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| grimclaw12-31-04, 08:27 PM | A Brief History Of Tyranor The people gathered around the steps of the Great Library in anticipation. The Lore Keeper appeared only once each year at the harvest festival to recite the history of the city adding a new line each year. That time was now and from thruout the city the people came,rich and poor,noble and common. A hush fell over the crowdas the doors to the library opened and a small elderly human shuffled forward,leaning on a tall oaken staff. Old and bent,his hairless head shining in the sun,his long white beard reaching his waist,he moved to the top of the steps and looked down at the crowd with clouded eyes. Feeling thier anticipation he smiled down at them as he waited for an acolyte to set a chair out for him. The crowd waited patiently as he settled himself onto the cushioned seat. Many children wormed thier way thru the crowd to sit on the ground in front of the steps,even as thier parents had. The Lore Keeper let his staff rest against his shoulder and seemed to draw in upon himself,when he spoke his voice rolled across the plaza full of power and knowledge,"In the beginning there was nothing but the Ultimate,and the Ultimate was all and the potential for all. Within the nothingness the Ultimate concieved of the IDEA of CREATION. With the THOUGHT came REALITY.But creation was empty and vast,the Ultimate saw infinite possibilities. From within the Ultimate drew forth others,lesser reflections of himself. Each went forth to find a piece of creationto fill with thier vision. From each sprang a version of reality and gods to fill it. From others sprang the planes of existance ,high and low. The elements sprang to life.Each worked alone with his vision,but each fufilled the thought of the Ultimate.Content the Ultimate faded into the nothingness to watch his creation unfold. He left a legacy however. In the center of all creation,where the Ultimate had stood a land like no other came into being.Surrounded by a veil of mist it was connected to all places all worlds and yet was apart and seperatefrom them. In the center of this land a great beacon of energy and light blazed forth,a remnent of the power of creation. Over time people of many races and worlds wandered thru the veil and into the land. Drawn by the power of the energy eruption they called the Source. A simple village grew.This village was peaceful and content with the blessings of the source. Thier crops were always plentiful,sickness was rare and the hand of time touched the people only with the gentlest of hands. Eventually a great mage came thru the veil,Antridus. Wise in the ways of magic and stronger than all others in the Art,he was drawn to the source as a moth to flame. In a simple cottage he lived as he studied the Source and strove to master its many mysteries. For centuries he studied it as the simple village became a prosperous town and then a mighty city. The people turned more and more to him to solve thier disputes as they trusted his wisdom. In time another mage came thru the veil drawn by the power of the Source. Coradin he named himself and begged Antridus to take him as student and apprentice. Antridus,lonely in his power and eager to share his knowledge with one who could understand its intracasies,agreed. Togather the two mages delved ever deeper into the mysteries of the Source and learned its secrets over the centuries. These then are the secrets learned by Antridus and Coradin. First,those who dwelt within the light emmited by the Source were untouched by the hand of time,while those who dwelt further away but within its sight aged gently and without extremes. Second,any being who was placed within the stream of the source was healed of all injuries,diseases,curses,even death regardless of wether they could otherwise be ressurected or healed. Thirdly,any mage within the radius of the light of the Source no longer needed components for his spells,could cast his spells without thier loss from his mind or a lessoning of the number of spells he could cast. This power applied to all spellcasters arcane or divine. Fouthly,any being who stood within the source and for as long as he remained within reach of its light gained the ability to cast spells as a sorcerer at the height of his power. Even those who already were casters gained this ability. All these things were great abilities indeed,but one final thing was learned. Any being who created an item of magic within the radius of the light of the Source lost nothing of his personal energies for the Source supplied not only the energy(xp)but also the knowledge of the crafting so that a crafter could create any item he wished.(all item creation feats are known) Antridus was wise with these discoveries and used them for the benifit of the city wich he named Tyranor(teer'ahhnor) Coradin however grew arrogant and demanding,he beganto view himself as a god and all other beings were less than he. Concerned Antridus confronted his companion and begged him to turn from the darkness that was consuming him. In answer Coradin stuck his old teacher down and proclaimed himself god and ruler of Tyranor. However he erred in his presumption for Antridus was ancient in his power and wise in his knowledge. Long they battled within the shed light of the Source,great and terrible energies were unleashed. The ground trembled,the sky burned and the sea crashed upon the land. For hours,for days they fought till at last Antridus threw down his treacherous opponent and destroyed him uterrly. He wept as he saw the destruction they had wrought upon the peaceful city and with the knowledge that others would come seeking the power for dark purposes. Then did he proclaim himself King of Tyranor and directed the people as they rebuilt the city. A fortress he made it with mighty walls and great towers. Around the Source he caused to be built a citadael whos walls defined and contained the power and the two became one. The city prospered under his guidance and became a mighty metropolis as many newcomers entered the city. With newcomers though came those whose hearts were dark with greed and lust for power. Antridus grew cautious and wary because he knew the darkness within them. After long and careful thought he proclaimed the formation of the Guilds. Only thru the Guilds could the people of Tyranor gain power or access to the throne. Carefully he played one guild against another ensuring that they focused on one another and could never unite against him. This state of affairs lasted for many centuries till at last Antridus grew weary of life,knowing his time to be limited he took a wife and sired a son. He waited patiently for his son to grow to adulthood then crowned him king. Then with a great sigh of relief he walked to the center of the citadael where the light of the Source still burned pure and gave himself to the power his body dispersing ,his soul free to seek the afterlife. Velestin,second king of Tyranor reigned for five hundred years before he crowned his daughterSyllestra queen and followed his father into oblivion. And so it was as ruler after ruler sat upon the throne till life no longer held joy and they proclaimed an heir and followed Antridus into the afterlife. Now the people are troubled for the king Valestan is weary,the light dies from his eyes and yet he has no hier. By decree of Antridus himself should a king vacate the throne without an heir then the guilds must elect one to take the throne from amongst thier ranks. The people await a time of strife and intrigue as each guild seeks to place one of its members on the throne and each member strives to be the one. Tyranor holds its breath,waiting for the chaos to come. The guilds wait for the chance to take what they believe is thiers by right. Will it be settled by the whispered word,the swinging sword or daggers in the dark? Not even destiny can say."Without another word the Lorekeeper rose and shuffled slowly within the Graet Library. When next he appeared a new king would sit on the throne of Tyranor. |
| grimclaw12-31-04, 09:07 PM | The Guilds-The guilds present many faces,some are simple trade and craft guilds. Some promote moral or ethical outlooks.Some promote ideals and philosophies. The guild house is the face of the guild,its front halls being open to the public its interiors heavily wardedby magic and defended by skilled blades and bound creatures. Within the haert of the guild house is a portal usuable only by members of the guild or thier guests. Each portal is different,some lead to lands within the veil,some to other worlds ,some to other planes of existance. The guild house is the face of the guild,beyond the portal is the foundation of the guild. The foundation is inviolate,as only guild members may use the portals. To remove a guild one must take the guild house and ward the portal attempting to cut off the guild from Tyranor. Then one must hope the guilds allies dont attack or allow the guild to use its portal once a way to travel to the foundations location is established.though this is a rarity. Independants-Some powerful beings within Tyranor belong to no guild but are often allies or enemies of the guilds.They are the wildcards of the guildwars. The arena-To the north-east of the city upon a low mountain sits the arena. A place where duels of honor are fought as well as political battles cloaked as duels. Many guilds not desiring open war make use of the arena. The docks-The western edge of the city meets the harbor. The harbor contains ships from countless world,that have crossed the veil. Caravansory-South of the city just outside the outer wall is the caravansary. where caravans as varied as the ships in the harbor come to trade. The walls-Tyranor is surrounded on three sides by double walls. The outer wall wich contains the south gate is 40' tall with 80'towers spaced every 100'and is 20' thick at the base. The inner wall contains the east gate and is 60' tall with 100'towers spaced every 100'along its length and is 30'thick at its base.50' of space seperates the walls with a sigle road connecting the south and east gates. In the middle of the city is a circular wallseperating the the city from the area inhabited by the nobles and the guilds and the wealthy.IT is 30' tall with 60' towers spaced every 100' along its circumference.It is 10 ' thick at it's base. In the very center of the city rises the citadael with 80'outer walls,150'towers,all covered in a mass of wards some dating back to Antridus.A great stream of golden energy shoots up from the citadael hundreds of feet into the air. The grand market-In the southern partof the city is the grand market where almost anything can be purchased. Gray Meadows-A large ancient cemetary located in the northeastern section of the city. It is rarely used as most burials now take place in mountain side crypts outside the city. outside of city- north to northeast-mountains nw-w-sw- harbor and sea south-20 miles of lightly wooded ,gently rolling hills that gradually become badlands 50 miles from the city and desert 80 miles from the city. east-se--lightly wooded hills that turn to forest and swamp 20 miles from the city three roads lead from the city meeting at the south gate.north road-stormroad,east road-dawn road,south road-flame road |
| grimclaw12-31-04, 09:13 PM | Let the bells toll,let tears be shed,people of Tyranor the King is dead!!May the gods have mercy on us all.(The guilds will please observe a period of mourning before destroying each other,as this will also allow the rules to be formed) |
| Silmarien Aldalome01-02-05, 01:18 AM | The Guilds-The guilds present many faces,some are simple trade and craft guilds.Some promote moral or ethical outlooks.Some promote ideals and philosophies.The guild house is the face of the guild,its front halls being open to the public its interiors heavily wardedby magic and defended by skilled blades and bound creatures. Within the haert of the guild house is a portal usuable only by members of the guild or thier guests.Each portal is different,some lead to lands within the veil,some to other worlds ,some to other planes of existance.The guild house is the face of the guild,beyond the portal is the foundation of the guild. The foundation is inviolate,as only guild members may use the portals.To remove a guild one must take the guild house and ward the portal attempting to cut off the guild from Tyranor.Then one must hope the guilds allies dont attack or allow the guild to use its portal once a way to travel to the foundations location is established.though this is a rarity. Very nice. Independants-Some powerful beings within Tyranor belong to no guild but are often allies or enemies of the guilds.They are the wildcards of the guildwars. The arena-To the north-east of the city upon a low mountain sits the arena.A place where duels of honor are fought as well as political battles cloaked as duels.Many guilds not desiring open war make use of the arena. The docks-The western edge of the city meets the harbor.The harbor contains ships from countless world,that have crossed the veil. Caravansory-South of the city just outside the outer wall is the caravansary.where caravans as varied as the ships in the harbor come to trade. The walls-Tyranor is surrounded on three sides by double walls.The outer wall wich contains the south gate is 40' tall with 80'towers spaced every 100'and is 20' thick at the base. The inner wall contains the east gate and is 60' tall with 100'towers spaced every 100'along its length and is 30'thick at its base.50' of space seperates the walls with a sigle road connecting the south and east gates. In the middle of the city is a circular wallseperating the the city from the area inhabited by the nobles and the guilds and the wealthy.IT is 30' tall with 60' towers spaced every 100' along its circumference.It is 10 ' thick at it's base. In the very center of the city rises the citadael with 80'outer walls,150'towers,all covered in a mass of wards some dating back to Antridus.A great stream of golden energy shoots up from the citadael hundreds of feet into the air. The grand market-In the southern partof the city is the grand market where almost anything can be purchased. Gray Meadows-A large ancient cemetary located in the northeastern section of the city.It is rarely used as most burials now take place in mountain side crypts outside the city. outside of city- north to northeast-mountains nw-w-sw- harbor and sea south-20 miles of lightly wooded ,gently rolling hills that gradually become badlands 50 miles from the city and desert 80 miles from the city. east-se--lightly wooded hills that turn to forest and swamp 20 miles from the city three roads lead from the city meeting at the south gate.north road-stormroad,east road-dawn road,south road-flame road If only we could draw this up. If there's a nutty or sane artist amongst us - I'm sure people would love to see us DRAW UP A MAP. The Portal concept is really interesting. I'd like to explore that idea, in particular, and to think about how to use it to guide some rules for the region. Some of the guilds, though are in forests, or have remote keeps (e.g. Archmages) - but - I don't see that as a barrier to the portal concept. Thank you for going to so much trouble Grimmy - they're superb materials. We'll look forwards to working with them. Regards stav |
| grimclaw01-02-05, 01:46 AM | yahoo! |
| jagggar01-02-05, 01:51 AM | If only we could draw this up. If there's a nutty or sane artist amongst us - I'm sure people would love to see us DRAW UP A MAP.Don't consider myself much of an artist, but I do think I fit the nutty part. Give me enough time with the description, graph paper, and Notepad once I get back to the dorms and I'll see what I can do about a map. |
| Silmarien Aldalome01-02-05, 01:58 AM | Don't consider myself much of an artist, but I do think I fit the nutty part. Give me enough time with the description, graph paper, and Notepad once I get back to the dorms and I'll see what I can do about a map. If that's an invitation - you're ON! Wouldn't it be FANTASTIC if we could have a thread with visuals, maps, symbols, heraldic devices, items, names, drawings of PCs! |
| Tenzhi01-02-05, 02:22 AM | One thing at a time, oh ye of large text. @grimclaw - it's a neat idea you're building up - almost like a more organized Sigil. I only have one suggestion at the nonce: put at least one and preferably two spaces after the period at the end of a sentence. This facilitates ease of reading. |
| grimclaw01-02-05, 02:57 AM | Done. Sadly I failed to spend skill points on Typing. |
| grimclaw01-02-05, 04:31 AM | (originally proposed by Tenzhi) Money in Tyranor is a coin commonly referred to as a dwimmer(slang for dweomer coin). Any being entering thru the veil of mists will find that thier gold coins have become dwimmers. They revert to thier original form once one leaves back thru the veil. platinum and lesser coins are also altered as follows-platinum=grand dwimmer silver=chant copper=cantrip other types of coin become a standard coin of the type they are most closely equivelent to. |
| Demonfey01-03-05, 03:42 PM | (originally proposed by Tenzhi) Money in Tyranor is a coin commonly referred to as a dwimmer(slang for dweomer coin). Any being entering thru the veil of mists will find that thier gold coins have become dwimmers. They revert to thier original form once one leaves back thru the veil. platinum and lesser coins are also altered as follows-platinum=grand dwimmer silver=chant copper=cantrip other types of coin become a standard coin of the type they are most closely equivelent to. Can we just say gold, or silver? Easiest way to remember. |
| king_of_evil00701-04-05, 09:33 PM | Why are our copper pieces named after level 0 arcane spells? Just a question. |
| Jharviss01-04-05, 10:07 PM | Because they're useless and nobody ever pays attention to them. Except: Prestidigitations, Mage Hand, Light, and Read Magic. For some reason, I always see those... Personally, I like having renamed money. It rocks my world and alters the world slightly from simple D&D. |
| Lady Rolindin01-06-05, 09:15 PM | do we have any one who can make dital maps and the other parts nessary for each guild? |
| grimclaw01-08-05, 02:22 AM | I believe jagggar might be doing something about maps for the land and city as a whole. It will be up to individual guilds to design thier areas. |
| jagggar01-09-05, 11:32 AM | How big is the city dimension wise? Need to know how big the city'll be on the maps. Need an approximation on how long the walls are for the city map (and how big the towers are around). Also need to know if the city is a mile across or larger for the bigger map. |
| grimclaw01-09-05, 04:07 PM | dont know about actual dimensions.It'll have to be big enough for a large pop. say,300,000 to 500,000. Since your the cartographer and I'm only a historian I'll leave that to you. :D |
| jagggar01-11-05, 10:49 PM | Sort of a proposal. Stuff I've thought up. Tyranor's throne is up for grabs by the Guilds. In the end only one person can claim the throne, but the power that comes from being a member of a Guild can help one reach that seat of power. Each Guild is an organization which does not nessacerly fit the "normal" concepts of a guild. Guilds are led by powerful beings (not leaving out any races here). These GuildMembers are the true participants of the contest for the throne. Other, weaker members of guilds are usually followers, hirelings, or those protected by the GuildMembers/"leaders".1 (When calculating "Guild Membership" only PC members of guilds count.) Each Guild has a Guildhouse either within Tyranor or in the lands surrounding it.2 Each Guildhouse has three portals within and the Guildhouse is meant as the line of defense for these portals. The most important portal is the portal which leads to the Guild's private santum. Only GuildMembers may enter.3 The santum is a demiplane which provides for all of their needs. It appears as approprate for the Guild. The santum is safe from scrying, teleportation or any other sort of inflitation. A second portal leads to a safe meeting place for all members of a Guild and for allies of a Guild. Sometimes this leads back to another world in which the Guild is based. Other times this is also a demiplane if the Guild has no other territory in another world.4 The final portal leads to the Guild Meeting Room. The GMR is within the castle and is affected by the Source. While it is quite obviously a room within the castle there can be times in which one enters and realizes it is much bigger than it is actually built to be. The Source is responsible for the shifting of the room. As Guilds are created, the Source connects a portal to them as well as being responsable for the other portals which the Guilds have. Anyone may leave a Guildhouse through a portal to the GMR. Only those who are unfriendly or hostile to the Guild may not use the portal to enter it's Guildhouse. When those who are unfriendly or hostile approach the portal, those at the Guildhouse are alerted and may speak with those who wish to enter and Members may grant permission for them to enter if they accept the words spoken. This keeps the GMR from being a source of invasion but still permits those who wish to turn relations around to do so. The Guild Meeting Room is also where many of the announcements reguarding the bid for the throne. About two hundred miles from Tyranor on all sides is a veil of fog. No one really knows what lies beyond the fog for certain. Some say it is a wall of fog through which none may pass. Others say going though the veil leads to strange worlds. Some say if you go through the veil you'll be lost for a while, only to return to where you entered the fog or far from it, yet still in the lands of Tyranor. Villages and small cities dot the land in some places across Tyranor. Some of these sprout up around friendly Guilds.5 Most of these settlements rely upon Tyranor for their governing.6 though some are treated as storehouses and suppliers of raw materials. (A settlement in the mountians may supply much of the ore to Tyranor.) Footnotes: 1. This makes room for those guilds which would like to be huge. They may have many members, but most will be low, low level as they should be. Followers would be those gained by the leadership feat or anything we might do like that (Orcy's idea). Hirelings would be those who are hired by the guild for any purpose. Those who are protected by the guilds are generally non-combatants and are "citizens" of the guildhouse and lands if the Guild has any lands. 2. I suggest that each Guild is allowed to build their Guildhouse with funds as outlined in the Landlord feat presented in Stronghold Builder's Guidebook. Each GuildMember would be treated as having the feat when donating money to improve the Guildhouse (the money is matched). Additional funds would be gained based on the level of the designated "leader" or "delagate" of the Guild. 3. Discuss rules for esponage. Perhaps if the spy is considered a member it works. Possibly a bluff check to enter could work. 4. Consider options for "invading" through the portal. 5. This would also allow for a larger feel such as a half-elven settlement around the HEF. 6. Possibly, if we really, really want to that could be a way to enter city management into the game later on once we are sure we can handle it. As a trust of responsiblity could be given as sort of a test to a Guild. Rules would have to be developed first before it becomes an option. |
| jagggar01-13-05, 05:17 PM | I more or less have a map done. How shall I post it? Where should I upload it to? |
| jagggar01-15-05, 12:19 PM | :bump: MAP of the Lands of Tyranor (http://img.photobucket.com/albums/v242/jagggar/tyranorN.jpg) How do we like? Took a few liberties with the description. Needs rivers. Needs the roads given in the description. Black dot in the middle is the city itself. The sea isn't filled in because we may have a guild which wants islands in the future. 170 mile radius around the city, is that big enough for people? If someone has specifics on what the art gallery allows to be attached and how large images can be, PM me or post to inform me. Or if someone can host LARGE images. |
| Demonfey01-15-05, 01:26 PM | I personally like it, and are there any dormant volcanoes in any of the areas? |
| jagggar01-15-05, 01:30 PM | Not offically, though I'd probably put it in one of the high mountian ranges. |
| Tenzhi01-16-05, 12:46 AM | Are you going to do a map of the actual city? |
| jagggar01-16-05, 01:37 AM | Yep, plan to. I wanna figure out what we're going to mean by district and about how big they're going to be before getting down to business though. I'm thinking we might not need too much of a map depending on how we do it. Basic, district divides and important sites might do it with several street maps to choose from if combat ever brakes out amongst the streets. |
| Rurik "The Silent"01-19-05, 12:23 PM | do we have any one who can make dital maps and the other parts nessary for each guild? If it hasnt been done already im sure i could make a make if i had a little more detail. Im in digital art any when i look at this and i use photoshop at home, and make all the maps for our campaines. So maybe i can hook us up with something. |
| Dyne01-21-05, 01:39 AM | Just gonna hijack the thread for a little bit, throw a few ideas around. ;) The following is by no means finalized. If the GMs somehow don't like what follows, it will not apply. Also, this is from the perspective of the future, as though the speaker is looking back on past events. The doors of the citadel gracefully slide open, and an old man strides out from it. You recognize him as a member of the clergy, one of the veteran clerics. His robes are of a plain white, and he leans on a wooden staff as he walks toward the crowd. "The Wizard Antridus, being the oldest and most wise of the wizards to pass through the veil, began an order to train others of his kind, some time after the defeat of his apprentice Coradin. He took on many students, and he trained them in the art he had come to love. This order came to be known as the Council of Archmages, as it was an advisory panel of the lord of the land. And most wise are the Archmages, for they are they whom have mastered the art which draws upon the Source. And many good and honorable Archmages did the Council produce, including Malomar of Aundae, Mistress Quarra, as well as many others great and small. By their hand, the land of Tyranor prospered." Not sure who the leader of the CoA is gonna be, so I'm gonna have to split it into two possibilities. If the leader wishes to play Antridus himself: "And Antridus continued, being and ancient his health did never fail him. And he continues to lead and guide the Council to this day." If the leader wishes to play someone else: "But Antridus did not continue. Although he was an ancient, his health did not last. He lived out his days for hundreds of years before a new leader needed to be chosen." "And the Council continued. But there is one of the council whom I wish to speak of now. Few now know his true name, but he is known to many as Dyne. Few have mastered the path of the Wizard and the Warrior, but this one has done both. He has befriended angels, had a hand in the creation of the Guardian Spirit of the Great Forest, as well as looking over the Great Forest himself. But these are all tales for another time. Perhaps I will describe to you how Dyne befriended the celestial James, or how Anextlomarus, the Guardian Spirit of the Great Forest came into being. But I must leave you now." With that, the old man walks back into the citadel, and the doors close behind him |
| jagggar01-21-05, 01:46 AM | Dunno 'bout the rest of it since I'm not in charge, but Antridus entered the source, leaving this life. |
| Dyne01-21-05, 07:45 PM | Dunno 'bout the rest of it since I'm not in charge, but Antridus entered the source, leaving this life. Whoops, forgot about that part. Everything I entered was just a quick idea I came up with. I tried making the Council of Archmages more like the Wizard Order of the Istari in the Lord of the Rings. I then put in a little bit about my own character. So I put it up hastily without much explanation. I had to get off quickly after posting it up. I'm thinking that the Great Forest (of the Forest Dwellers Foundation) will be that forest that is mentioned in the description of the geography. And jagggar, good job on the map. But, could you possibly make it a little bigger, or zoom in on it? It's awful hard for me to read the key and such. |
| jagggar01-21-05, 08:00 PM | Sadly I don't have access to really, really good host. Size limit on the pic. I'll type up the key in a bit and just post it. Actually, think I'll edit it into the post which I provided a link to the map in. |
| grimclaw01-22-05, 11:39 PM | good work so far jagggar like the intro for the CoA Dyne since every one wants to know what the city looks like I'll help a bit There are 16 major roads in the city. 8 bulivards wich branch out fromthe center of the city stopping at each wall and starting again on the far side.they correspond to the points of a compass n,s,e,w,ne,se,sw,nw. 8 avenues wich are circular except the outer 2 wich follow the shoreline and meander about the harbor warehouse district but are circular along the rest of thier path. a single road leads from the south gate between the walls to the east gate and then hooks into the city road system each wall has only one gate. the areas created by the avenues and bulivards are crisscrossed with narrow roadways and alleys to small for wagon traffic wich is restricted to the 16 major roads.these blocks can be sealed off during times of war in effect creating 16 fortresses of maze like corridors well known by the defenders but absolutley confusing to attackers. the roads are constructed of dense gray stone that resembles marble.as are the walls. government buildings are of white marble,military building are of black marble.or a material that is denser but resembles marble if meant to be defensable. actual city archetecture is ecclectic at best representing the best and worst of the multiverse. |
| Aramar the Black01-23-05, 08:36 PM | Nice job, Dyne. now, I'd like to add a little bit more about the CoA. And, I feel lik slipping into character to do it. "Certainly", spoke the meditating gnome, "the old man speaks truth. The Council of the Archmages is one of the oldest and most arcane of the many guilds, and it's very nature and linage are way so many people hereabouts talk about its place in the competition for the throne. Being founded, fostered, and taught by the great Antridus himself, it is only natural that the Council is seen by many, guild members or not, as rightful heirs to the throne. Their learning of magic and the powers of the Veil only strengthen this conviction. And if this Council holdes and gives rise to mighty mages, those who might meet with the moral and elemental beings of the multiverse, such as angels or demons, and can foster in thier turn other guilds, can this guild not rule as wonderfly as did Antridus? But it is these reasons for conviction that cause some to oppose the Council in the vie for power and rulership. For the Council holds amongst its ranks powers of evil and darkness, those who can bring destruction and converse with infernal creatures. While these beings may not cuase turmoil within the Council, for the ove of magic or whatever it may be, it worries many that beings such as these be placed in a rulership descision. What kind of state would they bring upon the city, given the power? It may seem a silly concern, truely, given the state that the Council has forever existed in, but the minds of people are complex and active things. Along those lines, they reason that if the apprentices and thier desendents of Antridus can be of good or nuetral moral standing, working for the good of the city and the Veil, than can not they also begin to following a darker, perhaps evil, morla path, and become like Coradin? Cetainly the City does not wish to withstand another fight like that of Old. But again this may seem a silly matter, for the council has, for the most part, existed in harmony, and despite the moral standings of thier members. But then, it is this overall nuetrally moral standing that some say that the Council should not take the throne. For such a fluxuating group, with possibles for almost anything to happen rarley strikes satisfaction in then minds of the peoples. they would prefer some thing of a more solid and good-aligned morality and outlook. Me, I would much like to see the Council attain the throne. I believe that theier knowledge and outllok would be good for the city. But then, that is only my opinion, and I may well be biased in the Counils favor. We shall see how thing turn out." And with that he once agian closed his eyes. |
| Droga01-24-05, 12:43 AM | Since this is the "common ground" and the general world as a whole, this seems like the right place for the following. The ground itself shakes violently all across the world. All over swirling black portals appear from nowhere. Massive black creatures issuing forth from within them. Their bodies slick and black, absorbing all light around them. The skygge flow forth from the portals, a black blanket sweeping across lands and cities. The creatures disappear as fast as they come, flowing into shadows and beyond the view of the mortal eye. Then, comes another set of portals, these appearing two at a time, mostly across from one another. From them pour demons and devils, clashing with eachother on the material plane. Striking out at eachother and pouring out onto the plains, into forests, all over around their portals, striking out. The blood war flowing out onto the material plane for all to experience. A message flows into the heads of all throught the plain. A mass message that all hear. A dark voice that sends chills down your spine at merely hearing it. It says but one name. "Silmarien Aldalome." |
| grimclaw01-24-05, 12:54 AM | With a surge like thunder the source explodes into a raging stream of energy a 1000 feet high and the portals slam shut.The veil of mist closes on the city and covers it.When it withdraws the outworlders are gone from the city though many still battle without the city and thier battle cries can be heard from within the receding veil. Within the tower of the Shattered Star Grimclaw looks on,"And so it begins."He knows that many of the invaders escaped the veil and were now hiding thruout the city awaiting thier masters commands. (AHH,the subtle approach to politics,I like it.) |
| Droga01-24-05, 01:26 AM | You cant just slam shut the portals, I have GM permission for this. Besides, I didnt say in THE city, I said cities. Assuming theres more than a single city in the campaign world. But I shall play along. The portals flair to life once more. A massive black figure moving forth from one. Four huge arms crossed, it's red eyes flash as it's body glows and a darkness surrounds it. It's own power forcing the source back, forcing the portals to remain open. |
| jagggar01-24-05, 01:32 AM | Since it seems like we have the two main settings, Tyranor and the Toril-esque world which the HEF is native to, I believe the portal openings may actually be happening on the Toril-esque world. |
| grimclaw01-24-05, 10:09 AM | in that case i will simply fort up and wait to see how this plays out.How are we supposed to react to this since there arent any rules yet?Its a really great way to kick off the wars though.As for the portals opening in Tyranor,the skygge made it thru,just the fiends of baator and the abyss got zapped to outside the city.If that hurt what you were trying to do then we'll just say the source flared up like an alarm or something. flash to future-Old man talking to his granchildren-I remember the great Skygge war of 05,young uns.A time of terror that was. |
| Dyne01-24-05, 09:13 PM | Since this is the "common ground" and the general world as a whole, this seems like the right place for the following. The ground itself shakes violently all across the world. All over swirling black portals appear from nowhere. Massive black creatures issuing forth from within them. Their bodies slick and black, absorbing all light around them. The skygge flow forth from the portals, a black blanket sweeping across lands and cities. The creatures disappear as fast as they come, flowing into shadows and beyond the view of the mortal eye. Then, comes another set of portals, these appearing two at a time, mostly across from one another. From them pour demons and devils, clashing with eachother on the material plane. Striking out at eachother and pouring out onto the plains, into forests, all over around their portals, striking out. The blood war flowing out onto the material plane for all to experience. A message flows into the heads of all throught the plain. A mass message that all hear. A dark voice that sends chills down your spine at merely hearing it. It says but one name. "Silmarien Aldalome." This better not be happening anywhere near the Forest Dwellers Foundation or the city of Tyranor. It would be a shame to have to deliver these demons right back to your door step in body bags. But if it's only Silmarien you want, I do not believe any of my characters hold any bond to her. |
| jagggar02-04-05, 09:36 PM | Hey look. . . A lost city. . . |
| Dyne02-04-05, 11:19 PM | Lost... but then found.... Or is it? :shifty: Only time will tell. |
| jagggar02-04-05, 11:21 PM | Why can I see a few levels down the road. . . . Some horrendously epic . . . thing. . . trying to destroy the city. . . |
| Dyne02-04-05, 11:23 PM | That's my lunch. Erm, I mean, that WAS my lunch. |
| Cazic03-04-05, 08:46 AM | Mmmmmm horrendously epic . . . thing mmmmmm. :drool: They taste realy good with mustard. :D |
| Orcy The Green Wonder03-04-05, 11:13 AM | Why can I see a few levels down the road. . . . Some horrendously epic . . . thing. . . trying to destroy the city. . . You've read Droga's mind too? |
| Cazic03-04-05, 11:45 PM | You've read Droga's mind too? Read mind? Just look at the guy. He SCREAMS death and destruction. :D |
| Droga03-05-05, 12:23 AM | Deeeaaaaaattttthhhh!!!! Deeeeessstruuuuuction!!!! But destroying the city... good idea. |
| Dyne03-18-05, 01:29 AM | :bump: This thread is gonna be needed again shortly. |