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(Draft moon mage guide, any thoughts are welcome in discussion. 1st vs 3rd person needs to be decided upon)
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=Mapping Project=
=Moon Mage Guide=


==Introduction==
Welcome to being a [[Moon Mage]]. If you are reading this, you either talked to [[Gylwyn|Guildleader Gylwyn]], or [[Kssarh|Guildleader Kssarh]] was not bothered by your presence long enough to throw you out a window. Moon Mages are the Elanthian seers, prophets, and masters of [[Category:Lunar Magic|lunar magic]].


https://www.play.net/dr/news/ocean.asp
While some would consider being a Moon Mage a life of ease, the truth is far different. [[Cleric|Clerics]] follow the immortals while we view the heavens for insight and guidance, and even regularly walk the [[Astral Plane]]. Moon Mages are magicians first, and loremasters second. If you want to view the heavens, travel distant worlds, and use the force of your mind, the Moon Mage guild is for you.


https://www.play.net/dr/news.asp?id=85
==Abilities==
Moon Mages are intimately in touch with the celestial bodies and the notion of time. They are also enchanters and astrologers.
http://en.wikipedia.org/wiki/Campaign_Cartographer
http://www.dunjinni.com/default.asp
http://www.profantasy.com/products/cc3.asp
http://www.homestead.com/


Boar Clan & North:
===Astrology===
Asketi's Mount is in the SE Arncharn Shel
[[Prediction|Astrology]] lets the Moon Mage study the heavenly bodies for insight into the future. For some this is a calculation of space, time, and probablity, for others it takes on a more spirital and ritual nature. The results are the same. Through careful observation predictions can be made on people's abilities either to their benefit or detriment. There are several different [[Prediction#Tools|tools]] available for the aspiring astrologer, or the use of the mage's mind alone. Nearly [[Star Chart|70 heavenly bodies]] are able to be studied as you increase your standing within the guild.


Archer's Ford crosses the Biskbowr River
Eventually the mage even gains the ability to broadly study the heavens and gain insight into what events may happen in the future.


Liireswag River is NW of Boar Clan and runs through the ranger's guild
Using careful observation and study, Moon Mages can also [[Prediction|predict the weather]], with increasing accuracy and insight into the future as they age.


the Hawstkaal Road (Hib --> Boar) is a pine forest
===Enchanting===
As a Moon Mage gains in stature amongst the Guild and their peers, they will be able to undertake studies in order to learn how to bind ordinary items with magical abilities. Through gaining knowledge of [[Moon Mage Enchanting|Enchanting]], items can be imbued that are the items of legend. Rings of invisiblity, devices to share and send thoughts, brooches which can improve ones skill with a blade.


Hunter's Glade is ~ due north of Boar Clan
===Power Perception Mastery===
Alone of all magic users in Kermoria, Moon Mages are not bound to the whims of areas for the strength of their magic. Lunar mana is constant across the world, its powers being derived from the movements of the heavens themselves. This is both greatly beneficial, allowing the mage unfettered access to mana, but also a detriment, for the mage cannot move themselves in order to improve the quality of mana. They also may extend their senses to view what spells and enchantments lay upon items and other people.


Paasvadh Forest is northwestish of the glade and is a hardwood forest
===The Ways===
When [[Grazhir]] shattered, several shards landed upon [[Kermoria]]. The Guild has taken and bound several of these shards, allowing a sufficiently powerful mage to attempt [[Astral Travel]]. This is not for the weak of mind or the inexperienced mage, as death can threaten with only the slighest hope of recovery. However, with this risk comes the ability to reach virtually any area of Kermoria in minutes rather than the time taken to walk somewhere on foot.


The monastery lies south of Asketi's Mount
==Training a Moon Mage==
Moon Mages are magicians and scholars primarily. However, they do need some survival skills as well: several aid in studying the heavens, others ensure that one can survive the effects of angry townspeople who do not like knowing the truth about the future.


The Vela'Tohr edge is south of Asketi's Mount (Adder's Coil is here)
===Magic===
Magic is the primary focus of a Moon Mage. The more powerful the magical skills, the more effective the spells. Primary Magic will dictate the strength of many abilities, including how far away one can teleport or open a moon gate. Harness affects the ability to hold gates (or mana) for longer periods of time. Magical Devices lets one store energy in cambrinth as well as impacts enchanting abilities. Targeted magic lets one more accurately focus their spells upon a target to destroy it. It will likely be the most powerful offensive weapon in the Moon Mage's arsenal.


Bighted tangle is north of the edge, and the Vela'Tohr woods rise to hills then to the Crag
===Lore===
Moon Mages are scholars and seers. Scholarship helps studying sigil scrolls and other abilities. A sage must be able to read in order to understand the future. Astrology is a signature Moon Mage skill that affects enchanting and predicting the future. Other important skills include Mechanical Lore (for enchanting) and Appraisal to tell accurately an item's worth.


Asketi's Mount overlooks Zoluren and Therengia.
===Survival===
A Mage needs to be able to survive to gain wisdom and power. Evasion will likely be their primary defense against the foes. Foraging lets one find limbs for creating their burins for enchanting, or herbs to heal wounds. Perception helps see the heavens. Other skills like First Aid will help tend wounds, while Swimming or Climbing will help one reach otherwise inaccessible places.


===Armor & Weapons===
Armors and Weaponry are the weakest skills for a Moon Mage. This is both good and bad. It lets the mage experiment with different weapons or armors while not restricting their advancement in the guild. The downside is a mage can easily let these skills fall behind, resulting often in a poor mage who is unable to deal with their foes.


Boar Clan & South:
Usual weapons include medium or heavy edged weapons, while light chain or leather armors are popular for defense. A shield is an easily trained defense and is highly recommended. Regarding weapons, the [[Moonblade]] and [[Shape Moonblade]] spells will let the Moon Mage form all types of edged weapons as well as a quarterstaff.
Archer's Ford is over the Biiskbowr, or "Wet River", Biiskbowr at this point flows SW
Ke'nag trees are local to the area south of the river

Journelai foothills are edged on the west by the Hawstkaal Road

Segoltha is crossed by the Hawstkaal Road by the Cedik Bridge

Sawstwar lake is west of Hibarnhvidar / Chedik Bridge, and Segoltha flows west


West of Hibarnhvidar:
Great Salt Road curves south before going west, following the Himineldar

Stelik Bridge crosses the ???? river

Firecats are a (so far) internal area.

Dabrushin pass lies west of the Bridge with an abandoned mine


Hibarnhvidar clues:
Abuts Himineldar to the south



Haalikshal Highway to Ain:
Haalikshal "Sky Road"

At Stember's Ford goes underground to the Sang Munar


Mountain Road to RP:
southern edge is a abandoned dwarven fortress with S'Kra and RP militia bodies. From one of the old kingdoms?

South of the fort is a rope bridge crossing a mighty river from NW to SE
Seord Kerwaith lies to the SW of the road

Ends at RP

RP to Western Ilithi:

Hrendh Shogar forest

Monstrous snowcapped mountain to the north

Crosses a stream and becomes Western Road and is foothills

Dwarven statue marks the start of Ilithi and end of Forfedhdar


Giltzen Otto Steppes:
Desert terrain

Dragonpriests, Horseclan. No riversigns

Revision as of 10:15, 5 June 2009

Mapping Project

https://www.play.net/dr/news/ocean.asp

https://www.play.net/dr/news.asp?id=85

http://en.wikipedia.org/wiki/Campaign_Cartographer http://www.dunjinni.com/default.asp http://www.profantasy.com/products/cc3.asp

http://www.homestead.com/

Boar Clan & North: Asketi's Mount is in the SE Arncharn Shel

Archer's Ford crosses the Biskbowr River

Liireswag River is NW of Boar Clan and runs through the ranger's guild

the Hawstkaal Road (Hib --> Boar) is a pine forest

Hunter's Glade is ~ due north of Boar Clan

Paasvadh Forest is northwestish of the glade and is a hardwood forest

The monastery lies south of Asketi's Mount

The Vela'Tohr edge is south of Asketi's Mount (Adder's Coil is here)

Bighted tangle is north of the edge, and the Vela'Tohr woods rise to hills then to the Crag

Asketi's Mount overlooks Zoluren and Therengia.


Boar Clan & South: Archer's Ford is over the Biiskbowr, or "Wet River", Biiskbowr at this point flows SW Ke'nag trees are local to the area south of the river

Journelai foothills are edged on the west by the Hawstkaal Road

Segoltha is crossed by the Hawstkaal Road by the Cedik Bridge

Sawstwar lake is west of Hibarnhvidar / Chedik Bridge, and Segoltha flows west


West of Hibarnhvidar: Great Salt Road curves south before going west, following the Himineldar

Stelik Bridge crosses the ???? river

Firecats are a (so far) internal area.

Dabrushin pass lies west of the Bridge with an abandoned mine


Hibarnhvidar clues: Abuts Himineldar to the south


Haalikshal Highway to Ain: Haalikshal "Sky Road"

At Stember's Ford goes underground to the Sang Munar


Mountain Road to RP: southern edge is a abandoned dwarven fortress with S'Kra and RP militia bodies. From one of the old kingdoms?

South of the fort is a rope bridge crossing a mighty river from NW to SE Seord Kerwaith lies to the SW of the road

Ends at RP

RP to Western Ilithi:

Hrendh Shogar forest

Monstrous snowcapped mountain to the north

Crosses a stream and becomes Western Road and is foothills

Dwarven statue marks the start of Ilithi and end of Forfedhdar


Giltzen Otto Steppes: Desert terrain

Dragonpriests, Horseclan. No riversigns