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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 27 Jun 2004 : 04:24:31
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Hopefully I'll have more location info soon. Here's something to hold you over.
The Basics: Terrail Practically The Gates Terrail is a city enclosed by a circular wall. The wall was raised by the Builders’ spells, and encloses Terrail completely. Only a few illusion-covered openings allow access out of the city, with none granting entry. The four city gates, located at the cardinal points, are left open and constantly guarded by members of the Golden Blades, at least one powerful Tower mage, and temple clerics. The great doors are each forged of iron, drawn from the earth and smelted by the Builders. Each gate is rune-wrought with spells of guarding and strength, resisting physical force and magical attack alike.
The Gatekeepers, as those assigned to guard the entrances are called, are armed with a potent array of items. Each gate has a small tower at both sides, connecting to the two barracks. The towers are mostly empty, containing just a spiral staircase leading to a large room open to the outside. Several magical items are housed here for use by the mages on watch duty. Among these are a gem of seeing, a set of dimensional shackles, and a wand of hold person. There is also a large chest containing potions of healing, along with several aureate talismans. These tools are strictly for guard duty, and may not be removed from the tower except in an emergency.
Guard shifts change every four hours, and no one works more than one such shift a day. Only those of Golden Blade rank or higher are trusted to man these watches, as the gates represent the power of Terrail’s impregnability. Duty is not especially difficult for the majority of the time, because all that needs to be done is to make sure that no one entering the city is shrouded in the Evil-Blocker’s aura. Any such person is immediately stopped and ordered to leave the city. If they refuse, force is used, and if the individual resists, he or she is subdued, either by muscle of magic, and later teleported to a random location on the shore of the Sea of Fallen Stars. Subsequent offenses are punishable by application of a geas which forbids the offender from retuning, along with intensive mind-reading to discover the reason for intruding.
Construction The island city of Terrail was not constructed in the same way as an ordinary city. Conventional cities grow slowly over time, reaching out and developing as the years pass. Terrail, however, was not the product of coincidence or necessity, but was planned and designed. Careful thought was put into every aspect of the city, and the appropriate enchantments were sought or created to marshal the incredible sorceries common to the city.
Terrail is situated on a mountainous isle, one with steep and jagged peaks. The original mages who found the island located the most level open space in the area, and began construction there. For most of the work, magic was employed. The true Builder, the one with the most involvement with creating the physical city was the deep gnome wizard Gerbald Stonespeaker. Gerbald was one of the most powerful mages of the svirfneblin beneath the Silver Marches. Like all deep gnome mages, he was well-known for his skills in manipulating the earth, particularly to create beautiful edifices. Leyrin Runestaff himself visited the gnomes in their Underdark refuge, and offered the wizards both a challenge for their arcane talents and a potential home. The mages accepted, on the condition that a portal would be constructed leading to a site near their own city.
It was Gerbald Stonespeaker who led the founding mages in the powerful spells that warped the mountain stone to their will. In addition to the traditional svirfneblin magics of earth-control and stone-shaping, Gerbald applied his own unique spells. These incantations were designed specifically for Terrail, and were taught to the other Builders. Through the efforts of Gerbald and the other Builders, the structure of the city took shape. The vast circular wall of the city was constructed, as were the Tower, the Four Ways, and several of the larger buildings.
The specifics of the wardmist will be posted sometime 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. |
Edited by - Sourcemaster2 on 28 Jun 2004 21:45:17 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 28 Jun 2004 : 05:11:11
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I tapped the Wizards site once again; many of the articles are quite useful, and they don't seem to be used much.
Wardmist The island of Terrail is defended by many means, mundane and magical, novel and ancient. The wardmist is of the latter varieties. For centuries, few beings knew of the existence of the island, despite its relatively large size and high-peaked mountains. Those that did were either mighty in Art, or friends of the great wyrm Anthalusianin. The reason for the isle’s secrecy lay in the powerful but subtle enchantment of the mist. The wardmist rings the island completely, preventing anyone outside of its borders from seeing within. Most people who enter the mist are affected by a subconscious mind-influencing spell which causes them to go around the island. They do not realize that they are circumventing the large land mass, even if confronted by evidence; any realization is eliminated, the memory of it erased. The second property of the magical fog is that it causes any divination cast either to or within it to fail. This enchantment has, until recently, extended to the island itself, thus hiding the fact that an enormous dragon was living on a supposedly nonexistent island.
The powers of the mist are controlled by Anthalus, both by his specific spells and a device he himself crafted. This talisman is one of many such, though all others are far more minor in the manipulation they can cause. The standard amulet of Terrail is a simple silver necklace, adorned with a small disk holding the individual mage’s sigil. When worn, it allows the bearer to cast divinations within the wardmist, inures them to the misdirecting effect, as well as granting several additional powers. While within the wardmist, the wearer can invoke its magic to apply either a Silent, Stilled, Enlarged, or Extended effect to a spell he casts. This extends a spell’s casting time to a full-round action. If it is already a full-round action or longer, the casting time is not extended. Amulets of Terrail are given to any mage of “skilled” level(title to be posted when I can find one that doesn’t sound ludicrous). The more powerful charms are variable in their abilities, tending to be tailored specifically for their owner.
The origin of the wardmist is shrouded in mystery, but rumors persist that Anthalus conjured it using spells acquired from “Old Lord Memory,” the mist dragon otherwise known as Thalagyrt. Contrary to the standard reliability of rumors, this is true. The two dragons are longtime allies, each interested in unusual magic and both content to be left alone. Over the centuries, Anthalus has aided Thalagyrt in battle, and vice versa, but the true bond between them could be considered the amazing cooking skills of Anthalusianin. The mist dragon is well-known for loving new and savory foods, and Anthalus has researched many unique culinary spells just for his friend’s delight. Anthalus relies on Thalagyrt for early warnings and random advice, trusting him to determine what information is useful or needed at any given time. While Thalagyrt provides this service, made easy due to his extensive system of agents scattered about Faerun, he will not actively fight to defend Terrail, though he might appear if Anthalus himself was in danger. The two find little time to meet physically, as Anthalus’s duties as Archmage keep him quite occupied, but they use various magical means to communicate.
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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 - 28 Jun 2004 : 11:52:53
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Very nicely done, Sourcemaster! I love how you used Thalagyrt, who incidently is my favourite "Wyrm of the North"! |
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 28 Jun 2004 12:41:37 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 28 Jun 2004 : 16:13:26
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Sarelle, if you liked the water nagas, you'll love this.
Lesser Mages Seluis
The Archmage is not the only citizen of Terrail to hide behind a human form. Seluis, as this secretive sorcerer is known, is actually a guardian naga. He is young for his race, only a few years short of one hundred, but unusually adept in the Art. Anthalus found a newly-hatched Seluis in the remains of a large community of guardian nagas. Further investigation had discovered that a green dragon, lured by the potent magical items gathered by the creatures, attacked. All of the serpent-mages had been slain, except for Seluis. Anthalus took in the orphan naga, and raised him like a son, training him in the sorcerous magic of their draconic heritage. While older than many of Terrail’s wizards, Seluis is not a Lord Mage. He studies under Jhaurmael Riversedge, learning the secrets of transdimensional spells, and hopes to begin crafting portals of his own someday soon. He sees Anthalus as a father figure, and respects his judgment and power, and Anthalus accepts Seluis’ growing independence, though he worries that Seluis will someday seek vengeance on his family’s murderer. The two have a special relationship, forged partially by their unusual natures, which allow them to see the city around them with a unique perspective. Neither one is a humanoid like the rest of the citizens, but both have the welfare of the city and its inhabitants in mind.
Terrail might be a tolerant city, but even its occupants might be uneasy around a naga. The race’s reputation is derived primarily from contact with the dark nagas, and few know or trust in the existence of the other races. The water nagas of the surrounding sea are accepted by the citizens because they have been seen to aid the city., sinking raiding ships and driving off troublesome Red Wizards. Seluis and Anthalus feared that the snakelike appearance would draw unwanted attention, so Anthalus crafted a magical device that has since become a trademark talisman of Terrail. Known as an amulet of lesser polymorphing, this wondrous item polymorphs the wearer into a specific form. It appears to be a chain of braided gold, with a small circle hanging below. The circle is engraved with the image of the form associated with the amulet. The shapeshifting cannot be dismissed, but will immediately reverse when the amulet is removed. At all times, Seluis wears an amulet of lesser polymorphing (human). The water nagas who guard the sea have also been given these amulets, allowing them to occasionally roam the city they help protect. There is also a more powerful version of this device, an amulet of polymorphing, which allows polymorphing between one’s original form and the form at will.
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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 28 Jun 2004 16:21:57 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 28 Jun 2004 : 22:00:59
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Once again, I must humbly ask anyone with powers of pricing if they will lend their skills to me. If anyone can possibly translate some of the items here into monetary terms, I would be extremely grateful.
On another note, I'm brewing ideas at the moment. Is there anything anyone has been wondering about specifically? I'll post info periodically, but I'm happy to answer any questions you might have.
A few days ago I acquired FCRS, and I'm scanning it for locales suitable for Terrail. The Sea of Fallen Stars does seem fairly good, but that may change. Any suggestions?
One further thing. On examining the defenses of Terrail, I've found a problem. What in the Nine Hells do I do with my army?! The mists keep out conventional threats, and the Evil-Blocker alerts any obvious enemies. Aside from keeping order, the Golden Blades don't have much work to do. I was thinking about making them a mercenary army, hirable by anyone with a noble/justified cause and enough gold. |
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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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 29 Jun 2004 : 00:46:28
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quote: Originally posted by Sourcemaster2
A few days ago I acquired FCRS, and I'm scanning it for locales suitable for Terrail. The Sea of Fallen Stars does seem fairly good, but that may change. Any suggestions?
I still favor it being out in the middle of nowhere in the Sea of Swords... That gives it some isolation, and keeps it from affecting the balance of power elsewhere. And with the portals you mentioned previously, people can still easily get to and from the island... |
Candlekeep Forums Moderator
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I am the Giant Space Hamster of Ill Omen! |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 29 Jun 2004 : 02:55:20
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There is an awfully large empty space there, so maybe the Sea of Swords could work. I'm still wavering, but at least it's near many of the large cities. Portals are there, but can be pricy to use often.
Observe another of the many Terrailan craftsmen...er, craftspeople.
The Seven Stars
While the Silver Spoon is the inn of the rich and the nobility, the common man stays or eats at The Seven Stars. Unlike its more expensive and sophisticated counterpart, this inn has a homey, laid-back atmosphere. After a hard day’s work, the average craftsmen, guard, mage or cleric just wants to sit back, have a nice meal, and relax. The Seven Stars provides the perfect environment for this. A large common room dominates the first floor, filled with circular tables and scattered individual chairs, ideal for dining both alone or by oneself. Food is distributed by the smiling Deepwater triplets, but customers have learned not to hassle these helpless-looking halflings. Each one has been trained by their uncle in self-defense, and more than one overconfident male has found himself hurled out the front door by a girl not reaching his shoulder.
The Seven Stars is owned and managed by the Deepwater family, who represent the largest group of halflings in Terrail. The Deepwaters are minor mages all, none excelling in Art, but are renowned for using both magic and skill in cooking. It is suspected that many of Anthalus’s cooking spells were “borrowed” from this inn, possibly in exchange for the many small enchantments that abound in the inn. The heads of the Deepwater clan are Ralia and Frent, the parents of the triplets. Though the couple officially has equal authority, everyone knows that it is Ralia who really runs things. Frent is subtly manipulated by his wife, but it is he who is the true gem of the inn. Halflings are well-known for being cooks, but Frent is prodigious even among them. Without Frent, the inn would lose much of its clientele, who are drawn by the savory odors that waft from the kitchen.
The Deepwaters, like any large family, have their share of oddballs. First among these is Lun Deepwater, a member of the Golden Blades. This is not the reason for his oddity; Lun is a monk of the Hin Fist. He is the only militant member of the family, and is viewed as eccentric both by the halflings and his peers among the soldiers. Lun has taught something of the monk’s arts to his three nieces, and is fiercely protective of them. To the outside world, Lun is an intense, tightly-wound adept, deadly and dedicated to his work. To Allena, Marje, and Felyn, he’s Uncle Loony.
And a Golden Blade (some info is obviously repetative)
Golden Blades Lun Deepwater
Lun Deepwater is one of the few halflings of the Golden Blades. Although he has learned the basics of bladecraft and the rudiments of wizardry, Lun’s true passion is in his studies as a monk of the Hin Fist. Lun studies in Lurien in his youth, developing powers not dependent on any outside force, whether sword or Weave. He spent years traveling from monastery to monastery, studying with the various masters, seeking always to hone his skills to the highest level possible. He returned to Terrail only when he was sure that he could learn no more from his former mentors.
Lun can be seen to practice his skills often, eschewing sword and spell, preferring to trust in his own limbs to deal damage. With his abilities, Lun could have risen higher in the hierarchy, but ambition of that sort is foreign to him. Personal perfection is what Lun cares about, not the approval or others. Lun presents a calm, carefully controlled face to most people, but reveals his real personality to those he trusts. Discipline is his core motivation, but he loves his family very much, and his affection is plain to see.
The Two Seas are both appealing, but I'll decide eventually. Are there any strong swaying factors? Isolation is nice, but the wardmist can counter that. What about natural resources? Powerful monsters or potential allies? |
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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Sebastrd
Acolyte
28 Posts |
Posted - 29 Jun 2004 : 20:18:43
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This is a great bit of lore Sourcemaster2. I can't wait to use it in a campaign. Excellent job, friend. |
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Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 30 Jun 2004 : 00:19:11
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Well the Sea of Fallen Stars is warmer and clearer - so if you want swimming included, its prefferable. The Sea of Swords sees less shipping, but only very far out to sea - between Waterdeep/Neverwinter/Ruathym area it has been described as quite busy. There are more land monsters in the sea of Fallen Stars - there is more land - but there are much more sea monsters in the Sea of Swords.
One point that seems to sway the arguement toward the Sea of Fallen Stars is that water nagas dwell in 'Temperate aquatic', which is not the Sea of Swords - unless magic has altered the tempereature of the water surrounding Terrail.
I do have one question to ask - how do the various Lord Mages, Golden Sword captains and the Archwizard get along with one another? What are the politics of Terrail like? |
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 - 30 Jun 2004 : 01:01:32
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The politics of Terrail are somewhat strange. The five groups-mages, clerics, craftsmen, soldiers, and guests-don't really attampt to sway each other much. Instead, the individual groups have their own political setting. The Tower wizards, for example, tend to surround the Lord Mage they most like or approve of, usually a former mentor. This distinction can lead to infighting, but it is also practical. Rean's allies, for instance, are the battle mages, mostly his former students, while Kar's are the magical artisans. Issues like family aren't important, because there isn't any nobility in Terrail. Some alliances are inter-group, like Baergen and the Tower, who are closely tied in a demand-supply relationship, giving Baergen influence in the Tower. The Golden Blades are probally the strangest, as they don't really unite under any authority figure. As impregnable as Terrail is, the military doesn't have much to do, and so sell their services often. While pricy, a force of fighter-mages appearing out of thin air (usually by a teleportation circle, adding to the pricyness) is impressive. With soldiers constantly coming and going, there isn't time or motivation to be political. The clerical hierarchy is adhered to, but the Keepers have wildly differing interests. Since they don't have to worry about a steady supply of money, they can focus on their studies. The lesser clergy spend most of their time healing the citizens, as is their duty, while the more powerful have duties of a different nature (Saryl and her psionic responsibilities, Lean and her alchemy, and so on) The High Priest is divinely elected (majority of one, as it were) so rebellion is not likely. The craftsmen are the most democratic, each being more or less equal. The Master Craftsmen (confusing titles, I know) are rarely seen, focusing on their skills in The House, and are outnumbered by far by the others of their group.
The Council is a fairly accurate representation of Terrail's interaction. The Warden, while respected, isn't really influential, because his soldiers aren't present often. He does, however, bring a nice bit of income to the city, so the others know to pay attention when he talks. He and Rean are good friends, and the two discuss Terrail's defenses every few months. Anthalus is the nominal leader, not by any legal difference, or even because of his immense power, but because of his connections, personality, and the simple fact that he was one of the primary Builders. Out of everyone in Terrail (and out of it, for that matter) Anthalus has the most extensive knowledge of the city and its inhabitants. Many strange and powerful allies, few of them human(oid) are known to him, and don't forget that it is, in the end, his island. The Master Craftsmen is perhaps the most important member of the Council, because it's she who assesses the mood of the majority of Terrailans, and is responsible for maintaining the economy. A competent Master Craftsman causes trade to flourish, while an inept one can doom it. You may have noticed that Terrail is a city of luxury trades for the most part. Magic is valuable, as are fine works of art, but neither is really a neccessity. Careful balancing is needed to ensure that other nations come to rely on the enchanted merchandise produced here. So far, it's gone well, but the need for skill leads the other craftsmen to elect the most savvy of them to lead. The High Priest is somewhat taken for granted, so long as the citizens continue to recieve healing, the army is supplied with potions, and the Vault gets additions regularly.
The average Golden Blade values the power of magic, and so has no problem working with clerics or mages. At the same time, some wizards find soldiers unneccessary, and the more arrogant would do away with them entierly (note: these are almost all lower-ranking wizards, as the skilled and masters are usually older and wiser) Clerics, as always, are in the middle, accedpting the need for blade and spell alike.
Sarelle, I don't plan any temperature-altering magic outside of Terrail, although the city's weather is controlled by an as-yet-unmentioned Lord Mage (who I may link with the wardmist) What kind of land-dwelling monsters are 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 - 01 Jul 2004 : 02:54:26
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One more craftsman, as well as an apprentice wizard bonus. Sturdy Mettle
Another family business, Sturdy Mettle is run by Carden Dulnanin, a middle-age Dalesman. He is a smith by trade, as his father was before him, and is known for working with almost any material, whether it be wood, steel, or mithral. Unlike the majority of Terrailan citizens, Carden is not a wizard; he's a sorcerer. The Dulnanin viens run thick with sorcery, but not deeply. All of Carden's children (three sons and a daughter) have inherited the gift, posessing minor but definite powers. This advantage allows the family to be citizens without needing them to actually study the Art. The exception to this is Carden's youngest son, Uleus. Uleus was born lacking the innate mastery of magic his relatives have. As might be expected, he has developed something of an inferiority complex about this, and compensated by studying wizardry. While not hugely gifted in Art, he has proven determined to become a full mage. Currently, he is an apprentice in the Tower, learning his requisite spells. He looks forward to creating his first magical item, and plans to craft something relating to forging or smithing.
Carden, while not having any formidable magic, is still a valued member of the Terraian community. His skills are widely varied, from whittling wood to working with metals. Most spellcasters fo to Carden for an item suitable for enchanting, as his products are always top-notch. Mithral, adamantine, darkwood, and cold iron are just a few of the rare materials he works with, and can be designed by a buyer for commission. While he favors armor and weapons, he will craft just about anything for a price. His fees are not stiff, but do reflect the quality of craftsmenship, so come with a full purse or not at all. It is suspected that beneath the city are many unusual golems, crafted by Carden from various substances. They supposedly roam the tunnels, searching for intruders, guarding the Vault, and standing watch over the wizardly prisoners (more about that later)
To get on Carden's good side, offer him something new to make. Rare or exotic designs can earn a significant discount, or even remove it entirely. The condition is that Carden must keep a copy of the specifications. A good example of this is the drow hand-crossbow, which Carden has been looking for for years. Also, the somewhat dangerous and mysterious smokepowder weapons are sought by him. He doesn't understand their workings well, but is eager to learn.
Still hesitating. Monsters in either location? Type, numbers of them(roughly), enemies of said monsters? |
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 - 01 Jul 2004 : 19:30:28
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Monsters? No clue! Sorry - I was just referring to logical conclusions.
Though I can help somewhat with the Sea of Swords - in the Starlight and Shadows trilogy we see kraken (the big daddy monster in those seas), sahuagin, some bullywugs (MC:MoF) and some rare salt-water-dwelling merrow. There would be many more - often unique - monster types out there, including (I'd assume) sea serpents ala Fiend Folio.
No idea about the land-dwelling monsters of the islands in the SoFS - again I prompt other scribes - but I know that sea elves are more frequent there, as are Koalinth (sea hobgoblins) and Morkoth (sea squid-shark-devil-creatures from Monster Manual II). |
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 - 03 Jul 2004 : 02:52:20
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A few random spells, mostly simple.
Light Candle Evocation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 Standard Action Duration: Instantaneous Range: Medium (100 ft. + 10 ft./level) Target: 3 candles per level Saving Throw: No Spell Resistance: Yes
This cantrip lights up to three candles per level. It cannot be used offensively, or to ignite any object or creature besides the wick of a candle.
Candlelight Evocation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 Standard Action Duration: 5 minutes/level Range: Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: None Spell Resistance: No
Candlelight combines the greater duration of light with the range of dancing lights. It conjures a small magical light, similar to a will-o'-wisp. The light can be any color, is directed by the caster's will, and illuminates a 10-foot radius. It floats around the caster in a similar manner to an ioun stone, never more than three feet away.
Fingerpaint Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Personal Duration: 10 min/level Target, Effect, or Area: See text Saving Throw: None Spell Resistance: Yes
Fingerpaint is a child's trick, used mostly for entertainment. It allows the caster to use his fingers as writing implements, drawing with his fingertips in any color. The writing is not done in ink, but instead causes the color of the object touched to change. Thus, it cannot be wiped away or erased, though an erase spell will eliminate it, and it can be dispelled.
Material Component: A small amount of paint
Eye of Art Illusion Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Personal Duration: 10 min/level Saving Throw: None Spell Resistance: No
This impressive-sounding spell is used primarily to impress the ignorant. It cloaks the caster's eyes in a small glamor, causing any effect ranging from changing color to fantastic illusions. Any image that can fit in the caster's eyes is usable, but the illusion does not create true light or any effects other than visual. The illusion chosen is set once cast, but can be mobile (crackling lightning flickering within the eyes, or raging fires)
As I said, simple tricks. Not especially original, but Terrailan cantrips anyway. |
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 03 Jul 2004 02:59:28 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 05 Jul 2004 : 23:56:17
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Hark, for the secrets of Terrail are here revealed!... or something to that effect. It's been a few days, but I've been busy. Here's some more lore of the practical side, focusing on some of the less obvious features of the city.
Beneath Terrail: The Dragon’s Maze
The island of Terrail was the domain of Anthalus Wyrdcrier long before the first mage arrived. For the most part, the dragon was absent from his isle, traveling Faerun in various guises. He maintained his library and hoard on Terrail itself, guarded by the wardmist and other defenses, such as glyphs and impeding devices. Since the city’s founding, there have been substantial changes. The tunnels and caverns are now home to many different creatures, each with its own reason for its subterranean dwelling.
When the deep gnomes of the Silver Marches came to Anthalus call, they had several requests for their services. First among these was a portal connecting near their former home, allowing them to keep up communications with their brethren, and assist each other if needed. Another condition was that the svirfneblin could create a separate underground area for their people. After the initial construction was completed, the gnomes began to work on their own haven. With the assistance of their allies from the Elemental Plane of Earth, along with their own unique enchantments, the cave systems of the gold dragon were modified to fit their needs. In the memory of lost Blingdenstone, they molded stone into a small city-beneath-a-city. A decanter of endless water (one of many) supplies the Forgotten Folk with fresh water, and the community has a prosperous mining arrangement, probing the earth for precious metals and rare gems. They have also worked out a deal with Baergan of the Uppercity (their term, of course) to provide such substances as spell components, for a hefty price. The settlement, known as Celdignen, is the largest of the areas used for living spaces, and houses about a hundred and fifty deep gnomes. Some of these have come from the lesser-known areas of the Underdark where their kind dwells, augmenting the size of those from the North.
Another important place beneath Terrail is one not inhabited by any race. Instead, it serves the city by its very existence. Known as the Spring of the Serpent, and also as Mystra’s Well, it lies directly under the Tower of Rising Light, almost six hundred feet down. Here is the source of Terrail’s water supply. The Builders realized that an island lying on a sea would need large amounts of fresh water, so they bent their collective powers to that task. Many decanters of endless water were crafted, and the Spring was built in secret. An extensive tunnel system was carved through the stone of Terrail, and runs into almost every structure. There are four primary water lines running through the city, leading to the most important buildings: the Hall, Tower, Temple, and House. From there the lines join in the circular wall, creating a flowing ring of water surrounding the city. This circle, as well as the four major streams, branch out to innumerable destinations. Every building of significant size has a connection to a line, and those owned by the more wealthy citizens have elaborate plumbing systems. The location of the Well is very mysterious, known only to the highest-ranking citizens. The nearby svirfneblin city is given the task of making sure the Spring continues to function properly, as well as ensuring that it is guarded from the mischievous or dangerous. Several stone golems are used for this purpose, as well as specialized alarm spells that alert the mages of Celdignen to intruders.
A few more spells and devices coming up. |
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 - 06 Jul 2004 : 18:04:36
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The Dragon’s Maze continued
The Vault and the Archives
It is a requirement for all applicant mages to create one unique magical item. The nature of this object is decided by the crafter, but must be of a permanent nature (no potions, wands, ect.) and be completely original. With the plethora of enchanted devices, both in the city and outside, it can be difficult to come up with a new idea, but every Tower wizard has done so. The fruits of their labors lie beneath the Tower, in what is simply known as the Vault. The Vault houses a strange collection of talismans. It holds a very diverse assortment of objects, each with its own powers and many with an adventurous history. When a new device is created, it is presented to the Lord Mages and the Archmage for inspection. They ensure that it functions correctly, as well as confirming its originality. If it passes, a copy is made, and that copy is placed within the Vault. Funds for the duplicate are drawn from the Tower’s resources, and are gladly supplied for new magic. The contents of the Vault are extremely wide-ranging. Shelves overflow with everything from simple swords to draconic golems. The structure is octagonal in shape, lined with a long shelf. There lie the smaller devices; amulets, rings, bracers, and so on. The center is devoted to the larger items; suits of armor that walk and talk, thrones that float along the ground, and many others. The full contents of the Vault are known only to the Archmage and Lord Mages, but it is Numeana who is the true mistress there. The Gilded Scabbard is contained in the Vault, as are numerous other creations now common in Terrail.
The Library is the greatest repository of magical knowledge in Terrail. It contains a copy of almost every spell written or gathered by the Tower mages. The entire ground floor of the Tower of Rising Light is devoted to the more minor spellbooks and the books containing the relatively harmless information. That is where any citizen may enter and read, learning new cantrips or small spells or studying about magic in general. The three higher floors hold the more dangerous tomes, those which contain potent spells or potentially deadly hints about the Art. Those floors are open to the apprentice mages as allowed by their teachers. Full wizards can read anything there, but guests have access depending on their authorization, usually determined by magical means. The true treasures of Terrail lie not in the public sections of the Library, or even those used by the Tower mages, but in the clandestine chambers beneath the Tower known as the Archives. There are the most powerful books of spells, containing magics of enormous strength, as well as instructions for creating objects of’ dire power the and some of the most well-kept sorcerous secrets in Faerun. Access to the Archives is severely restricted, allowed only to the Lord Mages and a very few outsiders.
Another lesser mage.
Numeana
There are not many elven wizards in Terrail. This is very strange, seeing as the elven race has such a magical heritage. The official explanation is that there aren’t many elves outside the havens of Evermeet and shattered Evereska, even with the Return, but the truth is more related to history. The elves remember Netheril, and are hesitant to again involve themselves with a society based on magecraft, especially one primarily run by humans. Because of this, Numeana is something of a novelty as an elven wizardress. Raised in the Elven Court, she grew up hearing about the fabled magic of Myth Drannor, and it inspired her to begin her own arcane studies. Numeana was tutored by the wizards of the forest, but was saddened by the conflicts in that beautiful wood. The humans, elves, gnolls, and drow have turned the forest into a guerrilla battlefield, with no one maintaining control. Her family urged her to stay, but Numeana would not tie herself to their struggle. Abandoning her family name, she left and traveled to Silverymoon, applying to Miresk's School of Thaumaturgy, where she studied for several years. She served in the Spellguard for a short time, but left once more to further her Art, this time joining an adventuring band. The time she spent there did little to expand her spellbook, but she did acquire several items of power, and gained practical experience in battle. The objects of magic led her to devote time studying them, along with the means for constructing such talismans.
Numeana arrived in Terrail intending to probe the Library, burying herself in the magical tomes found there. To do this, she knew she had to join the Tower mages, so she did so. Her interest in magical items was noted, and the Lord Mages gently nudged her into the skilled level, luring her with the opportunity to access the more potent lore. She advanced, but was then ambushed with the position of Guardian of the Vault. This responsibility was foreign to the elf, and she was very reluctant to accept, but the temptation of unlimited access to the magic of the Vault and the ancient teachings of the Archives were too irresistible. Numeana accepted the post, and has quarters built directly across from the Vault. She spends her time examining the contents of the Vault, as well as perusing the collection of books on magical crafting. She specializes on rare and obscure devices, as well as artifacts, but is very knowledgeable about all kinds of magical objects.
I think I'll use the Sea of Fallen Stars. I read that there is a sea elven community there; does anyone know anything about it? Also, the sahuagin and merfolk are mentioned in FCRS, but I'm curious about them. I'm working on the practicalities of Terrail right now, the things that make the city work. Any thoughts, or anything I'm obviously missing? |
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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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 06 Jul 2004 : 18:54:18
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quote: Originally posted by Sourcemaster2
I think I'll use the Sea of Fallen Stars. I read that there is a sea elven community there; does anyone know anything about it?
If you're referring to the city of Myth Nantar, it's detailed in the 2E sourcebook Sea of Fallen Stars. If you're going to stick Terrail there, then I most heartily recommend that product! It deals more with the undersea stuff, but it would still come in quite handy.
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Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 06 Jul 2004 : 19:05:08
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I don't want to sound over-complimentary, but if 2nd edition (with its focus on lore) were still around, I believe you could easily get a job as a Realms designer. There is something in your style of world-building similar to Ed's.
Anyhoo...
Yes, I believe there are quite a few sea elf communities in the Sea of Fallen Stars (it being the right temperature), and at least one underwater city. I'd ask for a scribe with Sea of Fallen Stars to help out, but as they haven't in the past I wouldn't bet they will now.
The best I can do is say, using CTREL+F, look up 'Serôs' in this webpage. There are various bits of SoFS history. |
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 - 06 Jul 2004 : 21:45:09
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Thanks, Sarelle. It means a lot to hear that. I'll do some research on Myth Nantar, and see what I can find. Maybe a post in the General section would yield better results. |
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 - 07 Jul 2004 : 06:22:26
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This is one of my favorite Lord Mages.
Vernale Noonstar
The Pirate Isles are home to the darker side of society. Cutthroats, murderers, swindlers and more, they all fall under the umbrella of pirate. Perhaps the most dangerous among these is a pirate mage. Vernale Noonstar has no knowledge of her origins. Her family was killed while traveling the Sea of Fallen Stars, and the young girl was taken captive by a ship of rouges. As can be imagined, her treatment was harsh in the extreme, and it has left its marks upon her. Vernale grew up abused by her shipmates, the lone female on a pirate vessel. She focused entirely on surviving, developing skills with a throwing spear and knives. Her real talents did not emerge until adolescence. After the raider overtook a wealthy merchant ship, magical supplies were obtained. While doing inventory, Vernale came across a spellbook belonging to the ship’s mage. Barely literate, she could make nothing of the complex runes and glyphs, but she was able to understand the potential power inherent in it. The captain, noticing her interest, ordered the ship’s wizard to test the girl for aptitude. He discovered that she had great latent ability, and began to teach her the Art.
Armed with magic, Vernale finally had an outlet for her bitterness. She quickly mastered the cruel but powerful spells of the sea, and the thieves who had once been her tormenters found reason to shudder at her mere presence. It was only five years before Vernale quietly murdered her mentor. The captain followed not long after. The ship fell under the wizardress’ command, and she ruled it with an iron fist. Slowly, more pirates came under her banner, bearing the emblem of a lightning bolt held in a feminine grasp. The force she amassed became a real threat to the peaceful travelers of the sea, and the traders’ defenses were powerless to thwart her weather-magic. Eventually they assembled an armada of mercenaries, bolstered by battle mages. In a climactic encounter, Vernale’s forces were defeated. The mage herself killed more than a dozen enemy wizards with her lightning, elementals, and summoned storms, but then fell to the remainder’s gathered power. That loss could have been the end of the sea witch, but Anthalusianin arrived in his draconic form. He gathered up the unconscious pirate, and bore her to his island. There he healed her, and offered a place among the city’s mages. Vernale found herself unable to decide, torn between her reflexive distrust of others and the temptation of true acceptance. Anthalus saw in her the possibility of a great Lord Mage, cunning and powerful, if only he could temper her ruthless spirit. Finally she accepted, taking on the role of the Sea Witch of Terrail. Her spells focus on weather control, and it is her might that creates the temperate environment of the island. Her nature reflects the elements she manipulates; untamed and fierce, charged with power and always ready to strike. Time and the gentleness of the Archmage and his “son” Seluis have softened her somewhat, but she is still very wary of anyone she does not know well. As well as overseeing the weather conditions of Terrail, Vernale is responsible for making sure the wardmist is functioning properly.
The novices and Tower mages walk softly around Vernale, and with good reason. She is a slight woman, with salt-darkened features. Scars from her childhood sufferings still line her limbs, and a long scratch runs from the corner of her left eye to her chin. She refuses to have these marks removed, as they serve to remind her of “the true nature of man.” Her temper is legendary, and sharp spells of lightning accompany her more spectacular tantrums. Occasionally, the real world overwhelms her, and she leaves it behind, shrouding herself in spells of flight and endurance, calling up a fearsome storm to fly in. Those brave enough to approach her in these instances say that she is like a wild thing, laughing as she hurls lightning to answer that from above, reveling in the pounding rain and winds around her. A throwing spear hangs from her belt always, enchanted with the power of lightning and ever returning to her hand. A silver ring on her right hand allegedly protects her from the power she so deftly wields, and it is rumored that Vernale possesses an orb of storms.
The Sea of Fallen Stars it is. Coming up next is a small business, utilizing a kind of magic unusual in Terrail. |
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 07 Jul 2004 06:38:21 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 07 Jul 2004 : 20:41:01
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Chauntea’s Bounty
This little shop is home to two elderly humans, Perta and Berune Gheden. The couple are quiet, gentle folk, but nevertheless have their secrets. Both are Harpers, retired from active duty, but still do their part for the cause. They keep several items of healing, including potions and a wand or two, to be used for fellow Harpers in need. They are the primary Harper contacts for the city, but actually do little. Their official mission is to monitor the magical developments constantly going on there, making sure that dangerous innovations are noted. The Harpers as a group are highly curious about the mage-city, knowing that such a powerful citizenship needs to be observed closely, but they have seen, and approve of, the character of the Terrailans so far.
To the public, Perta and Berune are simple florists. They run a tiny business, hidden between their larger neighbors, but it is noticeable from quite a distance. The reason for this is the heavenly scents that radiate from their merchandise. The Harpers, as well as being minor wizards, are druids of Chauntea. The back of their store is filled with beautiful flowers, grown and tended by them. The druids display wonderful arrangements in the front window of the shop, and Chauntea’s Bounty does some swift trading. As well as providing the flowers themselves, Perta and Berune make perfume. The scents are all of a natural variety, and sell well. All in all, the druids make a decent living, especially with their last product: magic. Having access to both druidic and wizardly spells, they can construct unusual objects, but have focused most of their attention on writing new spells, or converting their divine magic to arcane spells. They have had some success, but progress is slow. The high-ranking mages of the Tower who know about their abilities remain interested in their findings, and a few of their spells are interred in the Library.
Apply Aroma Transmutation Level: Brd 0, Sor/Wiz 0, Drd 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 hour/level Saving Throw: Fort Negates Spell Resistance: Yes
This cantrip was written by Berune Gheden, a druid/wizard of Terrail. When cast, it causes a twenty-foot area to be infused with a scent. The aroma is determined by the material component, and can be dispersed by a moderate or higher wind in 1 round. Berune uses it to advertise his wares. Not long ago, this spell was put into circulation. Unfortunately, many younger wizards have used it for more mischievous purposes than it was intended, usually using some more...questionable substances than perfume.
Material Component: Three drops of liquid. |
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 - 08 Jul 2004 : 01:48:40
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Earlier, someone asked for a map of Terrail. My artistic skills would embarrass a five-year old, so drawing one is out of the question. A digital map is under construction, but here is a basic description of the city.
Terrail is encircled by a simple white wall. The wall is divided by four gates, each of which as a small tower on either side. Leading from the gates are the Four Ways, paved in octagonal stones bearing the sigil of every citizen; they run north/south and east/west, meeting in the center. Along the Four Ways are many of the businesses, but the primary center of commerce is the Market. Approaching Terrail from the southern gate, the arrangement is as follows. In back of the gate towers are small barracks, extending from the road to the wall. The barracks give way to the Market, a sprawling, vaguely rectangular area reaching across the rune-road on both sides. The Market then leads into the “housing” district (not an official term, but there are no shops, only houses; primarily wealthy people live here) That continues until it meets the large open space in the exact center of Terrail. This courtyard surrounds the Tower of Rising Light. From here, one can go left (west), which brings you to the House of Crafts. Traveling right (east) leads to the Temple. Going forward (north), one arrives at the Hall of the Golden Blades. As for the areas in between those locales, the northeastern portion of Terrail is the Gate Court, devoted to the portals of Terrail, as well as housing some of the mages and soldiers assigned there. The northwest is the Guest District, housing the many and varied…well…guests. The houses and businesses there are very diverse, depending on the resources of those living and working there.
That’s a very basic overview of Terrail. Obviously, there are many side streets and smaller areas, but that describes the fundamental geography of Terrail. Any questions?
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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 08 Jul 2004 01:49:23 |
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Sebastrd
Acolyte
28 Posts |
Posted - 08 Jul 2004 : 20:08:23
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Sorry Sourcemaster, I have no idea how that happened.
Anyway, I just had a few suggestions if you're interested...
quote: Originally posted by Sourcemaster2
The Master Craftsmen is perhaps the most important member of the Council, because it's she who assesses the mood of the majority of Terrailans ... The High Priest is somewhat taken for granted, so long as the citizens continue to recieve healing, the army is supplied with potions, and the Vault gets additions regularly.
I would think that the High Priest, not the Master Craftsman, would be the most important member. The Master Craftsman would definitely know how the populous spends its coins, but as the spiritual leaders it stands to reason that the clergy would have the best feel for the people's mood.
Also, it might be better to reqire development of a unique spell instead of creation of a unique magic item for applicant mages. That way characters wouldn't be required to take item creation feats. (Item creation is cool for NPCs, but not so much for PCs)
You've done a fantastic job, and Terrail will definitely be appearing in my FR campaign. Thank you very much for sharing it with us. |
Edited by - Sebastrd on 08 Jul 2004 22:02:48 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 08 Jul 2004 : 22:57:08
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I'm glad you're enjoying Terrail. This is my first big posting, so I'm a bit nervous that I'm forgetting or misrepresenting something. That's why I appreciate feedback, both positive and negative.
The reason the High Priest isn't that influential is because not that many Terrailans are devout. As wizards, most give at least token worship to Azuth and Mystra, but many of them pray to different deities, or aren't religious at all. Churchgoing is regular, but not intense. Remember, a large portion of the Temple is prepared for those who don't worship the god or goddess of magic, so those individuals don't even have a cleric of their faith to visit. In Terrail, clerics have to earn their keep; godly intervention is less important with mighty mages a (relatively) short walk away. They focus on healing and potion-brewing, and that's where most of their influence stems from. Even these abilities are in danger of being overshadowed by the developments of the Tower, particularly Byraun's experiments with healing spells. While that possibility worries some priests, it also motivated them to create their own new magics as quickly as possible. In comparison, the Master Craftsman is well-known by the majority of citizens, and has a more active role. The Terrailans are glad that the High Priest and posse exist, but they don't really need him, while the MC organizes and oversees the city's businesses and craftspeople (correct term?) Technically, the two are equal, but the reality favors the MC.
The unique spell is one of the the requirements for the skilled level, but I suppose they could be switched. On a related note, a master, as well as stat-based prerequisites(level and so on), must have crafted a unique magical item using spells they have developed. |
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 - 08 Jul 2004 : 23:30:04
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Thinking about it, it would make sense for an novice to write a new spell. After all, the goal of the Tower mages is to create new magic, and while magical items can be made using a spell, it is probally more difficult to extrapolate spells from a device.
Okay, here are a few random Terrailan Tidbits.
1. While these designations are interchangable, technically beginner Golden Blades are trainees, clerics are acolytes, mages are novices, and craftsmn are apprentices. These terms obviously mean the same thing and are misused even by the masters, but those are the "official" names.
2. As was mentioned before, Vernale control's Terrail's weather. Casting control weather or a similar spell is prohibited, and will incur her wrath.
3. The true nature of Anthalus is not known by most people, but is it known that there is an allied golden dragon who often aids in battle. The Archmage has taken dragon form in public, but he makes sure to use silver and bronze dragons at least as often as gold, and most assume he uses shapechange(which he does for the others, of course)
More juicy stuff later. |
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 - 14 Jul 2004 : 23:14:51
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I've been gone for a while (at the beach) but I spent some time on Terrail. I focused on the island outside the city itself.
Leyrin's Landing
As an island city, Terrail's trade is done in large pat by ship. While the more delicate, expensive, or rare items are transported via portal, bulk products are seabound. Unlike most large cities, Terrail does not have docks within its borders; instead, the ports are some distance from the city. Named after the founder, Leyrin, the docks are spacious but bare, meant for simple practicality. At any time, there are about three to five large ships docked there, with many smaller vessels scaterred here and there. On the whole, the Landing is the most normal place on the island. The only unusual facets of this area are a solitary white dome, and a curious, ramshackle tower. The dome is recent, having been constructed only five years ago by a group of moon elves, sea elves, and humans. It is a shrine to Deep Sashelas, the god of the sea, and represents the burgeoning worship of the elven god, both among the sailors and citizens of Terrail. This development is seen as a threat by the clergy of Umberlee, who view any aquatic deity as a challenge to their capricious goddess. This dome is a simple edifice made of white marble. A round column rises from the center of the inside, forming a bowl which contains holy water. Aerdele Dsrel, the highest-ranking priest of the sea god, uses this pool for scrying, aiding the sailors by searching for sea monsters, pirates, or other oceanic dangers. There has been talk of making an additional temple in Terrail itself, dedicated to Deep Sashelas, but the established administration is hesitant to disrupt the current balance of power in the city.
The second oddity of the Landing is a lone, crooked tower. It serves as the island's lighthouse, the top of the spire projecting a magical light out into the sea. The tower is controlled by a simple activation sphere, manipulated by the mage assigned there. The resident wizard changes monthly, and the mage is required to assist the sailors in an emergency. This much is known about the lighthouse, but the truth goes deeper. The tower (which has come to be called the Cracked Lantern) was once the home and working place of the archmage Leyrin Runestaff. It was here that Anthalusianin's apprenticeship took place, and where the Builders met and planned the construction of Terrail. After the city wall and the major buildings were finished, the tower was abandond. Few know of its history, but only the Council are aware of its greatest secret: it is the final resting place of Leyrin. Upon his death, Leyrin was cremated, and his ashes were mixed with holy water blessed by clerics of Azuth and Mystra. The remains were interred beneath his former home, hidden in what was once his laboratory. Anthalus placed a marble bier there, with a sacred urn within the bier itself. Upon the surface itself is an illusion (created by Anthalus with a permanent image spell) of the wizard, honoring his memory without providing the opportunity that his body could be used against Terrail. The mage currently assigned at the Lantern, Selne Jurev, has no idea of the laboratory's existence, but should she find it, there are still several talismans, components, and belongings once owned by Leyrin, although his spellbooks have been moved to the Tower.
Aside from these two items, the Landing is basically a long arc, unadorned by any magic greater than an enchanted lamp. Cargo is transported from the ships by ordinary methods; wagons, horses, ect.
Inere Tarlaugh
There are many unusual characters in Terrail, brought there by the open offer of amnesty or the attraction of massed magecraft. For Inere, it was the chance to advance his research. Inere Tarlaugh is working on a new form of magic he refers to as "illusio-manifestation." This kind of spellcasting is still in a very expermental stage, but the theory behind it is that illusions can be made real. The potential of such research, if it proves successful, is considerable, but, so far at least, Inere has been unable to prove that his ideas are more than just that, ideas.
Inere's many failures have led him to be called Inere the Illusioned. His peers have long since ceased to expect his efforts to yield results, and mock his continuing studies. Almost no one has shown any interest in or support for this illusio-manifestation, but Inere perseveres, determined to achieve his goals. The Lord Mages and the Archmage admit that they don't believe Inere's claims, but no one can deny his skill in illusion-crafting, and he still sells his services to augment his standard funds. Few can match his skill and attention to detail, and it has become something of a novelty to hire the Illusioned wizard.
Illusio-manifestation (terrible name, but the poor man is barely sane, so don't blame me...I mean him) has brought about no results, but Inere has made some progress in augmenting more standard illusion spells. He is often accompanied by a ghostly-seeming figure, which he calls a shimmershadow (bad name, see above). Inere claims that it is a permanent illusion which he can mentally control, and it apparently has construct-like qualities. Similar...things....abound in his small manse, located in one of the higher peaks in the Terrailan mountains (although it has been seen in several other spots, sometime simultaneously) On a more personal note, Inere is a short, thin man, with pale blond (almost white) hair. He usually has sunken eyes, with a slightly strained look on his face. From all appearances, he is being slowly consumed by his work. He occasionally worries that his critics are right; he may be slipping into maddness. His family (a respected group of illusionists from Calimshan) have disowned him, and he is alone in the world. His only companion is his familiar Llyrest, a mysterious creature itself. No two groups of people have seen the same being; some say it is a bat, or a lizard, an imp, and so on. The more perceptive suspect a being with illusory or transformational abilities, or possibly Inere actually has multiple familiars (I know the truth, but I'm not telling)
The Talon's Tower
One of the stranger structures of the city, this is actually an instant fortress. It was recovered by an adventuring company, Tilverton's Talon, from a goup of bandits who had been hounding travelers. The company snuck into the fortress, slew the bandits, and claimed it for themselves. It served the party as a camp during many adventures, an unassailable safehouse that could be carried along with them.
Today, the Talon is stationary, though it still serves as the group's headquarters. Most of the members are traveling at any given time, but their strongest mage, Kale Imerson, stays there. Quite old, the battle wizard has amassed an extensive collection of maps, legends, and adventuring journals (many of them the Talon's themselves) Kale makes a significant sum dealing with other adventurers, telling them of the sites of dragons' lairs, dark mages' towers, ans so on; the stuff of heroic exploits. He advises them on the proper ways to battle the foes they might face, including the specific weapons and magic needed. Kale is a Tower mage, but is not much involved in its affairs. He is a friend of Byraun Harthen, and devotes a portion of his resources to searching for information on the Positive Energy Plane.
Passage to Terrail
Due to the misdirecting qualities of the wardmist, ordinary ships cannot sail to Terrail. Only someone wearing asn amulet of Terrail can act as a guide, so the Tower assigns several minor mages to fill that position. For a small fee, any ship can be led to the island. Exiting is easily done; just enter the mist, and it will direct the ship away from the island.
Duties of the Tower
Magical supplies aren't cheap, and enormous sums of money are spent purchasing components, books, and even food and clothing for the city's wizards. To some, this may seem to provide the Tower mages with too much, but here's some of what they do to earn their keep.
1. Portals- Riversedge and his students craft portals for anyone who can pay, bringing in a large amount of gold.
2. Weather control- Vernale keeps the weather balanced, providing neccessary sun and rain, and averting meteorologicaL disasters.
3. Defense- The mages, primarily Anthalus and Vernale, maintain the wardmist. Additional defenses are built by Rean and his peers, and the Evil-Blocker is always active.
4. Construction- Obviously, wizards built the city. Any new structures are built largely through wizardry, and most deterioration is repaired by Art.
5. Disenchanting- any citizen can come to the Tower to have a malicious spell removes, curse lifted, ect.
6. Spells-for-hire- Money is brought in by selling spellcasting services.
7. Crafting- Buyers can order magical items for their market price (pretty much any item can be made)
Any thoughts, mistakes, condemnations? |
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 17 Jul 2004 18:31:59 |
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Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 15 Jul 2004 : 13:23:02
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Just one question this time: you mention the tower as "of the city" but don't indicate its location - is it outside the actual city like the other things? |
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 - 15 Jul 2004 : 16:33:29
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The Crooker Lantern is at the Landing, near the docks outside the city. It is a bit farther back than the docks themselves, at the base of the mountains. The Talon's Tower is within the walls of Terrail, in the western "housing" district. |
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 15 Jul 2004 16:35:20 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 15 Jul 2004 : 20:48:01
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I mentioned the nagas' amulets of lesser polymorphing before, but they're not the only beings who wear that device. A mage of a hated and/or misunderstood race can request one, as can any beings with innate(to their race) sorcerous or bardic powers. Here's a list of the kind of beings Anthalus have given amulets to; araneas couatls, nagas, and lillends. Innate spellcasters can have unique spells or magical knowledge, so they are welcomed (regular rules still apply, including the citizen/guest distinction. There are several nontypical Tower mages, sorcerers, and bards, but few are aware of their true form) There will be others; I'm researching beings with natural arcane spellcasting (partly here in Candlekeep, in the General section). Does anyone know of any? |
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 15 Jul 2004 20:58:39 |
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Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 17 Jul 2004 : 12:59:09
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There are quite a few - the first one that springs to mind for me is the MMII air-element Sylph, which I once played as a PC. |
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 - 17 Jul 2004 : 17:29:46
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What abilities do they have? I'm writing up a few more nonstandard races as Terrailan citizens, to be posted later, so any being with natural arcane spellcasting is welcome. |
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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