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  1. - Top - End - #1
    Ogre in the Playground
     
    Chambers's Avatar

    Join Date
    May 2010
    Location
    The South
    Gender
    Male

    Default The Dream of Cormanthyr [OOC]

    Welcome to the game! I'll be using this first post as a clearinghouse for information about the game. I'm a little busy today so I probably won't get the IC thread up until tomorrow. Come in, choose a speech color and chat amongst yourselves.

    IC Thread.

    {table=head]Player|Character|Status
    PairO'DiceLost|Ayorra Selskhiva|Active
    userpay|Dane Everson and Aria|Inactive
    Heavensfury|Tyriel Ardentwings|Active
    rypt|Linvala|Active
    BelGareth|Corran Narlberth|Active
    Toliudar|The Dreamer in Birch|Active
    The Great Skenardo|Delphine Bolthollow|NPC
    The Great Skenardo|Wen Shu|NPC
    Oh My God|Valinor Silvenruth|NPC
    Bindin Garoth|Aranel Falassion|NPC
    Vael|Sydil|NPC
    TheFallenSon|Mithranix The Brightstar|NPC[/table]

    Also, please repost all relevant character information in this thread.

    Spoiler
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    "What once was lost may yet be found,
    What pride has slain let love renew,
    A dream of all, within it bound,
    What once was lost may yet be found."

    - Llsevele's Call, sung on the day the Srinshee returned the Crown Blade.



    Kahvoerm united the People into one,
    Arcaror into Cormanthor, and the People sang.

    Sakrattars broke shield and spear against the Twisted Tower,
    fell so others may live, and the People sang.

    Sinaht fought a battle fought once before,
    the Twisted Tower stood, and the People sang.

    Miirphys built the temple to Sehanine,
    imprisoned the Trio Nefarious, and the People sang.

    Tannivh finished what had not been done before,
    the Twisted Tower fell, and the People sang.

    Eltargrim stood side by side with elf and dwarf and man,
    the Warblade was lost to the Drow, and the People sang.

    Aravae died before she could wield the Crown,
    Myth Drannor fell, and the People sang.

    - The Line of Irithyl

    The Elves rule once again in Myth Drannor and the Crownblade has been returned. Cormanthyr has a second chance at fulfilling Coronal Oacenth's prophecy, yet there are many threats to the recovering Elven nation.

    The mythal lays dormant, the seeds of high magic lost when Evereska burned. The Artblade and Warblade are still missing and the Drow are not content to go back to their caves. Long shadows fall on Cormanthyr from returned Netheril and their ally Cormyr is in civil war with two kings claiming the throne.

    His dream may die a second time, but the Elves will not be cowed into surrender. Myth Drannor is theirs by birthright and blood paid; it will not be taken again.

    Abbreviated Timeline
    Spoiler
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    1371 DR. Year of the Unstrung Harp.

    A red dragon leads an army of orcs and goblins and despoils much of Cormyr. The dragon and King Azoun IV slay each other in battle, leavin an infant heir on Cormyr's throne.

    Evermeet, Island of Elves, is nearly destroyed by a sneak attack of rebel elves and drow. The twin spires of the Towers of the Sun and Moon are destroyed. Elvish High Magic is lost.

    The Harpers divide into factions because of the departure of Khelben the Blackstaff.

    The League of the Silver Marches is formed by High Lady Alustriel of Silverymoon.

    1372 DR. Year of Wild Magic.

    During Hammer the ancient floating city of Shade appears over the Anauroch, as the archwizards of Netheril return to Faerûn.

    On Midwinter night, the god Bane returns to Faerûn, bursting forth from the skin of Iyachtu Xvim. With his divinity restored Bane quickly gains the portfolio of fear, restoring him to a Greater Power

    In the waning months of the year Lloth falls silent, denying the Spider Queen's priestesses their spells.

    Evereska is besieged by horders of phaerimm and their thralls.

    1374 DR. Year of Lightning Storms.

    The daemonfey Sraya Dlardrageth frees the fey'ri imprisoned within the Nameless Dungeon. Her army of orcs, ogres, and fey'ri is defeated by the elves of the High Forest and forces from Evereska, Evermeet, and Silverymoon.

    The crusading army of Evermeet combined with the forces of Sembia and the Dalelands defeat the Fey'ri legion and retake the city of Myth Drannor in the name of the Elves.

    1375 DR. Year of Risen Elfkin.

    Halaster Blackcloak dies amidst earthquakes in Waterdeep and his soul is shattered into hundreds of fragments.

    Vhaeraun is killed by his sister, Eilistraee, when he attempts to enter her realm and assassinate her, in the process granting his portfolio to her.

    The same adventurers who led the rebellion against the Zhents in Shadowdale foil a plot by the shadovar to obtain a copy of the Nether Scrolls.

    1376 DR. Year of the Bent Blade.

    House Jaelre and Clan Auzkovyn are routed from the Elven Court by the forces of Myth Drannor.

    The Zhentarim conclude the war with Myth Drannor. A negotiated peace treaty between Fzoul Chembryl and Ilsevele Miritar leaves the forest to the elves, the lands north of Hillsfar and Dagger Falls and the rule of the Zhentarim, and gives the Black Network free passage along the Moonsea Ride and Rauthauvar's Road.

    1377 DR. Year of the Haunting.

    The Srinshee returns to Myth Drannor and offers Ilsevele Miritar the Rulers' Blade. Ilsevele humbly accepts it and takes the title of Coronal.

    Source: The Grand History of the Realms.


    Useful Information


    Reference Key for Map
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    Cormanthor District
    "Place of Duty"

    C1 Noble Villa: House Moonglamaer
    C2 Noble Villa: House Silverspear
    C3 Business: Samblar's Swords
    C4 City Building: Caste Cormanthor
    C5 Noble Villa: House Neirde
    C6 Noble Villa: House Hawksong
    C7 Noble Villa: House Haevault
    C8 Noble Villa: House Ammath
    C9 Noble Villa: House Raedrimn
    C10 Festhall: Serpentspires
    C11 Noble Villa: Khaalvandar
    C12 Library: The Ursplindaar
    C13 Business: Blackbuckle's Wines & Tonics
    C14 Inn: Saunder's Halls
    C15 Noble Villa: House Dahast
    C16 Wizard's Domicile: Blackstar Tower
    C17 Noble Villa: House Omberdawn
    C18 Temple: The House of Song
    C19 Noble Villa: House Starym
    C20 Guild Hall: The Onaglym
    C21 Noble Villa: House Ulondarr
    C22 Noble Villa: House Maerdrym
    C23 Wizard's Domicile: Gargoyles Hall
    C24 Gate: The Silversgate
    C25 Wizard's School: Dragondark Tower
    C26 Noble Villa: House Mistrivvin
    C27 Wizard's Domicile: Jendark's Tower

    Sheshyrinnam District
    "The Homes of the Faithful"

    S1 Open Market: The Westfields
    S2 Wizard's Domicile: Crownfrost Towers
    S3 Tavern: The Fall of Stars
    S4 Temple: The Throne of Thought
    S5 Temple: The Parentree
    S6 Tavern: The Dancing Dryad
    S7 Temple/Library: The Scholars' Hope
    S8 Tavern: The Ample Chalice
    S9 Temple: House of the Night's Sun
    S10 Tavern: Silvershield Hall
    S11 Temple: The High Axes Hall
    S12 City Building: Ildrannath's Tower
    S13 Temple: The Heartforge
    S14 Dancing/Dining Hall: The Gorgontyr
    S15 Noble Villa: House Miritar
    S16 Wizards' School: Windsong Tower
    S17 Temple: The Weave Mistresses' Hearth
    S18 Temple: The Crescent Court
    S19 Noble Villa: House Llundlar
    S20 Temple: Silverbeard's Loft
    S21 Library: The Sanctorium
    S22 Wizard's Domicile: Sundamar's Tower
    S23 Temple Shaundakul's Throne
    S24 Temple: The Gleaming Hall
    S25 Festhall: The Masks and Mirrors
    S26 Inn: Skullwhispers House
    S27 City Building: The Wing Stables
    S28 Business: The Shop of Secrets
    S29 Guild Hall: The Speculum

    Kerradunath District
    "The End of Privation and Want"

    K1 Tavern: The Blue Lute
    K2 Noble Villa: House Symbaern
    K3 Wizard's Domicile: Halpaeril's Tower
    K4 Gate: The Honorsgate
    K5 Wizard's Domicile: Summerstars House
    K6 Noble Villa: House Iliathorr
    K7 Wizards' School: The Irithlium
    K8 Rowhouse: "Magelings' Manor"
    K9 Noble Villa: House Nightstar
    K10 Noble Villa: Battlehelm House (Home of the Clan Faerondar)
    K11 Temple: The Winds' Nest
    K12 House/Villa: Bilrose
    K13 Festhall: Erladden Towers
    K14 Inn: Daggerdark Hall
    K15 Festhall: Tyrintar's Hall
    K16 Numerous: The Nests
    K17 Guild Hall: The Anvil
    K18 Inn: The Wyvernwatch
    K19 Bath Hall: Merethyl's Ministrations
    K20 Warehouses: Résuael's
    K21 House: Drewuol Manse
    K22 Noble Villa: House Aunglor
    K23 Guild Hall: The Rose Blooming
    K24 Guild Hall: The Quill's Rest
    K25 City Property: Tilver's Dam/Glyrryrl's Pool
    K26 Wizard's Domicile: Gemblaunt Isle
    K27 Guild Hall: Silvershingles
    K28 Guild Hall: The Hall of the Open Book
    K29 Tavern: The Flaming Goblet
    K30 Guild Hall: Weave House
    K31 Guild Hall: Phoellus' Mill & Armory

    Dlabraddath District
    "The Ending of Labrad"

    D1 Numerous: The Rose Tree
    D2 Guild Hall/Inn: The Golansyr Inn
    D3 Inn: Owl Towers
    D4 City Park: The Meadow
    D5 Tavern: Curiosities Cold & Clear
    D6 Inn: The Pipe & Unicorn
    D7 Inn: Shuldin's Stonespire
    D8 House: Saundersûn
    D9 Warehouse: Phammar's Roots
    D10 Warehouse: The Krisomhal Shipping Company
    D11 Noble Villa: House Narlbeth
    D12 Festhall: The Heart of Sisiaara
    D13 Wizards' School: The Incanistaeum
    D14 Tavern: The Treants' Treat
    D15 Guild Hall: Brethren's Bow Hall
    D16 Inn: Shamblin's Towers
    D17 Temple: The Tower of the Hand
    D18 House: Telvandel House
    D19 Inn: Delchomedar's House
    D20 Noble Villa: House Audark
    D21 Business: Chalsarda's Scents & Perfumes
    D22 Guild Hall: Builders' Manse
    D23 Business: Halister Bloodmark, Scribe &
    Bookmaker
    D24 House: Ellisar's Rest
    D25 Wizards' School: The Six Tyryl Towers
    D26 Dance/Dining Hall: The Wandering Ioun
    D27 Park: Greeners' Glade
    D28 Warehouse: The Droamar Dome
    D29 Row House: Madame Pykkaen's House
    D30 Guild Hall: Feasts Faermiir
    D31 Guild Hall: Naturalists' Hall
    D32 Warehouse: The Fellowship's Stores
    D33 House: Bhaltair Hamblassil
    D34 Tavern: Tyryl's Tankards
    D35 Row House: The Axe's Rest
    D36 Guild Hall/Festhall: The Lady's Laugh
    D37 Business: Undiall Hegaeril: Furs, Silks, & Cloth
    D38 Guild Hall: The Chorale Club
    D39 Tavern: The Overfull Jack
    D40 Temple: Lover's Glade
    D41 Business: Baelemoan Windriver, Harp-Maker
    D42 Wizard's Domicile: Jalbaerth's Tower
    D43 Noble Villa (Ruins): Dlardrageth Keep
    D44 Wizard's Domicile: Nanchan's Tower
    D45 Noble Villa: House Haladar
    D46 Library: Uvaeren's Legacy
    D47 Dancing Hall: Moontapestry Hall
    D48 Business: The Clanstones Fistcarat
    D49 Business: Hammerswift Smithy
    D50 Noble Villa: House Pholont



    Elven Language references. Candlekeep. Forgotten Realms Wiki.
    Dwarven Language references. Dwarven Dictionary (Scottish Gaelic), English to Scottish Gaelic



    Knowledge Checks
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    Dreams. History. Planes. History. Spellcraft. Arcana.
    Mythal. Arcana. History.
    Windsong Masters. Local.
    Elven Houses. Nobility/Royalty.
    Lathanil Greenvine. History.
    Lathanil's Selu-kiira. Local.
    Elfblades. History. Local. Religion.
    Prophecy. Religion. Arcana.
    Treants Treat: Local
    Portals: Arcana
    Earthquakes: History or Local
    Spellfire & Lady Symrustar Auglamyr Spellcraft & Knowledge Local
    Shaping Magics & Earthquake Spell (Arcana & Spellcraft)
    Notable Diviners (Religion & Nobility/Royalty)
    Dream (Religion)
    Auantiver Labryinth (History)
    Last edited by Chambers; 2013-12-15 at 08:18 PM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

  2. - Top - End - #2
    Ettin in the Playground
     
    AmberVael's Avatar

    Join Date
    Apr 2006
    Gender
    Female

    Default Re: The Dream of Cormanthyr [OOC]

    Sydil will speak in navy.

    Prepared Spells
    Spoiler
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    Level 0
    Spoiler
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    Archivist
    • Amanuensis
    • Create Water
    • Detect Magic
    • Mending


    Wizard
    • Domain Slot: Acid Splash
    • Arcane Mark
    • Dancing Lights
    • Ghost Sound
    • Prestidigitation

    Level 1
    Spoiler
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    Archivist
    • Entangle
    • Healing Lorecall
    • Obscuring Mist
    • Omen of Peril
    • Resurgence


    Wizard
    • Domain Slot: Mage Armor
    • Alarm
    • Benign Transposition
    • Disguise Self
    • Endure Elements
    • Floating Disk
    • Grease
    • Magic Aura
    • Nerveskitter
    • Ray of Enfeeblement
    • Silent Image
    • Unseen Servant

    Level 2
    Spoiler
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    Archivist
    • Barkskin
    • Burrow
    • Divine Insight
    • Lesser Restoration
    • Wind Wall


    Wizard
    • Domain Slot: Web
    • Glitterdust
    • Gust of Wind
    • Heroics
    • See Invisibility
    • Shatter
    • (Left Unprepared)

    Level 3
    Spoiler
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    Archivist
    • Crumble
    • Daylight
    • Magic Vestment
    • Quench
    • Remove Curse


    Wizard
    • Domain Slot: Stinking Cloud
    • Control Temperature
    • Fly
    • Gaseous Form
    • Great Thunderclap
    • Major Image
    • Tongues

    Level 4
    Spoiler
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    Archivist
    • Control Water
    • Freedom of Movement
    • Greater Blindsight
    • Panacea
    • (Left Unprepared)


    Wizard
    • Domain Slot: Summon Monster IV
    • Assay Spell Resistance
    • Dimension Door
    • Greater Invisibility
    • Greater Mirror Image
    • Magic Missile (Quickened)
    • Shadow Conjuration

    Level 5
    Spoiler
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    Archivist
    • Blizzard
    • Control Winds
    • Greater Magic Weapon (Chained)
    • Greater Stone Shape
    • Surge of Fortune


    Wizard
    • Domain Slot: Web (Quickened)
    • Doom Scarabs (Empowered)
    • Fabricate
    • Greater Blink
    • Orb of Fire (Ocular)
    • Telekinesis
    • (Left Unprepared)

    Level 6
    Spoiler
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    Archivist
    • Greater Dispel Magic
    • Heal
    • Find the Path
    • Word of Recall


    Wizard
    • Domain Slot: Summon Monster IV (Repeated)
    • Moonbow (Empowered)
    • Move Earth
    • Ruby Ray of Reversal
    • Superior Resistance

    Level 7
    Spoiler
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    Archivist
    • Control Weather
    • Master Earth
    • Wall of Salt (Quickened)


    Wizard
    • Domain Slot: Summon Monster VII
    • Energy Immunity
    • Greater Shadow Conjuration
    • Greater Teleport

    Level 8
    Spoiler
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    Archivist
    • Arc of Lightning (Empowered, Quickened)
    • Stormrage


    Wizard
    • Domain Slot: Wall of Stone (Quickened)
    • Mind Blank
    • Moment of Prescience
    • Polymorph Any Object




    Character Details:
    Spoiler
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    Important Elements

    While Sydil has the pale and ethereal features of a moon elf, she is in fact a szarkai, an albino drow. She spent years being trained for the task of infiltrating surface elf society, and has spent over fifty years of her life living among them in deep cover. As far as she knows, no one but her drow masters are aware of her secret.

    Due to a variety of factors, from her basic nature to the fear and submissive loyalty her trainers attempted to instill in her, Sydil is a very quiet and meek person. She is content to watch and listen, and more hesitant to act unless it is truly needed. This has helped her hide her identity across the years.

    There are few who have mastered magic as completely as Sydil has. Armed with labyrinthine arcane and esoteric knowledge, Sydil commands wizardry and divine powers with equal ease. Despite her tendency to back away from the spotlight, she is well known for her capabilities.

    While Sydil typically turns her magic to the restoration and regrowth of Myth Drannor, she is equally powerful on the battlefield. When she is needed, Sydil is capable of completely altering the face of battle, raising ramparts from nothing and sending deadly evocations to destroy the enemy. She is not officially counted among the forces of the newly risen city, but has worked with them with surprising frequency. When a skilled spellcaster is needed, the military often turns to Sydil.

    Because of her power and acclaim, numerous factions and organizations vie for Sydil's attention and participation. If she accepted any of their offers, she would surely have much to gain, and would swiftly rise in the ranks... but it would also put more scrutiny on her, both from opposing factions and her own. Due to the secrets she needs to keep, Sydil has avoided such alliances so far.


    Goals

    Though she would never dare voice the goal, Sydil dreams of finding and wielding the lost Artblade. Everything she knows about the blade and herself tells her it is foolish and impossible, but nonetheless, she wishes it could happen. She has sometimes idly researched into ways to accomplish the task, and other times searched for hints to its location, but she has never really devoted herself to the possibility. Yet, if she saw a real chance to find and claim it, she would pursue it with unusual fervor.

    Sydil needs to be able to confront her past. She dreads it and wishes to ignore it as long as possible, but the cogs of fate are moving, and she will undoubtedly be moved with them. Either her real identity will be discovered, or her masters will command her to move forward with her mission- either way, this facet of her cannot be kept secret and avoided forever.


    Secrets

    While Sydil is in theory a drow agent, she has spent so long among the surface elves that she has a great deal of doubt and unease about her role. She has gained more friends and ties among the citizens of the newly formed Myth Drannor than she ever had among the drow, and without them nearby to command and reinforce her loyalty, it has waned and nearly died completely. Yet the drow are thorough and ruthless, and she is sure they have some way to keep her in line or eliminate her if they need to. When the time comes to take up her role, Sydil is unsure what she will do.

    The military of Myth Drannor is heavily considering drawing Sydil further into their confidence and offering her an official rank, something Sydil's drow superiors greatly desire. However, the military is cautious, and will certainly investigate Sydil further before deciding how to proceed. They might discover her secret if Sydil isn't careful- but if they don't, the drow will push Sydil to betray them.


    People

    Hezail is Sydil's sister, and is in many ways her opposite. A proud and dark skinned drow, Hezail relishes the tests her society throws at her, and has always overcome them and grown stronger as a result. Yet, Hezail is revolutionary in her own ways. While she has some distaste towards the surface elves, she does not understand the xenophobic hatred towards them. She further has no care for Lolth, though she keeps that a careful secret. A strong warrior who wields divine magic in combat, Hezail believes the drow should turn to their own interests, investing further in their strength and putting their power towards claiming more of the Underdark. Despite their differences and the many years since they have seen each other, Hezail cares about her sister and wants to bring her home.

    An officer among the elven military of Myth Drannor, Celidae is a trained and capable strategist, as well as an excellent knight. She has worked with Sydil numerous times across the years, and is usually the one to request her aid when it is needed. Celidae is far more outgoing and gregarious than Sydil, and occasionally makes attempts to drag Sydil into the life of things. While Celidae is a close friend of Sydil, she is devoted to the protection of her people and country and might well choose her duty over her friend if Sydil's true nature came to light.

    Sydil is not sure what to think of August Elmbrow, but he is definitely a notable person in her life. An acclaimed sun elf archmage who served once as her tutor and is now her peer, he drifts between being a rival, coworker, and friend with incredibly fluidity. Endlessly curious and devoted to research, August has made many magical advancements, even if the majority of his experiments are fruitless. Failure never dampens his confidence or enthusiasm however, for he knows there are far more things that can be attempted than can actually succeed.


    Distinctive Elements

    Sydil can still remember one of the first nights she spent outside, and remembers watching the moonlight trickle through the forest canopy. She could feel the open world around her, but the ground beneath anchored her like roots so she could not drift away. The possibilities before her were terrifying and liberating, while the landscape was new and beautiful.

    "There aren't many people a person can trust. But you can trust family." This advice was given to Sydil by her sister Hezail, and she still remembers it. Hezail is the only person Sydil knows that she can trust with the full truth and can be open with.

    The lingering uncertainty and dread of when her orders will come has always clung to Sydil, but she has never received any commands or direction. Those times where she can forget it and set it all aside are rare and precious moments to her.

    Last edited by AmberVael; 2013-03-16 at 11:14 AM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Aug 2011

    Default Re: The Dream of Cormanthyr [OOC]

    Mithranix the Brightstar

    Description:
    Spoiler
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    A tall and powerfully built elven warrior. He has bright burnished coppery hair pulled back into a servicable top knot. His eyes are a deep green, that seem alight with a constant joke. Mithranix's armor is ancient beyond words, the fine mithril links are supple and subtle enought to be worn beneath his clothing, though he normally chooses to wear the armor proudly. His arms are equally old, the rapier, bow, shield and armor having all belonged to his blade guide many centuries past.


    Personality:
    Spoiler
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    Jovial and quick to smile, Mithranix is a friend to many and an enemy to few. He is a true believer in the dream of cormanthor and a firm supporter of the Coronal. His blade guide has tempered the brashness that once permeated much of his personality, he is far more likely to think things through and plan an attack.


    Allies:
    Spoiler
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    Many a Crusader from Evermeet calls him friend and blood brother.

    Flewdourian Flamioan, a elven illusionist of some power. A childhood friend and early adventuring companion

    Harold Blacktooth, a a half elven reaver and barbarian retired from active reaving..he hired Mithranix many years ago, they have been friends for nearly 70 years.

    Stumpy Stoneheart, Dwarven innkeep in Waterdeep. and former adventuring companion, a fighter of great skill.

    Delayna the Jaderose, a seamstress in Evermeet that has stolen his heart.

    Most of the Eternal Order considers him a friend and ally, newer members...that could be left to question


    Enemies:
    Spoiler
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    The Drow houses that once controlled the Elven Court.

    Illisur Theyuritar, a newly annointed memeber of the Eternal Order, he is a a scion of house Theyuritar, a petty noble house with ideas of granduer. The two have had words on how the Order should be run.

    Lallara, the Thayan Zulkir of Abjuration...he embarrassed her during his time as a slave, a slight the woman has never forgotten.

    Yarath Green Bones, a Lich in Mulhorand who worked through proxies to hire Mithranix and an old adventuring band of his to raid a rivals tomb, the adventurers betrayed their employer when they found out he was an undead abomination and destroyed the items he requested they bring to him.



    History:
    Spoiler
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    Born nearly two centuries ago in Tangle Trees, Mithranix's tale is long and convaluted. He had fought drow in the ruins of Myth Drannor, been a reaver on the sword coast, a mercenary in Mulhorandm a theif in Calimport, a Mage Hunter, a Thayan Gladiator during a five year stint in captivity, an adventurer, an explorer, and now, now as he nears his middle years he is a man changed.

    The recent wars in Evermeet and Cormanthor have changed him a great deal. He met his Blade Guide, Allistron the Greylord of the Sundered Tower, an ancient warrior of Myth Drannor, a member of the Eternal Order, a group of elven warriors sworn to the protection of the elven peopler. Allistron had fought the holding action that allowed the defenders of that doomed city to escape so many centuries ago. The two met while MIthranix fought a loosing battle with in the ruins themselves. He was part of an adventuring group of elven warriors charged with taking the exploration of one of the greatest cities of their people. They were ambushed and overwhelmed quickly...rather than run for his life, the young warrior stood his ground and fought like a cornered dragon, his blade lashed out again and again, taking down all comers. For nearly three days he fought, never giving ground...his wounds were grevious, his body battered and bloodied. Impressed by the young warriors strength, Allistron revealed himself and lent the man his strength...the battle ended soon after that. Trapped within the crumbling city...his only friend and ancient and extremely knowledgable ghost, Mithranix explored the ruins, and claimed the armor and weapons of his new teacher, he also laid the man to rest in the proper ways.

    From their he began a quest for others like himself, other men and women who could become part of the Eternal Order, after several years he found them, in Evermeet. The group had kept its existence a secret for many generations, members infiltrating all facets of the society. Most members found themselves acting as guardsman, scouts, rangers, and warriors for the kingdom, the elders acted as members of councils and noblemen. All of them awaiting a great cause to call them to action. Many say to becareful what you wish for....the Year of the Unstrung Harp brought doom to Evermeet. Drow and dissedant rebels began an attack that shook his new home to its very foundations. The Towers of the Sun and Moon were destroyed and Elvish High Magic were lost to his people. The battles were viscious and violent, there was little order and fighting happened in the streets of the cities, on the docks and in the wilderness. Battles became very personal and close. Many were slain. It was during this time of darkness that the Eternal Order revealed itself, it's warriors armed and armored in the ancient regalia of ages long past. They became a rallying point for the men and women fighting for their homes, and soon the drow and rebels were routed...it was...a great day...a sad day, but one for celebration none the less. The Order was firmly re-established...many young warriors flocking to its banners, the idea of placing kin and country before oneself appealed to the masses...few nobles joined the ranks at this time.

    Evermeet mustered it's new warrior order and it's army of crusaders to march on ancient Cormanthor, to free the ancient city of their ancestors from the Fey'ri abominations that now called it home. It was here, during this time, when war was real and the Eternal Order and its warriors formed a hard vanguard for the elven nations that the world truly began to appreciate them for what they were, began to appreciate Mithranix for what he was. He became a commander in his own right, leading his warriors in many glorious charges and battles throughout Cormanthor. He became a general in the war to retake the Elven Court, his battalions holding strong against the vile drow that had destroyed his peoples kingdoms so long ago...they held their ground and were part of the forces that routed the last of the drow forces. When the smoke cleared and the final battles were one...the Order had re-established itself as a force for the protection of the elven people. When the Srinshee named a new Coronal, every blade bent the knee and swore allegeince to Ilsevele Miritar and Miritar alone. Now he stands, a man showered in honors, in glories, his sword sworn to the new Coronal. Ready and wiling fight for his people.

    Mithranix will speak in green.

  4. - Top - End - #4
    Ettin in the Playground
     
    PairO'Dice Lost's Avatar

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    Default Re: The Dream of Cormanthyr [OOC]

    Ayorra will be speaking in Olive.

    Sheet: Ayorra Selskhiva, Witch of Rashemen

    Background:
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    History

    Six Decades Ago: A young girl stands at a small window in a simple bedroom in Rashemen; to her left stands her older brother, Emmevar, named for his uncle. The cheerful laughter from her parents and friends outside filtering through the bedroom door brings a happy smile to her face. She has just returned from a feast, at which it was announced that Ayorra was to become Wychlaran and Emmevar was to become an Ice Troll Berserker. For two children to be chosen from one family at such a young age is a great honor, hence the feast. Emmevar will face dangerous combat training within the tenday, while Ayorra will stay in the relative safety of Old One tutoring. Her trials and training will test her later; for now, she enjoys her last few days with her brother.

    Five Decades Ago: A girl sits beside a shrine under a large tree; before her is her mother, a powerful Hathran in her own right. Her mother is attempting to persuade Ayorra to study the arcane arts, as she did and as did her mother before her, but the girl is distracted. Her eyes can only focus on a boy standing off in the distance, separated from her by a wide span of ice: her first love, Taladrik, wearing the robes of an acolyte of Mystra, the same robes he wore when he was initiated. Her mind is here, with her mother, but her heart is there, with him. Torn between the two, Ayorra makes a decision. She will not merely study the arcane or merely channel the divine, she will do both. It will be difficult, but she will persevere, for she is Wychlaran.

    Four Decades Ago: A young woman stands atop a frozen hill at sunrise, a fierce smile on her face; to her right stands Emmevar, her brother and a strong young berserker, and together they make a more than capable team. A battlefield lies spread out before them, and together the two dance between defensive positions, weave spell and metal into a seamless whole, forge their fellows into a single weapon against the Thayans, and finally complete their grand design. Emmevar holds inner and outer defensive rings, the area secure now after many years of planning; Ayorra stands before a tall fortress of stone brought forth by her magic. She cannot raise blades in combat as the berserkers do to help them hold this new position, but she can support her brother in his efforts, and his love sustains her in turn. They cherish the moment...until a single Thayan mage who has crept past the defensive position, unseen in the dimness, strikes Emmevar down with a bolt of death magic. She slays the Thayan but it is too late for Emmevar, and a piece of Ayorra's heart dies with him.

    Three Decades Ago: A noble lady stands in a field with her beloved; behind her are their closest friends. This field holds bittersweet memories for her, for she has attended many burial rites here for young warriors taken before their time yet has also attended many wedding rites here for young couples bonded for many years to come. She has given many bodies of friends and relatives to the ice here, and has given many hands of friends and relatives in marriage here. This is a turning point in Ayorra's life, for she has given up the hot-blooded, impulsive battles and destructive magic of her past for the cool-headed, reflective study and constructive magic of her future; she, a fully-realized Hathran, and Taladrik, a fully-realized Vremyonni, will lead Rashemen's next generations to greatness.

    Two Decades Ago: A woman stands atop a frozen hill at sunset, a contented smile on her face; to her right stands Taladrik, her lover and a wise old Vremyonni, and together they make a more than capable team. A forge lies spread out before them, and together the two dance between fireplaces, weave spell and metal into a seamless whole, forge their possessions into a single symbol of their love, and finally complete their grand design. Taladrik holds his wife's betrothal and wedding rings, the tokens enchanted now after many years of marriage; Ayorra stands before a cozy house of earth brought forth by her magic. She cannot craft items as the Old Ones do to help him weave the enchantments on her rings, but she can support her lover in his efforts, and his love sustains her in turn. They cherish the moment...until a single Thayan assassin who has crept across the Rashemi border, unseen in the dimness, strikes Taladrik down with a bolt of disintegration. She slays the Thayan but it is too late for Taladrik, and a piece of Ayorra's heart dies with him.

    One Decade Ago: An old woman sits beside a shrine under a large tree; she is alone, a powerful Hathran in her own right. A fellow Hathran is attempting to persuade Ayorra to remain in Rashemen and counsel her people, as she did and as did her mother before her, but the woman is distracted. Her mind's eye can only focus on a man standing off in the distance, separated from her by a wide span of years: her only love, Taladrik, wearing the robes of a high priest of Mystra, the same robes he wore when he was slain. Her mind is here, with her Sisters, but her heart is there, with him. Torn between the two, Ayorra makes a decision. She will not merely serve her people or merely seek vengeance abroad, she will do both. It will be difficult, but she will persevere, for she is Wychlaran.

    Less Than a Decade Ago: An ancient woman stands at a large window in a palatial bedroom in Cormanthyr; to her left stands her nephew, Emmevar, named for his uncle. The polite laughter from the courtesans outside filtering through the bedroom door brings a sorrowful smile to her face. She has just returned from a feast, at which it was announced that Ayorra was to become an ambassador of sorts for the Rashemi, aiding the elves against their many foes. For a Wychlaran to be chosen to serve Rashemen outside its borders at such an advanced age is a great honor, hence the feast. Ayorra leaves for dangerous combat within the tenday, while Emmevar will return to the relative safety of Old One tutoring. Her experience and training will be tested later; for now, she enjoys her last few days with her last surviving family member.

    Important Elements

    Ayorra Selkhiva is a powerful Othlor, one of the wisest and most experienced Hathran, who in her youth wove arcane and divine energies together to support the Rashemi berserkers against enemies of her people and today weaves them together to support her new elven allies against their own enemies. In her almost seven decades Ayorra has risen quickly through the Wychlaran and has become a respected and revered leader. Her travels outside Rashemen with her brother have resulted in new trade, victories against Thay, and other benefits for her people, and she and her husband Taladrik have trained dozens if not hundreds of young Rashemi in the mystical arts. Her life has been a tumultuous journey of joys and sorrows, but her innate goodness and sense of duty have remained strong, and the flame of her passion has been diminished but not extinguished.

    As her father, brother, and nephews died in battle over the years, Ayorra's taste for slaughter soured; by her thirtieth winter, she had given up the more overt battle magics and focused instead on magics of knowledge and protection, the better to support other warriors in their efforts without indulging in battle herself. Soon thereafter she wed her childhood love and mostly retreated from public life to focus on teaching, study, and leadership with him, and did not cast a spell in anger until Taladrik was slain in front of her. At that point, she had to face facts: her people were beset on all sides by enemies, and every man and woman was needed for the fight. She threw herself into researching a new method of weaving spells together at the start of battles to allow her to ward her allies as fast and as well as possible. Whle she is fully confident in the ability of her magic to protect her allies, she refuses to travel with any Rashemi bodyguards, as she cannot bear to lose any more friends due to them fighting alongside her.

    Several years later, in her studies of Hathran spirit magic, Ayorra discovered a means of binding her lost lover's spirit to her with a variation on a ritual for binding telthors (guardian spirits). She was not strong enough to resurrect him yet since his body was entirely desroyed many years ago--though she works hard to reach the point where she can bring him back--but she could draw on his love to guide her words, his knowledge to expand her magical repertoire, his strength to shape tools for her, and his personality to inhabit a raven's body as a familiar, which was his favorite form to shapechange into. Her sorrow for his loss is merely dulled, but having his presence with her strengthens her to do what must be done.

    Goals

    Ayorra is not an elf-friend as her late brother was, but as she frequently traveled with him to visit the elves (for only a Wychlaran can speak for the Rashemi, and who better to send than the sister of a Ruathar?) she was chosen as Rashemen's emissary to the risen Cormanthyr due to her personal power and experience with the outside world. The Rashemi wish to maintain good relations with the powerful elven nation now more than ever, as the Wychlaran have watched Thay's machinations with a wary eye for many centuries and they suspect that Thay has allied itself with the risen Netheril and has had a hand in the civil war in Cormyr--though of course they can't prove anything either way. A common ally against both threats would prove immensely valuable.

    She has a personal stake in this fight as well. Her husband of many years was slain by a Thayan assassin, and though Ayorra had not gone to battle for many years, this slaying of her lover on top of the deaths of so many other relatives at Thayan hands was the final straw. She sought out whatever information she could find on the assassin's master, and though the Thayans are skilled at concealing their true motives and natures Ayorra was able to determine that this master, whoever he or she is, was involved in plotting against the elves. Most outside Rashemen would dismiss her concerns, saying that she is seeing Thayan plots in every shadow, but she is quietly confident that fighting alongside the elves will give her an opportunity to avenge her lost loved ones.
    Last edited by PairO'Dice Lost; 2012-08-07 at 01:08 PM.
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


    Spoiler: Sig of Holding
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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Won a cookie for this, won everything for this

  5. - Top - End - #5
    Bugbear in the Playground
     
    userpay's Avatar

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    Default Re: The Dream of Cormanthyr [OOC]

    Dane will talk in sienna and Aria in dark orange.

    Names: Dane Everson and Aria (dragon name Aurixhysvear)
    Races: Aasimar and Gold Dragon
    Classes: Paladin 15//Favored Soul 6/Ruathar 3/Cavalier 6 and Special Mount
    Alignments: Lawful Good

    Description
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    Dane looks similar to other humans, his skin is a normal healthy tan, he’s somewhat tall, well built, and a friendly yet chiseled face, but that is where the similarities end. As a result of his celestial heritage his eyes are blue flecked amber and his hair a soft golden color which he keeps cropped close to his helmet. He has a commanding presence as befitting a paladin of celestial blood yet doesn’t give the feeling of superiority that some do.

    Personality
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    Dane, when not actively pursuing evil, loves to live a normal lifestyle. Despite his childhood he has come to not only be a great paladin, but one who looks forward to the next day, who doesn’t have the same aloofness others of his few “race” often develop in life. He laughs, cries, and bleeds just like the man next to him. Dane does not feel like he is owed anything for his actions and feels blessed with what Corellon Larethian hath given him in return, his life and companion Aria.

    Backstory
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    Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
    1) See description
    2) See personality
    3) Dane was born to a serving woman under service to the noble Kerland estate within Deepingdale. Several members of the family seemed to take offense at Dane’s obvious mixed heritage, moreso at the strangeness of it. At the age of 10 Dane’s inherent abilities manifested, light bursting forth from a thrown stone and drawing attention to a sudden assault by undead and saving the life of the highest ranked noble’s son Marcus. Later investigation showed potential signs that the attack had been led by drow though no solid evidence could be found. While Dane had made a fast friend that day, and the respect of several nobles, the boy’s mother on the other hand couldn’t be dissuaded that Dane had something to do with the attack despite the fact that Dane’s intervention had helped prevent it. As a result Dane was banished from the household and came to live in a mixed heritage orphanage run by elves.
    4) Perhaps wiser than many of the members of the Kerland estate the elves that ran the orphanage recognized Dane for what he was and eagerly took the child in. While there the young aasimar made note of a shy, wispy half-elf not much older than he. Often times she would be off playing by herself and when class time came she would be nowhere to be found. One day Dane happened to be running late to class and was cutting through a little used part of the orphanage. Curious at the sound of voices stemming from a small courtyard Dane stumbled upon one of the eldest instructors talking to a small golden dragon, who turned into the wispy half-elf out of surprise. The elders of the orphanage were not pleased that their secret had been uncovered but Dane was allowed to stay under the condition that not only was he to keep Aria’s identity a secret but to help bring the reserved dragon “out of her shell”. Suffice to say they were not prepared for just how closely the duo would become friends as time went on, much less when Dane began to not only exhibit further magical prowess but that its divine nature stemmed from Corellon Larethian.
    5) After joining the elves once he came of age Dane and Aria distinguished themselves several times over in various conflicts against drow and orcs alike. Yet it wasn’t until 1374 DR during the war with the fey'ri, and the subsequent retaking of Myth Drannor that the duo rose to prominence after rescuing several elven regiments from ambush. It was soon after this, and their conflict with Galdirien Larenlynnthor, that Dane and Aria received the title of Ruathar in recognition of their exploits.
    List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
    1) Despite the unnaturalness of it Dane harbors the wish to extend his lifespan. Not that the man wishes to live forever, far from it, but such that he might spend more time with Aria. Perhaps it was when the elves gifted Dane with the title of Ruathar that realization of this desire came to the fore but the aasimar hopes that his search will always be with good intentions.
    2) Similarly Dane wishes to ask Aria for her hand in marriage yet has thus restrained himself over fear of his relatively short lifespan compared to hers.
    3) While Dane has thought of it little, though I’m sure many elves have wondered about this, I would like to see the reason why Corellon Larethian deemed fit to have a “human” champion serving him come to the fore.
    4) While it wouldn’t be a goal persay I do have a possible interest in Dane becoming adopted by a high ranking elven official though this could also have already happened as part of becoming Ruathar. A potential tie in for #1 and 3.
    Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
    1) Aria (dragon name Aurixhysvear): Childhood friend and ally of Dane with a bond strong enough to make one think they were married. Met in an orphanage and became friends after Dane accidently caught her transforming.
    2) Marcus Kerland: The Head of a prominent noble family in Deepingdale he was saved by Dane’s intervention as a child. After he became Head Marcus was quick to rescind his mother’s banishment of Dane and opened the families doors to his friend. When not with the elves or spending a few days alone with Aria at their home
    3) Galdirien Larenlynnthor: This Sun Elf druid was a prime opponent in Dane becoming Ruathar, much less a dragon rider when he learned of that, preferring to keep elves separate from the human races as much as possible. This unfortunately became an obsession that led to Galdirien’s downfall amongst his peers when he outright attacked Dane with powers foul to elven sensibilities convinced as he was that humans would eventually bring such destruction to the elves and land anyway. Driving the crazed elf off did much to solidify Dane’s place in elven society. (idea is that Galdirien may have gone Blighter or similar, unfamiliar with evilish druid prcs)
    Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
    1) When the subject of extending one's life comes up Dane pays notable interest in what is said.
    2) Dane tends to be a little more easygoing than other paladins in the sense that he enjoys to explore and travel, taking after some aspects of his deity.
    3) Dane is rarely far from Aria’s side. Some might even say he is overprotective of her.
    4) Dane will sometimes be found messing with small rocks, creating various shapes out of amusement. A favorite pastime of his is using his magic to create toys for children.

    Lair
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    Dane and Aria have built a home between Deepingdale and Battledale amongst the low mountains that run along the Dale's edge. Far enough from danger to be peaceful yet close enough so that the duo can easily venture forth to aid their friends.

    Hollowed out by a combination of magic and ingenuity the home consists of large general use chamber with a corridor leading to several smaller rooms. Sleeping quarters, storage, bathing, and the like. While comfortable it is sparsely furnished due to the duo's tenancy to travel. The entrance is cunningly hidden underwater in a nearby lake.
    Avatar by RPGsr4me

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  6. - Top - End - #6
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: The Dream of Cormanthyr [OOC]

    Can't wait for this bit of adventure to get started. Nothing like saving an entire people eh?

  7. - Top - End - #7
    Ogre in the Playground
     
    Chambers's Avatar

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    Default Re: The Dream of Cormanthyr [OOC]

    IC Thread!

    I found this map of Myth Drannor. Should be useful to get a general idea of the layout of the city.

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    Also, spell checking my posts for this game is fun, and by that I mean goggle needs to add Elven to it's language database.

    Edit: By the way, the assassin/Coronal bit was a dream. She's not dead.
    Last edited by Chambers; 2012-08-09 at 08:41 AM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

  8. - Top - End - #8
    Ogre in the Playground
     
    Chambers's Avatar

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    Default Re: The Dream of Cormanthyr [OOC]

    Something I wasn't clear about; the dreams are affecting everyone except Sun Elves. So Moon Elves, Wood Elves, Half-Elves etc are getting the dreams in addition to all the non-elven people in Myth Drannor.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

  9. - Top - End - #9
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: The Dream of Cormanthyr [OOC]

    Working on my first IC post, it will be coming from an iPhone...so I'm taking my time.

  10. - Top - End - #10
    Ogre in the Playground
     
    Chambers's Avatar

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    Default Re: The Dream of Cormanthyr [OOC]

    That map looks nice but it's not very useful for landmarks and directions. I found this one that's a little difficult to look at but it's labeled. The comments for the labels are apparently from when it was still inhabited by the daemonfey. In the four years since the elves have retaken it they've repaired it.

    Spoiler
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    MAP KEY:

    1 – Cormanthor Castle. The castle is completely intact, but we found it an impregnable stronghold of devils and gargoyles.

    2 – Speculum. The old mages' hall is in disastrous condition. Our attempts to descend into the hall met with attacks from devils and a mutation of a mind flayer.

    3 – House of Song. The old Oghma temple is largely intact, but we had no time to research it. Strange music emanted from the temple at times. We have noted it for our next expedition.

    4 – Tyrintar's Hall. This building is haunted by undead. The central banquet hall still is relatively intact, but undead dine there.

    5 – Irithlium. The walls of this old hall of magic still stand, and the dungeons beneath its ruins may have potential, but a curse affects mages here. Regardless of what precautions we take, we suffer severe headache and fall unconscious in this area.

    6 – 6 Tyryl Towers. The upper parts of this school were mostly blasted away in the Battle of the Army of Darkness, however, the two westernmost towers still stand. These are to be avoided at all costs. They are haunted and guarded by some sort of magical ghost. Much of the subterranean area of this school of wizardry remains intact, but the old lich of the school, Azimer, is too temperamental and insane. Somehow, he decided we were allies of the missing prince of Scardale, Lashan, and he be¬came quite determined to destroy us, succeeding to some extent. We were forced to flee. The next expedition should be prepared to destroy this lich, so that we can conduct our research properly.

    7 – Shaundakul's Throne. There is evidence that this temple honored a forgotten god named Shaundakul. We were unable to tell whether he was an elven or human god, but we suspect the lat¬ter.

    8 – Dragondark Tower. The upper levels of this school of wizardry were completely destroyed, but there are signs that lower levels still may be reachable with proper equipment.

    9 – Windsong Tower. The walls of the greatest of Myth Drannor's wizard schools still stand, but whatever is to be found is underground. We entered these levels and found them highly intact but also filled by a pervasive, sickly magic that tried to draw us inwards and succeeding in winning some of us, who did not return again.

    10 – Ursplindaar. This library doubtless held knowledge that was priceless, but everything that is on this site was blasted away, and we found no trace of it.

    11 – Sanctorioum. This great library too has vanished beyond all trace.

    12 – Incanistaeum. This was our one success. The upper levels of this great school of magic are partially intact but have been emptied of all treasure. We did succeed however in searching the first underground level, and this was the source of most of the magic returned to the keep from this expe¬dition.

    13 – Tower of the Hand. The temple to Azuth may house lost Myth Drannor's greatest magical treasures, but as far as we can ascertain, the temple has vanished completely.

    14 – Hall of the Guild of Naturalists. The eastern face of the hall has been blasted away, but the remaining walls still stand intact. However, this structure would more rightly be called the Hall of the Guild of Stirges. We turned back.

    15 – Glyrryrl's Pool. This area too is completely mage cursed.

    16 – Thelenaeum. The old hall of mage philosophers may indeed prove to be another great discov¬ery. The upper level is fully destroyed but the subterranean entrance seems to have been fully pro¬tected by rubble. We descended a ladder in a shaft some 200 feet/60 m deep and checked the be¬ginning rooms. We had the impression the Thelaneum has been genuinely abandoned since the fall.

    17 – Lathander's Farm. This colony of purposeless priests seems to have set up a protective zone around its settlement that keeps devils out. We sought no contact or strife with the Morning Lord's priests – this time.

    18 – Burial Glen. This is a doubly dangerous area. Undead haunt it by night, devils steal tombstones and drop them upon your head by day.


    Edit: And here's a higher resolution version of the first Map. Link for those with slow connections.

    Here's a reference key for the above map.
    Spoiler
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    Cormanthor District
    "Place of Duty"

    C1 Noble Villa: House Moonglamaer
    C2 Noble Villa: House Silverspear
    C3 Business: Samblar's Swords
    C4 City Building: Caste Cormanthor
    C5 Noble Villa: House Neirde
    C6 Noble Villa: House Hawksong
    C7 Noble Villa: House Haevault
    C8 Noble Villa: House Ammath
    C9 Noble Villa: House Raedrimn
    C10 Festhall: Serpentspires
    C11 Noble Villa: Khaalvandar
    C12 Library: The Ursplindaar
    C13 Business: Blackbuckle's Wines & Tonics
    C14 Inn: Saunder's Halls
    C15 Noble Villa: House Dahast
    C16 Wizard's Domicile: Blackstar Tower
    C17 Noble Villa: House Omberdawn
    C18 Temple: The House of Song
    C19 Noble Villa: House Starym
    C20 Guild Hall: The Onaglym
    C21 Noble Villa: House Ulondarr
    C22 Noble Villa: House Maerdrym
    C23 Wizard's Domicile: Gargoyles Hall
    C24 Gate: The Silversgate
    C25 Wizard's School: Dragondark Tower
    C26 Noble Villa: House Mistrivvin
    C27 Wizard's Domicile: Jendark's Tower

    Sheshyrinnam District
    "The Homes of the Faithful"

    S1 Open Market: The Westfields
    S2 Wizard's Domicile: Crownfrost Towers
    S3 Tavern: The Fall of Stars
    S4 Temple: The Throne of Thought
    S5 Temple: The Parentree
    S6 Tavern: The Dancing Dryad
    S7 Temple/Library: The Scholars' Hope
    S8 Tavern: The Ample Chalice
    S9 Temple: House of the Night's Sun
    S10 Tavern: Silvershield Hall
    S11 Temple: The High Axes Hall
    S12 City Building: Ildrannath's Tower
    S13 Temple: The Heartforge
    S14 Dancing/Dining Hall: The Gorgontyr
    S15 Noble Villa: House Miritar
    S16 Wizards' School: Windsong Tower
    S17 Temple: The Weave Mistresses' Hearth
    S18 Temple: The Crescent Court
    S19 Noble Villa: House Llundlar
    S20 Temple: Silverbeard's Loft
    S21 Library: The Sanctorium
    S22 Wizard's Domicile: Sundamar's Tower
    S23 Temple Shaundakul's Throne
    S24 Temple: The Gleaming Hall
    S25 Festhall: The Masks and Mirrors
    S26 Inn: Skullwhispers House
    S27 City Building: The Wing Stables
    S28 Business: The Shop of Secrets
    S29 Guild Hall: The Speculum

    Kerradunath District
    "The End of Privation and Want"

    K1 Tavern: The Blue Lute
    K2 Noble Villa: House Symbaern
    K3 Wizard's Domicile: Halpaeril's Tower
    K4 Gate: The Honorsgate
    K5 Wizard's Domicile: Summerstars House
    K6 Noble Villa: House Iliathorr
    K7 Wizards' School: The Irithlium
    K8 Rowhouse: "Magelings' Manor"
    K9 Noble Villa: House Nightstar
    K10 Noble Villa: Battlehelm House (Home of the Clan Faerondar)
    K11 Temple: The Winds' Nest
    K12 House/Villa: Bilrose
    K13 Festhall: Erladden Towers
    K14 Inn: Daggerdark Hall
    K15 Festhall: Tyrintar's Hall
    K16 Numerous: The Nests
    K17 Guild Hall: The Anvil
    K18 Inn: The Wyvernwatch
    K19 Bath Hall: Merethyl's Ministrations
    K20 Warehouses: Résuael's
    K21 House: Drewuol Manse
    K22 Noble Villa: House Aunglor
    K23 Guild Hall: The Rose Blooming
    K24 Guild Hall: The Quill's Rest
    K25 City Property: Tilver's Dam/Glyrryrl's Pool
    K26 Wizard's Domicile: Gemblaunt Isle
    K27 Guild Hall: Silvershingles
    K28 Guild Hall: The Hall of the Open Book
    K29 Tavern: The Flaming Goblet
    K30 Guild Hall: Weave House
    K31 Guild Hall: Phoellus' Mill & Armory

    Dlabraddath District
    "The Ending of Labrad"

    D1 Numerous: The Rose Tree
    D2 Guild Hall/Inn: The Golansyr Inn
    D3 Inn: Owl Towers
    D4 City Park: The Meadow
    D5 Tavern: Curiosities Cold & Clear
    D6 Inn: The Pipe & Unicorn
    D7 Inn: Shuldin's Stonespire
    D8 House: Saundersûn
    D9 Warehouse: Phammar's Roots
    D10 Warehouse: The Krisomhal Shipping Company
    D11 Noble Villa: House Narlbeth
    D12 Festhall: The Heart of Sisiaara
    D13 Wizards' School: The Incanistaeum
    D14 Tavern: The Treants' Treat
    D15 Guild Hall: Brethren's Bow Hall
    D16 Inn: Shamblin's Towers
    D17 Temple: The Tower of the Hand
    D18 House: Telvandel House
    D19 Inn: Delchomedar's House
    D20 Noble Villa: House Audark
    D21 Business: Chalsarda's Scents & Perfumes
    D22 Guild Hall: Builders' Manse
    D23 Business: Halister Bloodmark, Scribe &
    Bookmaker
    D24 House: Ellisar's Rest
    D25 Wizards' School: The Six Tyryl Towers
    D26 Dance/Dining Hall: The Wandering Ioun
    D27 Park: Greeners' Glade
    D28 Warehouse: The Droamar Dome
    D29 Row House: Madame Pykkaen's House
    D30 Guild Hall: Feasts Faermiir
    D31 Guild Hall: Naturalists' Hall
    D32 Warehouse: The Fellowship's Stores
    D33 House: Bhaltair Hamblassil
    D34 Tavern: Tyryl's Tankards
    D35 Row House: The Axe's Rest
    D36 Guild Hall/Festhall: The Lady's Laugh
    D37 Business: Undiall Hegaeril: Furs, Silks, & Cloth
    D38 Guild Hall: The Chorale Club
    D39 Tavern: The Overfull Jack
    D40 Temple: Lover's Glade
    D41 Business: Baelemoan Windriver, Harp-Maker
    D42 Wizard's Domicile: Jalbaerth's Tower
    D43 Noble Villa (Ruins): Dlardrageth Keep
    D44 Wizard's Domicile: Nanchan's Tower
    D45 Noble Villa: House Haladar
    D46 Library: Uvaeren's Legacy
    D47 Dancing Hall: Moontapestry Hall
    D48 Business: The Clanstones Fistcarat
    D49 Business: Hammerswift Smithy
    D50 Noble Villa: House Pholont


    Anyone else have any loresites and/or maps about Myth Drannor that they'd like to share?
    Last edited by Chambers; 2012-08-10 at 01:08 PM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    PaladinGuy

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    Default Re: The Dream of Cormanthyr [OOC]

    Sneaky Hathran...I didn't see her on approach, oh my. I will wait for the rest of our party to comment before I engage you in conversation dear witch! And I will have to search for info to pass along for the good of the group

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    Default Re: The Dream of Cormanthyr [OOC]

    Don't worry I will be posting IC at some point today, I didn't over the past few days as work decided to put me on double morning shifts which impaired my writing ability.
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    Default Re: The Dream of Cormanthyr [OOC]

    Mithranix: History Check

    In between the Shaar and the eastern edge of Calimshan is a land known as the Border Kingdoms. Sitting on the southern front of the Lake of Steam, these petty baronies, dukedoms and short lived monarchies fight amongst each other for dominance and wealth. One current 'kingdom' is named Adaerglast and it's ruled by two Wizard-Kings, supposedly brothers. They took over the region by their spells and constructs and sent dreams to the populace that made them dream of the two brothers as their king.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Ayorra: Mythals (Arcana 29)

    Of the two known ways to create Mythals (Elven High Magic to create Wizard Mythals and the Nether Scrolls to create Mythallars), both require access to High Magic. As artifacts of great power the way to repair them is similar in function to how they were created, and that knowledge of High Magic is currently banned by Mystra.

    It's theoretically possible that a mythal could be used to bypass the abjurations and other wards of those within it's area, for example to allow fire to burn the immune or dreams to affect those who don't sleep. Most mythals were used to protect their inhabitants and ward off their enemies but the massive and complex powers of a mythal are nearly limited only by imagination, forethought and spellwork.

    This would mean that for what was happening to be happening, there must be a mythal in use - and Myth Drannor's mythal is clearly still inactive.

    Ayorra: History/Dreams (History 42)

    The tales of Adaerglast are well known to you, as you've heard verifiable reports that the two Wizard-Kings are powerful enough to have rebuffed even Red Wizards from their kingdom. The stories paint a picture of two men obsessed with power and without a hint of conscience of who they have to kill to maintain it. Whether that's connected to their adept use of dream magic isn't known, but both mages are reported to display a high talent for unusual and inventive spellwork, unfortunately mostly used to oppress their populace.

    Before they rose to power they were students at a wizard academy in eastern Murghôm, a place that was destroyed during a rebellion led by some students. It's believed that the two brothers stole many spellbooks and other items of power from the academy before destroying it and have used them to cement their grip on the people in their kingdom. Mages rarely enter Adaerglast this day and for good reason as the Wizard-Kings scry on those within their land and lay waste to those with magical talents from afar. Tales are easier to escape with than farming tools however, and so brief descriptions of their spells and power have filtered out of the kingdom.

    While powerful, the reports of the dreaming magic they use indicate that it is not unique spellwork as it matches the descriptions of other high mages dream magic used elsewhere across Toril.

    You also recall that Oneiromancy is a field of specialty among some Red Wizard diviners.
    Last edited by Chambers; 2012-08-17 at 08:06 AM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    I think I'd like to get roll results before I make Sydil's response, so here are some knowledge rolls for her...

    To try and recognize the more precise magical effect of the dreams- I'm assuming spellcraft is more appropriate since it is something that has been occurring, and to Sydil too, so she's had a chance to see it in action. Knowledge Arcana is there too just in case.l
    Spellcraft: (1d20+29)[41]
    Knowledge Arcana: (1d20+27)[44]

    The second message seems almost like a divine portent to Sydil. Might there be any veracity in that? If not, what kind of magic could hijack the dream spell?
    Knowledge Religion: (1d20+27)[41]
    Knowledge Arcana: (1d20+27)[30]

    What mythals have been created in the area of Myth Drannor? (Even ones thought to be destroyed or no longer working or what not).
    Knowledge History: (1d20+27)[28]

    Aaaand... this is kind of a stretch, but I can't think of a better roll, so just in case, Knowledge Local. What mages in the Windsong might have conducted research on this topic, and who would be the best specialist to go to? Is there anyone who is known to be good with dream magic?
    Knowledge Local: (1d20+27)[39]

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    Sydil: Dreams (Spellcraft 41)

    The dreams appear to be taking control of a persons normal dreaming and manipulating the wild dreamstuff into visions of terror and fear. As the dreams are spread over a wide population it seems like it would be easier to have the forced dream have basic parameters for finding what is fearful instead of crafting individual dreams for each sleeper. That may explain why so many people find themselves having similar nightmares, as the forced dream pulls certain images, thoughts, and emotions from each person, the thoughts and emotions that are the strongest will be usually be related to their current lives and about the community they live. As people share similar basic thoughts and emotions about a particular thing, such as unsolved murders in their city, those thoughts and emotions will be at the forefront of their consciousness and easily picked up by such a spell.

    Not all of the dreams are the same however. People have reported dreams where events in the dream were specific to that person and related to their own personal past. These seem to be the exception to the rule and most likely the byproduct of the forced dream parameters for manipulating the wild dreamstuff.

    Sydil: Dreams (Arcana 44)

    Dream magic is usually used to send a particular dream to someone or for sleepers to consciously enter the Plane of Dreams. Oneriomancy is not a widely studied field of magic as those who would wish to use it are often frustrated by the relatively random nature of their results. Controlling a single persons dream is much simpler than precise interpretation of dreams in general and those wizards who do practice it usually couch their results in unnecessary layers of mysticism to shield themselves from monarchs and patrons that are unhappy with their interpretations.

    Sydil: Message (Religion 41)

    It's not unheard of for the Gods and Goddesses of Toril to send messages or visions to their worshipers, either as a warning or prophecy. The immense power the deities hold make it easy for them to bypass the normal restrictions of magic and reality and a message such as the one received by the Coronal is in line with a deities capability.

    The message itself seems to be a prophecy of ill-fate. There are a few deities that hold Fate within their portfolio, though Savras might be the only one that would care about the fate of Myth Drannor enough to send such a message. The Lord of Divination cares for mages and wizards, serves Mystra and concerns himself mostly with matters of magic and spell, knowledge and fate. With the return of the Crown Blade and possible resurgence of Cormanthyr and the mythal of Myth Drannor, it's conceivable that he could be turning one of his many eyes towards events in the City of Song.

    Sydil: Message (Arcana 30)

    Mortals are restricted in ways the deities are not but with magic many things are possible. There are many methods that a mage might use to produce such an effect. It could be as simple as a Sending interacting strangely with the magic of the forced dream. Other possibilities include a mage Scrying on the Coronal and using a spell to create an illusion of the message, both auditory and visual, though the illusions would have to be projected to where the Coronal was and at the time she was dreaming. Scrying would also be required to view her at the same location and its safe to assume that the Coronal has wards against such magic.

    Sydil: Myth Drannor Mythal (History 28)

    The only reported mythal being created in Myth Drannor is the one that gave the city it's name. There are no other tales or stories of other mythals in the city.

    Sydil: Windsong Masters (Local 39)

    The Masters of the Tower are familiar with many esoteric forms of magic and they've been experimenting with spells to help protect people from the nightmares, with little success. While those test subjects under the protection of Restful Slumber appear to be warded against nightmares sent by the Masters, the spell fails to provide any protection against the nightmares sent to the whole city.

    While there isn't a living mage among the Masters that is an expert in Oneriomancy, you have often heard them refer to a deceased elf wizard by the name of Lethanil Greenvine, a specialist in the field who lived centuries ago. Instead of keeping written notes he employed the power of a selu'kiira to record his thoughts and spellwork. Unfortunately Lethanail's selu'kiira was lost when Myth Drannor fell.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    @Chambers: Mithranix did mercenary work in Calimshan during his youth, one of his adventures could have brought him into conflict with the rulers of Adaerglast? Or maybe he heard of them through companions from that time. Could be a resource to delve into...if that is the route we are supposed to take...not that you would tell us that...hmm this question string seems a tad silly now.

    @My Companions: So many interesting threads to follow. I will say that Mithranix feels a tad out of sorts...useless at the moment...built more for the slaying of men and beasts...hehe...hehe....yeah. So anyways I think I am going to try and use my ghostly familiar Blade Guide spirit pal to see if he has any ancient and archaic insight.....yes. So...get ready for akward spirit conversation at the breakfast table...ohhh I know...I can have him manifest his body? Or do you think that would freak out our host and hostess?

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    @TheFallenSon

    The Wizard-Kings of Adaerglast are relatively recent history (last 50 years or so). I don't really have a route laid out for you all to take. The way I run games is to create the problem and figure out the methods and motivations of the 'villains'. I'll throw clues and hints out to the party, but how you guys want to handle this is entirely up to yourselves. Given the high level of magic that the party has available it'd be kinda futile to plan a specific plot, and I mostly run with broad outlines that get filled in with details when needed.

    Consulting with the Blade Spirit is fine, but I think it'd be a faux pas for you to just summon him a body for him, especially in front of a non-elf, Ayorra (Dane and Aria would get a pass as Ruathars).

    Also can you please not use so many ellipses and stick to regular punctuation? It makes it hard for me to parse what your character is doing.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Yeah, sorry about the ellipses. It is an old habit, I honestly couldn't even tell you where it started. I will work on that for ya.

    I believe you are right about the full bodied apparition bit. I am pretty sure that is a no no. Also thanks for the clarification on your plot designs.

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    Knowledge (The Planes) check: (1d20+27)[42]

    Just need a 3 or above...

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    Just saw an add for Baldurs Gate enhanced....hell yeah. That sounds so awesome.

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    Knowledge (Planes): (1d20+26)[37]
    Better to DM in Baator than play in Celestia
    You can just call me Dice; that's how I roll.


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    Quote Originally Posted by abadguy View Post
    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Won a cookie for this, won everything for this

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    Dane: Nobility & Royalty (DC 19) (there are other Major and Minor Houses, but these are the ones that you recall first)

    House Durothil
    This most ancient of the gold elf clans of Faerûn has been among the higher families of every major elven civilization on Faerûn for over 15 millennia. However, their presence in Arcorar and Cormanthyr was always fleeting, since many of them fled Aryvandaar during the Crown Wars and headed west to Evermeet. The few that remained in Cormanthyr as House Durothil were among the pacifists from Yrlancel and Myth Ondath or the few survivors of Uvaeren. Now, after centuries among the more martial elves of Cormanthyr, even this clan has entered the ranks of the military, most notably the lesser cousin Ahskahala Durothil, the Akh'Velahrn commander of the Wing & Horn cavalry (gold dragon riders, your superior officer).

    The House Archmage is Kuornos Durothil, a powerful mage known as the Starseer. Though you're unfamiliar with the particulars of his talents, anyone able to earn the title Archmage could accomplish these magics.

    House Ealoeth
    Among the richer of the clans of Cormanthor, the Ealoeths across the years have become skillful manipulators of the People and Not-People alike. No true and incontrovertible evidence ever connected the Ealoeths with any wrongdoings, and they were socially powerful enough to demand respect from allbut the most senior Houses of the City of Song. Still, whispers and gossip abounded that the last three Lords of House Ealoeth sponsored certain mercantile interests in the colonies south of the forests, and these interests linked them with known assassins and other, much darker deeds.

    The House Archmage is Yrthraetha Ealoeth, whom many suspect hold the position within her House not out of magical talent but from political maneuvering.

    Court Magi
    Any of the ten that make up the Court Magi are capable of this magic. The two High Court Mages, the Srinshee and Shyael Ildacer are most likely the two most powerful mages in Myth Drannor, aside from the Masters of Windsong Tower. Each of the six Court Mages command considerable power and the two Court Sages each have a century of service as Armathor.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Realized i should probably throw some dice for my blade guide, so here it is mates.
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    Knowledge History: Information about the wizard mentioned earlier.
    (1d20+12)[31]


    Going to roll a local check and a history check for myself to see if his order has pulled that particular selu'kiira from the reclaimed city or if he has heard more of it.
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    Knowledge Local: (1d20+23)[32]
    Knowledge History: (1d20+23)[25]


    Then...because of Dane's genius, I will roll a local to see what the word around town has been.
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    Knowledge Local: (1d20+23)[32]


    Then a history and religion check to see if I have ever heard a prophecy or story where the three elf blades have to be brought back together.
    Spoiler
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    Knowledge History: (1d20+23)[34]
    Knowledge Religion: (1d20+23)[41]


    So many checks...this is the first time I have ever had skills, or knowledges to check to help the party. Feels kinda nice.

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    Default Re: The Dream of Cormanthyr [OOC]

    The local under the comment about dane was supposed to be for local info on the elfblades.

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    History: Lethanil Greenvine (DC 31, via Blade Guide telepathy)

    "Arfaern Lethanil died before I was born, but I remember some stories about him. According to those that knew him he was kind-hearted and gentle, never having used the Art in battle to harm another. He was primarily a researcher at Windsong Tower, ever seeking new ways to use the Art and experimenting with the Reverie. It was well-known that he was fascinated by the N'Tel’Quessir's ability to dream and he sought ways to experience this himself; he saw dreaming as an ill-understood source of prophecy, each dream foretelling the dreamers fate and destiny. I'd heard that he attributed the N'Tel’Quessir's insatiable drive to build and conquer as misinterpretations of their dreams, and that if he could divine how to properly interpret their dreams they would become more peaceful."

    "Whether he succeded or not, I do not know. He died well before he should have passed on to Arvandor. They found him dead in his bedchambers one morning, still wearing his selu'kiira, with no signs of struggle or violence. The priests that tried to speak with his spirit were unable to find him, leading to the rumor that he had gone somewhere else to rest besides Arvandor. Beyond this I do not know."

    Local: Lethanil Greenvine's selu'kirra (DC 32)

    While Myth Drannor still stood many of the precious artifacts and treasures that were not kept within the families House were assigned to the Blades for sake keeping. Often the Masters of Windsong would request that the Blades store any potent magical artifacts within the Tower, and the two groups would keep watch over them. The last known location of Lethanil's selu'kirra was within a warded vault in the basement of Windsong Tower, though it was raided and stolen during the daemonfay and drow occupation.

    There have been rumors over the past year that a few noble Houses have begun to slowly reacquire some of their lost heirlooms from a merchant in the city. Whomever the dealer is, he or she has avoided the open markets and the Houses rumored to have business with the merchant have publically denied buying their stolent heirlooms back, though the rumors persist. Many of the minor Houses are outraged that the more wealthy Houses are suspected of dealing with the merchant, as the poorer minor Houses apparently can't afford the merchants black market prices.

    History: Elfblades (DC 34)

    The story of the Elfblades is the story of Myth Drannor; forged from bonds of unity, destroyed by hate and mistrust. The three blades were created to fulfill the dying request of Coronal Oacenth. "If we are to survive as the People, one coronal must vow to unifty the tribes of this great land. One coronal must unify sun and moon, sky and sea, and tree, root, and earth, that all may achieve a long-lasting peace and strenght in unity." At the time the forst Cormanthor was still called Arcorar and the People had yet to be united under a common banner. To decide who among them would be fit to be the Coronal over all the People, high mages from the Elven Court crafted the three blades.

    Each elfblade is rumored to be sentient and has specific ideas about who will be allowed to wield it; each also serves as the symbol of legimate authority within Cormanthyr. Whomever can draw the elfblades from their scabbards is deemed fit to rule, judged by the elfblades themselves. Arcor Kerym, the Crownblade, was recently returned by the Srinshee, while the Warblade (Aryvelahr Kerym) is rumored to be held captive by the Drow deep in the underdark. The Artblade, Aryfaern Kerym, disappeared with the body of Spell-Major Josidiah Starym when he sacrificed himself to help defeat the army of yugoloths during the Weeping War.

    Some sages think that the Artblade was transported to Arvandor along with the remains of Spell-Major Starym, while others propose that it removed itself to a hidden location on Toril to repair itself and wait for a new wielder. The Warblade was thought to be held by the drow in the city of Maerimyda, though Coronal Ilsevele has reported within the last year that she's received information that the Warblade has been taken to the surface, though she does not know the exact location.

    Local: Elfblades (DC 32)

    When the news that Coronal Ilsevele had sensed the movement of the Warblade to the surface was reported there was a great clamor among the Houses and debates about whether to send an army after it or to rely instead upon a small expeditionary force. Without the protection of the mythal, Myth Drannor could not afford to send its army elsewhere, so small teams were sent to scout for it. The Coronal remained secretive about how she knew that the Warblade had surfaced and could only give a general direction for it's location, but that proved enough as the elven scouts determined that the drow had taken it up to the Twisted Tower, their long-time surface keep that has changed owners between the drow and surface elves many times over the centuries.

    Religion: Elfblade Prophecy (DC 41)

    As far as you can remember, you know of no prophecy that relates to the Elfblades. Some sages have noted this and surmise that it might be because the Elfblades were forged in order to create a new destiny for the People, and due to the High Magic used in their creation that the three blades reside outside the realm of prophecy and fate.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Default Re: The Dream of Cormanthyr [OOC]

    I found a cheap copy of the AD&D Forgotten Realms grey box and have scanned two of the maps from there. I've also found a map of the battle of the Weeping War, but it's kinda hard to read.


    Myth Drannor - Year of the Tusk

    Myth Drannor - Year of the Worm

    Map of the Weeping War.

    I've also reorganized the index of Knowledge Checks in the first post, arranging them by Subject and then Skill. Should be easier to consolidate information that way.
    Last edited by Chambers; 2012-08-23 at 10:06 AM.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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    Default Re: The Dream of Cormanthyr [OOC]

    Since some of you seem fairly well versed in what homebrew is around I wish to request some assistance with a class concept. Essentially what I'm looking at is using music/instruments to channel the elements, one element is fine though more is even better. I know of some ways to do this with printed material (Seeker of the Song, Sublime Chord, Dragonfire Inspiration) but I wanted to see if any of you might know of some homebrew classes/PrCs/ect that might aid this concept.

    One idea I had is a bard/warlock with the warlock's power being from a source other than infernal and possibly create a flaw that requires perform/instruments to channel or somesuch. Thus a bard/warlock PrC might be something to consider.
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    Avatar by Savannah

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    Ettin in the Playground
     
    AmberVael's Avatar

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    Apr 2006
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    Default Re: The Dream of Cormanthyr [OOC]

    I don't know anything that fits that exactly, but have you seen the bending classes from Avatar d20? All it would take is a tiny bit of modulation to make it perfect.

    The free pdf is here.

    You could probably just make their bending skill a special perform check and be done, really.

  30. - Top - End - #30
    Ogre in the Playground
     
    Chambers's Avatar

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    May 2010
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    Default Re: The Dream of Cormanthyr [OOC]

    I'd look at Stormsinger from Frostburn. It's a Bard prestige class that can manipulate the weather (i.e. elements) via bardic music. They can spend Bardic Music to do things like Gust of Wind, Control Winds, bolts of electricity and thunder claps, Control Weather, and Storm of Vengeance. Full Casting as well, so you get to keep advancing Bard spells.
    The Great Wave off Kanagawa by Hokusai Me.
    "We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"

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