Yes, you are correct and I know of docs where the Raanaar really had visited Rivellon - though... I had the impression, they were "invisible"
Fascinating idea <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> - though a bit dangerous for the Raanaar or the char getting a sort of damage from attacks. <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> - nice thought of keeping a kidnapped NPC safely where she/he is supposed to remain. Ethereal (in the sense of ghost form?) - being able to surge through walls?
Hmmmm, I was thinking of a totally new area for Rivellon - maybe the ethereal part? Where physically damaging spells wouldn't work/have no impact? So, only an ethereal Raanaar could be a guide or a teacher? Yeah, why not? Pauper graveyard - Raanaar rift in there, corrupted by Buad's Tea, as the rift was placed stupidly <img src="/ubbthreads/images/graemlins/idea.gif" alt="" /> - so, those stupid enough going through are in this In-Between-World? A sort cloudy, misty world, where processing is difficult, as up/down, east/west doesn't exist? A world, where physical damage is useless?
Kiya
aahaah, just answered this but my post vanished, I'll try again and hope this doesn't 2pete.
Rhianna's story notes the Raanaar that were lost, I don't remember anything in the novella about Rivellon but that seems likely. There were a number of gods as well, and presumably the Raanaar gods aren't just going to let their kids get slaughtered.
Re: nonviolent spellcasting, for instance, I would cast an ethereal etch spell at an orc. Each time he would become fainter, and do less weapon damage to me, until the final HP hit, where he would vanish/die for the XP. I might also have spells that turned someone into a ghost temporarily, so as to take them out of combat until I was ready for them. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Necrogandhi casts summon skeleton rings that walk up to creatures, link arms, and sit there, preventing them from attacking or moving. This allows slower mind control/switch side spells to take effect, which give you XP also, because the monster cannot stand itself when the spell wears off and it dies of a stroke.
re: the Raanaar concept, perhaps the lost Raanaar, those that survived, were gradually driven insane by their isolation, but their powers steadily grew. Finally they have returned from their improper rifts and start scheming to recreate their plane of existence back in time. This can have consequences for the other planes and cause fluxes of power throughout the world, periodically changing the spell and magic weapon damages, so you can't pick one static fighting style and tank your way through the game.
And the Raanaar seem friendly, all to happy to teach you these powerful new spells if you can find your way in their half worlds, the ether pockets. Because unknown to you, everytime an ether spell is cast, it strengthens their new plane, and warps all the others.