and Queen Savina was unsure if she could even trust those that sided with her. As a result, in a very unpopular move, she named Marina of Pretensa as the new Royal Wizard of Sumdall with all the duties that the position entails. No one was more shocked than Marina and the last 25 years have been difficult to say the least. Not only is she responsible for the Queen’s magical safety, she must also be Savina’s magical advisor when dealing with Izmer’s Chamber, as well as on foreign and political matters. Marina has been the target of assassins more than once, from jealous rivals, but her considerable magical skill and/or her husband, Ridley Freeborn, has always saved her from harm. The Queen seems willing to let Marina grow into her role gradually, and has not shown any indication that she plans to replace Marina anytime soon. Marina’s detractors state that Queen Savina favors Marina because she favors Ridley and that if the young knight met with an untimely death that the Queen would sweep Marina away like yesterday’s sweetmeats. The truth is that Savina has become to rely on Marina and Ridley to help protect her and Izmer from its enemies, both internal and external. |