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| unundindur01-11-08, 10:47 AM | Greetings. This is my first time at the Forgotten Realms board, although I have been playing with FR for quite a few years now. After reading through a lot of my books lately I stumbled over the affiliation system, and thought it made for a good system to quickly get a grasp of an organizations structure and game-mechanical benefits. So my question is; have anyone statted out the plenora of Torils organizations as affiliations? If not, could this potencially be usefull enough to start a collaborate effort on these boards? -Unandor Eisillūr |
| MarkusTay6301-11-08, 03:10 PM | Welcome to the boards. http://i5.photobucket.com/albums/y178/MarkusTay/Waving_smiley.gif I don't have much to add, except that I wouldn't mind some sort of list of all known organizations and their affiliations. Something along these lines might already be available over at CandleKeep (http://forum.candlekeep.com/default.asp), so you might want to check there. Also, if you do turn this into a project, their input would be invaluable. If you wait until Old Sage comes on, I'm sure he will know the answer for you. |
| Old Sage01-11-08, 07:43 PM | I'm just a "Realmslore" man. :) Unfortunately, I can't be of much help here. I'm only vaguely familiar with the actual "Affliations" system. Couple that with the fact that the rule/mechanic aspects of FR have never been my strong point, and you can see why I'm hesitant to offer anything here. Having said that, I know some scribes over at Candlekeep have discussed the "Affliation" system from time to time. I'd go with Mark's suggestion and raise this question over there. |
| Lord Karsus01-11-08, 08:31 PM | -I don't even know what the Affliation System is. |
| unundindur01-11-08, 10:48 PM | -I don't even know what the Affliation System is. It was first found in Unearthed Arcana, and later also in the back of Players Handbook II. It simply details what benefits you gain by gaining status within a certain organization. For example, after doing X quests for the harpers and doing some other stuff you likely become a "Harper agent" and resceive a Harper pin and a +2 gather information check. (This is just a rough draft of how Harpers could be an affiliation) |
| Lord Karsus01-11-08, 10:52 PM | It was first found in Unearthed Arcana, and later also in the back of Players Handbook II. It simply details what benefits you gain by gaining status within a certain organization. For example, after doing X quests for the harpers and doing some other stuff you likely become a "Harper agent" and resceive a Harper pin and a +2 gather information check. (This is just a rough draft of Harpers could be an affiliation) -Oh, makes sense. Actually, I should utilize stuff like that in my campaign... |
| Ergdusch05-21-08, 04:33 AM | Resurrecting and highjacking an older scroll for my purposes: I thought of introducing the option of affiliations into my new Cormyr Campaign. Therefore I would be interested in affiliations of power groups of the Forest Kingdom. Possibile Power Groups I could think of from the top of my head would be: The Supporters of the Crown/Obaskyrs The Purple Dragon Army The War Wizards The Harpers The Sembians The Zhentarim The Fire Knifes The Night Masks of Westgate and possibly the Noble opposition to the Crown Any help, thoughts or inspriation on this matter is highly appreciated. Maybe somebody has created affiliations for one or two of the above mentioned groups already? Thanks in advance, Ergdusch Edit note: I stated my request over at Candlekeep as well. See here: Affiliations in the Realms (http://forum.candlekeep.com/topic.asp?TOPIC_ID=9643). |
| Ergdusch05-21-08, 06:59 AM | I took a first shot at the War Wizards of Cormyr Symbol: Background, Goals and Dreams: see FRCS and Magic of Faerun Enemies and Allies: see FRCS and Magic of Faerun Type: Government Scale: 12-14 (Multiregional/kingdom - Continental) Affiliation Score Criteria: Criterion / Affiliation Score Modifier Character Level / + 1/2 the PC’s character level Wizard / + 2 Other arcane Spellcaster / + 1 Can cast arcane spells of 3rd level or higher / + 1 5 or more ranks in knowledge (arcane), knowledge (local - Cormyr), knowledge (nobility & royalty), Gather Information / + 1 per skill 10 or more ranks in Spellcraft / +2 Can cast divination spells of 5th level or higher / + 2 Has served in the Purple Dragon Army / + 1 Has taken the Archmage Prestige Class / + 1 Has taken the War Wizard of Cormyr Prestige Class / + 2 Has taken the Council Mage Prestige Class (DrM 307, p. 48 et seq.) / + 4 Completes mission for the War Wizards / + 2 per mission Is associated with an organisation or noble that supports the Crown / + 2 Is associated with an organisation or noble that plots against the Crown / - 4 Attempts an act of treason against the Crown / - 15 and an EL 12 team of War Wizards is despatched to capture you Titles, Benefits and Duties: Affiliation Score / Title: Benefits and Duties 3 or lower / No affiliation, though the War Wizards are aware of your talents and judging you. 4-6 / Candidate: You are able to find a suitable sponsor who introduces you to the organization of the War Wizards. 7-10 / Trainee: You have to pass a test by the Leading Conclave of War Wizards. After passing you are handed over to one of the Helping Hands of Cormyr to be trained. 11-15 / Neomage: You must endure a special magic ritual that has the effect of paralyzing the wizard who wants to hurt His Majesty for 24 hours per level of the caster. You may claim excess to the library of any Helping Hand of Cormyr, receiving + 2 on any Knowledge checks made therein. 16-20 / Spellcaster: You gain a +2 bonus on all Gather Information checks made within Cormyr. 21-25 / Ward: You may purchase spellcasting from any War Wizards at 2/3 standard price. 25-30 / Sorceror: You may claim audience with the Royal Magician of the Realms of Cormyr Caladnei within 1d6 days once per month. 31-35 / Wizard:You may borrow one magic item of up to 30,000 GP value from the affiliation’s assets once per month for a period of 2-8 days 36-40 / Mage: You may claim audience with the Royal Magician of the Realms of Cormyr Caladnei at any time. 41+ / Member of the Council of Mages: You may claim audience with the King/Regent of Cormyr within 1d6 days once per week. Executive Powers: Law, Mint, Research Comments are highly appreciated. |
| Diffan05-21-08, 07:52 AM | I created my own affiliation called The Radiant Crusade, i'll post it below. Though i entirely made it up I think it adds some flavor to the Realms- The Radiant Crusade Symbol: The symbol of the Radiant Crusade is a brilliant golden sun on a scarlet field. Backround, Goals, and Dreams: The Radiant Crusade is a militaristic, armored organization dedicated to stamping out undead from the face of Faerun. The crusader Tarious Lydamar founded the Radiant Crusade in 1361 (Year of Maidens) with the hopes of doing good deeds, healing the sick, giving alms to the poor, and destroying undead. Fairly new to Faerun, the Radiant Crusade has started to make a name for itself as the bane of undeath. As with most Lathanderite orders and companies, ensuring the well being of it's members as well as all people who live in the surrounding areas is one of their goals, just not the first. Because Radiant Crusaders often strike out into dangerous places such as haunted woods and cemeteries in search of undead, they are less likely to work in villages or towns for lenghty periods. Members: The Radiant Crusade looks kindly on all like minded races, and it's members welcome all equally. Most classes within the Crusade are clerics, crusadersToB, fighters, knightsPH2, and paladins. Other classes such as the ranger might find this organization useful if his favored enemy is undead and the Crusade's militaristic aspects appeal to the scoutCAd as well. Arcane casters are also welcome into the Crusade's roster, namely warmagesCAr and wizards. The former brings a host of arcane artillery and the fact that they can use armor makes them less vulnerable while the latter is a wellspring of information about such creatures and their habits plus their plethora of utility spells can make a big difference on any battlefield. Enemies and Allies: With the work of Dawnlord Tarious, they have gained potent allies such as the Order of Aster, the Champions Vigilant, and the Knights of the Eternal Order along with other good-aligned churches. The Crusade's first and foremost enemies are the undead (archliches/baelnorn excluded). Other enemies include evil-aligned churches such as the church of Bane, Cyric, Shar, and Talos. The church of Velsharoon however is far more vile to the Crusade because of what it represents and it's clergy are always attacked on sight. Evil organizations such as the Zhentarim, the Red Wizards of Thay, and espically the Cult of the Dragon are forefront on their list of enemies. Scale 10 (regional) Affiliation Score Criteria: Organization membership is open to anyone, although most are required to perform some sort of task appropriate to their rank and abilities to demonstrate their commitment and zeal to destroying undead. Criterion / Affilitation Score Modifier One-Time Chracter level / +1/2 PC's level Knowledge (religion) 5-9 ranks / +1 Knowledge (religion) 10 or more ranks / +2 Heal 5-9 ranks / +1 Heal 10 or more ranks / +2 Can cast Heal / +3 Can cast Undeath to Death / +5 Has been undead / -8 Multipul Use Destroys a CR 8 or higher undead creature* / +1/4 creatures CR Undertakes a mission to hunt undead* / +1 Razes the stronghold of an undead creature* / +8 Brings a dead creature back to life with raise dead or similar magic / +2 Aids the less fortunate with own funds / +1/500 gp expended Converts a new member / +1 Associates with undead / -4 Associates with evil outsiders / -2 Casts animate dead or summon undead / -4 Acts against alignment / -10 *Stacks with other mission criteria. Titles, Benefits, and Duties: As you advance within the ranks of the Radiant Crusade, you learn undead-fighting techniques. Rank / Affilitation Score / Title: Benefits and Duties 0 / 3 or lower / None. 1 / 4-9 / The Illuminated: Gain a +2 bonus on Knowledge(religion) checks reguarding undead. 2 / 10-17 / Soldier of Light: Gain a +2 bonus on turning checks or cast endure elements 1/day as a Sp. CL equals character level. 3 / 18-24 / Scarlet Shield Knight: 1/day as a swift action grant any weapon you wield the flaming property for 1 round/3 character levels. 4 / 25-29 / Brilliant Sun Commander: 1/day as a standard action, cast searing light as a Sp. CL equals character level. 5 / 30 or higher / Dawnlord: 1/day wreathe yourself in the divine energy of the sun, which acts as a fire shield spell (warm only). CL equals character level. Role-Playing Applications: Favored Prestige Classes: The majority of clerics follow the path of the Morninglord of LathanderPG or the Radiant ServantCD class, while some also take levels in Sacred ExorcistCD or Divine DisciplePG. Paladins who take prestige classes generally go into the Shadow StrikerCC class or Hunter of the DeadCW. Fighters, Knights, and Rangers tend to take levels in Divine ChampionPG or a prestige class that augments their abilities or offer spells such as the Divine CrusaderCD. Dawnlord Tarious Lydamar: Tarious Lydamar; CR 12 Male Damaran human crusaderToB 12 (Lathander) LG Medium humanoid Init +2; Senses Listen +1, Spot +1 Languages Chondathan, Common, Damaran **************************************** ****************** AC 27, touch 13, flat-footed 25 (+11 armor, +3 shield, +2 Dex, +1 deflection) hp 101 (12 HD) Fort +13, Ref +8, Will +7; zealous surge **************************************** ****************** Speed 20 ft. (4 squares); base 30 ft. Melee +1 everbright undead bane heavy mace +19/+14/+9 (1d8+7/x2 plus 2d6 aginst undead) Ranged mwk composite shortbow (Str +3) +15/+10/+5 (1d6+3/x3) Base Atk +12; Grp +20 Atk Options flaming weapon 1/day (4 rounds), furious counterstrike, smite 3/day (+5 attack, +12 damage), steely reslove 20 Combat Gear 4 potions of cure moderate wounds, 4 daylight pellets, 2 flasks of holy water Spell-Like Abilities (CL 12th): 1/day-endure elements, fire shield (warm), searing light (+14 ranged touch) **************************************** ****************** Maneuvers and Stances (IL 12th): Stances-iron guard's glare (1st), martial spirit (1st), tactics of the wolf (3rd) Strikes-bonecrusher (3rd), burning blade (1st), charging minotaur (1st), divine surge* (4th), elder mountain hammer* (5th), fan the flames* (3rd), leading the attack (1st), radiant charge* (5th), rallying strike* (6th), white raven strike* (4th) Counter-shield block (2nd) Other-order from chaos* (6th) Disciplines-Desert Wind, Devoted Spirit, Stone Dragon, White Raven * Readied maneuver **************************************** ****************** Abilities Str 22, Dex 14, Con 16, Int 10, Wis 12, Cha 20 Feats Extra SmiteCW, Improved Bull Rush, Martial Study (burning blade), Martial Study (fan the flames), Power Attack, Shock TrooperCW Skills Balance +7, Concentration +8, Craft (weaponsmithing) +14, Diplomacy +15, Intimidate +14, Jump +7, Knowledge (history) +2, Knowledge (religion) +5 (+7 reguarding undead), Martial Lore +5, Ride +9, Tumble +6 Possessions combat gear plus angel-helm, +2 mithral full plate, Radiant Beacon (+1 everbright undead bane heavy mace), +1 heavy steel shield of daylight, cloak of Charisma +4, armbands of might, gloves of Dexterity +2, boots of the battle charger, vest of resistance +2, ring of protection +1, belt of Strength +4 **************************************** ******************************** Furious Counterstrike (Ex): Tarious can channel his pain into a boiling rage that gives him a +4 to attack and damage for 1 round if he has twenty points or more in his delayed damage pool. Indomitable Soul (Ex): Tarious adds his Charisma bonus to his Will saves. This ability does not stack with a paladin’s divine grace ability. Smite (Ex): Tarious can smite three times per day. He adds a +5 to his attack and +12 to his damage rolls. Steely Resolve (Ex): Tarious has a delayed damage pool that can soak up to 20 points of damage every round. At the end of the round, the damage goes through and it resets back to 0. Zealous Surge (Ex): Once per day, Tarious can opt to re-roll a saving throw. You must abide by the result of the new, second saving throw, even if it’s lower than the first. You must decide after you roll and before the DM answers. **************************************** ****************** Description Tarious is the older half-brother of Tyerion Lydamar (LG aasimar pal 6 [Red Knight]; post #76 FR NPC generator) and leader of the Radiant Crusade. He is an imposing man, standing over six feet tall (seeming more so with his plate armor on) and has blue eyes as bright as the sky. His stern demeanor isonly sofened by children and when in communion with his deity. Since starting the Radiant Crusade, he's been forging alliances with other like minded orders and religions like the Triad and Selune. The Crusade's stronghold is a fortified keep known as the Citadel of Dawn, which is located just east of Candlekeep. Feel free to change things to fit your campaign. Tarious works well as a cleric, paladin, or knight if you don't use or allow the Tome of Battle in your game. |
| Suin Bahhar05-21-08, 10:29 AM | This is a sample divine orginasation. I chose Helm's Order of the One True Vision because they have a darker side being the main sposors of the Maztican debacle. The claim their diviners have the best view of the dogma of Helm and they are quite the zealous converters. One of my players has a cleirc of Helm who is in this affiliation. Company of the One True Vision Symbol: holy symbol of helm behind a shield Background, Goals and Dreams: see FRCS and Faith and Pantheons under Helms clergy Enemies and Allies: see FRCS and Faith and Pantheons under Helms clergy Type: Theocratic / Merchantile organisation Scale: 16 (Continental) Affiliation Score Criteria: Criterion / Affiliation Score Modifier Character Level / + 1/2 the PC’s character level Cleric or Paladin / + 2 Other divine Spellcaster / + 1 Can cast divine spells of 3rd level or higher / + 1 5 or more ranks in knowledge (religion), knowledge (local - any), intimidate and spot / + 1 per skill Can cast divine spells of 5th level or higher / + 2 Has served as a bodyguard/ + 1 Completes mission for the Church of Helm/ + 2 per mission Is associated with an organisation or noble that supports Church of Helm/ + 2 Is associated with an organisation or noble that supports Church of Torm / - 1 Loses property in confidence of the Church of Helm / -4 Destroys property in confidence of the Church of Helm / -8 Opposed alignment / -5 Titles, Benefits and Duties: Affiliation Score / Title: Benefits and Duties 3 or lower / No affiliation, though the Order of the One True Vision are aware of your talents and judging you. 4-6 / Recruit: You are able to find mercenary jobs from the organization of the Order of the One True Vision, respected by others as just authority. +2 Bonus to intimidation 7-10 / Officer: You have to pass a tough guard job for the Order of the One True Vision. After passing you are handed over to one of the nearest major temples to be trained and taught to see through the lies of the enemies. +1 damage and +2 sense motive against the members of the affiliation related to Bane, Mask, Talos, Talona, Umberlee, Cyric or Kossuth 11-15 / Explorer: You must a endure a pilgrimage to help a different Shrine of the Order. Usually an Officer must help in building on the Temple or other manual labor. +2 on saves versus fatigue and its effects are halved 16-20 / Watcher: Must undergo a special divine ritual that has the effect of linking an helmet to the Officer which he must defend while fasting for a tenday. Usually the officer gets visions during this period. The visions are usually interpretated by a higher ranked member of a different shrine (hence the pilgrimmage) to determine what enchantment are laid in his helmet (up to 10000 gp enchantments are usual). 21-25 / Arbiter: You may purchase arms and armor from the Orders Barracks at 2/3 standard price. 25-30 / High Watcher: You have authority to command local guards. +4 bonus to intimidate 31-35 / High Arbiter: You are granted an armor worth up to 30,000 GP 36-40 / Supreme Watcher: You have uncanny insight in the enemies of the Church. You gain one favored enemy (one of the enemies of the organisation) as the rangerability equal to your character level (10 level chracter gains a +6 to skills and damage vs favorite enemy) 41+ / Supreme Arbiter: You have the authority to declare crusades. +6 bonus to intimidate; 1 per week can summon 3 loyal Helmed Horrors that fight for you as if summoned by a sorcerer of 15 level Executive Powers: Law, Inquisition, War, Crusade Replace the intimidation skill increases and change scale and such with the following for the other orders of Helmites: Watchers of the Fallen (scale 11; multiregional ) bonus to heal symbol: helms gauntlet on a stylized sun Everwatch Knights (scale 15; continental) bonus to spot symbol: helms gauntlet topped with a stylized eye Vigilent Eyes of the Diety (scale 12; multiregional) bonus to search symbol: helms gauntlet over a castle |
| Rinonalyrna Fathomlin05-21-08, 10:58 AM | I can buy that there would specific groups of people who are supporters of the Crown (or opponents of the Crown), but I wouldn't agree that everyone who has those ideals would belong to a particular group. |
| Ergdusch05-21-08, 11:53 AM | I can buy that there would specific groups of people who are supporters of the Crown (or opponents of the Crown), but I wouldn't agree that everyone who has those ideals would belong to a particular group. Hi Rino! I'll comment on this over at Candlekeep. ;) |
| Rinonalyrna Fathomlin05-21-08, 12:00 PM | Hi Rino! I'll comment on this over at Candlekeep. ;) OK.:) |
| Ergdusch05-21-08, 12:10 PM | OK.:) ATM the posting-timeout-bug is rather agressive over at the Keep , almost unbearable. Therefore, I'll go ahead and simply post the answer here and not as I just stated. Sorry for the inconvenience. Originally posted by Rinonalyrna Fathomlin at the WotC boards I can buy that there would specific groups of people who are supporters of the Crown (or opponents of the Crown), but I wouldn't agree that everyone who has those ideals would belong to a particular group. Well, Rino, I see the truth behind your words. However, what I ment with the Criteria of being associated with an organisation or noble that either supports or plots against the Crown was the following: Of course there are some persons that have chosen sides like this but are not openly or even actively doing anything to make this known. Further as long as they are just being a singe individual they hold not much thread potential or supporting influence in their position. Therefore these single individuals do not really count for affiliaation matters, as the War Wizrads do not see a thread or support in them. However, other persons might hold such power, being able to influence persons events or the likes in a variety of scales depending on their power level. Such poersons might be either nobles, the harpers, or the Fire Knifes. These are exaples of those 'groups' I had in mind. Has this become clearer to you now?! Ergdusch |
| Rinonalyrna Fathomlin05-21-08, 12:11 PM | Has this become clearer to you now?! Yes, thank you.:) And yeah, CK seems a bit "buggy" today. |
| Archmagus_Ioulaum05-21-08, 04:38 PM | I am unaware of a council of mages within cormyr. Pretty much Vangy was their leader and now that silly lame character whatever her name is their leader. Seriously bad design on that character. Other high ranking war wizards and such yet they are not a council as they could then not be as easily played off one against the other by their leader. Also I do not think the War Wizards are a continental organization.....they can barely retain control of Cormyr let alone any other lands. Perhaps something along the lines of a small kingdom...cough cormyr cough. Of course if it is your home campaign that is fine and dandy! The only kind of council I can think of is the Red Wizards of Thay and even then not much of a council really. Most organizations seem to be run by a single entity with the occasional two or more vieing for power. |
| Rinonalyrna Fathomlin05-21-08, 07:21 PM | I am unaware of a council of mages within cormyr. Pretty much Vangy was their leader and now that silly lame character whatever her name is their leader. Seriously bad design on that character. What makes you say that? |
| Mr_Miscellany05-21-08, 10:40 PM | Archmagus, If you've the time I highly recommend perusing the archives at Candlekeep.com of Ed Greenwood's responses. Ed engaged in a very lengthy conversation with a scribe at Candlekeep some years back, wherein the subject was the War Wizards. You can also find a 3.5 prestige class (or variant??) in Dragon magazine from a few years back that covers the War Wizard Council. |
| Archmagus_Ioulaum05-21-08, 10:41 PM | What makes you say that? Err...which part your ladyship? The council part or the bad build of the present ah high wizard? Council part: from many canon sources. I have never read nor heard of a council of wizards amongst the War Wizards. From the top down ranks exist to some extent yet nothing of a council. Even Ed has stated that the War Wizards operate alone or in small groups normally on different assignments though when they feel they need help they can notify others including Vangy himself. Every novel and game supplement I have read confirms this as well. Bad build of that inept spell hurler, intriguer, and all around pathetic for her position Most High Wizard of the Realm: err my own opinion....mileage may vary. Mostly I have a problem with her campaign build which extends to her capabilities or lack thereof within the role of leader of the War Wizards. |
| Archmagus_Ioulaum05-21-08, 11:23 PM | Archmagus, If you've the time I highly recommend perusing the archives at Candlekeep.com of Ed Greenwood's responses. Ed engaged in a very lengthy conversation with a scribe at Candlekeep some years back, wherein the subject was the War Wizards. You can also find a 3.5 prestige class (or variant??) in Dragon magazine from a few years back that covers the War Wizard Council. I can not find anything so far about what was in Dragon Magazine so that will have to wait however I did find something interesting at Candlekeep. I refer you to Jan 09 2005 post by the hooded one under questions for Ed Greenwood in the Chamber of Sages. He expressly says not to form councils amongst the War Wizards in his reply. I have also read other such replies from Ed about the War Wizards as well as from Novels that use the War Wizards of Cormyr in them. |
| Mr_Miscellany05-21-08, 11:48 PM | Keep looking..... ;) |
| Stigger05-22-08, 04:57 AM | The Cormyrean council of mage's wasn't associated with the War Wizards per se that I recall, even if Vangey headed it up. Volo's Guide to Cormyr and the Cormyr supplements for 2e both mention it though. Wasn't an exclusive membership though, as it was open to any registered mage in the nation who cared to show up as I recall, and functioned something like an informal mage's guild more than anything to do with governance. No idea of any Dragon references though, never did bother with it. Got too many damned books as it is... |
| Ergdusch05-22-08, 06:23 AM | To elaborate on Stiggers reply: 2nd Ed. Forgotten Realms sourcebook Cormyr, p. 60: "Vangerdahast heads the famous Council of Mages, a group that advises the king on matters pertaining to magic and magical threats within the kingdom. The king also sometimes calls on the council to research a particular questionand find information the king needs to make a decision. History The Council of Mages had its start in the beginning of Cormyr itself. When Suzail and nearby communities were establishing themselves as a cohesive group, they were hampered by continual attacks from all manner of creatures that would come out of what’s now known as the King’s Forest. Men-at-arms were not sufficient protection. The nascent Cormyr needed the help of magic to combat these beasts. All known mages were then assembled, and they devised a plan of attack using magic only, no foot soldiers at all. Their efforts were successful, and the group of mages became known as the War Wizards, a permanent component of Cormyr. The War Wizards were called upon to perform more duties for Cormyr. These included creating magical items for the king, conducting research, and assisting with various healing spells. There were also frequent combat duties. Therefore, the collection of mages was split into two groups, the Council of Mages and the War Wizards. Today the two are essentially known as one group, but Vangerdahast and his aides are known as the Council of Mages because they rarely fight anything directly other than rogue mages or supremely powerful monsters or threats. War Wizard is a term used for the mages who fight alongside the Purple Dragons, defending the interests of the crown on a daily basis." Also, 2nd Ed. Forgotten Realms sourcebook Volo's Guide to Cormyr, p. 16: "Suzail is a major center of magical learning and power. It is home not only to the secretive College of War Wizards and Vangerdahast, Royal Magician to the Realm, but also the Council of Mages[...]" Concerning the Dragon Magazine Article that was mentioned: This would be the article by Thomas M. Costa - 'Heroes of Cormy' in Dragon Magazine #307 (May 2003). It presents the 3-level Prestige Class of the 'Council Mage' and gives the same information about the Council of Mages as the Cormyr sourcebook but peppered up with little more details. |
| Rinonalyrna Fathomlin05-22-08, 11:25 AM | Err...which part your ladyship? The council part or the bad build of the present ah high wizard? I meant the high wizard.:) I see you answered that, though--thank you! Bad build of that inept spell hurler, intriguer, and all around pathetic for her position Most High Wizard of the Realm: err my own opinion....mileage may vary. Mostly I have a problem with her campaign build which extends to her capabilities or lack thereof within the role of leader of the War Wizards. I understand.:) I'm rather fond of her as a character, though, based on her portrayal in the novel Elminster's Daughter. |
| Archmagus_Ioulaum05-23-08, 01:33 AM | Ah I see about the council. I thought it had a real definable function within the hierachy of the realm. Glad it is just an aside. I like Cormyr as it is portrayed by Ed over on Candlekeep, though I am an evil bastard at heart and so reside in places along the lines of Westgate, Thay, Calimshan, Amn, Border Kingdoms, etc. One of my earliest characters I played lives in Westgate. DnD 2e male half-elf cleric/wizard (my favorite to play in 2e). My epic level half-devil/human wizard lives farther north and west in Sundabar. He is basically a thorn in the side of the Silver Marches doodoo gooders. I semi-retired this character at Wizard 5, Incantator(Incantatrix) 10, Archmage 5, Epic 4. Only character that never died.....for once. I played good characters though the evil they fought slowly turned them insane and towards nuetrality or evil. The whole stare into the abyss too long theory. As far as Vangy's replacement I just object to her silly game mechanics write up in the campaign tome. Otherwise I like her too. Though my evil intentioned mind hopes she dies :dancin: |
| Stigger05-23-08, 02:51 AM | Yeah, the stats didn't really scream effective court mage... rather the opposite actually. Beyond that, I can't really see Vangey going for a relatively unknown sorcerer over someone like Laspeera. |
| Ergdusch05-23-08, 03:31 AM | I'd like to remind you of the initial intention of the thread - affiliations in the Realms. Therefore, if anyone would be so kind to also post a comment on the War Wizards affiliation, I'd appreciate it. ;) |
| Stigger05-23-08, 04:27 AM | Scale seems a bit large for their actual influence... and no idea what a Helping Hand is, so that's something of a confusing issue for me. I think I'd probably eliminate the audience with the regent/monarch and put in something like access to spell libraries at a reduced cost myself. Probably do the same with the automatic audience with the Mage Royal as well, making that the 1d6 days and sticking in access to a spell library with no cost reduction. From the little fiction I've read, it always seemed like most of the War Wizards had a fairly common repetoire of spells to draw upon, so the library access seems a logical conclusion for senior members to me. Otherwise, it looked pretty good. |
| Valgard05-23-08, 04:43 AM | Do you know? I've seen the affiliation system since it appeared in PHB2(?) and I didn't take any attention on it since know... I suspect that is because when you try to create a new system for something completely new without any past support that just :censored: but when you use it to complement something with years of work, that makes it interesting... Now I see a reason to join the Purple Dragons other than because it's the requirement of the Purple Dragon Knight prestige class. |
| Ergdusch05-23-08, 06:36 AM | Scale seems a bit large for their actual influence... I thought a scale of 14 appropriate comparing the suggestions found in the "PHBII" and judged by the tasks the War Wizards are given and their historical background (esp. the 'centuries old kingdom' part!). IMHO, they most certainly also influence or at least observe matters outside of Cormyr in e.g. Sembia or Westgate. Reconsidering, a scale of 12 (Multiregional/Kingdom) or 13 (Multiregional/Kingdom and vassal states) might do it too. no idea what a Helping Hand is, so that's something of a confusing issue for me. I worked this out with different material found on Candlekeep.com - Traveler's Notebook section. So it's not canon but a fan-based title creation. To quote from one of that particular work: "Titles of the War Wizards First Level Chairman Emperius Second Level First Assistants of the Leader Third Level Notable Wizard of Cormyr Fourth Level Helping Magic Hand of Cormyr The titles are used only when dealing with the Purple Dragons, and have no reason to be used in other circumstances. However, all the War Wizards know perfectly the titles of all the members of the organization, and all the Purple Dragons know how to refer properly to a War Wizard when speaking with him." To me it is clear so that power and influence normally have no bearing on position in the War Wizards. It is quite common to find a more powerful mage working for a less powerful mage. Loyalty and service to the Crown and Country influence one's progression more than any other thing. The titels I used in the affiliation (Neomage, Spellcaster, Ward, etc.) again, derive from a different source (which however, can also be found at the Traveler's Notebook section of Candlekeep). I think I'd probably eliminate the audience with the regent/monarch and put in something like access to spell libraries at a reduced cost myself. Probably do the same with the automatic audience with the Mage Royal as well, making that the 1d6 days and sticking in access to a spell library with no cost reduction. From the little fiction I've read, it always seemed like most of the War Wizards had a fairly common repetoire of spells to draw upon, so the library access seems a logical conclusion for senior members to me. Otherwise, it looked pretty good. Thanks for the feedback. I'll ponder about the library excess idea a little bit. |
| Rinonalyrna Fathomlin05-23-08, 10:19 AM | Yeah, the stats didn't really scream effective court mage... rather the opposite actually. Beyond that, I can't really see Vangey going for a relatively unknown sorcerer over someone like Laspeera. Good point, it's not what I would have thought of, either. I'm pretty sure Ed addressed the issue on CK, but oh well.:) |
| Blackball805-23-08, 12:12 PM | Do you know? I've seen the affiliation system since it appeared in PHB2(?) and I didn't take any attention on it since know... I suspect that is because when you try to create a new system for something completely new without any past support that just :censored: but when you use it to complement something with years of work, that makes it interesting... Now I see a reason to join the Purple Dragons other than because it's the requirement of the Purple Dragon Knight prestige class. I agree 100%. I think I'll be looking over those rules again. Interesting stuff. |
| creyzi4zb1206-09-08, 11:01 PM | What about marriage? |
| Stigger06-10-08, 12:50 PM | It exists, some like it, some don't, and I've no idea what the context of the question is, so, can't really answer you beyond that yet. :P |
| creyzi4zb1206-10-08, 02:27 PM | I mean what benefits are given when two characters marry? Or when a character marries and npc?L(I'm guessing none, except the interest of the player.) Has it been done before? I usually do my games homebrew as a DM...And yeah, it's been done in my games before.. :P |
| Suin Bahhar06-10-08, 03:14 PM | Marrying a character to a powerful NPC has a LOT of perks, mostly by getting acces to the affiliation benefits of their spouse. |
| Stigger06-10-08, 04:14 PM | Officially, there's probably not much benefit, mechanically speaking, to marrying anyone, beyond what the DM decides... which is pretty much how it should be, I think. Gives the DM a bit more leeway to conduct the campaign as they choose, rather than being locked into some mechanic that may or may not make much sense to their campaign. |
| Lord Karsus06-11-08, 01:34 AM | I mean what benefits are given when two characters marry? -Increased stress...30 pounds...High blood pressure... :rimshot: -No, just kidding. Marriage is a good thing. I guess. :cool: |
| Diffan06-11-08, 10:04 AM | -No, just kidding. Marriage is a good thing. I guess. :cool: You obviously aren't speaking from any personal experience........ (i hope my wife doesn't read this.....:incog:) |
| MerrikCale06-12-08, 03:00 PM | -Increased stress...30 pounds...High blood pressure... :rimshot: -No, just kidding. Marriage is a good thing. I guess. :cool: Then add kids |
| Ody_Saraph_of_Karsus06-12-08, 03:03 PM | And subtract MONEY |