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Post by hoffman900 on Mar 16, 2005 22:04:20 GMT -5
Hope that last bit helped, by the way. Hey, I know this is really off topic but I had to tell you: I just noticed your signature was from Foamy the squirrel.
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Post by manyasone on Mar 19, 2005 15:00:59 GMT -5
Yup.
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Post by hoffman900 on Mar 23, 2005 23:10:10 GMT -5
Well, I was the 3rd winner of the halloween photo contest for foamy (the squirrel shot with the bagel)
;D ;D ;D
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Post by manyasone on Mar 26, 2005 3:33:15 GMT -5
*bump*
Got questions about the sourcebooks? Need any Forgotten Realms knowledge? Direct your questions here! I have a pile of sourcebooks laying by my computer and am willing to look up things... I really have no life. So yeah, any questions ranging from PnP rules to Forgotten Realms lore, feel free to bug me and I'll look it up in my spare time (something I have far too much of). I even have a couple of old sourcebooks from 1st ed. and 2nd edition... So yeah. Oh, and don't bother bugging me about 3.5... I spent enough cash on the 3.0 books and really don't care enough to chuck down more cash to get the same book with a few small alterations... er... so yeah.
Remember, I am here to make life easier for you... Make use of me. Really. Please. PLEASE! I'M SERIOUS! HELP ME! I'M GOING STIR CRAZY! I'VE GOT NOTHING TO DO! GIVE ME SOMETHING TO DO FOR THE LOVE OF GO-... *is dragged kicking and screaming by the men in white with the nice sedatives.*
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Post by Talus on Mar 26, 2005 3:35:36 GMT -5
Ok just to give you something to do. How about a list of all Wizard organizations across Faerun. There I hope that keeps you busy for a little while ;D....Oh and don't forget a breif discription.
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Post by Kolfrosta on Mar 26, 2005 7:29:23 GMT -5
OK And if the above post does not keep you busy, are there any online references for information on Mulhorand, and are there paladins of Horus-Re or Isis? I hope this helps with that stir crazy business.
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Post by louminator on Mar 26, 2005 14:59:54 GMT -5
*looks around* Well, since ManyofOne is... uh, occupied at the moment... allow me to pass on some information for you. ;D Taken from Powers and Pantheons, 1st editionFollowing the Time of Troubles, Horus-Re founded an order of paladins known as the Claws of the Sun and Ankh. (Previously all paladins in Mulhorand had served Osiris.) This brotherhood is young and untested, but its ranks are expanding quickly. Unlike the mainstream clergy of Horus-Re, the Claws are fanatic devotees of the Lord of the Sun who care nothing for the day-to-day politics of Mulhorand. Much of the fledgling order's energy is directed at doing battle with the Fangs of Set, but its members are often distracted into sparring with the clergy of Anhur. There is no mention of a paladinhood for Isis. However... The Sisters of Life serve in the Guardians of Skuld along with the clergy of Anhur and Osiris in protecting the capital city. The Shield of the Lady is a fighting order of wizards, clerics, and specialty priests who join adventuring companies active throughout the Old Empires and beyond that serve the will of the goddess (whether they realize it or not). The marial priestesses of this order serve to shield Mulhorand's heroes from the forces of barbarism and evil. Hope that helps while Many is busying researching all of those wizard groups.
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Post by manyasone on Mar 26, 2005 17:08:04 GMT -5
Hehe. Thanks Louminator. This is a difficult task... Documenting all of the wizard organizations across Faerun would be d**ned near impossible. Especially considering how many dark cabals that could spring up at any given time. This is what I have: We will start with my favorite, the Red Wizards. The Red Wizards are an organization of wizards to the east of the Sea of Fallen Stars within the country of Thay. The Red Wizards are ruled by eight powerful mages, called the Zulkirs, who each represent a different school of magic. THE ZULKIRS: Aznar Thrul, Zulkir of Evocation (Hates Szass Tam but is appearenly held in check by some secret leverage that Szass holds over him) Druxus Rhym, Zulkir of Transmutation (Allied with Szass Tam. Strongest voice for Thayan trade expansion) Lallara, Zulkir of Abjuration (Allied with Szass Tam) Lauzoril, Zulkir of Enchantment (Opposes Szass Tam, wishes to continue waring with neighbors) Mythrellaa, Zulkir of Illusion (Perfers isolation in both personal life and Thayan policies) Nevron, Zulkir of Conjuration (Suspected of planning attacks on Aglarond possibly ruining trade with counties sympathetic to Aglarond. Other zulkirs may have to deal with him) Szass Tam, Zulkir of Necormancy (True power of Thay and two-hunred year old lich. Wishes to unite Thay under his banner) Yaphyll, Zulkir of Divination (Supporter of Druxus and Szass Tam. Uses power of Divination to spy on other Zulkirs and moitor work in Thayan Enclaves) Such a large confederation of powerful mages in so small an area is a major threat to the peace of Faerun, especially to the realms of Rashemen and Aglarond. At the core, Thayan thinking believes that the Red Wizards are the Realms’ most poweful mages and therefore should be the most powerful nation in Faerun. This goal might be obtainable if this cabal ever learns to work together. The primary obstacle to their above-stated goal is that almost every Red Wizard believes he is the one to overthrow the zulkirs and take his rightful place as the ruler of all Thay. Slaves of all races work the Red Wizards’ mines and farmlands. Many also are forced into military servitude under the watchful eyes of the Red Wizards’ humanoid servants, summoned monsters, and the handful of apprentices each Red Wizard holds. Slaving raids into Rashemen and Aglarond are quite common. The slaves gathered in these raids are roughly treated while they’re marched to the nearest Thayan city, herded into pens like cattle, and auctioned off in public. HISTORY: The modern nation of Thay was founded over 400 years ago by a group of renegadewizards from Mulhorand. These spellcasters, who called themselves the Red Wizards, began as a secret society to win independence from the empire and create a magical realm apart from the godkings’ theocracy. Under the leadership of Ythazz Buvaar, the Red Wizards raised an army and sacked the imperial capital in 922. After several disastrous battles for the forces of the godkings, the Red Wizards won their freedom. While Mulhorand still claimed the plateaus of Thay as their own, they did little to enforce their claims. Within 100 years however, the number of Red Wizards had grown to the point that no efficient ruling of the country could be accomplished, with important decisions getting bogged down in endless debates over trivial details and each Red Wizard seeking to improve his own lot and reputation at the expense of every other. After much civil strife, the Thayans agreed on the current political system. The Red Wizards would select eight of their number-one for each school of magical spells-who would in turn select those who’d rule the nation’s provinces. Tharchions (and tharchionesses) had total power over their domains, but all remained answerable to the zulkirs, who could remove them from office at will. (The least painful fate the Red Wizards could choose for an offending tharchion.) Some Red Wizards objected to this system, but they were put down for good by the year 1074. This is not to say that infighting and strife ceased to exist among the zulkirs. Open war between zulkirs became regarded as crass, however: the last refuge of With these setbacks, and the mysterious loss of a magical artifact of some kind that weakened the Red Wizards themselves, some foretold the doom of Thay. Such has not occurred however. In fact, if the level of bickering between the Red Wizards is a sign of health, the nation of Thay seems quite vigorous. Despite the Thayans aid, the witches and warriors of Rashemen dealt the horse-warriors their first defeat since they had turned toward the Realms’ Heartlands. One Rashemi witch even journeyed to Cormyr to aid King Azoun IV in raising the Crusade army to stop the Tuigan once and for all. More recently, the Red Wizards struck a deal with the Tuigan Horde of barbarians. When the mounted warriors poured from the steppes to the east, the Red Wizards and their servants went to battle them. While the Thayans held their own for a time, the Tuigan soon gained the upper hand. Zulkir Szass Tam then stepped forward and offered to aid the Tuigan in the conquest of Rashemen if the Tuigan horse-warriors left Thay untouched. Since it’s unlikely that Yamun Khahan would have chosen a protracted, literally uphill battle over uneven terrain against an army of mages and their magical servants, he agreed. As noted above, Thay has long held imperial aspirations, and the two most common targets of military forays have been Rashemen and Aglarond. The Red Wizards first invaded Rashemen in 934. While this and other attacks have met with limited initial success, the Red Wizards’ alliances soon break down, allowing their opponents time to counterstrike. This fact, along with the potence of the Rashemi witches and Rashemaar berserker-warriors, has kept Rashemen free to this day. Similarly, the realm of Aglarond’s ruler, the Chosen of Mystra known as the Simbul has kept the Red Wizards’ schemes at bay for some time. Next, I will cover the Phaerimm. The Phaerimm are an ancient race of beings from The Great desert, which lies just to the east of Llorkth. By some use of unknown, ancient magic cast by the Sharn, they are unable to escape the confines of the desert, although they have created new spells that are causing the desert to grow at an alarming rate. Each Phaerimm seems to be an incredibly powerful mage, and each has a high level of magic resistance as well. Their spells take but one word to cast, even the most powerful ones, making even one Phaerimm a match for the most powerful of adventuring groups. The Phaerimm have a language that is so complex that even magical spells have a hard time understanding their speech. The goals of the Phaerimm are unknown, but it is known that they wish to cause the desert to engulf the world. Whether this is a punishment, a prefrence, or a requirement for their freedom is unknown.
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Post by manyasone on Mar 26, 2005 17:09:02 GMT -5
Hm... Okay, now the Cult of The Dragon.
The Cult of the Dragon is a secret society dedicated to bringing about the "inevitable" rule of Faerun by undead dragons. Founded by the mad archmage (and later lich) Sammaster, the Cult's information-gathering, illegal acts, magical research, and alliances with evil dragons all help it acquire power and wealth. With these tools the Cult fortifies its holdings and proceeds toward its goal: converting dragons to the most terrible form of undead, the dracolich.
The Cult reveres dragons to an extent resembling divine worship (and in fact some dragons are worshiped as gods, although they are not deities and cannot grant spells). Cult members serve the dragons by giving them treasure, offering healing, exchanging spells, modifying lairs by adding mechanical traps, and tending eggs and hatchlings. In exchange, the Cult members are allowed to hide in the dragons' lairs in times of crisis and receive promises of aid from the dragons. Above all, the Cultists handle the preparations for transforming a dragon into a dracolich.
The Cult is organized into independent cells that work together toward their greater goals. Some rely upon legitimate business to bring in wealth, including trade, selling information, and hiring adventurers to investigate ancient sites (Myth Drannor in particular) in exchange for a share of the profits. Other cells rely upon smuggling, kidnapping, blackmail, protection rackets, selling illicit or dangerous goods, usury, gambling, or brigandry to support themselves.
Each cell has a hierarchy of individuals, with the lowest being those serving the Cult without knowing it and the highest being the Wearers of Purple, so known for their ceremonial purple robes. Most of the important members of the Cult are wizards, particularly necromancers, who enchant magic items, prepare the dracolich transformation potions, and create undead. A typical servant of the Cult is a 6th-level wizard specializing in the school of Necromancy.
The group's symbol is a flame with eyes burning above a dragon's claw, displayed only in the few places where the Cult gathers openly -- many groups such as the Harpers and the churches of Mystra, Lathander, Torm, and Tyr attack Cultists on sight.
While they are devout in their appreciation of dragons, few actual clerics serve within the ranks of the Cult. Those who do are typically clerics of Shar, Talos, Talona, Velsharoon, or Xvim. A smaller number worship Cyric, Gargauth, Malar, or Tiamat. Because of their conflicts with the church of Mystra, many of the Cult wizards choose to worship Velsharoon to avoid paying even lip service to the Lady of Mysteries.
The Cult is rumored to have a secret headquarters or hidden fortress somewhere in the Western Heartlands, not far from the Battle of Bones.
The Witches of Rashemen! Not much I could find on them specifically...
Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen. They are also known as the Witches of Rashemen. Within the borders of Rashemen, their powers are greater than other spellcasters of their level. In Rashemi society, hathrans occupy the place reserved for powerful clerics in most Faerûnian cultures. They heal the sick and wounded, care for the souls of their followers, recruit champions from other planes, and raise the dead. Within the hathran class (which means “learned sister-hood” in the language of Rashemen), 1st-level characters are called blethran (“sisterkin”). The 9th- and 10th-level hathrans are called othlor (“true ones”) and have complete authority over all other Witches. Hathrans have the power of life and death over all citizens of Rashemen, although to misuse this authority is a serious offense against the sisterhood. When traveling in Rashemen, hathrans always wear masks. Many are sent outside their homeland to study other cultures and keep watch on important figures.
To be a hathran requires a certain depth of knowledge in arcane and divine magic. Usually hathrans are cleric/wizards, but some of the sisters have developed their powers as bards, druids, rangers, or sorcerers. The concept of rivalry between spellcasters is considered insane by hathrans, and they share spells with any hathran they deem able to handle the responsibility.
These are the most prominent groups of wizards. There are countless other organizations throughout Faerun, some limited to very small groups of wizards gathering together, others that span the vastness of Faerun.
Hope this helps.
Thank you for using Many As One's Questions Corner!
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Post by manyasone on Mar 26, 2005 17:12:57 GMT -5
actually, there are a few more groups I'd like to mention. Give me a while to post them...
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Post by manyasone on Mar 26, 2005 17:35:51 GMT -5
The Shades! (I'm lazy) Go here for info: www.nightwasp.com/daggerdale/shadtest/shades.htmlLots of stuff on shades. at the top of the page you can select different portions of Shade Information. All of it is sorcebook material. The Arcane Brotherhood!!!!! The arcane brotherhood is a mercantile company and wizards’ guild. It maintains several safehouses in Luskan and in other cities of the North and at least one fortress somewhere in the mountains north and east of Luskan. The Host Tower of the Arcane, however, is the seat of its strength. Hard information on the upper echelons of the Arcane Brotherhood is very difficult to come by. It’s clear, though, that some of the senior wizards have recently been destroyed or trapped in forms they can’t escape, communicate, or work magic from. Some have been moved behind the scenes, and some have left the Brotherhood to pursue their own aims - lichdom, mastery in other lands or planes of existence, and so on. Some of the names in this entry are new to most observers in Faerun, but should be noted that current activities of the Zhentarim, the Cult of the Dragon, and the Red Wizards of Thay reveal they haven’t managed to place agents or even spies in any positions of importance within the Brotherhood. The Brotherhood changes with menacing rapidity, as its internal feuds are deadly. Travelers are advised to avoid the attention of this evil, manipulative group. The Daemonfey! Not really a true blue wizard organization, but definately magically gifted. The daemonfey collectively comprise a clan of evil, magically talented half-fiends and fey'ri (tieflings descended from elf-demon crossbreeds) that has been recently freed from centuries of imprisonment to stalk Faerûn once again. These folk are true monsters: ambitious, cruel, proud, and utterly unconcerned with anything apart from their own selfish desires. The daemonfey are at their core a small group of hate-filled individuals who live to exact revenge on those who thwarted their plans and sealed them off from the world so long ago. The daemonfey are a hidden but imminent threat to the peoples and communities of the North while they plot to punish the elven race for having the effrontery to imprison them. The original daemonfey were members of House Dlardrageth, proud but politically ambitious families of sun elves who dwelled nearly six thousand years ago in the area that would one day become known as Cormanthor. The members of the house trafficked with demons as a means of gaining power, and they believed that they could strengthen their bloodline by mingling it with the infernal. The children born of such unions were indeed powerful, and became skilled sorcerers as well. When their fellow elves learned of these horrifying activities, they destroyed House Dlardrageth. A few survivors escaped and fled into hiding. Centuries later elven mages discovered the remaining half-fiends, who fought desperately to save themselves but could not prevail against the forces arrayed against them. The mages imprisoned the handful of survivors of this assault in a magical prison that confined them for millennia. While they remained in a state of near-slumber, a few lesser sun elf houses decided to follow House Dlardrageth's example. Their children were likewise set upon by outraged elves and either killed or imprisoned by elven mages. The destruction of Hellgate Keep in 1369 DR freed the original members of House Dlardrageth from their centuries-old prisons. They in turn freed the descendants of the lesser houses, who had interbred with succubi and incubi to create a race of sun elf tieflings known as fey'ri, and adopted them into House Dlardrageth. The daemonfey are ruled by the eldest member of House Dlardrageth. In this case, that individual is Sarya (CE female sun elf half-fiend Sor17), the half-elven, half-demon countess of House Dlardrageth. Only two half-fiends remain of the Dlardrageth clan, Sarya and her nephew Xhalth (CE male sun elf half-fiend Bbn12). Baron Xhalth used to harbor plans of unseating his aunt as the leader of the daemonfey, until he saw her kill her own son Ryvvik without hesitation. The rest of the daemonfey are fey'ri of the Dlardrageth and associated clans, a handful of allies, and servants. The daemonfey are driven by the desire to punish the elven race for the humiliation and suffering the elves caused them. Sarya plans to capture sun elves and use them as breeding stock, mating them to summoned demons in the deep boltholes under the High Forest. Eventually, she'll have a small half-demon and fey'ri army, and with that force she'll wreak chaos and havoc on the elves of the North. The daemonfey have already abducted several sun elves from the Silver Marches and are holding them prisoner in preparation for bringing in the outsiders for breeding. Before she can embark on that plan in earnest, however, she and her feyri followers are engaged in an aggressive program to educate themselves about the sort of place that Faerûn has become in their absence. Small scouting missions composed of three or four fey'ri make their way stealthily through the woodlands, spying on the other creatures there. These scouting parties take great care not to be seen or noticed, since tipping off the elves to their presence now, while the group is still weak, would be disastrous to their plans. The daemonfey believe in forcible recruitment. They abduct sun elves whom they consider "suitable" candidates for demonic breeding, and thereby induct them into the society as unwilling associates. The daemonfey plan to rear the offspring of these foul unions as their own and to dispose of the elven parents as quickly as possible. The daemonfey prefer to keep to themselves, but they sometimes work alongside evil humanoids for a short duration. Though their ancestors considered the drow to be degenerates, Sarya has considered approaching them to discuss an alliance, since they seem to share some of the same goals. To date the daemonfey have not dared to approach any mages living in civilized areas with offers of alliance, even though they could certainly use the arcane knowledge to be gained by such associations. Sarya has recently become aware of a small but powerful cabal of wizards and sorcerers living in Luskan—the Arcane Brotherhood—who might not be averse to working with half-fiends and fey'ri. She plans to make contact with the Brotherhood just as soon as she learns the location of their headquarters. The daemonfey consider themselves superior to all other beings of Faerûn, and cast anyone who might stand against them in the role of enemy. Their most venomous hatred and eternal enmity is reserved, however, for the entire elven race, and in particular moon elves and wood elves. Countess Sarya feels an intense, personal loathing for the Silver Marches, because that confederation is exactly the kind of experiment that her irritatingly smug elven kin would attempt, and she is certain that the mutual defense pact was somehow orchestrated by the elves of the High Forest. More to come, I think.
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Kharn597
Old School
PCs: Tenchi Yamato; Katha; Danny Tanneseph
Posts: 461
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Post by Kharn597 on Mar 26, 2005 17:42:03 GMT -5
I am curious, do you have any more information on the Velsharoon? I read what little there is about him in the faiths and pantheons source book. Any information on the rival between him the Zulkier of necormancy of Thay? Exactly what are his goals and what do his priest and servants do? Anything would be nice.
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Post by manyasone on Mar 26, 2005 17:44:35 GMT -5
The Twisted Rune!
The Twisted Rune is a consortium of evil aligned undead spellcasters. This cabal reigns in the background of the South (Tethyr, Calimshan, Arnaden, Erlkazar, and Amn) from behind the scenes. They have a network of undead, and underworld beings that span the shadier backdrop of the entire Southern Realms. The Rune is "Secret", and very few know of their presence. They actually rule Calimshan from behind the scenes...and no one is the wiser. It's power bases are located in Vilhon Reach, eastern Calimshan and parts of Tethyr. They are currently responsible for the War against the Sithillisian Empire in Southern Amn, and the advance of the Knights of the Black Gauntlet against Tethyr's Southern borders.
I think that's about the end of major organizations (or, at least organizations I can acutally find). Hope this helps!
Thank you for using Many As One's Questions Corner, your source for Forgotten Realms information!
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Post by manyasone on Mar 26, 2005 17:44:57 GMT -5
*bump*
Got questions about the sourcebooks? Need any Forgotten Realms knowledge? Direct your questions here! I have a pile of sourcebooks laying by my computer and am willing to look up things... I really have no life. So yeah, any questions ranging from PnP rules to Forgotten Realms lore, feel free to bug me and I'll look it up in my spare time (something I have far too much of). I even have a couple of old sourcebooks from 1st ed. and 2nd edition... So yeah. Oh, and don't bother bugging me about 3.5... I spent enough cash on the 3.0 books and really don't care enough to chuck down more cash to get the same book with a few small alterations... er... so yeah.
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Post by Kolfrosta on Mar 26, 2005 22:07:58 GMT -5
Thanks for the info, Louminator.. Hmm..I sense a new character concept coming to mind....one of these days...maybe
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Post by Grozer on Mar 28, 2005 14:20:07 GMT -5
Superb job on all the wizard orgs... recently I went through the new Thayan enclave IG and came across some things that raised questions surrounding the relationship of deities to Thayans/Red Wizards... care to elaborate on the relationships/history/who they support?
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Post by manyasone on Mar 30, 2005 4:16:41 GMT -5
The most commonly worshipped god in Thay is Kossuth, the Fire Lord. Coming in close second is Bane (who they worship because of his unyeilding tyranny).
Others are Gargauth, Kelemvor, Loviatar, Malar, Shar, Talona, and Umberlee.
Interesting fact: The Lich Lord, Velsharoon, was once a Thayan. He was a rival with Szass Tam for Zulkir of Necromancy (Which is really funny considering my Red Wizard, Melkroth, is part of Szass Tam's area of the Thayan rule, Necromancy, but he follows Velsharoon).
In Thay, as stated before, the primary source of worship is Kossuth, who's power can be seen everywhere. While the Red Wizards control Thay, they pay VERY close attention to the wants and needs of the Kossuthian Church and will not go against them unless it is a reeeeeeeeally big matter.
Thanks for using Many As One's Questions Corner!
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trebarruna
New Member
"There are some ideas so wrong that only a very intelligent person could believe in them. "
Posts: 83
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Post by trebarruna on Mar 30, 2005 15:10:10 GMT -5
Ok here goes a question. I must have spent hours reading some of the dozens of FR and DnD books I have here, and I'm a bit disapointed with the litle information I have found so far about Skullport. I have this cute character that came from Waterdeep's twin city, and I would like to know more about that place... I only have about 1 page of information... Can you gimme more? ;D
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Post by manyasone on Mar 30, 2005 15:57:26 GMT -5
I CAN SURE AS HELL TRY!! ;D
Gimme a bit and I'll get back to you... 10min-2hours...
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trebarruna
New Member
"There are some ideas so wrong that only a very intelligent person could believe in them. "
Posts: 83
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Post by trebarruna on Mar 30, 2005 15:59:48 GMT -5
Yay! You're the best! I'm sooooo sure i had a 2nd ed book called Skullport, but I have noooo idea where that thing is!
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Post by manyasone on Mar 30, 2005 16:15:33 GMT -5
Here is something from the Wizards of the coast: crpp0001.uqtr.uquebec.ca/w4/campagne/Downloads/Downloads_WotC/PerilousGateways/Perilous%20Gateways%20-%20The%20Winding%20Serpent%20-%20Skullport.htmlI'm sure there's prolly a way to purchase that book from that website... www.jordysrealm.net/SkullportUH.htmlTo the right side of this page there are links to various bits of knowledge... Ahh... here we go. Some stuff directly from the books. "Skullport is divided into four wards with each ward being broken into smaller parts. Due to the damp conditions much of the city is in a state of mold and decay and in need of repair. Rope-bridges and catwalks crisscross the cavern some being in better shape than others, depending on the part of the city. Skull Island A piece of land jutting up out of the River Sargauth, it is home to the slave trading business of the Iron Ring. Fortified and well-guarded, the Iron Ring rules supreme in this portion of Skullport. Almost the only way that adventurers visit this part of the cavern is bound in the chains of slavery. The Keeper Enclave is not far from the island controlled by the Iron Ring. This cabal of wizards control the hoist and magical locks that make sea travel to and from Skullport possible. Lower Skullport Lower Port - This is the first place visited by sailors newly arrived in port and mercenaries who are out of work. It is the most chaotic part of Skullport. The air here is pungent with the scent of the salt water in the River Sargauth, unwashed bodies, and the decay of the zombies that can be found laboring here. Lower Trade Lanes Most anything and everything that can be bought and sold can be found for sale in this part of Skullport, in addition to the permanent establishments, there are the stalls of street merchants openly displaying the wares they sell. The Lower Trade Lanes are also home to Skull Square justice in Skullport is dispensed. Stocks and crow's cages are found here. Trials for those accused of disrupting the peaceful trade of the city are held here with the Skulls acting as judges and the crowds acting as jury and sometimes executioners. Lower Heart The Heart is home to most of Skullport's permanent residents. This part of the city contains some of the oldest and most unusual structures to be found in the city. The ground here is well-paved and most of the buildings are in a better condition than those found in the rest of the city. Central Skullport Central Port - This part of the city is home to Skullport's poorest and most desperate citizens. The buildings represent this fact, most are dilapidated and falling apart. The air here is especially moist and the liquid seeping down from above make it seem like it is constantly raining rank foul water in this part of the city. Central Trade Lanes - This part of the trade lanes is much less busy than the Lower Trade Lanes. Most of the residents who live in this part of the city choose do so in order to be close to their businesses. Security in this part of this city is actually decent because most merchants have hired protection to watch over their interests, which has resulted in a lessening of the violent crime here. Central Heart - This is a primarily residential area where more influential parties in the city make their homes. The structures found in the Central Heart are sturdier than many found in other parts of the city. Upper Skullport Upper Trade Lanes - This part of Skullport is dimly lit and shadowy with the ceiling of the immense cavern coming near the roofs of buildings. In other places stalactites protruded downwards to block out light and create deep areas of darkness. The businesses and folk found in the Upper Trade Lanes are equally shadowy. Customers can rub shoulders here with folk who are light sensitive. Questions beyond "How much does it cost?" are unwelcome in this part of Skullport. Upper Heart - This is the darkest part of Skullport and the largest number of Underdark folk can be found conducting business here. Only occasionaly will dimly glowing patches of fungus break up the darkness. The glow of the faerie-fire decorating the refuge of House Tanor'Tal is considered bright. There is no official government in Skullport. The power belongs to various factions within the city, which often shifts hands as often as alliances and groups rise and fall. Residents of Skullport or Skulkers leave one another alone, because to antagonize one Skulker is to encourage the involvement of whatever power groups that the individual is a part of. This can lead to a Disturbance, which is bad because it attracts the attention of the Skulls. The Skulls The Skulls attention is attracted by disrupting trade or the wanton destruction of property in Skullport. If a person takes an action that may draw the Skulls attention will often bring swift and brutal mob justice (branding, maiming, torture, and even death) down upon the offending parties head. If the Skulls become involved one can never predict what will happen. Offenders are most often dragged of to the Lower Trade Lanes and put on trial in Skull Square. Sentences vary for the severity of the crime ranging time spent in the dungeons below the Trade Lanes to cool off. If the offense is serious, (assaulting a Skull or setting fire to a rival's buildings or boats) the individual might be stripped of all belongings and sent out into the Underdark or sold to the highest bidder in the Slave Market. If the offender is truly dangerous or irritating the Skulls may use their considerable magical abilities to destroy the offender. The Skulls will also make strange demands of those who cross their path or draw their attention. More often than not, though, only those who take deliberate action to draw the Skulls attention will run afoul of them. Those of particularly arrogant or self-righteous nature are most like to garner the Skulls' attention."
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Post by manyasone on Mar 30, 2005 16:16:03 GMT -5
Thank you for using ManyAsOne's Questions Corner! Hope this helped!
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trebarruna
New Member
"There are some ideas so wrong that only a very intelligent person could believe in them. "
Posts: 83
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Post by trebarruna on Mar 30, 2005 16:31:23 GMT -5
You bet it did! Thanks for all the trouble!
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Post by Bluefield on Mar 31, 2005 0:39:53 GMT -5
Just a side note, the "Skulls" are actual floating skulls
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trebarruna
New Member
"There are some ideas so wrong that only a very intelligent person could believe in them. "
Posts: 83
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Post by trebarruna on Mar 31, 2005 3:36:21 GMT -5
Just a side note, the "Skulls" are actual floating skulls Yup! Just found my really old book! Skullport *coughs* nice place ta live in...
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Post by manyasone on Mar 31, 2005 3:58:07 GMT -5
I just found mine too... I gotta say, I like the third edition look of mind flayers more the the second edition one on the cover... At any rate, with this book I can now answer any questions on skullport more in depth if needed.
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Post by Kolfrosta on Apr 4, 2005 14:15:50 GMT -5
Here's a question. In the limited resources that I have, I cannot find spell progression for epic paladins. You wouldn't happen to be able to give me an idea how the progression goes...for levels 21-25? (if Shari lives past 25th Level, we'll worry about that then ) Thanks much, Many as One.
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Post by manyasone on Apr 7, 2005 6:45:27 GMT -5
I'll get right on it, but it may be a while before I can get back to you... Moving 'n' stuff.
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Post by Thrym on Apr 7, 2005 7:47:58 GMT -5
I maybe wrong as my knowledge is 3.5, but in D&D 3.5 you don't get more spells per day after level 20. However you can get more spell slots by increasing your wisdom.
As said this is 3.5, not sure if it's the same in Neverwinter Nights which uses D&D 3.0
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Post by Lord_Raven88 on Apr 7, 2005 16:39:28 GMT -5
Greetings Many As One. I have a question about Clerics of Malar, when you become a cleric of Malar is it possible to willing be afflicted by lycanthropy in PnP not NWN?
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