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Messages - Rainman

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196
Netherese Library / Re: [Submission: Targan Honor Codes, Draft 1.]
« on: September 28, 2018, 11:57:07 am »
Ohh most interesting, you must have faced many in battle.

Come for tea if you wish to speak more

Albert Pendragon, Master Librarian

197
Netherese Library / Re: An Abridged History of the Battle of Soutbank
« on: September 28, 2018, 11:53:53 am »
You must come for tea one day but for now, I thank you for your submission.

Albert Pendragon, Master Librarian

// remind me to give you payment

198
Netherese Library / Re: The Library
« on: September 28, 2018, 11:50:35 am »
The Battle For Southbank

Spoiler
I pen these words now as a historical account of some of the various important events I have directly been involved with in Hadrian and the surrounding lands in the hope that a

more talented historian can make use of this for a more complete accounting of what has happened in this corner of the Empire. I have often considered where to start, as so many events in

have happened so swiftly, but given the current conflict against the forces of Roz’dha I believe the most appropriate place to begin is when Valstiir and Hadrian first realized the level of threat

Roz,dha represented.



        For several days, a red dot had appeared in the distant sky and appeared to get larger and larger with none in Hadrian or Valstiir being quite sure of what it was. Some believed it was a star

slowly falling from the sky, others believed it was massive dragon, I myself ignored the dot in the sky as I felt no need to concern myself with it unless it proved dangerous…It did.
   
The first sign of Roz’dha’s danger came when adventurers came to the Southbank after a disturbance where a small train of refugees claiming to be fleeing the calamity brought forth by the red

dot demanded to be let inside of Southbank for safety. Things became heated as the Dukarrus guards rightfully felt that letting even this small amount of refugees into Southbank would only

cause problems and possibly bring the same force that they were fleeing to Southbank’s gates. I arrived with several adventurers and attempted to moderate negotiation between the

adventurers and the guards, though what I remember most of the refugees was their claim that they started with nearly 500 and were now down to almost a dozen. Such a threat could not be

taken lightly and it disturbed me that none in the area seemed to have any idea of what was following them.
   


        The question was rendered academic as a circle of arcane energy appeared on the ground from which poured forth negative energy. The arcanist Cashand, being more experienced in necromancy

than I attempted to discern the cause and source of such a circle while I assisted as I could. Ultimately we could not find a way to immediately seal the portal, a problem that became far more

dangerous when an outpouring of powerful undead began appearing from it. Several vampires of considerable skill and wraths appeared, driving myself, the adventurers, and the Dukarrus

guards to their limits. Eventually, the foul creatures were slain with a combination of arcane magics and enchanted steel. The main issue was still the active portal though and still we had no idea

of how to close it.
   

        I find it difficult to accurately describe on paper what happened next, as while I can see it clearly in my mind’s eye the words are difficult to find. The portal closed itself after using the remainder

of its power to bring froth the single most powerful and horrific type of undead creature I have ever seen. It was known as a “Mass Grave”, a massive creature created by the fusing of hundreds

of thousands of corpses slain in pain and suffering, each component body retaining enough awareness to know what they had been forced to become. A chorus of voices screamed forth from the

beast, children begging to be saved, others begging for death, some begging not to be harmed. The creature had an aura of death and fear surrounding it like no other, spells were nearly useless

against the monstrosity. Most adventurers scattered, Dukarrus slammed the gates shut and hid behind them, ineffectively as the creature could have simply smashed through them like they

were twigs. In truth I believed that we would all be slain and added to the creature, suffering eternally as it made its way through Southbank.
   

        It was then that I witnessed one of the most heroic acts I have ever seen and am convinced ever will see. Knight Koznacks of the Swords of the Lady stood before the beast, braving the negative

energy washing over him and conquering the unnatural fear it exuded he stood tall before it, holding it in place and trading strikes with it. This was the moment that the battle turned, the

adventurers rallied upon seeing his bravery, warding’s against fear were cast and those that once fled turned and faced the creature together. The battle was fierce and more than a few lives

were lost, but in the end, Knight Koznacks slew the creature, its form falling back into negative energy.


         I say now that without Knight Koznack’s bravery at that point, all of Southbank and perhaps Hadrian would have fallen to the creature. This marked the first taste of Roz’dha’s power that

I know of and the first time I actively fought against his creatures, though not by any means

199
Netherese Library / Re: The Library
« on: September 28, 2018, 11:46:11 am »
A Summoner's Guide - Volume 3

Spoiler
If you have read my prior work, then you should be familiar with the challenges, means and methods from which to conjure aid to your labors; especially in times of peril. The world is a dangerous and unforgiving place; beyond the frontiers of the empire are lands bereft of Netheril's majesty. They are lawless, cruel and injust; full of beasts, men and monsters who will not hesitate to strike you down or use you as sacrifice. The list of fates are long and dark, but so to are threats themselves. Yet, it is within your power; indeed, the very promise of Netheril; that even these ruthless perils can not only be staved in good company, but bend knee as well.


This final volume discusses the Powers That Be. That is to say, the denizens of our very world. What we can create is magnificent. What we can draw to our world has its own otherwordly awe as well. But there is no denying that some of the most dangerous enemies you could ever face do not lurk beyond the veil; they walk the very same soil as you. The predatory beasts of the wilds are but a few to name. Lions, tigers and bears. Even more passive creatures, such as the mighty elephants, can be bent to will. But there are many others. Spiders, insects, even the living dead who yet linger in our realm can be summoned to presence; so long as proper binding is made. Creatures soaring in the winds, or lurking in murky depths, to, can be brought to service as any other. This is to say nothing of the entities lurking in the bizzare, dark realm beneath the very earth.



All of it is possible, so long as you have an understanding of the creatures. When you can direct them to action even the most unruly beast can be made to serve. An animal wants food. An insect desires a nesting ground. A beholder (As I've learned from bonding with my own familiar) feels safer when it has control over everything around it. But wait, you might asking, if something as intelligent as this creature could be made to serve, then is it possible people could be made to service? Is it possible a binding can be made against something as strong-willed as your fellow men?


If you have paid heed to the recurring topic of 'affinity', then it does stand possible that such a feat may be within reach. It would demand impressive power; the kind I have only ever seen from an enchantress or mentalist. But if one has the power to dominate such a mind, reach and pull to presence, then it is indeed possible. As are countless marriages between the different threads of the Weave. That in itself may be the greatest takeaway from this volume.


Some of the most dangerous creatures in creation are those that walk, have walked, or will walk this world. As I said earlier, it is dangerous and cruel; but this only serves to ensure the strongest survive (Take pride you prosper in such a sphere, for it is a realm of ceaseless conflict). Like all others mentioned in the prior volumes, they to may be made to supplicant you as opposed to standing obstacles in life's journey. Familiarize yourself; know the horrors and wonders not-so distant from our walls. Pulling from the Powers That Be may be the easiest form of conjuration, as our world's denizens are both nearer and easier to understand, but it is by no means the most inferior. Indeed, your rival may be surprised when they find their demonic servants being impaled by tusk or claw.

While the same perils we've discussed time and again are no less prevalent, I would instead spend this time instead to implore you. Explore, enrich the empire with your discoveries. There are realms between realms and realms within realms; many of which we have never seen. Let no boundary go unbreached; see what you can accomplish with the Gift. What you can create, draw or even present and inspire your peers with may someday shape Netheril and the world itself in ways we can not even possibly imagine in this age. The only question you need to ask yourself now?

Who will you keep as company until Journey's End?



200
More to read over tea

Albert Pendragon, Master Librarian



201
General Discussion / Re: Disc: DM events - Party comp.
« on: September 26, 2018, 11:52:32 am »
My general rule is ...

If I use Shout then it is an open event and will do my best to balance the event to the players that turn up, if not I get a player from the faction to announce the event so players know who should be running/leading the event from a player point of view.

202
Announcements / Re: XP Marker Challenge
« on: September 25, 2018, 12:36:04 pm »
NEW CHALLENGE

Only 3 little-hidden doors to find, with XP markers ...

Who knows where they are?

A warning ... you might find something in there you might not like :)

Same as last time ... Good Luck



First Challenge winner, I have your prize ready!

203
Announcements / Re: XP Marker Challenge
« on: September 23, 2018, 01:39:15 am »
Ok, that was too easy it seems :(

Thanks to those that seek them out

I think we might continue the challenge with some secretly hidden XP markers ... yes, that should be interesting :)

* Rainman is heard with an evil laugh *

204
Netherese Library / Re: The Library
« on: September 23, 2018, 01:06:31 am »
A Summoner's Guide - Volume 2

Spoiler
In the last volume, we discussed the power of creation. While it should not be underestimated, nor should the ability to draw upon the Powers Beyond. There are many realms beyond our own that express an over-exegerrated part of our own realm. The elemental plane of earth, for instance (A place I had a most unpleasant visit towards) is made entirely of earth, dirt, minerals and whatever is squirming between. Others, such as the hells or the abyss, are home to some of the most powerful and nefarious entities that eclipse even the cruelties of men. While it is difficult to summon and bind these creatures, their power can not be denied. Nor the perils of those who reach beyond our sphere for unconventional allies.


As mentioned in my last text, when one is conjuring an ally, a binding must be made. An expression of thought and will made to ensure the creature serves you. Unlike the power of creation, however, that energy is now being spent 'finding' and 'rifting' the entity in question to your presence as opposed to 'creating' them with the infusion of the same energy. One might even stand to call it an anchor; though the magic that keeps them present is almost always fleeting save for the most powerful of bindings. Many of the same perils aforementioned apply here. Overexpend yourself and you will find friend turned foe, for example. What we will instead discuss are some of the known spheres of creation from which to draw upon.



There are four elemental planes that we are all familiar with. Air, earth, fire and water. No doubt some of you have come across the elementals that often dwell within them. But did you know there are other creatures as well? In the elemental plane of air, for instance, there are creatures of the winds; giant avians, for instance; as well as magical beasts who may appear as little more than gusts in the air. Or the great oceanic horrors lurking beneath the Great Sea. They are there and much easier to call upon than, say, elementals. The challenge is knowing what they are and how much power is necessary to summon and bind one. It is also entirely possible to draw upon the very raw stuff of these planes and infuse it into a creation of your own, such as a lump of metal. Although this may harken back to the power of creation, it stands something of a marriage between the topics as you are borrowing power from elsewhere as opposed to the Weave itself. Whether you seek the strength of the earth, the raw fury of fire, the awesome powers fleeting in the clouds, or looking to see a ship of raiders devoured whole in a river, remember always that many of these creatures can be difficult to direct or control. Your concern that your allies might get scorched from a stray stream of fire just won't make sense to a creature that bathes in the stuff.


There are other planes, of course. Each reflective of another element that is perhaps a bit less obvious at a glance. If you believe 'chaos' as a driving force in our world; unpredictable, uncontrollable, chance by its nature; then know there is such a realm known as 'Limbo'. Likewise, if you are looking for realm that stand in mirror of the ideas of 'good' or 'evil', then perhaps you would seek to draw from the seven heavens or the nightmarish abyss. So many are these realms, in fact, that it would be better served to refer you to a brilliant and fascinating individual, Valistrae, and her work on the Outer Ring. Know only that these spheres are filled with powerful, often intelligent yet also dangerous entities that may not even pay you heed if you do not mirror the nature of their worlds. Indeed, they may even perceive you as an enemy and attack you, regardless of binding. Do you really expect an angel to serve a murderer? Know also that unlike the more simplistic creatures in the elemental planes that many of these entities are actually seeking to reshape the world more to their image. Do not always trust those that seem to be under your control. That in itself is an illusion; even if the very nature of servitude is that of a pact. You would be better served, in fact, to see yourself as a door. Your willingness to bring them to our world, their key. As such, the term 'unleash' is perhaps more apt to describe what you are doing when bringing such denizens to Toril. Do not be surprised if they decide to bring friends.


The Powers Beyond are impressive. Many are capable of wielding magic, as you or I. Some have developed such a reputation by their very displays of power that we know of them even here, now, in our own realm; worlds apart. There is no denying that they can prove themselves to be some of the most powerful allies, or enemies, when given presence. But because of this they are also the most difficult to control. This is the most significant drawback of reaching so far beyond Toril and one I implore you to remember the next time you think about binding a demonic lord to your service. It can be done, but know your limits and become familiar with any hierarchies of such realms. Never forget these three simple steps:

Find.
Bind.
Summon.
Do not perform it in any other order.

Now that you know a bit more about the Powers Beyond (those we most often associate with conjuring), heart implores you to sit a moment. What do you want in the world? What do you believe in? How do you see yourself? What do you value? What you bring to this world is as much a reflection of who you are and what you cherish or strive for no less than what you might have otherwise used your power to create. Even the elemental planes can embody this (I did not draw a line between earth and strength for wordplay). How you want people to see you is perhaps less important how you wish to see the world. When you know the answer to this, you will know who to call upon at your side in the journey of life.

If you've come this far, I invite you to gander upon my final text that concerns the Powers That Be. It will be shorter than the others, but no less important.

205
Netherese Library / Re: The Library
« on: September 23, 2018, 01:04:59 am »
A Summoner's Guide - Volume 1

Spoiler
I freely admit that mind tends to wander to what is nearest, as opposed to most needed, when it comes to summoning aid. Be they animals, elementals or otherwise. It requires less focus and allows us to maintain a more powerful grip on those binded to cause. However, a child said something to me recently that revealed a misunderstanding in what the power of conjuration is actually capable of. When I asked a common man, this same misunderstanding revealed itself.

"It allows people to summon animals" said the boy.

"It allows Arcanists to summon monsters" said the man.

It is true, the power to create allows us to make rift and portal for these creatures on a whim; the very same magic tethering presence, keeping them loyal and directed to our peril. In one simple spell, an in-between is created; an anchor gives it longevity; a binding gives it safety. The last of which is of particular importance and separates the weak from the strong; one can not bind something they are too weak to make such to. Or too many, for that matter. Those that do risk bringing foes, not allies, to whatever peril plagues them.



There is, however, another means to make ally; beyond drawing from what already is, one can create or conjure, you see, rather than relying on what the realms offer for company. Many Netherese do this regularly, animating objects such as lanterns or farming tools to do their work in their stead. The process is not particularly difficult to understand; an object is infused with energy channeled by its creator to whatever purpose it was deigned for. Although it takes ample energy and catalyst to see an object (like a golem) permanently animated, it is both feasible and easy to see a more fleeting animation of an object so long as the caster can channel enough energy to animate it to begin with.


Less known perhaps is the potential to animate more than just objects, however. Plants, for instance, can grow and even move more than they ever could on their own. Their growth can accelerate beyond belief, just as their movements and actions, to, be binded to their creator's will. I myself believe no garden is truly complete without a few roots feeling for the trodding feet of intruders as mistress rests. Yet there is even more you can breath life into, including other powers or elements beyond the life you give. A marriage, for instance, between this power and fire could very well give a simple campfire the power to move on its own as a whole. The same could be said of a rock; a puddle of water; even something as simple as a gust in the wind. All can be given life and purpose; however fleeting.


If you are wondering if this power can interact with only the world itself, then you are not looking within; or between the lines. The Weave, itself, can be given new shape and form just as well when the power to create meets other expressions of the Lady's Gift. Illusions given personality. The spirits of the dead, unlife. Even raw, destructive power itself can take a life of its own if you can imagine such spectacle. This is to say nothing else of possibilities that escape imagination.



The power to create is the power to give life to the world around you; even beyond what is simply physical. It is a beautiful, even intimate bond between creator and creation that can and should be explored to its fullest boundaries. There are, however, those who would rather see mettle proven at their aid than risk uncertainty in their own creations. This is a topic that will be met in the next text, as it is very much closer to the traditional idea of 'summoning' creatures to one's cause, as opposed to creating one's own. For now, it is better served for me to warn you the perils of creation.

First and foremost, never overspend yourself when you are channeling power to a creation. Even though you may not need to make anchor for any rift or tear, you will still need power to make binding. Your creation is alive; it must understand who you are and what its purpose is; why it must fulfill that function. This all must be bound in an instant during creation and can take a powerful toll that only heightens, not lessens, as you infuse more power. If you fail in this, then the creation you give life can very much end up turning on you out of confusion or, worse, resentment. Second, remember always that this is fleeting life. There are ways to see them made more permanent, but they shall not be discussed in this text. Maintaining and keeping that life from ebbing free of your creations will require practice and focus (not so differently than it would the rifts and bindings from creatures summoned to your side). Otherwise, always go into a fight or trial remembering that you are on time bought in measure of your own power.

Now that you more fully understand one expression of conjuration; the power to create life where once there was none; take moment to ponder on the simple joys and merits. If you can not see them, then stand invited to gander upon my next text where we shall speak of the Powers Beyond.

206
Netherese Library / Re: Feature Book of the Month
« on: September 23, 2018, 01:02:09 am »
This month goes too ...

A Summoner's Guide (Volumes 1-2)

By Slaver Meslon

The Library continues to provided resources to those that seek them

Albert Pendragon, Master Librarian

207
I have looked over your submissions with a fine cup of Earl Grey and will put these two Volumes on display as Book of the Month.

Well done, we will need to discuss your prize.

Albert Pendragon, Master Librarian

208
Announcements / Re: XP Marker Challenge
« on: September 22, 2018, 10:39:13 am »
Make sure you PM me with your full list of 8 XP markers, don't want to spoil the fun for others :)

209
Announcements / XP Marker Challenge
« on: September 22, 2018, 09:53:16 am »
I have added some XP markers around the server. The first to bring me screenshots of the 8 markers will get a DM prize.

Good Hunting

210
Netherese Library / Re: Feature Book of the Month
« on: August 31, 2018, 08:32:20 am »
Still looking to reward good authors for their tales of adventurer and historical events.

Albert Pendragon, Master Librarian

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