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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 18 Jun 2004 :  03:39:39  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Rank in Terrail is dependent on rank within one's occupation. A novice weaver is given equal respect to a beginner mage. This extends even to the highest levels, as seen in the Council. The four groups work in different ways, but the ranks, though few, are clear-cut. Trainees, name-rankers(wizard, fighter, craftsmen), skilled(being specialized in one or more areas), and master(most skilled in a certain area); obviously, masters are outranked by the head of the group. Each level is given a different name, depending on the appropriate occupation. Here's a tidbit of lore, using a Lord Mage, one the wizardly masters.

The Lord Mages

Byraun Harthen

Byraun Harthen would be considered a contradiction of terms by most people: he is a good necromancer. He studied the dark art in his youth, but was repulsed by the gruesome and evil nature of most of the spells. He was interested, however, by the potential inherent in the spells of a vampiric nature, those that steal the life-force of a foe to heal the caster. He saw potential in life-transfer magics, not for offensive reasons-he is an extremely gentle and peace-loving man-but for healing. By transfusing the life-force of one person to another, a necromancer can actually restore health instead of taking it. He modified necromantic offensive spells to drain life energy from the caster, or a willing donor, creating a whole new branch of arcane magic. Eventually, his studies passed beyond mere necromancy. He sought out knowledge of the Positive Energy Plane to tap its healing properties, and works now to develop direct healing spells, similar to those used by a cleric. Though Byraun doesn’t practice the darker aspects of necromancy, he does have many spells to defeat the undead or counter negative energy attacks.
Byraun is thought to be an old fool by some of the younger or more closed-minded of the city’s mages. They see necromancy as an evil magic, and condemn him for practicing it in any form. Others think that his theories on using positive energy to heal by wizardry to be pure folly, sure that clerical magic is the only method of true healing. The more knowledgeable of the mages, however, find great potential in his efforts, and he has several apprentices who study his strange spells. They are often abroad, seeking tomes on necromancy, healing, and the Positive Energy Plane, though there is usually one at home to assist their master.
Byraun himself is seventy-six years old. He looks like the traditional old wizard, white haired and wrinkled, wearing an ink-splattered robe. He is soft-spoken and inquisitive, but infallibly polite. He is extremely devoted to his studies out of a genuine desire to heal. As a child, Byraun had been amazed by the healing his town cleric had performed. Finding himself unsuited to the priestly calling, he turned to wizardry, and has sought to turn his magic to remedial uses. His intense interest in his experiments causes him to seem quite absent-minded, making him a comical person to talk to, as he often loses the thread of the conversation.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 18 Jun 2004 :  20:29:29  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Here's another Lord Mage. Remember, feedback is welcome, whether positive, negative, or just an observation.
Elryna Tarean

There are few bards in Terrail. Those that do come to the city find themselves feeling slightly alienated surrounded by wizards, who view magic much differently than these music-based casters. Nevertheless, there is a small group of bards who practice their Art in the city, and Elryna Tareana is both their teacher and representative. Elryna is a half-elf from the High Forest, green-eyed and slight, who often wears a melancholy expression. Her mother is a forest elven druid of Mielikki, a member of the Emerald Enclave. Her duty kept her away from her daughter for months, sometimes years at a time. Elryna’s father, a human ranger, died in battle against a horde of undead in the Vilhon Reach. She grew up almost alone, tended by others of the Enclave, and decided early on not to follow in her parents’ footsteps. She found joy only in her music, which she learned from the fey creatures of the forest, and developed a wonderful voice, both for its pleasing resonance and the magic she casts through it. Her travels brought her to Terrail, where she serves to administer the bardic magic of the city, and instruct young bards who join the Tower.
Due to her lonely childhood, Elryna finds it difficult to connect with anyone. Her only known friend and sometimes lover is Wyren Lathernal, a Harper thief. They see each other rarely, but Elryna has learned to accept their time together for what it is, and doesn’t press for more commitment. Most of her time is spent exploring musical magic, especially that of faerie beings, though she does entertain the people of the Tower with sagas concerning famous wizards, and ballads about the reclusive and mysterious fey who she has met or studied.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 19 Jun 2004 :  17:03:43  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Another Lord Mage, for your viewing pleasure.
Chedi of Thay

One of the advanced studies of the Tower mages is the manipulation of preexisting magic. Chedi is a master at this sort of sorcery, able to adjust spells to practically come up with a “new” spell at will. He teaches the advanced students and any interested Tower mages in these processes, any spends much of his time practicing new ways of altering spells to achieve different effects. He also instructs the apprentice mages magical theory.
Chedi was actually a Red Wizard once. He learned the basics of Art from them, but eventually he realized that he simply wasn’t cut out to be a mage overlord, and fled Thay, seeking refuge in her traditional enemy, Algarond. The court took him in, and for a time he lived there as an apprentice to the powerful mages of that nation. He even studied briefly with the former apprentices of the Simbul herself, and learned several tricks of spell manipulation from them. Finally, he left Algarond for Terrail to learn other methods of magic. His studies can be quite dangerous, so he usually performs them at a safe distance from the city. Though his failures tend to be rather spectacular, his successes have been many, and even his worst critics cannot deny his mastery of metamagic or his impressive knowledge of magical theory.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

Edited by - Sourcemaster2 on 19 Jun 2004 17:07:09
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 19 Jun 2004 :  19:41:55  Show Profile Send Sarelle a Private Message  Reply with Quote
quote:
Originally posted by Sourcemaster2

Another Lord Mage, for your viewing pleasure.


Certainly is. I'm really enjoying these - keep it up.

Could you describe someone who oversees/created the Evil-Blocker (as I hereby nickname it!)? I'd be interested to see what sort of person you'll make him/her(/it!).

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 19 Jun 2004 :  20:26:57  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
This mage didn't create the initial defense for Terrail, but many lesser shield are his creations.
Rean Wardmaster

Of all the wizards in Terrail, it is unlikely that any are as dangerous as Rean. He is the master of battle magic in the Tower, both offensive spells and powerful abjurations. The wards surrounding the Tower are mostly his work, and he teaches the students the nuances of magical battle, both against other spellcasters and more mundane threats. He is a skilled spellwright as well, having come up with many of the smiting dweomers housed in the Library, but his real specialty is defense. Some of the more wealthy residents have hired him to establish magical defenses for their homes or businesses, though he will not create anything that he cannot penetrate; Rean doesn’t want to make isolated fortresses within the city, buttressed by his power against the proper authorities. A special talisman can get anyone past the shields, but Rean has only given them to the Warden, not wanting to make the barriers negligible. He did, however, keep one for himself.
Rean was born in Cormyr. A natural at magic, he became an apprentice of the War Wizards, a position he remained in for four years. As his apprenticeship drew to a close, he began to be exposed to the more political aspects of Cormyr’s mages, and they were not what he had expected. Rean had seen the title of War Wizard as a sign of integrity, a symbol that a mage was to be trusted. He now realized that his mentors, far from being honored, were faced with suspicion from all sides, and not always without cause. Refusing to accept the disdain of his countrymen or become embroiled in the power games of the nobles, he left Cormyr. He traveled Faerun, studying battle magic with some of the finest minds of his age. Rean came to Terrail, like many others, to learn. What he got was an invitation to join the Lord Mages, and oversee the defenses of the city. At first hesitant, he finally accepted the post, more for the opportunity to peruse the contents of the Tower Library than out of a duty to the city. Now, though, Terrail is his true home. He is a harsh teacher, but that is because he knows that his students will need to know exactly what they are doing in a battle.

The detection field has no official name as of now, so I hereby agknowledge and approve the noble title of "Evil-Blocker." As for its creation, the original Archmage, Leyrin Runestaff, was involved, as were others who will be featured eventually. I can say that it was constructed entirely by arcane magic. Remember, the field is maintained by the Orbs, so it was the crafting of those devices that brought forth the Evil-Blocker. There are only two more Lord Mages, at least now. After them I'll start posting the Keepers of the Mysteries, the master-level clerics.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

Edited by - Sourcemaster2 on 19 Jun 2004 21:19:39
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 20 Jun 2004 :  02:47:14  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Here are the last two Lord Mages. In case anyone was wondering, I incorperated Jhaurmael Riversedge from the Realms Personalities on the Wizards site(http://www.wizards.com/dnd/article.asp?x=fr/fx20020717rp). His skills seemed ideally suited to my vision of Terrail.
Kar Doblen

Dwarves distrust arcane magic. Those few of the Stout Folk who do practice the Art of wizards are often dishonored to their people, or even banished altogether. This was the case of Kar Doblen. Kar’s parents were clerics of the dwarven god Dumathoin, the Keeper of Secrets. They were scholars, an unusual occupation for a dwarf in its own right, but their son was even odder. While studying in the temple library, he came across an ancient spellbook. The mysterious runes fascinated him, and he hid the tome, knowing that his parents would never let him study wizardry. Over the next few months, Kar searched the entire library for arcane lore, and committed everything he found to memory, including several small spells. He discovered a joy in magic that he had never found in any god, and eventually gathered the courage to approach his family. Not unexpectedly, they were dead set to keep him in the church, or at least make a respectable smith or warrior out of him. He rebelled, determined to follow his dream of becoming a mage, and fled the mountain home of his forefathers. Following rumors he had heard, Kar journeyed to Terrail. Though relatively untaught, he learned quickly, and became a full Tower mage in less than two years. Only three years later, he was raised to the rank of Lord Mage.
Kar, like most dwarves, has an affinity for making things. He is an expert magical artisan, a master at creating unique objects of power. The schism with his kin has left him somewhat bitter, but his love of magic has not lessened with the years. As anyone who knows him can attest, he is never happier than when crafting magic, and he instills this love in many of his pupils. As one of the prerequisites of being a full mage is making a new magical item, Kar is responsible for teaching every student eventually. He is a likable person, if somewhat obsessed with his work, and often falls asleep over his workbench.
Jhaurmael Riversedge

Jhaurmael is the Lord Mage with the least direct involvement with the people of Terrail, but his skills have had a great impact on the city. He, with the assistance of his more advanced students, created the portals of Gate Court. The few sorcerers of Terrail fall under his jurisdiction, and he teaches them, as well as any wizards powerful enough to cast transport spells, though he is somewhat lax about training. Even so, his pupils manage to achieve significant mastery of teleportational magic, and have been hired to construct portals for quite a few nobles throughout the Realms, bringing in large sums for Tower projects. This compensates for the fact that Jhaurmael is often absent, using or developing his formidable abilities.

As of now, those are the wizardly masters. Soon I'll post the Keepers, who I personally find more interesting. Any thoughts on what's posted so far?

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 20 Jun 2004 :  11:43:52  Show Profile Send Sarelle a Private Message  Reply with Quote
Good stuff!

Rean seems adequately embittered against evil! I'm sure he appreciates that most formal of names - Evil-Blocker - on the great work of arcane magic!

I like how you incorporated Jhaurmael, who was pretty generic in his article. Do you plan to submit this to Candlekeep itself when finished? I think it dererves some space.

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)

Edited by - Sarelle on 20 Jun 2004 11:45:01
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Tethtoril
Seeker

95 Posts

Posted - 20 Jun 2004 :  16:44:40  Show Profile  Visit Tethtoril's Homepage Send Tethtoril a Private Message  Reply with Quote
Aye Sarelle!

I already asked to be allowed to make a permanent recording of this city for records within Candlekeep's halls. We shall be the richer for its addition.

Tethtoril
Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com


An Introduction to Candlekeep - by Ed Greenwood
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 20 Jun 2004 :  17:28:03  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Here begins the introduction of the Keepers of the Mysteries. To me, they are more interesting than the Lord Mages, being at least both a wizard and priest, and some even more diversified.
Keepers of the Mysteries

Saryl Q’tellion

Few people understand Saryl Q’tellion. She is a Keeper, but her clerical abilities are not nearly as powerful as many of the lower-ranking priests and priestesses, and she spends much of her time in secret meetings, the reasons for which are not revealed to any but the Council members. The truth is that, in addition to being a cleric of Mystra, Saryl is a psion. She supervises psionic activity within the city, and seeks out all who use the Invisible Art to both instruct them and make sure they don’t use their gifts against anyone, whether to dominate a high-placed wizard, “persuade” a merchant to part with a valuable trinket for a lesser price, or directly attack someone. She keeps her talents secret because most people do not understand psionics, and to reveal that she does could draw possibly dangerous attention. Saryl prefers to work in the shadows, keeping Terrail safe from psionic dangers and training those who come into their power without adequate instruction. Another of her duties is to keep an eye on the opening to the Underdark that lies in the nearby mountains, because it is suspected that a large illithid community lies not too far down the tunnels.
Saryl lives a somewhat lonely life. Though she has friends among her fellow clergy and others in other walks of life, she stands apart from everyone because of her powers. Much of her time is spent on duties that she cannot tell anyone about-at least not without possibly endangering them, not to mention risking exposure. This leads to her isolating herself, giving many people the impression of arrogance. Her close friends realize that she is hiding something from them, but only a special few have been told what it is.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 20 Jun 2004 :  18:39:00  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Earlier, SoulLord had mentioned a shop selling paper. This idea was valid, so I worked on it a bit. Here's one more store for the buyers among you.
The Cleaving Pen

Where The Missing Quill supplies lore and obscure knowledge, The Cleaving Pen provides the raw materials of scholarship: paper, pens, and ink. This may seem like a bland or boring occupation, but think again. Run and owned by Feldan Liens, a guest of the city, this store caters to the needs of almost everyone in the city. Mages need spellbooks, after all, and the proper materials to write in them. Scrolls, scroll cases, along with the particular inks used to write on them, fill the shelves of this large business. The Cleaving Pen resembles a huge storehouse, filled with vast sheafs of parchment, hide, and any other feasible writing tools. A vast variety of pens are displayed, made of the feathers of birds commonplace and exotic, mundane and magical. You can find the waterproof sea-elven spellbooks, quite a novelty in the city, as well as scroll cases of gemstone or dragonbone. The Cleaving Pen also serves as a postal service of sorts, utilizing minor teleportation spells and magical items to send letters to far-distant locales. Messages appear and vanish hourly, and are handled with the utmost discretion. The secrecy of any message is assured, making Feldan’s reliability a Terrailan byword. Prices are reasonable, but not cheap; the store holds a near monopoly in Terrail, supplying too many people what they need to be easily replaced.
Feldan maintains a gentle rivalry with the Sliverquills. Both own similar businesses, and they contend with each other over the attention of the public. From an objective viewpoint, Feldan has the more stable trade, since there will always be a demand for writing materials, but The Missing Quill is, for the moment, the hotspot for young scholars. Feldan is a quiet-spoken halfling, tall for his race, who gives passing reverence to Denier. He has almost no magical aptitude, which is the reason for his guest status. He, like Mardel, dislikes this separation, but he has hired several highly skilled tutors to help him achieve some small mastery of the Art. In time, it is likely that he will reach his goal, and stand proudly with the other mages.

Remember, any additions you might suggest can add to the flavor and content of the city. SoulLord, thanks again.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 20 Jun 2004 :  23:06:32  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Yet another Keeper.
Daern Telenis

Daern Telenis is the head librarian of the temple. He is a scholar of great experience, having studied many types of magic at some of the fines institutions in Faerun and beyond. He learned bardic magic in Silverymoon, wizardry in legendary Harulla, and developed his clerical powers in Waterdeep, but that just scratches the surface of his abilities. Daern adventured in his youth, exploring the ruins of Myth Drannor and the pitiful remains of Netheril, and then took to plane-hopping. His journeys took him to all of the major planes, and many if the minor ones, and he acquired much wealth, magic, and knowledge there. After he returned, he heard of the open offer of Terrail, and accepted. Having seen the uses Art could be put to-both for good and evil-he was eager to be part of such an endeavor, and met up with the other priests of Azuth. He brought with him many tomes of obscure lore, much of it his own notes on the planes, as well as on the strange magics and creatures he had observed in his travels, and these have been added to the temple library. He tutors the students on the planes, including methods used to observe or travel to them.
Daern is getting old now, but it is difficult to tell. Some suspect a potion of longevity or similar device has been used to grant him a long life, but no one quite dares to ask. He might be in his sixties, but he can still hurl spells with more skill than most of the temple clerics, and has any number of strange devices secreted on his person and elsewhere.

So far, I've only shown the lighter side of the city. Once I'm done posting the higher-ranking characters, I'll put a few of the darker individuals here. Terrail might not be home to evil people, but deities of a dark nature can have servants who aren't, and not all criminals are evil.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 21 Jun 2004 :  02:30:15  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
The Temple is the main source of potions for Terrail. That being said, this Keeper is quite important.

Lean Paerdlon

Lean is the Head Alchemist of the temple. Though at first glance she appears to simply be a small, pretty gnome woman, a second look reveals a slight shine to her skin, caused by an accident in her laboratory long ago. Her hands show signs of damage, too, being covered in burn scars acquired from years of brewing potent elixirs and working with deadly acids. These are but the most obvious effects of her experimentation. It is rumored that Lean possesses many abilities gained through exposure to odd energies and alchemical ventures. Resistance to the elements and magic, enhanced healing, and polymorphing capabilities are just a few examples of these supposed alterations. The truth of these claims is known only to the priestess herself.
The laboratories of the temple are Lean’s domain. She rules them with great severity, and will instantly banish any student who is not going about his or her experiments with proper care. The storehouse of potions is inventoried by her weekly, and she examines everything that is added to or taken from there. She devotes the majority of her time researching and developing magical formulae, and the fruits of her labors are frequently entered into the library, making her a close friend of Daern. Lean has collected many ancient potions and elixirs whose properties or construction are not understood. Her studies have sought to discover the powers and origins of these mixtures, but it is a daunting task. She will pay well for rare or unique potions, as well as for any information on the making of such.

By the way, here are a few other spells and items. I'm terrible at pricing (too like math....drains...power..glrb..) If anyone would like to give it a go, I'd be grateful.

Amulet of Know Duration

While wearing this talisman, a mage is aware of the duration of all of his or her arcane spells except for those of an instantaneous or permenant duration, as per the spell know duration.
Faint divination; CL 5(?), know duration, Price: (despair, torment, math..)

Lifegift I
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch (Special)
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (Harmless)
Spell Resistance: Yes (Harmless)
This spell is one of Byraun's early creations. It heals cures 1d8 points of damage +1 point per caster level (maximum +5), but not without a price. These hit points are drawn either from the caster or a willing donor. The hip points may not be divided among multiple subjects. The donor automatically resists if unwilling. Injuries healed in this manner are left with scars as if they had healed naturally.

Familiar Collar

This device is extremely useful to any mage with a familiar. When a familiar wears a Familiar Collar, it gais the ability to communicate telepathically with its master for a distance of 10 miles. This item was imported to Terrail by Mardel, who offers several other magical tools relating to familiars.
Moderate divination; CL 9, Rary's telepathic bond, Price: (see above)

Doblen's Disk

This magical item, also known as Kar's Coin, appears to be a silver coin, two inches across. On command, it can transform into a circle of force identical to a Tenser's floating disk. A Doblen's disk can be used in this manner for up to 8 hours per day.
Minor evocation; CL: 8 Tenser's floating disk, Price: (moans pitifully)

Waterward
Abjuration
Level: Sor/Wiz 0, Drd 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 min/level (D)
Saving Throw: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

This cantrip deflects water away from the subject, effectively shielding it from rain. It cannot defend against acid or any other liquid, and will not prevent any magical attacks using a liquid base. The spell is extremely fragile, breaking if exposed to water pressure beyond that of heavy rainfall.

Material component
: A small piece of oiled cloth


But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

Edited by - Sourcemaster2 on 21 Jun 2004 03:36:39
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 21 Jun 2004 :  20:54:38  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
One of the more conventional Keepers.
Kemmen Modarl

Kemmen Modarl is the Mentor of the novices. He instructs them in the beliefs of the two faiths, though he himself gives homage only to Azuth. Students learn the duties and privileges of Terrail’s clerics, and are responsible for many of the temple’s functions. They administer much of the day to day healing, working in alternating shifts in which they are trained in the basics of combat in the Hall, perform their magical studies under the watchful eye of Daern, and begin to learn the delicate art of potion-brewing from Lean. Kemmen is an uncle figure for the novices, seeing them through their first few days in the temple and making sure they keep up with their lessons. He is always there for a student for advice or aid, but is also a strict taskmaster when the situation requires it. Any young priest caught misbehaving is brought before him, and he pronounces judgment with final authority. Even the High Priest cannot renounce his verdict, a fact that ensures that all learners treat him with the respect his position deserves.
Kemmen is what most novices wish to be; an experienced, respected cleric, knowledgeable and strong in his faith. He was raised in a small Azuthan abbey, his mother a high priestess and his father a wizardly worshipper in the service of the temple. When word of Terrail reached the abbey, he felt drawn to go there. His parents, too old and established in their home to start a new life, nevertheless encouraged him to follow what they believed to be the call of his god. Having been a teacher in the abbey, he was satisfied to find such a position open in the new temple, and fulfills his role well.

One more Keeper to go.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 21 Jun 2004 :  20:56:28  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
One of the more conventional Keepers. Behold: It's alive!!!!!....Sourcemaster2 looks about sheepishly, hoping no one calls him on the lame exclamation.
Kemmen Modarl

Kemmen Modarl is the Mentor of the novices. He instructs them in the beliefs of the two faiths, though he himself gives homage only to Azuth. Students learn the duties and privileges of Terrail’s clerics, and are responsible for many of the temple’s functions. They administer much of the day to day healing, working in alternating shifts in which they are trained in the basics of combat in the Hall, perform their magical studies under the watchful eye of Daern, and begin to learn the delicate art of potion-brewing from Lean. Kemmen is an uncle figure for the novices, seeing them through their first few days in the temple and making sure they keep up with their lessons. He is always there for a student for advice or aid, but is also a strict taskmaster when the situation requires it. Any young priest caught misbehaving is brought before him, and he pronounces judgment with final authority. Even the High Priest cannot renounce his verdict, a fact that ensures that all learners treat him with the respect his position deserves.
Kemmen is what most novices wish to be; an experienced, respected cleric, knowledgeable and strong in his faith. He was raised in a small Azuthan abbey, his mother a high priestess and his father a wizardly worshipper in the service of the temple. When word of Terrail reached the abbey, he felt drawn to go there. His parents, too old and established in their home to start a new life, nevertheless encouraged him to follow what they believed to be the call of his god. Having been a teacher in the abbey, he was satisfied to find such a position open in the new temple, and fulfills his role well.

One more Keeper to go.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 22 Jun 2004 :  00:07:42  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Alyssa Renaldis

Alyssa Renaldis is a Keeper in name, but she does not have much to do with the day-to-day activities of the temple. Alyssa is a paladin of Mystra, seeking out those who misuse the Art and dealing with them quite harshly, whether that implies seeing them discredited, imprisoned, or even slain. In Terrail, this can be quite difficult. While Alyssa is a minor mage, like all citizens, and has divine powers granted by Mystra, her magics pale in comparison to those of most of the wizards she deals with. To compensate for this, she carries a sword of spell storing +1 with a dispel magic spell stored in it, and an aureate talisman. These tools allow her to defeat the magical abilities of those more powerful than herself, though her skill with a sword is often all that is needed. Novice mages are extremely cautious of Alyssa, knowing that she keeps a sharp eye on them. If she suspects that any of them are starting to turn towards the darker side of wizardry, Alyssa will not hesitate to warn them directly, or take stronger steps if necessary. The mage-thives of the city are Alyssa’s bane, and she has come close to finding their hideout several times. The High Priest gives her a free reign, knowing that she is loyal to the goddess, though she has caused him some embarrassment with her unsubtle methods.
Alyssa’s mother, Eliven, was a Sembian sorceress. She was strong in her Art, enough so that the ruling merchants she worked for left her alone to raise her daughter. Her father, the ranger Jonas Kelan, was her mother’s bodyguard, and, though Eliven did not know it, a Harper. They had fallen in love, and both retired from their respective occupations to raise a family. Until Alyssa was three, their life was peaceful. Then a group of mages from the Cult of the Dragon attacked their home, seeking the blood of a sorceress for one of their dark rituals. Enemies of Eliven to begin with, the Cult wizards overwhelmed the couple with their spells. Alyssa was teleported to safety, and her father’s Harper allies saw her raised in a Mystran temple. She decided to pursue the path of a paladin at a young age, and is extremely dedicated to her mission. She bears strong animosity towards the Cult of the Dragon, and evil magic users in general.

This is the last Keeper for a while. Later I'll reveal the more shadowy aspects of the city, but I want to wait to see how Terrail has been recieved so far. Adjustments may need to be made before I continue.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Jarren Longblade
Seeker

USA
54 Posts

Posted - 22 Jun 2004 :  03:58:20  Show Profile  Visit Jarren Longblade's Homepage Send Jarren Longblade a Private Message  Reply with Quote
All the info you are giving is excellent keep it coming...

One of the few thing you don't want to hear while deer hunting with your brother-in-law "DUCK"
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 22 Jun 2004 :  05:32:08  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Thanks, Jarren. Listen close, my children, and tremble at..

The Darker Side of Terrail

The Weavethieves

No light can exist without darkness, and Terrail is no exception to this rule. Although unorganized crime is rare, there is a powerful thieves guild in the city. The Weavethieves, as they call themselves, are a group of rouge-wizards. They specialize in combining their thieving and magical abilities, especially by thwarting the defensive magics of the more wealthy Terrailans. The guild was founded by Wyren Jelg, a half-elf from Amn. He had been a high-ranking member of the Shadow Thieves, utilizing arcane spells with a swift blade. After being expelled from the guild, and barely escaping with his life, Wyren traveled to several major cities. He spent some time in Luskan, both working for and stealing from the Arcane Brotherhood. When he was found out, he once again fled, this time not without injury. A spell-blade conjured by one of the strongest of their mages sliced almost entirely through his left leg. Wyren survived, but the wound left him with a limp. Even Terrail’s clerics have been unable to repair the damage; some sort of magical residue appears to resist healing spells and potions. Even with this impairment, Wyren is one of the most skilled thieves in the guild. He wields spells that aid him in his chosen profession, usually illusions or divinations.
Defeating the works of Rean Warmaster and his peers is not easily done. It takes either great power or subtle spellcraft to negotiate the alarms and guards encircling the grounds of the affluent. For most of the Weavethieves, it is the latter method. Insidious spells deflect the detection abilities of the wards, and the special wardcleavers crafted by Jelg can allow even novices to enter protected grounds. The primary difficulty in stealing anything in Terrail, besides the more obvious magical shields, is the power of diviners. A simple locate object spell can be used to find most stolen merchandise or objects. To counteract this, cloaking magic is used. This takes the form of standard nondetection spells, but also more clever means, such as the cloak of blindness. A new innovation is to use items with transdimensional storing abilities, such as bags of holding or Heward’s handy haversacks. Objects stored in these containers cannot be detected by the usual seeking spells, and so confound many seers. A unique cantrip developed by Wyren known as darkrune leaves an invisible symbol akin to those made by an arcane mark spell. These marks are places either directly on a member of the guild or on an item he or she carries about regularly. Darkrunes cannot be detected by detect magic, although arcane sight spells will reveal it. Detect darkrune, also written by Jelg, is used to prove the truth of a Weavethief’s identity, and many higher-ranking members bear spheres of darksensing, which allow them to sense the nearest darkrune.
The Weavethieves are a small group, numbering less than a hundred at all times. Each one is trained in both the rouge’s skills and wizardry, usually by Jelg himself. Where most thieves rely on deftness with a sword and silence of foot, magic is the defining factor here, as it is with most of Terrail. Here, a thief’s arts alone will not suffice; it takes the powers of magic to ensure the safety of the guild. This reason alone eliminated most potential rivals to the guild; few are able to deal with the arcane theft protections. The Weavethieves have a strict policy of avoiding violence; they know they are overmatched by the powerful Tower wizards and experienced fighters, and are ordered to flee rather than fight. The headquarters of the Weavethieves is located beneath Jelg’s inn, found in the Market district. It’s walls are permeated with protections from all divination, and the rooms themselves are rumored to exist in a demiplane of their own, or perhaps in the Demiplane of Shadow. Only the most trusted members know the truth of these claims.

Here's Jelg's business front, which actually funds many of the Weavethieves' activities.

The Silver Spoon

The Silver Spoon is one of the most successful inns in Terrail. Its somewhat mocking name is nevertheless accurate, as it often caters to visiting nobles or wealthy merchants, with prices appropriately lofty. The building is quite large, boasting five sprawling floors, purportedly held up by enchantments. The owner, Wyren Jelg, had the inn constructed to his specifications, which provide the splendor expected of such clientele. Servants are well-trained in etiquette and often have surprising but useful skills. They are known well for their discretion, under threat of cursing. Magic is displayed subtly but impressively, as seen in the small, spell-lit reading rooms, filled with books in glimmering ink. Food is delivered either to particular rooms or in the luxurious common room by ensorcelled silver plates, and each room can be sealed with a key of locking.
While Wyren Jelg presents the public with a suave, sophisticated and amiable front, the truth is that he runs the Terrailan thieves’ guild. The elaborate and dignified exterior and upper floors hide the nefarious activities going on beneath the building. Here the Weavethieves gather, hiding their loot in the divination-shielded caches. They sell their stolen goods, usually of a magical nature, on the black market. Dangerous items can be found there, although obviously none of an evil nature. The guild often trades devices for those that will aid them in their dark work, such as rings of invisibility and cloaks and boots of elvenkind.

I know I ignored the fighters, but they're still under construction. Next posting will be another villian type, this one a user of the Shadow Weave.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Jarren Longblade
Seeker

USA
54 Posts

Posted - 22 Jun 2004 :  07:30:11  Show Profile  Visit Jarren Longblade's Homepage Send Jarren Longblade a Private Message  Reply with Quote
Have you come up with a location for Terrail yet???

One of the few thing you don't want to hear while deer hunting with your brother-in-law "DUCK"
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 22 Jun 2004 :  10:33:38  Show Profile Send Sarelle a Private Message  Reply with Quote
You already know my opinions. Thanks again for the detail.

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 22 Jun 2004 :  17:15:25  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
I'm leaning toward the island idea. It offers isolation, but travel is still possible through the portals. Anyone know of a large, uninhabited island, somewhere not too close to a large country? Climate should be fairly moderate (although the weather is controlled by magic, as I'll talk about later) Also, does anyone have pricing skills? The items I've posted so far, and the ones I'll be adding later today have no prices, and I'm hopeless there.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 22 Jun 2004 :  23:53:12  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Kearauth

There are many different varieties of magic. Wizards, sorcerers, bards, clerics, druids: each one calls upon the powers of the universe in a different way, but there is an intrinsic similarity between them: they use the Weave. For Kearauth, this is not the case. Kearauth is servant of Shar, goddess of darkness, and manipulated the Shadow Weave in Her name. Kearauth is both a Sharran priestess and a shadow adept, invoking Shar’s blessings twofold.

While use of the Shadow Weave is neither widespread nor clearly understood, provisions exist in Terrailan law to deal with it. The standard policy is to treat it in the same manner as normal magic, always provided that the user is not evil-aligned, of course. The city’s hierarchy does not really approve of Shar’s magics being used within the Terrail, but they respect an individual’s right to worship whatever deity they desire, and know that not all shadow mages are evil.

The distinguishing quality of Kearauth is not the type of Art she uses, but the fact that her abilities are unknown to the Lord Mages. Since Kearauth is not evil-aligned, the Evil-Blocker does not detect her. She lives in Terrail as a guest, using her spells to assume the form of an elderly woman, a lady of a noble house living out her remaining years in a comfortable manse. As a guest, she does not need to posess magic, and so conceals her affiliation with the goddess.

The shadow mages and the few clerics of Shar in Terrail are under Kearauth’s command. Their standing orders are to blend in quietly and observe, waiting for new and/or powerful spells, devices, or any other magical discoveries to be revealed. When such an event occurs, and Kearauth deems the effort worthy of the danger, the group will strike, and likely be successful. Aside from Alyssa, paladin of Mystra, and possibly the Council members, no one suspects a raid by the Sharrans, or even that any significant number of them present.

Here are some of the items I mentioned earlier.

Key of Locking


This simple silver key fits comfortably in the palm, small and elegant, adorned by a small moonstone at its circular mithral base. When placed against a door or other portal, the opening is imbued with an arcane lock spell. The door can then only be opened with the key used, and a key of locking can only affect a single portal at any given time.
Minor abjuration, CL 3, arcane lock, Price:...help...me...gasp

Cloak of Blindness


The name of this item refers not to physical blindness, but to that of Art. While wearing a cloak of blindness, a character is affected as if by a nondetection spell. The drawback to using this device is that the wearer is unable to cast divination spells of any sort, including those drawn from items.
Moderate illusion, CL 10, nondetection, Price: (insert plea here)

Fighters will be the next article (is that the right term?)

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

Edited by - Sourcemaster2 on 23 Jun 2004 00:44:51
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 23 Jun 2004 :  03:46:32  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
The warriors of Terrail are a bit overshadowed by the full mages, but the fighters do outnumber them. The master fighters are known as the Circle of Blades. Remember that each is a fighter-mage, so they make up for slightly less skilled swordsmanship (level spent on wizard) for a bit of Art to back themselves up.
Circle of Blades

Pertylon Gildedge

A descendent of one of the original Golden Blades, Pertylon Gildedge is the Hall’s resident tactics expert. He is renowned throughout Faerun for his great prowess and military reasoning, and he is constantly working on new stratagems and battle scenarios. The archives of the Hall hold several volumes of his works, detailing methods of effectively using the offensive capabilities of a wizard’s magic, the speed and strength of a warrior’s sword, and the healing and defensive spells of a cleric. Apprentice Tower mages and Temple acolytes are sent to Pertylon to learn to use their powers in conjunction with those of their allies, as well as to learn the basics of combat.
Pertylon Gildedge grew up in the shadow of his ancestor’s fame. As a trainee, he struggled to learn the requisite skills as fast as possible, and in fact, no one has yet surpassed the quickness of his development. After becoming a Golden Blade, even receiving the new blade of the year, he took to adventuring. Following the Adventurer’s Pact, he joined with the group Last Chance, a party of young braves who took to exploring the higher reaches of the Underdark. Stories of their journeys were hardly believed, but no one could deny the riches, both mundane and magical, that they emerged with. Returning to Terrail, Pertylon was far more mellowed. One of his companions, a young thief by the name of Aylena, perished at the hands of a drow hunting party. Though the dark elves were all slain, Pertylon was left with a hatred of the drow, and a determination to increase his already formidable battle skills. He took to studying the texts of any tacticians he could lay his hands on, and before long was consulted about any major military effort. After joining the Circle, he became the Warden’s closest advisor, serving as an overseer of all martial endeavors. The more experienced students at the Hall spend hours listening to his lectures, which, though boring to most, nevertheless contain nuggets of pure battle wisdom, tried and tested by warriors of a dozen nations.


But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 24 Jun 2004 :  03:26:29  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
The Circle continues...
Neron Barweel

Neron Barweel is the Captain of the Golden Blades. He is perhaps the most skilled warrior in Terrail, rivaled only by the Warden himself and a few of his most gifted students. Growing up in the city of Raven’s Bluff, a person has ample opportunity to receive training in bladecraft, and Neron took full advantage of this. He left home with the mercenary company Raven’s Claw, and served in that capacity for three years, during which he faithfully defended the merchants from the attacks of goblins, orcs, and even a large contingent of zombies. Neron left the group eventually, finding that this monotonous duty left him feeling empty inside. Without new challenges and a job worthy of his attention, he was bored with life.
Returning to Raven’s Bluff, Neron worked for a time for the Hawk Knights, but even this action-packed occupation couldn’t hold his interest. Once more, he left, dissatisfied. He traveled throughout Faerun, selling his skills with a sword and living from job to job. As he journeyed, he came upon a tribe of wild elves, master hunters and archers of the Tethyr wood. This alone would not have intrigued him, but something else did: a beautiful elven swordswoman, expert far beyond his own talents. He requested to enter into an apprenticeship with this deadly female, but she refused, claiming that there was nothing he could offer to equal what he was asking for. For months he shadowed the band, at every opportunity trying to aid the elves in their attempts to oust human woodcutters from their beautiful forest. This earned him a reputation as a “traitor to humankind,” but Neron didn’t care. In time, he was accepted by the elves, and the female elf he had so admired, the leader of the tribe, conceded to teaching him the intricacies of her swordcraft. He learned well, and eventually came to be called Neron Elf-Friend(not too original, but sue me). The elves came to trust him, and he earned great prestige within the wild elf community. He stayed there for five years more, until a mercenary band, hired by the woodcutters he had helped expel, attacked the elven settlement. To Neron’s horror, these mercenaries were familiar-the Raven’s Claw. Though they fought well, and defeated the warriors-for-hire, Neron’s lady master and friend was slain. He left the Tethyr woods, and took again to wandering. Neron did not seek out Terrail; it seemed to him that he just arrived at the gates at random. Unbeknownst to him, the elven goddess Sehanine Moonbow, pleased by his efforts on the behalf of the wild elves, had guided him there. Neron has found a measure of happiness in Terrail, teaching the trainees the unique style of swordsmanship taught to him by the forest folk. Few know about his past, but anyone can see a profound sadness on his face as he instructs the students, and the presence of any elf can draw him into depression.

I'm still developing the fighters, so I'll post some more general info on the city soon.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 24 Jun 2004 :  14:36:29  Show Profile Send Sarelle a Private Message  Reply with Quote
Sourcemaster: If you want an island to place the city on, I'd just make one up, set in the Pirate Isles area of the Sea of Fallen Stars and then say that it hasn't been mapped before because it is hidden by powerful, mythal-like magics.

In order to avoid ships running into such a hidden isle, you could either have more magic that makes them pass through the city, or out the other side - or you could have the city raised up above the water, on wooden/stone pillars - reducing the chance of collision.

Just a few suggestions. Of course you'd probably have to have another Lord Mage in charge of 'hiding' the city, if you use these ideas.

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 24 Jun 2004 :  22:50:01  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
That sounds perfect. The concealment actually sounds similar to a few spells and ideas I had been working on some months ago. The general concept was that the spells conjured a thick magical mist. The mist thwarted the divinations of mages who lacked the proper talisman, and weakened their powers somewhat. In addition, it boosted the effectiveness of the spells of someone holding such a trinket in the form of certain metemagical effects. The island could be cloaked in this sort of cloud, ringing the surrounding waters but not intruding onto the land. Maybe a misdirection spell of some kind could cause approaching ships to circumvent the island, but not realize it. Not much time needs to be accounted for, as the city isn't all that old (relatively speaking)A Lord Mage would definately be needed to manage the mist (wardmist?) I'm not very familiar with the Sea of Fallen Stars; are there many large islands available for city-building? The shape of the land is unimportant; magic can reshape just about anything, but size is harder to modify.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

Edited by - Sourcemaster2 on 24 Jun 2004 23:20:23
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 25 Jun 2004 :  00:44:05  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Sarelle

Sourcemaster: If you want an island to place the city on, I'd just make one up, set in the Pirate Isles area of the Sea of Fallen Stars and then say that it hasn't been mapped before because it is hidden by powerful, mythal-like magics.

In order to avoid ships running into such a hidden isle, you could either have more magic that makes them pass through the city, or out the other side - or you could have the city raised up above the water, on wooden/stone pillars - reducing the chance of collision.

Just a few suggestions. Of course you'd probably have to have another Lord Mage in charge of 'hiding' the city, if you use these ideas.



Or he could follow Ed's lead, and have it be days from anywhere, in the Sea of Swords...

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Edited by - Wooly Rupert on 25 Jun 2004 00:50:01
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 25 Jun 2004 :  13:28:06  Show Profile Send Sarelle a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert


Or he could follow Ed's lead, and have it be days from anywhere, in the Sea of Swords...



True - it certainly would offer more isolation - but from the range of nationalities in the city, I'd say that Sea of Fallen Stars was more appropriate.

Sourcemaster: As I said, I'd just make up such an island. If you did that, you would have to make the hiding-magic older than the city (to explain why the island wasn't mapped pre-the city's creation).
However someone with Sea of Fallen Stars - which I do hope to get soon - might be able to help out on the island front better than me (*prods Wooly* ).

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)
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Wooly Rupert
Master of Mischief
Moderator

USA
36804 Posts

Posted - 25 Jun 2004 :  15:35:36  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Sarelle

quote:
Originally posted by Wooly Rupert


Or he could follow Ed's lead, and have it be days from anywhere, in the Sea of Swords...



True - it certainly would offer more isolation - but from the range of nationalities in the city, I'd say that Sea of Fallen Stars was more appropriate.

Sourcemaster: As I said, I'd just make up such an island. If you did that, you would have to make the hiding-magic older than the city (to explain why the island wasn't mapped pre-the city's creation).
However someone with Sea of Fallen Stars - which I do hope to get soon - might be able to help out on the island front better than me (*prods Wooly* ).



Well, he spoke earlier of having many portals to Terrail. With enough portals, he could locate Terrail on the other side of Toril and still have it readily accessible.

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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 25 Jun 2004 :  20:30:40  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
The location of the island isn't too important, but I'd like to have it somewhat near the standard Faerun. The portals are frequently used, but bulk transport could be done by ship. As for the protective magic, it melds well with the current Archmage, Anthalus Wyrdcrier. Here's the info on him.
The Archmage: Anthalus Wyrdcrier

The first Archmage of Terrail was Leyrin Runestaff, an extremely powerful half-elven wizard. He was the first Builder, the real founder of the city. He sought out the good mages of the Realms and offered them the opportunity to be a part of Terrail's construction, and organized their various skills into an effective arcane force. Little is known about him, save that he was always accompanied by his apprentice, a young human known only Anthalus Wyrdcrier, who was nearly his equal in both skill and power. Leyrin died four years after Terrail was completed, and his apprentice was unanimously elected as the new Archmage.
Anthalus is as mysterious as his master, and only a very few trusted individuals know the truth of his past. This soft-spoken spellcaster is, in reality, a golden dragon. The great wyrm had been mighty in magic, and confident in his abilities. Leyrin discovered the existence of the drake by his divinations, and attempted to make contact. Anthalus (Anthalusianin being his real name) rebuffed the mage, too arrogant in his own powers to believe that any short-lived human could be his peer. To disprove this, Leyrin decided to use any dragon's greatest weakness-its pride. He challenged the wyrm to a spell-battle, with the loser apprenticing himself to the other for a period of ten years. Anthalus agreed, and the two engaged in a duel. The dragon quickly found himself overwhelmed by Leyrin's incantations, as the mage countered nearly his every spell. Slowly, his protections were stripped away, and he was placed under enchantments that rendered his Art inoperable. Humbled, Anthalus decided to embrace his apprenticeship. As the months passed, he grew to truly admire his teacher, and studied wizardry at his side. The two became close friends, and they dedicated their collective abilities to fulfilling the dream of Terrail. The location of the island was proposed by Anthalus: his own island home. It was already isolated from the surrounding lands by his potent magical mists, and no one outside knew of its existence. An ideal solution, it was immediately accepted. The surrounding waters hold allies of Anthalus: water nagas who help guard the sea, and alert the city's wizards to any intruders. They perform these services in exchange for magical training, which, by the way, means that they are far more powerful than a standard water naga. The rock of the island is honeycombed by the dragon's tunnels, but has since been converted to laboratories, storage areas, and homes for some of Terrail's occupants who prefer an underground evironment.

I had planned for Anthalus to be a golden dragon already, and the nagas I've been itching to use. The magical mists had always warded the island, and were augmented by Leyrin and the other Builders. By the way, Anthalus is both a high-level wizard and a natural sorcerer, as all gold dragons are, giving him a huge amount of spells per day. The Sea of Fallen Stars might be a better option, if only because there is info available about it. If Sarelle could post some info here (or e-mail me some, for legality's sake) I'd be very thankful.

But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth.

Edited by - Sourcemaster2 on 26 Jun 2004 22:31:54
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 25 Jun 2004 :  23:09:51  Show Profile Send Sarelle a Private Message  Reply with Quote
Those were my thoughts about the location, too. The Sea of Fallen Stars just seems right for some reason, as well.

But I can't help you out at the moment, Sourcemaster, I'm afraid - as I said I don't own Sea of Fallen Stars, though I hope to soon. Other scribes should have it, and might be able to give you more info about a suitable island.

I love the inclusion of the nagas, btw.

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)
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