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 Jedi in the Forgotten Realms.

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T O P I C    R E V I E W
Crennen FaerieBane Posted - 15 Feb 2006 : 15:12:48
Recently I have introduced a small number of Jedi-esque characters into my FR world. Since the weave is just a direction derivative of the Force, the idea works perfectly. The only change I have made is that the lightsabers are basically binded elementals, honed and focused into blades.

Obviously, Shar, being supremely jealous, would start her own order (aka the Sith). But this allows a perfect blending of the systems in my mind. The only question I have is, where do you think the best base would be for these anti-Weave knights? I want to stay away from Shade, as they already have their own dealioos with Shar.

Any suggestions?

C-Fb
10   L A T E S T    R E P L I E S    (Newest First)
Crennen FaerieBane Posted - 16 Feb 2006 : 05:16:06
I used a little of the rules from Eberron to create the lightsabers. It seemed like a good idea, especially with the predisposed ways to bind elements.

I know there have been several groups similar, but I figured I could use the Jedi with a tie in as a possible exalted class (Book of Exalted Deeds), but I didn't want to get too crazy yet, as my group is sort of play testing them now.

I imported the system from SWRPG d20 and split the force powers into force points (ala KOTOR series) and removing Wound points. I have the Jedi in sects to Azuth, Selune, and Mystra (Sentinel, Consular, and Guardian). Obviously, Shar would not want to give any of her props out, so all three Dark Jedi classes are under her (unless there is a ursurper in the wings).

And WF, I realize that it is a rough translation - they obviously had to take on the deity thing to be linked to FR. I have changed some of the tenets (as I make them more golden age than galatic era), but overall the principles are there.

Any other questions? I'll answer what I can, though I am kind of stumbling through. :)

C-Fb
Hoondatha Posted - 16 Feb 2006 : 02:09:15
Personally, I'd put their main base way out in the middle of nowhere, somewhere with a hostile environment (deep in the Spine of the World, or Ice Mountains, for instance). This allows them to be secretive (can't find the base), and continue to survive even if all their wandering agents got wiped out. It would also allow them to harden their bodies and train their minds (much like some RL Chinese and Tibetan monks do).

In this setup you'd probably only see "master and apprentice" pairs out in the world. Children would be found and taken to the base, trained to apprentice status, given to a master, and told to wander the world and raise hell, only returning when it was time for the apprentice to graduate.
Arivia Posted - 16 Feb 2006 : 00:48:23
quote:
Originally posted by The Sage
Actually, I was thinking that myself -- it sounds very "Dragonshardish".


I was more referring to how Eberron has a pre-existing system for binding elementals into items(see pages 51 and 265-267 of the ECS and pages 10-14, 17-19, and 116-122 of Magic of Eberron). The Khyber shards needed could replace the focus crystals in a lightsaber, perhaps?
The Sage Posted - 16 Feb 2006 : 00:38:53
quote:
Originally posted by Arivia

quote:
Originally posted by CrennenFaerieBane
The only change I have made is that the lightsabers are basically binded elementals, honed and focused into blades.



Have you been using the rules from Eberron to accomplish this?

Actually, I was thinking that myself -- it sounds very "Dragonshardish".

As for Jedi in the Realms... I've considered something like this before -- but more in line with how the Jedi were originally conceived by GL as the "Bendu" -- more monkish. I found that the Mindknight PrC worked well with this idea also (you can find the PrC here:- http://www.wizards.com/default.asp?x=dnd/re/20020819a).

Take a look... It may give you more ideas for this.
Arivia Posted - 15 Feb 2006 : 19:48:17
quote:
Originally posted by CrennenFaerieBane
The only change I have made is that the lightsabers are basically binded elementals, honed and focused into blades.



Have you been using the rules from Eberron to accomplish this?
Winterfox Posted - 15 Feb 2006 : 17:28:18
Making them spellcasters in the sense of sorcerer/wizard would be a little ridiculous. Force powers aren't something you memorise and cast per day. So yes, psionic type would be more likely.

With that said, I can't help but wonder if it's a bit, well, gratuitous. There are already a few groups similar to the Jedi in the Realms -- I think the jordain are ones, especially with their political involvement with the running of Halruaa. (Jedi are advisors to the Galactic Senate.) They, and the Sith, are rather generic without the history particular to SW -- the Great Sith War, the lore of past Jedi and Sith, the philosophy and the reasons behind it. (Rather black-and-white view of Jedi tenets since a thousand years before the movies -- Bioware kinda screwed up with their portrayal of Jedi during the very very Old Republic era. Sith having their own background as, originally, an alien species rather than an order. Exar Kun. Fredon Nad. Queen Amanoa. Without these, the Jedi would be reduced to generic paladin-y warrior priests, and the Sith would be reduced to pretty much generic evil-doers, really, and how then are they different from a bunch of other groups running around the Realms?)

Furthermore, the nature of the Force is not certain, and within the SW canon, extremely inconsistent. But one thing it isn't is being attached to a goddess. The Jedi don't worship the Force as a divine entity; it's more a guiding energy permeating life that shapes their philosophy. (So, they wouldn't be following, or caring much for Mystra.) The Sith don't worship it, either; they view it as a tool. (So... why would they give a flying damn about Shar?)

How much of them are you importing? Just their concepts, or the whole shebang?
Firhyanda Posted - 15 Feb 2006 : 16:58:13

Greetings
Maybe have them specialize in enchantments you know the old Jedi mind tricks or you could go all the way with it and instead of sorcerers make them psionic warriors or psions.
KnightErrantJR Posted - 15 Feb 2006 : 16:41:46
Sounds like you could tie them into the Monks of the Dark Moon, what with being martial arts praticioners that learn sorcery. They have secret cells in various regions and they are noted as being used to complete special missions for the Church of Shar.
Fletcher Posted - 15 Feb 2006 : 16:14:55
If the Sith are looking to corrupt and control one of the most powerful nations in the world, they should look to Sembia. Plenty of opportunity to corrupt the merchants looking to garner yet more money and power.
Jindael Posted - 15 Feb 2006 : 15:48:16
quote:
Originally posted by CrennenFaerieBane

The only change I have made is that the lightsabers are basically binded elementals, honed and focused into blades.


That, quite simply, rocks. ^_^

quote:
Originally posted by CrennenFaerieBane

Obviously, Shar, being supremely jealous, would start her own order (aka the Sith). But this allows a perfect blending of the systems in my mind. The only question I have is, where do you think the best base would be for these anti-Weave knights? I want to stay away from Shade, as they already have their own dealioos with Shar.




Assuming that you aren’t using the master/apprentice set up from Star Wars directly, I’d have them set up in cells where they could do the most corrupting damage. However, for a main base, a central location type of thing, it would have to be in a good crossroads, or near to one, so that the members could get there with ease. Westgate sounds like a good idea to me.

If the game were in my hands, what I would use is an old warship that had been scuttled a long time ago and currents have pressed it against old, unused sewer tunnels. The ‘sith’ have cleared these tunnels out, and, have claimed this long lost ship as a base. (Using magic items and the like to keep the water out.)

My reasoning is to maintain the feel to a degree. Instead of the Emperor sitting on his throne while spaceships fly past the large window behind him, now you have sharks and other harbor predators swimming past. I also enjoy the visual of the floor being tilted to one side a little.

That idea requires that the organization has access to magic items and the like, though.

Directly south of the Lake of Dragons, and southwest of Westgate itself are the Giant’s Run mountains. Close enough to traderoutes, but also far enough away from civilization so that the sith could act a little more freely. Again, the visuals of the sith holding court in ruins that were build by giants; the massive scope of an old giant temple made of marble with the (assuming) human sized people inside.

Just off the top of my head.

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