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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 18 Jul 2004 :  06:19:43  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Here's the first nonstandard citizen, as well as a business.

The Siren's Song


Although there are few bards in Terrail, musical magic is not disdained. A strong policy of sorcerous acceptance is in place, so none of the common prejudices exist(wizards don't look down on bards, or lack respect for clerics). The largest gathering of minstrels is in Siren's Song, an extremely popular theater located in the western part of the city, near the House of Crafts. The theater presents many different forms of entertainment; plays, music, acrobatics, magical "effects" (impressive illusions and such). Satires are a specialty of the Siren's Song, but are always gentle, not malicious. The building is in an indoor ampitheater style, with the customers arrayed around the stage. The theater is run by a very strange assortment of performers, each with his or her own talents. The common factor between them is magic, primarily bardic in nature. The mistress of the theater is Nyra Lelian, who some have come to call the Siren, due to her beautiful appearance and her focus on enchantments. This title is ironic, considering that she truly is not a human woman, but a lillend. Nyra Lelian is the name the lillend Nyearandra chose to give her human form, granted by an amulet of lesser polymorphing. Anthalus met her at the bardic college of Silverymoon. She had been attending classes there, but has hampered by people's reaction to her unusual appearance (not discrimination, exactly, but most people aren't used to human/snake/bird women). Anthalus invited her to Terrail, bribing her with the offer of an amulet, and she came. She originally joined the Tower, becoming friends with Elryna Tarean. While she enjoyed studying magic, "Nyra" preferred using her more ordinary musical abilities. When Anthalus tactitly suggested that singing in common rooms was not really appropriate for a Tower bard, she followed his advice and became a craftswoman. The Siren's Song faltered at first, but then something strange happened. Bards and other performerd bagen to gravitate towards it. Nyra was surprised by the various talents literally showing up on her doorstep, but quickly hired them (unknown to the lillend, she had help; it pays to have friends in high places). Her income soared, and she expanded the building until it reached its present size.

Today, the Siren is one of the most popular places to spend an evening out. Spellcraft is used often, but is of middling power, used more as a prop then a neccessity. What brings in the most money are Nyra's rare performances, simple songs, but sung with an incredible voice. On those nights the Siren sells out weeks in advance. Nyra almost never assumes her real shape, preferring to blend in. She has truly found her niche, a perfect place to use all of her abilities. To her surprise, she's become quite the social butterfly, often attending parties with her closest friend, Illera.

More to come, and I'm developing the rest of the Council.

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 18 Jul 2004 07:28:40
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 18 Jul 2004 :  22:33:55  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Lesser Mages


Yvlote Ghuld


Areanas are one of the stranger creatures of Faerun. Half woman, half spider, they can live in either world but are at home in neither. It is this conflict that epitomizes Yvolte Ghuld. Born in the Forest of Mir, she grew up living in fear of the nearby human settlements. The few aranea in the wood were reclusive, content to live out their lives apart from other races and new ideas. Yvolte changed all that, or rather, someOne else did. When a drow raiding party left the Underdark via a cave in the woods, they caught their first glimple of the spider-things. Reporting the beings to their superiors, they were told to investigate further, but not to do any violence. Led by the priestesses of Lolth, they met with the araneas. The shapeshifters were hostile at first, but established a profitable (for the araneas) trade, providing them with minor magic in exchange for almost nothing. In time, the dark elves managed to reach their true goal: converting the araneas to the worship of Lolth. Not a spiritual race, the araneas were reluctant to tie themselves to a deity of another race, but Yvolte embraced the opportunity. One cold winter night, she was visited by an avatar of the goddess, in the shape of a human woman. She approached Yvolte, and spoke to her in a quiet, gentle voice, making offers of power far beyond her paltry innate spells. The young woman found her resistance fading fast, and it collapsed completely when the "woman" took the shape of a spider, giving Yvolte a feeling of acceptance for her race, so different from those around her. That night, she swore the unholy oaths of the Spider Queen, and felt Her dark power fill her being. She newfound magics elevated her above her elders, and she took command of the community. Following her example, they took to the religion enthusiastically, and found the gifts of the goddess with little difficulty.

In time, Yvolte recieved a message from Lolth ordering her to seek for ways to increase her innate arcane abilities, in the hopes of breeding children stronger in Art, and thus creating more formidable priestesses for the goddess. Neutral in alignment, she found entry into Terrail, and became an apprentice in the Tower. As of now, she has yet to advance her powers much, but studies intensely. Unknown to the aranea, the Lord Mages are aware of her ambitions and connection to both the drow and Lolth, but will take no actions against her unless she becomes a true threat to Terrail, becomes evil, or tries to convert others to Lolth's worship.

Note: Due to her shapeshifting abilities, Yvolte has no need of an amulet of lesser polymorphing.

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 Jul 2004 :  06:45:22  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
It's customary for a beginner to be guven the least desirable or interesting tasks, and that's no different here. Every apprentice has their hands (or claws, or tentacles, or...) full of work, and there's little free time until reaching name-rank. Here's a brief summary of what the various groups do with their time, as well as some general info about them.

1. Mages: obviously, they study magic, but are also entrusted with the more minor castings (mendings and such). Those powerful enough have to make sure the arcane locks and continual flames are still working. The clenliness of the Tower is the duty of the novices, who use pretidigitation, unseen servant and the like to accomplish it (full mages and higher usually like to keep their chambers private, and so clean them themselves). An extremely important task is checking the water lines for any presence of toxins. This is done over a dozen times a day; in addition, some devices continually detect poison, causing all water in the lines to glow with purple light if any is found. Any novice is required to assist a wizard of mage-rank for minor tasks (cleaning, fetching within the Tower) A skilled mage has much more authority, being able to make long-lasting commands (gather these components, research these topics, brew my potions; pretty much anything they can't be bothered to do, within reason) Generally, novices are like their superiors in that they orbit certain politically powerful mages. These groups have a sort of guildlike agreement, in which, for example, a mage artificer won't abuse an upcoming battle wizard with too onerous a task. Violation won't bring any kind of violence, of course, but it's considered polite to honor the associations (think Mafia but with soccer moms).

2. Clerics: Acolytes are pushed to their magical limit. As any citizen can request healing, the Temple is usually packed, with the hypochondriacs complaining of dire curses, overreactive parents dragging in little Tommy with a paper cut, and, of course, the actual injuries. Treatment depends on the severity of the wound, but the majority of cases fall within the realms of the acolytes. They don't have the luxury of hoarding their spells, and it's a rare day when an Azuthan of Mystran acolyte goes to bed with so much as an orison left. Healing goes in shifts, four per day. The others are spent on their religious studies, spellcasting training, specialized studies (in which the cleric learns from a specific priest expert in something they want to learn; this is fairly informal, alternating based on the instructor's available time), and a combination of weapon's training and nonmagical healing. Authority isn't exercised that much, as the acolytes are seen to have enough work in their healing. Free time is devoted primarily to extending their specialized studies, usually spent in the library with Daern (whose lessons often degenerate into interplanar "when I was a young cleric..." stories, or Lean's intense and strictly regulated alchemical teachings (very intense; don't mess with the gnome with the ladle)

3. Fighters: The Golden Blades' trainees have it a bit easier than the mages and clerics. Fighters are a little superflous in Terrail, so they aren't looked at too closely. Don't misunderstand, they are well trained, both in theory and swordcraft, but their duties are few. Mornings are spent learning tactics from Pertylon Gildedge. They break for breakfast, then work on becoming fluid combining spells and swords. This includes learning new spells suitable for their profession and practicing with various magical items (weapons, armors, and others usable in battle). Lunch, then standard weapons's practice 'till an hour before dinner (meals are served at the Hall three times a day) The schedule is regular, and for the rest of the time the trainees do whatever they want.

4. Craftsmen: No standardization here. Each merchant and artisan has his or her own methods of teaching. Obviously practical teaching is done as anywhere else, augmented by some spells.

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 Jul 2004 :  04:30:10  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Laws and Policies, continued


Laws of Magic


1. It is unlawful to enact any magic with the intent to harm another, save in the defense of oneself or another.

2. No magic may be used to control the will of another, under any circumstances short of self-defense or if necessary for the protection of Terrail.

3. All magics of evil nature are forbidden within the city.

4. The summoning of beings from this plane or any other may be allowed provided that the entity summoned is acting of its own will.

5. No demon, devil, or creature of evil may be conjured within Terrail.

6. It is the right of any thinking being to learn the Art of Mystra. All who seek to study wizardry are to be taught within the Tower of Rising Light, falling under the laws pertaining to that placement.

7. It is the responsibility of every mage to ensure that his or her magics are under control atl all times. Any experimentation must be done with the appropriate safety precautions; damage done by any being, force, or enchantment under the command of a wizard is the responsibility of that mage.

Still brewing more ideas.

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 - 23 Jul 2004 :  15:06:37  Show Profile Send Sarelle a Private Message  Reply with Quote
quote:
Originally posted by Sourcemaster2

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.



They're Small fairy-like Outsider (Air)s, who can cast spells like 7th level sorcerers, and can use Improved Invisibility and Summon (Air) Elemental.

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 Jul 2004 :  03:41:56  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Perhaps the most unusual Terrailan yet.

Tsaerlauth


Of all the Underdark races, few are as feared and powerful as the illithid. This is for good reason; mind flayers have great might in mind and magic, and they view the "lesser" races as slaves at best, meals more often. Despite their cruelty, they are highly intelligent, and constantly seek new methods of expanding their power. It was this motivation that brought their attention to Terrail. In it they saw an opportunity to gain some of the strongest magic in Faerun, both in the form of enchanted objects and a population of spellcasters. Initial efforts proved futile, as the Council had long ago taken steps to counter threats both psionic and magical, and the Evil-Blocker thwarted every attempt at concealing their alignment. After further study, it was determined that, rather than stage a highly taxing and possibly useless assault on the city, they would use a more subtle method.

The elder brain of Gauntlgrym decided upon a devious pland by which the illithids could send one of their own to Terrail without alerting the rulers of the city. They chose a tadpole from the pool to be raised by two of the community's greatest psions. The two raised the young illithid in an atmosphere of peace and caring, trying to simulate the concept of "goodness." Only sub-sentient beings were given to the child to feed on, and it was inforced upon him that it is wrong to feed on thinking creatures. He was told that they were part of a small, reclusive group, who were horrified by their fellow illithid's habits of consuming the brains of reasoning beings. While deceiving any mind flayer for any length of time is difficult, they accomplished it by wearing talismans that warded against probing mental powers. They had him trained in the arts of an illithid body tamer, steering him away from the clerical and arcane magics with subconscious commands to avoid his spells from piercing their lies. This has resulted in a prejudice against spellcasters, but the general goal was achieved; Tsaerlauth grew to become a noble-minded individual, fully prepared to aid others in any way he was able. His "parents" directed him to Terrail, where his talents could be an asset. When he left them, they gave him a gift, a ring of sustenance with an unusual property he was unaware of; it allowed the community to delve his mind at will, discovering anything he knew and perceiving anything he did. Tsaerlauth was pleased by this gift, as it meant that he need not feed at all.

When the benevolent mind flayer reached Terrail through the entrance to the Underdark, he was captured by the psionic cleric, Saryl Q’tellion. She immobilized it and tore through its mind, seeking any trace of malevolent intent. To her surprise, she found none, and told the High Priest about him. The Council convened and discussed the issue, eventually deciding that Tsaerlauth was what he appeared to be: a good illithid. Questioning had revealed that he really did want to be helpful to Terrail, so he was given an amulet of Terrail and joined the Golden Blades. HIs martial skills had to be slightly adjusted to suit his new occupation, but he has adapted well, and has proven himself useful. Only the Council, the higher-ranking Golden Blades, and Saryl know of his race, and he is watched closely. The elder brain of Gauntlgrym moniters the Tsaerlauth often, looking for powerful magic. So far, Tsaerlauth is unaware of the situation, and is content in the life he has established. He is well-liked, but many see him as strange; his training did not include extensive social interaction. Nevertheless, he has several friends among the Blades, and will likely rise in rank in time. Meanwhile, the mind flayers wait for a chance to seize strong magic or weaken the defenses of Terrail. When that chance comes, Tsaerlauth will be a helpless pawn.

I like Tsaerlauth. He's a twist on the standard evil-Underdark-race-turned-good, and poses a threat to Terrail by his existence, not intent.

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 Jul 2004 20:37:31
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 24 Jul 2004 :  13:05:44  Show Profile Send Sarelle a Private Message  Reply with Quote
Wow! That is such an interesting background. Very unconventional. I like it a lot! The plan to raise a creature so that it could thwart the Evil-Blocker - by making it good - is such a hideously subversive idea, that its perfect for illithids! And I liked how you made him a body tamer, too!

Keep up the good work!

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 - 24 Jul 2004 :  19:15:02  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Yeah, that is a nifty idea for the illithid. I am rather impressed by that one. I don't know that I coulda come up with that one...

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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 24 Jul 2004 :  20:21:58  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Thanks. I wanted an illithid in Terrail, but since there didn't seem to be any good mind flayer communities, that didn't seem possible. I didn't want to use the Drizzt/Liriel/several others idea (I like those characters, but it's been done before) so I thought, What Would Illithids Do (WWID)? Deception looked like the key, and it flowed from there: a truly good illithid who could be controlled by an evil community.

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 - 26 Jul 2004 :  05:49:36  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Continuing the idea of spies in the city, I present Lysandra Brindel.

Lysandra Brindel


Lysandra Brindel is a relatively new arrival to Terrail. She came to the city only two years ago, a young fighter/sorceress of some skill but little fame, seeking to make a name for herself. Upon recieving citizenship, she joined the Golden Blades as a trainee, and her superiors expected her to quickly ascend to name-rank. What was not expected was what happened only a week after her initiation. In the middle of the day, in the open street, two mages and five warriors appeared, each wearing the heraldry of the Zhentarim. They did not teleoprt randomly, for the group immediately fell upon Rean Wardmaster, a Lord Mage who had been called in by the Circle to work on specialized defensive enchantments. He was unprepared for such an assault, but managed to slay one of the mages and three of the fighters before falling himself to the remaining wizard's spells. Seeing this, the trainee sprang into action, risking life and limb to slay the spellcaster. The fighters proved more troublesome, overwhelming Lysandra, but not before help arrived in the form of several Blades and the scryguard (the mage monitering the scrying pool in the Tower). The intruders were killed, the injured healed, and Lysandra was honored for her bravery and promoted to full Blade.

Lysandra recieved quite a bit of fame for her heroic actions, and has settled in well. She's made a few friends, among them Rean himself, and it took her just a year to become a Guardian. Now she serves the Warden as a bodyguard for visiting nobles and other important personages. Her services are much in demand, as the tales of her exploits have spread widely. Lysandra has provided her services steadily and without fail. A trusted and high-ranking member of Terrail's fighters, she is able to fulfill her other occupation: agent of the Black Network. The attack on Rean was arranged to promote trust in Lysandra, and it has worked. She is privy to much sensitive information, and has access to some of the Blades' most potent magic. She reports to her masters at Zhentil Keep via a subtle enchantment woven into her sword, allowing her to send information to a high priest of Bane (close ally of Fzoul) at will. While Lysandra is not evil-minded, she is ruthless and mercenary, willing to do anything to further her own ambitions. In time, she hopes to leave Terrail and join the ruling members of the Zhentarim, but it is very unlikely; her success as a spy keeps her there, as she is too valuable to replace.

* a note on the Golden Blades' hierarchy. They have the Warden (Council member), the Circle of Blades (masters), the Guardians (skilled; first among these is the Captain of the Golden Blades, currently Neron Barweel), the actual Golden Blades themselves (name-rank), and the trainees.


Admittidly not as interesting as Tsaerlauth, but still influential.

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 - 27 Jul 2004 :  04:42:11  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Terrail thrives on trade, importing raw materials and bulk necessities in return for finely crafed items and all kinds of magic. Much of this trade is done by sea, but the rest is facilitated by the city's portals. Located in the Gate Court, the portals lead to many places, but can be divided into two categories: practical (those that lead to a major city) and enchanted (those that are linked to places of great magic). As I said before, each portal will close if someone of an evil alignment attempts to pass through.

Practical portals are just that, and serve to transport many of the resoucres the city depends on. They are relatively few as of now, and include portals to:
Waterdeep: Located just outside the Tower of the Order, where the Watchful Order can monitor its use along with the Terrailan agents. It can be used by anyone for a slight fee, and is quite popular with the wealthy merchant class and young nobles.
Silverymoon: This portal is found outside the city itself, in sight of the Moon Bridge. It was placed within a small octagonal structure bearing the runes of those who created it. One of Riversedge's students guards the portal, as well as several Golden Blades and two clerics. As in Waterdeep, access is granted for a minor fee. This portal is often crowded with travelers entering or leaving Terrail. Many Silveraen are frequent visitors to the mage-city, and relations between the two are both prosperous and amicable. In times of need, each will assist the other with powerful spellcraft via this portal(Usually the aid goes from Terrail to Silverymoon, as Terrail is virtually unassailable by most foes).

The so-called "enchanted" portals lead to Terrail's allies that are less powerful militarily but stronger magically. Many of the Founders were originally from these places, and they all train potent, benign spellcasters. Trade between these areas is primarily in new magic in the form of scrolls.
Nimbral: This reclusive and mysterious island nation is the birthplace of Leyrin Runestaff. He was once one of the mighty Nimbral Lords, and sought to create a place even more prosaically magical than his homeland. The Nimbral Portal is used steadily but not nearly as much as most others. Generally, arcane scholars make the trip to study at the respective libraries. Their standard of secrecy is lowered somewhat for Terrailans, as they have some trust in their former friend's works.
Thentia: Thentia is perhaps Terrail's closest ally. Its powerful wizards, like Terrail's, are all of a goodly bent, and more than one of the Founders hailed from there. Flammuldinath "Firefingers" Thuldoum is a sometimes guest of the city, maintaining quarters at the Seven Stars. He is treated with great respect by the citizens, having been involved in developing some of the initial plans for the Evil-Blocker (he didn't actually help make the object, but aided in writing some of the spells later imbues within it). The portal opens out at the harbor, and is used (in conjunction with shrinking magic for cargo)to give access to the Moonsea itself, making it almost as practical as those to large cities.

More Gate Court portals eventually, and there are many minor ones scattered about the city. Any suggestions for portal locations? They are only linked to cities that are (basically) predominantly good, highly magical, or both.

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 - 27 Jul 2004 :  14:22:10  Show Profile Send Sarelle a Private Message  Reply with Quote
Nice stuff, as usual.

For other cities, I'd suggest Halarahh, or another Halruaan city - though you might wnat to wait for the publication of Shining South if you want to go into detail. A portal to Evereska might also be a possibility, with your elven mage having some connection to 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 - 27 Jul 2004 :  19:07:03  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Ah, Halruaa. Like Thentia, Halarahh is similar to Terrail, and is inarguably magical. A portal is definitely neeeded. Until further info becomes available, here:
Halarahh: As a city of wizards in a nation of wizards, Halarahh might be thought to be what Terrail aspires to be, but this is not true. In Halruaa, the advantage goes to those with "the gift." While Terrail may appear to echo this idea, there it is a mere distinction, not a prejudicial barrier. When Anthalus sought to craft a portal to Halarahh, the Halruaans agreed, but with an air of smug superiority. Having been a nation of magic long before most of the Founders were born, Halruaa looks down on the fledgling city, seeing it as something of an upstart. Interactions are polite but distant, and the portal is used only by the wizards of Halruaa, the common people a bit too afraid to draw the ire of the more bigoted mages. There have even been propositions that the portal be altered so that only those with arcane training might use it (no chance it would be allowed by the Terrailans, of course). The only aspects of the city respected by the Halruaans are the wardmist, the almost universal training in magic, and the Tower Library, which is said to rival those in Halarahh itself. Zalathorm and Anthalus promote harmonious relations, hoping that an arcane alliance can make both greater in Art.

Still looking around for additional places.

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 - 28 Jul 2004 :  05:39:23  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
The portals continue...among other things.

Berdusk: The Berdusk portal is one of the most
convenient in the city. Besides the obvious value of the great amount of trade passing through Berdusk, it is also located relatively near Candlekeep (the mages approached the librarians, but they refused to allow a portal within the library, or even one close to it). In addition, the Twilight Hall is in Berdusk, and the Harpers have an arrangement with Terrail. Any Harper on active duty can use any portal without a fee, provided that he or she can display a Harper pin. This is very useful, as an agent can use a portal in one part of Faerun to go to Terrail, then use another to travel from Terrail to somewhere else. By allowing this, the Council effectively bought the good will of the Harpers (not enough to make intelligence agents unnecissary, though).

A lesser mage.

Grinmug

While Terrail is an accepting city, where beings of many races walk side by side (if not face to actual face), goblins are still both rare and disliked, and even wizards are not immune to this prejudice. Grinmug was born to a minor goblin tribe from the Stonelands of Cormyr, a clan of warriors. He knew from his youth that he was different from his bretheren, being given to keen observations and quiet introspection. While his elders saw these qualities as weaknesses, the tribal shaman noticed early on that Grinmug was gifted with the power of sorcery. Magic proved to be his sole redeeming quality, and the youth was quickly forced into using his spells against their enemies. This did not last long; Grinmug found the atmosphere of the tribe to be stifling, bowing him under the weight of their orders. To escape, he cloaked himself in illusion and fled Cormyr, seeking sanctuary where he might learn in peace. His travels brought him little success, as goblins were either driven off of not take seriously. It was only when a journeying cleric of Mystra took notice of the sorcerous goblin, and directed him to the temple in Terrail. When he arrived, he was not immediately believed, but his displays of magic could not be denied. The High Priest arranged for Grinmug to revieve training in the Tower, where his gifts could be developed best.
In the Tower, Grinmug found that his interest in magic leaned more towards the scholarly studies of a wizard than the inner examination of a sorcerer's Art. He began to relearn the basics of magic with the other novices, and found that discrimination existed even there. The mages of the Tower looked down on the goblin, seeing him as an amusing anomaly rather than an earnest young practitioner of magic. This changed when a few of the more burly novices tried to push him aroung, and found that Grinmug had not forgotten the ways of sorcery. The masters and beginners alike viewed him with new respect, and his studies advanced steadily. As of now, Grinmug is still a novice, but it will not be long before he earns the rank of wizard.

The Marble Tome

Although there are quite a few clerics in Terrail, there is only one holy place on the entire island. This lone godtouched area is a small glade nestled on a plateau. A waterfall pours from the mountain above through the air to fall directly into another opening, creating a rippling column of water. The plateau is covered by soft, thick grass, except for a round marble plinth. This pedestal is formed of white-blue marble, and flows upward to form a large open book. Every day, a cleric from the Temple of either faith visits this site to inspect the tome. On most days, it appears blank, but rarely a spell will be ingraved upon the stone. The spell written is always different, sometimes arcane, sometimes divine, but always completely original. These god-given magics are cataloged in the Temple, and a copy sent to the Tower Library. The Marble Tome is blessed by both Mystra and Azuth, and is their single direct gift to 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 28 Jul 2004 05:40:02
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 28 Jul 2004 :  20:56:46  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
The Court's starting to get crowded.

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

Niris Emberborn

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

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

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

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

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 - 30 Jul 2004 :  03:27:59  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Behold, my children, as my (dubious) wisdom falls upon your worshipful (ha!) and attentive (not so much) gaze.

The High Priestess, Pereon Oerline

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

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

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 30 Jul 2004 03:28:41
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 31 Jul 2004 :  06:42:49  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Harlin Ishantar


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

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

I'll post a few of Harlin's spells soon.

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 31 Jul 2004 06:56:07
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Sourcemaster2
Senior Scribe

USA
361 Posts

Posted - 03 Aug 2004 :  06:42:00  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
A moment approached which I know has been dreaded. In this scroll of knowledge and lore, I hesitate to introduce such a torturous topic, but it is coming: tremble and quail before the Prestige Classes of Terrail!... I'll list the more common PrCs taken by Terrailans, and eventually the (thankfully) few I myself have concocted for this amazing (not so much) city.

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 - 03 Aug 2004 :  11:50:29  Show Profile Send Sarelle a Private Message  Reply with Quote
quote:
Originally posted by Sourcemaster2

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



Nooooo! *Wards this scroll from Sirius!*
Seriously, don't dwell on this too long. I much more enjoy your lore, your magic items, and your spells. (On the other hand, I'd imagine that Mystic theurge would be pretty popular amongst the clergy.)

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 - 04 Aug 2004 :  04:10:02  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
I'll try to be brief, for the sanity of all those watching. It's quite true that the mystic theruge is popular in the clerical ranks, as Mystran and Azuthan priests often multiclass as mages, sorcerers, or bards. The others that are common are:
Arcane Archer: There is a small contingent of arcane archers within the ranks of the Golden Blades, all half-elves.
Arcane Trickster: There are a few of these in the city, but their skills seem too much like trickery (no pun intended) to be valued, and so their numbers will never grow beyond two or three.
Archmage: The most vaunted PrC in the city, the archmage is known as the pinnacle of magicl power. Many ambitious mages strive to achieve this title, and moreso the magics it implies.
Assassin: Occasionally taken by a Weavethief for it's magical properties and useful abilities, assassins are still very rare, almost unheard of.
Dragon Disciple: Some few of the city's sorcerers hold to the ancient suppositions of draconic origins, and seek to pursue the power they claim. For the most part, they are derided for their gullibility, but some few achieve formidable power
Eldritch Knight: While there are no bladesingers in Terrail, the eldritch knight are their human counterparts. This PrC is taken by either Golden Blades who seek to augment their magical power and by mages who want to learn military skills.
Loremaster: Many wizards and clerics take on the role of loremaster over the course of their studies. They are respected for their knowledge, not magical power, and often serve as advisors, teachers, or librarians
Thaumaturgist: More common among the city of the deep gnomes, these summoners use their talents in construction and battle. They, like other Terailans, shy away from summoning unwilling beings and are forbidden summoning demons and devils, but will gladly use their abilities when needed.

Again, I too like lore over "crunch," but some is needed. If there are other appropriate PrC's, I'm open to suggestions.

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 - 04 Aug 2004 :  07:56:00  Show Profile  Visit Jarren Longblade's Homepage Send Jarren Longblade a Private Message  Reply with Quote
Sorry I have not been around I have tried to keep up with your city. And after catching up on the new info you have added I must say that it is one of the best and most interesting Cities there is. Keep up the execellent work...

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 - 05 Aug 2004 :  03:34:40  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Thanks, Jarren. To counteract the PrCs, I introduce a few new spells and items for your examination.

Infinite Candle

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

Sphere of the Servant

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

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

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

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

Well, there's some lore. I think there are enough portals, so that's on the shelf for now. I've been considering relenting the demand for a level of wizard (still hesitating; I like the idea of a city of real mages), and allowing a feat. Perhaps the ability to cast three cantrips or one 1st level spell per day, with additional feats allowing more spells (never higher than 1st level). Any opinions, noble loremasters?

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 Aug 2004 :  01:31:24  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Just to be clear, the Terrailan Tidbits are somewhat random but usually important pieces of info that don't warrant their own sections. They're all meant to be useful, and I'll post them as their own little nuggets of lore.

Terrailan Tidbits

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

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


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

I'm unsure what portal use should cost. It shouldn't be so high that only the wealthy can use one, but something is needed. I'm a bit vauge on Faerunian economics, so I could use some help.

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 Aug 2004 01:37:51
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Sourcemaster2
Senior Scribe

USA
361 Posts

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

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

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

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

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


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

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

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


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

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

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


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

Terrailan Tidbits

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

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

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

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

That's all for now, mighty sages. Any thoughts?

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 - 09 Aug 2004 :  05:07:15  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
I realize PrCs are used too much, but I only plan to add one other besides this, and I hope the additional lore beneath will counteract its corruptive power.

Lifegiver

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

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

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

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

Okay, here are some spells and items.

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

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

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

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


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

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

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

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

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

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

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

Focus: A quill

Elandrea's Earring

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

That's all for now, fellow seekers of knowledge. What do you think?

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 09 Aug 2004 07:23:03
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Sourcemaster2
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Posted - 13 Aug 2004 :  00:27:06  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Zalina Certego

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

Zalina's Circlet

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

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

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 13 Aug 2004 01:01:08
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Wooly Rupert
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Posted - 13 Aug 2004 :  03:09:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Sourcemaster2

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



I've previously heard the term "Evilometer", but that's usually in reference to a paladin.

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Sarelle
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Posted - 13 Aug 2004 :  20:15:35  Show Profile Send Sarelle a Private Message  Reply with Quote
quote:
Originally posted by Sourcemaster2



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



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

Nice stuff, by the way. The PrCs weren't even that bad!

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Wooly Rupert
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Posted - 13 Aug 2004 :  21:45:06  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Howzabout something like Darkward?

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Sourcemaster2
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Posted - 14 Aug 2004 :  06:23:11  Show Profile  Visit Sourcemaster2's Homepage Send Sourcemaster2 a Private Message  Reply with Quote
Nice suggestions. A close ally also proposed the term "Shroud of Judgement," which sounds promising, but nothing's fixed.

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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