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Kraniumbrud
 
PostPosted: Thu, Dec 18 2008, 12:16 PM 

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heres one..are kelemvor cleric and paladins allowed to get raised?


 
      
Sadrin
 
PostPosted: Fri, Dec 19 2008, 0:59 AM 

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[quote=Kraniumbrud]http://www.youtube.com/watch?v=8dflp5IcpkE[/quote]

I've never seen anything in official material about it one way or another..but then the lore doesn't usually concern itself with the practical necessities of gaming. Though Kelemvor's write up in F&P does mention that a lot of people are drawn to his faith after having been raised from the dead once before.

Anyhow, the way I generally view it is that Kelemvor is concerned with your proper moment of death, which in effect means whenever you decide your character should die permanently, the little incidental accidents in between are less of an issue (though I imagine Kellies tend to view the whole thing a lot more seriously than some others). Or, to quote fro his dogma "Help other dies with dignity at their appointed time, and no sooner."

So, I'd say generally clerics and paladins would take it very seriously, but would not see it as contrary to Kelemvor's dogma to be raised from the dead.


 
      
Selvec Darkon
 
PostPosted: Mon, Dec 22 2008, 3:24 AM 

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*Bump in response to Tormaks closing of the "Lore Request' thread.*

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soundofastream
 
PostPosted: Mon, Dec 22 2008, 4:10 AM 

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hendrack wrote:
Malar does not like druids.

Quote:
Work against woodcutters, farmers, and all fools who seek to cut back the forest and slay beasts because they are dangerous. Suffer no druid to live, for they believe not in survival of the strong, but in a weak-minded balance that allows the inferior to survive and often to rule. Slay not pregnant wild creatures, young wild creatures, or deepspawns so that dire beasts to hunt may always be plentiful.


I believe 2E this was the case, in 3E he now has Shadow Druids so Amia Wiki is correct.

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AladdinSane
 
PostPosted: Thu, Dec 25 2008, 10:43 AM 



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So, I checked the Rules and Lore thread on the subject, and readThis and this, and a few other sites online (Faerun wiki and whatnot), as I'm hoping to make a Faerie character in the future (I think their presence is somewhat lacking atm, and they're just fun to have around), but there's a gap in the lore I'm having trouble with: Day to day Faerie life; what they're doing when they're not in court, and what they're doing on Toril/Amia (what drives them to leave the Plane of Feywild for longer periods, etc).

Any ideas for a good source online?


 
      
Xaviera
 
PostPosted: Thu, Dec 25 2008, 16:29 PM 

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Dont forget that fey are now a platinum coin race and require DM permission to play.

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AladdinSane
 
PostPosted: Thu, Dec 25 2008, 16:45 PM 



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Yep, all the more reason to make sure I have my research done before I make a request =)

(Not that one shouldn't know racial background info anyhow =D)


 
      
LetumLux
 
PostPosted: Sat, Dec 27 2008, 7:27 AM 

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I couldn't find must with a cursory search, but here's some stuff I dug up on Wizards that seems to details various little details about the fey that might be helpful.

Fey Feature: Lifecycle and Deathcycle

There's a series of these Fey Features, and their release date looks to be 2004 so they should be 3.5 at most recent.


 
      
Dark Immolation
 
PostPosted: Sat, Dec 27 2008, 8:04 AM 

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Okay Loremonkeys, need you to dig out your books for a few minutes for this one.

Can anyone tell me some creatures existing in Realmspace that are on par with the fabled Tarrasque? In terms of power and/or rarity I mean.

I heard Leviathan as one from a certain kinky DM *cough*KHY!*cough*,but besides that, the only thing I heard were just quasidieties. So a little help and thanks in advance.


 
      
AladdinSane
 
PostPosted: Sat, Dec 27 2008, 8:09 AM 



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Quite handy! Though I'm still hoping for a bit more...
this one was especially handy, but I'd still love more sources if there are any!

However, fey reading has given me a few specific questions:
- According to the articles in Dragon Magazine, the mortality/immortality of Fey is up to DM discretion - what's the ruling in Amia?
- Fey don't breath; do they need underwater breathing gear? and...
- Fey don't breath /because/ they have no organs; are they immune to sneak attacks/Crits?

Thanks in advance!


 
      
IronAngel
 
PostPosted: Sat, Dec 27 2008, 10:13 AM 

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Dark Immolation wrote:
Okay Loremonkeys, need you to dig out your books for a few minutes for this one.

Can anyone tell me some creatures existing in Realmspace that are on par with the fabled Tarrasque? In terms of power and/or rarity I mean.

I heard Leviathan as one from a certain kinky DM *cough*KHY!*cough*,but besides that, the only thing I heard were just quasidieties. So a little help and thanks in advance.


I'm not really sure. The Elf Eater, Ityak-Ortheel, is a unique planar monster that enters Faerûn every now and then to kill elves and stuff, on Malar's discretion.

I couldn't find what you're looking for in Monsters of Faerûn and can't recall anything similar being mentioned. Tarrasque are pretty much the top of the game, when it comes to non-divine beings. Generally, the most dangerous monsters are not such on their own, but rather because they're intelligent, malicious societies: the phaerimm and such.

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Selvec Darkon
 
PostPosted: Sat, Dec 27 2008, 11:09 AM 

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Possiably only the different variations of of Tarrasque, as seen here.

http://www.wizards.com/default.asp?x=dnd/eo/20051109a

In 4.0, it's now the most powerful monster, except for gods.

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Rainflake
 
PostPosted: Sat, Dec 27 2008, 12:12 PM 

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AladdinSane wrote:
- Fey don't breath /because/ they have no organs; are they immune to sneak attacks/Crits?


Mechanically? Not a chance. But otherwise too, I don't think so. See:

d20srd wrote:
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.


Fey aren't in that list, so they can be sneaked. Safe to assume if they're sneakable, they're crit-able.

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Selvec Darkon
 
PostPosted: Sat, Dec 27 2008, 12:22 PM 

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Rainflake wrote:
AladdinSane wrote:
- Fey don't breath /because/ they have no organs; are they immune to sneak attacks/Crits?


Mechanically? Not a chance. But otherwise too, I don't think so. See:

d20srd wrote:
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.


Fey aren't in that list, so they can be sneaked. Safe to assume if they're sneakable, they're crit-able.


Not to mention a fey's wings are pretty damned vital, as is there annoying little mouth, for speaking purposes.

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Magiros
 
PostPosted: Mon, Dec 29 2008, 23:07 PM 

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Well, note that fey creatures are more than just pixies.

Quote:
Fae, or faeries, as many like to be called, are creatures of any size, shape, texture or smell, that exemplify and inhabit natural wonder. They go by many names, like “Green Folk”, “Fair Folk”, “People of Peace”, sometimes “Wee folk”.


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

Fey include: Nymphs, Dryads, Satyrns, Pixies, Grigs, sylphs

Actually, here:

Quote:
Species of Fey

There are many, many different species of fey and the term "fey" seems to simply mean any creature whose origins are tied to the Feywild. Fomorians, Gnomes, and Hags are all examples of fey, though less commonly identified as such than fairies, sylphs, or dryads. However, perhaps the best known examples of fey are the elven races: drow, eladrin, and true elves. Until recently all three of these races were considered one and the same, though recent events have caused scholars to realize that in fact, the term elf is a misnomer when applied to all three, though it is still a common way of categorizing them given their shared heritage and close cultural and lingusitic relationships.


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

What comes to sneaking, indeed they are living creatures. In Amia's case most common type of faerie is pixie or grig. They do not need to breath, eat or "sleep" Instead they draw "food" from theri surroundings, and what comes to breathing, some choose to do it as some choose to eat. Like elfs, faeries do reverie.

But like every living creature they do as well feel pain. They arent immune to physical pain as well as they can be poisoned. ((THought if they were real pixies you would have chance fighting them, expect wizards. ))

Plus to AlladinSane. Faeries tend to do pranks and other annoying things. It is in their nature, thought not all do. What they do in their "normal life" depends on what their cynoruse/locale is. Some look after plants, some after their locale tree. Some go around healing wounded living creatures. But note, they will never intentionally try to come to the way of the True Cycle.

People grew tired of faeries ways, pranks and annoying giggling. So some faeries had to "grow old" in a way. Trust me there is some faeries but they are hidden among you people ;)


And you asked what drives them to leave Plane of Feywild for longer periods. Well the line between Toril and Feywild is thinner now so they can just pop in and out of Toril if they like to.

Heres a link for some info: http://forgottenrealms.wikia.com/wiki/Feywild

Quote:
- According to the articles in Dragon Magazine, the mortality/immortality of Fey is up to DM discretion - what's the ruling in Amia?


Well I havent been told that there is ruling over this, by other faerie players nor by DM's. So I assume, based on lore that faeries can decide themselfs whether or not they grow older. This I have done with my faeries, she didnt grow older in start but now she desided to grow older and looks more "mature" now. But ofc that is that there isnt visible aging nor their souls get old. They just gain years trough centruries until they die by something.

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AladdinSane
 
PostPosted: Wed, Dec 31 2008, 12:15 PM 



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Thanks for the responses, first of all!

To keep the conversation going a bit...

Quote:
Quote:
Fae, or faeries, as many like to be called, are creatures of any size, shape, texture or smell, that exemplify and inhabit natural wonder. They go by many names, like “Green Folk”, “Fair Folk”, “People of Peace”, sometimes “Wee folk”.



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

Fey include: Nymphs, Dryads, Satyrns, Pixies, Grigs, sylphs


I know there are a fair few types of fey, but Amia is (AFAIK) WYSIWYG, and the skin for Fey PCs is the Pixie, so I kinda assumed... Though I guess Grig in Amia don't have the cricket-centaur look, so you could be a Grig too; but in as far as Nymphs, Dryads, Satyrs, and Sylphs... *shrug*.

I know they're often into being tricksters and whatnot (I'm actually thinking about going for either the Ideal of Mischief/Trickery or maybe Brandobaris himself as a Rememberer as a Cynosure; both are a bit of a stretch, but I figure it's worth a try ;) ) I guess I'm just having a hard time thinking of backstory/history - part of this is due to the way I generally play my characters; if I didn't RP it, it either didn't happen or was irellevant- basically, until my characters enter Amia as young adults/adults, they've generally led pretty boring lives - the fun stuff happens once I'm behind the wheel, and interacting with other people, not when I'm making up what theoretical others might have done.

As for the immunity to Crit's/Sneak Attacks, I was just kind of wondering; I don't expect it to get changed mechanically. I don't think that either crits or sneak attacks are related to ability to feel pain, personally; it's a matter of 'discernable anatomy' - a Fey, like an undead, /looks/ the same as something with 'discernable anatomy', but you cannot slash an artery, kidney punch them, pierce a lung, or crush a windpipe - they don't have any of these things. They do have hearts, which I suppose is a valid enough approach, but they do not have 'discernable anaotmies' anymore than do undead.[/quote]


 
      
TormakSaber
 
PostPosted: Thu, Jan 01 2009, 1:14 AM 

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Dark Immolation wrote:
Okay Loremonkeys, need you to dig out your books for a few minutes for this one.

Can anyone tell me some creatures existing in Realmspace that are on par with the fabled Tarrasque? In terms of power and/or rarity I mean.

I heard Leviathan as one from a certain kinky DM *cough*KHY!*cough*,but besides that, the only thing I heard were just quasidieties. So a little help and thanks in advance.


Almost anything in the Epic Level Handbook is going to kill a Tarrasque. For especially grostequely powerful things, look atthe Abomination asection. Many of these creatures would slay some of the most powerful Amian 30's in a round.

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Gunz
 
PostPosted: Thu, Jan 01 2009, 2:32 AM 



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Yes, scary abominations! Like Atropal Scion and Angel of Decay ::shutter::

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TormakSaber
 
PostPosted: Thu, Jan 01 2009, 2:44 AM 

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Not sure where you're getting those from, but it'as not the 3.0 Epic Level Handbook.

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Selvec Darkon
 
PostPosted: Thu, Jan 01 2009, 6:23 AM 

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TormakSaber wrote:
Not sure where you're getting those from, but it'as not the 3.0 Epic Level Handbook.


There 3.5 Libris Mortis.

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TormakSaber
 
PostPosted: Thu, Jan 01 2009, 8:30 AM 

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What a wussy monster.

Try this on for size.

Quote:
Atropal
Size/Type: Large Undead (Evil, Extraplanar, Lawful)
Hit Dice: 66d12 (792 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft., fly 240 ft. (perfect)
Armor Class: 51 (-1 size, +2 Dex, +40 natural)
Base Attack/Grapple: +33/+53
Attack: Touch +49 melee touch (2d6 Con drain/19-20)
Full Attack: 2 touches +49 melee touch (2d6 Con drain/19-20), eye ray +30 ranged touch (negative level damage/19-20)
Space/Reach: 10 ft/10 ft.
Special Attacks: Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, summon nightcrawler
Special Qualities: Abomination traits, undead traits, rebuke/command undead, regeneration 20, SR 42, DR 15/good and epic and silver, negative energy aura
Saves: Fort +22, Ref +26, Will +43
Abilities: Str 43, Dex 15, Con Ø, Int 28, Wis 22, Cha 42
Skills: Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77
Feats: Alertness, Cleave, Dodge, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (finger of death), Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack
Epic Feats: Devastating Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of Animation
Environment: Any
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Always lawful evil
Advancement: 67-80 HD (Large); 81-100 HD (Huge)

An atropal’s natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities

At will—animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, greater dispel magic, finger of death, greater invisibility, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura; 5/day—haste, project image, weird. Caster level 30th; save DC 26 + spell level.

The save DCs are Charisma-based
Rebuke/Command Undead (Su)

Atropals can rebuke or command undead as a cleric with a level equal to the atropal’s HD + 6.
Negative Energy Aura (Su)

A 30-foot-radius spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).
Constitution Drain (Su)

When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59). The DC is Charisma-based.
Energy Drain (Su)

When the atropal hits with a ranged touch attack (a ray of darkness that it shoots from one eye to a range of 400 feet), the resultant energy drain bestows four negative levels, or eight negative levels on a critical hit. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 59) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based.
Regeneration (Ex)

Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons).
Summon Nightcrawler (Sp)

Five times per day an atropal can summon a nightcrawler.
Abomination Traits

Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Undead Traits

Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.


Since it's not noted, the save on its Dev Crit is 59. (10 + 1/2 HD ((33) + STr mod ((16)) ).

And that's only CR 30. ;) A REAL CR 30, not the CR 30 that you think is CR 30.

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Sakkran
 
PostPosted: Thu, Jan 01 2009, 8:34 AM 

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...I distinctly remember fighting an atropal in an epic game. Holy crap... Never again. EVER.

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Cori
 
PostPosted: Thu, Jan 01 2009, 9:02 AM 

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Good lord....that thing is nuts. I so want an insane boss in Amia like that. But not undead.

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Dark Immolation
 
PostPosted: Thu, Jan 01 2009, 9:33 AM 

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Wow... I happened to get a look at a copy and looking at it now... some godly stuff in there... that arent even gods. >.>

I mean, I'm pretty sure some of these eat quasi-deities or their avatars for breakfast, if not a snack.

That being said, Devastation Beetles, go!


 
      
Selvec Darkon
 
PostPosted: Thu, Jan 01 2009, 10:13 AM 

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The thing that seperates those monsters, and gods, is generally intelligence and intent.

Monsters like that usually have some other more limiting attributes. Inability to think beyond eating and destroying, inability to breed, inability to create, short life span, ridiculously small legs that keep it from moving at any high rate of speed, not giving a flying hoot about small fry things like Faerun because more lofty goals exist. Things like that.

There is also the whole might in mass thing. The gods would probably all gang up on one monster to keep it under control, and there is a LOT of gods/demi-gods/quasi-gods in faerun.

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Magiros
 
PostPosted: Thu, Jan 01 2009, 12:21 PM 

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AladdinSane , there is at least one satyrn in Amia that I have seen.

Nymph is also a possible as well as Dryad, but their limitation is that they cant go too far from their pond/tree, else they die.

And because fey are living, they do have weaknesess, like pixies has wings which are a vulnerable part. Nymphs and Dryads do have womans body build so.. Weak spot can be found. Satyrns: kick on the groins :p

faeries and undead should not be compared as they are very different from each others. First of all faeries are living and natural part of the world, whereas undead are not a natural part of world.

Thought faeries arent so natural part of the True Cycle and pixie faeries can sometimes become like a dam before the True Cycle, and when that happens the True Cycle will crush he pixie out of its way if the faerie doesnt realisize it. What creates this dam is their magical core.

Undead arent natural but the True cycle cant crush them out of its way like faeries.

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herkles
 
PostPosted: Thu, Jan 01 2009, 17:56 PM 

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Here is a lore question, info on snow elves. Particularly why snow elves are not liked by normal elves, and what are normal elves taught about snow elves.

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Maias227
 
PostPosted: Thu, Jan 01 2009, 18:01 PM 

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Quote:
The rift between the snow elves and their cousins stems from the same wars that drove the drow underground. The snow elves were deceived into allowing passage (for a large profit) of the drow through a mountain pass they controlled, not knowing-so they claimed-that the drow were serving Lolth and had recently declared war on their cousin elves. While never formally condemned by their relatives, the snow elves have been universally shunned by them ever since. Valley elves, themselves largely disliked by others, tolerate snow elves perhaps because each views the other as sharing a similar plight-neither race is considered "true elves" by their cousins.


Found this on the wiki

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herkles
 
PostPosted: Thu, Jan 01 2009, 18:03 PM 

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problem is at the top it says, The following information is not FR- or Amia-canon, and the Snow Elf lore on Amia is unfinished. so does any of the DMs know about the snow elves?

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IronAngel
 
PostPosted: Thu, Jan 01 2009, 18:05 PM 

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Normal elves are generally taught nothing about snow elves. Their existance is not widely known, as they only exist on Forstakkr and (apparently now, since we approved some such chars) the High Ice. There's not much lore on them, but they're barbaric and savage folk, possibly devolved Wild Elves. They don't care for other folks, and other folks don't care for them. There's nothing more to be known, because no one ever pulled any more lore out of their arse, like was done with the Shadow Elves.

Truth be told, the race could use some serious fleshing out. I never liked their existance in the first place, but I suppose something could be deviced once I'm home from the army (tomorrow!) and sober enough. Got some other projects in mind, though. Until I know how the DM team wants to portray the race and there's a good enough draft for their background and culture, I'll refrain from speculating.

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Maias227
 
PostPosted: Thu, Jan 01 2009, 18:08 PM 

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Ah my bad hadn't spotted that notice. Just looked to see Iron was the one who had added it. Oh and lucky you iorn:)

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herkles
 
PostPosted: Thu, Jan 01 2009, 18:08 PM 

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Iron, do you mind if I try and help come up with lore on the snow elves?

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IronAngel
 
PostPosted: Thu, Jan 01 2009, 18:17 PM 

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Nope, though I can't say how much of it will end up in the final work. I guess the starting point would be this: at which point, and why, did Snow Elves become a race of their own? Moreover, why are they found on Forstakkr primarily, and some in the High Ice and (possibly) the Great Glacier? Go ahead and shoot different suggestions in my inbox. While the Crown Wars are convenient, I feel they are over-used and over-represented as a period in elven history. Planar travel, the realm of Faerie, the First Flowering, the Founding Time, even something as recent as the Time of Troubles are all viable alternatives.

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Kamina
 
PostPosted: Sat, Jan 03 2009, 19:34 PM 

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Alright, I'm planning on making a Helmed Horror character with a twist. See, I won't be using the Helmed Horror model. I'll be using this method to make it:

1. I'd make the character a Half-orc or maybe a Human, I've no idea what scale would be best.

2. Make all the parts Null but the chest (click here for the example)

3. I'd then craft the armour into a way that's everything null but the Chest, Bicepts and Hands (click here for the example)

4. Add a helmet and suitable weapon and viola! (click here for the example)

That stuff out of the way, here's some questions:

    How are these created?
    I am planning on making this one a servant of Mystra, is this lore-approved?
    It says here, from the NWN wiki that: Helmed horrors are suits of empty armor imbued with magical life and purpose. They make tireless and extremely effective guardians, soldiers, and bounty hunters. , Any suitable suggestions to what it's master would use it for?
    The Horrors themselves are constructs, and plenty of constructs have at least a bit of personality, how would a Helmed Horror have one and what would be suitable?


That's about it, thanks in advance :)

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hendrack
 
PostPosted: Sat, Jan 03 2009, 19:36 PM 

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You realize you need a request for that thing.


 
      
Kamina
 
PostPosted: Sat, Jan 03 2009, 19:37 PM 

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That's why I'm asking for lore to make one with.

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when met"


 
      
Magiros
 
PostPosted: Sat, Jan 03 2009, 19:44 PM 

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Well I doupt you will get one, but I wish you luck.

Here is one link: http://forgottenrealms.wikia.com/wiki/Helmed_horror

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Silvarus
 
PostPosted: Sat, Jan 03 2009, 20:02 PM 

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Yaster Galer wrote:
Alright, I'm planning on making a Helmed Horror character with a twist. See, I won't be using the Helmed Horror model. I'll be using this method to make it:

1. I'd make the character a Half-orc or maybe a Human, I've no idea what scale would be best.

2. Make all the parts Null but the chest (click here for the example)

3. I'd then craft the armour into a way that's everything null but the Chest, Bicepts and Hands (click here for the example)

4. Add a helmet and suitable weapon and viola! (click here for the example)

That stuff out of the way, here's some questions:

    How are these created?
    I am planning on making this one a servant of Mystra, is this lore-approved?
    It says here, from the NWN wiki that: Helmed horrors are suits of empty armor imbued with magical life and purpose. They make tireless and extremely effective guardians, soldiers, and bounty hunters. , Any suitable suggestions to what it's master would use it for?
    The Horrors themselves are constructs, and plenty of constructs have at least a bit of personality, how would a Helmed Horror have one and what would be suitable?

That's about it, thanks in advance :)
I have played a character made like that on another server, but as a poltergeist ghost in an antique armour. The technical side of null appearance is works like a wonder. I had torso visible, others null and hands, forearms, boots and torso as armour and no head or helmet. Looked absolutely awesome and worked perfectly.

But...

Ghosts should not be approved here and... Constructs have their problems since they should not have much personality and are thus extremely hard to play believeably.

I find it quite hard to turn a construct into a character due to the limited personality and being bound to simply serve someone else. It is too easy to play it like a living creature and gigglehuggling in Cordor.

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Carter
 
PostPosted: Sat, Jan 03 2009, 20:28 PM 

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IronAngel wrote:
Nope, though I can't say how much of it will end up in the final work. I guess the starting point would be this: at which point, and why, did Snow Elves become a race of their own? Moreover, why are they found on Forstakkr primarily, and some in the High Ice and (possibly) the Great Glacier? Go ahead and shoot different suggestions in my inbox. While the Crown Wars are convenient, I feel they are over-used and over-represented as a period in elven history. Planar travel, the realm of Faerie, the First Flowering, the Founding Time, even something as recent as the Time of Troubles are all viable alternatives.


http://www.forgottenrealmsvault.com/boa ... t&sd=a#p54

We can start there! The info there might not be 100% perfectly canon, but it's as close as we're going to find, as a base.


 
      
brooksthegreat
 
PostPosted: Sun, Jan 04 2009, 8:13 AM 

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Quick question..

I know many orders of different varieties wear specific colors and have different colors associated with them..

Are there any specific gang-colors associated with Torm?

Danke.

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TormakSaber
 
PostPosted: Sun, Jan 04 2009, 8:51 AM 

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Gold and Blue, I think.

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Yurell
 
PostPosted: Sun, Jan 04 2009, 10:10 AM 

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TormakSaber wrote:
Gold and Blue, I think.


Those are the colours usually associated with him, although colours worn by followers depends on their rank:
Faiths and Avatars wrote:
The hue of the armor (or robes) denotes the rank of the wearer

Unadorned metal is for the Unproven
Dark Crimson is for the Andurans
Rose Red is for the Faithblades
Deep Amber is for the Wardens
Sunrise Orange is for the Vigilants
Harvest Yellow is for the Watchful Venturers
Pale Green is for the Loyans
Dragon Green (Bottle Green) is for the Enforcers
Sky Blue is for the Guardians
Twilight Blue (Deep, Metallic Blue) is for the Knights
Amethyst is for the Vanguardiers
Dusky Purple is for the Champions (the most holy priests of the faith)


This is second ed canon though, so I do not know if it has changed for tird ed

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Selvec Darkon
 
PostPosted: Mon, Jan 05 2009, 3:31 AM 

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Yaster Galer wrote:
Alright, I'm planning on making a Helmed Horror character with a twist. See, I won't be using the Helmed Horror model. I'll be using this method to make it:

1. I'd make the character a Half-orc or maybe a Human, I've no idea what scale would be best.

2. Make all the parts Null but the chest (click here for the example)

3. I'd then craft the armour into a way that's everything null but the Chest, Bicepts and Hands (click here for the example)

4. Add a helmet and suitable weapon and viola! (click here for the example)

That stuff out of the way, here's some questions:

    How are these created?
    I am planning on making this one a servant of Mystra, is this lore-approved?
    It says here, from the NWN wiki that: Helmed horrors are suits of empty armor imbued with magical life and purpose. They make tireless and extremely effective guardians, soldiers, and bounty hunters. , Any suitable suggestions to what it's master would use it for?
    The Horrors themselves are constructs, and plenty of constructs have at least a bit of personality, how would a Helmed Horror have one and what would be suitable?

That's about it, thanks in advance :)


Athestically, maybe allow armour parts for the shoulders?

Lore wise I always see a helmed horror being like a servant of (no pun intended) helm. Strict in duty, no remorse, no love, no joy, just duty. Everything taken far to seriously.

For the lore, it's quite possiable the Helm Horror is a product of wild magic during the Time of Troubles. The frayed weave could have warped its magic bonds with its master, and caused it to gain freedom and a sentiant self, rather then servitude. This also means the wild magic could have given it the ability to learn, develop and possiably even gain extra bits to its personality. This also add's weakness in the form of dispel magic, which allows wild magic to function normally for 1d4 minutes.

All this lore can be found in the forgotten realms campaign setting, under wild magic.

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ClockworkRed
 
PostPosted: Mon, Jan 05 2009, 10:31 AM 

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Is this official lore?

http://www.candlekeep.com/library/articles/monks.htm

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IronAngel
 
PostPosted: Mon, Jan 05 2009, 10:34 AM 

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It is not. Traveller's Notebooks is a section for fan work, as is said on the index page:

Quote:
Documents and works created by the fans for personal use and campaign development. Some work has been expanded from official TSR material, such as undetailed locations or organizations. Other more official Realmslore can be located in the Realms Lore section.

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ClockworkRed
 
PostPosted: Mon, Jan 05 2009, 10:52 AM 

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Ok, anything speaking against playing a monk of the peace bringers of Kelemvor? As I think, the long death order is rather evil and not suited for Kelemvorite monks.

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IronAngel
 
PostPosted: Mon, Jan 05 2009, 10:56 AM 

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Nothing keeps you from being a monk with such a philosophy, but there is no need to assume being part in that order, or any order for that matter. You could have been taught by an individual master or be part of a small group based on a Kelemvorite temple somewhere. But I don't see reason why you couldn't form the Peace Bringers on Amia if you were so inclined, either. If you do assume their existance outside of Amia, don't claim them to be influential or large; you put others into an unfair position, as their characters would know something as big as that, but the players don't because it's not canon. In general, whenever you use some homebrew lore to spice up characters, I'd stick with very insignifigant and small changes on a Faerûn-wide scale.

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Magiros
 
PostPosted: Mon, Jan 05 2009, 15:06 PM 

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Selvec Darkon wrote:
Quote:
Quote:
Yaster Galer wrote:
Alright, I'm planning on making a Helmed Horror character with a twist. See, I won't be using the Helmed Horror model. I'll be using this method to make it:

1. I'd make the character a Half-orc or maybe a Human, I've no idea what scale would be best.

2. Make all the parts Null but the chest (click here for the example)

3. I'd then craft the armour into a way that's everything null but the Chest, Bicepts and Hands (click here for the example)

4. Add a helmet and suitable weapon and viola! (click here for the example)

That stuff out of the way, here's some questions:

How are these created?
I am planning on making this one a servant of Mystra, is this lore-approved?
It says here, from the NWN wiki that: Helmed horrors are suits of empty armor imbued with magical life and purpose. They make tireless and extremely effective guardians, soldiers, and bounty hunters. , Any suitable suggestions to what it's master would use it for?
The Horrors themselves are constructs, and plenty of constructs have at least a bit of personality, how would a Helmed Horror have one and what would be suitable?



That's about it, thanks in advance Smile
Athestically, maybe allow armour parts for the shoulders?

Lore wise I always see a helmed horror being like a servant of (no pun intended) helm. Strict in duty, no remorse, no love, no joy, just duty. Everything taken far to seriously.

For the lore, it's quite possiable the Helm Horror is a product of wild magic during the Time of Troubles. The frayed weave could have warped its magic bonds with its master, and caused it to gain freedom and a sentiant self, rather then servitude. This also means the wild magic could have given it the ability to learn, develop and possiably even gain extra bits to its personality. This also add's weakness in the form of dispel magic, which allows wild magic to function normally for 1d4 minutes.

All this lore can be found in the forgotten realms campaign setting, under wild magic.


No, helmed horrors were not made by wild magic.

Here is a quote:
Quote:
Creation

The process of creating helmed horrors was something of a bad secret for many years. While unknown to the magical community at large, a great number of clerics of [[Bane], liches and evil wizards knew well how to create theas constructs. [1] It is now uncommon knowladge. A powerful spellcaster, with knowladge of both construct creation and arms and armor creation is needed, and a special workroom, along with the spells needed for the ritual.[3]


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

Plus helmed horrors are usually 5000 year old invention, and were mostly made by: Netheril and Imaskar empiries.

So, basically no one knows how to make Helmed Horrors anyrmore, or if does its a secret. At least Larloch knows how to make them, after all he is a survivor of Netheril. But he doesnt need to make them.

Plus this is a bad idea as Helmed Horrors were designed to be used as guardians or protectors, which would mean that you would need to stay in one place and guard the whatever object it might be.

What's more, you cant speak. You can only emote what you do, like *cuts him half*

Sorry to say, but I see this as a bad rp idea and will most likely get refused =/

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Kamina
 
PostPosted: Mon, Jan 05 2009, 15:24 PM 

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Ah, it's alright. But I guess it helps to know more :).

But all of that being said though, how is it possible for someone (A PC) to summon one?

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"Operating in the border between light and darkness, shadowdancers
are nimble artists of deception. They are mysterious and
unknown, never completely trusted but always inducing wonder
when met"


 
      
Magiros
 
PostPosted: Mon, Jan 05 2009, 16:59 PM 

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Well there is a normal summon spell which brings a helmed horror, but cant remember what aligment.. I also heard that a familiar could be changed into helmed horror. But then ofc your mage would require to know the formula to build one.

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