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IronAngel
 
PostPosted: Fri, Jan 16 2009, 22:38 PM 

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This post answers Herkles, Basin and Carter.

herkles wrote:
can someone give me some information about druid traditons, especially wood elven druids? any lore on druids would be helpful.


Faiths and Avatars is your friend. It describes druidic circles and their role in the Realms. Also, here's the info from the 2e FRCS:

Quote:
Druids, the most common type of specialty priest, tend to worship
outside of standard temple complexes, and instead wander the
land, collecting into loosely affiliated circles throughout the
Realms. The term circle serves to illustrate the unending cycles of
natural processes, and to emphasize that no one creature is intrinsically
superior to another. These druid circles fill the same
requirements as church hierarchies do within the clerical faiths,
but are much smaller. Among druids the distinction between the
hierarchy-bound priest and the mission priest becomes almost
meaningless because of the loose nature of circles and the roving
tendencies of druids who are the caretakers of large regions.
In the northern Realms from the Sword Coast to Impiltur, druids
in lightly settled areas have tended to gather in small groups, often
with rangers and other allies, for mutual protection, defense of key
areas or resources, and in order to accomplish their common goals
more easily. These groups, usually consisting of a dozen or fewer
druids and 20 or fewer others, vary widely in prominence and working
relationships. In some, the druids live together in a woodland
grove, and in others, they are widely scattered, with other group
members serving as go-betweens. In some groups the druids and
rangers deal with each other as equals, and in others the druids are
revered by those who work with them.
In the Realms at large, these circles make up a network of communication
and aid among those who venerate Chauntea and similar
powers, such as Mielikki and Eldath. In general, the druids of the
Realms seek balance between the needs of people (especially civilized
peoples) and the needs of the natural world at the expense of neither.
While druids are relatively weak in the Dalelands at the
moment, they have several major areas of power, including the
Border Forest, the Gulthmere Forest, and, in particular, the
Moonshaes. In the latter, the druids are worshippers of a good
uncommon in the rest of the Realms, the Earthmother, and this
faith is both native and unique to the area.
Druids of the same circle may worship different deities, though
in general, druids of the same circle tend to worship the same
god. Common powers venerated by druids are Eldath, Silvanus,
Chauntea (in places), and the elemental lords, in particular
Grumbar and Kossuth (earth and flame, respectively). Player
character druids do not begin the game as members of a circle,
but may form such circles if they find other druids and either
accept them or are accepted into their ranks.
Great and grand druids are singular beings, and there is only one
such individual for a 500-mile area about the abode of a great or grand
druid. Each is entrusted with the organization and protection of the
circles and other druidic shrines within that domain. The precise borders
of a great druid’s domain are nebulous at best, but there are three
major regions within Faerûn. The first and eldest is on the southern
shores of the Sea of Fallen Stars, and includes the Gulthmere Forest
and the Chondalwood. The second is located in the scattered remains
of ancient Cormanthor, ranging from Cormyr to the Moonsea, and
includes the ancient territories of the Elven Court. The third is located
in the North. It is based in the High Forest but includes all other
forests and woods in the area. Druids are also active in the Moonshaes
and the forests surrounding the Great Dale, but it is unknown at this
time if their organization includes great and grand druids.
When a druid reaches sufficient level to advance in rank, she
or he is expected to seek and and challenge another druid of his
or her position. A sign will be sent by the power the druid worships
indicating the location of the druid sought, unless the first
druid knows the second druid’s location already. At high levels,
this is the only method of advancement for these specialty priests.


And some info from the ol' Gray Box, that is, the first Forgotten Realms Campaign Set:

Quote:
AT A GLANCE: A sub-grouping of clerics
which tends to worship outside of
the standard Temple-complexes are the
druids, who wander the land, or are
organized into loosely-affiliated “circles
” throughout the Realms. These
druid-circles tend to fill the same
requirements as hierarchies within the
clerical faiths, but are much smaller
and there is still less definition about
which activities fall under which headings.
ELMINSTER’S NOTES: In the northern
Realms from the Sword Coast to
Impiltur, druids in lightly settled areas
have tended to gather in small groups,
often with rangers and other allies, for
mutual protection, defense of key areas
or resources, and in order to accomplish
their common goals more easily.
These groups, usually consisting of a
dozen or less druids and twenty or less
others, vary widely in prominence and
working relationships; in some, the
druids live together in a woodland
grove, and in others, they are widely
scattered, with other group members
serving as go-betweens; in some groups
the druids and rangers deal as equals;
and in others the druids are revered by
the others who work with them. The
groups are known as “Circles;” the term
serves to illustrate the unending cycles
of natural processes, and to emphasize
that no one creature is intrinsically
superior to another.
In the Dalelands, recent warfare has
destroyed that last two known and
long-established circles; the Circle of
Shadowdale and the Battledale Seven,
although a few individuals from each of
the groups have survived. The Circle of
Shadowdale’s one-time roster is given
with the census of Shadowdale. In numbers
and power, it is typical of these
groups. Many circles still exist elsewhere
in the Realms, in wooded areas,
and these may be of great local importance,
often working with non-human
woodland beings to maintain wilderness
areas and keep the peace in their
territories.
In the Realms at large, these circles
make up a network of communication
and aid among those who venerate
Chauntea and similar Powers. In general,
the Druids of the realms seek balance
between man and nature, at the
expense of neither.
The druids, while relatively weak in
the Dalelands at the moment, have several
major areas of power, including the
Border Forest, the forest of Guthmere,
and in particular the Moonshae Isles. In
the last, the druids are worshipers of a
possible aspect of Chauntea known as
the Earthmother, and are the native
faith in the area. The conflict between
these druids and the faiths of the invading
settlers is more extreme than in normally
found in the realms, but is as
much the result of the conflicting cultures
on those islands as on differences
in faith.
GAME INFORMATION: Druids of the
same circle may worship different deities,
though in general, druids of the
same circle tend to worship the same
god. Common Powers venerated by the
Druids are Eldath, Silvanus, Chauntea
(in places) and the Elemental Lords, in
particular Grumbar and Kossuth (earth
and flame, respectively).
Player-character druids do not begin
the game as members of a Circle, but
may form such circles if they find other
druids and either accept them or are
accepted into their ranks.
Great and Grand Druids are singular
beings, and there is only a single such
individual for a five-hundred-mile area
about the abode of such an individual.
Each is entrusted to the organization
and protection of the Circles and other
druidic shrines within that domain. The
precise borders of a Great Druid’s
domain are nebulous at best.
On location of high-level druids:
When a druid reaches sufficient level to
challenge another druid of his or her
position, a sign will be sent by the
Power the druid worships indicating
the location of the druid sought, unless
the first druid knows the second druid’s
location already.


Basin wrote:
Need some Lore on Wild Elves, Got the stuff from the subraces part, but could do with a tad more!


In 2e, wood and wild elves were one and the same. You can find a lot of lore concerning them both and their history in Cormanthyr (in fact, don't play any elves before you read the book, it's that good), which is a free download here:
http://www.wizards.com/default.asp?x=dnd/dnd/downloads

Races of Faerûn
is the 3e source you want. I wouldn't trust any material you find online, unless you specifically know what you're looking at, but the Elves of Faerûn netbook is a decent enough fan compilation. Personally, I'm a bit sour at Dagnirion/Lord Karsus for quoting his netbook as a lore source, instead of pointing at the original canon sources. Since he doesn't usually list those, at least in any detail, I would be very careful with what you read there.
http://forums.gleemax.com/showthread.php?t=732165
http://www.forgottenrealmsvault.com/boa ... art=10#p56

There seems to be no info on Wild Elves specifically, huh. Well, the primary Wild Elven settlements are in the Chondalwood, Chult, the Shaar and Chessenta, apparently. I don't know where, more specifically. Player's Guide to Faerûn suggests there are wild elves in old places of Cormanthor (Semberholme, Tangled Trees, Elven Court), the Yuirwood (though later the book refers to wood elves as the local inhabitants, one of them is a mistake), the Wealdath/Forest of Tethir (though primarly wood elven lands, AFAIK), and Chondalwood.


Carter wrote:
I've been wanting to do some reading up on Lantan, for some reason. Other than the FRCS, is there any good sourcebook that discusses it? 2.0 would be especially nice since they tend to offer much, much more lore than 3.0 and 3.5 stuff.


I don't like you enough to find stuff for you. However, I'll tell you this much: there appears to be no book detailing the island kingdoms at large; there are specific books on Moonshae and Evermeet, and books on the Moonsea, but none on Nimbral, Nelanther Isles and Lantan, as far as I know. You will find tidbits in the following books:
Forgotten Realms Campaign Set (AKA Gray Box)
Revised Forgotten Realms Campaign Setting (2e)
Wizards and Rogues of the Realms
Warriors and Priests of the Realms



For those who want to research the books I pointed at, my MSN is ironangel@luukku.com. >_>

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On Joon, Kjetta wrote:
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hendrack
 
PostPosted: Fri, Jan 16 2009, 22:46 PM 

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Guxx wrote:
The other day I got an idea into my head...
Has there ever been any instances of a drider following Eilistraee?

Does anyone ever know if this has happened in FR Cannon? Or are they just too mentally screwed from the horrible transformation?

This may or may not lead to a character concept (most likely not) depending on how plausible it is.


I'd say a drider is kill on sight for every sensible Eilistraen worshipper. What I've gathered from one of Salvatores novels they are just monstrous and evil.


 
      
IronAngel
 
PostPosted: Fri, Jan 16 2009, 23:02 PM 

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Many driders are insane, indeed. However, some retain intelligence (like the one who aided Vhaeraunians in WotSQ) and it might theoretically be possible for one to turn good and yearn for Eilistraee's redemption. However, the likelyhood of such happening would be so small that it's irrelevant, and the drider wouldn't be accepted by other Eilistraeens anyhow, save for in very specific and theoretical circumstances that are even more unlikely to happen. So no, I don't think there's anything preventing the possibility, but no, I don't think it would ever happen.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


Last edited by IronAngel on Fri, Jan 16 2009, 23:40 PM, edited 1 time in total.

 
      
Pony
 
PostPosted: Fri, Jan 16 2009, 23:02 PM 



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I am trying to find out more about the Bensozia, the mother of Glasya and former Consort of Asmodeus who was murdered by Levistus. I have her physical description and personality, but not much besides that.

And also if anyone knows where I can find details of the Reckoning.


 
      
herkles
 
PostPosted: Fri, Jan 16 2009, 23:15 PM 

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thanks iron that helps alot. I do have cormanthor, so what other sources would be good for wood elves? also where can I get alot of good information upon the High forest?

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made by Gem.
Elven information links


 
      
IronAngel
 
PostPosted: Fri, Jan 16 2009, 23:36 PM 

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IronAngel wrote:
Book titles:

Elves of Evermeet (2e sourcebook on the island)
Everemeet: Island of Elves (Elaine Cunningham's historical novel)
Cormanthyr: Empire of the Elves (2e Arcane Age product, describing Cormanthyr as a game environment before and after the capitol became Myth Drannor. Also the best published product on elves, hands down.)
Races of Faerûn (Basics of the race as it is in 3e, nothing new or groundbreaking here; just a compilation of previous lore and some new details)
Demihuman Deities (The 2e deity book on demihuman gods, including the elven pantheon. Very important to playing demihumans, IMO.)
The Complete Book of Elves (Not FR canon, but some good ideas on D&D elves in general, 2e)
Lost Empires of Faerûn (Information on fallen elven realms. Much of it is previously published, but it's compiled nicely in here.)
The Fall of Myth Drannor (Details the events that lead to the destruction of the grand city and includes tons of lore that's central in recent elven history.)

I may or may not have all these in PDF, though surely it would be questionable to read them without buying them. Hit me up on MSN (ironangel@luukku.com) if you're so inclined. However, you can get Cormanthyr (the best product) and Fall of Myth Drannor for free on the Wizards site as well:
http://www.wizards.com/default.asp?x=dnd/dnd/downloads


This I posted on the previous page. Lost Empires of Faerûn is essential to knowing the High Forest. Volo's Guide to the North also has some information, and you can get it from the Wizards site linked above. The North has lore aplenty, ditto for availability. Really, with a little trouble you can download all the books Wizards offers and have a pretty solid source of lore on many things.

As portrayed in the Last Mythal, wood elves are joyous, light-hearted folks who're not afraid to do their hard duty. They're the most "Faerûnian" of elven races, being the ones who established great kingdoms after the Crown Wars and got along with other races, and still do. Aside from Evereska, wood elves are the prominent elven power on the continent, and they're the ones who have most numerous settlements. Notably, the wood elves of High Forest are descendants of Eaerlann, genetically and/or culturally. There are also wood elves in Cormanthor, mingling with Dalesfolk. Illefarn was a wood elven nation, too.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


Last edited by IronAngel on Fri, Jan 16 2009, 23:42 PM, edited 2 times in total.

 
      
Guxx
 
PostPosted: Fri, Jan 16 2009, 23:36 PM 

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*Nods* Thanks alot for the info Iron, should be enough to put my curiosity to rest for now.

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brooksthegreat
 
PostPosted: Sat, Jan 17 2009, 0:35 AM 

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danke iron!

Check your Private Messages!

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herkles
 
PostPosted: Sat, Jan 17 2009, 0:42 AM 

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thanks iron. I have another question, yes I love asking questions. in regards to druid restrictions, are elven druids allowed to use weapons that are allowed by their elven proficiency, ie the longsword, rapier, longbow, and shortbow, or are they forbidden for elven druids of the elven gods?

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TormakSaber
 
PostPosted: Sat, Jan 17 2009, 2:15 AM 

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I don't think you're likely to get a sstraight answer, because as far as I'm aware of, it's never been explained.

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IronAngel
 
PostPosted: Sat, Jan 17 2009, 9:58 AM 

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I concur. Personally, I have little issues with elven druids using bows, and possibly even the traditional longsword (especially in the case of family heirlooms), but rapiers are maybe stretching it. Seem to be more fit for the gallant fencer, thematically. Some will say that they're all prohibited from druids, and core rules do support this. Then again, Mielikki allows them and she is also an elven god, under an alias, so that's one sure option. I don't see why Rillifane wouldn't, though.

Demihuman Deities wrote:
Although Khalreshaar (Kal-REH-shay-are) is not listed in Faiths
& Avatars as an alias of Our Lady of the Forest, Khalreshaar is
the name by which Mielikki is known on Evermeet, the Green
Isle. In this aspect, Mielikki is said to serve Rillifane Rallathil, not
Silvanus, delivering messages and doing errands for the
Leaflord when speed is of the essence. While
Khalreshaar/Mielikki is in some respects an interloper god in the
elven pantheon, the Fair Folk speak of a female human druid
who was elevated to the ranks of the divine by the Seldarine
when she was slain by soldiers of a human warlord as she
attempted to defend elven woodlands from the encroachment
of civilization.

Since the Time of Troubles, a growing cult, composed primarily
of half-elves, has begun to give more credence to myths which
claim that Mielikki is the daughter of Silvanus and Hanali Celanil.
They have begun to venerate Khalreshaar as the first truly halfelven
power, much to the dismay of many full-blooded elves.
See the entry for Mielikki in Faiths & Avatars for more information
about Khalreshaar.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Phantom-D
 
PostPosted: Sat, Jan 17 2009, 14:50 PM 



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Anyone have a bunch of shifter lore? Looking to learn a little more about them.


 
      
Selvec Darkon
 
PostPosted: Sat, Jan 17 2009, 15:24 PM 

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Phearnun wrote:
I am trying to find out more about the Bensozia, the mother of Glasya and former Consort of Asmodeus who was murdered by Levistus. I have her physical description and personality, but not much besides that.

And also if anyone knows where I can find details of the Reckoning.


Dragon #76 Nine Hells Part 2 by Ed Greenwood wrote:

BENSOZIA (Queen of Hell)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 18”/26”
HIT DICE: 86 hit points
% IN LAIR: 95%
TREASURE TYPE: C, R, X
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (6’ tall)
PSIONIC ABILITY: 261
Attack/Defense Modes: All/all
Bensozia is the consort of Asmodeus, and staunchly supports her mate. She is personally the most powerful of the consorts, but her influence is entirely linked with that of Asmodeus; it is said that Bensozia speaks not, save by the leave of the Great One.” Bensozia seems happy in her position, although she is not always physically with Asmodeus, but her natural manner is coldly polite and haughty, seldom revealing her true feelings. She bears a brass scepter that does 4-16 damage to all creatures of good alignment, 3-12 damage to devils, and 2-8 damage to others. Empty-handed, she strikes with her hands for 2-12 damage. Bensozia can use the following spelllike powers at will, once per round and only one at a time: pyrotechnics, produce flame, animate dead, fireball (3d6), lightning bolt (2d6), dispel magic, charm person, charm monster, suggestion, ESP, detect invisibility, detect magic, identify, sending (to Asmodeus only), teleport, and (fulfill another’s limited) wish. Twice per day Bensozia can employ a finger of death, and once per day heal herself. She causes fear (6” range) by speaking to an individual (save vs. spell at –2 to avoid), and can summon 1-2 pit fiends (50% chance), or 1-4 malebranche (30% chance). Bensozia regenerates 1 point of damage every 3 rounds.
Description: Bensozia is a tall statuesque, human-appearing devil. She has long white hair, large glistening black eyes, scarlet skin, large brown hooves, and a forked tail. She always wears loose black robes with a scarlet silk lining within, and, as Queen of Hell, a diadem of beaten gold set with large rubies (total value 26,000 gp).


Fiendish Codex II wrote:
In fact, Levistus had
attempted to ravish Bensozia, the consort of Asmodeus. She
would not submit to the frozen prince, so he slew her.


Yes, I know, I rule. You can find some Reckoning stuff here. Though it is a wiki, it does cite sources to common books with offical sources.

http://en.wikipedia.org/wiki/Reckoning_of_Hell

But here's some info from a harder to get book, Guide to the Hells

Guide to the Hells wrote:
The Reckoning
The politics of the current day were shaped by an event known as the Reckoning of Hell, or sometimes just the Reckoning. This event was the culmination of thousands of years of politicking and backstabbing that Hell, including prominent members of the baatezu recast the landscape of Hell into its current form. nobility. The bulk of the chapter is given over to the In the early days of Hell, the lords were much more Lords of the Nine and the Dark Lord of Nessus himself, blatant in the prosecution of their internecine warfare. Armies crossed from layer to layer with alarming regularity, allowing the tanar'ri to rack up some impressive victories in the Blood War. Two main power blocs existed among the lords. Leading one faction was Mephistopheles, allied with Dispater, Mammon, and Geryon. Opposing them was Baalzebul's faction, which included Moloch, Belial, and Zariel. Both Baalzebul and Mephistopheles believed that he needed to eliminate the other to gain enough power to challenge Asmodeus himself. With four lords lined up on each side, Asmodeus seemed to stand alone. The Reckoning started on Avernus. Zariel had prepared an enormous army, supposedly to lead against the tanar'ri in the Blood War. At the last minute, she led this army into Dis instead and laid siege to the city itself. Exactly on cue, Moloch and Belial led armies into Stygia. These attacks took Mephistopheles by surprise, and the war went badly for his faction at first. Stubborn defense and a willingness to lose millions of devils to buy time allowed Mephistopheles to prepare a counterstroke. When all was ready, Mephistopheles led his gelugon legions into Maladomini, while Mammon took his forces to relieve Dis. Zariel retreated to the first layer, while Baalzebul called for reinforcements to help him hold off the rampaging gelugons. The tide had turned. At this point, the focus of the conflict shifted to Maladomini. The other offensives were abandoned, and each side poured troops into the seventh layer. Despite the horrendous casualties that had been suffered by both sides, the opposing armies were each millions strong. On a fateful day, the armies of Mephistopheles, Dispater, Mammon, and Geryon faced off against those of Baalzebul, Moloch, Belial, and Zariel. As the pit fiends whipped the troops into a battle frenzy, the leaders were already thinking about deposing Asmodeus and crowning a new king of Hell. Asmodeus, however, had other plans. Unbeknownst to the other lords, Geryon had secretly remained loyal to Asmodeus. Geryon, with the help of the Dark Lord of Nessus, had infiltrated the ranks of both armies. As the two mammoth forces were about to clash, Geryon blew his mighty hom. On his signal, the pit fiend generals of all the armies turned on their masters, showing their ultimate loyalty to Asmodeus. All of the warring lords were overthrown by their own troops, and Asmodeus was the undisputed victor of the day. Asmodeus proved yet again that he was impossible to second-guess when he reinstated most of the rebel lords nearly immediately. Those who had expected advancement over the heads of their fallen lords were disappointed, but the Dark Lord had his reasons for keeping all the lords in power. To his mind, he had taught them a lesson they would not forget, and he'd rather have enemies he knew about than those he did not. All of the rebellious lords were given their domains back, with the exception of Moloch (who had apparently offended Asmodeus in some other way). In a completely bewildering move, Geryon. the only lord who had remained loyal, was deposed and replaced with Prince Levistus. Asmodeus always has his reasons, but his throWing down of Geryon has yet to be explained. Asmodeus did, however, reward the pit fiend generals who had shown their loyalty to him. To show them favor and take substantial power away from the lords, Asmodeus created the Dark Eight and gave them command over the baatezu armies of the Blood War. While each of the lords retains a personal anny, the enormous legions of earlier days are a thing of the past. The Dark Eight are completely loyal to Asmodeus, ensuring him dominion over the vast majority of the baatezu race.

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IronAngel
 
PostPosted: Sat, Jan 17 2009, 20:16 PM 

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Phantom-D wrote:
Anyone have a bunch of shifter lore? Looking to learn a little more about them.


There's very little shifter lore, per se. Mostly it's just game rule information; they're not a class that's been heavily featured or detailed in the Realmsian context. You'll find info on how the class functions, with optional feats in Masters of the Wild (which is a core, not a FR, product).

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On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
TormakSaber
 
PostPosted: Sat, Jan 17 2009, 20:27 PM 

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3.5 also has Complete Adventurer for Master of Many Forms, which is a 3.5 Shifter.

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brooksthegreat
 
PostPosted: Sun, Jan 18 2009, 4:10 AM 

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Does anyone know much about the Netheril as an ethnic group? Specifically, the physical appearance - skin coloring, hair, etc. The Halruaan people are supposedly a mix of both.. I was curious as to what was what, if i wanted to play a character in closer descent to the Netheril than the natives.

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Kael Jericko, gentleman of fortune.
Marcus Tyberius of the Eternal Order


 
      
TormakSaber
 
PostPosted: Sun, Jan 18 2009, 4:25 AM 

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Location: Somewhere

Both Halruaa and Thay are both distantly descended from Netheril, IIRc, though the Halruaans maintain a closer "bond" to their heritage.

Being descended from Netheril stock really is little morethan bragging points., A lot of Halruaans can trace a descendant from Netheril far back enough, iirc.

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brooksthegreat
 
PostPosted: Sun, Jan 18 2009, 5:36 AM 

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Quote:
These people are the descendants of the Netheril Empire who fled the destruction and settled in the southern coastal area now known as Halraa (where they intermarried with the Lapal peoples). Halruaans are proud of their Netherese inheritance and their aptitude towards magic. However, their land is composed of rules and regulations that govern their lives. They are a proud and ambitious group and rivalries and conspiracies are common. Skin and hair color range from light to dark due to the mixed heritage of Netheril and Lapal.


And even with Thay.. what do these people look like?

I would look terribly funny if I made a character claiming to be norse and then made him with ebony skin and hair.

I think I heard something about Thay being dark skinned and egyptian looking.. but.. I have no idea if that is anywhere near accurate..or if I'm just half-asleep. Even still, given the geographic difference between the two, one could make the argument its due to region rather than ethnicity.

I'm not going after bragging rights so much as authenticity..

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blackvswhite
 
PostPosted: Sun, Jan 18 2009, 16:47 PM 

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quick question for clarification. Paragenasi.

do they come from interbreeding of two parents with different elements somewhere in their bloodline? such as smoke: air in father's bloodline, fire in mother's. or is it from a Paraelemental plane? or are both acceptable possibilities?


 
      
TormakSaber
 
PostPosted: Sun, Jan 18 2009, 19:22 PM 

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Paragenasi are from the Paraelemental planes.

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Phantom-D
 
PostPosted: Sun, Jan 18 2009, 19:44 PM 



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IronAngel wrote:
Phantom-D wrote:
Anyone have a bunch of shifter lore? Looking to learn a little more about them.


There's very little shifter lore, per se. Mostly it's just game rule information; they're not a class that's been heavily featured or detailed in the Realmsian context. You'll find info on how the class functions, with optional feats in Masters of the Wild (which is a core, not a FR, product).


Any idea where I could access this book or an excerpt on the internet? Don't have the book.


 
      
IronAngel
 
PostPosted: Sun, Jan 18 2009, 20:00 PM 

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I swear I have no idea! Though my MSN has been mentioned several times in this topic.. :idea:

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AlannaMolov
 
PostPosted: Wed, Jan 21 2009, 6:14 AM 

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Any of you loremonkies have info on full- Celestials?

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TormakSaber
 
PostPosted: Wed, Jan 21 2009, 6:28 AM 

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Depends on what kind. Monster Manuals have some info, and then there's the Book of Exalted Deeds.

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Magiros
 
PostPosted: Wed, Jan 21 2009, 8:32 AM 

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Well here is some info about Celestia. Not directly about full celestials, but could be useful info.

http://forgottenrealms.wikia.com/wiki/Celestia

These are somekind of celestials, they were humans but not anymore. So they are planetouched ones I think..

http://forgottenrealms.wikia.com/wiki/Githyanki

And these are their enemies, who once were the same race. Much like elfs and drow.

http://forgottenrealms.wikia.com/wiki/Githzerai

And here is info about elemental Archons, not much but there is subraces of archons, thought not info about them

http://forgottenrealms.wikia.com/wiki/Archon

Heres the Celestial Archons

http://forgottenrealms.wikia.com/wiki/Archon_%28Celestial%29

Edit: Added more.

Here is info about angels.

http://forgottenrealms.wikia.com/wiki/Angel

And there is link to subraces of Angels as well.

And the elven race considered as celestials.

http://forgottenrealms.wikia.com/wiki/Eladrin

Here is the noble Eladrin, whom are very powerful race.

http://forgottenrealms.wikia.com/wiki/Noble_eladrin

And the rest I could find were planetouched ones..

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LetumLux
 
PostPosted: Wed, Jan 21 2009, 8:43 AM 

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The Gith have nothing to do with Celestials as a race, unless there's some huge part of the lore I've been overlooking all this time. The Githyanki are associated with the Astral Plane, and the Githzerai with Limbo; both were humans that were enslaved by the Illithid and eventually evolved/mutated, broke free, and split into two groups over ideological differences regarding their liberator, Gith.


 
      
Magiros
 
PostPosted: Wed, Jan 21 2009, 8:49 AM 

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But they are planetouched race I believe, one lives at Astral Sea and other one at Limbo.

Anyway, just wanted to put them up there as they were mentioned when I seached info about Celestials, Celestia, etc..

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LetumLux
 
PostPosted: Wed, Jan 21 2009, 9:20 AM 

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Gith aren't Planetouched either, far as I know; they are Outsiders.
Planetouched are the result of cross-breeding between a creature native to the Prime and a creature from another Plane. Gith, on the other hand, are their own full-blooded race that happens to have become Outsiders native to the Astral and Limbo, depending on whether they're a -yanki or -zerai.


 
      
Selvec Darkon
 
PostPosted: Wed, Jan 21 2009, 10:46 AM 

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Mate, you better bloody apppricate this. I had to type most all of it out.
Damn OCR didn't work correctly.

Manual of the Plane - Celestia wrote:
It is the land of splendor.
It is where ultimate goodness is idealized.
It is law and good, understanding and mercy.
The single sacred mountain of Celestia rises from an infinite
sea of holy water to incomprehensible heights. Here,
Justice, kindness, order, celestial grace, and mercy are the
rules. Here, watchful eyes hold the ramparts against evil in
all its many forms. Here, all things are beautiful
The Seven Mounting Heavens are the planar home for
mortal souls of kindness and empathy for their fellow creatures.
But it is a paradise that fiends of the lower planes would
conquer if they could. Mount Celestia is a promise of betterment
and ultimate union with the powers of good and law
for those worthy. So supplicants ofevery stripe ascend lhe
layers, one after the other, to the ultimate height of the Heavenly
City, and from thence into the Illuminated Heaven.
Bahamut, lord of kindly drngons, resides on Celestia, as
well as Heironeous, the god of valor; Moradin, the lord of
dwarves; and Yondalla, the goddess of halflings.

CELESTIA TRAITS
Celestia has the following traits.
Normal Gravity.
Normal Time.
Infinite Size: Each layer of Celestia is infinite, though
each layer is but one portion of the greater mountain,
each higher than the last.
Divinely Morphic: Celestia is morphic for entities of
at least lesser deity power. It is alterable in the normal
manner for more ordinary creatures.
No Elemental or Energy Traits.
Mildly Good-Aligned and Mildly LaW-Aligned:
Evil or chaotiC characlers on Celestia suffer a -2
penalty on Charisma-based checks. Chaotic evil characters
suffer a -4 penalty on Charisma-based checks.
Normal Magic.

CELESTIA LINKS
The only way to reach Celestia is by entering irs first and
lowest layer, Lunia, also called the Silver Sea. Visitors
always find themselves in the surf of an ocean surrounding
Mount Celestia. Very few portals from other
planes lead anywhere on Celestia other than to the
Silver Sea.

A sequence of portals connects Celestia's seven layers.
Each portal to a higher layer sits at the highest physical
point of the next lower layer. Moving through the layers
is one and the same as ascending Mount Celestia.
But what makes ascending Mount Celestia more
than just a matter of climbing is that each layer has
many paths leading to the next layer. Only those who
have found some truth regarding law and goodness can
find the path. Thus, attaining the pinnacle involves a
series of trials during which the supplicant is slowly
washed of ideals that do not conform to the plane.
However, there are rumored to be non-spiritual shortcuts
for the traveler who knows where to look or whom
to talk to.

CELESTIA INHABITANTS
Celestia is home to many creatures of good, such as aasimars,
devas, planetars, and solars. In addition, several
groups of good-aligned natives of the Material Plane have
set up residence on the lowesy slope, along the beach of
the silver Sea.
Celestia's primary residents, the archons, are to Celestia
what the devils are to the Nine Hells, natives of the plane
and purveyors of its ideals. Archons come in many types;
most common are lantern archons, hound archons, and
trumpet archons.

Most petitioners of Celestia are lantern archons. More
so than most petitioners on other planes, they are graced
with both knowledge and power. Every petitioner's goal
is to ascend through the layers of Mount Celestia and
evolve into a more glorious archon type. Other archons
treat lantern archons like children, forgiving their errors
and guiding them onto paths of virtue. Lantern archons
appear as floating balls of light thaI glow like a torch.
Lantern archon petitioners have the following special
petitioner qualities:
Additional Immunities: Electricity, petrification.
Resistances: None.
Special: Hit Die d8, Improved Initiative feat.
Other Special Qualities: Damage reduction 20/+1;
light ray; spell-like abilities, celeslial qualities, no planar
commitment.
Light Ray (Ex): A lantern archon can attack with two
light rays as +2 ranged touch attacks that deal 1d6 points
of damage each, with a range of 30 feet.
Spell-like Ablilties: At will-aid, continual flame, detect evil.
These abilities are as the spells cast by a 3rd-level sorcerer.
Celestial Qualities: Aura of menace (save DC 11), magic
circle against evil, teleport, tongues, +4 racial bonus on
saves against poison.
No Planar Commitmentt (Ex); Unlike most other petitioners,
lantern archons can leave their home plane.

FEATURES OF CELESTIA
from the seashore at the bottom of the first layer to the
heights of the seventh, paths wind up the many peaks,
ridges, canyons, and passes of Mount Celestia. Somehow,
every incline looks up to, the next layer, which shines like
the sun on the layer below. Each rift eventually leads
down past arching waterfalls and rushing brooks to tht
Silver Sea. Even from many layers above, the ringing
chimes of each wave breaking on the shore of Lunia art
faintly, reassuringly audible.

Lunia
The first and lowest layer of Celestia is also called the
Silver Heaven. Portals from other planes connect to
Lunia at the edge of the wine-dark Silver Sea, a vast gulf
of holy water. The Silver Sea is salt-free and contains all
manner of aquatic life, from tiny schools of silvery fishes
to leviathans moving in the depths.
Lunia's sky is dark but filled with silvery Stars bright
enough to illuminate the shore of the Silver Sea where it
runs up against the base of the mountain. The shore is
dotted with citadels and redoubts of polished white stone
of various architecture and inhabitants. Many are open to
trade from sea elves from the Material plane.

Castle Mahlhevik: The wonders of Lunia offer much,
even for a chaotic evil wizard committed to learning the
paths of goodness. Calling in favors from various
demi-deities and revealing his sincerity to highly placed
archons, the wizard Mahlhevik built his castle on the
shore of the Silver Sea in peace. While he's sincerely
attempting to reform, he's got a long way to go, and
retains many istincts and notions of his former lifestye.
Mahlhevik welcomes visitors and allows travelers of any
alignment to stay in Castle Mahlhevik. Some of Mahlhevik's
old friends such as Sytris, once called the Soul Reaver,
and Japheth, formerly known as Lifeleech, visit from time
to time. Arriving onto the plane waist deep in the holy
water ofthe Silver Sea has a way of scarring and frightening
away Mahlhevik's old friends, so they don't visit often.
Interesting trades and even more interesting stories can be
had at Mahlhevik's castle, and travelers who don't, want to
deal directly with archons regard it a good place to stay.

Mercuria
The second layer of Celestia is also called the Golden
Heaven. It is a place of thin air and high hopes, where
golden tight suffuses everything. Here, the slopes art
tame, the valleys lush, and the streams fast-running.
Plateaus and passes provide spaces for small settlements
of archons and other goodly beings.
Great tombs and wondrous mausoleums on Mercuria
grant eternal rest to the noblest of fighters. Here, the
inhabitants of Celestia honor their deeds during an
annual Day of Memory.

Bahamut's Palace: ThiS glittering wonder is built
entirely from the treasure hoard of Bahamut the Platinum
Dragon, ruler of good dragons and a paragon of wisdom,
knowledge, prophecies, and song. The palace's windows
are gemstones in settings of gold and silver, it's walls are
inlaid wilh copper and jade, and it's floors are beaten
mithral. Within, seven great wyrms attend Bahamut
amid treasure gathered over eons - and the bones of a
thousand failed thieves.
Bahamut's Palace moves among the first four layers of
celestia at Bahamut's will, carried aloft by a whirlwind.
For travelers friendly to Ihe Platinum Dragon, the palace
offers an aternative method for traveling Celestia without
using the paths.

Venya
The third layer of Celestia is also called the Pearly
Heaven. The slopes of Venya are old, rounded, and occasionally
laced with snow. The brooks run warm and clear,
though ice often forms on the banks in winter. Terraced
fields and carefully tended woodlands are common
sights on the slopes.

The Glass Tarn: This mountain lake of icy water is
nestled in a bowl-shaped valley between three peaks, fed
by the runoff from a glacier of blue ice high above.
When a believer throws something truly important and
valuable into the tarn as an offering, a light rushes up
from the incomprehensible depths. When the light
reaches the surface, it takes the form of a prophecy featuring
the supplicant-or a powerful archon to deal
with the intruder if the offering was not sincere.
Green fields: Here crops never fail, the weather is
always mild, and plentiful harvests are a blessing. This is
the realm of the halfing deity Yondalla, and that means
comfort. The realm is a combination of burrowed households,
small rustic buildings, and endless fields. No large
predators live in the Green fields; moles, rabbits, and
badgers are common.

Solania
The fourth layer of Celestia is also called the Crystal
Heaven. A sky that shines with the glow of burnished silver
hangs above the quiet slopes of Solania. Luminescent
fogs and invigorating scents shroud the valleys. Many of
the slopes hold mighty glaciers above, and they remain
rich in ore and precious minerals below. Solania's peaks
are home to monasteries, cathedrals, and other holy
shrines. Often, these structures are the destinations of
interplanar pilgrims seeking answers to questions of creation,
toil, and love.

Erackinor: The slopes of Solaina are deeply tunneled
with a vast dwarven mansion called Erackinor. None but
dwarves and dwarven petitioners are allowed within.
Those who enter and return speak in hushed tones of
stonework and craftsmanship that far surpasses anything
a dwarf might have seen on the Material Plane.
When Moradin fires up the deep Soul Forges below
the roots of Mount Celestia, the the halls rush with the
noise of the bellows. Dwarven clerics say Moradin uses
the Soul Forges to temper the spirits of his people and
their weapons. The forges may have other uses as well.
The armories of Erackinor are second to none, and the
combat-veteran dwarves and dwarven petitioners that fill
Erackinor's hills make the mansion nigh impregnable.

Mertion
The fifth layer of Celestia is also called the platinum
Heaven. The slopes of Mertion are gentle, leveling off in
great, sweeping plains dominated by citadels and domes.
The citadels of Mertion are marshling grounds for pal
adins, celestials, and other creatures of good and law.

Empyrea: Also called the City of Tempered Souls,
Empyrea sits on the edge of a cold, clear mountain lake.
The many healing fountains and curative waters in
Empyrea can restore withered limbs, lost speech,
derangement, and life energy itself; those who ail need
only find the right fountain. Empyrea is also known for
its healers and hozpitals, and many a pilgrim seeks to
reach this legendary site of perfect health.

Jovar
The sixth layer of Cetestia is also called the Glittering
Heaven. The slopes are strewn with great rubies and garnets
twinkling with light so beautiful that it steals the breath at
first sight. Here, hosts of archons wander the gem fields,
lost in contemplation of the glory of their previous lives.

Yetsira, the Heavenly City: The Heavenly City is visible
from everywhere on Jovar and from vantage points on
lower levels. The city is a seven-layered ziggurat. An enormous
Staircase on each of its four faces connectS the terraces.
Gemstones of profound value make up every step and
every Stone on the ziggurat, and all glow with an inner light.
HostS of archons move up and down the stairs, but the
Structure is so massive that the Steps never grow crowded.
On the lowest terrace sitS the Exchequer of Souls, a
black marble building of graceful arches and onion
domes laced with threads of gold and Silver. Here powerful archons
weigh the virtues of lower archons, elevating
the worthy to higher forms.
The Radiant Arsenal on the fourth terrace is a long,
narrow building with a vaulted ceiling and extensive cellars.
Here weapons both magic and mundane are Stored to arm
the archon hosts if necessary. The most impotant weapons
are said to contain the essence of powerful archons. They
reside in pearl-lined vaults sealed by deity-scribed glyphs.
The Bridge of al-Sihal on the seventh, highest terrace is
a beam of blinding light. This is the portal to the seventh
heaven, Chronias, and it is guarded by a solar named
Xerona who turns aside the unworthy.

Chronias
The seventh layer of Celestia is also called the Illuminated
Heaven. Chronias is a mystery, though some say it is THE
mystery. Those few who achieve the Illuminated Heaven
never return, so no account records Chronias true aspect.
Tales say that those who enter have their inherent goodness
magnified until their essence joins with Celestia itself. Or,
if they harbor evil, their souls are extinguished and their
existence is permanently erased from the multiverse.

_________________
I keels u with my axe!

"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"


 
      
IronAngel
 
PostPosted: Wed, Jan 21 2009, 11:14 AM 

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A curiosity you might want to note is that there is no Plane of Celestia in the Forgotten Realms cosmology. 3E FR has its own Great Tree cosmology, which has only a few places in common with core cosmology. I canon FR, there's no Limbo, Celestia, Mechanus, Beastlands etc. Instead, there are places like the Barrens of Doom and Despair, Brightwater, Green Fields, Gates of the Moon and Dragon Eyrie.

However, we've incorporated both the Great Wheel and the Great Tree cosmology into Amia, so you can use lore from both options. Suffice to say, sages disagree on the nature and position of different planes. But if you want something more connected to specific FR-lore, you might want to look into the gods' planes as well.

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Last edited by IronAngel on Wed, Jan 21 2009, 11:58 AM, edited 1 time in total.

 
      
AlannaMolov
 
PostPosted: Wed, Jan 21 2009, 11:45 AM 

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Thank you guys so much, that's a ton of help. :D

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is simply a wolf
caught in meditation."


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Magiros
 
PostPosted: Wed, Jan 21 2009, 14:41 PM 

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Some info about CElestia

Quote:
Seven Aeons of Celestia

* Haetumant
realm: Mandible
ruins: Marduk
* Aaqa Lu'tiia
divine realm: Mage's Rest
town: Melodia
* Deitharbathas
city: Heart's Faith
realm: Nectar of Life
site: Banen-Ephroum
* Maira
divine realm: Northwind Palace
realm: Goldfire
site: Aurilon
* Mnesinous
site: The Glass Tarn
site: Xiranthador
* Niobe
divine realm: Martyrdom
site: The First Monastery of the Planes-Militant
divine realm: Uroboros
* Saphaia
site: Arvenna
city: Empyrea
town: Rempha
city: Soqed Hezi
* Roeror
city: Yetsirah
* Elorchaios
site: Mixanther


http://www.forgottenrealmsvault.com/boards/viewtopic.php?f=26&t=105&p=1263#p1263

Just desided to add it here, just in case you wish to know more of it.

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Selvec Darkon
 
PostPosted: Wed, Jan 21 2009, 16:13 PM 

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IronAngel wrote:
A curiosity you might want to note is that there is no Plane of Celestia in the Forgotten Realms cosmology. 3E FR has its own Great Tree cosmology, which has only a few places in common with core cosmology. I canon FR, there's no Limbo, Celestia, Mechanus, Beastlands etc. Instead, there are places like the Barrens of Doom and Despair, (censored), Green Fields, Gates of the Moon and Dragon Eyrie.

However, we've incorporated both the Great Wheel and the Great Tree cosmology into Amia, so you can use lore from both options. Suffice to say, sages disagree on the nature and position of different planes. But if you want something more connected to specific FR-lore, you might want to look into the gods' planes as well.


...Your gonna make me take out the flying dwarf aren't you.

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"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"


 
      
fjook
 
PostPosted: Fri, Jan 23 2009, 14:13 PM 

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I suck with Google search engine, any one have any lore on Bhaal besides whats in lost empires of faerun book?

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Maias227
 
PostPosted: Fri, Jan 23 2009, 15:06 PM 

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Play Baldur's Gate I and II:p

Otherwise;

http://en.wikipedia.org/wiki/Bhaal

http://forgottenrealms.wikia.com/wiki/Bhaal

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Magiros
 
PostPosted: Fri, Jan 23 2009, 15:09 PM 

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About bhaal :)

http://forgottenrealms.wikia.com/wiki/Bhaal

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Halikarnaso
 
PostPosted: Fri, Jan 23 2009, 22:12 PM 

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Quote:
Quote:
Notes
Most magical script is written in a mixture of Draonic and Infernal. Draconic symbols resemble a mix between old celt runes and kanji if they got drunk and had a baby.

Elven mages tend to write their spells and research in old elven, which is the language of the grey elves

Thayvians write all their spells and research in old empire script. This is incredibly hard to read or decipher.


I picked that from Rules & Lore and got a couple of questions. Does the "magical script" here also mean spell scrolls? If not, what language are normal spell scrolls usually written in? Are clerical spells and arcane spells written in different language? Plus, is it impossible for a layman to learn the minimum of these languages to be able to read spell scrolls?

Thanks, and sorry if this has been asked before.


I'd like to have an answer on that one. Or, can the average lumberjack with 10 intelligence read raise scrolls in PnP, as well?

Thanks.


 
      
MoshingChris
 
PostPosted: Sat, Jan 24 2009, 6:46 AM 

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Just want to know. Khem is it made up of Mulan racial types or a heavy mix?

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Selvec Darkon
 
PostPosted: Sat, Jan 24 2009, 6:58 AM 

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Halikarnaso wrote:
Quote:
Quote:
Notes
Most magical script is written in a mixture of Draonic and Infernal. Draconic symbols resemble a mix between old celt runes and kanji if they got drunk and had a baby.

Elven mages tend to write their spells and research in old elven, which is the language of the grey elves

Thayvians write all their spells and research in old empire script. This is incredibly hard to read or decipher.


I picked that from Rules & Lore and got a couple of questions. Does the "magical script" here also mean spell scrolls? If not, what language are normal spell scrolls usually written in? Are clerical spells and arcane spells written in different language? Plus, is it impossible for a layman to learn the minimum of these languages to be able to read spell scrolls?

Thanks, and sorry if this has been asked before.


I'd like to have an answer on that one. Or, can the average lumberjack with 10 intelligence read raise scrolls in PnP, as well?

Thanks.


Divine and Arcane spells are written in different languages I believe.

As for raise scrolls, I believe thats simply for the sake of video games. I could, and most likely, am wrong however.

_________________
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IronAngel
 
PostPosted: Sat, Jan 24 2009, 12:51 PM 

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MoshingChris wrote:
Just want to know. Khem is it made up of Mulan racial types or a heavy mix?


It's been under Unetheric and Mulhorandi rule, so there are people from both nations there. It's currently not under strong political influence from any nation, as far as I can see, so there may be several immigrants from the nearby regions. There are some Chessentans, particularly the few Hoarites, and Mepi's belly dancer. The Mulan consider Chessentans less civilized folk, I suppose.

All in all, you could probably find folks from Unther, Mulhorand, Chessenta, Thay, and even a few from Turmish, Aglarond and Chondath on the island. The dominant stock would be Mulan.

I don't know about magical script. I could look into it, but I don't know where to look.

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Acrid
 
PostPosted: Sat, Jan 24 2009, 14:41 PM 

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Amia lore wrote:
In 1359-1360, Tuigan hordes united under the banner of Yamun Khahan and attacked Shoul Lung in the east and the border lands of Faerûn in the west. They were defeated on both fronts, but Tuigan immigrants still ive in the lands around Thay, Rashemen, Thesk, Narfell and Semphar.

Any idea why did they attack them?

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Selvec Darkon
 
PostPosted: Sat, Jan 24 2009, 15:36 PM 

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Acrid wrote:
Amia lore wrote:
In 1359-1360, Tuigan hordes united under the banner of Yamun Khahan and attacked Shoul Lung in the east and the border lands of Faerûn in the west. They were defeated on both fronts, but Tuigan immigrants still ive in the lands around Thay, Rashemen, Thesk, Narfell and Semphar.

Any idea why did they attack them?


Expansion, spoils. Do the Tuigans every really need a reason to attack someone?

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Acrid
 
PostPosted: Sat, Jan 24 2009, 16:49 PM 

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Selvec Darkon wrote:
Acrid wrote:
Amia lore wrote:
In 1359-1360, Tuigan hordes united under the banner of Yamun Khahan and attacked Shoul Lung in the east and the border lands of Faerûn in the west. They were defeated on both fronts, but Tuigan immigrants still ive in the lands around Thay, Rashemen, Thesk, Narfell and Semphar.

Any idea why did they attack them?


Expansion, spoils. Do the Tuigans every really need a reason to attack someone?


But they are good, not evil!

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IronAngel
 
PostPosted: Sat, Jan 24 2009, 19:11 PM 

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Yamun Khahan, and ambitious khan of clan Hoekun, managed to conquer the neighbouring tribes and unite them under his rule. Emperor Yamun was an ambitious man, however, and wanted to conquer the world, simply enough. Charismatic enough, he succeeded in organizing the tribes into a powerful force never seen before on the Endless Waste. They were confident, ambitious, inspired and assumed they could claim good spoils. There's nothing particularly evil about fighting a war, it was just.. barbaric.

Yeah, they're pretty much a rip-off of real world events. I blame TSR for that. They were the ones who wanted to relate everything in the Realms to the real world, so that they'd have an easier time fleshing out the distant regions and players would wrap their minds around them more easily.

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Xaviera
 
PostPosted: Sat, Jan 24 2009, 19:55 PM 

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I was just wondering if Wyjyn meant to suggest that questions should be numbered consecutively so that later posters could refer back to a specific question by number.

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TormakSaber
 
PostPosted: Sat, Jan 24 2009, 20:00 PM 

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Very likely, but far too late, now.

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IronAngel
 
PostPosted: Sat, Jan 24 2009, 20:06 PM 

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It's become pretty much a general lore discussion topic. I'm still dreaming of an FR FAQ of our own, probably using this thread to pick out interesting questions and answers. Maybe some day.

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On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Acrid
 
PostPosted: Sat, Jan 24 2009, 21:36 PM 

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IronAngel wrote:
Yamun Khahan, and ambitious khan of clan Hoekun, managed to conquer the neighbouring tribes and unite them under his rule. Emperor Yamun was an ambitious man, however, and wanted to conquer the world, simply enough. Charismatic enough, he succeeded in organizing the tribes into a powerful force never seen before on the Endless Waste. They were confident, ambitious, inspired and assumed they could claim good spoils. There's nothing particularly evil about fighting a war, it was just.. barbaric.

Yeah, they're pretty much a rip-off of real world events. I blame TSR for that. They were the ones who wanted to relate everything in the Realms to the real world, so that they'd have an easier time fleshing out the distant regions and players would wrap their minds around them more easily.


woot! ok, so it's just a matter of teritory then, thank you.

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MoshingChris
 
PostPosted: Sun, Jan 25 2009, 18:09 PM 

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Another question about Khem.

Populations of the Major Towns being Djedet and Nes'ek aswell as a guestimate on the population of the entire island?

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Gunz
 
PostPosted: Mon, Jan 26 2009, 1:01 AM 



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Question for lore monkeys:

I read that Jergal, AKA The Lord of the End of Everything, sanctions Undead to some of his followers. In other words, he allows some of his followers to raise undead under his authority and as long as it advances death.

Is this true? If so, is Kelemvor okay with this? How would Kelemvorites typically react to seeing a Jergalite (or whatever they're called) with a summoned undead? Lastly, I would assume druids wouldn't give a damn about a god sanctioning undead and would destroy it any way, right?

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