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Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 14 Aug 2004 : 11:58:56
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Shroud of Judgement sounds good.
Just to point out - you have a LN aranea cleric of Lolth, which is outside both Lolth's 3e three-step, and - I think - her 2e (ce), clergy alignment rules. Was this intentional? I don;t have a problem with it, as I've expressed on other threads, but if its a mistake I wanted to point it out. |
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 - 14 Aug 2004 : 16:23:15
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Oops. That'll teach me not to assign alignments at 3 AM. I guess she'll be N then. |
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 Aug 2004 : 22:11:04
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Both crunch and fluff today, scribes. Enjoy
The Darker Side of Terrail continued... Red Wizards The Red Wizards of Thay have a considerable power base around the area of the Sea of Fallen Stars. Their enclaves are quite common there, and they sought to build one in Terrail early in the city's construction. The former Archmage knew the history of that organization, and wanted nothing to do with it, despite its recently assumed mercantile appearance. The official reason for the refusal was that, as a city of mages, Terrail had no need for an autonomous group of outsiders crafting items. The Thayans reacted by sending in several of their younger members, ones who had yet to wear the tattoos that are their trademark. The group posed as a small, tight-knit family, schooled casually in arcane traditions, but not eager to join any of Terrail's official groups. They became guests, and rented a small building in which they opened a shop called The Crimson Sash, which sells fine cloth and clothes of very high quality. Many of the wealthier citizens and guests shop there, and their works are made honestly enough, as the mages were well trained in preparation for their mission. While on the surface they seem to be hard-working members of society, by night they labor on a secret and much darker enterprise. Through experimentation with wild magic areas, the Thayans have managed to compose a spell which causes a spellcaster to temporarily lose control of his or her castings, as if they were in such a field. That isn't the worst part: the newest efforts are concerned with making this effect both permanent and contagious, effectively bringing forth a magical plague. So far, little success has been had, as the wizards must tread cautiously for fear of infecting themselves, and the spellwork itself is incredibly challenging.
The "family" includes Veltorn (father, transmuter), Merna (mother, illusionist), Trevin (son, evoker), and Lira (daughter, abjurer). Their family name is Relinsbough, and to outsiders they are quiet, polite, and distant. They have no friends outside the group, and conceal their efforts utterly both from magic and more mundane means of observation, all under threat of both death and eternal torture. Of course, if they succeed, the Red Wizards will weild a mighty weapon against the mages of the world.
I'd like to thank Lady Silverwing for coming up with the idea of a magical illness that targets mages.
Ok, here's some crunch.
Common Terrailan feats:
Arcane Preparation: Bards and sorcerers often take this feat to use metamagic with equal speed as their wizardly counterparts. Courteous Magocracy: Although Terrail isn't structly a magocracy, wizards are plentiful enough for courtesy is widespread (hey, insult yon stableboy and he just might turn you into a toad). Craft Magic Arms and Armor: Most mages have either this feat or Craft Wondrous Item. Craft Wondrous Item: Most mages have either this feat or Craft Magic Arms and Armor. Create Portal: Many of the Tower mages are adept at portal-crafting Education: extremely common, as all Terrailans recieve at least a basic education. Improved Familiar: Quite a few mages have augmented familiars. Innt=ate Spell: Some of the most powerful wizards take this feat. Magical Artisan: Another favorite of Tower mages. Signature Spell: Mages with a favorite spell sometimes choose to take this feat. Spellcasting Prodigy: Many Terrailans inherit magical aptitude from their parents, making this more frequent than in most places. Spell Mastery: For obvious reasons, this is taught to most aspiring wizards, especially since it can mitigate the advantage sorcerers have in not needing a spellbook. Also, all metamagic feats are known in the city. I excluded Craft Wand, Staff, and Rod, and Brew Potion because they aren't commonly used (although clerics do learn Brew Potion), Terrailans preferring permanent items.
Sorry to say it, but there is one more PrC in the works. *watches angry crowd run for pitchforks, begins to run* |
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 14 Aug 2004 22:47:19 |
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Lady_Silverwing
Acolyte
26 Posts |
Posted - 14 Aug 2004 : 23:06:55
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'Bout time you admitted it, SM. ;p I go away for just a little while, and already you're rubbing my name out as if it were chalk... ^^ I'm honored to be considered a close ally.
Sarelle, I've lent SM alot of my 2e materials, so I might have confused him with it. However, you are right. She is considered CE for 3e. Good call! SourceMaster: Cleric alignments can be CE, CN, or NE (Faiths & Pantheons, 3e).
Time to break my silence: You're doing a good job. Really, keep up the good work. *Summons Mordeaux forward and breaks out the customary sword to fend off the masses* Anyone who wants me to smack him around can... send bribes to the following address... J/K!
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-Ryissa Silverwing Wanna roleplay? Join the crew at..: Sandhrune's D&D Board (Munchkin Policy: let the crucifixion begin! <= With a policy like that, how can you resist?) Join the adventures today! |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 16 Aug 2004 : 02:47:50
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The Master Craftsman, Sodenus Dilneaera It is often said that if Anthalus is the driving force behind the wheel that is the Council, Sodenus is the hub. Raised in a family of thirteen children, he was a diplomat from the start, negotiating such delicate and dangerous treaties as the "Stuffed Bear Incident." While he originally studied magic, Sodenus found that he possessed little aptitude for the Art, and was dismissed from his apprenticeship, which made a significant impression on the young man. He then moved on to advance his intellect in other ways, becoming a courier for the Leaves of Learning library in exchange for teaching. He did extremely well in his efforts, and his instructor, a kindly Oghman cleric who could not condond such great potential to waste itself carrying messages, sent to him to Silverymoon with references for the University of Silverymoon. There he studied history and the customs of different nations, picking up quite a few languages in the process.
Sodenus's progress did not go unnoticed. One of the teachers at the University (a Harper, although Sodenus never knew it), offered him the position of a minor diplomat. Seeing the opportunity for what it was, he accepted, and traveled the Silver Marches to many of the smaller and lesser-known settlements in the name of the Jewel of the North. His experiences were not usually of the advenurous kind, tending to be irritating border disputes of inter-group infractions, but the seemingly tedious constant negotiations were perfect for Sodenus. He reveled in making the two sides see reason-or not, if an agreement could be worked without it-and flourished in the harsh environment of the North. In time, he was promoted enough that he could remain in the city, and he did so for a few months. Always a social person, Sodenus quickly established a group of friends, mostly young nobles and those who worked in similar positions to his own. He did his duties well, and his life was moving steadily, but something was missing. It took him almost half a year to realize, amidst the parties he was planning and the protocol he oversaw, that he no longer felt interested in his work. It had become routine, everyday, and he began to long for something new. Eventually he took to traveling again, this time to more important nations, but even then he was not involved, wasn't challenged.
When Terrail became known to the public, and its offer sent out, Sodenus was immediately intriuged. Since Silverymoon was one of the nations most accepting of the young mage-city, there was little difficuty in obtaining the position of Terrailan ambassador, and he was the first to step through the Silveraen portal into the Gate Court. While not deeply interested in magic, he did have basic skills, and found it extremely comfortable there. Over the course of s few weeks, Sodenus came to understand what it was about the city that caught his attention: its vitality, its vigor. Neither of these qualities were missing in Silverymoon, but they were somewhat muted, as there, policy had already been established, order made from the chaos. In Terrail, he saw the promise of a society yet unmolded, ready to take shape, and he wanted to be a part of that shaping. Resigning from his post-to the surprise of his friends and superiors-he became a citizen. The Council-then lacking a Master Craftsman-already knew of his diplomatic abilities, and he was quietly but forcefully pushed toward that position. He became an apprentice blacksmith, an odd trade for someone with a scribe's hands, but he wanted to show himself as a common man's man, someone who could represent those who weren't greatly magical, and in doing so, he found that this ws true. His own lack of magical ability gave him an empathic bond with the craftsmen, and he quickly repeated his actions in Silverymoon, making friends and rising in the ranks. While he wasn't terribly adept at his new art, he retained all of his old abilities, and was raised rapidly to nominee for the Master Craftsman position (as I stated before, the MC isn't the best craftsman in the city, but instead is a people-person, someone who can interpret and, when needed, maniulate the will of the people). Sodenus was elected, and took on his new title, and more responsibility than ever. He is a major force in Terrailan society, someone with a delicate touch rather than the immense power of the Archmage and High Priest or the grim fierceness of the Warden. People can understand him, and he them, which has lead to a very prosperous relationship, more so since Sodenus came to further understand the intricacies of trade.
Whew...that was more than I intended to write. Once again I thank Lady Silverwing, this time for her input on this character. Waddya think? |
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 16 Aug 2004 02:54:09 |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 19 Aug 2004 : 03:51:39
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Nothing too special today, although Our Fair Lady has come up with an interesting idea to be posted soon.
Mage Duels It is inevitable that Terrail be absent of spell fights, and it isn't. The rules for magical battle are long-standing and strictly inforced, but it's hardly unheard of for young novice mages or even citizens to sneck off into a shady corner to fling cantrips-and things more dangerous-back nad forth. If caught, the duelers themselves suffer wearing chains of spellbinding, which will be later detailed. As their name implies, they make the wearer unable to bring forth any hint of magecraft (to a limit), effectively inhibiting their magical powers. Additional rulebreaking can be more severe, eventually resulting in expulsion from the city an a geas of non-returning, as if they had become evil.
If mages seek a spell-duel that is legal, it can be done. The two opponents (both of whom must be fully trained adult spellcasters, aware of the consequences of their decision; they are checked for enchantments and other effects that manipulate the mind) are placed on an enormous plane of force above the city, with a similar dome rising above it. These precautions are augmented by a layer of antimagic that rings the barriers, preventing any magic-malignant or otherwise-from entering or leaving the area. It should be mentioned that these precautions are not permanent in nature, and must be re-summoned for each duel, to prevent young, rash, or simply stupid mages from sorting out their differences with smiting spells. Once within the structure, the two casters are free to unleash any spellcraft they desire, although the laws of the city still apply in consideration of summonings and spells with the evil descriptor. No more than two individuals may battle at any time, and only one duel may be fought a day, after which careful cleansing magics are employed to make sure that no residual energy has unforseen effects. Duels can be won in many ways: immobilizing the opponent, effectively binding his or her Art, one of the duelers running out of spells to cast, injuring the foe in a mortal way, a dueler surrendering, or certain conditions specified before the duel.
Duels are surprisingly rare in Terrail. Perhaps because defeat is witnessed to anyone who happens to be looking up, few risk a duel, preferring other, less fatal, contests of magic. Among these are crafting the most believable, exotic, or original illusion, playing the best magical prank, developing the most comical spell, invisible hide-and-go-seek, and similar, relatively harmless pastimes.
Working on the Warden, and LS's stuff, so more lore in the next few days. |
But what have all the passing years/Done, but breed new angers, fears?/Show me now an equal worth/To innocence I earned at birth. |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 24 Aug 2004 : 05:16:16
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Alas, I must announce that this scroll's end is in sight. There will be a few more posts, and maybe some here and there after that, but the majority of lore is finished. Should any of ye have any last questions you should ask fairly soon. |
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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Alaundo
Head Moderator
United Kingdom
5695 Posts |
Posted - 24 Aug 2004 : 09:19:46
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quote: Originally posted by Sourcemaster2
Alas, I must announce that this scroll's end is in sight. There will be a few more posts, and maybe some here and there after that, but the majority of lore is finished. Should any of ye have any last questions you should ask fairly soon.
Well met
..and an absolutely splendid collection of lore it is too, Sourcemaster2
Be it known that this collection of lore will be made available in a future update at Candlekeep. I'm sure that Tethtoril will be glad to finally catch up on these scrolls
Thank ye for thy contribution herein, Sourcemaster2 |
Alaundo Candlekeep Forums Head Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
An Introduction to Candlekeep - by Ed Greenwood The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
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Tethtoril
Seeker
95 Posts |
Posted - 24 Aug 2004 : 12:56:26
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quote: Originally posted by Alaundo Well met
..and an absolutely splendid collection of lore it is too, Sourcemaster2
Be it known that this collection of lore will be made available in a future update at Candlekeep. I'm sure that Tethtoril will be glad to finally catch up on these scrolls
Thank ye for thy contribution herein, Sourcemaster2
Glad to catch up, aye. Glad it's ending, nay! Tis a marvelous gathering of lore. |
Tethtoril Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com
An Introduction to Candlekeep - by Ed Greenwood |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 25 Aug 2004 : 06:34:57
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Thanks to ye both, O sagacious ones. Tethtoril, when the last few posts are done, would you like me to send you my own files on the city? It's basically the same info as I've written here, but organized with some degree of logic. |
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 - 25 Aug 2004 : 22:22:23
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You mean all that compiling was in vain??? *collapses* You've done some great work Sourcemaster - I can;t wait for it to be up on the site. |
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 Aug 2004 : 03:21:11
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I've been having some difficulty writing up the population specifics. Here's what I've come up with, but I'd appreciate any suggestions for things to be altered. I'm new at this sort of thing, so help is welcome.
Population: 2,200 Races: Deep Gnome (Celdignen): 150 7 % Half-elf: 704 32 % Elf: 176 8 % Human: 1,056 48 % Halfling: 66 3 % Gnome: 44 2 %
Citizens: Craftsmen: 50 % Clerics: 20 % Golden Blades: 10 % Wizards: 20 %
At my request, Lady Silverwing wrote something for the city. I think it's quite well-written, so here you go:
Merschille's Manor Aniya Merschille, proprietor of Merschille Manor, is a bard of the wizard city. Although rather joyful and filled with energy, the woman worked for a small time as one of the Golden Blades. However, it wasn’t long into her career before she began to feel overshadowed by the more powerful mages and retired. Withdrawing to her manor house, the bard of Terrail joined the craftsmen, and began performing in exchange for minor magics to be placed upon her home, finding it more rewarding and useful than gold alone. A rather dedicated worshipper of Liira, Aniya could not be separated from the populace for long and eventually began to rent out both her home and services; her prices were rather fair, though because of competition from others in the city, she was forced to stay on her toes. As the popularity of the manor began to rise, Merschille became more concerned with the safety of both her clients and her own privacy, and the nature of the favors she asked began to change direction a bit. Minor magics were embedded into her private rooms, sealing them from prying eyes when activated; trinkets such as dancing slippers, illusory masks, and minor levitation spells were also added over time, allowing for the further enjoyment of the manor. Any who wished to discuss business in private could do so out on balconies, as the doors wizard-lock upon command.
Perhaps one of the most enthralling things about Merschille’s manor is that it always has one or two new trinkets for display, even before they can be bought openly on the market. Because of the upper class clientele that the fest hall attracts, Anyia was able to strike a deal with local item makers- she keeps one or two of their creations for use by her clients, and in turn showcases them. Frequent visitors who wish to remain anonymous often have illusory masks reserved just for them; Aniya possesses the only key to the cabinet that holds them, and distributes them only to their original wearer. This little closet is in Aniya’s personal chambers.
Although the house is often rented, Merschille Manor has two major festive days where Aniya performs without charge. However, donations to Liira’s clergy are encouraged greatly.
That's all for now. As always, any thoughts? |
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 27 Aug 2004 04:39:10 |
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Tethtoril
Seeker
95 Posts |
Posted - 27 Aug 2004 : 23:54:28
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quote: Originally posted by Sourcemaster2
Thanks to ye both, O sagacious ones. Tethtoril, when the last few posts are done, would you like me to send you my own files on the city? It's basically the same info as I've written here, but organized with some degree of logic.
If you like Sourcemaster. It is always nice to have a downloadable copy of documents on lore like this. |
Tethtoril Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com
An Introduction to Candlekeep - by Ed Greenwood |
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Sourcemaster2
Senior Scribe
USA
361 Posts |
Posted - 01 Sep 2004 : 23:51:07
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Went through the pages to make sure I didn't mention something and then leave it out, so today's lore is somewhat jumbled.
Dweomerdeep The somewhat presumptuous title belong'\s to Terrail's only prison. It is located on the east side of the Hall of Golden Blades, a large square granite building surrounded by smooth columns, giving it a cage-like appearance. This look has inspired most folk to refer to it as simply the Cage. Within its thick walls are held the law-breakers of the island, many of whom could not be contained by an ordinary guardhouse. To counteract the magical abilities of many of the convicts, numerous unusual means are used. Among these are continuous antimagic field effects, cells which exist in a demiplane of their own, chains of spellbinding (see below), and the more mundane methods of both gagging and immobilizing the hands of the prisoners. The jail is run by the Golden Blades, with heavy assistance from the Tower mages to maintain the enchantments.
A new item and spell, lords and ladies.
Chains of Spellbinding This is the most common method for containing a spellcaster in the city. Chains of spellbinding appear to be made of a faintly translucent silvery-blue metal. When activated, they snake slowly about the victim, intangible but visible, a constant reminder of their crimes as well as a notification to all within sight that the person had committed an act unlawful enough to incur this punishment. While under the effects of chains of spellbinding, no spellcaster can use any magic, although they can make a Will save to activate magical items.
I'm a bit shaky on this spell, so input is welcome.
Wall of Resistance Abjuration Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall whose area is up to one 10-ft. square/level Duration: 1 round /level (D) Saving Throw: None Spell Resistance: No This spell is one of those written by Rean Wardmaster and later adapted for use in his private wardings. When cast, it creates a slightly shimmering silvery wall. This wall is not a physical barrier, but instead acts as an impediment to magical effects. Any spell, spell-like ability, or other effect that is subject to magic resistance. When attempting to cross the wall of resistance, the effect is treated as if it had been used against an object with spell resistance of 10 +caster level. If the effect overcomes the resistance, it continues unimpeded; if not, it is nullified.
The Warden is coming up, as well as a few other final chars. |
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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