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FRCS: Character Concepts. Help!
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<blockquote data-quote="Gaius" data-source="post: 156442" data-attributes="member: 3589"><p>How about this:</p><p></p><p>The distant realm of Halruua is a fantastical one, a magical place where everyone is purported to be a thaumaturgist capable of arcane prowess unseen anywhere else in Faerun. You are a wizard of no small might and have spent your life studying the Weave, pondering magic theory and discussing the larger world beyond. However, for all its knowledge, Halruua is an isolated realm. The world has changed much since the days of Netheril and you are beginning to stagnate in your homeland. It doesn't challenge you anymore. Tales filter from the North, rumors of a lost Netheril city appearing above the desert, cities where magic has died, and vast libraries holding secrets that have not seen the light of day in ages. The call to adventure is too great for you to resist. Unlike your peers, you have a desire to explore, to travel. With that, you made your preparations and stepped through one of the many <em>portals</em> that exist in Halruua. However, something went wrong; the magic failed to transport you to your destination and you find yourself lost in a world that is all but unknown to you...</p><p></p><p>This concept lets you play the wizard you suggested while allowing you to be unfamiliar with the Realms. Halruua is a far land that doesn't interact much with the more standard FR settings. The malfunctioning portal lets you conveniently end up wherever it is that your DM is planning on running. A 10th level Halruuan wizard would kickass. If I were you, I'd be working towards that archmage prestige class, so choose feats accordingly. Much fun.</p></blockquote><p></p>
[QUOTE="Gaius, post: 156442, member: 3589"] How about this: The distant realm of Halruua is a fantastical one, a magical place where everyone is purported to be a thaumaturgist capable of arcane prowess unseen anywhere else in Faerun. You are a wizard of no small might and have spent your life studying the Weave, pondering magic theory and discussing the larger world beyond. However, for all its knowledge, Halruua is an isolated realm. The world has changed much since the days of Netheril and you are beginning to stagnate in your homeland. It doesn't challenge you anymore. Tales filter from the North, rumors of a lost Netheril city appearing above the desert, cities where magic has died, and vast libraries holding secrets that have not seen the light of day in ages. The call to adventure is too great for you to resist. Unlike your peers, you have a desire to explore, to travel. With that, you made your preparations and stepped through one of the many [i]portals[/i] that exist in Halruua. However, something went wrong; the magic failed to transport you to your destination and you find yourself lost in a world that is all but unknown to you... This concept lets you play the wizard you suggested while allowing you to be unfamiliar with the Realms. Halruua is a far land that doesn't interact much with the more standard FR settings. The malfunctioning portal lets you conveniently end up wherever it is that your DM is planning on running. A 10th level Halruuan wizard would kickass. If I were you, I'd be working towards that archmage prestige class, so choose feats accordingly. Much fun. [/QUOTE]
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