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Karth
Learned Scribe

USA
81 Posts

Posted - 13 Jul 2004 :  04:49:35  Show Profile  Visit Karth's Homepage  Send Karth an AOL message Send Karth a Private Message
quote:
Ed is away and busy with family (and GenCon; you’ll all know why soon ) matters this weekend, but I know he’ll love this question, Karth. As to whether or not you’ll get detailed 3.5e spells out of him, probably not (NDAs rear their ugly heads here).


Thanks THO, I do try to leave my truly stupid questions unasked, which is why I don't post v. often... ;)

It occurs to me that some of the art of this entire endeavor, both for us (in asking) and for Ed (in the careful phrasing of his answers) lies in skimming right up to the bleeding edge of those pesky NDA's while skillfully never crossing over. I never expect all of it to be answered, of course. Just thrilled to get a look inside Ed's head at all.

Your head seems to provide a fair share of distractions as well. Though I believe the formal crime you are most guilty of is "maintaining an attractive nuisance" ;)


quote:
so the mind being read does the work of revealing) or willing and relaxed mind. Certain spells can block it, backlash against the reamer, or misdirect what is “seen.”

...but she can no longer undertake mind-reams (or lots of other magics, for that matter) by herself.


Makes perfect sense. Thanks for the download. ;)

quote:

She’s still learning her limitations, and I regret that Ed hasn’t had the in-print opportunities to detail them as fully as he’d like to (Winterfox implied in another thread here in Novels that Sylune’s status as a spectral harpist hasn’t really meant much of a change, which is wrong – but also fair comment, given how little has been put into print, thus far.)


I prefer to confine myself to more constructive criticisms than the ones that are generally associated with that particular commentator. That's about as painfully polite as I can manage to be when that name is mentioned.

quote:
What Ed hasn’t wanted to do is lay out an explicit process for mind-reaming – because as a roleplaying-first DM, he has said (to we Knights) that it’s the perfect “research it for yourself, for years, ho ho” field.


Yes... I suspected that might be the case. So let's just say that I am attempting to prevail upon Ed's clearly-demonstrated generosity as a host to override his natural reticence as a DM in defining exact terms on this subject. We'll see how far I get. Wish me luck. Take notes for your fellow Knights... *cheesy grin*

Thanks again, Hooded One

-Karth

***************************
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Ordin_Solandar
Seeker

Canada
40 Posts

Posted - 13 Jul 2004 :  23:53:26  Show Profile  Visit Ordin_Solandar's Homepage  Click to see Ordin_Solandar's MSN Messenger address Send Ordin_Solandar a Private Message
Greetings Mr. Greenwood librarian extrodinaire and fellow Canadian!

(Atrocious spelling to follow)

I was picking Mrs Cunninghams's brains a bit and she told me to redirect my inquiry to you.

In Elminster in Myth Drannor you made reference to elves breaking their storm swords over the appointment of Elminster as next in charge. My quandry is this what are the storm swords when were they forged and why are they so feared. Lady Oluevaera Estelda, “The Srinshee" seemed to be somewhat allarmed at there proximity to the Cornal; so I am hypothesizeing that their power rivals that of the later forged Moonblades?

Its easy not to care what people think, it harder to try!

Edited by - Alaundo on 14 Jul 2004 09:54:21
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George Krashos
Master of Realmslore

Australia
4788 Posts

Posted - 14 Jul 2004 :  05:00:49  Show Profile Send George Krashos a Private Message
Stormswords were detailed in Ed's "Magic in Myth Drannor" article in Dragon Annual #2.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Ordin_Solandar
Seeker

Canada
40 Posts

Posted - 14 Jul 2004 :  06:54:50  Show Profile  Visit Ordin_Solandar's Homepage  Click to see Ordin_Solandar's MSN Messenger address Send Ordin_Solandar a Private Message
Ah I see something that actually requires money too look into!

Oh well maybe I can convince library that it is a worthwhile investment. Kudos mr. Greenwood!

Its easy not to care what people think, it harder to try!
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Derulbaskul
Senior Scribe

Singapore
376 Posts

Posted - 14 Jul 2004 :  09:42:50  Show Profile Send Derulbaskul a Private Message
Well, just in case you can't convince your library to track this issue down, storm-swords (the article hyphenates the name) are +2 longswords that crackle with electricity, render the wielder immune to electricity, toss out 9d6 lightning bolts and can sunder a prismatic sphere, one layer per blow.

And, thanks George; I had forgotten all about this issue until you mentioned it.

Cheers
D

NB: Please remember: A cannon is a big gun. Canon is what we discuss here.
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 14 Jul 2004 :  16:13:40  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message

Well met again, all. I bring the words of Ed to new scribe Ordin Solandar:


I'm afraid an old NDA and a current writing project prevent me from detailing a storm sword in 3.5e rules format, which in a way is okay because almost all of them are now destroyed or kept well hidden.
The earliest storm swords were battle blades devised in the early days of Cormanthyr. Never numerous because their nature made them dangerous and this soon became obvious to everyone, these proto-storm swords (+5 long swords that glowed when erupting and whenever their bearer wills) were so named because they could unleash many lightning bolts of awesome power (one bolt per round, of 12d6 damage, bolt can fork if desired, 7d12 bolts per day). If the wielder of an early storm sword cast any spell that caused hp damage 'into' the blade, the spell was absorbed by the sword (no spell effect manifested), but the destructive power (damage dice) of the spell could be added (by mere act of will of the wielder) wholly to any one bolt unleashed by the sword. A proto-storm sword can only hold one such spell; casting a second one into a sword already storing a spell causes a spontaneous chain lightning to instantly erupt from the blade. (If persons other than the wielder of the blade try to cast a spell into or at a storm sword, the spell is deflected in a random distance and direction, perhaps menacing unintended targets.)
The perilous side-effect of all proto-storm swords is that mere proximity to wards, mantles, and any being, item, or area upon which three or more spells have been cast and remain in existence (even if inactive), causes a storm sword to spontaneously try to drain the nearby magic.
A bearer who knows what this property is (any bearer can feel it awakening or in operation) and makes direct physical contact with the proto-storm sword can mentally wrestle the blade into leaving the enchantments alone, but this curbing takes the bearer's entire attention and concentration, allowing the bearer to perform only simple tasks (such as movement, evasion of obstacles or approaching persons or objects, moving or drawing or sheathing the blade, and engaging in simple verbal communication or making gestures) as the curbing is going on.
Certain proto-storm swords damaged VERY precious elven family enchantments to the horror of their wielders and everyone else, so they were soon replaced by the blades I detailed in DRAGON Annual #2. The earlier weapons were ordered destroyed, and several were -- but in any time and with any race, there are those who value power and the illicit. So several proto-storm swords were hidden away, and presumably survive today. Please note that these would be unknown outside the elves, and referred to by elves as "the old stormblades," NOT "proto-storm swords."
Where the NDA comes in most heavily is in preventing me from saying much about who among the elves of Cormanthyr was allowed to wield storm swords of either vintage, family pride, and all of that. I'm afraid the hints given in El in Myth Drannor will have to suffice.


So saith Ed, who now returns to his lore-work for Borch. He and I may both drop out of contact for the next handful of days, but I'll post when I can.
Your not-so-obedient Hooded One
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Blueblade
Senior Scribe

USA
804 Posts

Posted - 14 Jul 2004 :  16:27:27  Show Profile  Visit Blueblade's Homepage Send Blueblade a Private Message
I'm going to say something quickly here before THE librarian (Ed) does: Ordin Solandar, no need for you or the library to spend money. Something called "interloan" is your friend.
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Arivia
Great Reader

Canada
2872 Posts

Posted - 14 Jul 2004 :  16:35:51  Show Profile
quote:
Originally posted by Blueblade

I'm going to say something quickly here before THE librarian (Ed) does: Ordin Solandar, no need for you or the library to spend money. Something called "interloan" is your friend.



Do we even have that up here in the Great White North? Well, if anyone knows, Ed will...
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Beowulf
Learned Scribe

Canada
322 Posts

Posted - 14 Jul 2004 :  21:58:23  Show Profile  Visit Beowulf's Homepage Send Beowulf a Private Message
quote:
Originally posted by Arivia

quote:
Originally posted by Blueblade

I'm going to say something quickly here before THE librarian (Ed) does: Ordin Solandar, no need for you or the library to spend money. Something called "interloan" is your friend.



Do we even have that up here in the Great White North? Well, if anyone knows, Ed will...



Indeed we do! Just ask for an interlibrary loan form at the library's front desk. It helps if you have the ISBN # when you fill out the form, but the basics are all one really needs.

"Ill tempered the wretch, who laughs at everyone. He cannot recognize, as he should, that he is not without faults." the High One, Poetic Edda
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Ordin_Solandar
Seeker

Canada
40 Posts

Posted - 15 Jul 2004 :  00:20:06  Show Profile  Visit Ordin_Solandar's Homepage  Click to see Ordin_Solandar's MSN Messenger address Send Ordin_Solandar a Private Message
I am aware of interlibrary loans and have used them on occassion, I work for a library go figure. Anyhow I did a background check on the materials that talk about stormblades/stormswords but neither the vancouver, north van, or surrey libraries have that particular book. So I will just go with what was previously posted.

Only reason I asked in the first place is because a D&D master used one to kill my character but he himself was pretty much unaware of its properties using 3e! Thankfully my handy dandy ring of regeneration can bring my character back to life, only to die rather quickly, regenerating in the middle of a battlefeild isn't fun.

Its easy not to care what people think, it harder to try!
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George Krashos
Master of Realmslore

Australia
4788 Posts

Posted - 15 Jul 2004 :  05:15:21  Show Profile Send George Krashos a Private Message
I am just going through the marsember adventure in Dungeon#113 and note that the map has several residences listed as "noble mansions". So, which noble families live in:

Ravensgar House
Wavegallant Spires
Swordspires
Iyrinthorn
Mistwind Towers
Monthorhall
Bracegauntlet Gard

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 15 Jul 2004 :  15:32:04  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello, all.
George, Ed and I were just discussing Marsember. Neither he nor your obedient servant have yet seen the relevant DUNGEON issue (*cough* something about living in the stocks *cough*), but Ed tells me that this, reproduced below, is more or less what he sent to the editors. He suspects there’s no way they could have crammed all this (the street names in particular) into print, given their time and space constraints, and ended up with a legible map, so he asks you to report right back to us all with what didn’t make it, and he’ll try to “locate” the features for everyone, by the “See the tiny building three down from X?” method. :}
So I give you the words of Ed:



MARSEMBAN FEATURES (including those mentioned in the novel ELMINSTER’S DAUGHTER/Ed Greenwood, 2004):

NOTES: Of the maps published before the current DUNGEON map (which I haven’t seen yet), the one I drew for VOLO’S GUIDE TO CORMYR (p42, key p43) should be considered definitive. The first 22 keyed features given here match the numbers used thereon. The western half of Marsember is honeycombed with narrow barge-canals, usually 30 feet wide and seldom shown on any map. It’s therefore rare for a building in this part of the city to have any sort of a “yard.” Volo’s belief that Marsember’s streets were nameless was wrong, but few names are heard in everyday usage.

1. The King’s Tower (abode of the King’s Lord of Marsember, the Herald, and the garrison)
2. Morningmist Hall (temple of Lathander)
3. Starwater Keep (naval drydock and fortress)
4. The Roaring Griffon (inn and tavern; formerly the Drowning Fish festhall)
5. The Cloven Shield (inn and tavern)
6. The Old Oak (inn and tavern)
7. The Barrelstone Inn
8. The Drowning Flagon (inn)
9. The Net of Pearls (curio shop)
10. Swordspires (city villa of the Thundersword noble family)
11. Iyrinthorn (city villa of the Illance noble family)
12. Stormwinds Towers (fortified mansion of Szwentil Illeon, founder of the Six Coffers Market Priakos)
13. Sharmran Isle (local nickname “Fishgut Rock”)
14. Antanmaran’s Isle (local nickname “The Prow”)
15. The Drowned Sailors Society (club)
16. The Masked Merfolk (nightclub)
17. The Wight On A Weredragon (dining-house [restaurant])
18. The Platter of Plenty (dining-house [restaurant])
19. The Tankard of Eels (tavern)
20. Luckfist Hall (shrine to Tymora)
21. Faircoins Moneychanger (shrine to Waukeen)
22. Deepgreen House (shrine to Umberlee)
23. Indur’s Warehouses, overlying the Maranthar Undercellars (subterranean warehouse chambers, 120 feet below; constructed by the extinct wealthy Marsemban shipping family of Maranthar: contains hidden portal linking with a dead-end alley in the Trades Ward of Waterdeep)
24. Bracegauntlet Gard (fortified mansion of the Bracegauntlet noble family)
25. Dagohnlar House (tallhouse of the Dagohnlar noble family)
26. Mistwind Towers (mansion of the Mistwind noble family)
27. Monthorhall (mansion of the Monthor noble family)
28. Ravensgar House (mansion of the Ravensgar noble family)
29. Wavegallant Spires (mansion of the Wavegallant noble family)
30. Haelithtorntowers, walled estate (home of Lady Joysil Ambrur)
31. Thundaerlyn Hall (meeting-hall and rental market- and revel-moot)
32. Felgontar’s Firehelm (large, popular, respectable dining-house [restaurant])
33. The Leaping Eel (rowdy sailors’ tavern)
34. The Amorous Anchor (festhall and smuggling den; connected via secret passages to many shop and warehouse cellars)
35. The Harbortower
36. Blackpillars (fortified tallhouse of Delthrin the Deadmaster, reclusive necromancer)
37. Stormhold (home of Filfaeril Stormbillow, sorceress and seller of magic items and potions)
38. home of Vindala Chalanther (illusionist, tutor and spellhurler-for-hire)

A. Assander Street
B. Calathanter Street
C. Chancever Street
D. Daunsul Street
E. Fendrol’s Way
F. Gelguld Lane
G. Hammarhantus Lane
H. Tarnsar Lane
I. Thelvarspike Lane
J. The Lightless Lamp (meeting-place; broken street-lamp on Thelvarspike)



So saith Ed. He’ll be VERY busy for the next three days, but will try to answer “Where’s that?” requests ASAP.
Love to all lovers of the Realms,
THO
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Blueblade
Senior Scribe

USA
804 Posts

Posted - 15 Jul 2004 :  15:43:23  Show Profile  Visit Blueblade's Homepage Send Blueblade a Private Message
Hey! I was just browsing the GenCon Forums, and I think I know what the GenCon news our Lovely Hooded One was referring to: Ed is the Author Guest of Honor this year! He'll be hosting workshops for writers, even!
Yay!
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 15 Jul 2004 :  19:36:41  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Indeed, Blueblade, 'tis my honor to confirm this. If the word is out, then let it be cried from the parapets and the battlements: Ed of the Greenwood is indeed the Author Guest of Honor at GenCon this year.
I believe that makes it his fourteenth time as SOME sort of Guest of Honor at GenCon, but my count may be a bit off.
THO
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Lord Rad
Great Reader

United Kingdom
2080 Posts

Posted - 15 Jul 2004 :  20:29:01  Show Profile  Visit Lord Rad's Homepage  Click to see Lord Rad's MSN Messenger address Send Lord Rad a Private Message
Oh the memories! I recall meeting Ed at GENCON UK a few years back! A fantastic experience...especially remembering his enactment of a court in Cormyr

So for all your attendees of this years GENCON......remember, tie Ed down, get as much information out of him as you can, and report back here with your findings forthwith

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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Faraer
Great Reader

3294 Posts

Posted - 16 Jul 2004 :  16:17:38  Show Profile  Visit Faraer's Homepage Send Faraer a Private Message
Castlemorn won't be here as soon as we would like:
quote:
Coming soon! Ed Greenwood's Castlemorn Campaign Setting! 7/12/04


The next game release from Fast Forward will be a color hardcover d20 campaign setting straight from the fertile mind of the Forgotten Realms creator, Ed Greenwood. Ed's new fantasy setting is a world that is trying to pick up the pieces after a huge desolation. There are many strange and wonderous magiks around, but very little is known about them. If exploring and finding new races, items and treasures is what you like about role-playing, then Castlemorn is for you! Due this September!
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George Krashos
Master of Realmslore

Australia
4788 Posts

Posted - 17 Jul 2004 :  01:57:37  Show Profile Send George Krashos a Private Message
quote:
Originally posted by The Hooded One

He suspects there’s no way they could have crammed all this (the street names in particular) into print, given their time and space constraints, and ended up with a legible map, so he asks you to report right back to us all with what didn’t make it, and he’ll try to “locate” the features for everyone, by the “See the tiny building three down from X?” method. :}



This is the key from DUNGEON #113:

1. The King's Tower
2. Ravensgar House
3. The Tankard of Eels
4. The Leaping Eel
5. The Roaring Griffon
6. Wavegallant Spires
7. Stormwinds Tower
8. Deepgreen House
9. The Wight on a Weredragon
10. The Amorous Anchor
11. Felgontar's Firehelm
12. Morningmist Hall
13. Chalanther House
14. Stormhold
15. Farcoins Moneychanger
16. Haelithtorn Towers
17. Swordspires
18. The Net of Pearls
19. The Old Oak
20. Luckfist Hall
21. The Masked Merfolk
22. Iyrinthorn
23. The Cloven Shield
24. The Platter of Plenty
25. Thundaerlyn Hall
26. Indur's Warehouses
27. The Drowning Flagon
28. Everet Villa
29. Mistwind Towers
30. The Drowned Sailors Society
31. Monthorhall
32. The Barrelstone Inn
33. Bracegauntlet Gard
34. Naval Drydock
35. Starwater Keep
36. The Harbortower

No street names put in. Changes appear to be:

1. We've lost: 13. Sharmran Isle (local nickname “Fishgut Rock”),
14. Antanmaran’s Isle (local nickname “The Prow”), 25. Dagohnlar House (tallhouse of the Dagohnlar noble family) and 36. Blackpillars (fortified tallhouse of Delthrin the Deadmaster, reclusive necromancer).

2. They've added 28. Everet Villa (which given the adventure is a quasi-Blackpillars - Everet is supposedly Delthrin's surname and the villa is a ruined remnant of his family's holdings (their status in Marsember is greatly reduced) and his lair.

2. They've added 34. Naval Drydock.

-- George Krashos





"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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SiriusBlack
Great Reader

USA
5517 Posts

Posted - 17 Jul 2004 :  07:00:35  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message
Ed Greenwood:

One of my players recently finished the novel, The Kingless Land. She enjoyed reading this work and wanted me to pass along her praise on a fine job. The second book in this series is in her hands and she plans to start it this weekend.

So thanks from her via me.

SiriusBlack
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Sarelle
Senior Scribe

United Kingdom
508 Posts

Posted - 17 Jul 2004 :  12:07:23  Show Profile  Visit Sarelle's Homepage  Click to see Sarelle's MSN Messenger address Send Sarelle a Private Message
quote:
Originally posted by Lord Rad

Oh the memories! I recall meeting Ed at GENCON UK a few years back! A fantastic experience...especially remembering his enactment of a court in Cormyr

So for all your attendees of this years GENCON......remember, tie Ed down, get as much information out of him as you can, and report back here with your findings forthwith



I'm so out of these things! Rad, do you know when the next UK GenCon will be? And THO, any plans by Ed for another UK visit in the near future?

Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)

My character, drawn by Liodain: Sarelle / Sarelle (smaller)
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SiriusBlack
Great Reader

USA
5517 Posts

Posted - 17 Jul 2004 :  14:43:24  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message
quote:
Originally posted by Sarelle
I'm so out of these things! Rad, do you know when the next UK GenCon will be?



Check out this site for dates on UK GenCon.
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Faraer
Great Reader

3294 Posts

Posted - 17 Jul 2004 :  15:39:15  Show Profile  Visit Faraer's Homepage Send Faraer a Private Message
Ed, could we get a yes/no on whether in your Realms psionics (the Invisible Art) works through the Weave? (Since it's always been something apart from magic, and the Weave is about magic, I've assumed not.)
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 17 Jul 2004 :  19:45:24  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Fellow scribes, I’ve pulled some strings locally and got my hands on a copy of DUNGEON 113. I haven’t yet examined the adventure, though at first glance it seems both playable and interesting (for example, the lore on page 36 of the DUNGEON issue, facing the map, is all “dead on” correct and feels right to me, as someone all too familiar with the city of Marsember).
The map of Marsember printed in the magazine is visually the best yet drawn, and quite accurate as to layout of streets and buildings when compared to my original Realms campaign map (Ed drew the originals for the FR Adventures hardcover maps, of course, and we ‘original players’ had photocopies even before TSR did).

However, it seems someone didn’t read Ed’s map closely, or couldn’t read the copy of it they received, or just didn’t bother following his lore very closely. Why, oh why make changes to Realmslore? Don’t those changing it realize that (at least in Ed’s head) everything is linked? Grrr. Consistency consistency consistency (goes off muttering, in usual daily editor’s grousing mode: * I * manage to keep things straight when I do MY editing -- what’s wrong with these folks? Grumble grumble mutter . . . ) Perhaps I speak too harshly: Ed’s earlier comments about the inclusion of streets making the map unreadable, plus my own knowledge of magazine publication deadlines, suggest he might have faxed the DUNGEON staff a map, and the result might well have been very hard to read.

Yet because it’s important that any published map of Marsember displays features that match up in locations with the published text of Ed’s recent novel ELMINSTER’S DAUGHTER, I’ve done a little revision work using the DUNGEON map’s key numbering and what Ed revealed to us, the players of inquisitive PCs, of his original campaign notes. All who’d like a truly accurate (though still incomplete) map of Marsember are invited to read on.

1. The King’s Tower (abode of the King’s Lord of Marsember, the Herald, and the garrison)
2. Ravensgar House (mansion of the Ravensgar noble family)
3. The Tankard of Eels (tavern)
Note: rather than the tiny building marked as “3,” the tavern is actually the large “U” or “C” -shaped building to the northwest. [The building marked as “3” is actually the home (upstairs) and shop (street level) of Amthur Ondamus, importer of exotic quaffs and philtres (= medicinal concoctions).]

4. The Leaping Eel (rowdy sailors’ tavern)
Note: rather than the building marked as “4,” the tavern is actually in the building marked “5” on the map. [The building marked as “4” is actually the home (upstairs) and shop (street level) of Arnthus Malree, Netmaker and Netmender.]

5. The Roaring Griffon (inn and tavern; formerly the Drowning Fish festhall)
Note: rather than the building marked as “5,” the Griffon is actually in the large building JUST inside the western gate of Marsember (occupying the angle immediately east of the central guardtower between the two gate-arches). [The building marked as “5” is actually The Leaping Eel tavern (see #4, above).]

6. Wavegallant Spires (mansion of the Wavegallant noble family)
7. Stormwinds Towers (fortified mansion of Szwentil Illeon, founder of the Six Coffers Market Priakos)
Note: “Towers,” NOT ‘Tower’ as the DUNGEON map has it.

8. Deepgreen House (shrine to Umberlee)
9. The Wight On A Weredragon (dining-house [restaurant])
Note: the map tag seems to float in the middle of a large stretch of harbor, which would make for rather damp dining. There should be an arrow connecting the numeral “9” with a particular building to the northwest. To find it, go northwest from the numeral across water to the two parallel docks or wharves jutting out from an island, and from those docks move west to a largish L-shaped building at about the centre of the SE side of the street that curves most of the length of the island (Hammarhantus Lane, but we’ll get to street names later). That L-shaped building is The Wight On A Weredragon.

10. The Amorous Anchor (festhall and smuggling den; connected via secret passages to many shop and warehouse cellars)
11. Felgontar’s Firehelm (large, popular, respectable dining-house [restaurant])
12. Morningmist Hall (temple of Lathander)
13. Chalanther House [home of Vindala Chalanther (illusionist, tutor and spellhurler-for-hire)].
Note: rather than the building marked as “13,” Vindala actually dwells in the isolated building immediately south of (the pointed southern end of) The King’s Tower (#1), fronting on a street just west of a bridge and sharing a waterfront with the walls of the Tower. This happens to be important to me, because my primary character once flung a rock through her window as a warning, from a boat in the harbor -- a feat that would have been godlike in power and accuracy, if I’d done it and managed to awaken Vindala in the building marked as her home on the DUNGEON map. Oh, I’m sure some will say she decided to move house for some reason, but knowing the lady as I do, I doubt she’d have ended up in #13, which is a busy (and filthy) smithy belonging to one Uorn Hallowhand, Armorer, Chainmaker, and Weaponsmith, surrounded by decaying warehouses used as storage for scrap metals, bones, rags, and other ‘gleanings’ that lowcoin Marsembans bring for reuse. The name of Vindala’s home has been added, but is entirely in keeping with Marsemban naming conventions for abodes of folk of her social station.

14. Stormhold (home of Filfaeril Stormbillow, sorceress and seller of magic items and potions)
Note: rather than the building marked as “14,” Filfaeril actually inhabits the odd ‘bent-shaped’ building immediately south of the wall-tower that’s “first tower west” of the numeral “14” marked on the DUNGEON map.
[The building marked as “14” on the map is Dagohnlar House (tallhouse of the Dagohnlar noble family), a location that features prominently in the action of ELMINSTER’S DAUGHTER. Again, narrow canals aren’t shown on any published Marsember map, but it’s a pity that this mistake has crept in mere months after the publication of that novel -- and NO, the Dagohnlars have NOT moved house to a far less fashionable address. :}]

15. Faircoins Moneychanger (moneylending, moneychanging, and contract-witnessing business, and shrine to Waukeen)
16. Haelithtorntowers, walled estate (home of Lady Joysil Ambrur)
17. Swordspires (city villa of the Thundersword noble family)
18. The Net of Pearls (curio shop)
Note: rather than the building marked as “18” on the DUNGEON map, the “Pearls” (as locals call it) is actually in the building immediately to the north of it, in the square building covered by the white fletching of the drawn arrow. [The building marked as “18” is actually the rundown former city villa of the long-exiled Merendil noble family, a crumbling four-storey structure that has for years has served as a rooming-house.]

19.The Old Oak (inn and tavern)
20. Luckfist Hall (shrine to Tymora)
21. The Masked Merfolk (nightclub)
Note: rather than the building marked as “21,” the Merfolk is actually in the building that stands in the southwest corner of the intersection of the street Luckfist Hall (#20, above) is on the east side of, with Calathanter Street (the east-west street that runs more or less parallel to the city wall here, “first south of the wall” and enters the walled naval base a block east of here). In other words, go due northwest from the building marked “21” over an intervening building and diagonally across a street, and you’ll reach the front door of the Merfolk. [The building marked “21” on the DUNGEON map is actually one of the largest “manydoors” houses ( = apartment houses with longstay tenants, rather than a shortstay rooming-house) in Marsember, built on a reputedly-haunted site used by a succession of several former mansions.]

22. Iyrinthorn (city villa of the Illance noble family)
23. The Cloven Shield (inn and tavern)
24. The Platter of Plenty (dining-house [restaurant])
25. Thundaerlyn Hall (meeting-hall and rental market- and revel-moot)
26. Indur’s Warehouses, overlying the Maranthar Undercellars (subterranean warehouse chambers, 120 feet below; constructed by the extinct wealthy Marsemban shipping family of Maranthar: contains hidden portal linking with a dead-end alley in the Trades Ward of Waterdeep).
Note: The arrow on the DUNGEON map points to a single building, but Indur’s is actually a complex of the four easternmost buildings on this isle (the one indicated on the published map being the westernmost of the northshore pair).

27. The Drowning Flagon (inn)
28. Everet Villa (Delthrin’s catacombs)
Note: this is of course a new feature added in the DUNGEON adventure. The catacombs, as mapped in the adventure, thankfully don’t interfere with the adjacent and extensive Maranthar Undercellars described in Ed’s novel, which lie partially beneath it.

29. Mistwind Towers (mansion of the Mistwind noble family)
30. The Drowned Sailors Society (club)
31. Monthorhall (mansion of the Monthor noble family)
32. The Barrelstone Inn
Note: rather than the building marked as “32” on the DUNGEON map, the “Barrel” (as locals call it) is actually the large U- or C-shaped building on the north shore of the same isle, but one bridge to the west. In other words, the building standing just southeast of the bridge crossed by the arrow for “25” that’s printed on the map. [The building indicated as “32” is actually the home (upstairs) and shop/bakery (street level) of ‘Mother’ Tanthra Bellbow and her three daughters (Amaera, Doroeva, and Phantra), popular throughout Marsember for her cheese buns and hardloaves of nut bread.]

33. Bracegauntlet Gard (fortified mansion of the Bracegauntlet noble family)
34. Naval Drydock. This map tag has been added to the key, but drawn from Ed’s earlier maps, and is correct in identification and location. It’s merely been separated from #35.
35. Starwater Keep (naval fortress)
36. The Harbortower

Missing from the published map are street names, island names (BTW, the Marsemban term for these islands or islets is “Isle”), and one building: Blackpillars (the fortified tallhouse of Delthrin the Deadmaster, reclusive necromancer). While I can appreciate that the design demands of the published adventure might have necessitated Delthrin moving house, the tallhouse he used to live in should still be marked.
A ‘tallhouse,’ by the way, resembles a New York or Chicago tenement in outward aspect (it might be called a ‘row house’ elsewhere), being tall (four to six floors counting from the street upwards; thanks to the sea, very few places in Marsember have dry cellars, or extensive cellars at all), narrow, and usually touching the neighboring structures. However, tallhouses in Faerun are VERY rarely built with adjacent buildings, nor do they resemble them closely enough to ever properly be called a “terrace,” such as the buildings put up by Wren in London.
To find the location of Delthrin’s former tallhouse, look at the “straight stretch” of city wall on the published DUNGEON map: that is, the run of city wall beginning at the tower next to the arrow for “2” and running east to the arrows for “14, 13, 15,” and so on. If the tower beside the 2-arrow is counted as the first tower, look between the second and third towers. The third building east of the second tower is larger than its neighboring buildings, and occupies the northern angle of a streetmoot. It is (or was) Delthrin’s tallhouse, which he rebuilt into a keep by purchasing two adjacent tallhouses and filling much of them with dressed and fitted stone from within, making them in effect VERY thick sidewalls to his own home (the exceptions being a few pass-through rooms to “firing-port” windows that he covered with hinged lattices of iron bars).

This post is running long already, so I’ll leave the other features for a second post, to follow.
Your servant in Realmslore,
I am pleased to call myself:
The Hooded One
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The Hooded One
Lady Herald of Realmslore

5037 Posts

Posted - 18 Jul 2004 :  04:28:01  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello again, scribes. Still missing from our Marsemban map are island names and street names. Ed provided the DUNGEON folks with only enough of either for DMs and players to easily locate most city features by referencing isle and street names, but I can (extensively) use his notes to go just a bit further. In other words, I'm quoting Ed many, many times in what you read hereafter.

Turning to the islands first, it’s perhaps easiest to move across the map from west to east, and from seaward to landward. The bridges referred to hereafter are single arches of stone, with stone ‘manypillars’ side-rails, cobbled surfaces wide enough for a full-sized wagon and a rider to comfortably pass each other, small drainholes here and there, and a high enough clearance from the water for barges to pass underneath (tall persons standing on barges had better duck in most cases!).

1. The westernmost island (south of The King’s Tower and much larger than the island that’s due east of The King’s Tower) is Harmuth Isle (local nickname “The Old Ship”). Among the buildings on Harmuth is Wavegallant Spires (mansion of the Wavegallant noble family), map feature #6 on the DUNGEON map.

2. North of Harmuth and due east of The King’s Tower is Antanmaran’s Isle (local nickname “The Prow”). It’s connected to mainland Marsember by a bridge, and other bridges link it to Harmuth and to Nornsar Isle. The stretch of water between Harmuth and Antanmaran’s Isles and western mainland Marsember (dominated by The King’s Tower) is known as “The Long Run,” and reaches the West Basin or New Harbor part of the city docks.

3. Due east of Harmuth and connected to it by a bridge is West Darnmist (“Isle” is NEVER added to this name by Marsembans, only by ignorant outlanders). Bridges link it to neighboring East Darnmist and to Baerouth’s Isle, which lies to the north.

4. Due north of West Darnmist and linked to it by a bridge is Baerouth’s Isle (pronounced “Bayur-OOth’s”). Other bridges link this isle to Orm Isle, directly to the east, and Nornsar Isle (local nickname “The Nornsar”), which lies north of Baerouth’s, between it and the mainland. Deepgreen House, map feature #8 on the DUNGEON map, stands on Baerouth’s Isle.

5. Nornsar Isle lies north of Baerouth’s Isle, east of Antanmaran’s Isle, south of mainland Marsember, and west of Gauntan Isle (and is linked to all of these places by bridges). As explained in my earlier post, The Wight On A Weredragon dining-house (map feature #9 on the DUNGEON map) stands on Nornsar Isle. Due north of the Nornsar are the East Basin or Old Harbor wharves of Marsember (on the published DUNGEON map, the numeral “11” has been placed in the mouth of the Old Harbor).

6. East Darnmist lies immediately east of West Darnmist, south of Orm Isle, and west of Stormrock Isle. Two bridges link it to West Darnmist, and lone bridges link it to the other two islands. Stormwinds Towers (map feature #7 on the DUNGEON map) stands on the westernmost point of East Darnmist, overlooking the narrow passage between East and West Darnmist, a cut known to locals as “Floating Fish Run” because during calm waters it often fills with floating refuse (during storms, it turns into a roaring, churning stretch of roiling waters). As with West Darnmist, the word “Isle” is never used when Marsembans speak of this island.

7. Orm Isle lies north of East Darnmist, west of Baerouth’s Isle, and east of Stormrock Isle, and is linked to them all by bridges. Swordspires, map feature #17 on the DUNGEON map, stands on Orm Isle.

8. Gauntan Isle is north of Orm Isle, but no bridge links them (the body of water between them, enclosed by the islands all around, is known to Marsembans as Bargemoot, because it’s the part of the harbor most likely to be choked with barges moored to each other, and other boats trying to get past). Gauntan lies south of the mainland, west of Nornsar Isle, and east of Sharmran Isle, and is linked to all three locales by bridges. Morningmist Hall (map feature #12 on the DUNGEON map) stands on Gauntan Isle.

9. Stormrock Isle (more often spoken of by locals as “The Stormrock” or just “the Rock,” as in: “We’re going out to the Rock this even”) lies northeast of East Darnmist, south and east of Orm Isle, south of Dawnturtle Isle, and southwest of Aertoprann’s Isle, and is linked to all of them by bridges (to Dawnturtle only, by two bridges). The longest private wharf in Marsember juts northwest from Stormrock; it was built centuries ago by a shipwright and smuggler named Osril Lurth, and after his murder passed through a bewildering variety of owners. Nowadays, it’s owned by Juskul ‘Fishhook’ Dree, a sinister sophisticate of a fleet owner rumored to be involved in all manner of shady businesses and illicit practises -- and undeniably the host of some of Marsember’s wildest and most decadent revels. Among the buildings on the Stormrock are Iyrinthorn (city villa of the Illance noble family, and map feature #22 on the DUNGEON map) and The Cloven Shield (inn and tavern, and map feature #23 on the DUNGEON map).

10. Dawnturtle Isle (locals usually just say “Dawnturtle”) lies due north of Stormrock Isle, southeast of Sharmran Isle, and west of Aertoprann’s Isle. A lone bridge links it with Sharmran, but twin bridges link it with both the Stormrock and Aertoprann’s Isle. A bustling crossroads full of seedy, sagging wooden dwellings with external porches and balconies dripping with molds and mosses, Dawnturtle was traditionally where visiting sailors slept or found medical attention or sought low-priced companionship. Though such pursuits have spread throughout the eastern Marsemban islands, Dawnturtle remains the center of shopping, dining, and services that don’t involve ships docking, loading or unloading, or the warehousing of cargo. The Platter of Plenty dining-house (feature #24 on the DUNGEON map) stands at the heart of Dawnturtle.

11. Sharmran Isle (local nickname “Fishgut Rock”). No longer the exclusive haunt of reeking fishmonger’s cutting-houses and smokehouses, Sharmran remains an aromatic (okay, “stinking”) place much hurried through by visitors and Marsembans alike. It was named for the long-dead “Harbor Witch,” a darkly beautiful sorceress known to be able to take on aquatic shapes, and widely rumored to have seduced men and dragged them down to watery deaths, who dwelt in a long-vanished hut at its eastern end. Popular local lore insists she kept much treasure in underwater caves and clefts in the eastern face of the isle, but these have been searched many times over in the mucky water, and nothing beyond mussels and eels has ever been found.

12. Aertoprann’s Isle lies due east of Dawnturtle Isle (two bridges link them), northeast of Stormrock Isle (a single bridge links them), immediately west of Spraystone Isle (two bridges link them), and southeast of Wrauntwreck Isle (a single bridge links them). Mistwind Towers (mansion of the Mistwind noble family and DUNGEON map feature 29) stands on Aertoprann’s Isle, which is named for a long-ago bridge-builder and dredge-barge-operator of Marsember, who made a stupendous fortune by such activities -- and then mysteriously vanished one summer. Ilnter Aertoprann was probably murdered by shady business associates, but there are literally hundreds of wild local tales about his fate, from escaping pirates and smugglers who were trying to slay him by marrying into the Obarskyrs with the War Wizards changing his face and name for his own safety (and the royal family getting his millions in return), to Aertoprann getting tired of it all and buying access to a gate [3e: portal] to a distant corner of Faerun, to live out the rest of his life in anonymous idleness, reading books and making love to half a dozen hired Marsemban mistresses. There are also, of course, scores of tales about Aertoprann’s hidden riches awaiting lucky finders, somewhere (or a lot of somewheres) in Marsember.

13. Spaer Isle is linked to only one other Marsemban island: Old Arn Isle, which lies directly to the north of it, between it and the eastern end of mainland Marsember. The scene of much action in both the DUNGEON adventure and Ed’s recent novel ELMINSTER’S DAUGHTER, Spaer is home to Indur’s Warehouses (DUNGEON map feature #26), The Drowning Flagon (inn, and map feature #27), and Everet Villa (Delthrin’s catacombs and map feature #28). Most of the buildings on it are warehouses in various states of decrepitude, and it’s named for Ardreth Spaer, a fearless Marsemban seacaptain of old whose numerous (and far less famous or accomplished) descendants still work in many businesses all over the harbor.

14. Old Arn Isle (always just “Old Arn” to locals) lies between Spaer Isle, Sharmran Isle, east-end mainland Marsember, and Wrauntwreck Isle, and is linked to all of these places by bridges (two bridges to the mainland, and one span to each of the islands). The Barrelstone Inn (DUNGEON map feature #32) stands on Old Arn, though not where indicated on the published map (see my earlier post). Old Arn is where many harbor businesses, hiring offices, and dockworkers’ abodes are located. It’s named for ‘Old’ Dathmur Arnagus, a stonemason and quarry-owner whose workers built many harbor buildings and island-shore harbor wharves several centuries ago.

15. Spraystone Isle is the southeasternmost island of Marsember, and is linked by twin spans to both Aertoprann’s Isle to the west and Wrauntwreck Isle to the north. The busiest wharves and ‘offload’ warehouses are now located here, and ever-larger cranes are rising on the island. Formerly a pirate haunt of linked, labyrinthine warehouses, drinking-dens and hideyholes, it was scoured clean by a disastrous fire caused by a spell-duel between wizards whose names are now forgotten or disputed, that befell several decades ago. Spraystone is named for the almost constant spray of waves breaking on its jagged natural palisades of rocks that presided here until the workers commanded by Arnagus rebuilt this ‘useless’ rock into a succession of wharves and dock-basins. Offload warehouses are small, heavily-manned buildings used to store and shelter a cargo that’s just been unloaded from a ship, or one that is just about to be loaded onto a ship. Sorting occurs in them, for delivery to larger warehouses elsewhere in Marsember -- and because opportunities for theft (and tax evasion/smuggling) are high, so is security. Some ‘eyes’ belong to the warehouse owners, some to rival trade agents, and some to the Crown (various arms of government keep watch over each other as well as over dockside goings-on).

16. Wrauntwreck Isle (just “Wrauntwreck” to most Marsembans, most of the time) is north of both Aertoprann’s Isle (to which it is linked by a single bridge) and Spraystone Isle (joined to it by two spans), and southeast of Old Arn Isle (a single bridge links Old Arn with Wrauntwreck). Dominated by warehouses and the offices of cargo trading companies, coopers, and crate-makers, Wrauntwreck’s name comes from its tendency, in the days before Marsember’s islands were rebuilt into seawalls, docksides, and wharves, to be where all the ‘wash’ from shipwrecks ended up ashore. (To some small extent this still holds true, although salvagers in small skiffs and barges swoop VERY swiftly on all visible wreckage.) Among the buildings on Wrauntwreck are The Drowned Sailors Society (club; DUNGEON map feature #30), Monthorhall (mansion of the Monthor noble family, and map feature #31), and Bracegauntlet Gard (fortified mansion of the Bracegauntlet noble family, and map feature #33).


Hmmm, running long again, I see. Please be patient with me, Mr. Krashos, as I sign off now and return with a third post to deal with Marsemban street names. This “setting things straight” business is more than a full-time occupation; my admiration for you, and Mr. Boyd, and Faraer, and so many other Realms fans increases.
Steady winds for now,
THO
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fourthmensch
Seeker

USA
32 Posts

Posted - 18 Jul 2004 :  07:26:05  Show Profile  Visit fourthmensch's Homepage  Send fourthmensch an AOL message Send fourthmensch a Private Message
To the indefatiguable Ed,

Just a quick question this time: can you give me some indication of Evermeet's heraldry? I know that this is an interest of yours, so I figured you would probably already have an answer that you could discuss at some length. I'm mostly interested in the symbol/crest of the royal house, but I would love any other details about the noble houses as well.

Thanks again Ed!

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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George Krashos
Master of Realmslore

Australia
4788 Posts

Posted - 18 Jul 2004 :  09:03:22  Show Profile Send George Krashos a Private Message
quote:
Originally posted by The Hooded One


Hmmm, running long again, I see. Please be patient with me, Mr. Krashos, as I sign off now and return with a third post to deal with Marsemban street names. This “setting things straight” business is more than a full-time occupation; my admiration for you, and Mr. Boyd, and Faraer, and so many other Realms fans increases.
Steady winds for now,
THO



A labour of love, if it can be described, with a streak of masochism thrown in for fun. I especially love coming up with new Realmslore for Ed. It's akin to showing a yo-yo champion a new trick on his oldest, most favourite yo yo.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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