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Metis
Acolyte

11 Posts

Posted - 06 Apr 2004 :  08:12:48  Show Profile  Visit Metis's Homepage Send Metis a Private Message
Greetings Lady Hooded One,

I've a request to make of the old sage and would be most appreciative if you could pass it on for this most humble of DMs.

Earlier, one Silas asked Ed what sort of campaign he'd suggest for a "first-time DM running an adventure for a group of first-time players, whereabouts in the Realms would you base the adventure, and what kind of encounters would you employ?"

He responded with a slew of his own questions. I'm here to make the same request but will provide a bit of information first.

The campaign would include four players, playing 1st-level adventurers. PC classes are not certain but the party is likely to include a half-orc barbarian and a lightfoot halfling rogue (two player's favorite class/race combinations).

A variety of adventure sorts, with a good mix of carving villains and mystery and intrigue. The campaign would stay in the Realms (not leaving Faerûn) and would initally be set somewhere in the Unapproachable East.

The players are fans of combat, and the player who is typically a half-orc barbarian is more pleased with splitting skulls than at solving skull splitting riddles. The rest of the players like a good mix.

The campaign should involve no official modules, and all of the challenges would be self-crafted. I could devote countless hours of real-world time to working on the campaign and would like it to run for several months (at least).

Please, inspire me.
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Dargoth
Great Reader

Australia
4569 Posts

Posted - 06 Apr 2004 :  11:14:29  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message
Another question for Ed

What is the relationship between the Dwarves of the Ironstar house (the Former rulers of the Mines of Tethyamar) and Brightblade clan?who seem to live under or around the Eagles Eyrie in Daggerdale

The 2 sites are fairly close together, where the Brightblade clan origionally colonists from Tethyamar?

Also do you have anything on the Underdark Cities, Dusklyngh (I believe its a Drow city) and Ulin'Tharnor

Thanks in advance!

“I am the King of Rome, and above grammar”

Emperor Sigismund

"Its good to be the King!"

Mel Brooks

Edited by - Dargoth on 06 Apr 2004 11:29:39
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Lashan
Learned Scribe

USA
235 Posts

Posted - 06 Apr 2004 :  13:35:28  Show Profile  Visit Lashan's Homepage Send Lashan a Private Message
My thanks for that nugget of information!
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David Lázaro
Seeker

Spain
37 Posts

Posted - 06 Apr 2004 :  16:11:25  Show Profile  Visit David Lázaro's Homepage Send David Lázaro a Private Message
I've been reading through the thread and I've got another question for Ed and Lady Hooded One: How did you make such kind of carnal encounters work for the players? I've never dared to insert that kind of spice in my games, and I wonder if I may be able to make them work with my players (we are all around thirty years old). I also wonder what kind of lingerie is fashionable in the Realms (specially in the North), as no sourcebook has gone into any detail (for very obvious reasons), and my knowledge of what it was like in the Middle Ages/Renaissance is rather limited.

And two spot questions on Silverymoon: Who deals justice in Silverymoon, and what should be the fine for, say, stomping through the Market breaking some of the wares on display there while chasing a thief on the run?

Thanks for all your work and the responses.
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 07 Apr 2004 :  03:15:32  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Well met again, all. Peace be upon this fireside. I am, once more, Thy Hooded Lady, bringing the words of Ed:


Hi, Bakra. All courtly greetings to the Lord of the Outlying Thread. :}
As to glass: it’s common in some parts of the Realms, and rare as gold and gems in others -- and in most places in the Realms, windows are leaded affairs of many small panes, not huge, rectangular unbroken panes. Moreover, most glass is “shifty” (full of bubbles and uneven thicknesses and whorls that distort reflections and vision through them). Shutters are the norm: full overlapping boards sealed with pitch in winter, and slats over which are tacked layers of gauze to keep out insects in the summer (if the dust gets bad, occupants wet down the gauze to impede it). The abodes of the poor will have shutters but lack glass at all, and some homes have frames around window-openings into which boards can be slid (and precious arrays of glass are taken out of storage and slide into place only on special occasions, such as royal visits, marriages, and the like).
In most parts of the Dales, drinking vessels are of carved wood, or soak-sealed leather, or ceramic, and a “glass glass” is regarded as an incredible luxury (why make a drinking-vessel out of something THAT breakable, when glass is so expensive etc. etc.?).
Mica is used in place of glass in some areas (where it can be easily found and mined), and certain dwarf and gnome clans know of ways to cut certain types of stone very thinly, to arrive at slate-like slabs that when set into window-frames admit light through (more or less as a glow), but aren’t transparent.
For ceramics and copper cups in daily use (i.e. not “court” or “temple” pieces), homemade pieces will have a maker’s mark on the base and a single badge-like design on the bowl or body, that identifies the owner (“That’s MY cup -- see?”). Commercial pieces will either be custom-decorated with badges or runes or devices for specific buyers ordering such “finishes,” and will otherwise have a few simple decorations pleasing to the eye, to encourage someone at a market to purchase the item.
A typical Dale ceramic mug will have a rough, unfinished flat base, that flares inwards slightly to either vertical or slightly-bowl-shaped sidewalls, and a ‘smooth bowl’ inside bottom. It will typically have a dark brown base and handle, a light [natural clay hue] drinking-lip around the top, and a band of deep blue glaze around the middle of the body decorated with repeating waves or stippling drawn with a fingertip, or even a series of fingertip impressions to outline a face or a sun [radiating rays] or flowerhead design.
In addition to this finish, a ceramic mug will share adornments with copper vessels of these typical sorts: a bearded smiling face sculpted in relief on the body of the mug, across from the handle; the handle shaped like the head and scaled neck of a serpent or wyvern or dragon (sometimes with a suggestion of wing outlines across the body of the mug); an oval frame on one or both ‘sides’ of the body (if the handle is considered the keel or center line of the vessel, the bulge of the body 90 degrees to its left, and to its right, are the two sides) enclosing a scene. Such frames are often shaped to look like a snake biting its own tail, or a swordbelt with various elaborate buckles, and the scenes inside them are sometimes birds or the heads of animals (stags are popular), but are more often simplified scenes of heroism, such as a lone knight defending a bridge against many mounted foes, or a man wrestling off a hungry bear, or a local legend (wronged wife turning into dragon or swan; castle cracking and falling because its owner broke his word or lost a bet; and so on).
In the Dales, it’s the custom to give a visitor in summer a mug of water to drink, and a bowl of water to bathe their feet in (they do the bathing and removal of footwear and the acceptance of either water, and it’s not considered insulting to refuse).
In winter, a visitor will be given warm water or warmed oils for their feet, and a place by the fire or stove or other source of heat, if any, plus something warm to drink (again, refusing is not an insult).
A visitor who comes armed (with battle-weaponry, not simple belt-knives or tools, not matter how deadly these may be when properly wielded) is expected to promise “Peace upon this house” (which is a literal promise of: I won’t draw weapon or use it while under this roof, nor set fire to the lodging itself), and to offer his sheathed sword to the lady of the house “for safekeeping” until departure. By tradition, the lady of the house (the senior mentally competent female in residence) puts the sheathed weapon in her bed so that no one can get to it in the dark hours of slumber and do bloodshed, but in actual practise the weapon may be hung from the rafters, laid on a mantel, or even hidden -- but if it is hidden, it must be yielded up speedily when the guest announces their intended departure, or the guest is entitled to do violence to get it!


So saith Ed. From play in the Realms, I recall that in the cities of Amn, Tethyr, Calimshan, Sembia, and in Waterdeep, glass ‘as we moderns know it’ is common and there are even glass ornaments for sale. A ‘tallglass,’ by the way, is something like a slightly larger champagne flute -- or was when I bought a dozen to bring home to Shadowdale. None of them made it unbroken, but I did have the satisfaction of grinding one into a devil’s face.
THO
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Lashan
Learned Scribe

USA
235 Posts

Posted - 07 Apr 2004 :  20:24:12  Show Profile  Visit Lashan's Homepage Send Lashan a Private Message
Mr Greenwood or the Hooded One,

You wouldn't have any good stories about either the House of Twilight in Tantras, or perhaps the Net of Stars? I was just wondering if perhaps there was some interesting background or an exciting story that you could relate about either (or both) of these places? I understand if you are busy and unavaible.
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 08 Apr 2004 :  04:14:00  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello, everyone. I bring, as usual, the words of Ed:


Reefy, a ‘loose end’ character is any Realms NPC established in print who’s made to seem especially colourful and interesting, and who has some project or scheme or destiny ‘on the go,’ or is presented to the reader with the impression that Things Are About To Happen regarding this being. There are scores of such characters in published Realms products.
Rather than spend pages listing them all, let me pick a single product at random and identify a few from its pages. (Random selection is easy in my basement study: you just stride in with all the lights out and grope around in the dark until you touch something. Then pull it a little way out from the surrounding items, go back to the lights, and turn around to see your choice.)
In this manner, I ‘chose’ VOLO’S GUIDE TO CORMYR. (For our purposes, pay no attention to the stag-headed character on page 27: he’s not a loose-end being, but rather Jim Lowder’s creation, and appears in Jim’s great-fun Realms novel THE RING OF WINTER. I’d like to see more of him!)
First, we find Tannuth Ormbyr on page 44. Why does he have this particular adventurer-hiring career, and who are his clients? What secrets about his current intrigues is he keeping from the Crown? It probably has something to do with treason, given his Marsemban background, but what?
Blentra Whaelbuckler on page 46 is NOT a loose-end character: she is what she is (like Popeye :}) and is useful local colour, but not presented as ‘on the verge of having something important happen.’
Thurbrand, however (see page 66), IS another loose-end character, and presented as such.
Mitchifer of the World Serpent Inn (p 71) is another, though not of my creation.
Albhaera (p 109) isn’t a loose-end character, no matter how ‘deployable’ and useful she might be to a DM or to PCs, because again, ‘she is what she is,’ unless a DM invents an intrigue or scheme or unfinished task for her. Nor is Hanno Minstrelsong (p 110) or the various merchants that appear on the pages that follow. Interesting and useful NPCs, yes, but not given that dash of spice that makes them loose ends that someone (a Realms author or game designer, or any DM) almost HAS to pick up and play with.
Eltagar (see pages 129 and 130), however, very much IS a loose-end character: he has schemes within schemes going -- enough to be a ‘prime mover’ NPC for a campaign all by himself, and as a result is intriguing indeed. (All of the local lords in the book -- such as Thiombur and Tessaril -- are interesting persons who can easily be campaign ‘prime movers,’ but aren’t considered loose-ends because they’re part of the government.)
Vilnar Orsborg (p 149) is another loose-end, and so is Tansard Famwell (page 209). Dunman Kiriag doesn’t seem like a loose-end when first mentioned (page 151), but is revealed as such on page 219. So is Myschanta Halarra (page 221), because one can’t help wondering just why Alustriel of the Chosen owes her so many favours!
Saszesk (p222-223), Tongreth (p223-224), and Valantha Shimmerstar (p224) are all loose-ends. So that’s at least eleven in just one Realms product -- and lest you think I picked the richest loose-end character source I could find, why not check out Steven Schend’s LANDS OF INTRIGUE boxed set, just to give one example.
Realms fiction authors have picked up many loose-end characters to play supporting roles in their books, over the years, but one of the secrets of ‘keeping the Realms alive’ has been to continually spotlight new ones.


So saith Ed. More replies coming (but slowly, because just now Ed only types them when he’s too tired to write more coherent novel chapters).
Fair riding and bright swords, all!
THO
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 08 Apr 2004 :  04:15:24  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello fellow Realms scribes, Thy Hooded Lady returneth once more, with another of Ed’s replies, and these few words of my own about the Lowlantern Lutes: yes, I remember our various encounters with them all too well (there have been no less than six), and I fervently hope Ed doesn’t want to have us run into them again. :}
Now, here’s Ed:


Hi, Bruce. Thanks for the assists re. the Truenames and Psionics. I doubt the Lowlantern Lutes will ‘fit’ into the Knights trilogy, but they are a fun and interesting bunch whom I hope to use someday, somehow. Thus far, they’ve been subtle enough not to be caught fleecing any Sembian noble family -- but they have acquired a suspect reputation, and at least one wealthy merchant family (the Halanduskers of Yhaunn) have hired (thus far unsuccessfully, it seems) “slayknives” to forcibly end the careers of the Lutes. As for “Heehee,” I agree. Heartily. :}


So saith Ed. Onward into the Realms, gentles, and spare not thy prudence!
THO
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 08 Apr 2004 :  04:17:06  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Well met again, all. The Hooded One rides up once more, with one of Ed’s to-multiple-folks replies. thom and Sarta, you’re both very welcome!
Steven, what Ed has told me about you, and your superb work on the Realms (which reveals your deep love of it in nigh every paragraph) both make me want to greet you VERY affectionately if ever we meet [so I suppose I should innocently tell you I’m keeping quite healthy, and from that thought make the little carnal leap to thinking of Ed’s cottage, and then mention that Ed tells me you wouldn’t recognize the gaming cottage now, as its interior has been completely rebuilt since the two of you sprawled on the mouse-drilled sofas therein and talked of life, the universe, and everything for hours -- and the sofas are gone, too -- and didn’t I adroitly digress over here into quite a different field than I started in :}]. So let’s both think of field research as I hand everyone else the latest words of Ed:


Sarta, you’re welcome. It’s my pleasure to (almost :}) make a living telling stories, and an honour to share the Realms with so many fellow enthusiasts, all over the world. Long may it continue for us all.

Hi, Dargoth. I think Bruce has covered your psionics question superbly. My take on things is that ‘wild talents’ (people able to do one or two minor spell-like things, like darkvision or handfire or feather fall or levitation) are about 1 in 1000 people in some places in the Realms (higher in some places, lower in a lot of others), but usually keep their powers VERY secret -- until family members or neighbours find out.

Shadowlord, Larlake makes ME itch to do more, too. I suppose I should shout and wave in Reefy’s direction and say: “Hey! Here’s another loose-end character, that I’m just bringing onstage -- see?” but I guess that’s sorta obvious. Wait’ll you see some of the other Realmslore columns Julia’s still sitting on . . .

thom, you’re welcome. Have fun with those fledgling players!

Lashan, you’re welcome too. :} Enjoy, and please let me know how play unfolds.

Maskanodel, Kuje31 has correctly answered your Tarrasque question. I stealthily included some Realmslore on this beast in my most recent Spin A Yarn tale, and the converse there betrays the fact that I’m SURE there’s more than one of these beasts in the Realms. Many of the rumors you allude to are linked to the activities or deaths of various tarrasques. I’m being deliberately vague here because I don’t want to mess up any plans Dungeon Masters might be unfolding in their own Realms campaigns that view the tarrasque differently, but yes, I’d say you can deploy one whenever you want to (and as soon as it’s slain, establish another one somewhere else in Faerun).

Steven! I must call you for another long chat, the moment my @#$!%#$ taxes and this latest little novel thingie are done. Enough sleep? Of course not; I’m down to about four hours, most nights. My diet is DISGUSTINGLY healthy, and dominated by green tea and raw salmon (my younger brother is a top-drawer chef, and sister-in-law is vegetarian, so Jen cooked about a dozen gourmet veggie dishes when they visited a week ago, and I’m manfully wading through the leftovers [er, I don’t think anyone on this list needs to tell her I used the phrase “wading through,” okay? Let it remain a secret just between all of us, and thereby increase my life expectancy]). Thanks for your good wishes re. the novel -- and when do we see YOURS, hmm?

To everyone (especially George): I haven’t forgotten the oaths of the Triad, and the Tempus offering is almost ready. There’s just this novel to get out of the way first . . .


So saith Ed. More soon, I promise.
THO
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Bruce Donohue
Learned Scribe

Canada
129 Posts

Posted - 08 Apr 2004 :  07:03:33  Show Profile  Send Bruce Donohue a Yahoo! Message Send Bruce Donohue a Private Message
Mmm do we dare to dream per chance Steven that you have a book in the wings? Come on you can spill it to us can't you? MUHAHAHA

Please leave no stone unturned and divulging any details.


To THO, did you all chip in on the cabin?
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Bruce Donohue
Learned Scribe

Canada
129 Posts

Posted - 08 Apr 2004 :  07:32:09  Show Profile  Send Bruce Donohue a Yahoo! Message Send Bruce Donohue a Private Message
quote:
Hello fellow Realms scribes, Thy Hooded Lady returneth once more, with another of Ed’s replies, and these few words of my own about the Lowlantern Lutes: yes, I remember our various encounters with them all too well (there have been no less than six), and I fervently hope Ed doesn’t want to have us run into them again. :}
Now, here’s Ed:


Hi, Bruce. Thanks for the assists re. the Truenames and Psionics. I doubt the Lowlantern Lutes will ‘fit’ into the Knights trilogy, but they are a fun and interesting bunch whom I hope to use someday, somehow. Thus far, they’ve been subtle enough not to be caught fleecing any Sembian noble family -- but they have acquired a suspect reputation, and at least one wealthy merchant family (the Halanduskers of Yhaunn) have hired (thus far unsuccessfully, it seems) “slayknives” to forcibly end the careers of the Lutes. As for “Heehee,” I agree. Heartily. :}


So saith Ed. Onward into the Realms, gentles, and spare not thy prudence!
THO


You are welcome Ed, my pleasure to help.

Ok THO, why don't you care to have another run in with the Lowlantern Lutes. Be honored if you shared heehee
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 08 Apr 2004 :  14:48:32  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
’Lo, everyone. Your Hooded One again, with another Ed reply:


fourthmensch, the Sons of Hoar do have more to do with the UE sourcebook designers than me, but they and the Society of the Verdant Arrow are logical creations for any deep, colourful Realms campaign: such groups would naturally develop, given the situations described in those countries -- and of course are ideal for providing endless play possibilities (particularly as they’d be likely to hire adventurers as dupes or scapegoats).
I don’t want to say too much here, because part of the value of any “new” regional sourcebook for the Realms is the wide new variety of possibilities it adds to play, and every “definite” word I post here can cut down on unfettered creative thinking, so let me say just this:
In my view, these groups would oppose each other (and yes, spies, knivework in the night, rival gangs, and rumor-mongering and information control would all be ways in which they’d do so, as well as the primary ‘daily’ ways in which they work against the Simbul’s rule), and I think the various leaders (whom I afraid I won’t say anything more about) would have to become fanatical to ever ally with Thay -- because they know they’d lose ALL local support if they did so.
Even Aglarondans who dislike the Simbul or all spell-wielding rulers hate and fear Thay far, far more -- and rightly view Thay as a powerful, grasping and far-too-close-for-comfort land ruled by, ahem, spell-wielding rulers who are known to practise slavery and therefore CAN’T be better than “the she-devil we know” [the Simbul].
If these anti-Simbul groups allied with the pirates, that too would have to be done very secretly, because much of Aglarond isn’t too happy with the pirates, either. :}
One goes about trying to overthrow the Simbul by spreading rumors of her evil and treacherous deeds (building on her wild temper and swift violence), to make the common folk hate and fear her. One also proceeds with a slow, careful, deft campaign of quietly slaying (or even better, corrupting) her supporters.
One does NOT successfully overthrow her by openly confronting her -- because not only does one have to contend with her power (aided by the Chosen and by Azuth and Mystra -- who want to keep the Red Wizards selling magic, not growing powerful enough that their practises of controlling spell knowledge rise again to the fore), one would also have to deal with other agents in Aglarond.
By “other agents” I mean the Harpers (who hate slavers even more than they dislike strong tyrants, and so are very much on the watch for any attempts to weaken Aglarond), and agents placed in Aglarond by almost every other realm around the coasts of the Sea of Fallen Stars -- because Aglarond is viewed as “the wall that keeps Thay from reaching out for us all.” So these organizations can’t expect sponsorship or trade help from other lands -- only from unscrupulous individuals (in say, Westgate, Sembia, and Marsember) who can see personal financial gain, perhaps through smuggling, in supporting these subversive organizations.
Some members of the groups want civil war (not caring about Thay, or fooling themselves into thinking they could diplomatically “deal with” Thay, somehow), but most want a swift coup -- or even better, the Simbul to just disappear someday and so leave Aglarond for them (they tend to sneeringly dismiss her apprentices, though I judge that to be a mistake, because almost any of her four strongest ones would be a capable foe for both subversive organizations).
I should also mention that certain observers believe the Simbul allows such groups to continue to exist because they focus and gather all resistance to her and resentment of her rule, ruthlessly eliminating splinter groups -- and that via magical disguises she has personally infiltrated these groups, and is greatly amused by their discussions and doings, and delights in planning her own downfall. (While of course steering her foes into debacles in which they are not only defeated, but lose reputation in the eyes of the common folk, making it even harder for them to gain support.)


So saith Ed. Now this last idea I can attest to, fourthmensch, because a certain Tharchioness of Thay ordered the Simbul to be slain and proof brought to her (scalp, with silver hair). No less than five Red Wizards with poisoned knives came to Shadowdale to take her down (her dalliances with Elminster were by then becoming widely known).
One after another, she slept with them (in magical disguises, posing as various of Mother Tara’s “girls”) and burned out their minds as she did so, rooting out all the spells and magical knowledge she could, and sending them on their ways as rather simple men retaining no capacity for wielding magic.
These tactics were only revealed because the last Red Wizard was working with an assassin who bore weapons and a stone that was a dead-magic focus, and it caused the Simbul’s disguise to melt away. The Red Wizard promptly fainted, the assassin fled precipitously out through an upstairs window and discovered the hard way that the wooden cover over the festhall’s cesspool had become rather rotten -- and Mother Tara conveyed the dead-magic stone safely away into hiding (Elminster soon located it, and together with Azuth, Storm, and the Simbul, destroyed it).
The Simbul used her spells to make the Red Wizard sleep VERY thoroughly, and to change his appearance to match hers, and sent him down to join the assassin in the cesspool, who reportedly “slew the Simbul” with fearful efficiency.
What happened to him when he reached Thay with the false scalp and silver hair is not recorded. :}
THO
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Lashan
Learned Scribe

USA
235 Posts

Posted - 08 Apr 2004 :  17:54:09  Show Profile  Visit Lashan's Homepage Send Lashan a Private Message
'lo Ed! Hope you get *some* sleep. You asked about the home game, so I thought I would share some details. I hope it doesn't bore others on the list too much. It's set in 1340 DR in the city of Tantras.

The young, ragtag bunch of adventurers first joined together for the promise of old pirate booty, but soon became known as The Company of the Hall, for their forays into the ruins of Feljack's Hall. The latest adventures dealt with one of the party members being framed for murder. This individual is known as "the Demon Elf", due to his fey'ri nature. The only thing that kept mobs of demon-hating damarans from ripping him apart upon first arrival to the city was the word of a noble paladin. While not lynched, the "demon elf" is hated and reviled by the population. Bards sing verse of the evils of the demon elf and how he will slaughter all in their sleep. He was the perfect dupe to frame for a murder.

The murder of a mercantile agent of sembian powers is an escalation of an on-going and secret war between hidden powers. A wealthy and powerful merchant in Sembia is trying to relocate in Tantras, and if possible, become a lord. His secret goals are those of the Cult of the Dragon. They are trying to take over the underworld Tantras to generate revenue for their overall aims. These efforts have been thwarted by the Greyclaws, the local guild. A Greyclaw agent assasinated the proxy of the powerful merchant in an attempt to stop all activities in town. Of course, the Compnay of the Hall had to clear their name and were able to apprehend the assasin, but have yet to learn of the greater plot.

While the "demon elf's" name is cleared, resentment still is strong in the city. When one of the local lords hires the party for a quick jaunt to Ravens Bluff, they are quick to obligue. The party has recently been sucked into the Dragon Magazine adventure called "the Stink" as they try to retreive a family heirloom for above mentioned nobleman. It seems his heir was "vacationing" in Raven's Bluff" when he fell for a courtesean of that city. To profess his love and propose marraige to the lady, he was giving an old wedding ring of the family (the heirloom). The courtesean spurned the ardent youth before he could propose, and the ring was thrown in the trash. This ring was then sent to "the Stink", where the rest of the adventure unfolds.

While the party is occupied, the sembian merchant power is travelling to Tantras in person to establish himself. The goal of the Cult is to eliminate the threat from the Greyclaws. Perhaps if the Greyclaws can be framed for a rash of thefts, the local population (and valorious adventerors) will help defeat the Greyclaw's grip on the underworld. The party's paladin would love to bring down an unlawful theives' guild, so this plan has merit. Will the party be dupes to bring about the rise of the Cult of the Dragon? I sure hope so. There is nothing as amusing as having the players unknowingly bring about the rise of evil.

Hope it wasn't too long and good luck on writtin Mr Greenwood!
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 08 Apr 2004 :  18:30:21  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Well met again, all. The Hooded One, with another Ed reply. Metis and Dargoth, Ed has your questions, too, and will get to them soon, but he just couldn’t resist replying right away to David Lázaro (with language carefully chosen not to steam parents, Alaundo, though the subject of course might):


Hi, David. Well, how much spice to include in your game should be up to your players. Discuss it with them first. My players have on occasion roleplayed some VERY erotic moments “in the flesh” (er, so to speak -- sorry, couldn’t resist that one), but on other occasions didn’t want to. [It of course helps to have a mixed-gender group of great maturity and a strong love of roleplaying and very close friendships; my group happens to include two stable-long term couples, and some er, adventuresome folks from generations before AIDS.] As DM, my job is keep them happy, so it’s their call. The older in age your players are, the less possibility exists of unintentionally upsetting anyone (as long as everyone agrees on ‘the ground rules’ beforehand).
For instance, I’d never dream of deliberately making a homophobic person uncomfortable when I (a rather stout, pepper-and-salt-bearded man) roleplay a prostitute and go and sit in a male player’s lap caressing his chin and face and breathily making propositions in a feminine voice -- but I don’t have to worry about that, because I know my players and they know me. We have “warning words” (we simply say: “Steady!” or “Simmer!”) for anyone to signal if they’re becoming uncomfortable or think an observer (i.e. someone who’s not a regular player) might be misinterpreting or becoming uncomfortable.
So your first step has to be discussing this with your players, even if it’s going to rob a future erotic situation or scene of its surprise/shock value.
I don’t want to leave anyone reading this with the impression that our play sessions are orgies. Far from it: sex comes up in play (ahem) less and less frequently as players age and a campaign acquires a deep history (and playing style) of its own. It’s just that when it does, we’re all comfortable with it -- in the same way, just to give an example, two “straight” actors of the same gender can climb into bed with each other and pretend to be carrying out a homosexual sex act when they’re performing a scene for a play or movie. I suppose you could say we’re all mature professionals about it.
Our player characters are not ourselves. What we do as characters doesn’t directly reflect our personal views and actions -- in the same way I create characters in my novels who disagree with each other to the point of killing each other, so obviously they can’t all be reflections of my own personal views (something a lot of critics, academics, and real-world clergy seem to be too simpleminded to understand, but that’s another issue).
I think all of my players are used to my craziness, and can enjoy the entertainment without fearing I’m going to use the game as an excuse to jump them carnally -- but I can certainly see that other players unfamiliar with me might acquire that fear -- and I’d never want to make someone that uncomfortable. As they say: hey, it’s just a game.
On the other hand, I once played D&D at GenCon with a beautiful stranger who unconcernedly dropped her jeans and everything else to proudly show us all her latest tattoo. It was very nice, as I recall. :}
Yet more than the view, I admired her casual confidence, her being comfortable in her own skin. THAT’S what I remember, not the exposed flesh.
Which brings us to lingerie. First, utilitarian underwear for men and women: women with large breasts that get in the way, or when doing activites that are going to cause chafing or discomfort (crawling on rock while mining, rowing, etc.) often wear a tight cloth breast-binding or sling (the equivalent of a modern sports bra, although instead of stretchy fabric covering a lot of skin, the Realms version is more like a trough or shelf of tightly-stretched cloth sewn to cords (precisely because elastic fabric is largely unknown in the Realms). In colder climates, soft hide bras are worn most of the time.
For the lower half of the body, both men and women wear clouts: a very tight leather, cloth, or cord (listed here in descending order of perceived quality and durability) belt worn around the hips, and usually held tight by multiple hooks (like a modern bra) at the front. Then a long, diaper-like strip of rectangular cloth (usually cotton) is passed between the legs, up through the front of the belt to dangle down, and up through the back of the belt to dangle down. In other words, the “breechclout” of some native American tribes. In many cases, the dangling front and back ends are designed to be tied together, and the cloth may be folded in on itself for extra absorbency or padding (especially when the wearer expects to be riding a mount). Menstruating women usually place another layer or two of red-hued cloth inside the clout and change this as necessary, and yes, clouts can be purchased that are decorative and ‘made to be seen.’ Freshly-perfumed clouts are often sold in Waterdeep and other large cities.
Among simple backcountry folk in cold climates, women often wear leggings, leather skirts, long hide shirts (tunics), and fur cloaks -- and a woman wanting to signal her willingness for some hanky-panky either aggressively tells her chosen partner so, or hikes up her skirts briefly to reveal that she, ahem, seems to have forgotten to put on her clout! (Prostitutes trolling for strangers often expose their breasts and hold up a lantern to spotlight this fact -- and probably also to keep the bared skin a little warmer.)
Okay, on to the alluring stuff. The concept of wire for breast support and shaping is unknown in the Realms, but corsets (laced-up, tight boiled hide, not whalebone or any sort of stiffeners) and stomachers that cinch the waist tight are popular, and many of them have shaped panels for the hips and a top ‘shelf’ to thrust out and support the breasts. Low-cut peasant blouses and even lace trimmings (as one can see from examining the covers of Volo’s Guides and much Realms interior artwork) are widely used. In hot climates, panties and translucent silk pantaloons, vests, and the like are often worn by women (Hollywood “harem” wear), also as established by some Realms artwork.
So black lace, black leather, and red (the other erotic hue) straps can be worn. Black lace dresses, garments that expose the crotch and nipples, and what we might call ‘bondage gear’ (such as tassel-adorned nipple clamps) are okay, on festhall dancers and in private, among couples. Prostitutes dress in whatever garb is allowed locally; in more conservative places, they are usually fully dressed, but in garments that show a strip of bare flesh all the way up the outside of the leg and torso (i.e. held together with a series of rings). This signals to would-be clients that this particular woman wants to be approached, rather than being someone who’ll offer instant violence AND scream for the Watch if propositioned.
Men trying to signal their interest in sex or courtship will often wear an artificial flower perched on one shoulder: a red rose for “I’m looking for courtship,” a black rose for “I’m looking for sex,” and a steel rose to signal homosexual interest (a device also used by lesbians). In ‘my’ Realms, there’s no stigma attached to homosexual relationships, only to any sexual behaviour that involves exploiting children, and any sexual behaviour that involves force or coercion (please note: WILLINGLY undergoing pain or bondage doesn’t count).
Fops or boisterous types (such as Mirt the Moneylender) might wear four or more such roses to signal that they’re interested in multiple partners for the night, but except in the right sort of festhall, such displays can often cause mirth or ridicule.
Other than the rose, men seldom wear “lingerie” per se, but may shave, perfume themselves, or wear a single black legging (usally on the right leg) decorated with scenes of heroic prowess (usually depicted in red). Tiny bells on nipple-rings are sometimes worn by individuals of either gender to ‘appear sexy,’ and some priests are reportedly excited by sexual partners who tattoo symbols of their deity on the palms of their hands.
And a glance at the published Realms should make it obvious that erotic dancing is a big part of foreplay and sexual entertainment. Elaborately-decorated (with bells, etc.) garters (we’re talking here not the modern straps between belt and silk stockings, but rather the slender belt worn around a single leg with ends a-dangle) are often worn by dancers, both professionals and houswives wanting to excite their husbands, and undone and thrown aside during the dance.
In warmer climes, both genders often signal their desire for sex by walking naked in moonlit gardens, or naked except for finely-made, ‘show’ high boots, headgear (often with face veils), and to-the-elbow gloves (an overcloak is usually worn to reach the gardens -- and if the gardens aren’t private, kept on until a desired partner is met).
Foreplay among elves and half-elves (particularly strangers) often includes the wearing of full-face masks or hoods that leave bare only the ears -- and caressing, kissing, or licking of ears (plus throat, backs of knees, and palms of hands) for and by both partners leads to more ardent activities.
The Hooded One told me to stop here, because she was “getting quite warm,” so I will. :}
Which leaves your Silverymoon questions.
Silverymoon is patrolled by groups of six or more (8 is the norm). These will be armed, physically agile adult persons of both genders, usually human or half-elven, and will consist of Warders (longtime local residents paid to go on watch-patrols) led by one or two Knights In Silver, and assisted by a lone Ardent Legion member. They act as police, pouncing on miscreants. Justice is served by magisters of the city, who are either longtime resident sages (just a few of these, and very elderly) or members of the Spellguard. Citizens of Silverymoon are entitled to have two justices hear their cases, and may choose the station of one of them (in other words, they can request Alustriel or Taern, but may end up with any senior courtier instead -- or they can request a High Guard member, or “someone not a member of the Spellguard”). The other magister is chosen, ultimately, by Taern, and will always be someone able to cast spells, because magic is often used in Silverymoon to help determine guilt. Whenever possible, a priest of the faith of an accused is asked to participate, and most accused, either citizens or visitors, demand that Alustriel try them personally (sometimes, even for visitors who lack the right to choose anyone, she will do so).
The fine for breakage of wares would typically be their replacement value, plus [as much and only as much as this applies] up to half that amount again for lost sales due to having no stock and the time spent cleaning up and in court proceedings (the merchant suffering losses will have to testify, if not too injured to do so). This fine is paid to the merchant “under the eye of the court,” not retained by the city.
I hope this is of help.


So saith Ed. And yes -- whoo -- reading that brought back so many memories that I am warm, indeed. So I’ll just slip in an answer to Bruce: no, we haven’t chipped in on Ed’s cottage (several of us have cottages of our own), and I don’t think I want to say more about the Lowlantern Lutes, because every time I relay one of your e-mails to Ed about them he starts to chuckle, and I’m afraid he already has quite enough evil ideas for our Knightly futures!
THO

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Bruce Donohue
Learned Scribe

Canada
129 Posts

Posted - 09 Apr 2004 :  00:20:18  Show Profile  Send Bruce Donohue a Yahoo! Message Send Bruce Donohue a Private Message
Mmm THO, I am know having impish little thoughts running through my brain. Ed Ithink though Ed, is very capable on his own, but sometimes a friendly knudge is cool. Just taking a walk down memory lane I am sure he has thought up of plenty more NEW and IMPROVED scenarios for you all, and why do I get the impression THO, that from time to time Ed loves little bits of nostalgia and lore that can come to life. Afterall, I think that you can attest even more so than us at times, how indeed creative he can be. Heehee (Ed that heehee is for you)

Just teasing THO, I would never dare suggest more than I have done already in some hints.
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 09 Apr 2004 :  01:31:37  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Well met, all. Your Hooded Lady here again, to pass on Ed’s latest reply:


Hi, Metis. I’m happy to oblige (and Silas, send me some replies and I’ll have enough to proceed with suggestions for you, too).
Okay, here’s my take on a starter Realms campaign. Given your preference for starting in the Unapproachable East and your probably character class mix, I’d concoct a story wherein your PCs are all folk from the Vilhon Reach backlands (the uplands west of Hlondeth), who came to Hlondeth seeking fame and fortune, but were drugged and taken by Thayan slavers there. Chained in the hold of a slave ship, they were battered by very rough seas, and eventually the ship ran aground on rocks just offshore of the Wizards’ Reach, and wrecked. The few surviving crew were slaughtered by some of the slaves, and a wild battle for food and gear ensued among the ‘freed’ slaves that ended precipitously when a pair of wyverns swooped down out of the sky to feed (on fresh slave, of course).
The PCs were among the fortunate few who escaped ashore unharmed (most of the slaves were wounded and very weak, and all of them are now scattered).
They now find themselves in the Wizards’ Reach, about midway between Laothkund and Delthuntle, in a landscape of tidal marshes, scrub-covered plains, and old, crumbling ruins (of overgrown, shattered stone towers and cottages). Monsters prowl (especially down out of the Yuirwood), and outlaws lurk in some of the ruins. Abandoned roads wander along these desolate shores, and many wrecked ships lie sunken in the sands. Tidal pools (and quicksand, and MORE monsters) are common in the lee of strings of rocky barrier islands (natural breakwaters a few hundred yards offshore), and the pirates of the Fallen Stars sometimes come here to dump spoiled cargoes, bury or abandon treasure too dangerous to keep (such as caged monsters, or magic items they believe are cursed or are being traced from afar by wizards or sorcerers).
This setting allows you to isolate the PCs from the wider politics of the Realms for as long as you want, and at the same time a passing ship or a handy portal discovered among the ruins can whisk them elsewhere (such as Telflamm, if you’d like to plunge them into urban intrigues) whenever desired.
Until that time, I’d begin by challenging them with three things: small mysteries, such as obviously recent written messages and cached supplies found in the cellars of ruined cottages that suggest ongoing smuggling or other covert activities in this area; any monsters you care to throw at them, whenever excitement starts to lag; and a stable of NPCs who (if the PCs don’t slaughter everyone on sight -- and you should start teaching them not to, by having such deaths cost them, i.e. you just killed two priests, and now we need healing!) can become recurring supporting characters.
Some of these NPCs will be small groups of outlaws (rival adventuring bands, making a living as brigands and being hunted by Thayans and/or pirates they’ve stolen from in the past), a few will be priests or wizards seeking to dwell in this ungoverned region (priests wanting to establish their own holy community, and wizards wanting privacy), and some should be mysterious (the crazy, dirty, ragged old wandering peddler who seems to have an astonishing assortment of goods to sell, current news, and sly jokes -- who will simply vanish [teleport away] when threatened; and the beautiful woman walking alone in strange armour, who seems friendly [perhaps VERY friendly] but can defend herself with a sudden orbiting cloud of flying daggers without seeming to do anything to cause them to appear. It may take months or even years of play before the players discover why these “mysteries” are here, why they keep returning to take an interest in the PCs, and who (or what!) precisely they are.
The priests will, of course, be a handy refuge and healing service (perhaps raising from the dead, too) for the PCs -- but will in turn demand PC aid in performing tasks for them, like slaying this or that pesky monster that’s been raiding their garden plots and gardeners.
The wizards will, of course, be conducting crazy experiments (and perhaps have some golems or automatons to surprise aggressive PCs with, as a result) and look upon PCs as perils to be driven off or slain -- or handy muscle to be hired (to “find and slaughter me a basilisk, and bring me this bit of its innards” or “there’s a man called One-Eyed Rijakk, somewhere in Laothkund, who stole a stone from me that’s about this size, that colour, and has THIS rune drawn on it; get it back from him, will ye? He need not survive your meeting with him” [Rijakk’s almost certain to be a Shadowmaster, by the way, and if the PCs do anything to him, that’ll bring them to the attention of the Shadowmaster guild in Laothkund]) and paid well -- half up front, and half when they complete the task.
There also seem to be a lot of small, wandering warbands in the vicinity, and most of them seem to be hunting for something. Just what, the PCs will have to find out -- whilst avoiding the occasional pirate or Thayan parties, and perhaps a Harper or two.
Moreover, the Simbul seems to want to stem any stealthy advance of Thayan influence through the Reach by allowing a restless Aglarondan (probably a suspected Son of Hoar whom she trusts not at all) to call himself “Lord of Summerspar” or some such title, and establish himself in an old keep nearby. He’ll start sending out mounted patrols, whilst he schemes about how to get rich by making deals with some gnomes and dwarves who come to him with a proposition: it seems there are some VERY rich deposits of certain gems close to the surface here, but the dwarves and gnomes dare not tunnel to them from below because of the danger of tidal flooding and because of certain subterranean perils (intelligent monsters of your choice). They’re hoping that this local Lord can build a little keep over top of them, and defend it, whilst they mine the gems from the surface -- and so share in the wealth. Now, the Lord has brought with him his “Lady,” a female sorceress who seems far too young and far too unfriendly towards him to be the wife he claims her to be, and this young lady has a spitfire temper, some strong spells -- and is seemingly instantly aware of the PCs and spying on them magically from afar. Is she working for the Simbul? Or herself? Or someone else entirely? And is she trying to make the PCs her private strike force?
Nor does she seem to be the only one watching the PCs. Some sort of monster seems to be stalking them, wherever they go and however they camp or hide, never attacking but sometimes observing them from VERY close by -- and someone else evidently thinks the PCs are the agents he or she has been waiting for, and keeps leaving them cryptic written messages telling them the time of “The Moot” is fast approaching, and have they “brought what is needful”? Do they know “all the words” they “will need”?
Also, silent hauntings or apparitions seem to follow and react to just one of the PCs, who should be just as mystified as his or her companions as to who the images are, and what they want.
The encounters should regularly give the PCs a chance to hack things and blow off steam, and your challenges should force them to work together and develop friendships, debts to each other, loyalties, and regularly hand them both puzzles and hopes. They should be building NPC contacts constantly (whether they want to, or not :}), and you should make sure they have ‘in game’ chances to discuss what to do next and choose, rather than always reacting to things you hurl at them. Then, pay close attention to what they seem to want (both goals for their characters and style of play and encounters), and shift the campaign accordingly.
“Please, inspire me,” you said, and I hope I’ve started to do that. Please let me know, okay?


Hmmm. Well, I’M interested, Metis! :}
THO
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Bruce Donohue
Learned Scribe

Canada
129 Posts

Posted - 09 Apr 2004 :  02:18:52  Show Profile  Send Bruce Donohue a Yahoo! Message Send Bruce Donohue a Private Message
Great sample chapter of Elminster's Daughter Ed, and the artist that did the cover to the book, did such a fine job.
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Metis
Acolyte

11 Posts

Posted - 09 Apr 2004 :  04:11:17  Show Profile  Visit Metis's Homepage Send Metis a Private Message
Much inspiring, thank you Ed! After I had posted some changes came up… The party consists of a half-orc barbarian, a tiefling wizard (who fled from Thay), a human cleric of Shaundakul, and a strongheart halfling rogue.

The half-orc and cleric of Shaundakul have long been companions and both dwell in Thesk. The tiefling ran into them in Thesk, and likewise, the halfling was drawn to Telflamm because of rumors upon rumors about the limitless wealth to be found there. The halfling ran into some trouble with the Shadowmasters and while in hiding came across the obviously well-armed and powerful looking other PCs. He quickly befriended them, hoping they’d offer some protection, and a chance to escape the city quickly. He managed to overhear a bit of their conversation about sailing with a Captain Orel, aboard a merchant ship headed to Hlondeth and soon will either be talked (bribed), or smuggled aboard.

That journey will offer a few chances for the PCs to run into various aquatic humanoids (sahaugin), and pirates and such.

What else might I include to keep the trip interesting? Gambling with the crew could be an option… Any suggestions master of the Realms?

It seems that you like to keep your email address private, but I was also wondering if perhaps we might be able to communicate via email about this, or if I could mail my questions and such to the Lady Hooded One directly, in case a player of mine should happen across this board.

I conceal my identity as much as I can, but if they happened upon this and recognized the description of their PC my cover would be quite blown. Anyway my email address is herrdoktorjones@hotmail.com and I'd be delighted to hear from either yourself or the Lady Hooded One if this is at all possible.
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 09 Apr 2004 :  04:30:34  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello again from Thy Hooded Lady, and hearken, all who desire to learn more of the rich tapestry that is the Realms, to the latest words of Ed:


Hi, Dargoth. Well, as for those Underdark cities, Eric Boyd’s your man. I designed Menzoberranzan, several hundred miles of drow tunnels under Shadowdale, and the dwarf realms east of the Great Rift, and then decided I’d better turn back to the surface world (because so much of it was neglected, and because so many other folks were so busy detailing the dark deeps).
Now, as for the dwarves, the Ironstars and the Brightblades aren’t linked beyond a few relatively recent ties of marriage (and, as you know, there aren’t all that many Ironstar dwarves left). The dwarves were once so numerous in mountainous areas of the Realms that having two clans dwelling so close together wasn’t that unusual at all (after all, there are humans in both places, and no one assumes one bunch are necessarily colonists from the other place). In the years of many foes and dwindling births, the dwarves were often forced to flee and to go into hiding, or go down into extinction stubbornly fighting to the last dwarf, and some strange juxtapositions have resulted (usually where dwarf-foes were weak or few or both, and hiding-places good). As a result, an observer today can assume nothing about any dwarf clan purely from the location of some of its members. Some day I hope to delve into matters dwarven in much greater detail -- and I know of at least one unpublished Realms novel (no, not by me, and no, I’ll not say more about it) that’s all about dwarves and only about dwarves. Now, if you want to look at truly “forgotten” races in the published Forgotten Realms, the gnomes are a good place to start!


Ah, Dargoth, you hit upon one of Ed’s sore points: his inability to get the spotlight off what I call the Sexy Three: humans, elves, and drow. The hin clans got chopped out of The Five Shires, the gnome language Volo article dumped by DRAGON, the Shirestone halfling gambling game ditto . . . time and again, these details got tossed aside, further reinforcing the “Give us more drow! Give us more naked babes! Give us more noble elven naked babes! Because that’s all gamers want!” mantra.
Now, being a babe who has in my time gotten naked and done the “paint my skin black, give me pointed ears and a white wig, and I’ll wow these jaded original Realms players, just watch me!” gig, I ENJOYED flogging my way through the gaming cottage snarling, “On your knees for Lolth, worthless males!” (And only two of them giggled. And I KNOW they liked it, too.)
However, I see Ed’s point. It’s hard to present a balanced world when you never get to show some bits of it.
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Dargoth
Great Reader

Australia
4569 Posts

Posted - 09 Apr 2004 :  05:17:35  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message
*chuckle*

Im suprised Ed didnt work on Races of Faerun then, that would have been the perfect product to throw some light on the some of the more "shy" races

Consider this my contribution to Dwarven affirmitive action

When I bought the PGTF I noticed that there was no Dwarven region in the Dalelands so I created my own

Dwarves of Glen (Mistledale)

Recommended Subrace: Shield Dwarf
Automatic Languages: Dwarven, Chondathan
Bonus Languages: Damaran, Draconic, Undercommon
Favoured Deity: Dwarven Pantheon
Regional feats: Caravanner (1), DragonFriend (2), Silver Palm, Thunder Twin
Bonus Equipment: A) MW Dwarven Waraxe or MW Warhammer B) Five 50gp gold bars

Dwarves of the Mines of Tethyamar (Refugees and descedants)

Recommended Subrace: Shield Dwarf
Automatic Languages: Dwarven, Chondathan
Bonus Languages: Giant, Infernal, Orc, Undercommon
Favoured Deity: Dwarven Pantheon
Regional feats: Foe Hunter (Devils), Luck of Heros, Thunder Twin, Tireless
Bonus Equipment: A) Three potions of Cure Light wounds B) Splint mail and MW Heavy Steel Shield

(1) Knowledge check applies to underdark Regions
(2) Feat from Draconomicon, Ignore printed Prerequisites replace with Dwarf from Glen

“I am the King of Rome, and above grammar”

Emperor Sigismund

"Its good to be the King!"

Mel Brooks
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fourthmensch
Seeker

USA
32 Posts

Posted - 09 Apr 2004 :  11:05:08  Show Profile  Visit fourthmensch's Homepage  Send fourthmensch an AOL message Send fourthmensch a Private Message
Thanks for the reply on the Sons of Hoar, Ed!

And regarding your campaign starter--even though it wasn't in response to my question--wow. There are enough ideas in there to kick me in the butt when I feel blocked for months to come. :)

I want you to go home and ponder the meaning of the word subversive.

Gully Foyle is my name
And Terra is my nation
Deep space is my dwelling place
The stars my destination.
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Steven Schend
Forgotten Realms Designer & Author

USA
1631 Posts

Posted - 09 Apr 2004 :  17:55:57  Show Profile  Visit Steven Schend's Homepage  Send Steven Schend a Yahoo! Message Send Steven Schend a Private Message
quote:
Originally posted by The Hooded One
Steven, what Ed has told me about you, and your superb work on the Realms (which reveals your deep love of it in nigh every paragraph) both make me want to greet you VERY affectionately if ever we meet [so I suppose I should innocently tell you I’m keeping quite healthy, and from that thought make the little carnal leap to thinking of Ed’s cottage, and then mention that Ed tells me you wouldn’t recognize the gaming cottage now, as its interior has been completely rebuilt since the two of you sprawled on the mouse-drilled sofas therein and talked of life, the universe, and everything for hours -- and the sofas are gone, too -- and didn’t I adroitly digress over here into quite a different field than I started in :}].


Thanks for the kind words, THO; is it possible to blush on the Internet?

One of these days, I'll have to come up and see the cabins again and perhaps meet some of the (in)famous Crazed Venturers/Knights in person as well as bringing Ed and Jen whatever delicacies they desire from the Barbarian States to the South...

quote:
Steven! I must call you for another long chat, the moment my @#$!%#$ taxes and this latest little novel thingie are done. Enough sleep? Of course not; I’m down to about four hours, most nights. My diet is DISGUSTINGLY healthy, and dominated by green tea and raw salmon (my younger brother is a top-drawer chef, and sister-in-law is vegetarian, so Jen cooked about a dozen gourmet veggie dishes when they visited a week ago, and I’m manfully wading through the leftovers [er, I don’t think anyone on this list needs to tell her I used the phrase “wading through,” okay? Let it remain a secret just between all of us, and thereby increase my life expectancy]). Thanks for your good wishes re. the novel -- and when do we see YOURS, hmm?



Looking forward to chatting again soon; best of luck with all that.

Re: a novel--when I finish one, that's when!

And the image that went through my mind when you mentioned eating raw salmon was you emerging out of the river and up toward your cabin, a salmon wriggling in your teeth.

Steven

For current projects and general natter, see www.steveneschend.com
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Faraer
Great Reader

3295 Posts

Posted - 09 Apr 2004 :  20:18:13  Show Profile  Visit Faraer's Homepage Send Faraer a Private Message
The question of crediting and publicizing creators over brands and publishers is really a hugely tentacled wide-reaching question. It occurs in the computer games field (see here and here) as well as RPG publishing.

RPG products are less dependent than other books on authors because of the greater role of developers, graphic designers and illustrators, and in some cases pre-existing milieux. But the gap isn't nearly so great as to explain why almost no one buys novels because of the publisher, yet people commonly refer to RPG products by the publisher rather than the writer.

Edited by - Faraer on 09 Apr 2004 20:22:16
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Faraer
Great Reader

3295 Posts

Posted - 09 Apr 2004 :  23:22:03  Show Profile  Visit Faraer's Homepage Send Faraer a Private Message
For comparison, see Chris Pramas's post halfway down this page talking up the importance of developers and editors. Since I'm one and have handled my share of cruddy manuscripts, that view appeals, but I've heard too many references to 'Green Ronin books' to think the pendulum needs to go any further from the author, especially when it's *not* merely author-of-credit.

Edited by - Faraer on 10 Apr 2004 00:47:19
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zeathiel
Seeker

15 Posts

Posted - 10 Apr 2004 :  00:20:51  Show Profile  Visit zeathiel's Homepage Send zeathiel a Private Message
A question for Ed,

I'm not sure if whether or not this has been addressed or whether such a question would infringe on pending projects, but I will throw it out here anyways.

I would appreciate any lore concerning the Tower of Balance, Mystra's temple in Silverymoon.

I understand if this question cannot be answered, and I thank you for your time regardless.

Brian
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