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Yossarin
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Posted: Wed, Dec 08 2010, 18:18 PM |
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Player
Joined: 23 Jan 2006
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You can have a beat. An assignment. Obviously the Jergali understand their limitations, but their goal is to somehow unlock mysteries and patterns and significances in the labyrinthine mystery of death.
If your assignment is "catalog significant deaths on the island of Amia", that should suffice for you. Leaves it up to you to determine what is significant. In my mind, to the most hardcore Jergali, every detail is significant, even if it doesn't seem that way at the time. It may be 100 millenium before the records of the death mean anything at all, but they still mean something.
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Uncle-Opustus
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Posted: Wed, Dec 08 2010, 18:32 PM |
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Player
Joined: 10 Jul 2007 Location: Finland
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Well, I sure as hell won't start writing a novella of every death in Amia. Mainly thought of not doing it the concrete way, but only emoting *scribble scribble* in almost any case of death, leaving the aforementioned occasions as exceptions. Not sure how tacky that seems to most people, though.
_________________ UCE THIS, YOU COW.
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Yossarin
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Posted: Wed, Dec 08 2010, 18:49 PM |
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Player
Joined: 23 Jan 2006
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Of course. You should never treat or use the details of these unique faiths or classes or jobs or whatever in a way that makes it unfun or uninteresting. You have to take the trope, the theme, the motif, whatever, and interpret it or use it in a way that is fun and interesting for you (because then you are motivated and it makes other people look at you having fun with it). Were I to play a Jergalite, I would probably have a ball because I would try to get myself recognized as a mortician attached to a major city (Cordor/Kohlingen) so that I have access to the dead and records of the dead all the time and probably have a high emphasis on clerical divination stuff. You know, those clerical spells that tell you how a corpse died, show you the last thirty seconds of its life, possibly predict sites of major carnage, etc. I guess maybe some Kelemvorites do this, too, but they don't do it for the mysterious purposes of a Jergalite.
I would love to play the character well enough to earn a DM approval stamp on divining future locations of mass slaughter, not so that my PC can stop them or prevent them in any way (he would never tell a soul!), but so that he can be nearby at the exact hour to witness the unfolding of a foretold death and see what poetry lies within it.
I would also maybe get a kick out of writing PC obituaries.
"The dwarf Hunar Irnoff was a well-respected man of the law, not merely of a city but of an entire culture. He died today, 6 Yemeni in the Year of the Dark Dragon, from an acute case of pneumonia brought on by accidentally locking himself out of his home on a winter's night. He is survived by..."
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Uncle-Opustus
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Posted: Wed, Dec 08 2010, 18:55 PM |
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Player
Joined: 10 Jul 2007 Location: Finland
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Contribution appreciated, thanks! If anyone comes up with anything else worth noticing or adding, do share.
_________________ UCE THIS, YOU COW.
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Gunz
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Posted: Wed, Dec 08 2010, 21:26 PM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Your task wouldn't necessarily be to record -all- the deaths of Amia. You assign yourself an area and you deal with that area. The Jergali writes down who/what died (human or otherwise), how they died, when they died, where they died and where they'll be going in the after life. Jergali know it's an almost hopeless task, but it's their task none the less and they do it. They're probably mostly extremely "dull" and grim people to be attracted to such a thing. I personally love Jergal. He's one of my favorite gods. My Kellie that you know is part Jergali and actually spends her time doing more typical Jergali jobs than typical Kelemvorite jobs. She's a mortician and a guardian of graveyards first and foremost. She's learned to be a scribe too so that she can start recording deaths, ala Jergali, and undead sightings. Not to mention, other Kellie church scribing that would need doing. I see her as a Kelemvorite who acts like more of a Jergali. Anyway, where do you draw the line? You draw the line wherever you draw it. Sounds stupid, but it's true. If you deal with the area of Benwick, for example, that's the area you deal with, nothing more. Jergali have little care for anything other than their tasks because they believe that everything else doesn't matter at all. As the dogma says (my favorite part of his dogma too!): Quote: Existence is but a brief aberration in an eternity of death. Power, success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and then only at its appointed hour. Yeah, very emo in a way, I know. But emo's cry. Jergali don't cry o_o. Also, at the end of the year, on the eve of the new year, they spend the full day in ritual, reading every little thing they've written about the deaths that have happened that year out loud. At the end of the ritual, they burn everything they have written and say: "One year closer." That's their only known ritual/holiday in the current church. They don't believe rituals/holidays are a good use of their short time in life. Creepy lot, eh? I love Jergal...
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Mobile_Svensk
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Posted: Wed, Dec 08 2010, 22:22 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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My fingers tingle for an attempt on such a character, But i got to keep myself in shack and focus on what i have. But personally, I'd take such a character to the extreme levels... This would probably mean that he/she never reached any higher levels than 3, because i be damned if i didn't record every goddamn goblin i slaughtered in the bramble woods.
But yes, You should draw the line where you want to draw the line...
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Dieu_Le_Fera
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Posted: Thu, Dec 09 2010, 2:31 AM |
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Player
Joined: 29 Jun 2009 Location: Philadelphia
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Anyone have any knowledge on the Seldarine during the time of troubles? Were they cast down as well? The only reference I have found is that Selvatarm was seen rampaging through some drow city but that is an internet source and I won't take that as cannon. This is strictly just for an OOC interest as I have tried to find sources and never have.
_________________  "It is by the holy beans of Java that thoughts acquire speed, the hands acquire shakes, the shakes become a warning, it is by Java alone that I set my mind in motion."
Last edited by Dieu_Le_Fera on Thu, Dec 09 2010, 4:23 AM, edited 1 time in total.
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Liz
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Posted: Thu, Dec 09 2010, 2:59 AM |
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Player
Joined: 28 May 2010 Location: Smallville
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Dieu_Le_Fera wrote: Anyone have any knowledge on the Seldarine during the time of troubles? Were they cast down as well? The only reference I have found is that Selvaterm was scene rampaging through some drow city but that is an internet source and I won't take that as cannon. This is strictly just for an OOC interest as I have tried to find sources and never have. There are bits and bobs in the 2nd Ed sourcebook Faiths & Avatars, but they're scattered around and not easy collated. Here's one that always fascinated me, though, especially given the fact that parts of Ruathym are available to Amia's PCs: Faiths & Avatars wrote: Vartan Sylvar is a gold elf who served as the avatar of Labelas Enoreth during the Time of Troubles. While in mortal form, Labelas inflicted a great deal of pain and destruction on the isle of Ruathym and Vartan's companions, the crew of the Realms Master, causing Vartan to reject his god for a time. Eventually, Labelas and Vartan reconciled, but not before the gold elf had taught his deity a great deal about the proper exercise of his power and the value of trust and friendship.
_________________ Winner of Amia's "Most Ethical Time Traveler" award 2026 Character Portraits!
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Grymia
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Posted: Thu, Dec 09 2010, 3:03 AM |
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Player
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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// That actually IS a bit of interesting lore. ^-^
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-Cloak-and-Dagger-
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Posted: Thu, Dec 09 2010, 3:15 AM |
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Player
Joined: 09 Feb 2009 Location: England
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Yeah, I think they all got cast down. I know the Gnomish Deities did, It would assumedly be the same for all of them, even if it hasn't been detailed. Bit of poking, that Labelas episode is in an FR comic? 
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Gunz
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Posted: Thu, Dec 09 2010, 3:45 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Yes, the Seldarine were cast down like all the other gods who hold power in Faerun (save for Helm of course). However, it was a bit different for them and the gods of the Hin, Gnomes, Dwarves, Duergar and Drow. It was different for all god who were from multiple planes. They wouldn't exactly "die" if they had died as mortals like the other gods might, they would simply have lost their powers to "exist" on Faerun from then on. So sayith Faiths and Avatars. Yes, what you heard about Selvetarm is true. Here's the quote: Demihuman Deities wrote: During the Time of Troubles, the avatar of Selvetarm rampaged through the drow city, attacking strongholds of the followers of Ghaunadaur and Vhaeraun. Priests of Lolth hailed the monster as the swordarm of Lolth, sent to demonstrate her absolute rule. The avatar of Selvetarm was finally driven into the wild Underdark by an alliance between the victimized cults, but not without great losses. It is unknown whether Selvetarm's avatar still remains in the Underdark or if he has returned to the Abyss. Here's a bit of conflict between Clangeddin Silverbeard of the Dwarven pantheon and Labelas Enoreth (seems that mister "longevity" was liking finding trouble for himself): Demihuman Deities wrote: Since the Time of Troubles, Clangeddin has nursed a grudge against Labelas Enoreth, elven god of time and longevity, for destroying his avatar form in a battle that raged across the isle of Ruathym. Some Aerdrie Faenya Shawn-The-Cool lovin': Demihuman Deities wrote: Since the Time of Troubles, Aerdrie has been romantically linked with her long-time ally, the human god Shaundakul, the Rider of the Winds, but this new twist in their relationship is undoubtedly little more than a passing fancy, at least on the Winged Mother's part. Lizzie wrote: <snip> Just to give a slight correction, that's not from Faiths and Avatars. Faiths and Avatars is strictly Faerun Pantheon focused when talking about specific gods. That quote is from the book Demihuman Deities. Here's the full quote: Demihuman Deities wrote: Vartan Hai Sylvar is a gold elf who served as the avatar of Labelas during the Time of Troubles. While in mortal form, Labelas inflicted a great deal of pain and destruction on the isle of Ruathym and Vartan's companions, the crew of the Realms Master, causing Vartan to reject his god for a time. Eventually, Labelas and Vartan reconciled, but not before the gold elf had taught his deity a great deal about the proper exercise of his power and value of trust and friendship. The Chosen of Labelas has served for a brief period as Vartan's proxy in the plane of Arvandor, but he has left that service to return to the Realms. He continues to serve his god, and both god and elf have grown from this relationship.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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TormakSaber
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Posted: Thu, Dec 09 2010, 5:15 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Shaundakul is such a fuckin' pimp. He has an incredibly interesting story as a deity, too.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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MoshingChris
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Posted: Thu, Dec 09 2010, 5:19 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Tormak with the Shwingdunk-cool plug.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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PaladinOfSune
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Posted: Thu, Dec 09 2010, 5:49 AM |
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Player
Joined: 15 Dec 2004 Location: England, UK
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Give him half an excuse and he will start talking about Shaundakul, no matter where and whenever. Be warned.
_________________ "Let's unwrite these pages and replace them with our own words."
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QPR
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Posted: Thu, Dec 09 2010, 13:21 PM |
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Player
Joined: 21 Sep 2008 Location: Norway
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With that in mind, where can I find extensive info on Shaundakul and his history? All I have found are in the sourcebooks, FR wiki and some other pages that all write the same stuff and do not really offer a thorough history, biography or depth to the deity.
_________________ "Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II
Valygar 'Stonesnake' Stark -Human Ranger Garret Smith - Archer and peddler of deity-statuettes Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.
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TormakSaber
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Posted: Thu, Dec 09 2010, 13:22 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Quote: The Rider of the Winds, the Helping Hand
Lesser Power (formerly Demipower) of Gladsheim, CN
PORTFOLIO: Travel, exploration, long-range traders, miners, caravans, windghosts ALIASES: None DOMAIN NAME: Gladsheim/Shaunidaur SUPERIOR: None ALLIES: Akadi, Mielikki, Selûne, Shevarash, Solonor Thelandira, Tymora, Gwaeron Windstrom, Shiallia, Lurue the Unicorn, Nobanion FOES: Beshaba, Shar SYMBOL: An upright silver left hand with palm out and fingers together, its wrist trailing away into rippling winds on a black or deep purple background of circling winds WOR. ALIGN.: LG, LN, NG, N, CG, CN
Shaundakul (SHAWN-da-kul) the Rider of the Winds, was the god of travel and exploration in old Myth Drannor. His existence may date back to the time of the Rus, forbears of the Rashemaar, or beyond. In the time of Myth Drannor, he was worshiped by humans and half-elves, particularly those who were caravan merchants, traders, explorers, miners and adventurers in the uncharted wilderness of the Moonsea North. He was a keen-eyed guide who pointed out the hidden lodes and ways of the North, and brought luck and battlevalor to worshipers in need.
In the days following the Dawn Cataclysm, Shaundakul is said to have had a brief dalliance with Tymora and spurned the advances of Lady Luck's sister, Beshaba. The Maid of Misfortune vowed revenge, and the Rider of the Wind's luck finally faltered during the assult on Myth Drannor. Shaundakul's worship fell with his followers when Myth Drannor was destroyed. Most of his faithful perished in the final battle against the Army of Darkness. Mielikki absorbed the surviving rangers, and Waukeen the traders.
At his high point, Shaundakul was an intermediate power, but after the fall of Myth Drannor he declined to the status of a lesser power and bordered on demipower status. By the Fall of the Gods, Shaundakul's clergy had fallen to a mere double handful of priests scattered throughout the North, and Shaundakul was a demipower reduced to brooding over fallen Myth Drannor. Only a few prospectors and caravan merchants still worshiped him in quiet, underground cults or fellowships.
During the Godswar, Shaundakul roamed the ruins of Myth Drannor with increased frequency and is believed to have battled and destroyed at least one demipower of the orc, gnoll, or giant pantheons. Since the Time of Troubles, a reinvigorated Shaundakul has increased his efforts to reestablish his worship throughout the North. Combined with the influx of traders and caravan merchants who have begun to venerate him with the disappearance of Waukeen (Lliira seems unconcerned by their collective choice), Shaundakul's faith has undergone a rapid revitalization. The Helping Hand is being called upon once again throughout the North and has just gained enough worship to reattain lesser power status. Whether Shaundakul will keep the worship of traders and caravan masters if Waukeen returns to the Realms is unknown at this time.
Shaundakul's spheres of influence overlap slightly with several other gods including Helm, Lliira (serving in Waukeen's stead), Mielikki, Selûne, and, in particular, Tymora. None is these powers is likely to tolerate any further encroachment on their portfolios, potentially severely curtailing the long-term growth of Shaundakul's faith.
Shaundakul is a god of few words. He lets his deeds speak for him. He is kind and yet stern, but often displays a rugged sense of humor. He is sometimes lonely and enjoys a good chat—especially if he can trade jokes. He is eager to gain new worshipers, and if given the opportunity, he tries to persuade any ranger, fighter, wizard, or thief of appropriate alignment to join his faithful. His avatar often wanders the ruins of Myth Drannor striding to the aid of otherwise doomed adventurers, and he knows much about Myth Drannor's history, mythal, and current inhabitants. In exchange for his aid in such situations, he demands one service that often involves destroying or driving out from Myth Drannor a fiend from the lower planes or another powerful monster. Shaundakul himself is said to stalk the layers of Gladsheim, and occasionally the Happy Hunting Grounds, hunting fierce beasts and evil giants with his attendant windghosts (detailed in The Ruins of Myth Drannor boxed set and the MONSTROUS COMPENIUM Annual: Volume One).
The "Kiss of Beshaba" still bedevils the Rider of the Winds in the lands of Anauroch. Shaundakul is cursed as the "Treacherous Lurker in the Sands" by the Bedine nomads who call the desert home. He is portrayed as a mischievous, malicious trickster appearing as a jackal-headed man. In truth, here he is impersonated and his reputation has been subverted by Beshaba, with the aid of the phaerimm living beneath Anauroch and, later, ruined Myth Drannor. In Anauroch, Shaundakul is now blamed for blinding folk, drying out oases, causing travelers to become lost, and all the other misfortunes that beset the Bedine. The only "windghosts" serving this false aspect of Shaundakul are mad watchghosts (detailed in The Ruins of Undermountain boxed set). Shaundakul is planning to reclaim his good name in the lands of Anauroch, but the phaerimm and Beshaba are likely to oppose this plan at every opportunity.
Other Manifestations
Shaundakul typically manifests as a great, disembodied hand glowing with unearthly radiance and surrounded by swirling winds. This hand speaks and points the way, and can issue forth spells from its forefinger. This appearance also accounts for Shaundakul's common appellation, the Helping Hand.
Shaundakul has also been known to send one or more windghosts to aid besieged worshippers making a desperate stand in the wild. He may aid faithful worshippers by creating moving wind walls to guard them in battle situations or even turn a trapped worshipper into wraithform to allow escape. He has also been known to send squirrels, wolves, long-ranging birds (gulls, hawks), and rabbits to guide or aid his faithful. He manifests his displeasure with one of his faithful by creating a wind wall in his or her path.
The Church
CLERGY: Specialty priests, crusaders, rangers CLERGY'S ALIGN.: NG, CG, N, CN TURN UNDEAD: SP: No, Cru: No, R: No CMND. UNDEAD: SP: No, Cru: No, R: No
All specialty priests and crusaders of Shaundakul receive religion (Faerûnian) as a bonus nonweapon proficiency.
Shaundakul has few temples in the Realms, as the members of his clergy are generally struck with wanderlust and rarely remain in one place. However, they have constructed numerous shrines to the Rider of the Winds throughout the Moonsea North. Typically, a shrine to Shaundakul is a stone dais built atop a high place, crowned with a stone seat or throne, and accompanied by one or more stone pillars pierced with holes that the wind whistles through. Many such shrines exist throughout the Moonsea North and the Stonelands, some of them over a thousand years old.
All clerics of Shaundakul became specialty priests at the conclusion of the Time of Troubles. About 10% of Shaundakul's clergy members are crusaders (known as windfists), 20% are rangers (known as zephyrs or mistrals), and the rest of specialty priests (known as windwalkers). At the conclusion of the Godswar, Shaundakul's only known priests were Juxril Thammarcast of Waterdeep (hm P9), who held services at the Plinth; Eldrisel Tylosar of Huddagh (hm P6); Aszerra Untlimmer in Ordulin (a fat, motherly hf P6); Phelos Mistarn in Hillsfar (an elderly, grim hm P7), a noted scholar on the history of the Dragonreach); Maurith Slindearyl in Elventree (a beautiful, very young P4); and Waertin Nanszrai (an aging, bespectacled hem P8) in Elmwood. Shaundakul's clergy has expanded dramatically since the Time of Troubles, and his clergy members now number several hundred and his church continues to grow.
There is no clear hierarchy in Shaundakul's faith, although those priests who served the Rider of the Winds prior to the Godswar hold positions of great respect in the church. Shaundakul's name is not well known in the cities of the Realms, but more and more travelers are visiting his shrines and invoking his name when traveling in the North.
Priests of Shaundakul use a variety of self-chosen appellations, but a loose hierarchy of standard titles does exist. In ascending order of rank, these include: Seeker of the Wind, Scout, Trailblazer, Explorer, Guide of the Hidden Ways, Rider of the West Wind, Rider of the South Wind, Rider of the East Wind, Rider of the North Wind, and Lord High Windhand.
Dogma: Priests of Shaundakul are usually quite reserved concerning their fellowship of worship, seeking to spread the teachings of Shaundakul through example. Priests of the Helping Hand are to actively work to reestablish their god's sphere of influence among traders, particularly trailblazers who explore new lands and open new trade routes. They are to act as scouts, guards, and leaders for parties of explorers, caravans, and mining expeditions. They are to unearth ancient shrines of Shaundakul and resanctify them.
The charge given to postulants is as follows: "Ride the wind and let it take you wherever it blows. Aid those in need and trust in the Helping Hand. The world is large with many lands as yet undiscovered. Seek out the riches of the earth and the sea and journey to distant horizons. Be the first to see the rising sun, the mountain peaks, the lush valleys; let your footsteps fall where none have tread. This is the wonder of the world."
Day to Day Activities: Priests of Shaundakul are expected to provide for themselves by living off the land, hiring themselves out as scouts and caravan guards. Many serve as guides for adventuring companies or as explorers. A very few are Harpers. All seek to visit the scattered shrines of Shaundakul as frequently as possible and to construct new ones when they acquire sufficient resources.
On occasion a priest of Shaundakul is accompanied by a windghost, a servant creature sent by Shaundakul. Such priests are typically engaged in a specific mission for the god and are usually powerful adventurers.
Holy Days/Important Ceremonies: Shaundakul's clergy celebrates only one holy day per year. The 15th of Tarsakh is known as the Windride. No matter where they are, priests must seek out a strong breeze and cast a wraithform or wind walk spell at dawn. (Priests who do not have access to either spell are granted access to the former on this one day, regardless of level. In addition, the duration of either spell is extended to last from dawn to dusk.) Shaundakul's priests then spend the day soaring with the wind, swooping and swirling wherever chance may take them. They always land safely, usually in a region they have never been to before.
Shaundakul's clergy members have a few simple ceremonies they practice when appropriate. They are to utter a simple prayer every time the wind changes significantly. Whenever they discover previously uncharted territory (such as an undiscovered valley, lake, or island), they are to create a small throne of rocks marked with Shaundakul's symbol near the location where they first made the discovery. If of sufficient level, they are to create a shrine to Shaundakul using stone shape magics.
Major Centers of Worship: The major temple of the Rider of the Winds in the Realms at his faith's heyday was Shaundakul's Throne in Myth Drannor, though he had many shrines in the North, particularly in the Moonsea region. One shrine frequently visited today is Lanthalas's Requiem, located west of the Stonebolt Trail in the Stonelands.
Shaundakul's Throne still stands, guarded by the avatar of the god. It consists of two towers linked by walls that form an enclosed courtyard to a large central building containing an undercroft where the clergy lived in year's past and a huge dais (the Throne itself) open to the sky, where Shaundakul was worshiped. High-level members of Shaundakul's faith sometimes make a pilgrimage to the ancient temple, often receiving a great boon from the Rider of the Winds if they survive the dangerous trip.
Affiliated Orders: Since the Time of Troubles, several military orders have been founded in the name of Shaundakul. The Fellowship of the Next Mountain is an order of rangers and windwalkers who typically work alone, blazing trails in the uncharted wilderness areas of the Sword Coast North and Moonsea North.
The Knights of the Shadow Sword are an elite order of crusaders, windwalkers, and rangers. Founded by the half-elf Jax Nightsong and based in Shaundakul's Throne, they are dedicated to cleansing Myth Drannor of the evil that haunts its streets and ruins. Initially, they are fortifying the ancient temple as a base of operations and sending out scouts to reconnoiter the ruined city.
The Riders of the West Wind are an order of windwalkers and a few rangers who hire themselves out as a mercenary company to guard caravans heading through uncharted wilderness to distant lands. Having just returned from Sossal, they are rumored to be planning an expedition to the fabled lands of Anchorôme in the near future.
Priestly Vestments: Shaundakul's priesthood has straightforward ceremonial raiment. All priests sport a dark swirling cloak over garb appropriate for the trail. They wear a leather or chain gauntlet stained deep purple or tinted black (respectively) on their primary hand (and sometimes on their off hand as well). The symbol of Shaundakul—a silver upright left hand with its wrist trailing away into rippling winds—is depicted on the palm and back of the gauntlet.
Adventuring Garb: The adventuring garb of Shaundakul's priests is not noticeably different than their ceremonial vestments. His priesthood typically favors leather armor, but sometimes wears studded leather armor or chain mail. Its members favor great swords, such as the two-handed sword or claymore, and often wield long or short bows. They always wear dark, swirling cloaks and the gauntlet of their faith.
Specialty Priests Windwalkers
REQUIREMENTS: Strength 13, Constitution 11, Wisdom 14 PRIME REQ.: Strength, Constitution, Wisdom ALIGNMENT: CN, CG WEAPONS: Any ARMOR: All armor types up to and including chain mail and medium or smaller shields MAJOR SPHERES: All, astral, combat, elemental air, healing, protection, travelers, weather MINOR SPHERES: Animal, creation, divination, elemental earth, elemental water, guardian, necromantic, plant, sun MAGICAL ITEMS: Same as clerics and rangers REQ. PROFS: Herbalism or tracking (pick one), sword (any kind) BONUS PROFS: Either direction sense or navigation (pick one), and either survival (any terrain) or endurance (pick one)
* Humans and half-elves can become windwalkers. * Half-elf windwalkers are allowed to multiclass as windwalker/rangers. (If the DM allows kits from The Complete Ranger's Handbook, they are allowed to take the explorer or pathfinder ranger kit.) * Windwalkers can select nonweapon proficiencies from both the priest ad warrior groups with no crossover penalty. * Windwalkers can move silently and hide in shadows as a ranger of the same level. All normal Dexterity, race, and armor modifiers apply. * Windwalkers are able to cast helping hand (as the 3rd-level priest spell), whispering wind (as the 2nd-level wizard spell), or unseen servant (as the 1st-level wizard spell) once a day. * At 3rd level, windwalkers are able to cast gust of wind or wind wall (as the 3rd-level wizard spells) once per day. * At 5th level, windwalkers are able to cast shield (as the 1st-level wizars spell) or wraithform (as the 3rd-level wizard spell) once per day. * At 7th level, windwalkers are able to cast find the path (as the 6th-level priest spell) once per day. * At 7th level, windwalkers can make three melee attacks every two rounds. * At 10th level, windwalkers can never become lost on Abeir-Toril unless transported to a region through magic (such as through the use of a gate, a teleport spell, or astral spell). Once they again determine where they are, they can never get lost until again transported by magic. * At 13th level, windwalkers can make two melee attacks per round. * At 15th level, windwalkers are able to cast wind walk (as the 7th-level priest spell) once per day.
Shaundakun Spells
2nd Level
Favor of Shaundakul (Alteration)
Sphere: Travelers Range: Special Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: Special Saving Throw: None
Favor of Shaundakul creates a serendipitous occurence during a taxing or dangerous journey. It makes something go right when everything else is going wrong. The exact effect must be determined by the DM and is in no way controlled by the caster. Favor of Shaundakul only functions in wilderness settings or severe weather conditions while the caster is on a journey. It does not work while the caster is at home, as one's home is considered the end or beginning of a journey, not a point in the midst of one.
Typical effects include finding a safe place to camp, being able to start a fire in wet conditions, finding shelter in a blinding snowstorm, stumbling across an oasis while crossing the desert, finding a rare herb native to the region which cures a particular disease or neutralizes a particular poison, finding a light source while in darkness, etc. This never gives bonuses or penalties to any sort of roll.
The material component is the caster's holy symbol, which is not consumed in the casting.
3rd Level
Shadow Sword (Illusion/Phantasm)
Sphere: Combat, Sun Range: 0 Components: V, S, M Duration: 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None
This spell creates a shadow sword that must be physically wielded by the spellcaster. The type, speed, size and weight of the shadow sword can be equal to any type of sword the spellcaster is familiar with (For example, if the caster has seen and practiced with a long sword, she or he could create a shadow long sword. If the caster has never seen and worked with a khopesh, she or he could not create a shadow khopesh). This spell does not confer proficiency in the chosen weapon.
A shadow sword functions in all ways as a magical sword +1 of the selected type. In addition, it functions with a +2 attack and damage bonus against ogres, trolls, goblinkin, giantkin, and giants. It functions with a +3 attack and damage bonus against undead creatures.
If at any time the casting priest releases the shadow sword (something the casting priest can only do voluntarily) or the shadow sword enters an area of absolute darkness the spell imediatelly expires. If a light, continual light, continual darkness, or similar spell is cast directly on a shadow sword, both the shadow sword and the cast spell are immediately canceled.
The somatic component of this spell involves the caster reaching a gauntleted hand into an area of deep shadow and drawing forth the shadow sword. The material component of this spell is the priest"s holy symbol (a gauntlet) in which the shadow sword must be wielded. The gauntlet is not consumed in the casting.
4th Level
Gauntlet of Winds (Alteration, Invocation/Evocation)
Sphere: Elemental Air, Weather Range: Touch Components: V, S, M Duration: 1 round/level Casting Time: 7 Area of Effect: One gauntlet Saving Throw: None
This spell enchants a gauntlet (the Shaundakun priest's holy symbol) into a magical gauntlet of winds. The caster can then use the gauntlet of wind to create one of the following spell effects per round: feather fall (as the 1st-level wizard spell), gust of wind (as the 3rd-level wizard spell), wind wall (asthe 3rd-level wizard spell), or calm winds (as the 4th-level priest spell described under the entry for Akadi). Each effect lasts one round. Each effect can be renewed or repeated the following round, or a different effect can be selected. If during any round the caster's concentration is interrupted, the spell lapses.
The material component of this spell is the priest's holy symbol, which is not consumed in the casting.
5th Level
Dead Magic Shield (Alteration)
Sphere: Protection Range: 0 Components: V, S Duration: 1 round/level Casting Time: 8 Area of Effect: A shimmering disc-shaped shield of force 2 feet in diameter Saving Throw: None
This spells creates a shimmering disc-shaped shield of force 2 feet in diameter affixed to the left or right forearm of the caster as chosen during casting. If the caster is not wielding a weapon two-handed, carrying a shield, or casting a spell, the dead magic shield can be used to block magical attacks. If the caster wields a weapon in his or her other hand, the priest can attack with a melee weapon while employing the dead magic shield.
A dead magic shield does not have any effect on Armor Class or physical attacks. However, if successfully interposed between the caster and a spell or a spell-like power, it harmlessly dissipates the spell. Area-of-effect spells can be blocked from affecting the caster and anyone physically shielded by him or her. Touch spells can be dissipated as well by forcing the attacker to bring his or her hand into contact with the dead magic shield.
To block a spell, the caster must make a successfull saving throw vs. spell with a +1 bonus to the roll for every three experience levels of the spellcaster, rounding up, to a maximum of +5. Even if a spell is not blocked (in other words, the saving throw is failed), if the spell normally allows a saving throw againts it's effects, the dead magic shield wielder is still entitled to a saving throw with a +2 bonus. c/o Deities and Demigods, 2e
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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QPR
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Posted: Thu, Dec 09 2010, 13:57 PM |
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Player
Joined: 21 Sep 2008 Location: Norway
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Ooh, thanks. Any stories, novesl etc where he or his priests play a role? I have in mind of writing some religious IC scriptures on him, so I need more details on our beloved portal walker
_________________ "Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II
Valygar 'Stonesnake' Stark -Human Ranger Garret Smith - Archer and peddler of deity-statuettes Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.
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TormakSaber
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Posted: Thu, Dec 09 2010, 15:06 PM |
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Joined: 16 Dec 2004 Location: Somewhere
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I'm not familiar with FR novels. My guess is that the Last Mythal trilogy, considering it focuses on the restoration of Myth Drannor, probably has stuff about him.
...
Or it'd better. Mind that only the first book in the trilogy is Amian canon.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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IronAngel
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Posted: Thu, Dec 09 2010, 17:50 PM |
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Joined: 29 Sep 2005 Location: Helsinki, Finland
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Dust, I hope you don't mind me posting this here. I appreciate your concern for my reputation, but I'm man enough to be shown wrong in public. If I am indeed wrong, it's important that it's set straight for everyone. DustSpray101 wrote: I could have posted this on the Lore thread but decided this will best allow you to save face with the community as well as possibly learn a bit more about how debate works. IronAngel wrote: "Canon" is a term with no clear definition... ...and the fact that Dragon was 100% canon is pretty much beyond dispute too.  Your very argument disproved itself, hence the statement of mine stands. I will humor your reasoning however to prove my point. Say it were canon, the next qualifier would be source type. From what I personally have read of Dragon Magazine, the bulk of its content primarily falls under the category of a 'tertiary source' at best. The original question, unless I misunderstood it, was looking for primary/secondary sources explaining the lore a bit further. Keep in mind that a response citing a 'Tertiary' source only belongs in a 'Primary'/'Secondary' source discussion when supporting an argument either for or against a particular thesis. As you have admittedly not read the article, only to have assumed it was correct and make a statements accordingly, I challenge you to support your statement with proof. The "burden" actually falls to you to find the article, read it, take any necessary notes, and prove that it is indeed a rare gem of primary source material within Dragon Magazine. Claiming assumptions as lore is a dangerous game as the mind can very easily decieve itself. It falls to you to support your assumption that the information in the article, with impunity, can be used to prove the claim that Amain scholars would indeed refer to Aasimir Elves with such a term. I won't do the work for you. IronAngel wrote: ...but for Amian purposes they're probably no different from Aasimar. It's just what scholars call them. So much for a footnote considering it was the conclusion of your original response. Conclusions often are the key point to a paragraph, summarizing what it had said. If the comment should have been a footnote, then you need not to have included it there at all and would have been better off making it a separate thought. Please keep in mind that I am doing this for your own benefit as debate seems to be one of your weaker skills. Feel free to get back to me with anything that proves it to be Primary or Secondary source material as I would love to be proven wrong. Canon is a term with no clear definition. Yet the fact that Dragon articles are canon is pretty much beyond dispute. There's no contradiction here, and I stand behind my claims. I provided various sources concerning the definition on canon. They differed slightly. So it seems there's no one clear definition. However, every single definition provided includes Dragon articles within its scope. It's somewhat unclear if video games are canon, for example. It's not unclear that Dragon is canon. You make a good point about the footnote thing. I admit it was a hyperbole. Still, I don't think your criticism quite hits the mark here: I was never shifting the main focus into Amia policy, but rather directly applied the canon lore into Amia: because elven upper planar Planetouched are Celadrin in canon FR, that's probably what scholars call them on Amia too. Anyway, I exaggarated and you rightly called me out on it. However, you drop the ball when it comes to the central issue, the source value of Dragon Magazine. I've cited four sources that indicate Ed Greenwood, Elaine Cunningham, a WotC brand manager Jim Butler, notable Candlekeep posters such as Kuje and Wooly Rupert, and possibly Richard Baker all agree that Dragon articles are perfectly canon. It may be your impression that Dragon should be treated as a tertiary source, but that is simply not the consensus of the Forgotten Realms community. It's an idea you've come up with on your own. So yes, because the Dragon article is canon by virtue of its source, the burden of proof is on you: since the source is valid under normal circumstances, what makes this such a special rare gem of a case that we should dismiss it? I'm not sure why you insist that I'm out to "prove" something "with impunity." My statement is not very strong: I've said that there appears to be no reason not to accept the lore. The source and the author are both valid and qualified. By all means, there may be a reason to dismiss it, and that's why I've stressed we can accept it (and any lore) only tentatively, always remembering the possibility of a DM changing it at will. Until someone gives us that reason, we should of course accept the canon lore. In any case, I'm grateful for your patience with me. I hope this discourse takes care of any unclarity so that people will not have the wrong ideas. If you still believe I'm mistaken, I will be happy to look at whatever sources you provide for your case.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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IronAngel
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Posted: Thu, Dec 09 2010, 17:52 PM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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TormakSaber wrote: I'm not familiar with FR novels. My guess is that the Last Mythal trilogy, considering it focuses on the restoration of Myth Drannor, probably has stuff about him.
...
Or it'd better. Mind that only the first book in the trilogy is Amian canon. There's nothing there, unfortunately. In fact, there's very little about Myth Drannor. By the time the focus shifts there, the Fey'ri have already conquered it and the previous inhabitants are either on the sidelines or gone. I don't know of any sources on Shaundakul.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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TormakSaber
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Posted: Thu, Dec 09 2010, 18:24 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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I thought Last Mythal was about Drannor's restoration though?
*scream*
They write a book about the city and practically leave out the patron deity!
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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IronAngel
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Posted: Thu, Dec 09 2010, 18:30 PM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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Well, it's not the focus. It's more like "omg where'd the Fey'ri go now!?" "Myth Drannor!" Then there's fighting (mostly outside the city, I think) and peace reigns etc, and in the epilogue taking place a few years later the city and its mythal has been restored to glory. There's a coronal and at some point Srinshee apparently returned the Ruler Blade to. They skipped the interesting parts and sort of just added it as an afterthought, or that's what it felt like.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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TormakSaber
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Posted: Thu, Dec 09 2010, 18:32 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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That just means I homebrew an entire history in for the coolest deity evar. 
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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QPR
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Posted: Thu, Dec 09 2010, 18:35 PM |
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Player
Joined: 21 Sep 2008 Location: Norway
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Can i start homebrewing? Pwetty pwease?
_________________ "Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II
Valygar 'Stonesnake' Stark -Human Ranger Garret Smith - Archer and peddler of deity-statuettes Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.
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Nivo
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Posted: Thu, Dec 09 2010, 18:37 PM |
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Player
Joined: 09 Jan 2009 Location: East of Elsewhere, West of Sometime
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I think Shaundakul is a pretty cool guy. Eh rides the wind and doesn't afraid of anything.
While we're talking about awesome gods and such, is there anything more detailed on Savras aside what is found on wikis? His clergy, holy rites, etc, specifically?
_________________ Playing: Marcus Valis
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IronAngel
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Posted: Thu, Dec 09 2010, 18:40 PM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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This is the F&A (or P&P?) entry on Savras: http://www.nj-pbem.com/data/Gods/humangods/Savras.htmYou won't get anything more detailed in one place, but there might be individual facts out there.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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Nivo
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Posted: Thu, Dec 09 2010, 18:41 PM |
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Player
Joined: 09 Jan 2009 Location: East of Elsewhere, West of Sometime
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IronAngel wrote: This is the F&A (or P&P?) entry on Savras: http://www.nj-pbem.com/data/Gods/humangods/Savras.htmYou won't get anything more detailed in one place, but there might be individual facts out there. Oi, this looks good. Thanks.
_________________ Playing: Marcus Valis
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Yossarin
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Posted: Thu, Dec 09 2010, 19:10 PM |
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Player
Joined: 23 Jan 2006
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o0GuNz_N_RoSeZ0o wrote: Also, at the end of the year, on the eve of the new year, they spend the full day in ritual, reading every little thing they've written about the deaths that have happened that year out loud. At the end of the ritual, they burn everything they have written and say: "One year closer." That's their only known ritual/holiday in the current church. They don't believe rituals/holidays are a good use of their short time in life.
Creepy lot, eh? I love Jergal... Just read Jergal's entry in F&P. It doesn't mention burning. Here's what it says: Quote: Clerics of Jergal pray for their spells at dusk, a time of day representative of the end of life. On the last night of the year, Jergal's clergy cease their endless toil for a full night. On this holy night, known as the Night of Another Year, the clerics read every name whose death they have recorded from the scrolls they have carefully inscribed over the past year. With a cry of "One Year Closer!", all the scrolls are then filed, and work begins the next day. The only ritual Jergal's clerics are required to perform is called the Sealing. After recording each and every creature's demise, form of death, and destination in the afterlife, Scriveners of Doom are required to sprinkle a light dusting of ash and powdered bone over their inscribed words to blot the ink and mark another small step towards the world's end. EDIT: And I can hear Iron now going, WHAT?! Yossarin is quoting PRINTED SOURCE MATERIAL?!
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Gunz
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Posted: Thu, Dec 09 2010, 22:54 PM |
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Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Aye, they do that Sealing thing which is a ritual too. It's so minor though so I overlooked it. About the burning, you just found a change! I didn't realize it. Powers and Pantheons from 2nd editions says "burned" while Faiths and Pantheons updates it to "filed." I imagine that might mean that the ritual was changed or perhaps it's done in both ways by different clergy members. Here's the full quote from Powers and Pantheons about Jergal's rituals: Powers and Pantheons wrote: Jergal's faithful have little patience or need for holy days or religious ceremonies, viewing them as unnecessary distractions. The one small ritual Jergal's priests are required to perform is called the Sealing. After recording each and every creature's demise, form of death, and destination in the afterlife, Scriveners of Doom ae required to sprinkle a light dusting of ash and powdered bone over their inscribed words to blot the ink and mark another small step toward the world's end.
On the last night of the year, the 30th of Nightal, Jergal's clergy cease their endless toil for a full night. On this holy night, known as the Night of Another Year, the priests read every name whose death they have recorded from the scrolls they have carefully inscribed over the past year. With a cry of "One Year Closer!", all the scrolls are then burned, and the work begins anew.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
Last edited by Gunz on Thu, Dec 09 2010, 23:04 PM, edited 1 time in total.
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TormakSaber
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Posted: Thu, Dec 09 2010, 23:03 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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It's possible Kelemvor requires Jergal to file information instead of letting him burn it, since he was reduced to a cosmic secretary. 
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Gunz
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Posted: Thu, Dec 09 2010, 23:16 PM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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TormakSaber wrote: It's possible Kelemvor requires Jergal to file information instead of letting him burn it, since he was reduced to a cosmic secretary.  Pfft! No way man! Jergal is the true god of death. Check it, yo!: Powers and Pantheons wrote: A core component of his very being makes Jergal absolutely loyal to the current Lord of the Dead, regardless of who hold's that office. From Jergal's actions during Cyric's tenure, however, it is apparent that while Jergal is utterly loyal to the office of Lord of the Dead, he does have the freedom to subtly undermine the current officeholder if she or he is not true to the position's responsibilities.
Jergal seems to find working with Kelemvor, the new Lord of the Dead, much more to his personal satisfaction. The Forgotten One serves the Judge of the Damned as seneschal by maintaining careful records of all who enter the Crystal Spire, Kelemvor's new abode built on the rubble of the Bone Castle. It is possible that Jergal will regain some of his former prominence serving Kelemvor, but it is equally likely that the Seneschal of the Crystal Spire will pass on into death himself, having found a suitable successor to his old position. Regardless, the Scribe of the Doomed has little apparent interest in the living save for recording their final fates. Faiths and Pantheons wrote: Although his nature is that he must be loyal to the office of death, he can subtly undermine the holder of that office if he or she is not true to the office's responsibilities. My boy can subtly tell the Lord of the Dead to take a hike if he wants! Kelemvor might be Lord of The Dead, but Jergal is... ::cue reverb:: Lord of The End of Everything! MUHAHAHAHAHA!!!!
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Mobile_Svensk
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Posted: Thu, Dec 09 2010, 23:38 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Ok. An honest question to the playerbase.
In regards to this entire Werewolf thing, What would 'You' think is an appropriate Full Moon cycle? A - IRL Calendar? B - IRL calendar x2 (Two full moons instead of one) C - Whenever D - Other
It's suppose to be as Lore accurate as possible, but the mechanics are messing it up.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Gunz
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Posted: Thu, Dec 09 2010, 23:43 PM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Like I've mentioned to you before, I do it whenever I want and usually at least once a month. As well, whenever a DM says so (which is rare, admittedly). Just go with the flow, dude. You don't need strict regulations for every little thing.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Gunz
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Posted: Fri, Dec 10 2010, 0:18 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Oh, and since we're on the subject of Jergal, the coolest god who's second only to Silvanus in coolness, I found something cool about him that maybe a DM can use on a plot. Send me a PM if you want the info. ^.^
Well... actually on second thought... maybe it can't be used in a plot... would be a bit dangerous.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Dark Immolation
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Posted: Fri, Dec 10 2010, 1:36 AM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Creature creation:
Other than the spell Clone and Origin of Species: Achaierai, what exactly could be used to grow a new natural(non-construct) creature? I've got Complete Mage, but couldn't find anything of the sort. Maybe I overlooked.
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TormakSaber
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Posted: Fri, Dec 10 2010, 2:10 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Well, when a mommy and a daddy fall in love....
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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GreatPigeon
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Posted: Fri, Dec 10 2010, 2:41 AM |
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Player
Joined: 04 May 2009 Location: London, UK
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Or a crackwhore really needs crack.....
_________________ The Peacock wrote: [GreatPigeon] is better than me. Uncle-Opustus wrote: Just before I fall asleep, I like to pretend it's just a public feat so Pigeon can succeed in politics and save the world from poverty... with his unicorn and shining armour and Excalibur.
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Dark Immolation
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Posted: Fri, Dec 10 2010, 3:23 AM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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-_- @ both of you.
Guess I'm on my own with this one.
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Silent2001
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Posted: Sat, Dec 11 2010, 21:30 PM |
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Player
Joined: 19 Jun 2007 Location: United Kingdomshire
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Is Ygorl the slaadi lord of entropy and chaos as recognised power on Amia? If so, could one revere him/it without suffering the pelanties of faithlessness?
_________________ <3 MarynWe are going to die and that makes us the lucky ones.
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TormakSaber
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Posted: Sat, Dec 11 2010, 21:35 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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As far as I'm aware, the Slaad Lords do not answer prayers and cannot grant spells. It's not their thing or within their purview to do.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Dark Immolation
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Posted: Sat, Dec 11 2010, 21:39 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Ain't it the truth. Otherwise I would have a self-proclaimed "Daemon Prince of Chaos" instead of a Knight of the Weave. >_>
But yeah, technically they're not deities. Just really, really powerful outsiders... which is hard to distinguish from outsiders most of the time. But it's understandable when you look at certain thing: Does it need prayers to survive? No? Not a deity then.
The only creatures that revere the Slaad Lords are other slaadi, and only then to avoid their wrath.
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Silent2001
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Posted: Sat, Dec 11 2010, 21:44 PM |
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Joined: 19 Jun 2007 Location: United Kingdomshire
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I know the Neraphin (Some weird slaad-subspecies, nomads) worship some of the less bloodthirsty and crazy aspects of the slaadi lords, ssenedam and another I can't remember the name of, but I have no idea if they're rewarded with divine perks though.
Edit--Whoops. Didn't see your post Immolation.
_________________ <3 MarynWe are going to die and that makes us the lucky ones.
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Sun Dog
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Posted: Mon, Dec 13 2010, 18:52 PM |
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Player
Joined: 23 Nov 2009
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I dig gnomes, and I'd like to have a typical gnome inventor/wizard. But I wonder how to do this, since there's not much one can 'invent'. He would of course take the "inventor" job, so he could make a few things that way, but I see him as being an inventor of constructs and machinery, things along that line. I'd have him take EMD and skin it as a construct, but besides that....
Is there any way to play a char like this without him simply being a wizard who just says he's an inventor and rp my way thru it without much he can actually 'invent'?
Ideas?
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Grymia
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Posted: Mon, Dec 13 2010, 19:50 PM |
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Player
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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A little hard work and some DCs would go a long way.
My Gnomish Wizard, though not an Inventor of the mundane does develop (at least somewhat) new spells. I don't see why you couldn't work for a while on some RP and get some DC type items made.
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Dark Immolation
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Posted: Mon, Dec 13 2010, 21:05 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Yossarin
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Posted: Tue, Dec 14 2010, 19:05 PM |
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Player
Joined: 23 Jan 2006
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Sun Dog wrote: I dig gnomes, and I'd like to have a typical gnome inventor/wizard. But I wonder how to do this, since there's not much one can 'invent'. He would of course take the "inventor" job, so he could make a few things that way, but I see him as being an inventor of constructs and machinery, things along that line. I'd have him take EMD and skin it as a construct, but besides that....
Is there any way to play a char like this without him simply being a wizard who just says he's an inventor and rp my way thru it without much he can actually 'invent'?
Ideas? Obviously, your first step is to isolate a problem (this is difficult, because there are very few real "problems" PCs have to deal with thanks to the mechanics of this server practically holding their hands) and "invent" a way to fix it. Inventions do not begin with ratchets and gears and tools. Inventions begin with ideas and designs - ideas that are solutions designed to fix/assist with some problem/deficit.
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DustSpray101
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Posted: Wed, Dec 15 2010, 17:35 PM |
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Player
Joined: 27 Jun 2008 Location: Night Vale
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I am curious, do Dragon Born exist? If they do, is it as both products of the Rite of Rebirth -&- as a race common enough to become a "standard race" in the hundred or so years between where our time line ends and 4.0 picks up or simply the Rite of Rebirth?
_________________ Eli Hodgewall <{/,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~X Sven <=={o===========> Qeelak \ | / ,
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Silvarus
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Posted: Wed, Dec 15 2010, 17:40 PM |
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Player
Joined: 23 Sep 2005 Location: Jyväskylä, Finland, Europe
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DustSpray101 wrote: I am curious, do Dragon Born exist? If they do, is it as both products of the Rite of Rebirth -&- as a race common enough to become a "standard race" in the hundred or so years between where our time line ends and 4.0 picks up or simply the Rite of Rebirth? They don't.
_________________ Gagis Silvarna, the Robocop with wings who shoots lasers from his fingertips Lily Havthorn, the Waukeenar Silwe, the elf
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TeroSNS
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Posted: Wed, Dec 15 2010, 17:42 PM |
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Player
Joined: 26 Jan 2009
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didn't the 4th edition justify dragonborn to the system with a new continent or something?
_________________ My favourite sniper loadout: Huntsman, jarate, bushwacka. Team Fortress 2 is FREE TO PLAY! 
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Mobile_Svensk
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Posted: Wed, Dec 15 2010, 17:50 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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TeroSNS wrote: didn't the 4th edition justify dragonborn to the system with a new continent or something? Yes. They dropped Half of Abeir (returned abeir) onto toril for funzies.
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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