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Post by louminator on Apr 7, 2005 17:32:35 GMT -5
Since Many As One is still in the process of moving, I'm not sure that he is available to answer your question any time soon. So I'll go ahead and see if I can give you one.
If you are asking if it is possible to be willingly afflicted with lycanthrope, then the simple answer is: Yes, provided you can find a willing lycanthrope that won't just kill you in the process.
On the other hand, if you are curious whether this is a desireable state for a worshipper of Malar (cleric or otherwise), I would direct you to read up on the People of the Black Blood.
from Lords of Darkness The People of the Black Blood consist of several tribes of lycanthropic Malar-worshipers living throughout Faerun's forests. They revel in their animal nature, attack those who invade their territory, and enjoy abusing those who blind themselves to all but the gnetler parts of nature. The People are most feared for the High Hunt, during which they kidnap a sentient being, release it in the forest, then hunt it as they would an animal. While Malar's clergy normally only calls for a High Hunt once a season, the People choose victims as frequently as once a month.
Given that they appear all over the continent and have little contact with each other, it is difficult to trace the origin of the People of the Black Blood. In all likelihood, Malar was inspired to bring the first tribe together after some of his worshipers were defeated by a group of Selunite shapechangers. Knowing as he does the value of hunting in a pack, Malar probably brought the first tribe together to kill a specific target. Since then, the groups have split and reformed, with lone members recruiting others and some divinely inspired by Malar himself to join under the name of the People.
The People have no interest in recruiting unless their tribe's numbers are running low. If they have a year of few births or an unusually large number of deaths, they simpy kidnap and infect children from nearby civilizations, raising them as their own once thee transformation to lycanthrope is complete.
More information can be found in Lords of Darkness and some other FR sources. If there is anything more specific needed, feel free to ask.
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Post by Lord_Raven88 on Apr 7, 2005 18:12:11 GMT -5
Since Many As One is still in the process of moving, I'm not sure that he is available to answer your question any time soon. So I'll go ahead and see if I can give you one. If you are asking if it is possible to be willingly afflicted with lycanthrope, then the simple answer is: Yes, provided you can find a willing lycanthrope that won't just kill you in the process. On the other hand, if you are curious whether this is a desireable state for a worshipper of Malar (cleric or otherwise), I would direct you to read up on the People of the Black Blood. from Lords of DarknessThe People of the Black Blood consist of several tribes of lycanthropic Malar-worshipers living throughout Faerun's forests. They revel in their animal nature, attack those who invade their territory, and enjoy abusing those who blind themselves to all but the gnetler parts of nature. The People are most feared for the High Hunt, during which they kidnap a sentient being, release it in the forest, then hunt it as they would an animal. While Malar's clergy normally only calls for a High Hunt once a season, the People choose victims as frequently as once a month. Given that they appear all over the continent and have little contact with each other, it is difficult to trace the origin of the People of the Black Blood. In all likelihood, Malar was inspired to bring the first tribe together after some of his worshipers were defeated by a group of Selunite shapechangers. Knowing as he does the value of hunting in a pack, Malar probably brought the first tribe together to kill a specific target. Since then, the groups have split and reformed, with lone members recruiting others and some divinely inspired by Malar himself to join under the name of the People. The People have no interest in recruiting unless their tribe's numbers are running low. If they have a year of few births or an unusually large number of deaths, they simpy kidnap and infect children from nearby civilizations, raising them as their own once thee transformation to lycanthrope is complete. More information can be found in Lords of Darkness and some other FR sources. If there is anything more specific needed, feel free to ask. Thanks for that Louminator, that's excellent info. I've recently bought the Forgotten Realms Player Guide (which updates FR to 3.5) and it introduces the possibilty of having Deity Specific Spells, which are acquired by spending a feat (initiate of *diety*) to gain access to the new spell list and abilities. Under the list for Malar there is a 4th level spell called "Strength of the Bear" which enables Malarites to use the physical abilities of the Lycanthrope form while in their humanoid form. As I haven't acquired the Forgotten Realms Campaign setting yet, I was wondering if Malarite Cleric's automatically gain Lycanthrophy upon entering the preisthood, or at some latter date. Hoopefully that sheds light on my question.
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Post by louminator on Apr 7, 2005 23:10:18 GMT -5
To answer your restated question, Malar has no influence over lycanthropes or lycanthropy. Lycanthropes, however, may find affinity with Malar by reveling in their bestial side, which is part of Malar's portfolio. Interestingly enough, there are some lycanthropes that find more connection with Selune, who is the moon of Faerun, and therefore has more direct control over the cycle of werecreatures that only transform when the lunar body is at it's brightest. In short, Malarites are not required to be lycanthropes, nor does Malar require it of his followers. It just happens that some lycanthropes appeal to Malar for their bestial nature, but otherwise are not necessarily connected to him. ((Incidentally, that spell "Strength of the Bear" was originally introduced in the 1st Edition Faith and Pantheons sourcebook, as were many of the spells you see today. ))
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Post by darkvoid on Apr 22, 2005 21:55:02 GMT -5
Can you give me bunches of info on Ilmater, his church, and normal mannerisms of his priests? Thanks!
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Post by cardinalpsyn on Apr 23, 2005 5:57:16 GMT -5
and if someone gets a chance and some time, i need a lot of information on Halruaa for a background on my character and general RP purposes. thanks.
Psyn
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Post by manyasone on Apr 27, 2005 15:01:08 GMT -5
Can I? Of course. Gimme an hour or two. Well, hm... I think that's do-able. I'll post some answers in a few.
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Post by Booze Hound on May 10, 2005 8:28:06 GMT -5
has anything bee resolved as far as Bhaal goes, or are we currently playing in the same timeframe as BGII? i mean...are there still Bhaal spawn running around?
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Post by manyasone on May 27, 2005 16:26:07 GMT -5
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Post by DM Justicar - Creator of FRC on May 27, 2005 19:38:03 GMT -5
has anything bee resolved as far as Bhaal goes, or are we currently playing in the same timeframe as BGII? i mean...are there still Bhaal spawn running around? Until you see FRC 1.0, which is hopefully coming around August 05' ... the time frame is 1372 midsummer. This (FRC 1.0) is when the calandar will start moving forward. You may also consider all actions now as prologue while the world forms around you.
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Post by darkvoid on May 27, 2005 21:25:30 GMT -5
That helps. Thanks a bunches!
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Post by darkvoid on May 30, 2005 17:48:51 GMT -5
Is there some kind of Faerunian timeline/history website?
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C'tair
New Member
Today is the first day of the Rest of Your life... Not Much to look forward to, is it?
Posts: 85
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Post by C'tair on Jun 2, 2005 9:12:55 GMT -5
hello, i have some questions regarding the arcane archer PrC's background. i'd like to know if an elven archer is able to become arcane archer even though he's not living in an elven community. especially interesting to know would be, if it's possible to to RP the process and events that let you become one IC on FRC. i don't own many source books and therefore don't have access to deeper informations regarding this PrC, so it would be nice if you could point me to the right source books too. thanks in advance.
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Post by thogrimur on Jun 5, 2005 22:21:58 GMT -5
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Jaguar
New Member
Put down your weapons and don't drink my treasure!
Posts: 1
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Post by Jaguar on Jun 8, 2005 18:34:28 GMT -5
i'd like to know if an elven archer is able to become arcane archer even though he's not living in an elven community. especially interesting to know would be, if it's possible to to RP the process and events that let you become one IC on FRC. Well, from a book standpoint most assuredly. As long as you meet the prerequisites for the Prestige Class, you can take it with the DM's approval. The Ic roleplay is the fun part though
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Post by StabbingNirvana on Jun 20, 2005 10:08:51 GMT -5
hey there. i was wondering if you could dig up any information on the knights of the merciful sword and the knights of holy judgment. any other tyrran knighthoods/organizations would be appreciated. the only thing i was able to find out was that the knights of the merciful sword were in arabel and aided in fighting off the invaders. thanks
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Post by Booze Hound on Jun 20, 2005 14:01:00 GMT -5
hey ManyAsOne, could you dig around for some info on The Hullack Forest? I need it for some Character origin stuff. I have looked around for it on the net and can't find much, but I am a terrible search enigeer. So if you know of any websites that might have info on it that would be cool too. Thanks man!
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Post by Spooks on Jun 20, 2005 14:48:17 GMT -5
What is the "Great Rift"? Is it a big ole canyon with cities in it? can I get some detailed info on it, if it isnt a bother?
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Post by MithrilBlade on Jun 21, 2005 8:22:15 GMT -5
The Great Rift is massive canyon, that reaches thousand feet below the level of the surrounding plains. It's about size of Sembia and full of Gold Dwarves (southern dwarven subrace), actually it's the ancestral home of them.
In matter of fact even thought Shield dwarves hold numerous extremely powerfully defended (easily exceeding any human cities in defence) settlements in the north, the Rift's dwarves still hold the most powerful dwarven kingdom of Faerun.
Basically the whole canyon is full of dwarven towers and it leads to the deeper realm, where the gold dwarves have built their home in three "towns": Eartheart, Hammer and Anvil, Underhome.
Most of the other info is related to gold dwarves but that was no longer the question so I won't go further in it. Hope that helps.
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Post by StabbingNirvana on Jun 21, 2005 8:32:22 GMT -5
just incase my question gets lost in page 5, ill repost it ...
'hey there. i was wondering if you could dig up any information on the knights of the merciful sword and the knights of holy judgment. any other tyrran knighthoods/organizations would be appreciated. the only thing i was able to find out was that the knights of the merciful sword were in arabel and aided in fighting off the invaders. thanks '
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Post by manyasone on Jul 13, 2005 16:48:42 GMT -5
Hey everyone... I've been out for a while... Looks like there's a rather large list of questions that I'll need to catch up on. I'll list the questions here so if I miss something, someone can point it out.
StabbingNirvana:
hey there. i was wondering if you could dig up any information on the knights of the merciful sword and the knights of holy judgment. any other tyrran knighthoods/organizations would be appreciated. the only thing i was able to find out was that the knights of the merciful sword were in arabel and aided in fighting off the invaders. thanks
logandoug:
hey ManyAsOne, could you dig around for some info on The Hullack Forest? I need it for some Character origin stuff. I have looked around for it on the net and can't find much, but I am a terrible search enigeer. So if you know of any websites that might have info on it that would be cool too. Thanks man!
I think that was it. At any rate, a HUGE thanks to everyone that helped answer questions in my absence. I really appreciate it. And as far as those questions go, I'm working on them right now.
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Post by manyasone on Jul 13, 2005 17:09:45 GMT -5
Okay!! Here's the answers I gathered. StabbingNirvana: In refrence to Tyrran followers, I gathered some things... AFFILIATED ORDERS: All of the above major centers are headed by influential and powerful clerics. Fighters, paladins, monks, and frequent rangers make up many of the patrols that are sent out by the temples to do the faith’s bidding. It is the “Hammers Of Justice,” however, that head most of these organized units and knightly orders that protect in Tyr’s name. The “Hammers Of Justice” are the highest order within the church, and is explained in much greater detail as a prestige class. A group of 12 female knights in Tyr’s name, travel the lands called the Sisters of Justice. It is led by the daughter of King Azoun IV, of The Great Kingdom; Alussair. Their main duty is to seek out those that have been usurping laws for their own benefits, and put an end to them. Another adventuring group is the Just Knights. There are about 170 of them currently, and they respond to those unjustly accused and/or punished. In the shield lands, brave knights of Tyr, called, The Knights of the Holy Shield, protect The Shield Lands from the nearby Bandit Lands. The Shield Lands has its own army, but the Knights of the Holy Shield make up the front lines. There are over 500 current knights of various classes and skill. Some of them are the legendary “Hammers of Justice.” The Knights of the Merciful Sword are a group of clerics that travel the land to exact justice and punishment upon criminals. They are the ones called upon to execute an infamous murderer. Their numbers exceed 2500 members, and they can be found in most major cities, where crime and punishment is common. A large knightly order, about 500 strong, known as The Hammers of Grimjaws, patrol the border of Ket to keep Vecna’s forces from crossing into the neighboring land of Bissel. Finally, although The Knights of the Great Kingdom, which are known as the most dominant cavalier force in Mydian, are not a specific order of Tyr, they are comprise of a large number of Tyrrans. MAJOR CENTERS OF WORSHIP: Tyr benefits from the “The Great Kingdom” the most in the way of worshippers. The good aligned mighty feudal kingdom has erected temples in each of it’s four provinces; the largest being in the Province of Culhaven, Hall of Holy Judgment, where the king himself is a devout attendee. The Feudal Monarchy of Bissel, benefits from a large center of worship, The Fortress Faithful, as they are often times the hammer that crushes invading skirmishes from the bordering land of Ket, as the good people of Bissel attempt to rebuild their once mighty nation from the enduring years of war with Ket, that nearly destroyed them. Another bright spot for the faith is the House of Tyr’s Hand, in Ahlysaerdry, where they try to bring law and order back to the empire stricken from inner turmoil and civil war. They are sent out in large well-armed patrols to route lawbreakers, and potential usurpers. Finally, Hammerfall Keep, rests on the border of the Bandit Lands, where the faithful are often, with their gleaming armor and lowered lances, the last thing many an invading bandit or humanoid patrol sees, as they protect the neighboring good people of Shield Lands, and Furyondy. Patrols are sent along the border to halt any transgressors from the Bandit Kingdom. PRIESTLY VESTMENTS: The vestments of Tyr are blue and silver robes with a white sash. A white glove is or gauntlet is worn on the left hand and a black one on the right to symbolize the loss of the god’s right hand. ADVENTURING GARB: For everyday use, most clerics of Tyr wear armor or practical clothing adorned on the shoulders and back with the symbol of the hammer and scales of Tyr. Most knights of the order wear the shiniest silver armor they can find, but practicality still holds sway over design, so they also try to wear the most protective type of armor as well. THE CHURCH: While some paladins preferring a straight black-and-white choice revere Tyr, he is most popular with the bureaucrats, judges, and merchants who make the entire system move efficiently. Worshipers of Tyr see the world in clear-cut moral terms; they like to see Mydian firmly cleansed and ordered by laws that are evenly and diligently applied. They are not very tolerant of other world views and do not find parody, mockery, or even questions about their faith amusing. Tyr survives very well I the civilized world, and most of his temples are in larger cities. The church of Tyr is a highly organized, formal priesthood that maintains internal rules and a system of fortified temples. At Tyrran temples, the faithful can find lodging, fresh mounts, healing, spell aid, weapons, gear, and holy advice. If a worshiper of cleric knows that she or he has stinted in service to the Just One, confession and penance are also available. Maverick titles among the clergy is few indeed, and self-titled names are frowned upon by the church, as this is a closely regulated priesthood. Should, however the church, with Tyr’s approval of course, grant a glorifying title to a member of its church, it is a special event indeed. A phrase descended from the faith of Tyr is “It’ll cost you an arm.” This is derived in fact from the high price Tyr had to pay for Fenris’ continued imprisonment. I hope this helps... There's a nice artical that came with all this info here: www.mydian.bravepages.com/tyr.htmlI'd suggest reading over it. Very good stuff. logandoug: This is what I got on the Hullack Forest... Hullack Forest: Once a part of the forest of Cormanthor (the ancient elven homeland, of which Myth Drannor was the capitol), the Hullack Forest used to define the eastern border of Cormyr. Over the prosperous reign of Azoun IV, people heavily settled the forest verge and cut it back substantially. The Hullack is almost a primeval forest, with dark valleys and hidden vales that have gone unseen for decades. Ghostly creatures and odd monsters pepper the local folklore, and orcs and goblins are frequent visitors from the Thunder Peaks. I'm sorry, that was all I could find that seemed even slightly useful... I hope it helps. Thanks for using ManyAsOne's Question Corner
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Post by manyasone on Jul 13, 2005 17:11:27 GMT -5
Again, I shall state my mission statement... ;D
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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 Thrym on Jul 13, 2005 20:03:33 GMT -5
I have a question concerning the laws of Cormyr, don't know if it really possible to answer it: It is about necromancy, especially animating undeads. Of course it is illegal to dig up some grave and animate the corpse inside, but it is against Cormyrian law to animate, say, an orc, to fight against foes of the kingdom (and yes I know it is evil... but the question is if it is illegal, not if paladins would not like it )? Shazzar
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Post by Keetena on Jul 13, 2005 21:21:30 GMT -5
animate dead is put a corpse at motion by the use of negative energy, negative energy isn't necessarily evil, even if you consider that evil uses, while good uses positive energy... but these are energies and not alignments, it is possible animate dead and be neutral, but not evil. But about the law I believe that is prohibited but I'll leave the confirmation to another person.
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Post by manyasone on Jul 13, 2005 23:06:41 GMT -5
Actually, negative energy is, by definition, evil (according to the D&D book of vile darkness sourcebook). Yes, it is usable by any alignement, but it is evil (kinda like how The Ring in Lord of The Rings is evil, but anyone can wear it). Excessive use of negative energy spells (particularly undead spells) may result in an alignment shift, a loss of clerical abilities and the need of an attonement spell to regain them, or the bane of a paladin... Likewise, if you are evil, excessive use of positive energy spells (more specifically, those that help others) can bring similar results.
Basically, raising the dead is ripping someone's soul from the afterlife and trapping it in a corpse with negative energy. Depending on the spell, they may or may not be mindless, but their souls are still trapped for as long as the spell lasts.
So, yeah... If you're evil, try not to cast goodie spells too often, and if you're good, don't create any undead.
*cough* sorry... haha... someone needs to smack me. I think I know everything... (truth is I know nothing. I just look it up in the sourcebooks).
Now then, as far as how legal it is, I make no rules in FRC, but judging from the information on Cormyr in the sourcebooks and the nature of Cormyr's rulers/people, I'm almost positive it is illegal. You may want to double check with a DM.
edit: Thank you for using ManyAsOne's Question Corner!
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Post by Keetena on Jul 14, 2005 4:39:10 GMT -5
I do have these two sourcebooks too... well, so disconsider my first speech, negative is evil, positive is good.... *sigh* to me they're energies but you're right... and truth must be said, makes sense.
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Post by MithrilBlade on Jul 14, 2005 8:22:52 GMT -5
As far as I know positive energy actually heals living, it is the power that keeps living things...well alive.
Negative energy is in the other side of the scale, any living who gets struck by it will suffer because it "negates" their living energy.
If you reach 0 from either side you need powerful spells for the energy to return into you (Animate Dead as negative dominant spell and Raise Dead as positive dominant).
There are planes for both of them too, but actually they can be fatal as well, when living creature goes into positive energy plane it gets too much of the energy and eventually blows up. I am not sure if this have been thought since some liches seem to be able to live forever in negative plane, but yeah...See the powers as electricity, two-sided energy that is in us all.
Also it is a fact that all evil clerics CAN cast healing spell, raise deads etc and their alignment won't change anywhere, I believe same goes for goodies in casting the "inflict" spells but animate dead is basically a spell that should in long range change alignment, actually most clerics COULDN'T summon undead, there is absolutely no way for cleric of Kelemvor to be even ABLE to raise undead from their graves for any reason.
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Manshin
Old School
FRC2 Build Team
Posts: 703
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Post by Manshin on Jul 14, 2005 11:22:00 GMT -5
Is that kind of like how Darth Vader's light sabre is red and luke's is green?
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Post by Quadhund/Greenhouse on Jul 14, 2005 12:06:50 GMT -5
Actually no, the blade color has nothing to do with negative/positive energy (also known as dark/light side of the force). Here is a quote from www.stuffo.com/sith1.htm:In the Jedi Order, each Jedi student makes a journey to get Illium Crystals for the lightsaber they will one day build. This journey is considered a rite of passage. As a result, Jedi sabers are many different colors depending on the crystals they find. There is no such ritual for the Sith. The Sith prefer synthetic crystals for their sabers. The synthetic crystals save the Sith the long trek to get Illium Crystals, provide more blade tuning options, and give Sith sabers their characteristic red blade. Other helpful information on lightsabers can be found here : electronics.howstuffworks.com/lightsaber.htm (I highly recommend reading the article on "Using your lightsaber around the home" ;D) Sorry to jump in on your forum ManyAsOne. I know you prolly knew all this already, but I figured since it wasnt found in FR source book, you might have a bit of trouble finding it
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Post by manyasone on Jul 14, 2005 12:26:02 GMT -5
Haha... Thanks, Quad... ;D
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