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Demzer
Senior Scribe

873 Posts

Posted - 14 Jul 2014 :  15:49:53  Show Profile Send Demzer a Private Message  Reply with Quote  Delete Topic
The following is what i've come up with for this organization first presented to us in Dungeon 181/183 Eye on the Realms articles by Ed. I would like your opinions on this.

A couple of preliminary notes:
- The following is intended for use in a campaign around 1373 DR, it can be easily ported to when you want it except that after 1385 DR Halruaa is no more and a lot of things would have to be reworked to fit. If you play in 1485 but have Halruaa still there then there should be no problems in using this, provided you like what i wrote.
- The game information i give is for 3.5 E but it's not much so it shouldn't deter anybody.
- I may have messed up the crafting costs of the two magic items i present ... sorry!
- English is not my first language but i hope i haven't failed so much that you want to tear your eyes out after reading this.
- Wall(s) of text incoming ... sorry!

Thanks for reading and let me know you impressions!

Edited by - Demzer on 14 Jul 2014 15:58:01

Demzer
Senior Scribe

873 Posts

Posted - 14 Jul 2014 :  15:50:45  Show Profile Send Demzer a Private Message  Reply with Quote
The Fael Threl
A.K.A: the Watchful Wise, the Regulators (used only among themselves).
Group Mark: “Wise” or “Watcher” etched in draconic, usually on coins, rings or other jewelry, all made exclusively of electrum.
Group Colors/Livery: none

The Fael Threl (“Watchful Wise” in Halruaan) is a secret society of Halruaan wizards that strongly believes that Halruaans are the only beings fit to wield mighty magic in the Realms. They’re obviously based in Halruaa were the Masters (or Master Regulators) plot and scheme from their abodes directing the efforts of operatives scattered throughout Faerun and subtly steering events everywhere through masterfully enspelled magic items and spellbooks that let them scry and cast spells on the wearers and users of such items.

Goals:
The Fael Threl take Halruaan’s arrogance to the extreme, claiming that only Halruaans have the right to master the Art. Being in such a superior position, they took upon themselves the duty of guarding the Weave and Toril against the depredations of reckless fools of lesser blood, their goal is to prevent anyone not of Halruaan blood from attaining meaningful mastery of the Art. Being a relatively young organization they found the Realms already full of accomplished spellcasters and powerful, well established organizations, so they set upon spying, sabotaging and playing one against the other all these various powers to ensure no one wizard or arcane organization dominates over the others. Furthermore, being descendants of Netheril, they know all too well the dangers of reckless spell research and spellcasting and swore to prevent any new magical catastrophe by any means necessary.

History and Motivations:
The idea of the Fael Threl was born in the mind of Omm Hlandrar as the exhausted archmage recovered from his mighty spell battle against Velsharoon “the Vaunted” in 827 DR. While time and clerical aid healed the damage done to his body, nothing could placate the troubles of his mind as he reflected upon the fact he had been unable to destroy Velsharoon and thus stop the dangerous and wicked experiments he and that cabal of “red wizards” were doing.
The exile of Velsharoon and his comrades did nothing to quell the fears of Omm Hlandrar and he slowly fell into depths of madness and paranoia, wandering his house babbling “Beware the red wizards!” to any servant, guard or relative he found.
After years of such ramblings and ever longer disappearances inside his laboratory he failed to show up to greet a fellow Elder who came for a visit. One servant and two guards were killed by the golems posted at the entrance of the tower while the magical wards placed around it prevented his two sons from going in. Ashamed by this event the family abandoned Omm Hlandrar and their cursed house in 845 DR, the only legacy of the crazed archmage being the new family motto of “Beware the red wizards” used alternatively to say “don’t push your experiments too far” and “don’t start fights with someone you can’t beat”.
For years the Hlandrars lived on eager to forget their crazed ancestor until Aldym Hlandrar was born in 903 DR. Aldym, great-grandson of Omm, was gifted from birth with exceptional magical talent and haunted since early age by nightmares of the old Hlandrar manor. Despite the nightmares and his fragile health, Aldym raised quickly in his knowledge and power in the Art, overshadowing his parents and most of his peers. With his power grew his desire to strike out on his own and upon celebrating his 23rd birthday he decided, against the counsel of his parents and the house jordain, to reopen the old Hlandrar manor and investigate his great-grandfather laboratory.
Thus, in 926 DR, Aldym went alone inside the old Hlandrar manor and his ancestor laboratory where he found the ghost of Omm Hlandrar waiting for him, the descendant he had chosen and called on since his birth to carry on his legacy.
The young Aldym was eager to learn the secrets his ancestor guarded but paid attention to be seen outside the house enough to avoid anyone coming in search of him when he was studying with Omm. Over the next ten years Aldym was tutored by Omm and, with the magic knowledge, his ancestor passed on his obsession too, an obsession that Aldym reworked into a more coherent, reasonable frame that didn’t involve waging war on the new realm of Thay and survived to this day as the core philosophy behind the Fael Threl.
By 936 DR Aldym was an archmage in his own right and decided, in agreement with the ghost of Omm, to start tutoring apprentices and select among them those worthy to be recruited into the Fael Threl. Likewise Aldym built himself a circle of like-minded friends and selected among them his wife and those more inclined to agree with his course of action and support his endeavors.
All members of the Fael Threl were encouraged to strike out on their own, take apprentices and select new recruits among them and let them do the same, so as to build a vast network of equal peers with plenty of powerful and influential allies and an everlasting supply of apprentices to fuel the circle magic of the archmages and churn out the magic items needed to the organization.
By 971 DR the Fael Threl counted a score members and thrice that number of allies and pawns, but all were resident in Halruaa and the organization lacked the international network of spies and agents it needed to meaningfully carry on its self-appointed duty, on the other hand the archmages that formed the core of the organization adamantly refused to take on the life on the road to further the organization’s goals.
The solution to this conundrum was found by Aldym’s jordain, Landis: Halruaa continually bled exiles, be it rogue jordains or magehounds, people without magical talent looking for a different social order or sorcerers and bards fed up with the constant reminders of their inferiority. While being Halruaans all these individuals were very expendable and many could be forced, intimidated or deceived into serving the organization’s goals.
With the last problem taken care of, Aldym and the other Master Regulators of the Fael Threl started recruiting exiles at the borders, finding many agents moved by greed, the thrill of adventure, the desire to lash out against spellcasters or the hope of proving themselves worthy of Halruaan society.
Aldym, Founder and First Master Regulator, died peacefully in 1027 DR with the Fael Threl in perfect shape and slowly worming its way into wider Faerun. Up to this day, the Fael Threl is still a secret and a mystery for its opponents and those that find out anything about this cabal of Halruaan wizards soon meet a violent death.
The Masters of the Fael Threl decide which actions to take against which different organization and are guided in their decisions by the group’s ideology: they think Halruaans to be the people destined to uncover all the secrets of the Art, that no other race or human ethnic group can compare and that, if left to their own devices, all the lesser practitioners of the Art will squander the gifts they’re given and bring about catastrophes on par with Karsus’ debacle. They regard the rest of humanity and the majority of the other humanoid and demihuman races as inferior, unable and unfit to achieve the greatest heights of power in the Art, they see the elves as the perfect example not to follow, a people skilled and powerful in magic that has renounced all its aspirations and is slowly fading away from the world. The only beings they fear and respect are other descendants and survivors of Netheril, of which they know and suspect the existence, and steer clear of them and their abodes, trusting in the purity of their blood and the memory of Karsus’ Folly to guide the actions of such powerful rivals. Likewise the Fael Threl tries to avoid any contact with the organized churches of Mystra and Azuth and with the Chosens of Mystra, believing that no god should interfere with their mission but respecting the dogma of both churches and their mortal agents.

Edited by - Demzer on 14 Jul 2014 15:55:23
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Demzer
Senior Scribe

873 Posts

Posted - 14 Jul 2014 :  15:51:20  Show Profile Send Demzer a Private Message  Reply with Quote
Organization:
The Fael Threl is ruled by the Masters, powerful Halruaan archmages that never leave their country and direct all actions of the organization from the safety of their houses and laboratories.
One step below the Masters are the Chains, the members of the organization that connect all the various branches of it and take the orders of the Masters to the operatives. The Chains are the only members (other than the rest of the Masters) that know who the Masters are, thus they are extremely loyal to the Masters and the Fael Threl cause and are constantly scrutinized.
Among the various branches of the Fael Threl are the Makers, the Eyes, the Voices and the Wands .
The Makers are the creators of the vast majority of the magic items used by the organization or enchanted by the organization to use as traps and lures, most of them are apprentices to this or that archmage and don’t even realize they’re part of a secret organization.
The Eyes are a tight knit group of diviners and constantly scry the current targets of the Wands and the wearers and users of some of the magic items enspelled by the organization.
The Voices carry the will of the Masters beyond Halruaa’s borders, they’re the recruiters of disgruntled exiles and the coordinators of the mercenaries, adventuring bands and various thugs the organization uses when it doesn’t want it’s true strength suspected.
The Wands are the strike force of the organization, all proven and true, they’re battle hardened and always ready to strike at their targets, be it a pre-emptive strike to avoid a magical experiment or an ambush to someone that’s starting to investigate the doings of the organization.
Unknowingly working for the organization are hundreds of Halruaan exiles and local muscles hired on a case by case basis by the Voices and that know very little of their true patrons, the few that seem most promising are scrutinized, interviewed by the Chains, recruited directly into the organization and assigned to the Voices or the Wands.

Chain of Command:
The 6 Master Regulators are those that give all the orders and do all the thinking in the organization, they are all Halruaan archmages that strongly believe in the group philosophy and want to enforce their will on the rest of Faerun:
- Omm Hlandrar (CE ghost of a halruaan male evoker 9 halruaan elder 10 archmage 5): the twisted, bitter shade of a once proud and honest Elder, Omm is now a creature of blind vengeance and fury, always floating around the living Hlandrar during meetings of the Master Regulators and urging the organization to pursue the most violent and bloody path to solve problems. His hunger for blood and vengeance requires that he sometimes take part in the Wands’ assaults and he especially revels in the chances he gets to slay Red Wizards. The other Masters chuckle any time a meeting begins and Omm tries to push on the organization’s agenda a war with Thay, but he is serious about it and sure that one day he will get what he wants.
- Phaele Hlandrar (LE halruaan female enchantress 17 archmage 2): this unremarkable young woman is the living Hlandrar sitting among the Masters of the Fael Threl and is the first female after a long succession of males. She seems to have some kind of creepy special relationship with the ghost of her ancestor and takes a wicked pleasure in engineering the deaths and disappearances of the groups targets, always scrying on the battles fought by the Wands with rapture. She perfected many of the enchantments cast on the group’s enspelled items and created the Circles of Fangs;
- Presmer Maurmeril (LN halruaan male illusionist 7 harluaan elder 10 archmage 5): this cunning and polite man of middle age is the one responsible for cloaking the activities of the group from the eyes of the rest of Faerun. While he adheres to the group philosophy he isn’t favorable to all the bloodshed the group causes and always advocates for less drastic measures. Among the Masters he is constantly quarrelling with both the Hlandrars and secretly thinks the organization will be better served with more sensible and less bloodthirsty replacements.

Rank and File:
At this level of the organization sits the members of the Chains, Voices, Wands and Makers:
- Nemos (LN halruaan male expert 3 monk 3 jordain vizier 5 spymaster 7): this anonymous jordain is loyal beyond any doubt to Lady Phaele and a master of deception and disguises. He is one of the four Chains and sometimes doubles as a Voice if potential recruits are spotted before they leave Halruaa. Only Lady Phaele knows of all his disguises and he is often tasked with shadowing individual members of the organization and observe them for signs of treason.
- Xaemarra “Bloodeyes” Mristar (NE crinti half-drow female rogue 5 fighter 4 great sea corsair 6): this lithe and beautiful half-drow is a renowned corsair and another Chain hailing from Dambrath and residing (when not on her “Scarlet Saber”) in the shantytown of Yaulazna. She got her ship and all the magic items she sports paid for by the Masters (she refused ready-made items and only asked for the coins to buy what she needed) and has been the lover of Lord Presmer in the past. Now she relays the orders of the Masters to the Voices outside Halruaa, recruits expendable pirate scum for suicide diversions, lends her talents and her ship to the cause when targets are on sea but most importantly she changes all the obviously Halruaan coins of the Fael Threl with coins minted all over Faerun to prevent anyone from following the money the Voices have to spend right back to Halruaa. She obviously doesn’t give a broken oar about the goals of the organization, she’s only in for the money and the thrill of action but she never showed signs of betrayal so the Masters let her live and use her services.
- Gharbei Ishivin (N tashalan male expert 8 rogue 3): this unremarkable old man is a caravan master working through Talath Pass, an occupation that made him perfect for the role of Voice due to the fact he could easily intercept Halruaan exiles leaving the country. Gharbei is a shrewd judge of character and was selected because he worships Waukeen and money, the former has nothing to say on his affiliations while the latter started flowing into his pockets without limits as soon as he said yes to the strange offer an even stranger peddler of arcane reagents (one of the disguises of Nemos) in Halruaa. Gharbei lives a poor’s life on the road and spends all the money he gets from the Fael Threl on beautiful escorts each time he stops in the cities of Lapaliiya.
- Sarade Zorastryl (LN halruaan female sorceress 10 rogue 5): this gorgeous young woman is an Halruaan exile and another one of the ten Voices. She was forced to leave her homeland due to the treatment she received for her sorcerous powers but before her melancholy turned to bitterness against the birthplace she was leaving behind she was accosted by Gharbei Ishivin and instantly accepted his offer of work. Since then she has led a though life on the road traveling all over Faerun to do the Masters bidding, sure that one day all her efforts will be rewarded and she will return to Halruaa as a hero and be finally accepted into her homeland’s society. She’s the most active Voice, with countless contacts (and lovers of both sexes and many races) all over Faerun, she is the go-to girl when the Fael Threl wants to hire local muscles to kill rivals without magical shows of force. If someone ever succeeds in making her realize that she will never be accepted as a hero in Halruaa this way then the Fael Threl will find a bitter foe (and incidentally uncovering and vanquishing them may make her an Halruaan hero).
- Uregaunt Avhoste (CN halruaan male bard 11): a striking and exuberant young man, Uregaunt is a fast talker and ladies man that fell hopelessly in love with Sarade the moment he laid his eyes upon her. She recruited him some years ago while he was leaving Halruaa (and a dozen of enraged husbands) behind and he’s now one of the Voices. Beside recruiting, his job for the Fael Threl consists in gathering information about spellcasters and winning the affection of lady mages (and interested male wizards too) and then disappear with their spell tomes, research materials and wealth. He works for the Fael Threl exclusively for the chance of meeting Sarade again (and they already met and got intimate a couple of times but Sarade doesn’t seem to reciprocate Uregaunt’s feelings) and wouldn’t hesitate an instant in betraying the organization if she asked him to. Unfortunately for him, the Fael Threl knows of this and is already quietly looking for a replacement while keeping tight control over him and Sarade.
- Blazanar Merrymar (CE lightfoot halfling male rogue 5 assassin 10): this psychotic halfling was the son of a merchant from Luiren, kidnapped by Nemos and tortured and tormented for years by Lady Phaele (with gory suggestions from Omm). Such a gruesome treatment and never ending magical mind control produced a twisted mind and a loyal servant to Lady Phaele. The first of the eight Wands (a name he always laugh about, given his lack of arcane powers), Blazanar is a serial killer apt at using all sort of magical gadgets given him by his patrons in imaginative ways. Blazanar does double duty as a torturer and likes to take trophies (usually body parts) from his victims.
- Chand Stamaraster (N halruaan male rogue 3 abjurer 5 arcane trickster 8): a cold, calculating and cunning individual, Chand is “the Solitary Wand” of the Fael Threl. He owes his moniker to the fact he often works alone against the organization’s targets, breaking into their laboratories and houses and using his knowledge of traps, glyphs and symbols to turn the unfortunate mage’s defenses against the owner. Sometimes he simply casts explosive runes on the target latest research papers, sometimes he frees enslaved guardian monsters, sometimes he substitutes his own spell-traps to the original ones. When he has to work with the other Wands he protects them from enemy spells and intensely dislikes Blazanar bloodthirsty and cruel endeavors.
- Meleghost Darants (LN halruaan male evoker 7 halruaan magehound 10): secretive and darkly intimidating like all Halruaan inquisitors, Meleghost is a loyal and proven magehound of the realm always ready to risk his life for Halruaa. What the Council of Elders doesn’t know is that he also enthusiastically embraces the philosophy of the Fael Threl and strongly believes that policing only Halruaa to root out rogue wizards and dangerous spell researches does next to nothing to prevent magical catastrophes since large numbers of foreign spellcasters act without restraint outside Halruaan borders. Thus, he is always ready to heed the call of the Master Regulators and blast away wizards that, in his eyes, have trespassed in the territory of forbidden spell research. When all else fails he is perfectly fine with using his antimagic abilities and let Blazanar hack away at the helpless spellcasters.
- Oloma Gedreghost (N halruaan female generalist wizard 12): this emaciated and sickly woman is an artist and genius in magic item creation, furthermore she has an uncanny instinct for forgery and can replicate without issues writing styles, languages and even enchantment patterns of other wizards she knows or that made items, scrolls and spellbooks she can study for a while. These qualities made her the perfect Maker for the Fael Threl and thanks to her exquisite attention to detail the organization is now pushing out huge volumes of spell scrolls and spellbooks wrote in styles and languages from all over Faerun and trapped to enslave, charme and scry on the users. The stress of this overproduction is threatening her health but she seems all too happy to die doing what she enjoys.
- Sandrue Gedreghost (LN halruaan male diviner 17): this ghastly man is buried deep inside his home, locked tight inside a scrying chamber from where he directs the efforts of the Eyes of the Fael Threl. His isolation is broken only when he petitions for more reagents or another scrying device, he spends all his waking hours scrying one by one the spellcasters using items enspelled by the organizations. He is as single-minded and obsessed about his work as his sister Oloma but he frequently stops his scrying routines to spy on particularly beautiful female spellcasters or on Sarade or Xaemarra when they are relaxing themselves or enjoying company. He is utterly devoted to the cause of the Fael Threl and swore that no catastrophe would befell Faerun on his watch.

Edited by - Demzer on 14 Jul 2014 15:57:06
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Demzer
Senior Scribe

873 Posts

Posted - 14 Jul 2014 :  15:51:50  Show Profile Send Demzer a Private Message  Reply with Quote
Methods and Activities:
The Fael Threl first mission is to be always updated on the doings and whereabouts of Faerun countless spellcasters and arcane power groups, a task almost impossible by itself. Yet, the organization developed a strategy that lets them keep an eye on their targets with less effort than anticipated: the Voices travel Faerun gathering information on spellcasters everywhere, relaying this intelligence to the Chains and releasing trapped magic items and spellbooks, the Chains get the Voices’ reports to the Masters, the Masters decide which spellcasters to spy on based on a number of parameters (power, presence or absence of apprentices, fame or infamy, affiliation to bigger organizations, ecc …) and set the Eyes to work.
Usually Fael Threl’s targets are infamous spellcasters renowned for their immoral practices, those that try to build too much power for themselves (amassing scrolls and wands, exploiting apprentices, ecc …), those whose spell research threatens to upset the status quo and lowly members of powerful organizations (like the Red Wizards of Thay, the War Wizards of Cormyr, the Manystarred Cloaks of Neverwinter, ecc…).
If the Eyes uncover something troubling the Voices act in one of four ways: they plant magic items or scrolls or spellbooks where the target has chances to stumble on them (by selling them to peddlers in the same city or planting them inside ruins the target is starting to explore) in hope that the target succumbs to the spell-traps in them, they hire local criminals to break in the target’s laboratory and steal spell tomes, research material or ingredients, they pit another local spellcaster against the troubling one, or they hire local muscle to kill the target in an ambush, staging an accident or in a robbery attempt.
If no action taken by the Voices has the intended effect (usually stopping the spell research one way or another) then the Masters reassess the threat posed by the target, if they deem the threat low the Eyes keep scrying on the target but nothing happens, if the threat is high the Wands are sent in to obliterate the target as quickly as possible.
The Voices routinely go back to places they’ve already been to check on things too and see if this or that wizard has abandoned his researches or has started some new project and keep the Masters updated through the Chains.

Resources:
The Fael Threl has nigh infinite monetary resources and can arm its agents with almost any kind of magic item, scroll or potion ever created on Faerun. The Eyes work with the best scrying devices available, the Voices have all the magic items needed to conceal, disguise and hide themselves from mundane and magical scrutiny and magic items that charme, suggestion or dominate (but they usually rely just on their wits and natural talents), the Wands have the best tools possible for the mission at hand and almost always sport rings of counterspells (prepared differently for each target), rings of spell turning and weapons of spell storing.
Some new magic items created by the Fael Threl include the following:

- Circle of Fangs: this slim, silver ring engraved with a simple circle automatically notifies to the wearer it’s activated powers the first time it’s donned. The ring has four powers: it can shed light equal to a light spell (CL 5) at will, it can cloak the wearer’s face with a hood that resembles a dark mantle’s skin (like the alter self spell, CL 5) at will, it can surround the wearer with 6 blades of force that threaten adjacent squares (atk +15, crit 19-20/x2, dmg 1d8 force, 5 round duration, CL 10) 3 times per day and, once it has summoned the blades, the wearer can direct one blade to attack one target as a standard action. The ring has several other hidden powers: it lets the Fael Threl spy on the wearer for five minutes each time it uses its powers or when the ring is subject to magical scrutiny and some rings are enchanted to act as beacons for other rings, letting the wearers of secondary rings know the direction of the first ring.
Cost: 42000 gp. Crafting requirements: forge ring, Shaern’s persistent blade (1°, CL 10), steeldance (3°, CL 5), Nystul’s magic aura (1°, CL 19), clairaudience/clairvoyance (3°, CL 5), alter self (1°, CL 5), locate object (2°, CL 3), light (0°, CL 5), 92000 gp, 7360 xp.

- Spellbook of Control: this nondescript spellbook contains some unusual (no PHB) low level spells that occupy 30 pages. It functions as a normal spellbook but it has some hidden powers: it lets the Fael Threl spy on the user for five minutes each time it is opened and each time it is used to memorize or copy spells there is a 25% chance to trigger a suggestion (Will DC 24). Typical suggestions planted by the Fael Threl are “I should really use this as my master spellbook”, “I should buy more magical supplies from the one that sold me this book”, “I don’t need my other spellbooks anymore, time to sell/burn/throw away them” but sometimes the Fael Threl places more specific suggestions in the books like “It’s been a long time since I took a stroll through the forest, time to get some fresh air! No need to bring spell components, nothing bad can happen” or “That insolent Cassius in his tower thinks he’s better than me! Time to take him down a peg or two!”.
Cost: 1500 gp. Crafting requirements: craft wondrous items, Nystul’s magic aura (1°, CL 19), clairaudience/clairvoyance (3°, CL 5), illusory script (3°, CL 5), 58250 gp, 4420 xp.

Areas of Operation:
The Fael Threl as a whole ignores Halruaa since the nation is already well policed by the magehounds and the Elders, they focus their efforts on foreign ground and are active wherever a previously unknown wizard suddenly builds a great tower or a new cabal is forged. Thanks to the reports from the Voices and the spells placed on items and spellbooks released in wider Faerun, the Eyes can scry almost everywhere with ease, granting the organization the chance to teleport and act when and where is needed. Geographical constraints mean nothing for this organization and only absolute secrecy can shield someone from their attention.

Allies and Enemies:
The Fael Threl, being a secret consortium, has no allies and enemies although many Halruaan Elders and archmages consider individual members of the organization as good friends or respected peers. Almost no organization of wider Faerun has got even an hint that someone is working in the shadows, since a Red Wizard dying for a failed experiment here and a Cowled Wizard getting run over by a merchant wagon there are hardly linkable occurrences. Only the Harpers and Tel’Teukiira (as organizations) and Elminster and Khelben (as individuals) have noted the slight increase in practitioners of the Art mortality rate but have yet to ascertain if the various events are linked together and what kind of external influence may there be.

Status Quo:
Everything is going according to plans for the Fael Threl, even if someone is starting to suspect something. Without internal shake-ups is very difficult for external factors to put the organization in danger as it has enough raw firepower to wage a clandestine war even against powerful foes, its base of operation sits squarely into Halruaan territory and without sound and indisputable proofs no Halruaan Elder would take the word of an outsider over that of a fellow Elder. Thus eradicating the Fael Threl would be a titanic effort either from an investigative and covert point of view (tracing all the deeds back to the source and uncovering enough proof to convince the Council of Elders) or for a brute force approach (staging a raid into Halruaa against powerful spellcasters is an impossible suicide mission for most of the Torillian mortal inhabitants).

Edited by - Demzer on 15 Jul 2014 08:30:13
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The Arcanamach
Master of Realmslore

1842 Posts

Posted - 14 Jul 2014 :  20:05:46  Show Profile Send The Arcanamach a Private Message  Reply with Quote
THIS.IS.GOOD.STUFF.

Seriously, this twist to the Halruaan wizards is really good. I like that they have stepped 'into the gray' as I would put it (they may be 'good' but they are willing to go about it in a rather non-good fashion).

Consider your work stolen.

I have a dream that one day, all game worlds will exist as one.
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 15 Jul 2014 :  00:03:02  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
There are so many DM hooks (like adventure hooks, but meant for the DM to bite on and flesh out) in Ed’s Eye on the Realms articles. It makes me very happy to see someone take one of them and flesh it out as well as you have, Demzer.

Once Loremaster.org is fully back up and running, I would like to include links with the official entries for topics like the Fael Threl with fanwork like yours, so that other DMs can find it, have access to it and throw lots of kudos your way (which hopefully encourages you and others to share their work).

Look for me and my content at EN World (user name: sanishiver).
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Gary Dallison
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United Kingdom
6351 Posts

Posted - 15 Jul 2014 :  08:32:21  Show Profile Send Gary Dallison a Private Message  Reply with Quote
It is really very good.

Did i mention i'm doing a fan magazine for stuff like this

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Demzer
Senior Scribe

873 Posts

Posted - 15 Jul 2014 :  08:41:34  Show Profile Send Demzer a Private Message  Reply with Quote
Thanks for the kind words.

As playing time is never enough i don't know how much i will be able to use this homebrew in my campaign and instead of letting it rot on my PC i decided to share it. Feel free to do whatever you want with it (share it, use it, tear it apart, whatever).
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Demzer
Senior Scribe

873 Posts

Posted - 15 Jul 2014 :  08:42:36  Show Profile Send Demzer a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

It is really very good.

Did i mention i'm doing a fan magazine for stuff like this



Yeah, you mentioned it but i didn't feel worthy.
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Gary Dallison
Great Reader

United Kingdom
6351 Posts

Posted - 15 Jul 2014 :  08:51:52  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Oh its definitely worthy and much better than several organisation writeups i have done myself.

If you want things included in the magazine then by all means let me know. The only restrictions on quality for entry into the magazine are those you make yourself (although i wouldnt put in something that cannot be understood).

I'm certainly not one to judge another persons fan creations so anything you finish that you want including then just PM or email me and i can fit it in the next issue.

And again, excellent stuff, this is being stolen if you dont mind.

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Snow
Learned Scribe

USA
125 Posts

Posted - 22 Jul 2014 :  18:02:50  Show Profile Send Snow a Private Message  Reply with Quote
I'll echo the sentiments of others, Demzer. This material is breathtakingly *amazing*.

I'm already working on a PrC for the Eyes contingent of the Fael Threl.

Do you have any accompanying 3.5 homebrew game material such as custom spells, feats, prestige classes and magic gear for this organization? I'd sure we'd all love to see it.
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Demzer
Senior Scribe

873 Posts

Posted - 22 Jul 2014 :  19:51:00  Show Profile Send Demzer a Private Message  Reply with Quote
quote:
Originally posted by Snow

Do you have any accompanying 3.5 homebrew game material such as custom spells, feats, prestige classes and magic gear for this organization? I'd sure we'd all love to see it.



Nothing finished beyond the Circle of Fangs and the Spellbook of Control that i wrote above.

But i was thinking of about a couple new spells: a necromancy one that prevents resurrection short of true resurrection, miracle or wish and a divination one that instantly warns the caster if the target is brought back to life (both may already exist in 3.XE but i don't know them yet).
Given the background of Omm Hlandrar (invoker, enemy of Velsharoon) i would work some big gun invocation lich-blasting spells into the Fael Threl arsenal. Also, given Omm "survival" to this day, i would guess that the Fael Threl would have at the top of its priority list the smiting of known liches (but they're not stupid and won't try to assault Larloch or Szass Tam without at least two scores back up plans to ensure the assault is a success, in other words, never gonna happen) and the prevention of rituals for lichdom.
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Snow
Learned Scribe

USA
125 Posts

Posted - 23 Jul 2014 :  14:32:19  Show Profile Send Snow a Private Message  Reply with Quote
" ... and a divination one that instantly warns the caster if the target is brought back to life (both may already exist in 3.XE but i don't know them yet)."

There's no divination spell that does that in WotC 3.5. But if you are going to homebrew a spell like that, you should check out the spells Enduring Scrutiny (Complete Mage - Divination) and Dragoneye Rune (Dragon Magic - Universal). Between the 2 of them, you should be able to better gauge the game mechanics and level assignment of your custom spell.
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