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Dark Immolation
 
PostPosted: Wed, Aug 04 2010, 0:49 AM 

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Dude, I get that monks aren't divine. I was just making an example that people often make assumptions on both classes that aren't true. I never said those assumptions are wrong for the same reason.


 
      
Glyph
 
PostPosted: Wed, Aug 04 2010, 13:56 PM 

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Quote:
I'm not sure where you got that


the wiki, like I said. i'm not making this stuff up.

now its working again:

Quote:
The faithless and the false are slowly drawn from the Fugue Plane into the city of judgement, the city of Kelemvor. Here they are all judged by Lord Kelemvor. The faithless are those who defiantly denied any faith or only gave lip service to the gods. The false are those who betrayed a faith they actually believed in and made a personal commitment to. All judged faithless receive the same punishment; they form a living wall around the city. Here they are held by a supernatural greenish mould. The mould hinders their escape while it also slowly dissolves both soul and consciousness. The false are punished according to their life and serve their sentence in the city forever. Some false are lucky only to be lightly punished, others are punished for all eternity by the Baatezu for their crimes.


see.

ed: so if you have two gods your "the false" and "are punished according to their life and serve their sentence in the city forever."

ed2: monk/paladin? o_O


 
      
Uncle-Opustus
 
PostPosted: Wed, Aug 04 2010, 14:10 PM 

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Nope, doesn't mean that. Means people who abandoned a faith they still believed in, beginning to serve some other god for false reasons; no reason of faith. Then again, "no reason of faith" is a very vast concept. For example a dwarf is a follower of Vergadain (the Dwarven god of trade) who abandons him for utter greed and thrive and begins to serve Abbathor is not a false reason to waive servitude to Vergadain. It is a very good reason as Abbathor is the Dwarven god of greed. It is all really singular, depending of the god.

And it says: "All judged faithless receive the same punishment; they form a living wall around the city."

It's very common in Faerûn to worship multiple gods. I reckon even many holy men do that and having a patron is also common, but not necessary.

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Valve
 
PostPosted: Wed, Aug 04 2010, 14:15 PM 

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Uncle-Opustus wrote:
Nope, doesn't mean that. Means people who abandoned a faith they still believed in, beginning to serve some other god for false reasons; no reason of faith. Then again, "no reason of faith" is a very vast concept. For example a dwarf is a follower of Vergadain (the Dwarven god of trade) who abandons him for utter greed and thrive and begins to serve Abbathor is not a false reason to waive servitude to Vergadain. It is a very good reason as Abbathor is the Dwarven god of greed. It is all really singular, depending of the god.

And it says: "All judged faithless receive the same punishment; they form a living wall around the city."

It's very common in Faerûn to worship multiple gods. I reckon even many holy men do that and having a patron is also common, but not necessary.


I have to agree with this.. keyword being faithless.. if you worship no god/goddesses.

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Glyph
 
PostPosted: Wed, Aug 04 2010, 14:16 PM 

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i know it does there are two seperate punushments for faithless and the false, the wiki was down at the time, and it turns out its not the "makes a wall of people" part that applies to those with two gods.

ed: -with- two gods not swappers.


 
      
Valve
 
PostPosted: Wed, Aug 04 2010, 14:19 PM 

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Well I say if you have a main patron then you are fine to worship multiple gods. ..and yes I do recall what you are referring to... I may have to bring out the novel now. >>

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Uncle-Opustus
 
PostPosted: Wed, Aug 04 2010, 14:19 PM 

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The false are those who betrayed a faith they actually believed in and made a personal commitment to.

EDIT: In my opinion betraying a faith means leaving it.

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Glyph
 
PostPosted: Wed, Aug 04 2010, 14:21 PM 

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but then they would be faithless and not false =)

bk soon gotta dash, think about that one.


 
      
Goblin
 
PostPosted: Wed, Aug 04 2010, 14:24 PM 

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False, I always expected the False would be a fallen Paladin (or Cleric) who instead of choosing to atone, turns from his God completely. Or something equally dramatic. *In pursuit of another Gods' favour for an easier life.

I can't say whether it's wholly accurate, but I'd say that the charge of being False before Kelemvor is not for simple folk who - as an above poster said - may follow, or at least be aware of and offer circumstantual worship, many of the Gods.

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Last edited by Goblin on Wed, Aug 04 2010, 14:25 PM, edited 1 time in total.

 
      
Silvarus
 
PostPosted: Wed, Aug 04 2010, 14:25 PM 

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Keyword: Polytheism

Also: I agree with Goblin's statement.

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Gravemaskin
 
PostPosted: Wed, Aug 04 2010, 14:27 PM 

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Forgotten Realms Campaign Setting 3rd edition, p. 259. Wizards of the Coast. ISBN 0-7869-1836-5. wrote:
The False are the souls of those individuals who intentionally betrayed their deities after making a commitment to them during their lifetimes. If judged and found guilty by Kelemvor, they are punished for all eternity. The punishment may vary depending on the severity of the crime. The punishment could be anything from escorting visitors to the The City of Judgment, to unspeakable tortures.

Faiths & Avatars, p. 3. TSR, Inc. ISBN 978-0786903849. wrote:
The Faithless are mortals who do not have a divine patron. This could be because the mortal never worshiped a deity (or rejected outright the worship of any deity), the mortal's divine patron has died, or that their divine patron rejected them for whatever reason. A soul who does worship a deity but did not sufficiently uphold their patron's dogma is instead judged False.

A Faithless soul receives only one sentence when it reaches The City of Judgment on the Fugue Plane: The Wall of The Faithless.Over time the soul dissolves into the very substance of the wall.


The Edge of Chaos, p. 221. Wizards of the Coast. ISBN 978-0-7869-5189-5. wrote:
The soul is bound onto the wall by a green mold that binds The Faithless (and only The Faithless) to the wall


Forgotten Realms Campaign Setting 3rd edition, p. 259. Wizards of the Coast. ISBN 0-7869-1836-5. wrote:
Demons propagate by stealing Faithless souls from the wall and retreating with them back to the Abyss.


That should pretty much settle it, yeah? :mrgreen:

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Last edited by Gravemaskin on Wed, Aug 04 2010, 14:47 PM, edited 2 times in total.

 
      
Valve
 
PostPosted: Wed, Aug 04 2010, 14:27 PM 

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Glyph wrote:
but then they would be faithless and not false =)

bk soon gotta dash, think about that one.


Not if the convert to another god. At that point it may be a fist fight on who gets said persons soul. :P Yes they can be saved by another god.

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Uncle-Opustus
 
PostPosted: Wed, Aug 04 2010, 14:35 PM 

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But Gravedear covered it fairly well. England prevails.

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Gravemaskin
 
PostPosted: Wed, Aug 04 2010, 14:46 PM 

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Do note that you can be called faithless if you worship a god and it rejects you.. Such as an evil murderer worshipping Tyr or Torm. Or say a normal surface elf worships Lolth, but then she rejects it just out of spite for instance. Yoink.. now you're faithless and going to the wall, huzzah!

Avoiding becomming faithless is contingent on two things then:
1. Actually worshipping a deity.
2. That deity accepting your worship.

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Glyph
 
PostPosted: Wed, Aug 04 2010, 15:40 PM 

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(just got a new car ^_^)

ah so neither adequately explain polytheistic dnd lore, thanks for making that clear with the stuff I haven't seen. has anyone got any specific lore to do with polytheism in dnd? all this two god stuff is confusing me, and i'm not sure if it applies to one of my characters (could apply)


 
      
Gravemaskin
 
PostPosted: Wed, Aug 04 2010, 16:02 PM 

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In DnD you can worship multiple gods, though most will almost always have a "patron" god.

For instance.. most elves worship all of the Seldarine's deities, but focus more on one of them than the others.

I for instance have a cleric of Kelemvor that also prays faithfully at the shrines of the Seldarine deities. This doesn't make him one of the false or the faithless, unless he neglects his worship of his primary deity or lets it compromize it somehow. (As in also worshipping a god that goes against what the primary deity teaches, or is an enemy of it)

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Valve
 
PostPosted: Wed, Aug 04 2010, 19:46 PM 

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For instance Mina has a patron but worships two other gods. Although she has defiantly rejected her patron quite a few times so I'm pretty sure she will get what is coming to her in the afterlife. LOL

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Dark Immolation
 
PostPosted: Wed, Aug 04 2010, 22:56 PM 

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The large, double tower looking thing in Frozenfar: Lighthouse, abandoned building, or something that wouldn't be publicly known?


 
      
Vhalus_VoA
 
PostPosted: Thu, Aug 05 2010, 5:11 AM 

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bioware somewhat implemented the shadow weave as the shadow conjuration spells in nwn.

Are these spells treated correctly lore wise as using the shadow weave or does amia just pretend they are not shadow weave?


 
      
Mobile_Svensk
 
PostPosted: Thu, Aug 05 2010, 5:13 AM 

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Quote:
The Shadow Weave is a force of magic similar to the Weave. The Shadow Weave originates from Shar rather than from Mystra. Shar studied the Weave long ago, and created a dark distorted version of it — it is said to lie in between the strands of the Weave. Though the Shadow Weave has existed for quite some time (at least several millennia[1]), only in recent years has its use spread rapidly and become known.

A spellcaster who wants to manipulate the Shadow Weave must either worship Shar, permanently lose a piece of his or her mind[2], or make some sort of arrangement with Shar and his or her existing patron deity[3]. A Shadow Adept is a spellcaster who specializes in using the Shadow Weave.[4]

The Shadow Weave is best suited for dark magic that drains life or muddles the mind and the senses, but less suited for magic that manipulates energy or matter. Spells from the schools of Enchantment, Illusion and Necromancy are enhanced, while those from the schools of Evocation and Transmutation are impaired. The Shadow Weave is also superior for fuelling spells that create darkness (spells with the darkness descriptor), while it is impossible to use it to create light of any kind (spells with the light descriptor).[1]

Since the Shadow Weave is a separate force of magic, it is not affected by areas of dead magic or wild magic within the Weave[5]. An anti-magic field field however counters all magic within its area, and that includes wielders of shadow weave magic. Shadow weave users must also overcome any spell resistance a creature might have. It is harder for a Weave user to perceive, counter or dispel spells created by using the Shadow Weave, but at the same time it is also harder for a Shadow Weave user to affect spells created by using the Weave. Any magic item created using the Shadow Weave is a Shadow Weave item and affected by the same benefits and limitations as a Shadow Weave spell.[6]

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Last edited by Mobile_Svensk on Thu, Aug 05 2010, 5:13 AM, edited 2 times in total.

 
      
Nivo
 
PostPosted: Thu, Aug 05 2010, 5:13 AM 

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Shadow conjuration spells are in PnP, and are treated like every other spell in regards to the shadow weave. You must learn to harness the shadow weave, and give your devotion to Shar, to access it.

Edit: Svensk beat me, and with a better reply. *Tip o' the hat.*

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TormakSaber
 
PostPosted: Thu, Aug 05 2010, 6:05 AM 

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Quote:
Shadow Conjuration
Illusion (Shadow)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes; see text

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.

A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.


They're not shadow weave spells. They're just Illusion spells.

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Logicality
 
PostPosted: Thu, Aug 05 2010, 17:44 PM 

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How rare is the Kara-Turan or Chultan or Matzican (etc.) in West Faerün? How easily are they distinguished? Do the distinctive features of their peoples correspond with those of their real-world counterparts? Same question with names, too - would the Shou people have Chinese names, and Matzicans Native American names?

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Gers
 
PostPosted: Thu, Aug 05 2010, 18:10 PM 

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Quote:
How rare is the Kara-Turan or Chultan or Matzican (etc.) in West Faerün? How easily are they distinguished? Do the distinctive features of their peoples correspond with those of their real-world counterparts? Same question with names, too - would the Shou people have Chinese names, and Matzicans Native American names?


Kara-Turans would be fairly rare, I'd think, due to the distance of travel involved. Same with Mazticans, as I believe only Amn (offical lorewise) has really started to do anything with Maztica. Chultans on the other hand might be much more common, due to the fact it's a coastal region and it's geographically much closer to Faerun than either Maztica or Kara-Tur.

As for names, in all the novels I've read, Shou have Chinese names (Mandarin Hsieh, Wei Dao, etc.), Kozakurans have Japanese names, Chultans have African/Swahili-sounding names, etc. I'd think it would hold true for other represented cultures as well.

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Athyonn Ursidae
 
PostPosted: Fri, Aug 06 2010, 5:37 AM 

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Would one of the Lore monkeys do me a big favour and furnish me with a few links of pertinant information with regards to Mask and his affiliations that are around our current Amian timeline please.

*smooches in advance*

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Dark Immolation
 
PostPosted: Fri, Aug 06 2010, 5:43 AM 

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http://www.nj-pbem.com/data/Gods/humangods/Mask.htm
http://en.wikipedia.org/wiki/Mask_(Forgotten_Realms)

Ignore in the wiki link info about him dying in DR 1374. He's still alive and well, though whether he has a "debt" to Shar is something I think is up to IC theological debate.


 
      
Athyonn Ursidae
 
PostPosted: Fri, Aug 06 2010, 6:26 AM 

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Thanks hun, but both of those I have already. Its more about how Masks current standing and attitudes would be towards the gods within Amia's current timeline that I am trying to pin down :)

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Logicality
 
PostPosted: Fri, Aug 06 2010, 6:43 AM 

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Don't suppose you've tried the Amia Wiki entry?

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Athyonn Ursidae
 
PostPosted: Fri, Aug 06 2010, 6:45 AM 

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First thing I went to :)

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Athyonn Ursidae
 
PostPosted: Fri, Aug 06 2010, 6:47 AM 

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So unless I am reading things wrong from what I have investigated so far...

Mask hates Cyric and warry of Shar (whose making eyes at him)

But the only real 'alliance' he has might be with Bane (although not exactly mutual).

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Maias227
 
PostPosted: Fri, Aug 06 2010, 8:31 AM 

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Well as it probably written somewhere he has worked together with Oghma when Mask tricked Cyric. Mask is very likely willing to work with almost anybody to achive his goals. Though thats just the deity and that doesn't have to ring true with his followers. I imagine Cyricists and Maskarites could work together for the right reasons locally. Followers don't really automatically copy the relationships that their god have unless it is directly decreed like in the case of the holy war between Banites and Cyricists.

For the good part followers tends to have a much more pragmatic view of who to work with.

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Logicality
 
PostPosted: Sat, Aug 07 2010, 3:09 AM 

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What are some distances between places on Amia? Like, how far from Cordor to Bendir Dale, etc?

...additionally, in Forgotten Realms, which are used? Miles or kilometers? Or some other unit?

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Colapops
 
PostPosted: Sat, Aug 07 2010, 3:18 AM 

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I would assume that, since all the flavor text, spell descriptions, and other stuff uses miles, feet, etc. that the realms themselves use the same measurements.

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Yurell
 
PostPosted: Sat, Aug 07 2010, 4:29 AM 

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I'd imagine they'd use Imperial measurements, but just as I don't have to speak in Early Modern English, I use metric.

As for distances, you'd need a DM to answer that - I used the scale of the maps provided to calculate the journey from Wiltun to Cordor by boat would be several days, before being told that the maps are not to scale.

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TormakSaber
 
PostPosted: Sat, Aug 07 2010, 6:54 AM 

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DnD uses imperial measurements so FR is Imperial. Sorry folks. The sensible solution doesn't win this time.

Distances and scale? Uhmmm.... I don't think anyone on the server could tell you that. Years ago on Arelith, transitions were undersood to represent long distances and so Amia Island was quite gigantic. As the years went on, we adopted the "WYSIWYG" policy as far as areas go, and everything is a single homogenous connected piece of land until you get into the "Points of Interest" system on B. Sorry I don't have a good answer for you.

Regarding time taken to travel between islands: It's one of those things that gets futzed over for game playability. No one wnats to sit for 3 days on a boat.

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Glyph
 
PostPosted: Sat, Aug 07 2010, 19:59 PM 

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i'd say from cordor farms to dale is about a mile or a half mile, that sort of sized two screens worth of kobolds and orc lands seams a good distance without being pedantic about it. not far from here to the north usually does the trick descriptively so I don't think its a huge issue.

comparatively though amia has small maps, I guess because of lag reasons, so its hard to tell how far you've gone sometimes. and some maps are bigger so you can't say one screen is a quater mile or anything, its just rough guess work, but like IRL if your in a feild, you'd point out the place and say "its about half a mile that way" unless you have GPS XD


 
      
Dark Immolation
 
PostPosted: Sat, Aug 07 2010, 20:07 PM 

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Which Magocracies of Faerun have the most dealings, trade and influence with Amia currently?


 
      
Mobile_Svensk
 
PostPosted: Sat, Aug 07 2010, 20:12 PM 

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#1Thay
#2 Halruua

. By Far

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TormakSaber
 
PostPosted: Sat, Aug 07 2010, 20:24 PM 

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Thay is basically the only one, and these days it's a very small, tenuous dealing at that. Halruaa has no dealings with Amia at all. Aglarond is too far from Khem to deal with the island on a regular basis. Rasheman is too busy warring with Thay to make headgrounds past it and deal in Khem.

Ironically, the Magocracy with the most dealings, trade, and influence on Amia is the long dead Netherese Empire.

In short: No, Svensk, you're wrong, and the above explains why.

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Glyph
 
PostPosted: Sat, Aug 07 2010, 20:28 PM 

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regarding wonderforged and surestrike weapons, when you custom make weapons like this, what is the pre-requisite for each? (lore wise being that wonderforged is magical and surestrike is sharp as heck, but is there more on this also?)

I assume +5 enhance, or +4 and at least 1d8 bonus damage (through elemental, crits, slashing, whathaveyou.) for wonderforged, and Keen and +5 attack bonus for sure strike, at the least.

also semi mechanical question, does the metal quality bonus count as a power in mythaling? or is it like visual where its a free bonus?

and if your talking about cash dollar ? wakueen followed by mask. I think thats what tormak means, idk...


 
      
TormakSaber
 
PostPosted: Sat, Aug 07 2010, 20:30 PM 

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Dark Immolation knows what I mean. No, I do not mean Waukeen and Mask. Otherwise the question would have been "what deity's clergy has the most dealings on Amia?" In which case the answer would be Waukeen, Mask, and Bane and Cyric via the Zhentarim.

Quote:
regarding wonderforged and surestrike weapons, when you custom make weapons like this, what is the pre-requisite for each?


You can't "custom make" them. You can make a weapon with +5 AB and keen, and you may call it a Sure Strike but its not "Technically" a Sure Strike. It's a whatever you name it.

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brooksthegreat
 
PostPosted: Sat, Aug 07 2010, 22:49 PM 

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Good resources to dive into an arcane education, Lore-wise? Particularly the darker forms of magic - necromancy, demonology, etc etc. The couple times I've skimmed through a 3e/3.5e book, they are more keen to jump into spell descriptions and powers than the actual lore of the magic itself.

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Mobile_Svensk
 
PostPosted: Sat, Aug 07 2010, 23:00 PM 

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That's because it's kept 'Fluffy' for a reason. They don't want to delve to deep into details and keep the details in the hands of the players.

Aka, Make it up as you go along, Really. Tormak or the other lore-monkeys may have a more elaborated answer thought.

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Gunz
 
PostPosted: Sun, Aug 08 2010, 0:51 AM 



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There are a number of books you can look through to find lore bits:

Complete Mage: A Player's Guide to All Things Arcane
Complete Arcane: A Player's Guide to Arcane Magic for all Classes
Spell Compendium
Magic of Faerun

And for the dark side of things:

Book of Vile Darkness
Libris Mortis: The Book of the Undead

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TormakSaber
 
PostPosted: Sun, Aug 08 2010, 3:20 AM 

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brooksthegreat wrote:
Good resources to dive into an arcane education, Lore-wise? Particularly the darker forms of magic - necromancy, demonology, etc etc. The couple times I've skimmed through a 3e/3.5e book, they are more keen to jump into spell descriptions and powers than the actual lore of the magic itself.


No mechanical sourcebook delves into the lore too much. For that you need the Player's Guide to Faerun, and the Forgotten Realms Campaign Setting. Aside from that, Complete Arcane and Complete Mage will help a small amount, but not much.

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Xaviera
 
PostPosted: Sun, Aug 08 2010, 14:21 PM 

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TormakSaber wrote:
transitions were undersood to represent long distances and so Amia Island was quite gigantic. As the years went on, we adopted the "WYSIWYG" policy as far as areas go, and everything is a single homogenous connected piece of land

If you go by WYSIWYG, the entire island of Amia is less than a mile (~1.4 km) from north to south.

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Glyph
 
PostPosted: Sun, Aug 08 2010, 15:43 PM 

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I think thats pushing it -just- a little, irl the closest (other village) is three miles from here, if I walked quater of the way I don't think I could imagine walking from cordor docks to kohl with very much ease, i'd feel about as far as the forest...

metaphorically speaking.


 
      
Dark Immolation
 
PostPosted: Sun, Aug 08 2010, 16:23 PM 

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Xaviera wrote:
TormakSaber wrote:
transitions were undersood to represent long distances and so Amia Island was quite gigantic. As the years went on, we adopted the "WYSIWYG" policy as far as areas go, and everything is a single homogenous connected piece of land

If you go by WYSIWYG, the entire island of Amia is less than a mile (~1.4 km) from north to south.


I wouldn't say it's that small. I mean the walk from Amia Frontier to Bendir has got to be at least half a km.

Suddenly this gives me the idea of having my PC start measuring things by the distance he can cast spells.

"Yeah, you go about 3 fireballs south, then go east for a Great Thunderclap, then south again for 5 firebrands... you know what? On second thought, just follow the smoldering craters. Can't miss it."


 
      
QPR
 
PostPosted: Tue, Aug 10 2010, 11:24 AM 

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One to the musically interested; Is there any reason to assume that symphonic orchestras do not exist on Faerun? I mean, would it be viable for my bard to, in time, perform symphonies either with other bards or aloen due to magic? And by symphonies, I mean awesome ones like this one: http://www.youtube.com/watch?v=xrIYT-Mr ... re=related

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Xaviera
 
PostPosted: Tue, Aug 10 2010, 15:45 PM 

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Dark Immolation wrote:
Xaviera wrote:
TormakSaber wrote:
transitions were undersood to represent long distances and so Amia Island was quite gigantic. As the years went on, we adopted the "WYSIWYG" policy as far as areas go, and everything is a single homogenous connected piece of land

If you go by WYSIWYG, the entire island of Amia is less than a mile (~1.4 km) from north to south.

I wouldn't say it's that small. I mean the walk from Amia Frontier to Bendir has got to be at least half a km.

I would hope that the entire island is on the order of 100 km long (or more). What I said (by invoking WYSIWYG) was that if you stitch all the areas together and assume there is no distance between transitions, then according to NWN's exterior scale (10m per square) you're looking at 1.4 km or thereabouts (~140 squares from Cape Slakh to the north coast, I didnt count exactly).

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