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T O P I C    R E V I E W
Sourcemaster2 Posted - 04 Jun 2004 : 20:26:04
I've been working on a mage-city fo a while now, but there are a few things I'm not sure about. They seem fairly basic, but I can't find any concrete information to draw from. If anyone has answers (or you all do, and I'm just unperceptive), I'd appreciate the help. Here I go.

What level is your average wizard? What is the ratio (roughly) of mages to other classes? There seem to be a lot of casters in battles, but do most wizards focus on battle magic? If a mage doesn't want to travel and fight powerful foes, how can s/he improve their Art?
30   L A T E S T    R E P L I E S    (Newest First)
Sourcemaster2 Posted - 01 Sep 2004 : 23:51:07
Went through the pages to make sure I didn't mention something and then leave it out, so today's lore is somewhat jumbled.

Dweomerdeep

The somewhat presumptuous title belong'\s to Terrail's only prison. It is located on the east side of the Hall of Golden Blades, a large square granite building surrounded by smooth columns, giving it a cage-like appearance. This look has inspired most folk to refer to it as simply the Cage. Within its thick walls are held the law-breakers of the island, many of whom could not be contained by an ordinary guardhouse. To counteract the magical abilities of many of the convicts, numerous unusual means are used. Among these are continuous antimagic field effects, cells which exist in a demiplane of their own, chains of spellbinding (see below), and the more mundane methods of both gagging and immobilizing the hands of the prisoners. The jail is run by the Golden Blades, with heavy assistance from the Tower mages to maintain the enchantments.

A new item and spell, lords and ladies.

Chains of Spellbinding

This is the most common method for containing a spellcaster in the city. Chains of spellbinding appear to be made of a faintly translucent silvery-blue metal. When activated, they snake slowly about the victim, intangible but visible, a constant reminder of their crimes as well as a notification to all within sight that the person had committed an act unlawful enough to incur this punishment. While under the effects of chains of spellbinding, no spellcaster can use any magic, although they can make a Will save to activate magical items.

I'm a bit shaky on this spell, so input is welcome.

Wall of Resistance
Abjuration
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No
This spell is one of those written by Rean Wardmaster and later adapted for use in his private wardings. When cast, it creates a slightly shimmering silvery wall. This wall is not a physical barrier, but instead acts as an impediment to magical effects. Any spell, spell-like ability, or other effect that is subject to magic resistance. When attempting to cross the wall of resistance, the effect is treated as if it had been used against an object with spell resistance of 10 +caster level. If the effect overcomes the resistance, it continues unimpeded; if not, it is nullified.

The Warden is coming up, as well as a few other final chars.
Tethtoril Posted - 27 Aug 2004 : 23:54:28
quote:
Originally posted by Sourcemaster2

Thanks to ye both, O sagacious ones. Tethtoril, when the last few posts are done, would you like me to send you my own files on the city? It's basically the same info as I've written here, but organized with some degree of logic.



If you like Sourcemaster. It is always nice to have a downloadable copy of documents on lore like this.
Sourcemaster2 Posted - 27 Aug 2004 : 03:21:11
I've been having some difficulty writing up the population specifics. Here's what I've come up with, but I'd appreciate any suggestions for things to be altered. I'm new at this sort of thing, so help is welcome.

Population: 2,200
Races:
Deep Gnome (Celdignen): 150 7 %
Half-elf: 704 32 %
Elf: 176 8 %
Human: 1,056 48 %
Halfling: 66 3 %
Gnome: 44 2 %

Citizens:
Craftsmen: 50 %
Clerics: 20 %
Golden Blades: 10 %
Wizards: 20 %

At my request, Lady Silverwing wrote something for the city. I think it's quite well-written, so here you go:

Merschille's Manor

Aniya Merschille, proprietor of Merschille Manor, is a bard of the wizard city. Although rather joyful and filled with energy, the woman worked for a small time as one of the Golden Blades. However, it wasn’t long into her career before she began to feel overshadowed by the more powerful mages and retired. Withdrawing to her manor house, the bard of Terrail joined the craftsmen, and began performing in exchange for minor magics to be placed upon her home, finding it more rewarding and useful than gold alone. A rather dedicated worshipper of Liira, Aniya could not be separated from the populace for long and eventually began to rent out both her home and services; her prices were rather fair, though because of competition from others in the city, she was forced to stay on her toes. As the popularity of the manor began to rise, Merschille became more concerned with the safety of both her clients and her own privacy, and the nature of the favors she asked began to change direction a bit. Minor magics were embedded into her private rooms, sealing them from prying eyes when activated; trinkets such as dancing slippers, illusory masks, and minor levitation spells were also added over time, allowing for the further enjoyment of the manor. Any who wished to discuss business in private could do so out on balconies, as the doors wizard-lock upon command.

Perhaps one of the most enthralling things about Merschille’s manor is that it always has one or two new trinkets for display, even before they can be bought openly on the market. Because of the upper class clientele that the fest hall attracts, Anyia was able to strike a deal with local item makers- she keeps one or two of their creations for use by her clients, and in turn showcases them. Frequent visitors who wish to remain anonymous often have illusory masks reserved just for them; Aniya possesses the only key to the cabinet that holds them, and distributes them only to their original wearer. This little closet is in Aniya’s personal chambers.

Although the house is often rented, Merschille Manor has two major festive days where Aniya performs without charge. However, donations to Liira’s clergy are encouraged greatly.

That's all for now. As always, any thoughts?
Sarelle Posted - 25 Aug 2004 : 22:22:23
You mean all that compiling was in vain??? *collapses* You've done some great work Sourcemaster - I can;t wait for it to be up on the site.
Sourcemaster2 Posted - 25 Aug 2004 : 06:34:57
Thanks to ye both, O sagacious ones. Tethtoril, when the last few posts are done, would you like me to send you my own files on the city? It's basically the same info as I've written here, but organized with some degree of logic.
Tethtoril Posted - 24 Aug 2004 : 12:56:26
quote:
Originally posted by Alaundo
Well met

..and an absolutely splendid collection of lore it is too, Sourcemaster2

Be it known that this collection of lore will be made available in a future update at Candlekeep. I'm sure that Tethtoril will be glad to finally catch up on these scrolls

Thank ye for thy contribution herein, Sourcemaster2



Glad to catch up, aye. Glad it's ending, nay! Tis a marvelous gathering of lore.
Alaundo Posted - 24 Aug 2004 : 09:19:46
quote:
Originally posted by Sourcemaster2

Alas, I must announce that this scroll's end is in sight. There will be a few more posts, and maybe some here and there after that, but the majority of lore is finished. Should any of ye have any last questions you should ask fairly soon.



Well met

..and an absolutely splendid collection of lore it is too, Sourcemaster2

Be it known that this collection of lore will be made available in a future update at Candlekeep. I'm sure that Tethtoril will be glad to finally catch up on these scrolls

Thank ye for thy contribution herein, Sourcemaster2
Sourcemaster2 Posted - 24 Aug 2004 : 05:16:16
Alas, I must announce that this scroll's end is in sight. There will be a few more posts, and maybe some here and there after that, but the majority of lore is finished. Should any of ye have any last questions you should ask fairly soon.
Sourcemaster2 Posted - 19 Aug 2004 : 03:51:39
Nothing too special today, although Our Fair Lady has come up with an interesting idea to be posted soon.

Mage Duels

It is inevitable that Terrail be absent of spell fights, and it isn't. The rules for magical battle are long-standing and strictly inforced, but it's hardly unheard of for young novice mages or even citizens to sneck off into a shady corner to fling cantrips-and things more dangerous-back nad forth. If caught, the duelers themselves suffer wearing chains of spellbinding, which will be later detailed. As their name implies, they make the wearer unable to bring forth any hint of magecraft (to a limit), effectively inhibiting their magical powers. Additional rulebreaking can be more severe, eventually resulting in expulsion from the city an a geas of non-returning, as if they had become evil.

If mages seek a spell-duel that is legal, it can be done. The two opponents (both of whom must be fully trained adult spellcasters, aware of the consequences of their decision; they are checked for enchantments and other effects that manipulate the mind) are placed on an enormous plane of force above the city, with a similar dome rising above it. These precautions are augmented by a layer of antimagic that rings the barriers, preventing any magic-malignant or otherwise-from entering or leaving the area. It should be mentioned that these precautions are not permanent in nature, and must be re-summoned for each duel, to prevent young, rash, or simply stupid mages from sorting out their differences with smiting spells. Once within the structure, the two casters are free to unleash any spellcraft they desire, although the laws of the city still apply in consideration of summonings and spells with the evil descriptor. No more than two individuals may battle at any time, and only one duel may be fought a day, after which careful cleansing magics are employed to make sure that no residual energy has unforseen effects. Duels can be won in many ways: immobilizing the opponent, effectively binding his or her Art, one of the duelers running out of spells to cast, injuring the foe in a mortal way, a dueler surrendering, or certain conditions specified before the duel.

Duels are surprisingly rare in Terrail. Perhaps because defeat is witnessed to anyone who happens to be looking up, few risk a duel, preferring other, less fatal, contests of magic. Among these are crafting the most believable, exotic, or original illusion, playing the best magical prank, developing the most comical spell, invisible hide-and-go-seek, and similar, relatively harmless pastimes.

Working on the Warden, and LS's stuff, so more lore in the next few days.
Sourcemaster2 Posted - 16 Aug 2004 : 02:47:50
The Master Craftsman, Sodenus Dilneaera

It is often said that if Anthalus is the driving force behind the wheel that is the Council, Sodenus is the hub. Raised in a family of thirteen children, he was a diplomat from the start, negotiating such delicate and dangerous treaties as the "Stuffed Bear Incident." While he originally studied magic, Sodenus found that he possessed little aptitude for the Art, and was dismissed from his apprenticeship, which made a significant impression on the young man. He then moved on to advance his intellect in other ways, becoming a courier for the Leaves of Learning library in exchange for teaching. He did extremely well in his efforts, and his instructor, a kindly Oghman cleric who could not condond such great potential to waste itself carrying messages, sent to him to Silverymoon with references for the University of Silverymoon. There he studied history and the customs of different nations, picking up quite a few languages in the process.

Sodenus's progress did not go unnoticed. One of the teachers at the University (a Harper, although Sodenus never knew it), offered him the position of a minor diplomat. Seeing the opportunity for what it was, he accepted, and traveled the Silver Marches to many of the smaller and lesser-known settlements in the name of the Jewel of the North. His experiences were not usually of the advenurous kind, tending to be irritating border disputes of inter-group infractions, but the seemingly tedious constant negotiations were perfect for Sodenus. He reveled in making the two sides see reason-or not, if an agreement could be worked without it-and flourished in the harsh environment of the North. In time, he was promoted enough that he could remain in the city, and he did so for a few months. Always a social person, Sodenus quickly established a group of friends, mostly young nobles and those who worked in similar positions to his own. He did his duties well, and his life was moving steadily, but something was missing. It took him almost half a year to realize, amidst the parties he was planning and the protocol he oversaw, that he no longer felt interested in his work. It had become routine, everyday, and he began to long for something new. Eventually he took to traveling again, this time to more important nations, but even then he was not involved, wasn't challenged.

When Terrail became known to the public, and its offer sent out, Sodenus was immediately intriuged. Since Silverymoon was one of the nations most accepting of the young mage-city, there was little difficuty in obtaining the position of Terrailan ambassador, and he was the first to step through the Silveraen portal into the Gate Court. While not deeply interested in magic, he did have basic skills, and found it extremely comfortable there. Over the course of s few weeks, Sodenus came to understand what it was about the city that caught his attention: its vitality, its vigor. Neither of these qualities were missing in Silverymoon, but they were somewhat muted, as there, policy had already been established, order made from the chaos. In Terrail, he saw the promise of a society yet unmolded, ready to take shape, and he wanted to be a part of that shaping. Resigning from his post-to the surprise of his friends and superiors-he became a citizen. The Council-then lacking a Master Craftsman-already knew of his diplomatic abilities, and he was quietly but forcefully pushed toward that position. He became an apprentice blacksmith, an odd trade for someone with a scribe's hands, but he wanted to show himself as a common man's man, someone who could represent those who weren't greatly magical, and in doing so, he found that this ws true. His own lack of magical ability gave him an empathic bond with the craftsmen, and he quickly repeated his actions in Silverymoon, making friends and rising in the ranks. While he wasn't terribly adept at his new art, he retained all of his old abilities, and was raised rapidly to nominee for the Master Craftsman position (as I stated before, the MC isn't the best craftsman in the city, but instead is a people-person, someone who can interpret and, when needed, maniulate the will of the people). Sodenus was elected, and took on his new title, and more responsibility than ever. He is a major force in Terrailan society, someone with a delicate touch rather than the immense power of the Archmage and High Priest or the grim fierceness of the Warden. People can understand him, and he them, which has lead to a very prosperous relationship, more so since Sodenus came to further understand the intricacies of trade.

Whew...that was more than I intended to write. Once again I thank Lady Silverwing, this time for her input on this character. Waddya think?
Lady_Silverwing Posted - 14 Aug 2004 : 23:06:55
'Bout time you admitted it, SM. ;p I go away for just a little while, and already you're rubbing my name out as if it were chalk... ^^ I'm honored to be considered a close ally.

Sarelle, I've lent SM alot of my 2e materials, so I might have confused him with it. However, you are right. She is considered CE for 3e. Good call! SourceMaster: Cleric alignments can be CE, CN, or NE (Faiths & Pantheons, 3e).

Time to break my silence: You're doing a good job. Really, keep up the good work. *Summons Mordeaux forward and breaks out the customary sword to fend off the masses* Anyone who wants me to smack him around can... send bribes to the following address... J/K!
Sourcemaster2 Posted - 14 Aug 2004 : 22:11:04
Both crunch and fluff today, scribes. Enjoy

The Darker Side of Terrail continued...

Red Wizards

The Red Wizards of Thay have a considerable power base around the area of the Sea of Fallen Stars. Their enclaves are quite common there, and they sought to build one in Terrail early in the city's construction. The former Archmage knew the history of that organization, and wanted nothing to do with it, despite its recently assumed mercantile appearance. The official reason for the refusal was that, as a city of mages, Terrail had no need for an autonomous group of outsiders crafting items. The Thayans reacted by sending in several of their younger members, ones who had yet to wear the tattoos that are their trademark. The group posed as a small, tight-knit family, schooled casually in arcane traditions, but not eager to join any of Terrail's official groups. They became guests, and rented a small building in which they opened a shop called The Crimson Sash, which sells fine cloth and clothes of very high quality. Many of the wealthier citizens and guests shop there, and their works are made honestly enough, as the mages were well trained in preparation for their mission. While on the surface they seem to be hard-working members of society, by night they labor on a secret and much darker enterprise. Through experimentation with wild magic areas, the Thayans have managed to compose a spell which causes a spellcaster to temporarily lose control of his or her castings, as if they were in such a field. That isn't the worst part: the newest efforts are concerned with making this effect both permanent and contagious, effectively bringing forth a magical plague. So far, little success has been had, as the wizards must tread cautiously for fear of infecting themselves, and the spellwork itself is incredibly challenging.

The "family" includes Veltorn (father, transmuter), Merna (mother, illusionist), Trevin (son, evoker), and Lira (daughter, abjurer). Their family name is Relinsbough, and to outsiders they are quiet, polite, and distant. They have no friends outside the group, and conceal their efforts utterly both from magic and more mundane means of observation, all under threat of both death and eternal torture. Of course, if they succeed, the Red Wizards will weild a mighty weapon against the mages of the world.

I'd like to thank Lady Silverwing for coming up with the idea of a magical illness that targets mages.

Ok, here's some crunch.

Common Terrailan feats:

Arcane Preparation: Bards and sorcerers often take this feat to use metamagic with equal speed as their wizardly counterparts.
Courteous Magocracy: Although Terrail isn't structly a magocracy, wizards are plentiful enough for courtesy is widespread (hey, insult yon stableboy and he just might turn you into a toad).
Craft Magic Arms and Armor: Most mages have either this feat or Craft Wondrous Item.
Craft Wondrous Item: Most mages have either this feat or Craft Magic Arms and Armor.
Create Portal: Many of the Tower mages are adept at portal-crafting
Education: extremely common, as all Terrailans recieve at least a basic education.
Improved Familiar: Quite a few mages have augmented familiars.
Innt=ate Spell: Some of the most powerful wizards take this feat.
Magical Artisan: Another favorite of Tower mages.
Signature Spell: Mages with a favorite spell sometimes choose to take this feat.
Spellcasting Prodigy: Many Terrailans inherit magical aptitude from their parents, making this more frequent than in most places.
Spell Mastery: For obvious reasons, this is taught to most aspiring wizards, especially since it can mitigate the advantage sorcerers have in not needing a spellbook.
Also, all metamagic feats are known in the city. I excluded Craft Wand, Staff, and Rod, and Brew Potion because they aren't commonly used (although clerics do learn Brew Potion), Terrailans preferring permanent items.

Sorry to say it, but there is one more PrC in the works. *watches angry crowd run for pitchforks, begins to run*
Sourcemaster2 Posted - 14 Aug 2004 : 16:23:15
Oops. That'll teach me not to assign alignments at 3 AM. I guess she'll be N then.
Sarelle Posted - 14 Aug 2004 : 11:58:56
Shroud of Judgement sounds good.

Just to point out - you have a LN aranea cleric of Lolth, which is outside both Lolth's 3e three-step, and - I think - her 2e (ce), clergy alignment rules. Was this intentional? I don;t have a problem with it, as I've expressed on other threads, but if its a mistake I wanted to point it out.
Sourcemaster2 Posted - 14 Aug 2004 : 06:23:11
Nice suggestions. A close ally also proposed the term "Shroud of Judgement," which sounds promising, but nothing's fixed.
Wooly Rupert Posted - 13 Aug 2004 : 21:45:06
Howzabout something like Darkward?
Sarelle Posted - 13 Aug 2004 : 20:15:35
quote:
Originally posted by Sourcemaster2



I'm looking for a name for the skilled-rank mages. Any suggestions? In addition, although the noble and revered name of Evil-Blocker will continue to be used here, another, more official term is neccessary, so any ideas are welcome.



Agreed. I did, after all, just use it as a nickname. How about Ethical Repulsor? Or Ethical Deefender? I like the word 'Ethical'.

Nice stuff, by the way. The PrCs weren't even that bad!
Wooly Rupert Posted - 13 Aug 2004 : 03:09:17
quote:
Originally posted by Sourcemaster2

In addition, although the noble and revered name of Evil-Blocker will continue to be used here, another, more official term is neccessary, so any ideas are welcome.



I've previously heard the term "Evilometer", but that's usually in reference to a paladin.
Sourcemaster2 Posted - 13 Aug 2004 : 00:27:06
Zalina Certego

Zalina Certego is the Tower's resident diviner. Unlike most of her peers, she doesn't focus most of her energies on magic, though she is a formidable mage and is well-versed in the art of divination (she does not, however, usually prepare any spells for battle, preferring, of course, divinations, as well as magic concerning transportation or communication). Her true passion is philosophy, and she dedicates the majority of her free time writing about the differences between good and evil, the roles of magic and the gods in mortal life, and similar topics, to the interest or dismay of aspiring mages. All movices are required to take lessons from Zalina in the hope that she will impress upon them the importance of using magic responsibly. As well as being a mage, she is also an accomplished author, and her works are sought by many of the more . Zalina is a rather plain-looking woman who often bears a distant, almost cold expression. This is caused not by arrogance, as some think, but by Zalina'a attempt to view the world with utter impartiality. While she sees Terrail as a promising opportunity, Zalina is cautios of the almost unrestriced magical experimentation, and bends her efforts to making sure all developments are done with the approrpiate moral and safety considerations. She also stands out in her opposition of the Evil-Blocker, believing that its black-and-white discrimination doesn't keep out many potential dangers. Her propositions for a more comprehensive detective effect, unfortunately, will never come to pass. The expense-not to mention the people who would have to leave-are just too much to make it practical.

Zalina's Circlet

This plain, austere device reflects the nature of its crafter. It is a silver circle a semicircle at each "corner." In the center of the front of the circlet is a simple silver disk, engraved with the image of an open eye. It is one of Zalina's few magical creations, and she imbued it with several useful properties. When worn, the circlet allows the wearer to discern the alignment of anyone within 30 feet, grants darkvision, and the wearer is continuosly under the effect of a know duration and detect scrying spell. In addition, it is semisentient, bearing a Neutral Good alignment. The circlet has the ability to employ, at its discretion, the spells detect thoughts 2/day, see invisibility 1/day, and detect undead 1/day. It usually uses these spells to alert Zalina to a danger she is unaware of.

I'm looking for a name for the skilled-rank mages. Any suggestions? In addition, although the noble and revered name of Evil-Blocker will continue to be used here, another, more official term is neccessary, so any ideas are welcome.
Sourcemaster2 Posted - 09 Aug 2004 : 05:07:15
I realize PrCs are used too much, but I only plan to add one other besides this, and I hope the additional lore beneath will counteract its corruptive power.

Lifegiver

The order of lifegivers was founded by Byraun Harthen. It is very new, and has few members yet, mostly Byraun’s closest and most advanced students. The lifegivers seek to use their magic to heal others, both in mind and body, and to counter the threat of the undead and malicious necromancy. Their magics are similar to those of clerics, and they represent a possible confrontation between arcane and divine spellcasters. Despite this, the order has no aggressive tendencies, and desires only peace and restoration.

Lifegiver
Hit Die: d4.
Requirements
To qualify to become a Lifegiver, a character must fulfill all the following criteria.
Spells: Ability to cast 5th-level arcane spells, including the lifegift spells I-V
Class Skills
The Lifegiver’s class skills (and the key ability for each skill) Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Table: Lifegiver

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Lay on hands
2nd +1 +0 +0 +3 Fast healing
3rd +1 +1 +1 +3 Turn undead 1/day
4th +2 +1 +1 +4 Transfer healing
5th +2 +2 +2 +4 Cure spells

Class Features
All of the following are Class Features of the arcane archer prestige class.
Weapon and Armor Proficiency: Lifegivers gain no proficiency with any weapon or armor.
Lay on Hands: Due to their prolonged exposure to healing magic, lifegivers gain the ability to lay on hands as a paladin of their level.
Fast Healing: Through experimentation with the forces of the Positive Energy Plane, at 2nd level a lifegiver obtains fast healing 1.
Turn Undead: By studying the magical powers employed by clerics, lifegivers can channel the energy of the Positive Energy Plane to repel or destroy undead 1/day + Charisma modifier.
Transfer Healing: As the lifegiver’s restorative magic increases, he becomes able to imbue another with his healing essence. As long as a lifegiver maintains physical contact with another, he can grant it fast healing equal to his own. While he is using this ability, it is not accessible to heal himself.
Cure Spells: Reaching the height of arcane healing, at 5th level a lifegiver can cast cure spells at one level higher than a cleric does.

Okay, here are some spells and items.

Forceglass
Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 min/level
Target, Effect, or Area: See text
Saving Throw: None
Spell Resistance: No

Forceglass was written to be a party trick, a simple spell meant to impress or amuse, but it has become useful in dealing with certain acids and similar substances. When cast, forceglass creates a small, cylindrical field of force, which floats in front of the caster's palm. It is commonly used, as its name implies, as a glass for drinking, but can hold anything. When the spell ends, anything contained within is released, often resulting in soaked garments.

Elemental Barrier
Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 min/level or until discharged
Target, Effect, or Area: An anchored wall of up to one 10-foot square/level
Saving Throw: None
Spell Resistance: No

One of the abjurations written by Rean Wardmaster, elemental barrier is highly useful when dealing with a foe known to favor a specific kind of elemental attack, such as a dragon. When cast, the caster chooses an type of energy to defend against (fire, cold, sonic, acid, electricity). The wall will absord any energy of that type directed at it, up to 20 points of damage per level (maximum 200).


Wardfire
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/3 levels or special
Target: A creature or object protected by magic
Saving Throw: None
Spell Resistance: Yes

Wardfire is one of the more potent abjurations in the Library. It, like elemental barrier, was written by Rean Wardmaster, and was used by him against many enemy spellcasters in the defense of Terrail. When cast, wardfire covers the target in bright blue flames which cause no fire damage, but instead feed on the target's defenseive spells. Every round, the spell attempts to dispel a single protection on the target, starting with the most powerful and working down.

Material Component: Any item imbued with abjuration magic, whether temporary of permanent.

Dictation
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M, F
Casting Time: 1 Standard Action
Duration: 1 min/level
Range: Close (25 ft. + 5 ft./2 levels)
Target: Parchment, paper, papyrus, or similar substance
Saving Throw: None
Spell Resistance: No

Dictation is among the most practical of all Terrailan magics. When cast, it causes all words spoken by the caster to appear on the targeted surface. It is used with great frequency, especially when writing letters or documents of importance.

Material Component: Vials of ink appropriate to the amount of writing needed.

Special: If the caster mixes a drop of his own blood in with the ink, the text appears in his own handwriting. It is possible to substitute the blood of another, but the same risks apply as if the caster was attempting to use the subject's mage rune (if he or she has one) for decietful intent.

Focus: A quill

Elandrea's Earring

This ornate silver earring was enchanted by the nearsighted gnome wizardress, Elandrea Vilone. Elandrea was extremely sensitive about her limited vision, and sought to find a magical way to surpass it. She had a local silversmith craft a single, beautiful earring, engraved with images of birds of prey. When worn, it grants perfect vision to anyone with sight impediments, although it does not give sight to the blind or those lacking vision in another manner.
Mild divination; CL 1st; Craft Wondrous Item, clairvoyance/clairaudiance; Price 500 gp.

That's all for now, fellow seekers of knowledge. What do you think?
Sourcemaster2 Posted - 07 Aug 2004 : 20:43:25
Here are the characters posted so far. Take in mind that the mages and clerics are divided basically by magical power. Name-rankers are those who can manage spells from 1st to 3rd level; skilled 4th to 6th; masters 7th to 9th. Exceptions exist, but aren't common. For the noncasters, the division becomes somewhat blurry, and is not very dependent on character level. Also, many of the people listed here are very high-ranking, and so are far more powerful than the average Terrailan. Sourcemaster2 glances around to make sure no one's listening too closely to hear the dreaded term he must mentionThe Lifegiver and Alchemist PrCs are those that I'm developing, and will be posted in time.

Wizards
Anthalus Wyrdcrier, gold dragon, wizard, Archmage (CG male great wyrm gold dragon wizard 20/Acm 3)
Leyrin Runestaff, the Founder and first Archmage (deceased) (NG male human wizard 25)
Byraun Harthen, Lord Mage (NG male human wizard 10/Lifegiver5)
Elryna Tareana, bard, Lord Mage (CN female half-elf bard 13)
Chedi of Thay, Lord Mage (NG male human wizard 15)
Rean Wardmaster, Lord Mage (LG male human wizard 14)
Kar Doblen, Lord Mage (LN male dwarf wizard 17)
Jhaurmael Riversedge, sorcerer, Lord Mage (male elf sorcerer 20)
Vernale Noonstar, Lord Mage (CN female human wizard 16)

Seluis, naga, sorcerer, skilled Tower mage (CG male naga sorcerer 4)
Numeana, skilled Tower wizard, Guardian of the Vault (NG female elf wizard 11)
Inere Tarlaugh, skilled Tower wizard (CN male human illusionist 10)

Selne Jurev, Tower mage at the Crooked Lantern (N female human wizard 5)
Niris Emberborn, Tower mage, sorcerer, fire genasi, liaison for Calimshan (NG male fire genasi sorcerer 7)
Harlin Ishantar, “Mage of Blades,” Tower mage, noble, adventurer (CG male human wizard 6)

Grinmug, Tower novice, wizard/sorcerer, goblin (N male goblin socerer 4/wizard 4)
Uleus Dulnanin, Tower novice (LG male human wizard 3)
Yvolte Ghuld, aranea, cleric of Lolth, sorceress, Tower novice (LN female aranea cleric 6 of Lolth, sorcerer 2)


Golden Blades
Ryndal Gildedge, leader of the original Golden Blades and first Warden (NG male human wizard 3/fighter 9)
Neron Barweel, Captain of the Golden Blades, Circle member (LG male human wizard 1/ranger3/fighter 9)
Pertylon Gildedge, Circle member (CG male human wizard 1/fighter 16)

Lysandra Brindel, sorceress, Guardian, bodyguard, Zhentarim spy (LN female human sorceress 5/fighter6)

Tsaerlauth, good-aligned illithid body tamer, unknowing spy for Gauntlgrym, Golden Blade (LG male illithid body tamer 3/fighter4)
Lun Deepwater, Golden Blade, monk (NG male halfling wizard 1/monk 7)


Craftsmen
Perta (LG female human druid 4 of Chauntea/wizard 3)and Berune Gheden (CG male human druid 5 of Chauntea/wizard 3), druids of Chauntea, owners of Chauntea’s Bounty, Harpers
Nyra Lelian (Nyearandra), lillend, bard, owner of and performer at Siren’s Song (CG female lillend bard 4/expert 1)
Illera Monatauth, craftswoman, owner of the Crystal Caster, Moonstar contact (NG female human wizard 10/expert 3)
Mardel, guest, owner of Mardel’s Menagerie (N male human expert 10)
Therin (NG male human cleric 4 of Oghma/wizard 3) and Pylda Silverquill (NG female human cleric 5 of Oghma/wizard 4), clerics of Oghma, craftspeople, owners of The Missing Quill
Baergen Delvis, citizen, craftsman, pwner of Baergen’s Components (LN male human wizard 4/expert 2)
Feldan Liens, guest, owner of The Cleaving Pen (LN male gnome expert 3)
Wyren Jelg, citizen, leader of the Weavethieves, owner of The Silver Spoon (CN male half-elf wizard 5/rouge 5/arcane trickster 2)
Ralia Deepwater, matriarch of the Deepwaters, co-owner of The Seven Stars (NG male halfling wizard 1/expert 6)
Frent Deepwater, co-owner of The Seven Stars, cook (NG male halfling wizard 1/expert 3)
Allena Deepwater, waitress at The Seven Stars (CN female halfling wizard 1/rouge 1)
Marje Deepwater, waitress at The Seven Stars (NG female halfling wizard 1/expert 1)
Felyn Deepwater, waitress at The Seven Stars (NG female halfling wizard 1/expert 1)
Carden Dulnanin, sorcerer and smith, owner of Sturdy Mettle (male human sorcerer 2/expert 5)

Clerics
Pereon Oerline, High Priestess (NG female human cleric 17 of Mystra/wizard 1)
Saryl Q’tellion, Keeper, psion (NG female human cleric 5 of Mystra/psion 10)
Daern Telenis, Keeper, Temple librarian (CG male human cleric 4 of Mystra/bard 5/ wizard 6/loremaster 2)
Lean Paerdlon, Keeper, Head Alchemist (NG female gnome cleric 5 of Mystra/wizard 5/alchemist 4)
Kemmen Modarl, Keeper, Mentor of the Novices (N male human cleric 9 of Azuth/wizard 3/arcane devotee 2)
Alyssa Renaldis, Keeper, paladin of Mystra (LG female human paladin 11 of Mystra/wizard 1)

Aethries
Ferith Arged, a former High Priest, servant of Mystra (LG male Aethrie cleric 15 of Mystra/wizard 1/loremaster 2)
Lystra of Shadowdale, a powerful priestess of Azuth (N female Aethrie cleric 7 of Azuth/wizard 3/mystic theurge 2)
Gredeon Synrad, a deeply spiritual elven Mystran cleric (NG female Aethrie cleric 10 of Mystra/wizard 1)


Others
Aylena, thief, member of Last Chance (deceased) (N female rouge 6)
Gerbald Stonespeaker, deep gnome mage, Founder (NG male sniverflebin wizard 15)
Kearauth, guest, cleric of Shar, shadow wizardress (N female human cleric 11 of Shar/wizard 8)
Wyren Lathernal, Harper thief, Elryna’s lover (CG male human rouge 3/Harper 2)

Terrailan Tidbits

1: It is common knowledge that all Tower novices must write a new spell to become full mages. What is not publicly known is that the Archmage keeps a hidden collection, called the Heart of Words, which contains a scroll of every spell interred in the Library. These scrolls are sealed away in a tiny extradiensional space, which protects them from the elements and those who would steal them. So far, none have been used, and Anthalus keeps them more as a collection than for practical purposes.

2: As well as the PrCs listed earlier, the arcane devotee is also common among the clergy and the more religious mages.

3: Magical items are found far more easily in Terrail than in an ordinary city. Any weapon or armor with a +1 quality can be obtained quickly, with more powerful weapons being more difficult to find, often crafted only for commission. Wondrous items up to 2,500 gp are common, and more expensive ones can be constructed or bought without too much trouble, and almost always for near if not exactly market price. Wands aren't seen frequently, but those of 0th, 1st, or 2nd level spells can be bought (from a char to come). Staves are rare, and are always built by order, and rods are virtually unheard of except to the more powerful spellcasters.

4: Rean Wardmaster is highly adept at his unique spellshields, which he creates for those with enough gold. They are not, as the ignorant believe, mini-mythals. They are limited in their capabilities, but usually encompass an alarm effect, some protection from divination and teleportation, and, for a hefty sum, spells triggered by intruders, usually immobilizing them. Different nuances can vary; some wards shield from elemental attacks, or create a field of magic resistance (as a spell to be posted). One of the greatest limitations is that use of the wards active capabilities (triggered spells, elemental/magic resistance) drains it, and it must eventually be recharged (although the alarm function is permanent, as are the protections from teleportation and/or divination). This, of course, costs additional gold.

That's all for now, mighty sages. Any thoughts?
Sourcemaster2 Posted - 07 Aug 2004 : 01:31:24
Just to be clear, the Terrailan Tidbits are somewhat random but usually important pieces of info that don't warrant their own sections. They're all meant to be useful, and I'll post them as their own little nuggets of lore.

Terrailan Tidbits

1: The traditional wizardly garb has fallen somewhat out of style in Terrail. No longer are robes the standard dress of magefolk, although many of the older, more traditional practitioners maintain it. The new attire generally consists of: a knee-length tunic, usually with many pockets of various sizes; a wide leather belt, which holds pouches for spell components and foci, odd-shaped items such as scroll cases, wand sheaths, potion containers, and holders for magical items of more exotic design; footware of any stripe, favoring boots. This style is adopted by the younger mages, who see little point in keeping up the robe-wearing image of wizardry.

2: While the Golden Blades keep a strong contingent of their forces within Terrail, they do sell their services to those with enough gold and a just cause. In addition, Tower mages and temple clerics are free to join them (provided they are not needed by their superiors). They travel in groups of twenty, usually composed of sixteen Blades, three clerics, and one mage. There is variety, of course, depending on circumstances, but that is the usual grouping. Pay is distributed equally, and also varies by danger involved, duration of service, and so on.


I'm going to post the levels of the characters I've listed so far. Full write-ups aren't in the near future, but that much will be here soon.

I'm unsure what portal use should cost. It shouldn't be so high that only the wealthy can use one, but something is needed. I'm a bit vauge on Faerunian economics, so I could use some help.
Sourcemaster2 Posted - 05 Aug 2004 : 03:34:40
Thanks, Jarren. To counteract the PrCs, I introduce a few new spells and items for your examination.

Infinite Candle

This simple device is a favorite among the visiting nobles. It appears to be an ordinary candle of white beeswax, bearing a small rune on it's base. On command, it bursts into flame, giving light in a 10-foot radius. The fire does not consume the candle, and can be used at will. It is less practical than standard magical illumination, but adds a more romantic atmosphere, and can be deactivated with a repitition of the command word.
Mild transmutation; CL 1st; Craft Wondrous Item, prestidigitation; Price: (Insert plead here)

Sphere of the Servant

One of the newer innovations is the sphere of the servant, which is quickly rising in demand. When placed in an area, it can create an unseen servant, as the spell. The servant can travel up to thirty feet from the sphere, and performs all the actions capable by the spell. Once activated, the device should not be removed from the area; doing so will cancel the effect, and renders the item inoperable for four hours.
Mild conjuration; CL 3rd; Craft Wondrous Item, unseen servant; Price: Aid me, O scribes!!!

Spellpocket
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Items weighing up to 10 lbs/level
Duration: 1 hour/level (D)
Saving Throw: Yes
Spell Resistance: Yes
A handy spell for adventurers, spellpocket creates a small extradimensional space capable of storing nonliving items. Once cast, the caster can send any items s/he holds into the pocket with a command word, and recall them with another. Attended items revcieve a save. When the spell ends, any remaining items appear before the caster. If the caster enters a portable hole or similar area, a rift to the Astral Plane is torn in the space: stored items and hole(or similar) alike are sucked into the void and forever lost. If a portable hole(or similar) is placed within a spellpocket, it opens a gate to the Astral Plane: The hole and any creatures within a 10-foot radius are drawn there, destroying the portable hole and spellpocket in the process.

Capture Image
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: A small crystal
Duration: Permanent
Saving Throw: No
Spell Resistance: Yes (if applicable)
A spell made famous by the Crystal Caster, capture image is used to place an image on a crystal. The image can be one the caster is currently viewing, or one previously studied. The picture appears as seen or as remembered, so flawed memories can lead to flawes crystals. This spell is a tightly-kept secret, known only to the employees of the store, who are enchanted against revealing it (and similar secrets).
Material Component: A mix of topaz, sapphire, and ruby dust worth at least 25 gp.

Assess Injury
Divination
Level: Sor/Wiz 2, Brd 2
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Duration: Concentration, see text
Saving Throw: yes (harmless)
Spell Resistance: Yes
One of Byraun Harthen's spells, this allows the caster to discover the injuries, if any, of the target. Additional information comes with each round the spell is maintained.
1st Round: Presence or absence of injury
2nd Round: Locations of injuries
3rd Round: Relative severity(surging wound, mild nick, ect.) and nature(bruise, cut, burn) of injuries.

Well, there's some lore. I think there are enough portals, so that's on the shelf for now. I've been considering relenting the demand for a level of wizard (still hesitating; I like the idea of a city of real mages), and allowing a feat. Perhaps the ability to cast three cantrips or one 1st level spell per day, with additional feats allowing more spells (never higher than 1st level). Any opinions, noble loremasters?
Jarren Longblade Posted - 04 Aug 2004 : 07:56:00
Sorry I have not been around I have tried to keep up with your city. And after catching up on the new info you have added I must say that it is one of the best and most interesting Cities there is. Keep up the execellent work...
Sourcemaster2 Posted - 04 Aug 2004 : 04:10:02
I'll try to be brief, for the sanity of all those watching. It's quite true that the mystic theruge is popular in the clerical ranks, as Mystran and Azuthan priests often multiclass as mages, sorcerers, or bards. The others that are common are:
Arcane Archer: There is a small contingent of arcane archers within the ranks of the Golden Blades, all half-elves.
Arcane Trickster: There are a few of these in the city, but their skills seem too much like trickery (no pun intended) to be valued, and so their numbers will never grow beyond two or three.
Archmage: The most vaunted PrC in the city, the archmage is known as the pinnacle of magicl power. Many ambitious mages strive to achieve this title, and moreso the magics it implies.
Assassin: Occasionally taken by a Weavethief for it's magical properties and useful abilities, assassins are still very rare, almost unheard of.
Dragon Disciple: Some few of the city's sorcerers hold to the ancient suppositions of draconic origins, and seek to pursue the power they claim. For the most part, they are derided for their gullibility, but some few achieve formidable power
Eldritch Knight: While there are no bladesingers in Terrail, the eldritch knight are their human counterparts. This PrC is taken by either Golden Blades who seek to augment their magical power and by mages who want to learn military skills.
Loremaster: Many wizards and clerics take on the role of loremaster over the course of their studies. They are respected for their knowledge, not magical power, and often serve as advisors, teachers, or librarians
Thaumaturgist: More common among the city of the deep gnomes, these summoners use their talents in construction and battle. They, like other Terailans, shy away from summoning unwilling beings and are forbidden summoning demons and devils, but will gladly use their abilities when needed.

Again, I too like lore over "crunch," but some is needed. If there are other appropriate PrC's, I'm open to suggestions.
Sarelle Posted - 03 Aug 2004 : 11:50:29
quote:
Originally posted by Sourcemaster2

A moment approached which I know has been dreaded. In this scroll of knowledge and lore, I hesitate to introduce such a torturous topic, but it is coming: tremble and quail before the Prestige Classes of Terrail!... I'll list the more common PrCs taken by Terrailans, and eventually the (thankfully) few I myself have concocted for this amazing (not so much) city.



Nooooo! *Wards this scroll from Sirius!*
Seriously, don't dwell on this too long. I much more enjoy your lore, your magic items, and your spells. (On the other hand, I'd imagine that Mystic theurge would be pretty popular amongst the clergy.)
Sourcemaster2 Posted - 03 Aug 2004 : 06:42:00
A moment approached which I know has been dreaded. In this scroll of knowledge and lore, I hesitate to introduce such a torturous topic, but it is coming: tremble and quail before the Prestige Classes of Terrail!... I'll list the more common PrCs taken by Terrailans, and eventually the (thankfully) few I myself have concocted for this amazing (not so much) city.
Sourcemaster2 Posted - 31 Jul 2004 : 06:42:49
Harlin Ishantar


One of the city's more flashy citizens, Harlin Ishantar is also known as the "Mage of Blades." A frequent adventurer, he is famous for his many unique spells that relate to bladed weapons, particularly daggers. At any given time, Harlin carries around a dozen daggers, each of which is either enchanted or a spell focus, hanging from sheaths, pockets, or floating about him in a similar manner to ioun stones, couched in what he calls spectral sheaths which are maintained by his self-ensorceled belt, adorned by silver images of various bladed weapons. He is well-known for his success in battles against orc attacks on Silverymoon and his cunning defense of Bloodstine Pass. The latter earned him the regard of the sniverflebin of Damara, who introduced him to illusionist magic at their school. Harlin wrote additional spells based upon their teachings, all of them using a combination of true power and illusion to confuse and defeat opponents. As well as an arcane focus on baggers, he is quite adept in their more standard use, as able in a knife-fight as any cutthroat.

Harlin is one of a rare breed in Terrail or anywhere else; he's exactly what he appears to be. A formidable battle mage, moral sometimes to naivity, but sharp-witted. He sees things in basic terms: friend and enemy, good and evil, right and wrong. His family is a noble one, albeit minor nobility, with a long tradition of adventuring. Harlin differs from his ancestors in that he chose the way of magic, rather than the usual skill at swords, but this has earned him no emnity. What has angered them is that he has not returned from what is "supposed" to be a fleeting desire for danger, treasure, and fame. If and when he does return home, his reception is likely to be a sharp one. For now, he's content to be a Tower mage and develop new magics. Still unrid of wanderlust, he takes advantage of the Adventurer's Pact to keep from being tied down, and is often traveling. When he comes back, he is always bearing some new item found, spell written or rediscovered, or both. This keeps him in the good graces of his superiors, who would otherwise assign him some true responsibility.

I'll post a few of Harlin's spells soon.
Sourcemaster2 Posted - 30 Jul 2004 : 03:27:59
Behold, my children, as my (dubious) wisdom falls upon your worshipful (ha!) and attentive (not so much) gaze.

The High Priestess, Pereon Oerline

The present High Priest is Pedreon Oerline, priestess of Mystra. She was something of a surprise to the clergy, as Pereon has always been a shy, reclusive woman, spending her time on her studies. Having limited social skills and few friends, she is deceptive in her apparent placidity. Make no mistake about it: Pereon is a huntress, a predator seeking any trace of magical lore. Those who stand in her way beware, for her cold, fierce strength is not to be trifled with. That is not to say she is ordinarily aggressive; she's just extremely intense about her studies. Pereon is something of an oddity: she's a Terrailan born and bred, something unusual in such a new city. Her teachers were impressed with the seriousness with which she undertook learning, and she was matchless in her class in all areas, but she took the most interest in studying magic. She had the potential to be a great wizardress, but found her interest lying more in magic itself than wizardry. Finding that the ethos of Mystra resonated with herself more clearly than any other deity or calling, she became an acolyte. Even the temple clerics were awed by her focus as she spent many sleepless nights devouring arcane texts. She seemed to swallow the knowledge whole, absorbing anything relating to magic at unbelievable speed. The alacrity of her studies brought her quickly to full priesthood, and she donned the title of full cleric. Rather than sating her thirst, this increased it, as she now had access to deeper and more potent lore. The Keepers worried about Pereon, as she practically lived in the Librarry, but she could not be slowed. Finally she took some time off to journey, seeking firsthand knowledge of the various types of magic. Her interests lie primarily in the different ways magic can be used, both divine and arcane (even the Shadow Weave) and she interviews any who have found new powers and methods of spellcasting. When she returned, she was raised to the rank of Keeper, as her expertise in magic surpassed most of the clergy in Terrail (and elsewhere).

When Pereon was chosen by Mystra, her peers were surprised. Usually, the High Priest is someone who is skilled at diplomacy, a quality the priestess acutely lacks. She is blunt, knowing what she wants and not hesitant to go for it. Nevertheless, she is serving well, aware of her abilities and their limits. She delegates most of her more diplomatic responsibilities to Kemmen, as he is deft at such things. While her studies have suffered somewhat from her new duties, she has access to almost unlimited lore. Pereon has agents about Faerun who notify her of any unique, new, or rediscovered magic. Any person who has discovered such magic can earn quite a bit of gold selling their descriptions to the High Priestess, provided that they are willing to undergo hours of sometimes severe interview (or a mind-probe, whatever one prefers). It is well-known that Pereon keeps extensive notes contained in an enchanted book able to hold (seemingly) infinite writing. Supposedly anything written can be recalled with certain identifying words, but they are kept quite secret.
Sourcemaster2 Posted - 28 Jul 2004 : 20:56:46
The Court's starting to get crowded.

Almraiven: The primary place of arcane study in Calimshan, Almraiven has an "enchanted" portal. It took some effort to make Syl-Pasha Ralan el Pesarkhal agree to have a portal constructed; the Calimshan aversion to teleportation magic is not easily bypassed. Terrail imports certain magical objects and spells relating to desert environments, fire, and lore on beings such as genies, while exporing its own spells, components, and items. Some spoke out against the creation of the portal on the grounds that Calimshan is less good-aligned than most of Terrail's allies, but its magical traditions were too much to pass up.

Niris Emberborn

It is Niris Emberborn who keeps communications between Terrail and Almraiven alive. He was raised in Almraiven, where he attended the arcane college. Whien the portal was proposed, he was its greatest supporter, believing that the magic of Calimshan was becoming stagnant. A fresh infusion of knowledge was needed, Niris thought, and in time his view was accepted. He was made a liason between the two cities, essentially a go-between for those in power. To smooth relations, Niris entered the Tower of Rising Light as a novice. His skills advanced him rapidly to full mage, and he returned home claiming to have learned much. Now a mage of both sides of the portal, he is the perfect emmissary. Visiting mages are greeted by Niris, who gives them a tour of Terrail and often acts as host to them.

Niris is a fire gensai gifted in sorcery; supposedly his talent and heritage derive from an efreet ancestor of great power. His spells reflect his nature, focusing on fire, heat, and the warding against such. Many of his spells can be found in the Tower Library, and the Vault holds his Emberborn Staff, a smooth stave of ash wood topped by a large crystal resembling a flame in both color and shape. It functions as a +1 flaming quarterstaff and holds several of Niris's unique enchantments.

Some random bits of info:
1: The Siren's Song, as well as providing entertainment, offers music lessons. Both instrumental music and singing are taught by Nyra Lelian and the other performers. Besides training, this service allows Nyra to detect individuals who are gifted in bardic magic; she informs the Tower of such people.

2: While conventional approaches to Terrail are impossible, teleportation spells do function there (except where specifically prevented). Flying creatures meet the same misleading magic as those who come by sea.

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