Edena_of_Neith
First Post
Several requests were made on the old board concerning who the Solistarim are.
Well then ...
In the normal geography of the Flanaess, the northwest part of that region gives way to the Black Ice, and a small icy region beyond.
In THIS version of the Flanaess, the northwest region still gives way to the Black Ice, and that gives way to an anvil shaped region, longest from east to west, and this whole area is filled with high mountains called the Godspires.
Named after the City of the Gods, which sits in a very deep and sheltered valley amidst them, the valley kept warm by vulcanism nearby (or perhaps by magic, science, or all of the above.)
The City of the Gods ... a relic of a high tech civilization that existed thousands of years ago.
In official canon, it is on Mystara, not Greyhawk, yet here it is, on this Greyhawk, and the Solistarim have been seeking it's secrets for decades.
And for decades it's defenses have foiled even their mighty magic.
The Godspires are eternally cold, climatalogically, with fierce winter storms being the rule the year around, and glaciation extensive.
However, most of the Godspires are volcanically active - so active that a vast lake of lava sits exposed on the surface in one area, and great rivers of molten rock run down from it to the ocean.
The entire region is covered in fumes, and the snow is stained black - hence the Black Ice at the southern edge, but really most of the Godspires are stained, covered with a mixture of snow and volcanic debris.
Those areas warmed by the lava lake, and the streams of molten rock, and the great underground chambers warmed by the vulcanism, are eternally hot.
- - -
When the Oeridians came into the Flanaess, fleeing the Suel/Baklunish War, they immediately set about conquering (and obliterating) the native Flannae population (and everything else that got in their way.)
A large number of the Flannae, led by their mages, retreated northward, and pursued by the Oeridians fled under the Godspires, where they have remained since.
These Flannae bear an immense hatred of the Oeridians, and of all who collaborate with them.
Isolated in the Underdark below the Godspires, this hatred has had 2000 years to fester and grow amongst these people, until it passed beyond hatred into the realm of madness.
The Flannae were aided on their dark road by the necessity of constant war with the other denizens of the Underdark, especially the deep dwarves (who could cast mage spells) and the grey gnomes.
The Flannae would eventually conquer both of these races, and force them into servitude, and from them they obtained many great secrets.
Secrets in metallurgy, smithying, stonecrafting, and in dark magic.
There was a race of the illithid under the Godspires.
These illithid considered their relatives under the Hellfurnaces and Crystalmists to be weak, pathetic, and backward, and the illithid of said mountains returned the favor: the two groups of illithid are enemies.
After long and bitter war with the Flannae, the illithid and Flannae arranged a truce, and eventually forged an alliance. Both races wanted what the other possessed.
The Flannae wanted the secrets of psionics.
The Illithid wanted the secrets of magic.
Besides, the Flannae, now magically powerful, were able to better supply the Illithid with a steady diet of Oeridian brains than they could ever have done for themselves.
There are a large number of efreeti in the Godspires, with their friends the salamanders, basking in the lava flows.
The efreeti had long hoped to make of the Godspires a permanent portal to Oerth, for various reasons ... revenge against the affront of the Oeridians to the efreeti being one of them (The Codex of the Planes was created by the Oeridians.)
So great had the might of the Flannae grown, along with their allies and slaves, that these beings of fire grudgingly took notice, and the clever Flannae made common cause with them.
The Flannae made common cause with many Lawful Evil and Neutral Evil races, races driven from the good lands, driven into remote places, all desiring the extermination of those who had done this to them.
They made alliance and common cause with the Lizard Kings, Lizard Men, and Flannae of Blackmoor.
They made alliance with the sahuagin of the Drawmij Ocean.
They made alliance with the frost and fire giants of the Godspires.
They kneeled before the great dragons, wyrms of frigid cold and blasting heat, and prostrating themselves won the favor and goodwill of many of these meglomaniac, superpowerful creatures.
One day a mage of greater power than all the rest arose amongst the Solistarim, and his name was Soloron.
He conquered or subdued all his rivals, and created a rigid military rule, in which mages were supreme, and the chain of command was dominated by spellcasters.
He then went on to create a legion of mages.
Taking them on various expeditions, usually to other worlds, he trained and browbeat his trainees into one of the world's most formidable military forces, thousands strong, the least of them 9th level, the greatest up in the Epic category.
Soloron freed the dwarven slaves who could work magic, and the gnomes, and incorporated them into his legion.
He took the illithid forces, and added their psionic strength to his army, and their magic, and their brilliant minds.
He took in the lizard kings, the sahuagin, anyone and everyone who could work magic.
Under Soloron, the Flannae and their allies went after the truly powerful races of the Godspires, and they conquered the beholder hives, and the aboleth were forced to kneel before them.
The dragons, efreeti, and their fire elemental armies, who had watched with previous amusement the doings of these pitiful mortals, suddenly found themselves faced with a real threat.
Soloron would go on to cow all of them, except the dragons only, and the dragons who were of like mind with Soloron joined him in real alliance, for a common cause.
In Greyspace, the illithid fleet was induced to join the Solistarim.
In Greyspace, the neogi - who never allied with ANYONE - were forced to bow to the Solistarim.
Quite a number of other evil races would join up with the Solistarim.
Some of them were native to the Godspires and the oceans around.
Some came in from the Flanaess, or other continents of Oerth.
Some came from other worlds or dimensions.
All came with one purpose in mind.
- - -
The Solistarim believe that usurpers rule a world that was meant for them.
The green and fertile lands of the Flanaess are theirs, and do not belong to humans, demihumans, or humanoids (or drow.)
The Solistarim, each race in it's turn, believe that the time has come to retake what is rightfully theirs.
The Solistarim are not interested in discussing this matter with the humans, demihumans, humanoids, or drow.
The Solistarim feel that the presence of these races is an obstacle that must be removed.
It must be removed, period. Dead people do not cause problems (unless brought back as undead, and the Solistarim command the undead.)
The Solistarim have the attitude of the Daleks from Dr Who: Exterminate. (The illithid are less extreme: they desire to leave the choicest humans alive for the purpose of setting up cattle farms.)
The Solistarim believe their work will be done when every last human, demihuman, and humanoid in the Flanaess has been killed.
The Solistarim look forward to their work with delight, with eager anticipation.
As for the Flannae, they will thus destroy those who usurped their land, along with all the Flannae collaborators, and all the annoying pests who should never have existed in the Flanaess in the first place.
- - -
The Solistarim have an absolute monarch, and that monarch is Soloron, a mage far into the Epic Levels category.
Below him, in a direct military chain of command, are flannae mages of great power.
Below them, are magic workers of lesser power, usually flannae, but sometimes of other races.
These officials have absolute power, and their word is absolute and instantaneous law.
INSTANT compliance and obedience, in letter and spirit, is expected from them from all lessers in the chain of command.
The penalty for a lack of instance compliance is death (considered a mild penalty by the Solistarim.)
The penalty for obeying orders, but attempting to pervert them, or for a serious failure to carry them out, or a serious failure to succeed in carrying them out, or for more serious offenses such as treason or thinking of treason, is a one way ticket into a Sphere of Annihilation.
This chain of command, and the stark and rigid enforcement of it, and the invariable enforcement of punishment, is the primary thing keeping the Solistarim from disintegrating into chaos and civil war.
Fear keeps the Solistarim together. Fear, and the united desire of all these evil races to destroy the usurpers and take for themselves the lands and seas of the world.
If you are weak in magic, you are a second rank being in the Solistarim, and treated thus.
Only by improving yourself, and gaining greater magical power (which is encouraged at all levels) will you be treated with anything remotely resembling civility.
If you are a non-spellcaster in the Solistarim, and unable to learn the secrets of magic, you may expect to look forward to a short and unhappy life.
Very short indeed, if you dare to complain about your lot.
The Solistarim will not abide the humanoid races that cannot employ magic (which, because we are discussing a 2nd edition concept here, means most of the humanoid races.)
Humanoids are killed on sight.
The Solistarim need no slaves. Magic provides them with all the slave labor they could ever need.
The Solistarim have no use for the drow, mighty in magic though they are.
The Solistarim expect organized and diciplined behavior amongst their ranks, and the chaotic drow are not capable of this ... the drow are killed on sight, and any magic they possessed is seized.
The Solistarim are considering whether to annihilate Perrenland, or offer it alliance (as they have allied with Blackmoor), for Perrenland is a flannae nation, and potentially useful.
The debate is raging now.
The Solistarim have no use for the savages who live below the Burneal (the Wolf and Tiger Nomads), although they enjoy the fact that these peoples have helped keep the outside world from seeking the icy north, and aided them in keeping their doings a general secret.
Distance is not a factor for the Solistari host, which has mastered mass teleportation, and other ways of getting from here to there.
The Solistarim are not particularly concerned about the safety of their great fortresses and cities under the Godspires ... these are protected by immense magical defenses, protections against scrying, traps against incoming teleporters, and nasty surprises of every sort for the intruder who does succeed in trespassing.
- - -
The Solistarim attack strategy is based around the following:
The dragons, greatest of all their allies, teleport over an enemy city, and open fire with breath weapon and spell contingencies preset.
Beholders teleport into the city proper, attacking strong points and the city's mages and clergy.
Illithid psionically teleport in, assailing strong points and the city's mages and clergy.
Flannae mages back up both in this phase of the assault.
The aboleth teleport in, under the city, attacking underground strongholds, seizing caches of magic, and finding and destroying safeholds.
The neogi and their umber hulk servants bombard the city from their spelljammers, engaging and destroying any aerial opponents.
The efreeti, salamanders, and fire elementals are assigned the task of massacring the civilian population, and torching the city (they will remain until the last stone ruins are reduced to glowing puddles.)
The lizard kings and lizard men, and the grey gnomes, are assigned the task of surrounding the city to prevent any escape by land or air, and to prevent any relief from reaching the city by land or air.
A great part of the flannae mages, and all of the non spellcasters, are with them to aid them in this endeavor (if there is a major relief force nearby, the greater Flannae mages and some of the powerful monsters will be at hand also.)
The deep dwarves have a special mission.
Their mission is to prevent what is mentioned above: to prevent reinforcements or aid from reaching the city.
To do this, they will teleport in, and attack a second city, or a number of villages, or even a host encamped in the field, for the purpose of drawing attention and drawing off any help that might have gone to the main target.
Usually, the lich lords and their undead hosts work with the deep dwarves on this (the dwarves and the undead are particularly good at working together), and the lesser undead are considered expendable - the Solistarim can always generate new undead.
The Solistarim make extensive use of the spell Sphere of Ultimate Destruction (creates a temporary Sphere of Annihilation.)
The Solistarim version of this spell is new and improved.
Once created, it draws in air - if the Solistari mage wills it - as if a vacuum was present.
Winds of super hurricane force roar into the Sphere from hundreds of feet around, drawing in all those unlucky enough to be caught in the maelstrom, sent shrieking into oblivion.
Of course, the winds will uproot trees, tear down wooden buildings, shake stone buildings, and fan fires, amongst other useful things.
The Solistarim are still working on this spell ... only a few of them can cast it in this devastating configuration (in this configuration, it is a 10th level spell), but they hope to eventually make widespread use of it.
Instead of being content with making strikes against select targets only, taking out enemy leaders and great mages, or otherwise nearly invulnerable enemy positions.
The Solistarim generally will stop their attack on the city above when:
A: The city is obliterated, or:
B: When a force great enough to be a real threat shows up.
The Solistarim know that the CITY is the center of Oerdian civilization.
Destroy the enemy's cities, and you break the backbone of his strength.
Destroy the enemy's cities, and you deprive him of his moral, his arsenals of weapons and magic, his centers of learning and culture, and his government and chain of command.
And cities are pathetically easy to attack and destroy (once you know how to mass teleport your army in and out.)
Once the enemy's cities are destroyed, their rural population is easily hunted down and slaughtered.
If they attempt to build fortresses in the wild, these are the next to be destroyed after the city (destroying the enemy chain of command is paramount.)
The Solistarim expect that any intelligent foe will have hidden fortresses, backup chains of command, contingencies for mass destruction, and otherwise will be prepared to fight a guerilla war against them.
That is fine with them.
Once the enemy's cities are destroyed, his forests burned away, his crops leveled, they will be happy to engage him in guerilla warfare.
They have practiced at that too.
- - -
Whoever chooses the Solistarim for the IR, take note:
YOU MAY NOT ALLY WITH ANY OTHER POWER ON OERTH, THAT IS NOT LAWFUL EVIL OR NEUTRAL EVIL.
YOU MAY ALLY WITH ANY POWER FROM TORIL OR REALMSPACE, AS IT PLEASES YOU.
YOU MAY ALLY WITH THE DEVILS AND DAEMONS (The Solistarim have not done so) BUT YOU MAY NOT ALLY WITH THE DEMONS.
YOU MAY CONTINUE YOUR EFFORTS TO PENETRATE THE CITY OF THE GODS. IF YOU SUCCEED, AND GAIN THEIR TECHNOLOGICAL LORE, YOUR POWER WILL GREATLY INCREASE.
Well then ...
In the normal geography of the Flanaess, the northwest part of that region gives way to the Black Ice, and a small icy region beyond.
In THIS version of the Flanaess, the northwest region still gives way to the Black Ice, and that gives way to an anvil shaped region, longest from east to west, and this whole area is filled with high mountains called the Godspires.
Named after the City of the Gods, which sits in a very deep and sheltered valley amidst them, the valley kept warm by vulcanism nearby (or perhaps by magic, science, or all of the above.)
The City of the Gods ... a relic of a high tech civilization that existed thousands of years ago.
In official canon, it is on Mystara, not Greyhawk, yet here it is, on this Greyhawk, and the Solistarim have been seeking it's secrets for decades.
And for decades it's defenses have foiled even their mighty magic.
The Godspires are eternally cold, climatalogically, with fierce winter storms being the rule the year around, and glaciation extensive.
However, most of the Godspires are volcanically active - so active that a vast lake of lava sits exposed on the surface in one area, and great rivers of molten rock run down from it to the ocean.
The entire region is covered in fumes, and the snow is stained black - hence the Black Ice at the southern edge, but really most of the Godspires are stained, covered with a mixture of snow and volcanic debris.
Those areas warmed by the lava lake, and the streams of molten rock, and the great underground chambers warmed by the vulcanism, are eternally hot.
- - -
When the Oeridians came into the Flanaess, fleeing the Suel/Baklunish War, they immediately set about conquering (and obliterating) the native Flannae population (and everything else that got in their way.)
A large number of the Flannae, led by their mages, retreated northward, and pursued by the Oeridians fled under the Godspires, where they have remained since.
These Flannae bear an immense hatred of the Oeridians, and of all who collaborate with them.
Isolated in the Underdark below the Godspires, this hatred has had 2000 years to fester and grow amongst these people, until it passed beyond hatred into the realm of madness.
The Flannae were aided on their dark road by the necessity of constant war with the other denizens of the Underdark, especially the deep dwarves (who could cast mage spells) and the grey gnomes.
The Flannae would eventually conquer both of these races, and force them into servitude, and from them they obtained many great secrets.
Secrets in metallurgy, smithying, stonecrafting, and in dark magic.
There was a race of the illithid under the Godspires.
These illithid considered their relatives under the Hellfurnaces and Crystalmists to be weak, pathetic, and backward, and the illithid of said mountains returned the favor: the two groups of illithid are enemies.
After long and bitter war with the Flannae, the illithid and Flannae arranged a truce, and eventually forged an alliance. Both races wanted what the other possessed.
The Flannae wanted the secrets of psionics.
The Illithid wanted the secrets of magic.
Besides, the Flannae, now magically powerful, were able to better supply the Illithid with a steady diet of Oeridian brains than they could ever have done for themselves.
There are a large number of efreeti in the Godspires, with their friends the salamanders, basking in the lava flows.
The efreeti had long hoped to make of the Godspires a permanent portal to Oerth, for various reasons ... revenge against the affront of the Oeridians to the efreeti being one of them (The Codex of the Planes was created by the Oeridians.)
So great had the might of the Flannae grown, along with their allies and slaves, that these beings of fire grudgingly took notice, and the clever Flannae made common cause with them.
The Flannae made common cause with many Lawful Evil and Neutral Evil races, races driven from the good lands, driven into remote places, all desiring the extermination of those who had done this to them.
They made alliance and common cause with the Lizard Kings, Lizard Men, and Flannae of Blackmoor.
They made alliance with the sahuagin of the Drawmij Ocean.
They made alliance with the frost and fire giants of the Godspires.
They kneeled before the great dragons, wyrms of frigid cold and blasting heat, and prostrating themselves won the favor and goodwill of many of these meglomaniac, superpowerful creatures.
One day a mage of greater power than all the rest arose amongst the Solistarim, and his name was Soloron.
He conquered or subdued all his rivals, and created a rigid military rule, in which mages were supreme, and the chain of command was dominated by spellcasters.
He then went on to create a legion of mages.
Taking them on various expeditions, usually to other worlds, he trained and browbeat his trainees into one of the world's most formidable military forces, thousands strong, the least of them 9th level, the greatest up in the Epic category.
Soloron freed the dwarven slaves who could work magic, and the gnomes, and incorporated them into his legion.
He took the illithid forces, and added their psionic strength to his army, and their magic, and their brilliant minds.
He took in the lizard kings, the sahuagin, anyone and everyone who could work magic.
Under Soloron, the Flannae and their allies went after the truly powerful races of the Godspires, and they conquered the beholder hives, and the aboleth were forced to kneel before them.
The dragons, efreeti, and their fire elemental armies, who had watched with previous amusement the doings of these pitiful mortals, suddenly found themselves faced with a real threat.
Soloron would go on to cow all of them, except the dragons only, and the dragons who were of like mind with Soloron joined him in real alliance, for a common cause.
In Greyspace, the illithid fleet was induced to join the Solistarim.
In Greyspace, the neogi - who never allied with ANYONE - were forced to bow to the Solistarim.
Quite a number of other evil races would join up with the Solistarim.
Some of them were native to the Godspires and the oceans around.
Some came in from the Flanaess, or other continents of Oerth.
Some came from other worlds or dimensions.
All came with one purpose in mind.
- - -
The Solistarim believe that usurpers rule a world that was meant for them.
The green and fertile lands of the Flanaess are theirs, and do not belong to humans, demihumans, or humanoids (or drow.)
The Solistarim, each race in it's turn, believe that the time has come to retake what is rightfully theirs.
The Solistarim are not interested in discussing this matter with the humans, demihumans, humanoids, or drow.
The Solistarim feel that the presence of these races is an obstacle that must be removed.
It must be removed, period. Dead people do not cause problems (unless brought back as undead, and the Solistarim command the undead.)
The Solistarim have the attitude of the Daleks from Dr Who: Exterminate. (The illithid are less extreme: they desire to leave the choicest humans alive for the purpose of setting up cattle farms.)
The Solistarim believe their work will be done when every last human, demihuman, and humanoid in the Flanaess has been killed.
The Solistarim look forward to their work with delight, with eager anticipation.
As for the Flannae, they will thus destroy those who usurped their land, along with all the Flannae collaborators, and all the annoying pests who should never have existed in the Flanaess in the first place.
- - -
The Solistarim have an absolute monarch, and that monarch is Soloron, a mage far into the Epic Levels category.
Below him, in a direct military chain of command, are flannae mages of great power.
Below them, are magic workers of lesser power, usually flannae, but sometimes of other races.
These officials have absolute power, and their word is absolute and instantaneous law.
INSTANT compliance and obedience, in letter and spirit, is expected from them from all lessers in the chain of command.
The penalty for a lack of instance compliance is death (considered a mild penalty by the Solistarim.)
The penalty for obeying orders, but attempting to pervert them, or for a serious failure to carry them out, or a serious failure to succeed in carrying them out, or for more serious offenses such as treason or thinking of treason, is a one way ticket into a Sphere of Annihilation.
This chain of command, and the stark and rigid enforcement of it, and the invariable enforcement of punishment, is the primary thing keeping the Solistarim from disintegrating into chaos and civil war.
Fear keeps the Solistarim together. Fear, and the united desire of all these evil races to destroy the usurpers and take for themselves the lands and seas of the world.
If you are weak in magic, you are a second rank being in the Solistarim, and treated thus.
Only by improving yourself, and gaining greater magical power (which is encouraged at all levels) will you be treated with anything remotely resembling civility.
If you are a non-spellcaster in the Solistarim, and unable to learn the secrets of magic, you may expect to look forward to a short and unhappy life.
Very short indeed, if you dare to complain about your lot.
The Solistarim will not abide the humanoid races that cannot employ magic (which, because we are discussing a 2nd edition concept here, means most of the humanoid races.)
Humanoids are killed on sight.
The Solistarim need no slaves. Magic provides them with all the slave labor they could ever need.
The Solistarim have no use for the drow, mighty in magic though they are.
The Solistarim expect organized and diciplined behavior amongst their ranks, and the chaotic drow are not capable of this ... the drow are killed on sight, and any magic they possessed is seized.
The Solistarim are considering whether to annihilate Perrenland, or offer it alliance (as they have allied with Blackmoor), for Perrenland is a flannae nation, and potentially useful.
The debate is raging now.
The Solistarim have no use for the savages who live below the Burneal (the Wolf and Tiger Nomads), although they enjoy the fact that these peoples have helped keep the outside world from seeking the icy north, and aided them in keeping their doings a general secret.
Distance is not a factor for the Solistari host, which has mastered mass teleportation, and other ways of getting from here to there.
The Solistarim are not particularly concerned about the safety of their great fortresses and cities under the Godspires ... these are protected by immense magical defenses, protections against scrying, traps against incoming teleporters, and nasty surprises of every sort for the intruder who does succeed in trespassing.
- - -
The Solistarim attack strategy is based around the following:
The dragons, greatest of all their allies, teleport over an enemy city, and open fire with breath weapon and spell contingencies preset.
Beholders teleport into the city proper, attacking strong points and the city's mages and clergy.
Illithid psionically teleport in, assailing strong points and the city's mages and clergy.
Flannae mages back up both in this phase of the assault.
The aboleth teleport in, under the city, attacking underground strongholds, seizing caches of magic, and finding and destroying safeholds.
The neogi and their umber hulk servants bombard the city from their spelljammers, engaging and destroying any aerial opponents.
The efreeti, salamanders, and fire elementals are assigned the task of massacring the civilian population, and torching the city (they will remain until the last stone ruins are reduced to glowing puddles.)
The lizard kings and lizard men, and the grey gnomes, are assigned the task of surrounding the city to prevent any escape by land or air, and to prevent any relief from reaching the city by land or air.
A great part of the flannae mages, and all of the non spellcasters, are with them to aid them in this endeavor (if there is a major relief force nearby, the greater Flannae mages and some of the powerful monsters will be at hand also.)
The deep dwarves have a special mission.
Their mission is to prevent what is mentioned above: to prevent reinforcements or aid from reaching the city.
To do this, they will teleport in, and attack a second city, or a number of villages, or even a host encamped in the field, for the purpose of drawing attention and drawing off any help that might have gone to the main target.
Usually, the lich lords and their undead hosts work with the deep dwarves on this (the dwarves and the undead are particularly good at working together), and the lesser undead are considered expendable - the Solistarim can always generate new undead.
The Solistarim make extensive use of the spell Sphere of Ultimate Destruction (creates a temporary Sphere of Annihilation.)
The Solistarim version of this spell is new and improved.
Once created, it draws in air - if the Solistari mage wills it - as if a vacuum was present.
Winds of super hurricane force roar into the Sphere from hundreds of feet around, drawing in all those unlucky enough to be caught in the maelstrom, sent shrieking into oblivion.
Of course, the winds will uproot trees, tear down wooden buildings, shake stone buildings, and fan fires, amongst other useful things.
The Solistarim are still working on this spell ... only a few of them can cast it in this devastating configuration (in this configuration, it is a 10th level spell), but they hope to eventually make widespread use of it.
Instead of being content with making strikes against select targets only, taking out enemy leaders and great mages, or otherwise nearly invulnerable enemy positions.
The Solistarim generally will stop their attack on the city above when:
A: The city is obliterated, or:
B: When a force great enough to be a real threat shows up.
The Solistarim know that the CITY is the center of Oerdian civilization.
Destroy the enemy's cities, and you break the backbone of his strength.
Destroy the enemy's cities, and you deprive him of his moral, his arsenals of weapons and magic, his centers of learning and culture, and his government and chain of command.
And cities are pathetically easy to attack and destroy (once you know how to mass teleport your army in and out.)
Once the enemy's cities are destroyed, their rural population is easily hunted down and slaughtered.
If they attempt to build fortresses in the wild, these are the next to be destroyed after the city (destroying the enemy chain of command is paramount.)
The Solistarim expect that any intelligent foe will have hidden fortresses, backup chains of command, contingencies for mass destruction, and otherwise will be prepared to fight a guerilla war against them.
That is fine with them.
Once the enemy's cities are destroyed, his forests burned away, his crops leveled, they will be happy to engage him in guerilla warfare.
They have practiced at that too.
- - -
Whoever chooses the Solistarim for the IR, take note:
YOU MAY NOT ALLY WITH ANY OTHER POWER ON OERTH, THAT IS NOT LAWFUL EVIL OR NEUTRAL EVIL.
YOU MAY ALLY WITH ANY POWER FROM TORIL OR REALMSPACE, AS IT PLEASES YOU.
YOU MAY ALLY WITH THE DEVILS AND DAEMONS (The Solistarim have not done so) BUT YOU MAY NOT ALLY WITH THE DEMONS.
YOU MAY CONTINUE YOUR EFFORTS TO PENETRATE THE CITY OF THE GODS. IF YOU SUCCEED, AND GAIN THEIR TECHNOLOGICAL LORE, YOUR POWER WILL GREATLY INCREASE.
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