05-26-2001, 11:38 AM | #1 |
Symbol of Cyric
Join Date: March 17, 2001
Location: England
Posts: 1,160
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Okay then, so you've finished BG2 - checked up all the related sites on the internet and basically mastered the arts of creating items, kits and add-ons.
You've even made your own web site or managed to polish off every last drop of quests in the game available, and read a ton of books. Then please give me answers to (any of) these question if you can then, thanks: 1) What is the GEMJUMP spell created by Rogue Stones. (check description) 2) What is known about the Leader of The Eye Tyrants? 3) Does anyone have the history of Thalantyr's (BG1) adventures? 4) Why is Tethtoril protected by Oghma, Deneir and Mystra? 5) The Red Wizards of Thay's history. (You know - Edwin) 6) What level are the spells: * Teleportation without Error * Ethereal * Entrapment (The Lich Deirex) 7) Why was Ulraunt elected leader of Candlekeep and not Tethtoril? 8) How was Elminster chosen by mystra? 9) Any info relating to 6 leaders of Amn? (The mysteriously UNKNOWN council of six) 10) And finally, any details relating to the Spell Creators - ABI DALZIM, MELF, KHELBEN, MORDENKAINEN, OTILUKE, AGANNAZAR and also LARLOCH. Thanks everyone! ------------------ Greetings Mortals. My Name Is Wah, Arch Lich Wah. |
05-26-2001, 12:54 PM | #2 |
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Posts: n/a
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I like BG2, but am not a whiz with Forgotten Realms history. Here's a few answers tho:
6) What level are the spells: * Teleportation without Error lvl 7 I think 8) How was Elminster chosen by mystra? Because Ed Greenwood is a spoilt munchkin 10) And finally, any details relating to the Spell Creators - ABI DALZIM, MELF, KHELBEN, MORDENKAINEN, OTILUKE, AGANNAZAR and also LARLOCH. . Khelben Arunsun (also Khelben Blackstaff) is one of the hidden lords of waterdeep and has a cool beard and 'tache . Mordenkainen - Greyhawk campaign. Most powerful NPC wizard, something of a hermit these days . Otiluke - also Greyhawk, one of the Circle of Eight . hope that helps ------------------ In the kingdom of the blind, the one-eyed man is pimp |
05-26-2001, 01:07 PM | #3 |
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Posts: n/a
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Larloch, perhaps the most powerful of all
Larloch is a former Sorcerer-King of the ancient empire of Netheril. He is a 46th level mage, with insurmountable power and wisdom, a wisdom that has possibly brought him from being a sheer genius to a stark raving mad lunatic. His appearance is as one could expect from a lich, his is mere bones, no flesh apparent, he covers himself with some fine garment. Around his head some 25 Ioun stones float, from afar colours of red and purple seem to encircle his body. His home is according to an anonymous source (we wish to keep the identity to ourselves for the time being) the remnants of an ancient flying enclave of Netheril. His abode has been named The Warlock’s Crypt. It was discovered in 1351 DR the year of the Crown by …(yes well I haven't really been able to get his name, because you see all who came into contact with him before his death, they themselves died of the plague...) before his untimely death he managed to escape to Baldur’s gate and spread a deadly plague that almost wiped the whole city out. About his different out of this world magical abilities, the following has been penned down. It is said that he by will can repel any arts shown to him, this ability had a price though, possibly 10 years of life and vitality, but then, of course, he is a lich, on could wonder if he cared. Thus far, neither psionics nor mind-influencing magics have ever been effective against him or any of his underlings. Larloch is supposedly served by an army of undead creature, amongst others are reported wraiths, vampires and a small legion of liches, the liches all appear to be former archwizards, whom he guides in concert, as the leader of a telepathic-web ‘Overmind.’ The rumour that he has an arsenal of artefacts remains somewhat unanswered, it is known that he created The Death moon orb. It is also known that he once possessed Tharkorsil’s seat and as history so gently explains he gave these object to Szass Tam, Zulkir of Necromancy in Thay. The most recent information is sadly only second hand rumours, but none the less a bit concerning. It appears that certain members of different powergroups around the Realms has been trying to gather some information on the whereabouts and possessor of two artefacts known as The crown of horns and The scepter of sorcerer-kings, not much more can be derived from this, except that it is believed that Larloch is either himself looking for these items or indeed has one or both in his possession. And by now you might say that this here Larloch seems not to be a large threat to the Realms. To that my answer is...I agree, he is not a potential threat to the Realms, just a very reclusive and quiet one. Until now he has spent all of his time researching and developing new spells and artefacts, but why is he trying to obtain probably the two most extreme and powerful artefacts the Realms has ever seen. Why are they so important to him? Although he is completely insane that doesn't explain the sudden urge to get his skeletal hands on these items. In game terms he is a Lawful Evil 46th level wizard, his stats are as follows: Strength 18/72 Dexterity not available Constitution 18 Intelligence 18 Wisdom 18 Charisma 16 Larloch can be turned by a Specialty priest as "Special". He receives double damage from silver weapons. He has retained all of his spellcasting abilities in his lichdom. To his lichdom he has achieved the ability to cast one additional spell per spell level, the spell does not need to be memorized nor is any components needed and they can be recast 24 hours after the last use. The spells in question are magic missile, web, dispel magic, wizard eye, animate dead, chain lightning, control undead, disrupt undead and energy drain, hit-points drained using the aforementioned spell is permanently added to his total hit-points. The casting time of these spells are 2. It is also know that Larloch has developed immunity to one specific spell of each spell level, but which they remains a mystery, in short terms no-one has ever cast a spell at Larloch and survived long enough to tell about it. Red Wizards of Thay Enemies from the Unapproachable East Organization: The Red Wizards are a chaotic confederation of mages located to the east of the Sea of Fallen Stars. The most powerful mages of the school of magical spells rules his region and all those under him. This magocracy is inefficient as each rul- ing mage, called a zulkir, often has secretive plans to upset the domains of the other zulkirs and, ulti- mately, to rule all of Thay and build the greatest magical nation in the Realms-greater even than Nimbral and Halruaa. Despite this constant schem- ing and backbiting, such a large confederation of powerful mages in so small an area is a major threat to the peace of Faerûn, especially to the realms of Rashemen and Aglarond. At the core, Thayan thinking believes that the Red Wizards are the Realms™ most potent mages and therefore should be the most powerful nation in exis- tence. This goal might be obtainable if this cabal ever learns to work together. The primary obstacle to their above-stated goal is that almost every Red Wiz- ard believes he is the one to overthrow the zulkirs and take his rightful place as the ruler of all Thay. The obvious result of these two fundamental ele- ments of Thayan reasoning is that one Red Wizard, or his coterie of thugs, agents, minor wizards, monsters, or hirelings, will be operating in a city working to assassi- nate the town™s mayor or other local leader. Mean- while, another band of cutthroats working for another Red Wizard is working to prevent the killing-not as an act of goodness, but simply to embarrass and humil- iate the first Red Wizard. At the same time, a third Red Wizard™s followers may work to expose the activi- ties of both groups to the forces of law and order within the city, thus weakening both groups and leav- ing the third faction in the strongest position. Perhaps because of the commonality of such events, Red Wizards seem to hold grudges for an ex- treme length of time. Any other Red Wizard, local lord, adventuring band, or even an innocent mer- chant or trader who undersells or devalues Thayan goods can find themselves the target of vengeful wrath and an enemy for life in the person of the of- fended Red Wizard. Thayan culture, such as it is, makes extensive use of slave labor. Slaves of all races work the Red Wiz- ards™ mines and farmlands; many also are forced into military servitude under the watchful eyes of the Red Wizards™ humanoid servants, summoned monsters, and the handful of apprentices each Red Wizard holds. Slaving raids into Rashemen and Aglarond are quite common; The slaves gathered in these raids are roughly treated while they™re marched to the nearest Thayan city, herded into pens like cattle, and auctioned off in public. Bidding contests over prized slaves is just another reason for Red Wizards to bear resentment, and desire revenge, against one another. History: The modern nation of Thay was founded over 400 years ago by a group of renegade wizards from Mulhorand. These spellcasters, who called themselves the Red Wizards, began as a se- cret society to win independence from the empire and create a magical realm apart from the godkings™ theocracy. Under the leadership of Ythazz Buvaar, the Red Wizards raised an army and sacked the im- perial capital in 922. After several disastrous battles for the forces of the godkings, the Red Wizards won their freedom. While Mulhorand still claimed the plateaus of Thay as their own, they did little to en- force their claims. Within 100 years however, the number of Red Wizards had grown to the point that no efficient rul- ing of the country could be accomplished, with im- portant decisions getting bogged down in endless de- bates over trivial details and each Red Wizard seek- ing to improve his own lot and reputation at the ex- pense of every other. After much civil strife, the Thayans agreed on the current political system. The Red Wizards would select eight of their number-one for each school of magical spells-who would in turn select those who™d rule the nation™s provinces. Tharchions (and tharchionesses) had total power over their domains, but all remained answerable to the zulkirs, who could remove them from office at will. (The least painful fate the Red Wizards could choose for an of- fending tharchion.) Some Red Wizards objected to this system, but they were put down for good by the year 1074. This is not to say that infighting and strife ceased to exist among the zulkirs. Open war between zulkirs became regarded as crass, however: the last refuge of With these setbacks, and the mysterious loss of a magical artifact of some kind that weakened the Red Wizards themselves, some foretold the doom of Thay. Such has not occurred however. In fact, if the level of bickering between the Red Wizards is a sign of health, the nation of Thay seems quite vigorous. After putting down a scheme of the then Zulkir of Alteration, Maligor (see his entry for details), Szass Tam, Zulkir of Necromancy has put forward his own plan to unite all of Thay under his undead thumb. While the details and any results of this plan are un- known at this time, experts on the Red Wizards say that if any can pull off the considerable feat of unit- ing the fractious mages, Szass Tam is likely the one to do it. Despite the Thayans aid, the witches and warriors of Rashemen dealt the horse-warriors their first de- feat since they had turned toward the Realms™ Heartlands. One Rashemi witch even journeyed to Cormyr to aid King Azoun IV in raising the Crusade army to stop the Tuigan once and for all. More recently, the Red Wizards struck a deal with the Tuigan Horde of barbarians. When the mounted warriors poured from the steppes to the east, the Red Wizards and their servants went to battle them. While the Thayans held their own for a time, the Tuigan soon gained the upper hand. Zulkir Szass Tam then stepped forward and offered to aid the Tui- gan in the conquest of Rashemen if the Tuigan horse-warriors left Thay untouched. Since it™s un- likely that Yamun Khahan would have chosen a pro- tracted, literally uphill battle over uneven terrain against an army of mages and their magical servants, he agreed. As noted above, Thay has long held imperial aspi- rations, and the two most common targets of mili- tary forays have been Rashemen and Aglarond. The Red Wizards first invaded Rashemen in 934. While this and other attacks have met with limited initial success, the Red Wizards™ alliances soon break down, allowing their opponents time to counterstrike. This fact, along with the potence of the Rashemi witches and Rashemaar berserker-warriors, has kept Rashe- men free to this day. Similarly, the realm of Agla- rond™s ruler, the Chosen of Mystra known as the Simbul has kept the Red Wizards™ schemes at bay for some time. incompetent mages. Intrigue and acting out their schemes through agents within Thay and abroad be- came the fashion, and this continues to this day. Leaders/Important NPCs: Both Szass Tam and Maligor have their own respective entries on pages 54 and 43 of this book, the other seven zulkirs (in- cluding Maligor™s replacement as Zulkir of Alter- ation) are summarized below. Note again that, as detailed in the Spellbound boxed set™s ieCampaign Guide,li zulkirs gain a total of three extra spells per spell level, as long as all three belong to their school of specialization: one for being specialist wizards per the PHB, one for taking the Red Wizard kit (to be found in Spellbound), and one for being elevated to the rank of zulkir (Spell- bound). These factors are responsible for the non- standard spell totals listed below. Lauzoril, Zulkir of Charm/Enchantment (Human male 22nd-level enchanter), AC 5; MV 12; hp 35; THAC0 13; #AT 1; Dmg By weapon; SZ M (5™9l婚 ML 18; AL NE; XP 18,000. S 8, D 15, C 12, I 18, W 14, Ch 18. Spells: 8/8/8/8/8/8/7/7/6 (includes bonus spells). Special Equipment: carpet of flying, ring of protection +4, stone horse, ebon lash*, and shazzelurt. Shazzelurt, a wavy-bladed dagger (also known as a kris) with a guard of iron curved in a flame motif. It™s a +1 dagger, has an Intelligence of 16 and an Ego of 10, and communicates by speech (common, Thayan, and gnoll). The dagger can detect magic in a 10™ ra- dius and can locate object in a 12™ radius. When un- sheathed, the dagger can read magic and detect secret doors in a 5™ radius at the wearer™s will. Further, the dagger can heal its wielder once per day. Finally, the dagger has a special purpose: to kill bards. Any bard struck by this dagger must successfully save vs. spell or be instantly disintegrated. Description: Lauzoril stands 5™9ld, weighs 145 lbs., has blond hair with gray streaks and green eyes. In his late 40s, Lauzoril is very handsome and distin- guished. He strongly supports the idea of Thay build- ing an empire for itself from surrounding lands, and he openly opposes Szass Tam™s efforts to unify the na- tion under the lich™s cadaverous hand. In fact, he™s survived five assassination attempts in the past two years. Many wonder when and in what form Lauzo- ril™s counterstrike will take. Lallara Medicros, Zulkir of Abjuration (Human female 21st-level abjurer), AC -2; MV 12; hp 30; THAC0 14; #AT 1; Dmg By weapon; SZ M; ML 16; AL CE; XP 16,000. S 9, D 16, C 12, I 17, W 15, Ch 16. Spells: 8/8/8/8/8/7/7/7 (includes bonus spells). Special Equipment: bracers of defense AC 0, cube of force, ring of regeneration, and a staff of withering. Description: At 5™10li and 154 lbs., this 49-year-old zulkir has a bald, tattooed scalp-as is a common custom among Red Wizards of both sexes-and is as chaotic as her eyes are vivid green. She enjoys devis- ing and inflicting new torments on her slaves as much as she enjoys working with Szass Tam to unite the nation. She™s decadent, and also is a collector of enchanted items. (Those listed above are only the items she has on her person at all times; given time, she has access to many more.) She™s currently seek- ing a means to raise her Intelligence so that she can cast ninth-level spells. Special Equipment: ring of spell turning, rod of can- cellation, wand of illusion, wand of negation. Description: This 60-year-old wizard stands only 5™1ld tall and weighs a mere 95 lbs. She™s one of the most mysterious figures in all of Thay, as she seldom socializes with her fellow Red Wizards. None can claim to truly know her allegiance regarding Szass Tam™s attempt to unite Thay. (It™s likely, if the lich succeeds, she™ll declare her support.) Little else is known of this diminutive but dangerous wizardess. S 9, D 17, C 8, I 18, W 13, Ch 14. Spells: 8/8/8/8/8/7/6/6/5. Mythrell™aa, Zulkir of Illusion (Human female 20th-level illusionist), AC 8; MV 12; hp 24; THAC0 14; #AT 1; Dmg By weapon; SZ M; ML 17; AL CE; XP 14,000. Description: 5™6lr and 180 lbs., Nevron replaced the prior zulkir that Szass Tam had assassinated. De- spite being hand-picked by the lich, Nevron loathes the Zulkir of Necromancy and is a staunch supporter of Lauzoril™s and Aznar Thrul, the Zulkir of Invoca- tion, in assembling a viable plan to invade and con- Nevron, Zulkir of Conjuration/Summoning (Human male 24th-level conjurer), AC 5; MV 12; hp 40; THAC0 13; #AT 1; Dmg By weapon; SZ M; ML 18; AL NE; XP 18,000. S 7, D 11, C 15, I 18, W 14, Ch 15. Spells: 16/16/16/8/8/8/8/8/7 (includes bonus spells and ring of wizardry extra spells). Special Equipment: ring of wizardry (doubles first- through third-level spells), robe of the archmagi, staff of striking. quer Rashemen. Nevron™s legions are powerful and include many enchanted creatures. He™s confident that the current alliance™s goal will be achieved and be achieved soon. Druxus Rhym, Zulkir of Alteration (Human male 24th-level transmuter), AC 9; MV 12; hp 27; THAC0 13; #AT 1; Dmg By weapon; SZ M; ML 17; AL NE; XP 18,000. S 11, D 15, C 13, I 18, W 12, Ch 14. Spells: 8/8/8/8/8/8/8/8/7 (includes bonus spells). Special Equipment: ring of shooting stars, staff of thunder and lightning and Devourer. Devourer is an enchanted dagger (treat as a +1 for determining if beings can be struck by it). It inflicts 1d10 points of damage, may be thrown as an axe of hurling, discharges a 10-dice lightning bolt three times per day, and allows it wielder to teleport without error once per day. Description: This 62-year-old wizard is 5™8lr, weighs 175 lbs, and his bald pate is covered in tattoos. He strongly supports Szass Tam™s bid to overthrow the other zulkirs and build an empire. To this end, he co- ordinates many of the lich™s activities, both within and without Thay itself. If PCs ever come to contest one of Tam™s schemes, it™s entirely likely that Rhym will be the one to deal with them, directly or indi- rectly by issuing the appropriate commands to the appropriate creatures. Tharchion Aznar Thrul, Zulkir of Invocation/ Evocation (Human male 23rd-level invoker), AC 4; MV 12; hp 43; THAC0 13; #AT 1; Dmg By weapon; SZ M; ML 19; AL CE; XP 17,000. S 13, D 12, C 17, I 18, W 13, Ch 15. Spells: 8/8/8/8/8/8/8/8/6 (includes bonus spells). Special Equipment: manual of golems, ring of protection +4, robe of Rukhyon*, staff of power, vampiric dagger*. Description: This 6™3lr, 175 lb., bald, black-eyed man is the only mage to hold both the titles of zulkir and tharchion. He™s cruel, savage, and repre- sents the greatest challenge to Szass Tam™s plotted overthrow of the current Thayan political systemŠ such as it is. Thrul™s current gambit to lessen Tam™s role in Thay™s future is to ensure that the planned invasion of Rashemen is successful-thus diverting attention from Tam and his schemes. However, if the invasion fails, his confederates, Lauzoril and Nevron, will bear the blame, leaving him un- touched and able to continue his opposition to the Zulkir of Necromancy. Thrul always maintains his hit-point total at maximum through the use of his vampiric dagger. S 9, D 15, C 12, I 18, W 17, Ch 15. Spells: 8/8/8/8/8/6/6/6/4 (includes bonus spells). Special Equipment: amulet of perpetual youth, cloak of protection +2, ring of elemental metamorphosis-fire (ToM), ring of protection +3, staff +3. Description: This 5™4lr, 130 lb, zulkir is bald, tat- tooed, and has blue eyes. While she appears to be no more than 30 (thanks to her amulet), she is in truth 65 years old. She™s dedicated to Szass Tam as Thay™s rightful ruler; and as the nation™s foremost prognosti- cator, her word carries much weight. Yaphyll, Zulkir of Divination (Human female 19th-level diviner), AC 4; MV 12; hp 38; THAC0 14; #AT 1; Dmg By weapon; SZ M; ML 18; AL LE; XP 13,000. Sources: FORGOTTEN REALMS Adventures, the Spellbound boxed set™s ieCampaign Guide.le |
05-26-2001, 01:36 PM | #4 |
Zartan
Join Date: March 1, 2001
Location: London, England
Age: 53
Posts: 5,164
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Flipping heck!
One hell of a post Dramnek, that surely gets the 'longest post' award... ------------------ Time is an illusion. Lunchtime doubly so. Epona of The Laughing Hyenas |
05-26-2001, 01:51 PM | #5 |
Dungeon Master
Join Date: May 7, 2001
Posts: 70
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Umm how do you create items?
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05-26-2001, 03:07 PM | #6 |
Symbol of Cyric
Join Date: March 17, 2001
Location: England
Posts: 1,160
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I agree with that one! It is VERY long. But intriguing - I did not know about those Red Wizards - knew about Larloch though: he's my bro
------------------ Greetings Mortals. My Name Is Wah, Arch Lich Wah. |
05-26-2001, 03:37 PM | #7 | |
Knight of the Rose
Join Date: January 8, 2001
Location: Scotland
Age: 38
Posts: 4,419
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Quote:
YES! Someone that shares my namessake You need infinity engine editor, that can be downloaded from TeamBG.com ------------------ |
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05-26-2001, 04:38 PM | #8 | |
Ironworks Moderator
Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 48
Posts: 14,759
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[b]
Quote:
This one is easy, for anyone that has read the novels. Since there are a ton of Elminster haters here, some of which have not read these novels, I have decided not to share this information with you.! You probably don't care, anyway. ------------------ Larry, Loyal guardian of the OHF Devoted member of the Ironworks Only member of the Elite Bodyguard to Rikard (the fool that takes the bullet) Ertai's back-up Memnoch's chief look-out |
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05-26-2001, 04:52 PM | #9 | |
Dracolisk
Join Date: March 21, 2001
Location: Europe
Age: 39
Posts: 6,136
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Quote:
You will also need shadowkeeper to extract and import items in/out of the game. ------------------ Those who watch their backs meet death from the front |
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