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IronAngel
 
PostPosted: Sat, May 09 2009, 17:34 PM 

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Yurell, look here!

From the Job System Suggestions thread:

Yurell wrote:
Seems like oversight, since both specify 'cut', and both are part of the same in-universe description. So Marco Volo is an idiot? Or am I missing something?
Natural lines to cleave still requires a cut, which have been stated to never happen (and then proceeds to say that it can and what will happen if it does, even though it never has).
So maybe in that case Volo is a genius :P


In fact, Marco Volo is Marcus Wands. (The Wands family is quite notable in Waterdeep, and interesting too.) He adopted the name to pass blame for his crime on the author of the guides of All Things Magical, Cormyr, the North, the Sword Coast and whatever else that guy wrote. The Volo who wrote those guides is Volothamp Geddarm. He, indeed, is a genius! And an idiot, I suppose.

Sorry, couldn't resist elaborating on this most interesting piece of information. >_>

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Yurell
 
PostPosted: Wed, May 13 2009, 8:50 AM 

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I didn't even notice that until I came to post this question :P Thanks Iron

So now, pedantic Llotite question - what kind of Octogram is used by Llothites? Because there's at least two I know of - one based on squares, the other a {8,3} as wikipedia calls it.

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herkles
 
PostPosted: Wed, May 13 2009, 10:56 AM 

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I would say the {8,3} but that is just me, because IMO i like the look of it. I assume it is all just a matter of taste.

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Maias227
 
PostPosted: Wed, May 13 2009, 16:03 PM 

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Just a curious thought really.. does anybody know what the Elven gods were doing during the godswar?

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feycourtier
 
PostPosted: Fri, May 15 2009, 21:31 PM 

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Any official Amian lore on Feytouched? or in fact any guides at all?

My recently created one Hazel was telling one char how her father was an elf who met a beautiful woman in the forest one day..after one memorable night and after looking for her again for months hazel turned up an a basket on his doorstep..

And i thought..hang on is this allowed? or ,in fact, likely?

Help please :)

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Jes
 
PostPosted: Fri, May 15 2009, 21:41 PM 

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Feytouched confuse me to no end. I can't find the information anywhere, and I was led to believe that fey could not reproduce. ...So I always find myself wondering how feytouched came to be, and what exactly they are. Most people play them out as the descendants of a faerie, or pixie, or whathaveyou. There are many types of fey, and they're not all little green things with wings. So I'm just as curious about this as you are.

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feycourtier
 
PostPosted: Fri, May 15 2009, 21:59 PM 

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Beng a fey buff I requested and recived all the fey lit that a certain finnish person offered *cough*

My understanding of them is based on this (as indeed the amia guide too fey is)

According too them the above scenario would be ok,but i would like some sort of ok..and a guide too how feylike i can play them,and how others ,especially elves,would view them?

I mean the old saying *away with the faeries* I think comes into play here :)

Thanks ! :)

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Yurell
 
PostPosted: Sat, May 16 2009, 0:40 AM 

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Maias227 wrote:
Just a curious thought really.. does anybody know what the Elven gods were doing during the godswar?


Labelas Enoreth was down there according to wikipedia (citing some Dragon comic). NO mention about what the others were doing.

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Gunz
 
PostPosted: Sat, May 16 2009, 1:19 AM 



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Fey apparently -can- reproduce.

Quote:
Feytouched
Medium-Size Fey
Hit Dice: 1d6-1 (2 hp)
Initiative: +5
Speed: 30 ft.
AC: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Dagger +0 melee, or shortbow +1 ranged
Full Attack: Dagger +0 melee, or shortbow +1 ranged
Damage: Dagger 1d4, or shortbow 1d6
Face/Reach: 5 ft./5 ft.
Special Attacks: Charm person
Special Qualities: Immunity to mind-affecting effects, low-light vision
Saves: Fort -1, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 9, Int 10, Wis 10, Cha 13
Skills: Bluff +5, Handle Animal +2, Hide +7, Knowledge (any one) +2, Move Silently +7, Sense Motive +4, Spot +3, Survival +4
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or team (2-4)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: +1The fey are known for their curiosity (some would say obsession) with humanoids and giants, and sometimes a fey falls in love with one of these creatures. The creatures known as feytouched have a half-fey and a humanoid or a giant as ancestors. (Half-fey are described later in this book.)

Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportioned limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.

Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins.

Combat

Feytouched rarely think of combat as something serious. They enjoy toying with their opponent, but can become truly enraged when things turn against them. They are usually baffling and erratic in combat.

Most fey first try to avoid combat by using their charm person ability. If that fails, they will fend off attacks until they can safely flee.

Charm Person (Sp): Once per day, a feytouched can use charm person as the spell. Caster level equals Hit Dice, save DC 11.

Immunity to Mind-Affecting Effects (Ex): A feytouched is immune to all spells and effects with the mind-affecting descriptor.

Skills: Feytouched have a +2 racial bonus on Hide and Move Silently checks.

Feytouched Characters

A feytouched's favored class is bard or rogue, although those that seclude themselves in nature are usually druids or rangers. Feytouched clerics are rare, since most fey have a strong aversion to the worship of gods.


Source

Quote:
The Feytouched

Feytouched are good choices for players who like exotic characters with a touch of mischief and mystery. This racial class offers a set of base racial abilities plus one racial level.

Feytouched Base Racial Features

All of the following are base racial abilities for the feytouched.

Ability Score Adjustments: +2 Dexterity, -2 Constitution, +2 Charisma.

Fey Type: Feytouched are fey. Thus, they are vulnerable to spells and effects that work on creatures of the fey type but immune to effects that target other types. For example, a feytouched would be subject to the extra damage from a fey bane sword but immune to hold person, since that spell affects only humanoids.

Size: Feytouched are Medium size.

Speed: Feytouched base land speed is 30 feet.

Low-Light Vision (Ex): A feytouched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Saving Throw Bonuses: A feytouched has a +4 racial bonus on saving throws against mind-affecting effects.

Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.

Favored Class: Bard or rogue. A multiclass feytouched's bard and rogue classes do not count when determining whether an experience point penalty applies.

Table SP-22: The Feytouched Racial Class

Level: 1st
CR: +0
Special: Charm person, immunities, skill bonuses

Feytouched Racial Class Features

All of the following are class features of the feytouched racial class.

Charm Person (Sp): A 1st-level feytouched may use charm person (caster level equals feytouched's character level; save DC 11 + feytouched's Cha modifier) once per day.

Immunities (Ex): At 1st level, a feytouched becomes immune to all mind-affecting effects. This ability replaces the saving throw bonuses against these effects included in the feytouched's base racial features.

Skill Bonuses: At 1st level, a feytouched gains a +2 racial bonus on Hide and Move Silently checks.


Source

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feycourtier
 
PostPosted: Sat, May 16 2009, 19:36 PM 

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Wow! this a brilliant help ! thanks! :D,any DM want to say if its ok too use the above as general guidelines?

Thanks Gunz :)

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IronAngel
 
PostPosted: Sat, May 16 2009, 22:59 PM 

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It's the only lore there is on Feytouched, so you don't really have anything else to go with. I'd stick to keeping your feytouched an elf-base, though, since that's how the subrace system handles it.

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feycourtier
 
PostPosted: Sun, May 17 2009, 6:28 AM 

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As Iron has spoken..so shall it be!

Thanks all for the help :)

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Acrid
 
PostPosted: Tue, May 19 2009, 18:48 PM 

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Hullo, i was wondering if there was any kind of Death/undead angels in the faerun world, i did some quick search but didnt found what i needed to know.
Not something about demons, more angel alike oriented.

Merci d'avance,

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Maias227
 
PostPosted: Tue, May 19 2009, 19:04 PM 

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I am not sure what you mean by undead/death angles though among elves there is the Baelnorn.

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

Bear mind this is 4'th edition some points of the lore is moot there. Though is it something like that you are thinking of?

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IronAngel
 
PostPosted: Tue, May 19 2009, 19:07 PM 

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If you're looking for angels of death or whatever, you might want to take a look at Erinyes: fallen celestials who have become devils. Some kind of avengers or somesuch, I think. Never cared much for planar lore.

I think some of the lords (Archdukes?) of Hell are also fallen celestials.

If you just want some cruel and hard planar beings who are nonetheless on the Light side, you ought to look at deities with suitable dogmas: Hoar comes to mind, even Tyr. I'm sure deities like that have outsider servants to mete out just wrath.

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Dark Immolation
 
PostPosted: Tue, May 19 2009, 20:06 PM 

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Looking for two bits of lore:

1. Do the members of the Triad take individual Chosen? (All I could find on Candlekeep is templates for Chosen of Triad, not Tyr, Illmater, Torm.)

2. Other than becoming a Chosen of a deity or becoming a Lich, are their any other methods for gaining immortality in the Realms? By immortality, I mean death only comes by physical or magical combat. (Please don't reference Monk's Timeless Body, as they still actually die when their "time" is up, just dont show the effects. :wink: )


 
      
Maias227
 
PostPosted: Tue, May 19 2009, 20:19 PM 

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1:
The members of the triad would choose their chosen individually. Watch out with that template. There are some rogue elements of the server that hates it:P My honest opinion however is that becoming the chosen of a god is something extremely rare that only happens the fate of gods are put at stake. Which is something mere mortals rarely have a chance to achived.

2:
There's many mays. It's the realms. Thousands have tried leaving many potential methods. Some of the easiest I assume is becoming devil, deamon, undead or something related to the gods. I am sure there is a fair bunch of spells that can achive the goal. A carefully worded wish or mircale could also lead to it.

Though if it is something planned for the server, regardless of what you might settle on, it would require a good deal of dm involvement. Trying to bypass death is no small matter.

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Last edited by Maias227 on Tue, May 19 2009, 22:49 PM, edited 1 time in total.

 
      
TormakSaber
 
PostPosted: Tue, May 19 2009, 22:13 PM 

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No, we will not make your PC a Chosen (in 99.99% of circumstances.)

Just... tossing that out there.

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Yurell
 
PostPosted: Tue, May 19 2009, 22:30 PM 

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Acrid wrote:
Hullo, i was wondering if there was any kind of Death/undead angels in the faerun world, i did some quick search but didnt found what i needed to know.
Not something about demons, more angel alike oriented.

Merci d'avance,


As far as I know, Outsiders, unless they inherently have the undead template, can't actually become undead, since their souls and bodies form a single nit (same reason they can only be raised with True Res).

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Acrid
 
PostPosted: Tue, May 19 2009, 23:16 PM 

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Maias227 wrote:
I am not sure what you mean by undead/death angles though among elves there is the Baelnorn.

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

Bear mind this is 4'th edition some points of the lore is moot there. Though is it something like that you are thinking of?


Wow, that's close to exactly what i was looking for, its says they are good, could it be possible one can be evil?

IronAngel wrote:
If you're looking for angels of death or whatever, you might want to take a look at Erinyes: fallen celestials who have become devils. Some kind of avengers or somesuch, I think. Never cared much for planar lore.

I think some of the lords (Archdukes?) of Hell are also fallen celestials.

If you just want some cruel and hard planar beings who are nonetheless on the Light side, you ought to look at deities with suitable dogmas: Hoar comes to mind, even Tyr. I'm sure deities like that have outsider servants to mete out just wrath.


Hm, good infos but they are all female if my english stills good.
Cause i made a male PM.

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Dark Immolation
 
PostPosted: Wed, May 20 2009, 0:34 AM 

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TormakSaber wrote:
No, we will not make your PC a Chosen (in 99.99% of circumstances.)

Just... tossing that out there.


Tormie, Tormie, Tormie. How little faith you have in me.

I don't remember being accused of wanting to summon creatures with +40 lvs when I asked about creatures on-par with demigods. :wink:

Another one. I know good chars in death can choose to become angels eventually. The same for evil chars and demons. What can neutral characters become, if anything? Ghosts?


 
      
Yurell
 
PostPosted: Wed, May 20 2009, 0:39 AM 

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Demons are usually when your soul gets kidnapped. Usually you can be damned and become a devil (or currency thereof) - everyone gets that opportunity to make a deal. The Fiendish Codices go into that in detail.

Page 9 of the Fiendish Codex II: Tyrants of the Nine Hells explains that Devils can make a deal for souls.

Eventually the souls can (although aren't likely to) rise to devil-hood.

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ticket
 
PostPosted: Wed, May 20 2009, 0:59 AM 

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Hi all, i'm wondering if there's a lesser ruin spell in DND. Something that's similar to greater ruin but non-epic. Is there such a spell?

I've searched around the net for this and only found a Ruin spell, and it's an epic one too.


 
      
Gunz
 
PostPosted: Wed, May 20 2009, 1:26 AM 



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Acrid wrote:
Maias227 wrote:
I am not sure what you mean by undead/death angles though among elves there is the Baelnorn.

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

Bear mind this is 4'th edition some points of the lore is moot there. Though is it something like that you are thinking of?


Wow, that's close to exactly what i was looking for, its says they are good, could it be possible one can be evil?


Evil Baelnorns are preeeeetty damn rare but not impossible. They're usually Lawful Good.

ticket wrote:
Hi all, i'm wondering if there's a lesser ruin spell in DND. Something that's similar to greater ruin but non-epic. Is there such a spell?

I've searched around the net for this and only found a Ruin spell, and it's an epic one too.


http://www.dandwiki.com/wiki/SRD:Ruin

http://www.systemreferencedocuments.org/35/sovelior_sage/epicSpells.html#ruin

It's an epic spell also though.

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Acrid
 
PostPosted: Wed, May 20 2009, 3:35 AM 

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Thanks a lot Orwais, G&R, IronAngel and Yurell, theses infos are better than what i had wich was.. nothing. Guess i can create a story from that.

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Maias227
 
PostPosted: Wed, May 20 2009, 7:54 AM 

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Dark Immolation wrote:


Another one. I know good chars in death can choose to become angels eventually. The same for evil chars and demons. What can neutral characters become, if anything? Ghosts?



Try glance through the afterlife section here http://amiawiki.shatuga.com/index.php/R ... in_General

Though as Yurell said the Baatzu offer all souls waiting on the Fugue plane a deal. They are hindered from tricking so the individual choice always rests with the indivdual soul. The Tanar'ri attack the city of Kelemvor dragging as many souls as possible back with them to the abyss, thus making the deamons.

During life it is also possible to become a devil/deamon though that would require some sort of voodish and dark cultish stuff.

About the good characters, I am fairly sure it depends on what deity or pantheon you are looking at. I know from the elven pantheon that dying elves can become either Baelnorn, Reveered Ones or choose duty to their people over their afterlife in Avarlon. Though thats just one example of how it works, I am sure it differs from faith to faith.

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Yurell
 
PostPosted: Wed, May 20 2009, 7:58 AM 

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For the record, though, most souls end up as currency or toys if they choose the Tanar'ri or Baatezu route.

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Maias227
 
PostPosted: Wed, May 20 2009, 8:02 AM 

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Indeed, they become the lowest of the low if they are either taken or accept a deal willingly. Though for some souls who have comiited grave crimes in their life it is better to accept becoming outsider toy than to accept the judgement and punishment of Kelemvor. And those sitting in the wall of the faithless will probably be glad just to move their arms again.

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Uncle-Opustus
 
PostPosted: Wed, May 20 2009, 13:13 PM 

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Right so, I have a question about Ubtao. Do the people of Chult know that the spirits they worship are all mere aspects of Ubtao or do they think that they are individual spirits, who aren't connected to Ubtao at all? Please, expand my knowledge!

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IronAngel
 
PostPosted: Wed, May 20 2009, 14:22 PM 

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There are three different religions in Chult. Ubtao-worship, spirit-worship and jungle druidism. There's a big debate between two of the groups, the other insisting that Ubtao is everything while the second group believes that it's spirits who control every-day life. Ubtaoists have a special reverence for dinosaurs, and they believe in the Maze of Life, something they must complete when they die lest they return as undead. Priests of Ubtao try to help the clan overcome all kinds of challenges etc. Spiritlords, on the other hand, appease ancestor spirits, old heroes and such, so that life is easier. The two aren't likely to co-exist in any but the largest of clans, and disagree vehemntly. The average Joe practices a hybrid of all three religions, though, and respects the priests, spiritlords and druids.

On Ubtao-worshippers:
Quote:
Many Tabaxi venerate Ubtao. These people
believe that Ubtao created the jungle and all
the humans and animals that populate this
hot, green world. Ubtao also raised the holy
city of Mezro from the jungle with his own
hands and resided there for a time-until the
people drove him into the heavens with their
nagging demands.
Ubtao watches over the world with surprising
disinterest, letting men and women go
about their lives without any interference. He
demands no worship, but in return offers no
divine guidance.


On spiritlords:
Quote:
While worshipers of Ubtao see only one deity
in the world, many Tabaxi recognize hundreds
upon hundreds of spirits and elemental
powers that control their world. These spiritworshipers
may agree that Ubtao created the
jungle, but they firmly believe that the many
supernatural beings around them control the
day-to-day operation of reality, and thus merit
appeasement and worship.


On the druids:

Quote:
Just as there are Tabaxi who see the hand of
Ubtao or the workings of the spirit world in
everything they experience, there are priests
who worship the jungle itself. These jungle
druids serve a special place in Tabaxi life, siding
with neither the spiritlords nor the Ubtaoworshipers
in the debate over the nature of
the world. They are often cast in the role of
clan healer.
Jungle druids attempt to get the scattered
clans to learn how best to fit into the web of
jungle life. It is not unusual for clans to have a
jungle druid or two in their ranks, even if they
officially venerate either Ubtao or the spirits.



All this information is from Jungles of Chult.

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Uncle-Opustus
 
PostPosted: Wed, May 20 2009, 14:27 PM 

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That sums it up rather well. Cheers!

Oh, as a side questions: Any "main spirits" you could name or does the part "hundreds of spirits" mean that the player/DM can just come up with names and say they really exist?

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IronAngel
 
PostPosted: Wed, May 20 2009, 14:39 PM 

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Unfortunately, there's no mention of such. I imagine they include totem animals. In Chult, you can find the elephant, rhino, hippo, behemoths (larger hippos), lions, leopards (and other great cats, not named), hyenas, hunting dogs, antelope, buffalo, zebra, giraffe, deer, okapi, wild boar, apes, monkeys, baboons, snakes (cobras, asps, mambas, vipers), lizards, piranha, crocodiles, as well as giant versions of frogs, lizards, insects, snakes etc. As for monsters, wyverns, hydras, basilisks, abolets (eek!), aarakocra etc.

I would imagine some of those would be totem animals. Then there's elementals, and ancestors. And then there's the dinos, of course (Batiri are goblins):
Quote:
All Chultan peoples respect dinosaurs. The
Ubtao-worshiping Tabaxi have a special place
for the beasts in their mythology and some
clans of Batiri worship specific species as
their gods’ avatars. Despite this reverence,
both the Tabaxi and the Batiri hunt dinosaurs
as food and a source of hides

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Uncle-Opustus
 
PostPosted: Wed, May 20 2009, 15:57 PM 

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Well, hippo and rhino are my favourite animals in the whole wide world. Don't ask why, but I've always found them charming, and they'll fit my character.

Thank you, thank you, thank you.

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Gunz
 
PostPosted: Wed, May 20 2009, 22:39 PM 



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Aye, I would take a page from Uthgar for that one. Uthgar tribes worship different totem animals. Take a look at that stuff and use it to help you come up with something for yourself.

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IronAngel
 
PostPosted: Thu, May 21 2009, 8:54 AM 

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There's a lot of hippies' stuff online, too. About animal totems and such. Weird, but I guess it's OK for inspiration.

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QPR
 
PostPosted: Sun, May 24 2009, 16:52 PM 

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Something that has been bothering em for a while: Can druids stop aging? I remember playing in another setting once where one of the most enjoyable characters who had been around the server for ages was a many hundred year old human druid. This was not FR, but is there any info on the possibility that high level druids can attain very long lifespawns?

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Gunz
 
PostPosted: Sun, May 24 2009, 20:36 PM 



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QPR wrote:
Something that has been bothering em for a while: Can druids stop aging? I remember playing in another setting once where one of the most enjoyable characters who had been around the server for ages was a many hundred year old human druid. This was not FR, but is there any info on the possibility that high level druids can attain very long lifespawns?


Because of their shifting abilities, they can look as old or as young as they like. However, they can't stop the aging process in it's true sense. Once you reach the ages where your race usually dies, get ready to die soon probably. Druids and Shifters aren't immortal. They die like any normal person. That is, unless they're an immortal race. So... they're not a class that grants immortality is what I mean. ;)

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QPR
 
PostPosted: Sun, May 24 2009, 21:06 PM 

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Since Forgotten Realms wiki has been corrupted by 4th edition, I looked at wikipedia, and under the general article on druids in Dungeons & Dragons, I found this: "Druids gain a greater control of their body and at higher levels they can change appearance at will, become immune to natural poisons and even stop ageing."

http://en.wikipedia.org/wiki/Druid_(Dun ... 26_Dragons)

So it seems they can stop ageing if wikipedia can be considered canon?

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Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
herkles
 
PostPosted: Sun, May 24 2009, 21:08 PM 

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basicly it means they never grow old, but they die when its their time none the less. if they were to die at say 104 then they will die then even if they look like a 30 year old.

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Dark Immolation
 
PostPosted: Sun, May 24 2009, 21:38 PM 

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I'd beg to differ. If that's the case then why is it generally accepted that FR wizards can be hundreds of years old -and- human? Prime example: Halaster. FRwiki says that 1374 the man was at least 1,100 years old. Afaik, he's just regular human as well... save the whole "I'm an ancient Imaskari Lord" thing, heh.

While I'll consider that plenty Archmagi can embue spells with permanency(as per Pnp), isn't it possible that arch-druids can do the same thing in their own way. It even makes more RP sense to me. Wizards and Sorcerers deal with pretty much every type of magic out there. Druids have always seemed more centered around the natural world and life(or death, depending on align). Certainly they have a few cards up their hemp-woven sleeves when it comes to longevity.

Besides all that, the "Old Wise Man of the Mountain" is a great campaign-starter. The Giver, anyone? :lol:


 
      
Gunz
 
PostPosted: Sun, May 24 2009, 23:38 PM 



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herkles wrote:
basicly it means they never grow old, but they die when its their time none the less. if they were to die at say 104 then they will die then even if they look like a 30 year old.


Correct. When they say "stop aging", they mean the physical signs of aging.

Dark Immolation wrote:
I'd beg to differ. If that's the case then why is it generally accepted that FR wizards can be hundreds of years old -and- human? Prime example: Halaster. FRwiki says that 1374 the man was at least 1,100 years old. Afaik, he's just regular human as well... save the whole "I'm an ancient Imaskari Lord" thing, heh.

While I'll consider that plenty Archmagi can embue spells with permanency(as per Pnp), isn't it possible that arch-druids can do the same thing in their own way. It even makes more RP sense to me. Wizards and Sorcerers deal with pretty much every type of magic out there. Druids have always seemed more centered around the natural world and life(or death, depending on align). Certainly they have a few cards up their hemp-woven sleeves when it comes to longevity.

Besides all that, the "Old Wise Man of the Mountain" is a great campaign-starter. The Giver, anyone? :lol:


Eh... that's pretty "un-druidic" in most cases. Your job is to do what you do and die when you've aged. That's the cycle that Druids live to protect. Maybe in rare cases where the gods sanction prolonged life or immortality (Like becoming a Chosen of Silvanus or something), sure. But not in general.

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BrainSplitter
 
PostPosted: Mon, May 25 2009, 0:25 AM 

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Elminster and Greywood's other Plot NPCs lived an extensively long time due to Potions of Everlasting I believe they're called. The details for them have vanished in 3E and onwards and have only been mentioned as being carried by (surprise surprise) Ed Greenwood's 'special' characters.

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Dark Immolation
 
PostPosted: Mon, May 25 2009, 0:54 AM 

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Just as a house-rule, I could certainly see Nature deities granting their archdruids longevity to remain as "Protectors of the Forrest" or something. You know, to be sentinels and watch over the woods, at least until natural order came into play and there was someone who rose to take their spot.

Speaking of, what's the deal with nature deities and clerics? Would an archdruid not be the equivalent to a non-nature deity's high priest? I just have a hard time seeing Silvanus and them respecting someone who doe smore of venerating them than the class that does both that and puts it into action.


 
      
Gunz
 
PostPosted: Mon, May 25 2009, 4:07 AM 



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Dark Immolation wrote:
Just as a house-rule, I could certainly see Nature deities granting their archdruids longevity to remain as "Protectors of the Forrest" or something. You know, to be sentinels and watch over the woods, at least until natural order came into play and there was someone who rose to take their spot.

Speaking of, what's the deal with nature deities and clerics? Would an archdruid not be the equivalent to a non-nature deity's high priest? I just have a hard time seeing Silvanus and them respecting someone who doe smore of venerating them than the class that does both that and puts it into action.


Arch Druids aren't permanent, they come and go so it doesn't really matter.

Arch Druids like High Priests? Eh... I would say no and yes in some ways. But mostly no. High Priests lead their clergy. Arch Druids can lead clergy of many religions. For example, The current Arch Druids are: 2 Mielikki and 1 Silvanus. They all are the highers of all the Druids, Rangers and others of the Grove though, no matter what their faith is. So it's just too complex to compare I would say. And also, there is such a thing as a High Druid. So... yeah, complex.

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IronAngel
 
PostPosted: Mon, May 25 2009, 15:30 PM 

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WonWon wrote:
Elminster and Greywood's other Plot NPCs lived an extensively long time due to Potions of Everlasting I believe they're called. The details for them have vanished in 3E and onwards and have only been mentioned as being carried by (surprise surprise) Ed Greenwood's 'special' characters.


Hardly fair. They're used by many important NPCs, and I reckon Potions of Longevity are still fairly common.

There are probably a dozen undocumented ways to extend lifespan, too. It's pretty much a staple of the fantasy genre that powerful mages and such don't die very young.

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BrainSplitter
 
PostPosted: Mon, May 25 2009, 15:39 PM 

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It is fair!

I never said they don't exist. Just that the details for them aren't in 3E.

Even you know this.

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IronAngel
 
PostPosted: Mon, May 25 2009, 17:48 PM 

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Oh yeah. I wasn't refuting that, sorry. I was mostly referring to Ed's "special" NPCs, as I don't think Ed has any special bias towards them to make them the center of attention.

The setting was designed 40 years ago for Ed's short stories featuring Mirt, Durnan etc. Perhaps it's not the most believable and elegant solution to keep them around with Potions of Longevity, but there's only so much you can do if you want to advance the setting for 20 years in your home campaigns/fiction and then 20 years under two different gaming companies, and still retain some central trademarks of the original Realms. Elminster himself is a humorous narrator, not really a hero in his own right, and he does not feel lame or "special" in the context he actually appears in; only when it's referenced second-hand.

The Realms just wouldn't be the Realms without certain figures. What I think is unfair is to call them Ed's "special" NPCs; they're powerful NPCs and legendary figures of the world. That they're Ed's creations is simply due to the fact that he'd been working on the setting for two decades before it was made a D&D setting and he's been the main contributor to lore ever since. Larloch, Halaster, Srinshee, the Chosen of Mystra, some of the Lords of Waterdeep etc. are epic characters who've meddled with the world for centuries. Of course they're Ed's NPCs, because he'd already created all the major players before the first TSR author dipped his toes in.

I'm just defending Ed. I don't recall anyone complaining that Aragorn got to live long because he's Tolkien's "special" NPC and had to be given a groovy lineage. The facts you stated are true.

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Magnum Opera
 
PostPosted: Tue, May 26 2009, 8:43 AM 

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Anyone got some lore on the shadovar aimed mostly on the common every-shadovar-man/woman? Interweb's chock-full of info on the City of Shade and on old man Shadow, but not much on the inhabitants themselves.


 
      
Maias227
 
PostPosted: Tue, May 26 2009, 9:08 AM 

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Been looking a bit around and found this

Netheril, Empire of Magic, page 87 wrote:
Shade
On the northeastern border of Heip Lake, this enclave was estab-
lished in 2388 as a community of arcanists who specialized in pla-
nar research. The entire city was continuously bathed in shad-
ow—even in broad daylight—by application of some version of
the darkness spell. Some of the other enclaves believed the city
was inhabited solely by undead who were sensitive to light.

Age of Discovery (2654-3162): The citizens of Shade built
a mosque dedicated to the treacherous aspect of Tyche in 2714.
They used her vengeful nature to benefit their goals while using
the luck aspect of Tyche to weigh the result in their favor. The
mosque was a mass of priests vying for supremacy over a con-
gregation that was out for nothing more than a fuller pocket and
revenge for anyone whose activities threatened theirs, One
thing that kept them together was anger and suspicion against
the church of Tyche in Imbrue.
The Shadowed Age (3163-3519): Utilizing the archwizard
Shadow’s notes, the city of Shade successfully completed an
experiment started hundreds of years earlier: partially deposit-
ing their city on the Demiplane of Shadow. Heedless of the calls
of the other archwizards, Shade pushed itself forward research-
ing contact with other planes of existence.
The Fall (3520): Residents of Imbrue, who had kept a wary
eye on the enclave since the establishment of their church to
Tyche, noticed that the enclave was pulled into a misty, shadow-
filled dimension at a time that roughly corresponded with the
fall of the other enclaves. Their fate was never revealed.


I will try search for more when I get home.

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Maias227
 
PostPosted: Fri, May 29 2009, 19:51 PM 

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Couldn't find anything more precise among my books but have you seen these links?;

At the bottom of the page you can also see a list of related works to the subject in general.

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

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

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