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DustSpray101
 
PostPosted: Sun, Jan 16 2011, 19:23 PM 

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Oddly enough there is an entire kingdom where being Half-Drow is the race to be.

Read the Shining South.

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Gunz
 
PostPosted: Sun, Jan 16 2011, 20:09 PM 



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If you don't have the 2nd edition book "Cormyr," I strongly recommend you get it. It as tons of information on Cormyr royalty: customs, their general perception, families, etc.

The only thing I found on marriage was this though:

Cormyr wrote:
There are 25 major noble families, and they tend to intermarry. This sometimes complicates the royal lineage. Nearly everyone in the major noble families has some kind of claim to the throne. Should the king and his immediate heirs die suddenly, there would almost certainly be some kind of conflict to decide the rightful heir, despite the fact that meticulous genealogical records are kept.


It does say that, in general, Cormyr royals look down on commoners as lessers. So if the half-elf isn't born to royalty (probably more specifically on the Human side) and Robert is a more typical royal type, he might not look very favorably at her.

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TormakSaber
 
PostPosted: Sun, Jan 16 2011, 22:12 PM 

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The answer is that Robert does whatever Robert would do.

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Pony
 
PostPosted: Sun, Jan 16 2011, 22:15 PM 



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That I know, Tormak. I was more interested in what the customs were that he grew up in. Though Iron answered my question pretty much to the extend that I needed.


 
      
TormakSaber
 
PostPosted: Sun, Jan 16 2011, 22:26 PM 

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The fact that you had to ask something that you should have known by virtue of creating the character and having it apporved suddenly makes me have big regrets about approving the character to begin with. Your entire point of the characte ris "nobility in Cormyr" and you had issues figuring out how Cormyran nobility act?

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IronAngel
 
PostPosted: Sun, Jan 16 2011, 22:29 PM 

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It's also worth noting that Cormyr was an elven kingdom before it was a human one, and the elves gave it to the Obarskyrs to rule. That's not to say elves hold any special status in today's Cormyrean society, but at least the heart of the court (the Obarskyrs, Vangerdahast, Sage Alaphondar, most War Wizards etc.) probably respect this historical fact. Of course, rank-and-file nobles are notorious for being uncivilized and brash.

The Obarskyrs are also known for their promiscuity, so I bet there are a few half-elven little Azouns and Alusairs running around. :wink:

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Mobile_Svensk
 
PostPosted: Sun, Jan 16 2011, 22:47 PM 

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So... There's a rule saying Psionics need to be requested. But why do they need to be requested? Is it because of the naughty 'Telepathy' that some of them can do?
I have a hunch it's there to prevent Metagamy things.. But could it be elaborated a little?

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Gunz
 
PostPosted: Sun, Jan 16 2011, 22:55 PM 



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Aye, there probably are a couple of royal blooded (Human side) half-Elves who have no idea they were fathered by a royal. :D

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Silvarus
 
PostPosted: Sun, Jan 16 2011, 23:00 PM 

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Very_Svensk wrote:
So... There's a rule saying Psionics need to be requested. But why do they need to be requested? Is it because of the naughty 'Telepathy' that some of them can do?
I have a hunch it's there to prevent Metagamy things.. But could it be elaborated a little?

Well proper psionics are not even included in the hak so... Its kind of the same as any PnP ability request.

As in: http://www.d20srd.org/indexes/psionicRa ... Spells.htm

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Silvarus
 
PostPosted: Sun, Jan 16 2011, 23:02 PM 

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TormakSaber wrote:
The fact that you had to ask something that you should have known by virtue of creating the character and having it apporved suddenly makes me have big regrets about approving the character to begin with. Your entire point of the characte ris "nobility in Cormyr" and you had issues figuring out how Cormyran nobility act?

Something as spesific as this is quite valid of a question really.

Figuring out what you character would do is much easier than figuring out what you character might assume others think about his choises. Something as touchy as half-elves among nobility must be quite complicated.

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Pony
 
PostPosted: Sun, Jan 16 2011, 23:30 PM 



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TormakSaber wrote:
The fact that you had to ask something that you should have known by virtue of creating the character and having it apporved suddenly makes me have big regrets about approving the character to begin with. Your entire point of the characte ris "nobility in Cormyr" and you had issues figuring out how Cormyran nobility act?


Yes Tormak, I am so very sorry that reading the entry in the FR Campaign Setting Book, Volo's Guide to Cormyr, as well of his deity and searching for various stuff is on the internet is not enough. The fact you can ask me about 3 dishes of food of Cormyr and I got them on the top of my head underlines I did no reading concerning the place, even though I will hardly call myself an expert. I should have read three novels and buy an additional book and research the half-elves of the region to be able to appease your extremely high expectations of what my character should be. In addition you did not approve the character but other DMs did. Always a pleasure to see you just itching to get a comment in about Rob, ic or ooc. If you or if you do not like the character has no relevance to this topic and hence your post is absolutely unnecessary. I feel special though. Drink some cranberry juice or take a break from posting. :roll:


Last edited by Pony on Sun, Jan 16 2011, 23:36 PM, edited 1 time in total.

 
      
TormakSaber
 
PostPosted: Sun, Jan 16 2011, 23:36 PM 

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I do not think it is much to ask, that the player of a noble of Cormyr know how Cormyran nobles act.

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Dark Immolation
 
PostPosted: Mon, Jan 17 2011, 0:32 AM 

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o0GuNz_N_RoSeZ0o wrote:
You talk about a class to spread the nature of their natural world in foreign worlds, but how is that in any way Druid-like? Druid's don't do that. In fact, I dare say that's very anti-Druid. That's an expansionist to the extreme that you describe. Which is totally against what the Druid stands for as one of his most basic principles.


There are radical druids! ; P I happen to have played on for a couple of years on my old server. His view, be it a very skewed and ancient one, was that civilization was the true "unnatural." Chopping wood, which is already a shelter and a home to creatures of the forest, to make "houses" for people, paving roads that kill the and cover the grass when one could simply follow the worn paths of the animals, that was the sort of evil irony he sought. None of this sissy "you'll have yours and Nature will have hers", he was practically a hippie terrorist. And thus, the fanaticism wasn't based on the logic of "how is that natural or in balance."

So he was actually re-terraforming. "From the earth we came and to it we shall return. Whether we are lured by the Mother's bounty or dragged back to her bosom with her wrath, like disobedient children."

I say all of that just to say, it's not anit-druid. It was just extreme. Which I'd expect an invading alien species to be like. Especially if Far Realm natives are as virulent and aggressive as most believe they are. Perhaps that doesn't seem "druid" to you, but it's the best word I can use to describe a class that is based around using the elements of a planet to protect, defend, or even expand said elements.


 
      
Gunz
 
PostPosted: Mon, Jan 17 2011, 4:49 AM 



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What you're describing your Druid as is an extremist trying to force his own ideas on his own natural plane. What you're describing about the Aberrations is someone going to another world to attempt to recreate what their natural world is on their plane. That's not Druidic in the least. Druids don't go to different planes and try to recreate Toril there. I get what you mean, but it's not Druidic at all. That sounds more like just a crazy expansionist spellcaster of some sort.

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Mobile_Svensk
 
PostPosted: Mon, Jan 17 2011, 21:23 PM 

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The Wikipedia about Gem dragons wrote:
Hatchlings have translucent green scales, which harden and take on many shades of green as they age. These scales are scintillating in the light, giving an emerald dragon's hide the appearance of being in constant motion. A desire for privacy runs through the emerald clans, going so far as to determine where the dragon lords and their spawn establish lairs. In the southern islands, emerald dragons built their domains around lush forest range that stretches across the northeast of North America. Only their most trusted vassals are permitted to serve them within the main lairs. The others tend to duties throughout the rest of the domain. The primary lairs consist of traps and alarms designed to warn the dragon of visitor and other threats. Emerald dragons prefer to quietly observe intruders and rarely emerge from hiding. If parlay is called for, they send their kindred or chief vassals to handle such duties while they watch, hidden, from cover. When forced into combat, emerald dragons prefer to attack by ambush, using stealth and surprise attacks to quickly disable their enemies. If the threat prove to be too great to handle, an emerald dragon will not hesitate to retreat. However, it will plan revenge, and its patience can last for centuries if need be. Emerald dragons have no compunctions about what they eat. They prefer lizards and giants, but they will eat anything in a pinch. Of all the other type of dragonkind, emerald dragons get along best with the sapphire dragons, often controlling parallel domains (emerald dragons taking the surface, sapphire dragon the subterranean areas below). They fear the red dragon clans because of their well-known greed, and they are usually in open conflict with the fire giants from beyond the Burning Sea. Emeralds like the security and protection offered by a trusted partner and will take a single mate for a long time.


Que?
Am i right in my assumption that Wikipedia may not be the best source of Lore regarding this subject?

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TormakSaber
 
PostPosted: Mon, Jan 17 2011, 21:31 PM 

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No, it's not.

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PaladinOfSune
 
PostPosted: Mon, Jan 17 2011, 21:32 PM 

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Quote:
Am i right in my assumption that Wikipedia may not be the best source of information

Fixed. It's not reliable at all.

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Mobile_Svensk
 
PostPosted: Mon, Jan 17 2011, 21:38 PM 

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Yeah. Ok. Fuck.... Im back at square one now - With 'zero' lore on Gem dragons.

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Nekhy
 
PostPosted: Mon, Jan 17 2011, 21:39 PM 

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Wikipedia gets more flak than it deserves, really. People should just learn to check the footnotes and references if something seems out of place.

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Mobile_Svensk
 
PostPosted: Mon, Jan 17 2011, 22:47 PM 

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There's a lot of chit-chat about Gem dragons and their 'Vassals' ... Is this typically a Neutral dragon behaviour, To keep slaves and such around?
I would believe that no good dragon would keep slaves.
Evil dragons? Dunno... Don't they just eat them?

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Dark Immolation
 
PostPosted: Mon, Jan 17 2011, 23:32 PM 

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A vassal, technically, is not the same thing as a "slave" per say.

From my recollection of medieval matters, it's a mutual situation. The vassal does certain services or fills a particular office for the royalty and in turn the royalty provides benefits, perks, or such for the vassal. Usually stuff like land, if I remember

In the case of Gem Dragons, as they're neutral, maybe it's like protection? Say, they live among a small village of humans. As a mutual agreement, the villagers offer him crops, gems, a portion of their trades, and in turn the dragon agrees to protect the village, by keeping other dragons out of the lands.

This is different from what I'd see an evil dragon doing. LE or NE might say something like "give me a portion of your trades, or I'll freaking burn and eat your children." CE might just say...well, they wouldn't say anything. They wouldn't be able to speak with their mouth full of villagers.


 
      
Mobile_Svensk
 
PostPosted: Tue, Jan 18 2011, 1:09 AM 

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wouldn't be able to speak with their mouth full of villagers.

*Rofl!*
Thanks Dark Immolation. That shred light upon the subject.

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Halecta
 
PostPosted: Tue, Jan 18 2011, 4:08 AM 

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That Wiki entry for Emerald dragon is a combination of the 2nd edition Monstrous Manual entry and the council campaign information on emerald dragons, but it is missing information.

I would add this to be beggining of it:

"Emerald Dragons are very curious, particularly about local history and customs, but prefer only to observe. They are the most paranoid of the gem dragons, and do not like people getting too close to thieir treasure.


Emerald dragons can also use use thier scales to bend light and produce Hypnosis and Geas effects on those who view it.


 
      
ShadowSoul89
 
PostPosted: Thu, Jan 20 2011, 21:59 PM 

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Edit: Are there any recorded Disciple classes aside from the ones in the Book of Vile Darkness? In these, I refer to the "Disciple of Asmodeus" and a few other Archdevils. Lookin' for the rest!

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corypx
 
PostPosted: Fri, Jan 21 2011, 20:40 PM 

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I'm looking for information on Magic in FR, but more to the fact magic runes/sigils..ect

its hard for me to put into words what I am really looking for so I'll Botch it up hard and I'm sure someone will know what I mean.

True Name:
Each creature has a unique true name among the Words of Creation, a language so primal even speaking a word of it has a powerful effect

I'm looking for something like True name but with magic/spells. like a magic base code, what I assumed would be in the form of runes/sigils( or maybe better put, coders in NWN script spells, I'm looking for that in IC in FR, Rune X=fire,rune Z =range so Rune X and Z = fireball.

because with magic scrolls you read it and it casts a spell, so in some way shape or form each word makes up part of the spell, so it must be broken down in someway shape or form in to what I said above correct?

if I'm Crazy just tell me.

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TormakSaber
 
PostPosted: Fri, Jan 21 2011, 21:04 PM 

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Scrolls are normally written in Draconic or Elven. there is no true "language of magic", as far as I'm aware.

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DustSpray101
 
PostPosted: Fri, Jan 21 2011, 21:52 PM 

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What Draconic gods are recognized as FR gods on Amia?

I wish to know who is on the in and who is not as to modify my Kobo RP as needed.

I ask as this has troubled me since being informed that Gaknulak was not recognized as a god here by Tormak, despite having been told otherwise by a few players. My two major concerns that effect the character directly are Io and Astilabor, though a comprehensive list would be appreciated. I also am aware not all Draconic gods will likely have idols.

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Nivo
 
PostPosted: Fri, Jan 21 2011, 21:59 PM 

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Re: Magic language and runes, etc.

I have always seen magical writing, that of scrolls, spellbooks, etc, to be a veritable hodgepodge. Elven and draconic are traditional languages that wizards learn. There are sigils and runes that represent mystical concepts. The figure eight, infinity; the elemental sigils, for fire, water, earth, air. The arcane eye, representing the Third Eye. For example.

However, each wizard also brings his own interpretation and paradigm into his scroll and spell writing. The way Ulrik writes his formula is different from how another wizard does. Ulrik's writing is influenced by how he learned magic, and how he now views magic. And the same goes for every other wizard. This is why, when a wizard is learning a spell from another wizard's spellbook or a scroll, they must roll a spellcraft check. It is because spell formula is NOT uniform. They must figure out what exactly the formula is trying to communicate. The moment of understanding is very much an, 'Aha! That is what that bastard means!'

Now, arcane communities likely share many similarities when it comes to formula. Be it because of shared mentors, or the over-arching influence of a few arch-wizards, formula can become regionally uniform over time. Apprentices learning a cantrip from the Monolith of Mystra likely learn it in the same fashion as each-other. Apprentices of Tarkuul (if that scary place has any) likely learn them in a similar fashion to each-other. However, there are distinct differences between the two places. Apprentices from one institution over the other would need to take pause to figure out the other's formula.

The differences are likely subtle at lower circles of magic, mainly being language and order. For instance, formula taught at Mystra's for a cantrip may state, in part: 2+2 = 6-2. While the same formula for it at Tarkuul may read: 3+1 = 5-1. The same result, represented differently.

So, in short: many different sigils and runes exist. There is no uniform, standard language of magic. It is in a hodgepodge of languages, ancient and otherwise; and is effected by every wizard who has every written a spell, regional tradition, etc. The only shared similarity is that spell formula is systematic and formulaic. It is one shared trait of wizardly paradigms.

Ah, hope my rambling helps answer the question.

/Nerd off.

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Gunz
 
PostPosted: Fri, Jan 21 2011, 22:19 PM 



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Grymia wrote:
Regarding Spells:

Is it assumed possible to somehow 'Pull' the damage to be non-lethal, or would it require specialist training or practice?


I knew I'd seen this question asked and thought I'd also throw in Mageduel magic as an option. It's non-lethal magic. You can read all about it in the book "Magic of Faerun." It's only for arcane casters though.

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Liz
 
PostPosted: Fri, Jan 21 2011, 22:24 PM 

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DustSpray101 wrote:
What Draconic gods are recognized as FR gods on Amia?

I wish to know who is on the in and who is not as to modify my Kobo RP as needed.

I ask as this has troubled me since being informed that Gaknulak was not recognized as a god here by Tormak, despite having been told otherwise by a few players. My two major concerns that effect the character directly are Io and Astilabor, though a comprehensive list would be appreciated. I also am aware not all Draconic gods will likely have idols.

The "Monster Deities" listing at the back of the 3rd Ed FR sourcebook Faiths & Pantheons lists Hlal, Null, and Task as gods worshiped by dragons. I can't at the moment find my copy of the 2nd Ed FR Draconomicon, but I know there are several more detailed in that book, including Asgorath, IIRC.

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DustSpray101
 
PostPosted: Fri, Jan 21 2011, 22:37 PM 

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I am not certain whether or not Dragons of Faerun has anything in it as I haven't had a chance to get to the suburbs and check my dead tree copy at my parents house. Does anyone know if it lists the gods?

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Liz
 
PostPosted: Fri, Jan 21 2011, 22:57 PM 

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Hey, here's another thing I found (the question kind of intrigued me so I went digging a bit).

http://forgottenrealms.wikia.com/wiki/Cult_of_the_Dragon_%28sourcebook%29

Cult of the Dragon, pp. 120-121 wrote:
Asgorath
(World-Shaper)
Asgorath is a greater power of the Outer Planes. He is said to encompass all alignments in his being, but he is often regarded as neutral. His portfolio is creation, and his symbol is an unadorned circle, representing totality. In the Outer Planes, he is more commonly known as Io, and the location of his domain is unknown.

Astilabor
(Acquisitor, Hoardmistress)
Astilabor is a chaotic neutral intermediate power of Limbo. Her portfolio is acquisitiveness, specifically the desire to acquire and hold wealth and by doing so gain status. Her symbol is a 12-faceted gem.

Bahamut
(The King of all Good Dragons, the Platinum Dragon, Lord of the North Wind, Justicemaker)
Bahamut is a lawful good lesser power of Mount Celestia. His portfolio is good dragons, metallic dragons, wisdom, and enlightened justice (justice tempered with mercy and punishment with forgiveness), and his symbols are the polar star above a milky nebula or a reptilian eye superimposed over a square of gold. His domain, Bahamut’s Palace, is located in Mercuria. In some traditions, he is said to be the son of Tamara and Lendys, and in others, he, Tiamat, and Null (or Faluzure) are all said to be children of Asgorath (Io). In the Realms, he is often known as Xymor.

Garyx
(Firelord, All-Destroyer, Cleanser of Worlds)
Garyx is a chaotic evil intermediate power of the Abyss. His portfolio is fire-using dragons and destruction by flame, and his symbol is a reptilian eye superimposed over a red flame.

Hlal
(The Jester, the Pursued)
Hlal is a chaotic good lesser power of Arborea and Ysgard. Her portfolio is draconic humor, inventiveness, and pleasure, and her symbol is a single white flame, representing the light of wit. In the Outer Planes, she is more commonly known as Aasterinian and is often regarded as chaotic neutral in alignment. Her domain in Arborea is unknown, but in Ysgard her domain, Brassberg, is in Nidavellir.

Kalzareinad (Dead)
(Keeper of Dark Wonders)
Kalzareinad was a neutral evil demipower of the Gray Waste. His portfolio was dragon magic, specifically the uncaring, evil, or selfish application of dragon magic. His symbol was a five-pointed star encircled by a dragon grabbing its own tail in its mouth. His worship and portfolio were entirely subsumed by Kereska during the Time of Troubles (1358 DR), and he passed quietly into deific death
shortly thereafter in the Astral Plane.

Kereska
(Wonderbringer, Light of Magic)
Kereska is a chaotic neutral intermediate power of Limbo. Her portfolio is magic, specifically dragon magic, and magical creativity. Her symbol is a five-pointed star with the lower two points extended.

Lendys
(World-Shaper)
Lendys is a lawful neutral intermediate power of Nirvana. His portfolio is balance and justice, and his symbol is a sword balanced on a needle’s point. He is the consort of Tamara.

Null
(Death Wyrm, Guardian of the Lost, Night Dragon, Reaver)
Null is worshiped as a two-aspected dragon deity in the Torilian crystal sphere. Here he is regarded as both a lawful evil lesser power of Carceri and a lawful neutral intermediate power of the Outlands. His portfolio is death and the dead. In his evil aspect, he is Reaver, and his portfolio is the taking of life, decay, the undead, energy draining, and necromancy. In his neutral aspect, he is known as the Guardian of the Lost, and is the guardian of the dead and the shepherd of dragon spirits to the afterlife. In this aspect, his portfolio is the dead, exhaustion, final judgment, and fatalism. His symbols are a circle divided diagonally into white and black semicircles (the Guardian of the Lost) or a draconic skull (Reaver). In the Outer Planes it is commonly known that Null is, in fact, two different deities known as Faluzure (the Reaver aspect, who regarded as neutral evil), whose domain is the Mausoleum of Pain in Minethys, and Chronepsis (the Guardian of the Lost aspect, who is regarded as neutral), whose domain is the Mausoleum of Chronepsis in the Outlands.

Tamara
(Her Beneficence, Her Mercy)
Tamara is a neutral good intermediate power of Elysium. Her portfolio is life, light, mercy, and forgiveness, and her symbol is a seven-pointed star on a field of black. She is the consort of Lendys.

Task
(The Taker and Holder, Wrester)
Task is a chaotic evil lesser power of Pandemonium. His portfolio is greed and selfishness, and his symbol is a pile of five coins.

Tiamat
(The Dragon Queen, the Chromatic Dragon, Nemesis of the Gods, the Dark Lady, Queen of Chaos, the Undying Queen, Bane of Bahamut, the Avaricious)
Tiamat is a lawful evil lesser power of Baator. Her portfolio includes evil dragons, chromatic dragons, evil reptiles, greed, and the Faerûnian nation of Chessenta. Her symbol is a five-headed dragon. Her domain, Tiamat’s Lair, is located in Avernus. In some traditions, she, Bahamut (Xymor), and Null (or Faluzure) are all said to be children of Asgorath (Io). In the Realms, she is known as Tchazzar in the nation of Chessenta.

Zorquan
(High One, Greatest Wyrm)
Zorquan is a neutral intermediate power of the Outlands. His portfolio is dragonkind and dragonness (the essence of that which is dragons), and his symbol is a black circle superimposed on a larger concentric white circle.

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Gunz
 
PostPosted: Sat, Jan 22 2011, 1:16 AM 



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Joined: 01 Jul 2006
Location: The City of Fallen Angels, Ca

Pretty sure that the list in the Draconomicon book is what we go by.

Io
Bahamut
Tiamat
Faluzure
Aasterinian
Astilabor
Chronepsis
Garyx
Hlal
Lendys
Tamara

I believe Null is ignored on Amia, btw. Chronepsis and Falazure take his place here.

And yeah, these gods are in Cult of the Dragon, I checked:
Kereska
Task
Zorquan

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PaladinOfSune
 
PostPosted: Sat, Jan 22 2011, 1:30 AM 

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Yep, Null isn't on Amia. Chronepsis and Falazure are cooler, anyway.

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TormakSaber
 
PostPosted: Sat, Jan 22 2011, 1:34 AM 

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Null doesn't even eally exist: He literally is Chronepsis and Falazure.

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DustSpray101
 
PostPosted: Sat, Jan 22 2011, 1:47 AM 

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Awesome! So I am golden on 2/3 deities. (( Any issues if, in order to keep consistency of RP and avoid retconning as much as I can, Gaknulak is turned into more of a folk hero with no divinity to him?))

Otherwise, to clarify, there is only the one specifically Kobold god then? Kurtulmak?

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Gunz
 
PostPosted: Sat, Jan 22 2011, 3:49 AM 



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Joined: 01 Jul 2006
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Nope. There's technically only one other. But there's another deity who does have roots with Kobolds somehow.

Gaknulak is the Kobold god of protection, stealth, trickery and traps. he's also known to promote ambushing.

Then there's also a weird deity named "Stalker" who is a sort of Elemental lord. He traces his roots to Goblinoids and Kobolds. He's a god of death, hate and cold.

Both can be found in the book "Monsters Mythology."

P.S. It has a lot of info on Kurtulmak too, that book.

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DustSpray101
 
PostPosted: Sat, Jan 22 2011, 3:54 AM 

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So does that mean Gaknulak is recognized in FR...? Or not?

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Gunz
 
PostPosted: Sat, Jan 22 2011, 3:57 AM 



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Joined: 01 Jul 2006
Location: The City of Fallen Angels, Ca

Usually, race gods carry over, but that would be up to the DM's of course.

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Glim
 
PostPosted: Sun, Jan 23 2011, 4:45 AM 

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Location: British Columbia

Question: I seem to remember reading somewhere that Formians and Elves basically considered each-other to be "kill on sight" or at least very hated enemies. Anyone else read this somewhere or am I just on crack?


 
      
Halecta
 
PostPosted: Sun, Jan 23 2011, 7:11 AM 

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Sardio is another Dragon Diety that was added in a seperate suppliment as a Mind's Eye Artical called "The Legend of Sardio" which updates the him with stats and a story for 3.5ed

However since it is the god of Gem Dragon and the god of Psionics i dont think it would have much relevance for Amia


 
      
Grymia
 
PostPosted: Sun, Jan 23 2011, 18:53 PM 

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This may seem like a silly Lore question but:

On the island or region, are there any known Pre-existing Lead Lined rooms?


 
      
Dark Immolation
 
PostPosted: Sun, Jan 23 2011, 20:03 PM 

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If there were any, I imagine they would be kept secret and hidden for exactly that reason.

However, the likely places they would exist would depend upon who had the gold to construct such a thing and who would need it as well. A king's advisory chamber, a politician's meeting room, the secret room under the Temple of Sarvas where a cabal of wizards meet, etc.


 
      
Xenos
 
PostPosted: Sun, Jan 23 2011, 23:59 PM 

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o0GuNz_N_RoSeZ0o wrote:
Grymia wrote:
Regarding Spells:

Is it assumed possible to somehow 'Pull' the damage to be non-lethal, or would it require specialist training or practice?


I knew I'd seen this question asked and thought I'd also throw in Mageduel magic as an option. It's non-lethal magic. You can read all about it in the book "Magic of Faerun." It's only for arcane casters though.


I wrote up a 'book' from the lore i read in Magic of Faerun. It is in effect cut and paste though i changed the wording slightly to get the effect that it was my char writing his account of Mageduel.. but as far as the rules go it should all be the same as what was in the book.
Quote:
Accounts of the Mageduel, by Mith

It is said that Mystria herself, when no longer wishing to see talented mages destroy themselves in poinless battles, or destroy the lands around them created what is known as Mageduel. It is said that every arcane caster on Faerun has the ablity to invoke a Mageduel. Mageduels usually only have two combatants, though it is not unheard of for 3 or more. So, here, i hope to teach thee how the Mageduel works.

Firstly, only Arcane casters can invoke a mageduel, nautral ablities such as that of a Mind Flayer, or Beholder do not count, no do thouse that use only wands and scrolls to cast magic. They simply lack the ablity to invoke the Mageduel, unless they can cast Arcane spells themselves.

When one mage challanges another, eather can offer the option of invoking a mageduel, to refuse, or not offer, basicly states that you wish to kill or see some considerable harm from to your opponent.

There are six steps to preparing a mageduel;

~Attunment: Each challanger must stand adjacent to each other and concentrate for 6 seconds or more, attuning themselves to each other, and the Weave itself. One can only attune of their own free will, if they are dominated or charmed or otherwise controled, the attunment will fail.

~Define Size: The challangers now difine the size of the Mageduel arena. The maximum size of a Mageduel Arena can depend on the strength of the casters partaking in said challange. There is no limit to the shape, but the space inside the arena is again, dependant on the strength of the casters. //if challangers cant agree, int/cha check, higher roll wins and gets to choose// Once the size and shape of the arena is finalized, the arena forms, this takes roughly 6 seconds per challanger. A clearly visible shimmer shows the edge of the Arena. Animals and Vermin shy away from the area as well, such withen a frightened away, the effect fades once the creature has left the arena.

~Define Preparation: Each combatant must agree on the number of seconds each mage is allowed to cast before the mageduel begins. Often it is agreed enough time for one to three spells. It is said to be considered rude by some, to cast spells in this permitted time at a hasted or Quickened rate. I persoanlly would sugest that each combatant state how many spells, rather then how long one may cast. These are Wards and defensive spells only, mind.

~Prepare for Dueling: This is the time that one casts their wards and defensive spells. The combatants space themselves equally around the perimeter of the arena and use the time given to cast spells on themselves. Only these defensive spells cast at this stage can enter the arena from the outside, all other spells cast into the arena or on the casters are suppressed as if one was casting into an Antimagic Field.

~Enter the Arena: When the given time for defensive spells is at an end, all combatants step into the arena. If a combatant does not enter in time, becouse they try to cast another ward, for example, they default on the mageduel.

~Begain the Mageduel: Once all combatants are in the arena, the mageduel begains.

Some special rules and information to be noted. MAgic can not leave the Mageduel arena, a Hellball cast inside the arena, will not effect thouse standing outside the arena. Summened creatures can not leave the arena eather, they are rebuffed though, not dispelled. Furthermore, magic items can not be used to attack a foe, though you can use scrolls to summen creatures, or cast shields. Basicly, you cant use any magic items that would break an invisablity spell. Should you do so, you will be disqualifed and the duel will end. It is also to note that one can not be killed in a mageduel, the spells will at most knock the foe unconscious. Not even death magic cant kill a person in a mageduel. No known magic can affect the existence of a Mageduel arena, so dont try to dispell it.

It should also be noted that should another enter the arena by any means, the mageduel ends immediatly as if all combatants had declared it a draw. Furthermore, should an attack come upon the Arena, the attack fails, and the mageduel still ends as though it had been declared a draw.

Mageduels can end in a number of ways, first, you can defeat your foe. All and any injuries cast during the Mageduel are removed after the mageduel ends. Lingering effects such and Mind Fog, or poisens also are dispelled and removed. Each combatant is completly healed of all injuries. Other ways to win the Mageduel, is by removing your opponent from the arena. If you foe walks out of his own, or is forced out via spell or summen, the remaining combatant is the victor. There is also a time limit on a mageduel, being 1 hour. Or, all concious combatants can verbally declar the duel to be a draw.

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DustSpray101
 
PostPosted: Mon, Jan 24 2011, 0:54 AM 

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Question on Auril based Druids... Are they allowed to use Undead or be around them as their deity approves? Or am I crazy and making up memories of reading something...

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Gunz
 
PostPosted: Mon, Jan 24 2011, 2:05 AM 



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Joined: 01 Jul 2006
Location: The City of Fallen Angels, Ca

Druids stand for balance, even if some stand for a more twisted sort. Undead are unnatural and are, by default, a hated thing. So, no.

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NAUX
 
PostPosted: Mon, Jan 24 2011, 3:09 AM 

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I am going to chime in here because Dust's question was pretty much on behalf of me, and frankly, I am not so easily satisfied by such a simple and one sided answer (please take no offence to that GnR as I appreciate an answer as it is). I will attempt to explain my situation a littler further to try and allow you to see all the options instead of resorting to the default "druid = good" answer. Basically as I understand it if a druid has been granted her divine abilities entirely through her beliefs and favouritism by her patron all her life, in this case Auril, and she has never stepped foot into a druid circle, communicated with fellow druids to know the do's and do not's of the so called "correct" practice of druidic ways" then I fail to see how she could be outcast as fallen member who would need to seek the atonement of her circle leaders and peers as well as stripped of any ability to use divine magic which has naturally been provided to her by her goddess with no relation to any circles.

The main question I wish to ask is how she could be at risk of falling due to co-existing in the presence of undead, specifically undead risen by members of Auril's clergy who one would normally assume only exist because it was Aurils will for them to do so in the first place? To her she is only seeing what is -naturally- being provided by the very reason she lives, her patron. Members of her faith, and in particular senior members of her faith are doing only what she would if told to do so by her patron, the appearance of undead, their presence and the acts they are commit are in her vision, her goddesses will in motion.

I could believe that if she was taught and told by members of her faith that undead risen by any other faith were unnatural then, yes, one could assume she would automatically want to destroy them and more than likely remove the person who summoned them for being "unnatural" and against her goddesses will, but as for undead summoned by her own "brothers and sisters", I just cant see how she would be at risk.

Please have an open mind when applying an answer to this question, I do not believe druids are as one sided as the majority of the populace that I have seen play them tend to be. Thank you.

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
TormakSaber
 
PostPosted: Mon, Jan 24 2011, 3:52 AM 

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Drids don't use undead. IF your Druid is using undead please report for a fancy Fall widget.

It is not about having "an open mind".

This is the answer. Period.

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NAUX
 
PostPosted: Mon, Jan 24 2011, 3:59 AM 

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I did not state that I myself use or intended to use undead, merely be in the presence of undead raised by my fellow clergy and in particular, clerics and wizards, please reconsider your answer Tormak with this in mind. Thanks.

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The inspiration behind the character:
- https://www.dandwiki.com/wiki/Grenadier_(3.5e_Class)
- https://www.youtube.com/watch?v=UBjewxCxKLA


 
      
TormakSaber
 
PostPosted: Mon, Jan 24 2011, 5:47 AM 

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Druids don't deal with undead either. Regardless of your deity you're a Druid. It's like the difference between being a Cleric of Hoar and a Paladin of Hoar.

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
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