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| grimclaw02-06-05, 09:48 AM | This thread is devoted to the development of Tyranor as a role-playing setting.It is independant of the wars and should not be referenced as binding for the games.I also plan to use it as a showcase for the creations of my fellow posters,a place where thier varius creations can interact in a consistant setting.Once again the following is not official Guild Wars material. |
| grimclaw02-06-05, 09:48 AM | Excerpts from the Book of Ages- In the beginning there was nothing but the Ultimate. Within the mind of the Ultimate came the Idea of creation,from the Idea sprang thought,from thought sprang Reality. With the birth of Creation came endless possibilities and the Ultimate brought forth lesser beings,each seperate from him but filled with his purpose. They scattered thruout creation and brought forth the planes,dieties and worlds,each advancing but a portion of the Ultimates vision. Then the Ultimate withdrew into the nothingness that was before reality to observe what was wrought. Upon the place where the Ultimate had been arose a land like no other,surrounded by a misty veil and at it's center a great beacon of pure unending energy,a fragment of the Ultimates power blazing forth in an empty land.This was the Source. In time mortal beings came thru the veil from many worlds and drawn by the light of the Source they settled around it each race content to live peacfully with the others. After many centuries came Antridus the greatest mage the multiverse had ever known.Drawn by the Source he made it's study his life's work.It was during this time that portals began to appear in the land,fewer the farther from the Source one traveled. Some were temporary,others permanent. Antridus bound them to his will and kept the people,whom he had grown to love ,safe. As the community grew more and more beings came to the city that was growing about the Source. The elven Vandolin and the human Shastarran came in great waves fleeing the seperate destruction of thier respective homelands. With thier saeperate arrivals the culture and knowledge of the city increased many times over. Soon after a mage,Coradin by name,arrived in the city and sought out Antridus,seeking to learn from the great mage. Seeing the potential of Coradin he agreed and they turned to unravel the secrets of the Source. These then are the secretrs known to have been discovered. Those who dwell within the light of the source cease to age,those who dwell in the lands of the veil age slowly and live longer than others of thier race. The shorter the natural lifespan the more noticable the increase.A human could live for two or three centuries and physically age no more than middle age,an elf however was barely affected,seeing no more than a couple of extra decades to his lifespan. As a consequence of the extended lifespans fertitlity decreased or increased dependant on the needs of the population. Any being that was placed within the source was healed of all injuries and disease,even death. To remain for more than a moment in the Source was to invite destruction as energy filled the body and dispersed it into the source. To dwell within the light of the Source was to gain the abilities of a sorcerer of great power(20th level)even if one was already a mage. A mage who cast a spell while within the light of the source did not lose the spell,required no materials beyond focus objects and could apply any meta-magic feat to it without penalty,even those he had not mastered. Finally they learned that the Source was a tool for creation,any mage who crafted an item within the light did not need to expend his personal energies or even have mastered the crafting specialty,all was supplied by the source. What more they could have learned will never be known,Coradin driven by greed and lust for power,threw open the portals and attacked Antridus in an epic duel,even as creatures from thruout the multiverse overan the city. The Vandolin and Shastarran being peoples with a strong martial background responded to the assault togather,leading the other peoples of the city in a massive battle. Eventually Antridus threw down his treacherous companion and the people destroyed the invaders,but the city was in ruins. The people turned to Antridus and proclaimed him king,and he began a massive reconstruction of Tyranor.Families were named noble Houses and each was charged with the gaurding of a specific portal.Each House leader was a member of the Senate wich would propose laws and could overule the king with a 2/3 vote.Advisors were gathered from the various city organizations and a council of arch-mages was convened to oversee the training of mages and to enforce the city regulations concerning magic.A city watch was formed to enforce the laws and a city gaurd dubbed the War Wolves was formed even as massive wallswere built around the city and a navy was formed.Antridus caused to be built a great Citadael around the Source to protect it and the Citadael became a part of the source,it's walls defining the reach of his powers. A great flowering of knowledge ensued under the guidance of Antridus and he ruled wisely for many centuries.Then at last ,weary he entered the Source and was consumed. His son Velestin ruled after him for but three hundred years before he to entered the source and was succeeded by his daughter Syllestra,who increased the cities trade with other worlds and brought much wealth and prosperity to the city. So it has gone for many centuries,Tyranor is a prosperous,strong city that has faced many threats thruout it's history and has only grown stronger. With the death of Velstin IV without an apparent heir,the Chancellor and the Senate hold the city togather while rumors abound of a royal daughter hidden outside the city and unaware of her heritage. |
| grimclaw02-06-05, 09:49 AM | Definitions- House-family group accounted nobles of the city charged with gaurding a specific portal.The head of the house is a member of the senate. Guilds/clans/foundations-Political party or alliance of houses(not to be confused with city guilds wich are craft or profession organizations such as the merchants guild wich is itself an amalgamation of the cities craft guilds and merchants). Senate-A government body composed of heads of each house.They propose laws by majority vote.They can also force a law or denie a royal decree with a 2/3rds vote. Chancellor-elected official who acts as assistant to monarch and oversees day to day government activities and implements the cities laws. Royal council-advisory body charged with advising the monarch and overseeing specific programs and projects. General-Head of War Wolves and city militia Admiral-Head of city navy and harbor security. Council of Archmages-Oversight of city mage academy,enforcement of city magic regulations. Watch Lord-Head of city watch Merchants guild-Alliance of city merchants and craftsmen,charged with enforcement of quality standards,fair pricing standards and training regulations. Temple representative-Speaker for religious matters.oversees city schools,orphanages,hospices. Public works-City engineers and public improvements. Treasury-Taxation and budgeting concerns. ----------------------------------------------------- Judges-nominated by Chancellor and ratified by majority vote of senate,charged with trying of criminals and adjuticating of disputes. List of City Guilds(not political guilds but guilds in the classic sense) Porters guild-longshorman,porters,teamsters Sojourners Guild-Guide train in navigating the veil with far less chance of arriving at wrong location Thieves Guild-Non official guild Assasins Guild-non official guild Sailors Guild-Sailors,fishermen Scholors guild-Sages,engineers,archetects,alchemists,et c. most other professions operate under the protection of the Merchants Guild Flag-silver flare on a red field MONEY-platinum=Grand Dwimmer=triangular with engraving of citadael and source. gold=5/1 platinum=Dwimmer=round with engraving of citadael and source silver=10/1gold=Chant=four pointed star copper=20/1silver=Cantrip=square with engraving of flames Trade Bars=500 gold/platinum bar 100 gold/platinum bar 50gold/gold bar 1000gold/mithril bar Tyranor money gives off a faint light of the appropriate color. Any being that comes thru the veil will discover that his money has transformed into Tyranor coin and reverts when they reenter the veil.While natural Tyranor coin will become the most common currency of whatever world its on outlander coin will only revert to it's original form. |
| grimclaw02-06-05, 09:49 AM | reserved |
| grimclaw02-06-05, 09:50 AM | Veil lands=any land beyond the 20 mile radius patrolled by the war wolves The Black Citadael-120 mile north east of the city,deep in the mountains in a desolate valley.Appeared only a few years ago.iIt is of unknown origins and completely abandoned.All that is known is that non-humans feel a great hostility while within it's halls and it radiates evil.Whispered rumors say that any human who sits upon the citadaels throne and whispers it's true name will be rewarded with power or a magic item,or they will release a great evil. The Bone Tower-From a distance it appears as a tower of Shastarran origin,on closer inspection it is seen to be constructed of bone.It is the home of Arkray the Damned and his host of followers.He was a Shastarran Prince who fell to darkness and murdered all his followers.Not but death may be found here.It is located 80 miles south east of Tyranor on the banks of a great river(Valtharin) Chakar-Home city of the Black Orcs,Located 65 miles east of Tyranor.The Black Orcs are a hybrid of mostly orc mixed with human and drow.They are intelligent,crafty and cruel.Mixing orc bloodlust and strength with human ambition and drow cruelty.They care nothing for peace and kill or enslave all they catch. The Lady's Grove-Druid grove 45 miles east of the city.It is overseen by a druid nymph and her dryad underlings.Noted as a place of peace for those in need of rest and quiet times. Ghost Island-Pirate island that exists on the edges of the veil.It can appear anywhere within sight of or within the veil and tends to lurk along trade routes til the Tyranor navy locates it then fades away to a new location. Kandael Highlands-North of Tyranor the Kandael are a confederation of half -orc tribes noted for thier devotion to honor and thier skill as mountain fighters. Cal Lar-150 miles east by north east of the city it is a city state of gold elves fallen to evil ruled by the brother of the exiled queen.Given over to darkness the Cal Lar are a constant danger to travelers and communities in the region. Tariel-Small city-state of Cal Lar refugees ruled by the rightful queen of Cal Lar.Humbled by thier experience they noticably lack the common elven arrogance,or at least to a degree. Jharsuk-On a icey pininsula to the northwest is a home to savage human sea raiders .thier long ships are a dreaded sight on the shores. Meadowlands-the settled lands around Tyranor that are patrolled and kept safe by the War Wolves. |
| grimclaw02-06-05, 09:51 AM | As the nexus of the universe Tyranor has representatives and shrines to almost any diety imaginable.However only 10 dieties unique to Tyranor are officially recognized and permitted temples in the city.Adherents to other dietiescan find assistance and a place to perform rituals in the temple of a Tyranor diety of similar interests. THE TEN DIVINES(dieties of Tyranor) name----gender--------potfolio--------------- ------ alignment----form 1-Solinar ---male ------sun,order,justice,law-----------lawful good - human ----------------------- crusades,truth---------------------------------- 2-Ashara --female---- moon,redemption,guidance,spiritual purity-NG-elf 3-Jadar ----male------- war,honor,courage,sacrifice-----lawful good-- human 4-Verasha --female ----fertility,nature,life,birth,agriculture --n/good --human 5-Tanaquiel --female ---death,sleep,dreams --------------neutral ----human 6-Celesta ----female----love,beauty,passion,art,song,dance --c/good--sylph 7-Ty-Rel ----male------- skill,craft,fire -------------------- neutral--- dwarf 8-Rin---------male------- trade,wealth,travel------------- neutral ---halfling 9-Wodar--male ------vengeance,retribution,punishment-neutral--winged wolf 10-Shastel--female --stealth,shadows,trickery ----------neutral ------drow -------------------------------------------------------------------------- The Dark Four 1-Belquinar-male---darkness,tyranny,power------ lawful evil ------human 2-Bathral---female ---spiritual corruption,betrayal --n/evil----------drow -------------------------- pain,temptation------------------------------- 3-Gadron----male----natural disaster,destruction--chaotic evil --bat winged ------------------------------------------------------------------giant 4-Shakul----male------undeath,decay,forbidden arts---neutral evil ---lich |
| grimclaw02-06-05, 09:52 AM | City Watch- colors-black and red numbers-1000 equipment-chainmail(dark steel),short sword,dagger,stun baton,pulse rod(see city technology) Leader-Watch Lord-min.rogue5 fighter5 Watch Commander-Min.rogue4 fighter4-commands one of 4 city districts Precinct Captain-min.rogue3 fighter3-commands one of4 district precincts lieutinant-min.rogue2 fighter2-criminal investigators patrol sarg.-min.rogue1 fighter2 leads patrol of 2-5 watchmen watchman-min.fighter2 City Gaurd(War Wolves) colors-black and blue numbers-10,000 +suport units equipment- heavy cavalry-plate mail(dark steel),heavy lance,dagger,long sword(dark steel),large steel shield heavy infantry-scalemail(darksteel),large wooden shield,long sword(dark steel),dagger(1/2)shortspear,(1/4)pike,(1/4)H.crossbow Archers-studded leather,short sword(dark steel),dagger, composite long bow (min fighter/warmaster level--rank-helmet plume-unit-#troops) 8/5-General-silver-Army-all 7/4-commander-purple-brigade-1,000 6/3-major-blue-battalion-500 5/2-captain-red-company-100 4/1-Lt.-gray-platoon-50 4/0-sarg.-brown-squad-10 3/0-soldier-n/a-n/a-n/a support units- scouts-(100)studded leather,dagger,2 short swords(dark steel),long bow scout commander-min ranger 9 scout captain-min.7-commands 50 scouts scout sarg-min5-commands 25 scouts scout-min.3 engineers-(200)leather,dagger,short sword(dark steel),heavy crossbow seige master-min.expert 9 seige captain-min. 7-commands50 engineers seige sarg.-min 5-commands25 engineers engineer-min.3 aerial units-(War Hawks)(100)studded leather,long sword(dark steel),dagger,pulse lance(see city technology),wand of lightning fire serpent steed(see Tyranor beastiary) Air Captain-min.figter/spellcaster level 5/4 Air Lt.-min.4/3-leads 25 serpent riders Air Sarg.-min.3/2-leads 5 serpent riders Air Fighter-min.2/1 Navy colors-black and green numbers-15 ships eqipment-leather,cutlass(dark steel),dagger,short composite bow ranks (fighter level-rank-patch color-ships commanded) 10+-Admiral-silver-all 9-captain-purple-1 7-lt.-blue 5-deck officer-red 3-sailor-n/a Ships=(name-type-#masts-crew size-# pulse cannons-# ballista) Sea Wolf-Dreadnaught-4-200-4-10 Axe-frigate-3-100-2-8 Hammer-frigate Scimitar-frigate Lance-frigate Mist Dancer-large sloop-2-50-1-6 Dark Tide-large sloop Griffon-large sloop Bright Flame-large sloop Destined Star-large sloop Cavalier-large sloop Fallen Angel-large sloop Sirens Song-large sloop Kracken-submersible-0-25-0-0-ram equipt with detachable explosive head Serpent-submersible Sky ships(division of Tyranor navy) Leviathan-crew=200,ballistae=40,pulse cannons=10 light and 20 heavy(light cannons are mounted on top and bottom of ship as protection against small fast opponents)20 fire serpent riders(independent of war wolf riders but arm and equipt the same)20 battle mages,10 batlle priests,200 war wolf marines. Shrike-crew=100,ballistae=20,pulse cannons=6 light and 10 heavy,10 fire serpent riders,10 battle mages,5 battle priests,100 war wolf marines Phoenix-as shrike (note on dark steel-gives effective +5 bonus and ignores magical armor bonus',armor is as +5 and negates magic attack and damage bonusas well as granting dark vision to its bearer) |
| grimclaw02-06-05, 09:52 AM | Pulse technology Pulse technology is a method of storing magical energies in a device that can be discharged as a bolt of golden energy.All pulse weapons have a crystal embedded in the handle or butt of the weapon that collects and stores source energy.Outside of the city walls this energy can not be gathered by the crystals.Number of shots reflects the max amount of charge a crystal can store in a 24 hr period.SPD=shots per day.Most individuals carrie one or two extra fully charged crystals.Pulse technology is strictly limited to city personel of the watch and gaurd as well as a few trusted agents. Pulse Rod-small handheld device-range encrement 30-dmg3d6-SPD=10 Pulse rods are the equivelent of pistols and are used exsclusively by the city watch.They are a weapon of last resort or a anti mage weapon. Pulse Lance-medium hand held device-range encrement 60-dmg3d8-SPD=20 Pulse Lances are used primarily by the cities fire serpent riders and resemble actual lances,and may be used as such. Pulse cannons-large scale weapons that come in three sizes. small-dmg4d10(x4)-SPD=20 Primarily used on city towers as anti-air guns medium -dmg4d10(x5)-SPD=20 Primarily used as defense for palace large-dmg5d10(x5)-SPD=10 Used on outer walls as well as on naval ships -------------------------------------------------------------------------- stun baton-1d6+stun(dc15-fort,or stunned for 3 rounds)Used by the city watch to break up fights and whenever non-lethal force is required. -------------------------------------------------------------------------- Blast bolts-These are ballistae bolts fitted with a hollow head.Comprised of two chambers,each of wich is filled with a secret chemical.On impact a plunger in the tip of the head breaks the dividing wall between chambers.When mixed the two chemicals react with a violent explosion.They are used primarily on ships and to help reduce enemy gate fortifications. Blast bolt-dmg 3d6+2d6 fire damage,flammable materials burst into flame. -------------------------------------------------------------------------- Vandolin Organics-These armors are made of a mixture of ores and magically grown corral like material.Custom fitted to the individual they have many advantages over normal metal.They repair themselves,able to regenerate even missing sections over time.They also adjust to thier owner,adding +2 to the armor types max dex bonus and lowering the arcane spell failure chance by 15%,as well as lowering armor check penalties by 2.It is to be noted that weapons are never made from organics as they gain thier nurishment from contact with thier owner.When not being worn they are stored in a special nutrient bath.By thier nature organic armor is always at least masterwork in quality and excepts enchantment very well. |
| grimclaw02-06-05, 09:53 AM | Vandolin Elves-Making up 30% of the population,the Vandolin are a major force in the city.Refugees of an island empire on a distant world that sank beneath the waves the Vandolin are advanced and sophisticated.They are not a new sub-race of elves,they include amongst thier number members of all the surface races of elves but are primarily gold elves. The primary interest of the Vandolin is trade,most caravans entering and leaving the city are either owned outright or are associated with the Vandolin.Unlike most elves they are egalitarian,open and curious about other peoples.They get along well with humans and halflings,find dwarves somewhat amusing but dont dislike them.Thier primary dislike is for thier fellow elves whom they disdain as fools.A traveller from faerun perhaps described them best,noble as a purple dragon of Cormyr,worldly as a noble of Waterdeep,graceful as courtier of Evermeet with the buisiness sense of a Sembian merchant. They are avid explorers,poets ,artists and philosophers when not engaged in making thier own fortune wich is required to be able to inherit thier share of thier families fortune.The refusal of most elves to make use of the resources around them confuses the Vandolin and adds to thier disdain for thier fellow elves.They are a major force in the lumber markets and great advocates of the Shastarran concept of a harvest wood.This is not to say that they do not have the elven love for nature.They do,but it is mixed with a healthy degree of realism,at least from thier point of view.It should be noted that ares where they oversee logging operations are still quite healthy and abundant.They treat forests as a farmer treats his fields in some ways,though they also advocate for many areas to be left as virgin lands.Thier reasonableness in other area makes thier human and dwarven neighbors more accomadating to this than most elves are used to seeing.(Vandolin archetecture resembles the buildings of ancient India)Thier homes are always surrounded by trees of many kinds and they are noted for thier vibrant gardens.Vandolin and Shastarran neighbors often spend a great deal of time trying to outdo one another with thier gardens.A gentle form of one upmanship that has been going on for centuries. In appearance Vandolin look like any other elf til they smile and extend a hand in greeting with a warmth and genuine enthusiasm most other elves cant manage.An old Shastarran saying perhaps explains the difference best,"Elves are arrogant,the Vandolin are proud." -------------------------------------------------------------------------- Shastar-The Shastarran make up 35% of the cities population.They are humans,refugees from a great empire that fell not once but twice.They are unfazed,"We live,the Empire lives."is a favorite saying of thiers. Many people mistake the Shastar for two different peoples when viewing a male and a female.Shastarran men are tall,often topping 6 feet,they are reserved,quiet and given be distrustful of strangers.Shastarran women are small,averaging around 5'2" and are gregarious,open individuals.When dealing with outsiders it is usually a female who does the talking while the men lurk in the background prepared for treachery.It is not unusual to see a Shastarran couple walking down the street the woman chatting happily about whatever comes to mind while the man says almost nothing.Contrary to the assumptions of others this is the way they like it.The man is quite content to quietly listen and seems to enjoy the sound. Shastarran dislike being alone for the most part and will always seek out company even if they dont say much.A great source of amusement in the city is the fact that the tall grim Shastarran suffer from a mild case of claustraphobia and will not willingly venture below ground unless absolutely necsasary.As such they have almost nothing to do with the Undercity and non of them are miners despite thier skill as engineers. Shastarran are driven to master any task they do,thier craftsmen are second to none and they do not tolerate ascertions that dwarven goods are inherently superior to human goods.Shastarran military doctrine was adopted wholesale as Tyranor military doctrine and they make up a large part of the cities military forces and the majority of the military academies faculty. Shastarran have no patience for any viewpoint that declares tolerance for evil or seeks to erase the line between good and evil.For them thier are no gray areas and evil must be destroyed.While they follow the laws of the city and are good hard working citizens,in the Veilands they have no qualms about delivering thier own brand of justice. They get along very well with the Vandolin and often see eye to eye with them on the important issues.Lovers of beauty themselves they often compete with thier Vandolin neighbors to build the most beautiful garden.They have a noted fondness for kobolds,indeed any Shastar owned mine has well trained kobolds working it.They also have a fondness for kender,the few who make thier way to Tyranor always end up amongst the Shastar who view them with bemused affection and nigh endless patience.Not suprisingly they are extremely protective of children of all races,and react with extreme violence when they are threatened. |
| grimclaw02-06-05, 09:54 AM | reserved |
| grimclaw02-06-05, 09:55 AM | reserved |
| grimclaw02-06-05, 09:56 AM | reserved |
| grimclaw02-06-05, 09:57 AM | reserved |
| grimclaw02-06-05, 09:58 AM | reserved |
| grimclaw02-06-05, 09:59 AM | reserved |
| Shard of Suzail02-06-05, 05:30 PM | Reserved? |
| grimclaw02-06-05, 07:18 PM | for future entries. |
| jagggar02-06-05, 07:46 PM | I'm a format freak: The Deities of Tyranor THE TEN DIVINES Name Gender Portfolio Alignment Form Solinar Male Sun, order, justice, Lawful Good Human law, crusades, truth Ashara Female Moon, redemption, Neutral Good Elf guidance, spiritual purity Jadar Male War, honor, courage, Lawful Good Human sacrifice Verasha Female Fertility, nature, life, Neutral Good Human birth, agriculture Tanaquiel Female Death, sleep, dreams True Neutral Human Celesta Female Love, beauty, passion, Chaotic Good Sylph art, song, dance Ty-Rel Male Skill, craft, fire True Neutral Dwarf Rin Male Trade, wealth, travel True Neutral Halfling Wodar Male Vengeance, retribution, True Neutral Winged Wolf punishment Shastel Female Stealth, shadows, True Neutral Drow trickery THE DARK FOUR Name Gender Portfolio Alignment Form Belquinar Male Darkness, tyranny, power Lawful Evil Human Bathral Female Spiritual corruption, Neutral Evil Drow betrayal, pain, temptation Gadron Male Natural disaster, Chaotic Evil Bat-winged destruction Giant Shakul Male Undeath, decay, Neutral Evil Lich forbidden arts Might work on making it all fit in the code box horizontally later. |
| grimclaw02-06-05, 08:01 PM | excellant,my dear,please feel free to format away.My skills at the keyboard are saddly deficient. |
| jagggar02-06-05, 08:03 PM | Think it should fit in the box now. . . The Deities of Tyranor THE TEN DIVINES Name Portfolio Align. Form(Gender) Solinar Sun, order, justice, LG Human(M) law, crusades, truth Ashara Moon, redemption, NG Elf(F) guidance, spiritual purity Jadar War, honor, courage, LG Human(M) sacrifice Verasha Fertility, nature, life, NG Human(F) birth, agriculture Tanaquiel Death, sleep, dreams TN Human(F) Celesta Love, beauty, passion, CN Sylph(F) art, song, dance Ty-Rel Skill, craft, fire TN Dwarf(M) Rin Trade, wealth, travel TN Halfling(M) Wodar Vengeance, retribution, TN Winged punishment Wolf(M) Shastel Stealth, shadows, TN Drow(F) trickery THE DARK FOUR Name Portfolio Align. Form(Gender) Belquinar Darkness, tyranny, power LE Human(M) Bathral Spiritual corruption, NE Drow(F) betrayal, pain, temptation Gadron Natural disaster, CE Bat-winged destruction Giant(M) Shakul Undeath, decay, NE Lich(M) forbidden arts |
| Dyne02-06-05, 10:12 PM | There's one thing that's been getting at me. The Veil. I don't like the land being so limited by this thing. Couldn't it perhaps be that The Veil is an invisible thing that penetrates everything in Tyranor (sorta like The Force in Star Wars)? Or perhaps the city of Tyranor is near one side of the veil, while the rest of it is in unexplored territory, allowing for new chunks of land to be added as seen fit. |
| grimclaw02-07-05, 01:57 AM | Actually I've been considering that the veil recedes occasionally revealing new lands.At the time of Antridus it was only 50 miles from the city.Now I'm thinking around 200.Thats 400 miles across,its a lot of space for whatever we put there.I'm also adding a undercity and a underwater section of the city so Tyranor itself can accomadate a wide variety of beings.The aquatic section would have water filled tunnels conecting to major locations in the city and there would be air filled tunnels leading to important sites in "waterside" |
| grimclaw02-14-05, 06:29 AM | city military is in place.1 down a zillion things to go. |
| Lady Rolindin02-16-05, 09:25 PM | Through a process of making the metal pure and with magic added makes the darkskin swords, gold skin swords, silver skin sword very powerful, each sword and armor is transluant looking like glass and can reflect the light.. If made into a long swrod it becomes a +5 to hit and damage (any of the three metals), the sword will ingores magical armor bonus and magic armor enchantment bonuses. thus a +4 elven chain mail would just provind no protection at all, but chainmail no magical bonuses. Anyone wielding it gians dark vision with a darlksword and imroved vision with the gold and silver skin (60ft.) armor does the same thing, it negates all magical bonus to any swrod used against the armor and they only get strength bounses not any magical bonuses. each sword can have other magical abilities added to the swords, and the armor also. |
| grimclaw02-16-05, 10:50 PM | I like it.When i get in this weekend I'll make the adjustments for the Watchmen and WarWolves.Whith the source providing the nesasary magical power I dont see why the city military wouldnt make large scale use of such items as they will provide a good edge against the many powerful beings that would visit such a city. Question-Are such items affective against say,bracers of defense? Will also try to post my new creation,pulse technology.Firearms meets magic-sort of. Thanks for the info-also what do the various metals look like?I'm assuming they resemble the name sake metal but are there any differences?I think i'll go with the darksteel. |
| Sssargoth02-16-05, 11:17 PM | Will also try to post my new creation, pulse technology. Actually, this has already been done. If you have seen Farscape then you know what I mean, and yes, the weapons have been converted to DnD terms. I should know, I have the Farscape d20 handbook. |
| grimclaw02-16-05, 11:40 PM | could you post the stats for it?that would be very helpful.I have the descriptive parts done on paper but havent done anything yet about hard numbers.mixing your material with mine would save me a lot of time. pulse tech comes in the following forms- pulse rods-small hand held devices pulse lances-larger,long range weapons pulse cannons-for ships and anti-air towers that dot the city(few dragons want to fly over Tyranor) In one way or another they are all powered by the source and as such are useless outside the city(20 mile range)except the ship born cannons wich use a crystal battery(limited shots when outside city range.) |
| Sssargoth02-17-05, 01:09 AM | There are several pulse weapons. I'm going to give you the stats for all of them, and the descriptive text for some of them. If there isn't a crit mod next to the weapon stats, just assume it has a crit mod of x2. The fortitude saves on a few of the weapons are to resist being stunned. Hand-held/mounted weapons. Stun baton: Found amog more advanced law enforcement groups, stun batons resemble normal batons, but each carries a charge designed to disrupt bio-energy, rendering the target helpless. Damage: 1d6 subdual bludgeoning Range incriment: 5 feet Fortitude DC: 12 Energy net: These devices cast a field of energy across a given area, entangling opponents and stunning them in the process. The net's effective strength is 15 and it usually has a radius of 15 feet (though larger versions are available; once entangled, the target is considered grappled until they can break free. Damage: N/A Range incriment: 10 feet Fortitude DC: 14 Disruptors: These small hand-held weapons fire a stun blast intended to incapacitate the target without dealing real damage Damage: 1d6 subdual Range incriment: 30 feet Fortitude DC: 14 Power Packs: Power packs are energy chargers, used to fuel blaster weapons. Peacekeeper power packs are derived from an extract of *chakan oil; other weapons use different forms of energy. *chakan oil is distiled from the tannit root. Just 5-6 years of continuous planting of tannit can deplete soil nutrients which effectively kills a planet. Pulse Blasters, heavy: These large weapons must usually be mounted to be effectively used. They are typically placed on a tripod and cannot be easily moved. A heavy pulse blaster requires a power pack to operate. The pack is depleted after 50 shots and must be recharged or replaced. Damage: 3d10 energy Range incriment: 120 feet Pulse Pistol: A pulse pistoll requires a power pack to operate. The pack is depleted after 25 shots and must be recharged or replaced. Damage: 3d6 energy Range incriment: 30 feet Pulse Pistol, palm: A particularly small version of the pulse pistol, a palm pulse pistol is easily concealable, making it very popular with thieves and other criminals. A palm pulse pistol requires a power pack to operate. The pack is depleted after 5 shots and must be recharged or replaced. Damage: 3d4 energy Range incriment: 10 feet Pulse Rifle: A pulse Rifle requires a power pack to operate. The pack is depleted after 50 shots and must be recharged or replaced. Damage: 3d8 energy Range incriment: 60 feet Ship-mounted weapons Can be modified for turret mounts Small pulse cannons: 4d10 x2 Medium pulse cannons: 4d10 x4 Large pulse cannons: 5d10 x5 Ship mounted only Rail guns: 4d10 19-20 x3 Frag cannon: 4d10 18-20 x6 |
| Lady Rolindin02-17-05, 03:18 PM | grimclaw I like it.When i get in this weekend I'll make the adjustments for the Watchmen and WarWolves.Whith the source providing the nesasary magical power I dont see why the city military wouldnt make large scale use of such items as they will provide a good edge against the many powerful beings that would visit such a city. Question-Are such items affective against say,bracers of defense? yes if the other person your attacking is wearing the bracers of defense, the bracrs fail also, all magical devics wiil fail (since this is a stackable things yes). your wearing the armor then and bracers of defences yes if they are a pair item (made as a set), this is why if you wear the netheril armor and you have bravers of defence added, the armor will cansil the braces magic also on you. So you have to have a pair set and the pair will consil the weapons magical bonuses. it works both ways and if you have netheril armor and bracers the must be a pair set, if not the bracer magic gets undone and won't work. make pair sets. some one already has netheril armor Redhase look in the characters sheet, right now none of your city armor is why under her abilities, and her anti palatin could hurt alot of your city guards and thier armor will done nothting to stop her sword.. |
| grimclaw02-19-05, 03:48 AM | got a little more done suggestions would be appreciated. |
| knightowl_the_omnipotent02-19-05, 01:00 PM | may i ask what this discousion is about? :confused: |
| grimclaw02-19-05, 03:37 PM | Basically I'm building a role-playing setting based on my Tyranor concept for the guild wars.All ideas are appreciated and concidered.Keep checking my previous posts as I periodicaly update them with new info,that way things dont get strung out over several pages. |
| Lady Rolindin02-19-05, 03:44 PM | What I wpould do is relace the sity guards armor and swords with gold skin, silverskin, and dark skin metal, on the bracers of defence I would make it with the armor and have them be a pair item so the bonus stack. Other wise they won't work together as and stack. You could make a mythallar and have as one of the wards inside the mythallar housein a ward that has a gylph that taps into the magical power. the city guards would have to have the matching glyph so their swords, armor, it would give a +4 or 5 to hit and damage to all the city guards that have the matching glyph. Thas what I'm going to do on the floating city, all the city guards will have silver skin weapon and armor and the matching glyph ward will give them +!0 to hit and damage, and all their magic will get cancled unless they have a ward glyph rock, no one can cast magic because of the ward I'm going to cast unless they have the ward glpyh rocks. you can't even teleport into the city, you will be blocked. Try making a mythallar and put the wards inside the mythallar housing. it will add bonuses and stop any one fron teleporting in or out unless they have the ward glyph rock. |
| grimclaw02-19-05, 03:58 PM | interesting.I'll see what I can come up with i like the idea. I'll be a little slow this weekend,I had to take my puppy Rufus to the vet today and he is very sick,he may not make it.So I wont be doing much this weekend. |
| jagggar02-19-05, 04:05 PM | There should be a law against puppies getting sick. . . Umm. . . Odd question that I have to ask: How much does mythallar and all this other stuff you're talking about cost? |
| grimclaw02-19-05, 06:54 PM | For my thread the cost isnt an issue,but for the game?Everyone is doing a lot of stuff and not mentioning how they are paying for it.Hope the IRS isnt looking. :) (Sorry as close as I can get to a big grin right now) |
| jagggar02-19-05, 07:08 PM | I should trick-or-treat as an IRS Agent next Halloween. I don't care how big I'm getting. It'll be fun scaring people. Yeah, probably shouldn't mean too much to your version of Tyanor, but perhaps for the one in the game. Well I've just finally gotten around to asking prices and whatever other costs there may be, in this topic rather than another for no particular reason. |
| grimclaw02-19-05, 07:17 PM | Didn't you have an economics foundation?I think the game needs something like that,to be used as a place where each foundation keeps a list of thier wealth and resources.A threadkeeper could be the only one to use it,adding and subtracting at the request of each guild as they gain or lose resources.That way no one can overstep themselves with to great an amount of resources.Of course a basic starting amount would have to be determined and such.Eh,just an idea. |
| jagggar02-19-05, 07:21 PM | For about five minutes. I made it to discuss stuff like having an actual economy set-up in-game and for discussing the things that might come up in the IFWG such as how to craft massive amounts of stuff at once time-wise. |
| grimclaw02-26-05, 12:29 AM | Clear!!!!! :bump: Dammit I wont let it die!!!! :bump: |
| Cazic03-03-05, 10:02 PM | Clear!!!!! :bump: Dammit I wont let it die!!!! :bump: LIVE DARN YOU! LIVVVVVVVVVVE! :weep: |