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Wooly Rupert Posted - 09 Jan 2019 : 16:19:25
It occurs to me that Ed has been posting Realmslore on the Twitter, and not everyone has the Twitter.

So I thought a single place where such lore could be collected would be a good thing.

Ed is a frequent poster there, adding all sorts of Stormtalons and Epic Fantasy stuff, but for the purposes of this thread, I'd like to keep it focused on his Realmslore.

(I'm also stickying this thread, to make it easier to find)

Ed Greenwood (@TheEdVerse) on Twitter

The #Realmslore hashtag on Twitter
25   L A T E S T    R E P L I E S    (Newest First)
sleyvas Posted - 21 Mar 2020 : 20:59:00
Originally posted by George Krashos

It's on p.280 - basically magic cards that if placed in particular sequences and configurations create a web of ongoing or hanging spells, that the caster can access 7 of even when away from the table. It's an interesting read.

-- George Krashos

Hmmm, I like that. Tying it to a "wheel of spells" game deck might be interesting. Will have to read the original. Thanks for the specific page info, I'll go find the book in a bit.
George Krashos Posted - 21 Mar 2020 : 17:45:05
It's on p.280 - basically magic cards that if placed in particular sequences and configurations create a web of ongoing or hanging spells, that the caster can access 7 of even when away from the table. It's an interesting read.

-- George Krashos
sleyvas Posted - 21 Mar 2020 : 13:15:59
Originally posted by George Krashos

A glimpse of table magic is in the novel “Silverfall”.

— George Krashos

Save me the hunt, what's it like? séance type stuff?
George Krashos Posted - 20 Mar 2020 : 23:09:33
A glimpse of table magic is in the novel “Silverfall”.

— George Krashos
Wooly Rupert Posted - 20 Mar 2020 : 04:27:01
Originally posted by keftiu

Has this thread made it into the scroll yet?

It's on page 14.
sleyvas Posted - 20 Mar 2020 : 00:38:42
Hmmm, in reading some of the above.... I thought I'd seen every conceivable alternative form of magical casting (candle, gem, dance, song, pact, divine, psionic, etc..)… but table magic??? Is he talking about stuff like Tarot? I feel really stupid like this should be an obvious thing, but I'm drawing a blank.
keftiu Posted - 19 Mar 2020 : 21:02:02
Has this thread made it into the scroll yet?
Wooly Rupert Posted - 19 Mar 2020 : 16:00:09
Originally posted by Brimstone

This is quickly becoming my favorite scroll. Love the EDLORE!

Looking at the read count, it does appear this is one of our more active scrolls. There are others with a higher count, but I believe this one is much younger than those others.
Brimstone Posted - 19 Mar 2020 : 13:05:37
This is quickly becoming my favorite scroll. Love the EDLORE!
Brimstone Posted - 19 Mar 2020 : 13:02:53
Originally posted by Wooly Rupert

On the current status of Finder and Moander:


Hey Ed! I’m interested in crafting an adventure centered around the god Moander, but I’m not sure if he’s still dead as of the Second Sundering or not, and the current status of Finder Wyvernspur. Do you have any advice, oh master of lore?


All the gods are back. That includes the famous loner Finder and Moander, who’s maintaining a low profile, lurking in many different patches of rot and decay across Faerûn, and seeking to corrupt minds nearby (like the Rotting Man).


That is awesome. Love me some Moander...
Wooly Rupert Posted - 18 Mar 2020 : 19:26:12
On an orcish word for dots, and the Alzehdo for constellation:


In the spirit of random questions, I’ve two for you today, Great Sage.
1. What is the Orcus word for dot/dots?
2. What is the Alzehdo word for constellation?
Many thanks!


Hoo boy. I can answer #2. #1 awakens queries within me:

1. Do you mean the language Orcus would speak (Abyssal)? And an ellipsis, or dot on a page (written punctuation)? Or a speck/small darkness visible in the sky or on a light surface?
2. kuarr (“Koo-AR”)


Oh geez. I meant ‘Orcish’. My phone autocorrected to Orcus!

The fact that it even did that is... telling.

I’m at once amused and mortified!


Ah! Well, if you mean dot as in “small mark,” in writing or otherwise, that’s ib (plural ibhul) in Orcish.

If you mean a speck (something seen at a distance in air or water, too distant to be identified), that’s shaauuk (“SHAY-ook,” literally ‘eye-fist'), plural shaauuka.
Wooly Rupert Posted - 18 Mar 2020 : 19:25:37
On Zariel warning people against the Cassalanters in Dragon Heist:


One of my players is a Conquest Paladin/ Warlock with his patron being Zariel. They're running WD:Dragon Heist.

Would Zariel order, warn, or in any way tell this Paladin/Warlock who serves and seeks to win her favor to not interfere with the Cassalanter's affairs?

This is more of a question of the politics of hell I guess. Would Asmodeus get upset at Zariel if her minion got in the way of his plans? Would there be consequences? Would she worry about preventing that.

(Intentionally brief/vague cause some of my players follow me)


If I was DM, Zariel would not warn, for more entertainment plus test of the warlock PC. Asmodeus wouldn't get upset, because most tools (pawns/mortals/PCs and others) are flawed, and fail...and again, entertainment lies in seeing their tangents and screwups. But Asmodeus would take steps, calmly, coldly, and ruthlessly. Not upset, because expecting underlings and dupes to make mistakes. Steps taken would be to send other underlings and dupes to deal with mistake-making pawns (PCs).

More entertainment for all... ;}
Wooly Rupert Posted - 18 Mar 2020 : 19:24:37
On Torog, the King That Crawls:


As I prepare for my exploration if the Lower Dark, a name rises from the depths that concerns me. What is known of the being known as Torog, the King that Crawls. Some say that the imprisoned god still is active, others say he has faded from existence, a horror myth.


I can do no better than bring you the words of Elminster, who saith: “Little seen though he be, beneath Faerûn, ye would be wise to assume the maimed and suffering King That Crawls, crawls still.”
Wooly Rupert Posted - 18 Mar 2020 : 19:23:48
On the Year of Twelve Warnings:


1494 DR in Faerun is the Year of Twelve Warnings.

Q for you: What are the 12 warnings?

(Do they warn of 12 different things? Or are they 12 different ways of warning about the same thing?)


That seems like a question for the great @TheEdVerse

I just checked the forgotten realms wiki and it doesnt say much


The warnings are about twelve different things. They will take several forms (not several each, but a different form for each): direct divine utterances from temple altars, or signs or portents that can be interpreted in various ways, and may well be misunderstood until “after the fact.”

In the Realms, a “sign” is something anyone can see who’s in the vicinity, and that lasts long enough for many folk to witness, like the water in a harbor changing hue markedly, or a sunset dominated by six bright stars when usually those stars aren’t visible through the light of the setting sun, or a rain from the sky of fish or frogs or locusts.

Whereas a “portent” is something more fleeting, like unusual observed behavior: a candle is lit and flies upwards and consumes itself, or poured water “falls” upwards until a jug is emptied, or someone walking across a room levitates unexpectedly for a few moments.

(Note that in our real world, these definitions are less precise.)

The problem with almost all predictive uses of the Roll of Years is that year-names may hint at major things or very minor things, without distinguishing between them. And like all omens, there may be great disagreement over the meanings of what’s observed, until the true meaning becomes obvious (“too late”). I’m reiterating this because such disputes almost always arise, as clergies compete to promote the ‘right’ interpretation that increases the importance of ‘their’ deity, and may prevent or overshadow useful predictions (so the actions of adventuring PCs may make a difference). If a deity momentarily possesses the mind of a mortal to make them ‘speak in tongues’ (utter words in a language not their own) or in a voice or manner not usual for them, it bespeaks urgency, when a god can foresee something the god very much wants prevented. Note that in the Realms, the gods are NOT infallible; they can foresee little better than attentive mortals can. In other words, a god can see out of the eyes of many of their own priests, paladins, and sworn zealots if they want to, put together those observations, and so predict better than any lone mortal. It does NOT mean gods can “see the future.” They’re just better anticipators.


Even Savras? How divination works then if theres no "seeing into the future" in any form from a god?

I just can guess the future is too variable to directly point at one and only possibility


Savras has always been worshipped as a god of divination and fate, but this was a way by his clergy of making him seem vital and important. He has really always been all about uncovering and clearly communicating the truth.

By clearly seeing the true natures of all beings, and how things work in the world, Savras was better at anticipating outcomes and therefore what would most likely happen in the future than other deities, and this was seen as being paramount at divination, so he attracted the worship of diviners, and became the divine patron of divination. Mortals have feet of clay; deities in the Realms have feats of clay. ;}
Wooly Rupert Posted - 18 Mar 2020 : 16:57:18
On the Weave:


Is Mystra the goddess of the Weave of the whole multiverse#65292;or she is just the Weavemaster of Toril?The phb says“The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra.”

Can I understand it as:There is only one Weave in the multiverse,and wizards of the Toril named the only Weave Mystra?Or it is:The different worlds have different Weavemasters,and they rule the Weave of their own worlds?


I'd put it another way:

Toril and all other worlds have multiple ways of accessing the energies of each world. And usually call the non-mechanical, non-engineering ways of accessing those energies "magic."

ONE of the ways on Toril is arcane magic (in D&D, wizard and sorcerer spells), and those who have the Gift (ability to wield arcane magic, which they call the Art) or study arcane magic (sages) refer to their way of accessing the energies as "the Weave." The Weave IS Mystra, the goddess of magic, and the Weave only extends throughout Realmspace (Toril and moons and the void/heavens around them). Other worlds have other ways of accessing energies, and may have their own equivalents of the Weave (not identical, and not governed by Mystra) or may not. Abeir likely has an equivalent, because it's the sister world of Toril, so similar and even sometimes (the Sunderings) contiguous with Toril, so that elements of the two worlds get swapped, but Weave-based spells don't work on Abeir; but innate spellcasting abilities do. I.e. the world energies are similar enough that magical effects can be near-duplicated, but not how they're brought about.

So in theory, a powerful archwizard from Toril would have to start all over learning how to work magic on Abeir, and if no developed system of working arcane magic, they may never hit upon how to create magical effects on Abeir, or may spend the rest of their lives experimenting and making very little headway.

In theory, all worlds MIGHT have their own Weaves (under various names) and their own gods of magic, or not. "Weavemasters" is a term I coined back in the 1990s for anyone who'd mastered the Weave (understanding its workings enough to not need the trappings of arcane magic like material, somatic, and verbal components), so they could work magic by silent act of will, rather than conventional casting. Accomplished, experienced Weavemasters (like most of the Chosen of Mystra) can think of what they want to do, then mentally call on the Weave to do it. So they can work magic when tied up, gagged, and so on, when traditional casters would be rendered helpless. They control the Weave only so much as they call upon it, and so are not the same as a deity of magic who is the Weave (e.g. Mystra) or who governs the Weave.

So Mystra IS the Weave within Realmspace only, and is greater than a Weavemaster. Other worlds have other systems of magic, and even Toril has other systems of magic (divine magic, for example). Most other systems of magic use the Weave for convenience, but need not do so (travel from real-world place to real-world place is easier using the existing road system, but could be accomplished, in many cases, by not using the existing road system).


I wonder if arcane healing can replace divine healing or divine one is stronger. Players ask me why the realms need gods at all, and due to ky lack of experience I just say that divine magic gives acess to the healing services that are really usefull so gods have aome use


We know from existing spells and recorded usages of spellfire that arcane magic can indeed heal, but divine magic does it at lower spell levels and at less cost, so divine magic is specialized for healing.

And the Realms need gods because some mortals in the Realms believe the Realms needs gods.

It's like having clocks and calendars. Can we live without them? Yes, but some of us have decided we need them in our lives, so we have them.


"Even Toril has other systems of magic (divine magic, for example)"

Wasn't it a point of contention during the Time of Troubles that Mystra was blocking the other God's access to magic? Wouldn't this mean Divine is just the Weave funneled through a god to their followers?


You recall the ToT correctly. Divine magic customarily uses the Weave as the conduit, because (like an existing real-world road system) it's the fastest, easiest, most high-capacity way. But there are other ways (real-world web of railroads): place magic, table magic, etc. that I put into Realmslore at the beginning. So Mystra stopped the other deities in their tracks by denying them Weave access TEMPORARILY. They all then had to activate their alternatives. Raging.

And Mystra paid for that.


@TheEdVerse in the past 20 min you've touched on both the weave and other conduits (ToT mystra denying access to the weave to dieties) & the netherese. So, We know that as of Karsas Folly, magic above level 9 was cut off from spellcasters. Is it true that this is only applies to individual spell casters and that a group of archmagi or a coven of witches or a cabal of warlocks could achieve 10th level or higher by a concurrently cast ritual or one that was cast in cooperative 'pieces' so to speak by multiple casters?

Additionally are level 10+ spells also cut off from extra planar beings such as Archdevils, Demon Princes, or super ancient beings such as the Oracle of Ellyn'taal who knew of these magics, but it's no longer a mere mortal?


Ao cut off access through the Weave to spells above a certain power level (9th level in Torilian arcane magic terms) after the Folly of Karsus the over-reaching mortal. This means that more powerful spells fail upon casting when they access the Weave; it doesn’t matter who casts them (so the spells of gods, archdevils, demon princes would fail, when cast into Realmspace, out of Realmspace, or within Realmspace).

IF those spells use the Weave.

There are rituals and magic systems that don’t use the Weave, but the archmagi, covens of witches or hags, cabals of warlocks, and so on DO use the Weave in their rituals. Like the transplanted-to-Abeir wizards of Toril I mentioned in my earlier lore reply, such individuals would have to learn, or invent, an entire new system of magic to circumvent the Weave, and this would be hard for them without an expert tutor, because what they’re used to, which influences how they’d experiment and innovate, IS using the Weave; they’d have to go against all instinct and learned behavior. Like one of us getting behind the wheel of a vehicle and overcoming our learned tendencies to steer with the steering wheel and accelerate or brake using the pedals...because this new vehicle steers with taps of the peddles and accelerates or brakes by turning the wheel.

Do-able, but I anticipate many spectacular crashes.


Wait -- *AO* is the one that banned those spells? So Mystra's Ban, as we've known it for so long, was actually Ao's ban?


Yes. We know it in the Realms as Mystra's Ban because of priestly teachings (propaganda). "Regular folk" know nothing of Ao, but everyone knows about the goddess of magic.

At the time the Ban was enacted, Mystryl was in no condition to ban anything, and Mystra didn't exist yet.


Would this be similar to things like blood magic? I remember seeing things on @FRWiki years ago about things like candleagic in older editions. Honestly thought that sounded great.


Yes. Blood magic (censored out of the published Realms due to TSR's fears that there'd be gory real-world experiments, and lawsuits), candle magic, table magic, and more. I deliberately wanted magic to be so vast and varied that even "rules-lawyer" players couldn't remember it all at the gaming table, which would lead to a better roleplaying experience, as opposed to metagaming. (Memorizing spell details, limits of magic, and so on, to "beat" the DM and "win" the game. There was too much of that in early D&D play.)


So are Epic Level spells less powerful than old school 10th level spells?

Some are, but some are as powerful. See p43 of LOST EMPIRES OF FAERUN.
Wooly Rupert Posted - 18 Mar 2020 : 16:56:54
On the in-setting written tales of the Knights of Myth Drannor


my PCs are patterning themselves after the Knights of Myth Drannor, their Esparran hometown heroes. Were any mass-market texts written about the Knights’ adventures? (We’re in the Year of the Prince, but of course I can adapt.)


Not that quickly, no, but Florin’s rescue of the King (and the awarding of the adventuring band charter) was the subject of a chapbook entitled LOYAL VALOR IN THE FOREST that was popular reading around the Forest Kingdom, and has been locally reprinted in Espar many times (so it’s always available in shops there). Eventually, some Harpers wrote some simplified, censored (of Harper matters and Zhent intrigues, not sex or dirty words) chapbooks about the Knights: SHADOWDALE DEFEATS THE DARK HAND OF ZHENTIL KEEP, THE KNIGHTS OF MYTH DRANNOR: HEROES FOR OUR TIMES, and THE TONGUE OF TORM: INSULTS AND CLEVER COMMENTS FOR THE TRAIL.
Wooly Rupert Posted - 18 Mar 2020 : 16:56:11
On the Chosen being weaker:


Is the constant mentioning how the Chosen are now weaker your way of simulating how in 5e wizards are less powerful than pre-Spellplague? Or is it a deeper issue about Mystra deciding that she's had enough of wizards' shenaningans and time to put a leash on them?


The former, and the "stepping back from mortal affairs" of all gods, post-Sundering (both internal Wizards design decisions, as the game evolves).

Mystra promotes magic use for all; the only wizards' shenanigans she'd be against are mages keeping magic from others.


Thanks! I bet she did not approve much of what Larloch tried to do in Herald either ;-) Which brings me to another question - here and there I've seen people mention him having a deal with Mystra that allowed him use of 10lvl magic - was this true? Surely not after Herald :)


No, it's not true. As in: Larloch has a deal with Mystra about what he won't try, so she'll leave him alone.

Larloch has many, many liches serving him, so formidable massed power of arcane magic he can direct. He's also studied more magic, and for longer, than almost all living mortals, and so knows alternatives to the Weave = ways around Mystra. So he can work truly mighty magics in other ways. Which is why the Srinshee snatching him out of the Realms with her.
Wooly Rupert Posted - 18 Mar 2020 : 16:55:31
On Shalane of Taerloon:


Hi Ed! Was just doing some Realmslore trawling and had a re-read of your "All About Elminster" article in Dragon #110. I came across the reference to "Shalane of Taerloon". Is there anything you can tell me about him/her? Where was "Taerloon"? Cheers.


Hi! Shalane is a female human, who hailed from a port called Taerloon on a large continent far WSW of Chult (S of Laerakond). I really should write about it sometime. ;}


Yes, yes you should. The Old Mage certainly got around in his youth!
Wooly Rupert Posted - 18 Mar 2020 : 16:54:49
On Netherese, Sembian, and Cormyrean names:


Have any tips or resources for making names feel Realmsian while still being distinct? I’m scared my Sembians, Dalesfolk, Cormyrans, and Netherese will all blend together in my players’ minds!


Over the years, I’ve addressed this topic several times, at great length, with long lists of names. There’s no way those’ll fit Twitter’s constraints, even if I had the time.

So let’s generalize, update, and stereotype. ;}

Netherese rarely use surnames. Given names use double-a constructions, end in ‘ol’ more than any of the other peoples you list, often begin with M or include ‘oun’ or 'aun.'

Male examples: Eirol, Mlaarol, Naraeyn, Orthol, Yulvaun.

Female examples: Althyroun, Aelroune, Cathaele, Ethree, Haele, Jounraele, Kalathe, Maeraele, Nyrindral, Noeene, Olone, Ryndra, Saaraunra, Tylue, Uele (pronounced “Oo-ell”), Vyruil, Woave, Yakla, Yariil, Zoale, Zoare, Zorele.

Many Cormyreans have portmanteau surnames (Breakwood, Ironwinter, Summergate) and one or two syllable ‘plain’ given names. They can and should blur into Dalesfolk, who have very similar names. One exception: many Dalesfolk don’t use surnames, but rather descriptors: Brace the Miller, Brace of North Farm, Brace Longshanks. Those who’ve traveled have often adopted a short form of their dale’s name (Feather, Mistle, Shadow) as a surname.

Male given names: Belgor, Brace, Bran, Corl, Daern, Dorn, Engor, Farl, Foreth, Garth, Harl, Ivarn, Jeth, Joran, Landryn, Lorn, Maerand, Marl, Narn, Noke, Owyn, Randal, Randral, Robrorn, Rorn, Tal, Tanth, Taran, Vran, Wend.

Female given names: Alys, Bondra (usually “Bonnie”), Bryndra, Cathnae, Darthra, Dove, Eveene, Filfarra, Genice, Imdue, Jansra, Joyra, Kathyl, Korva, Marra, Nansyl, Pipra (“Pip”), Sarue, Soora, Tana, Tala, Tansy, Vae, Zora.

Sembia has soared in wealth and pride over the last few centuries, and many of its folk have adopted new and grander surnames and given names, trying to make themselves sound dashingly important. Some use two surnames (usually hyphenated).

Sample newly-invented Sembian surnames: Alavondor, Barontor, Clarandal, Dauncrown, Dragonhumbler, Galashen, Goldcloak, Kordrivvar, Maerimmon, Ondravar, Sardar, Tarlroyal, Tazrilysk, Tulcont, Vorauth, Wyndarr, Zunderzorn.

Sembian male given names: Aldan, Alvaerus, Andor, Andarl, Andorl, Avrel, Boldyn, Cathal, Corandor, Dalandar, Elbastion, Farntrond, Galagar, Halvond, Indrus, Jathar, Ontar, Prendryk, Roakyn, Saldvur, Toroke, Torvil, Varandor.

Sembian female given names: Barantra, Coeluthmra, Darla, Emsharandra, Filfidelra, Galiyra (pronounced “Gal-LIE-rah”), Haelra, Letrythria, Lornra, Maura, Norone, Raedurla, Telshara, Vorovelarra, Warundra, Yalauntra, Zalorla.
Wooly Rupert Posted - 18 Mar 2020 : 16:54:06
On Netheril's military:


What were the military forces of ancient Netheril like? Were they pure spellcasters - because of their pride surrounding magic - or did they have other kinds of troops as well? Favorite tactics? What ranks might they have had?


The ancient Netherese were NOT monolithic. The cities they created were very different from each other, intentionally so, and so were their military forces. Some used their "underclass" of workers, some captured and enslaved, some built the equivalent of battlebots, some captured, bred, and modified-for-more-fearsome-natural-weapons beasts (the equivalent of up-gunned wardogs), and so on.

Many gamers immediately want to know rank structures, because they're thinking in terms of professional standing armies career soldiers). That might fit a handful of Netherese cities, but not most of them. They were interested in new tech and magic innovations, changing their lives. Fighting was a fleeting necessary nuisance when someone/something got in their way or inconvenienced/defied them.

So they were like all sorts of different military forces, from howling mobs with a few flying artificers above them hurling spells, to monster-equivalents of war elephants with junior mages aplenty riding them hurling spells, to elite warrior bodyguards forming human wedges protecting "battlemasters" armed with arsenals of rods, staves, wands, and rings they unleash in all directions, to flying wyvern mage-cavalry, and on and on. ;}

In other words, a DM can hurl ANYTHING at PCs. ;}
Wooly Rupert Posted - 18 Mar 2020 : 16:52:44
On names for goblins, hobgoblins, and bugbears:

Mar 15, 2020


hi Ed!

I'm wondering what naming conventions goblins, hobgoblins, and bugbears use? Goblins most importantly. Can you provide me any insight and example names please?


Different tribes and communities of goblins, hobgoblins, and bugbears vary widely in how they choose names and what they use in daily life. (A lesser-known feature of all three races, in the Realms, is that their societies are essentially matriarchal. War chiefs may be large males, but female elders decide things, and lineage is traced through the females.) Atop that, some tribes place great importance on lineage and therefore clan membership and therefore use of surnames—and others don’t.

Which is a long-winded way of saying names vary from place to place in the Realms, among the same race.

However, MOST goblins an adventurer may encounter will have short, one-syllable first names, followed by a middle name that’s a family surname, and a surname that’s a clan name, like this: Darg Huum Sarsar.

(In daily life, only the first names are used, as goblins work and go on war and foraging forays in family or clan groups; everyone knows everyone else, so therefore knows the bloodlines, so only given names are used.)

Hobgoblins tend to drop the clan name, and may have longer names.

Both races tend to have ‘proper names’ for their clans, that they use among themselves, rather than the versions they offer humans (Broken Fang, Tuskjaw, and so on), that emphasize fierce agression and brutish simplicity (the image they want to project to humans, to sew fear and encourage retreat and avoidance).

Bugbears may live in their own tribes, especially in the remote Sword Coast North, but are more often loners, or live in pairs and trios, and may adventure with hobgoblins; in any case, they tend to have little use for surnames or even tribal names.

So here are some typical goblin female given names:
Arryka, Bela, Carra, Duika, Flarra, Guldra, Hornra, Jarakra, Klorra, Maara, Nurra, Oloa, Pulgra, Qlara, Ruusra, Surra

And here are some typical goblin male given names:
Buirak, Claeth, Darg, Flark, Goruk, Gurk, Hurk, Ithyk, Juk, Lurg, Morlg, Nurruk, Surk, Thulk, Ulgut, Varruk

Here are some typical hobgoblin female given names: Aiijra, Brukarra, Durrarra, Falora, Galrakka, Horlgurla, Ieirysk, Jlakka, Kalathka, Moragh, Nurkarra, Orlurkra, Peirkeir, Rakra, Tsarakra, Vururka

Here are some typical hobgoblin male given names: Burruk, Dulluk, Helgrak, Karrag, Luug, Murakh, Orruk, Rurkurl, Skult, Sorrakh, Turrusk (“Tusk”), Urgram, Vorog/Vorogh, Vulk, Yuthuk, Zuruk

Here are some typical bugbear female given names: Arrelkra, Coruzkra, Draylkuu, Eirendruu, Felrulkra, Gouruskk, Halavrakra, Jussurra, Kelvurra, Mauroekuu, Narlgramra, Orolkuu, Paerykk, Qulruu, Rulstra, Surulka

And finally, here are some typical bugbear male given names: Bulruglak, Calaglorm (“Calag”), Elgkryn, Forogg, Gorunkh, Gurrek, Hurrvulkh, Karlrankh, Korrak, Kulgor, Irunn, Jorrk, Orulk, Rulktur (“Rulk”), Sagrakh, Yurturlg
Wooly Rupert Posted - 18 Mar 2020 : 16:52:12
On the current status of Finder and Moander:


Hey Ed! I’m interested in crafting an adventure centered around the god Moander, but I’m not sure if he’s still dead as of the Second Sundering or not, and the current status of Finder Wyvernspur. Do you have any advice, oh master of lore?


All the gods are back. That includes the famous loner Finder and Moander, who’s maintaining a low profile, lurking in many different patches of rot and decay across Faerûn, and seeking to corrupt minds nearby (like the Rotting Man).

Wooly Rupert Posted - 18 Mar 2020 : 16:51:14
On Kelemvor and the Raven Queen:


do not wanna disturb you too much, but thats the thing my small brain can't figure out itself. We talked with my friendo about RQ and Kel. What is exact difference between peace that Kelemvor and his realm brings to the souls and Raven Queen's feelinglessness?


Far from being devoid of feeling, the Raven Queen collects memories and strong emotions, usually those associated with loss and tragedy. Many sages believe she’s insane.

Kelemvor judges souls to put them in their proper places, with souls ethically akin to themselves, to then live an afterlife (neither tortured nor knowing joy). He treats the dead with respect.
Wooly Rupert Posted - 18 Mar 2020 : 16:50:34
On godborn children:


@TheEdVerse all the recent discussions of Chosen and other gods’ chosens makes me wonder something tangential:

Godly tampering.

For blessing or curse, gift or custom generated Champion … I imagine it’s quite rare but do the gods have the power to make a birth happen?

(E.g. someone barren suddenly becomes pregnant)

Even where one should not be possible? (e.g. a lesbian couple, or even virgin birth)

I’m sure if you stuck any 10 gods you care to into a room asked Why you’ll get no fewer than 15 answers, but if capable do any of them ever even consider doing such a thing?

Are there consequences? The child becomes a beacon attracting the attention of rival gods’ servitors, or something?

I mean the “Champion” thing … could be Lliira finally has enough and makes a child be born hoping, with the mark of her touch they should go out into a shattered and war-wrecked region to bring back their laughter, ease their sorrows, teaching them dances …

Or Tyr creating someone He dreams will become a mighty arbiter of Justice throughout Faerûn …

I mean tbh I already did this with my space opera Realms (it’s complicated and involves a genius who read Number of the Beast too young) once for Reasons Not Yet Fully Realised but I’m interested to know what El or Ed thinks on the matter in the broader Realms, please?


The answer is yes, gods can bring about unlikely or otherwise impossible births. Usually to 'mold' Chosen or prepare backup future host bodies. However, it's VERY rarely done because it costs (permanently lost) a small amount of divine power, and because unless the deity wants to just waste that power, the rearing of a "godborn" takes a lot of time, attention, and effort. And any godborn is a juicy target for rival deities. So it's done only as part of "long game" elaborate strategies, not out of Zeus-like lust.
Wooly Rupert Posted - 18 Mar 2020 : 16:49:59
On elven fertility:


And in the same vein as the last question, how does the fertility rates differ among elves? For example, could an average elf get pregnant only once a year compare to twice for a drow? Or are they all the same among the various subraces?


As elves long ago mastered magic that allows them to get pregnant when they want to, and not otherwise (so as not to try to bring up babies in times of war, famine, and disaster), and we don't know which individuals use it and which don't, we don't know what the base fertility rate is for any elf subrace. We DO know elves didn't have the fertility problems dwarves faced in recent centuries, and that elves live more in balance with the land and less "have more offspring, now more, now more" (unlike orcs and humans).


Does that elven control over pregnancy just mean they don't have unplanned pregnancies, or is it a case of they decide exactly when to get pregnant and it happens?


The latter. It doesn't happen "just by itself," mind you; the necessary physical act is still necessary. ;}


This is what bothers me.The primary reason for decline of elves and rise of human is the population of elves is too small. So why don't they raise their fertility rate?


Here, you assume common-sense social engineering that accepts a common goal, and overrides individual freedoms (not wanting to be pregnant, or raise offspring), in a way that the overall elven population may not accept.

Or as some dwarves have put it, often enough that it became a racial saying, "If you want to tell an elf what to do, be sure to bring your axe."

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