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Post by moulinous on Dec 14, 2005 16:25:35 GMT -5
I did look through first, second and even old school basic when they added some druid stuff. Nothing at all.
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racestark
Proven Member
R-E-A-D-A-B-O-Okay!
Posts: 241
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Post by racestark on Dec 14, 2005 16:26:18 GMT -5
Trust me, I know I saw it. I'll check again with my friend in the middle of the Pacific. He had the book.
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racestark
Proven Member
R-E-A-D-A-B-O-Okay!
Posts: 241
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Post by racestark on Dec 19, 2005 13:33:39 GMT -5
Alright, once again, I proved that I'm an idiot. I had the book the whole time, Kenny, and it wasn't as extensive as I remembered. God, I gotta quit drinking so much. Anyway, here is what I was talking about. It ain't much of anything really, but may as well put it up since I looked all over for it. I'm going to include both entries about rangers and druids. I'll also include the two sidebars.
From pages 48-49 of The Magic of Faerun:
Ranger Guilds Rangers often gravitate into guildhalls. Ranger guildhalls don't segregate as other guilds do. They offer hospitality to any ranger who has not committed a crime against nature or against the guild itself. These guildhalls offer many services to rangers, services they miss when alone on the trail. A few of these services include the tracking of migrating flocks and herds, a listing of poachers, shops for weapon repair and purchase, and most important, companionship and shared tales. Ranger guildhalls can be found in forests, on hillsides, along the seashore, underwater, among the treetops, on glaciers, and even in cities. Ranger guilds can range from the small (1d4+1 rangers) to the large (up to 2d10 rangers). They frequently ally with druid circles (see below). Rangers will test each other in the Hunt (see the sidebar). Tests in the Hunt range in DC from 15 to 25. A typical guildhall has a gold piece limit for purchases of 1d4+1 times 100 gp.
Druidic Circles In the densest forests, hidden desert oases, humid marshlands, and other untouched locations, druids build their circles. Druidic circles found in towns or densely settled places usually predate the development around them. Most of these have fallen to ruin, though a few druids stubbornly attempt to maintain them. l druidic circles have at least a single stone altar, and most have an arrangement of numerous giant stones. The stones don't always form a circle. Sometimes they face the setting or rising sun, in a live, or they may be stacked into dolmens. This arrangement is called a threshold and is often used to mark the location of a crossroads. The stones may serve as a celestial calendar, the Key to a druidic mystery, a puzzle map whose solution reveals an even more secret location nearby, or a representation of the circle's heroic builders. The area surrounding or surrounded by the stones comprises the druids' hallowed ground where they worship, discuss, teach, and mediate disputes between other druids. Druidic circles are rarely left unattended and often have to 2d10 druids in residence in the area. The hallowed or unhallowed ground of a druidic circle has received a blessing from a deity, cleric, or druid who wishes to protect the area from enemies. The side radiates divine properties, as per the hallow or unhallow spell. Not all druidic circles are hallowed or unhallowed ground. Some remain perfectly neutral. Only f a druid has cast the appropriate spell (hallow or unhallow) does it become one or the other. In addition to the benefits offered by these spells, the ground also lends +3 caster levels to all spells cast there by a druid of the appropriate alignment. Similarly, all healing spells cast by a druid of the relevant alignment have maximum effect.
Sidebars: The Hunt Every year, rangers gather in the High Forest for a four-day special event called the Hunt. During the event, they practice marksmanship, share bowcrafting tips, show off trophies from recent adventures, and relate stories, many of which go back generations. During the Hunt, all differences are put aside for a few days, giving these solitary trackers some well-needed rest from danger. The morning of the third day brings the most anticipated event of the celebration. Just after sunrise, the rangers gather at the main camp to take part in an obstacle course competition. This unique course features athletic endeavors such as running, climbing, jumping, swimming, archery, and navigation of a treacherous bog. The winner gains the title Leader of the Hunt, which he or she is obligated to defend at the next Hunt.
Druidic Convergence The moon hangs heavy over the Lake of Steam during the Feast of the Moon. Druids roam the lakeshore in rages, their faces painted like skulls to honor the dead and the dying. They come from all corners of Faerun, some emerging but once a year from their hidden groves to honor the glory of the cycle's end. In the chill of approaching winter, steam rises from the lake and envelops the druids in mystery. Their chantings carry across the waters to distant communities. For three nights and two days, the druids walk as the restless dead, refusing themselves rest. They do this to honor the death symbolic of winter. The druids do not sleep. They eat only the barest fruits and nuts, chew only the most mind-opening bark, and drink only water. By the third night of the celebration, strange things begin to happen. Druids stalk each other through the mists. Predator and prey, they hunt, and the weak die. They change shape to resemble their gods. Their demeanors gradually acquire qualities innate to the world's beasts, and they mutate in representations of the concepts govern nature: death, decay, rebirth, predator, prey, balance, and growth, to name a few. They lose their own egos. They have visions of the past year and of the coming year. These visions usually have personal implications, but sometimes relate to a monumental event yet to occur that will affect all druids, all nature, and all the world. Druids do not take these visions lightly. On the morning of the third day, the druids sleep. When they awaken, they drift back to their own groves, leaving only bits of rag, blood, and bone behind to mark the coming winter.
Doesn't answer your original question, but at least it's a bit more info than what they normally give you about these two classes.
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Post by kenny26 on Dec 19, 2005 14:03:17 GMT -5
thanks anyhow. was good reading, and it taught me a bit more about the druid as a class.
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Post by Booze Hound on Dec 19, 2005 15:29:43 GMT -5
ya know, a long time ago I had an idea about making a ranger/druid guild...this post has got the ole juices flowing again
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Post by moulinous on Dec 20, 2005 13:01:06 GMT -5
just to let you know logandoug, in the Thunder Peaks there is a druid circle called the High Dance i think. Would be a good little guild for Ranger/druids...
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Post by DM the Usurper on Dec 21, 2005 11:51:37 GMT -5
I just read from the new Champions of Valor book that there is a circle in the King's Forest as well...I'll get more info when I get home.
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Kharn597
Old School
PCs: Tenchi Yamato; Katha; Danny Tanneseph
Posts: 461
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Post by Kharn597 on Dec 21, 2005 19:42:00 GMT -5
Hey was was wonder if you might list any orders of paladins and such that include paladins of Torm wether they just be Tormites or if there any orders that include a combination of followers of the Triad? If you know of any not in the faiths and pantheon book, can you also post any information about them. Thank you.
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Post by StabbingNirvana on Dec 21, 2005 21:45:22 GMT -5
look in the thread: Organizations of FR in the Lore of the Lands section
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Post by Talus on Jan 6, 2006 10:59:23 GMT -5
So is there a good place to get the history of the Dwarfs of FR? There seems to be an in depth history for elves, but I have not seen a good one for the dwarfs. Also was wondering if there was some good resources for dwarven culture?
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Post by moulinous on Jan 6, 2006 13:06:55 GMT -5
the forgotten realms races of faerun has a great deal about dwarves and their culuture. if anybody wants to tell me how to load an image as i seem to be doing it wrong, i will load the first page for you, talus, about dwarves as i am way too lazy to write it all down. its an image so i just need to know how to insert an image.
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Post by Talus on Jan 6, 2006 13:12:02 GMT -5
*smacks forehead*Nevermind I have that book. Should have thought of it.
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Post by moulinous on Jan 6, 2006 13:32:22 GMT -5
*shakes his head*poor kam, bein played by dat one....
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Post by ♥Zach♥ on Jan 6, 2006 15:27:30 GMT -5
I have seen a lot of dwarvern art, it's pretty neat looking, it's like a cross of celtic, and norse. the knots, the stone work looks very nice.
I can't find the art with that stuff in it anymore but take my word it was really cool.
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Post by DM Grizwald on Jan 7, 2006 16:43:57 GMT -5
WOW in gods name have i never seen this before?! wow this helps lots thanks!
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Kharn597
Old School
PCs: Tenchi Yamato; Katha; Danny Tanneseph
Posts: 461
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Post by Kharn597 on Jan 8, 2006 20:14:06 GMT -5
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Post by Laurk on Jan 9, 2006 12:37:33 GMT -5
Thanks Kharn. That is great infro about the Shou Dragon fleet. That will come in handy for some projects I have going. It is difficult at best to find reliable Kara-Tur info. I have no idea why the 3rd edition book has nothing to do with Kara-Tur, but it has certainly made a mess of RPing an Eastern character. I mean... in reality (er... you know what I mean) The Mantis clan isn't Kara-Turan... it's Rokugan, which is a card game, or an independant world, yet, the Mantis have a hang out in Faerun in FRC. Does anyone know if Rokugan is supposed to replace Kara-Tur? I dont beleive it is. In the Oriental Adventures book, 3rd ed, it says details of Kara-Tur can be found in the second edition boxed set, and other than that, doesnt really take a difinitive stance. Since we have a Mantis Sanctuary on the hill outside Isinhold, I have just accepted Rokugan as the new Kara-tur in FRC, though I have not dropped many of the old details which made Kara-Tur so cool... like Shou Lung, Wu-Jen (Which dont exist in Rokugan), and the Golden Way. A good blend between the two seems to be the best idea, although it can get confusing. Anyway, Weapon Master is a Kara-turan class from the Oriental Adventures book... which is famous for grossly overpowered prestige classes. The simplest way to look at Rokugan vs. Kara-Tur is that Rokugan is like a big Japan, complete with warring states struggling for control of the land, and Samurai. Kara-Tur is a more Earth-like land with China, Korea, Japan, and the rest of the orient. This idea is centered around a massive empire which all other nations besides Wu (Japan), and a few other outlying nations pay homage to. In Kara-Tur, Samurai are found only on the small island of Wu (and a couple places here and there.) Yet westerners are attached to the idea of Samuria above all other Eastern classes, hense 3rd edition has hedged out China and the rest of the orient all together, focusing on our favorite part: Ninja and Samurai, and Katana's. As much as I love Bruce Lee... I am going to miss Jackie Chan! Laurk
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Post by Munroe on Jan 9, 2006 21:19:58 GMT -5
The 3rd Edition FRCS does mention Kara-Tur but it's only a very brief paragraph. It mentions another continent too but I forgot it's name. I just figured WotC would put out a new Kara-Tur sourcebook eventually. That they haven't yet doesn't mean they won't.
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Post by Booze Hound on Jan 10, 2006 0:40:40 GMT -5
I figured this was a god place to put this...I was looking up a certain creature, cause I didn't know what it was, so i put it's name in Google, and this was the first site i picked...and MAN! what a site! I figured this would be helpful to anyone who has any questions about well...just about anything DnD related. Enjoy www.d20srd.org/index.htm
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Post by DM the Usurper on Jan 16, 2006 10:42:21 GMT -5
well I kinda made them up before I really knew anything about kara-tur, and then based solely apon the flags in the toolset. I really want them based out of Kara-tur...I should look in the 2nd ed books and find a group similiar to the philosophies of the Mantis Clan...any thoughts? Manshin?
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Post by Laurk on Jan 16, 2006 15:34:41 GMT -5
Not really. I do like the concept of the 7 large clans, but I think they should all be clans revolving around the epire of Shou-Lung. I see no reson to fully drop anything. There are some pretty neat concepts in the Rokugan Setting. For instance, they still have the Dragon Wall. It is mostly in Crab lands, and it is on the other end. It boarders a place called the shadow lands which is basically like a fuzzy boardered hell. Oni (demons) live there, but many regular monsters like Ogres are considered Oni, and have Oni properties. In Rokugan, they have a weakness to jade... which could be an interesting angle to take with some demons over here. Anywho... I say we keep things the way they are but just remember that all the lords of the clans serve the emperor of heaven... at least in word. Oh, also, just because their are the seven major lands, doesnt mean their arent thousands of minor clans within each.
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Post by Talus on Jan 25, 2006 19:01:33 GMT -5
What items, substances, or things in general, would be illegal in Cormyr? What things might smuggled into the land or across the land?
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Post by hexer on Jan 25, 2006 22:39:21 GMT -5
Being a country of good alignment, you can expect most common sense laws in place, such as theft, murder, vandalism, etc... As far as items, well, being that adventurers with weapons and items such as traps and lock picks are common, not much...
I do believe drugs, such as Dreammist (Moradyn Vapor), would be outlawed. Of course, with wizards making all kinds of crazy alchemical concoctions, even this I am unsure of. Most towns as I would guess, and I believe that this should be enforced on the server, have laws about keeping weapons peace-bonded at all times while within the gates and items such as lock picks and such are to be kept in your bags lest you be fined or put into jail for a short time.
As far as smuggling things in, well, you can smuggle most anything illegally if you are avoiding the import/export taxes in doing so.
Where would you smuggle things from? Most likely place would be the nearby Dragon Coast where "everyone has a price, but the price is more reasonable there."
Additional likely locals would be Amn, Skullport, (Waterdeep), Thay, nearby Underdark regions, Calimshan, and Sembia.
What kind of things can you smuggle in? Most anything.
From the Dragon Coast: Most anything. From Amn: Most trade goods that, if you smuggle, can avoid taxes. From Skullport: Mundane and magical goods from the Underdark. From Thay: Magical goods of all kinds and, if kept hidden, slaves. From the Underdark: Same as Skullport. From Calimshan: Most any thieves' gear you could require. From Sembia: Trade goods that, if smuggles, can avoid taxing.
Well, that was a jumbled bunch of my thoughts on the subject, if you can make sense of it, I hope it helps.
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Post by Quadhund/Greenhouse on Jan 31, 2006 17:24:38 GMT -5
Just wondering what the prereqs were for divine champion (if they altered from CoT), if dwarves can take divine champion and if there were multiclass restrictions to clerics of clangeddin?
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Post by Munroe on Feb 1, 2006 0:59:52 GMT -5
The prerequisites for Divine Champion (according to FRCS pp. 42-43) are:
Basically, if you can take the CoT class in NWN, you have met the requirements for Divine Champion as far as you can meet them in NWN. (I wish the individual knowledge skills were in NWN instead of just lore.)
From Faiths and Pantheons:
To my knowledge, no deity actually forbids Divine Champion. Of course in NWN CoT has an alignment restriction of non-evil alignment so evil deities will have to make due without.
Edit: Had to modify, originally answered for Moradin instead of Clangeddin. Oops.
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Post by Talus on May 8, 2006 17:34:22 GMT -5
What are the various ranks up through the church of Kossuth? What are they called, and what are the requirements?
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Post by moulinous on May 8, 2006 21:50:29 GMT -5
There are two main factions, the Burning Braziers and the Tendrils. The Tendrils make up the bulk of the order and see to the more mundane running of the church as well as officiate at holy days and preach to the communities. the Braziers travel the land as missionary's to lead others into the scalding purifying light of Kossuth. The highest member at each church is the Eternal Flame, who controls both arms of the church that call his/her temple home. From the Eternal Flame on down it is a strict hierarchy of what they call Terraces with those on the lowest terrace being subservient to the next in all things. The lowest give up everything and as they climb through the levels of the Terraces, they are rewarded with more and more privileges. But, i cannot find what they call these Terraces or how they get moved up except as that they are moved up by showing religious devotion...which leads me to think, they are moved up as they level.
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Post by Talus on May 9, 2006 17:41:44 GMT -5
There are two main factions, the Burning Braziers and the Tendrils. The Tendrils make up the bulk of the order and see to the more mundane running of the church as well as officiate at holy days and preach to the communities. the Braziers travel the land as missionary's to lead others into the scalding purifying light of Kossuth. The highest member at each church is the Eternal Flame, who controls both arms of the church that call his/her temple home. From the Eternal Flame on down it is a strict hierarchy of what they call Terraces with those on the lowest terrace being subservient to the next in all things. The lowest give up everything and as they climb through the levels of the Terraces, they are rewarded with more and more privileges. But, i cannot find what they call these Terraces or how they get moved up except as that they are moved up by showing religious devotion...which leads me to think, they are moved up as they level. Yeah that's pretty much what I found too. Was just wondering if anyone could find anything else. Oh well, guess I might just have to make them up, or something. Thanks for looking.
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Post by sheepdog on May 24, 2006 16:40:23 GMT -5
i want to be able to relate the date as given by the compass in the game to a calendar. This is not so I can perform human/oid sacrifices on the right days to appease soom bloodthirsty god, honest.
can you recommend a calendar thats appropriate for FRC ? and a list of "sacred" days so i know when not to perform those sacrifices? and how does the info given in the game relate to the calendar ? it would be useful to know what the year in game is also?
cheers sheepdog
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Post by Quadhund/Greenhouse on May 24, 2006 17:04:18 GMT -5
www.wizards.com/default.asp?x=dnd/frx/20050525xHere is a Forgotten Realms Calendar tool. Don't have my source books in front of me so i can't give you sacrifice days. Module is set in 1372 DR. Not quite sure what information that you are referring to (your third question).
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