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Wooly Rupert
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Posted - 24 Nov 2020 :  22:10:36  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Ioulaum's specialization:


@aerothgow

hello. i've been reading some old lore books and i cannot find the specialization of Ioulaum. I know an arcanist has to have a specialization and cannot be a generalist but i cannot find his. what is his specialization ?


@TheEdVerse

You can’t find it because Ioulaum broke the societal rules of Netheril: he studied and mastered all forms of magic. Initially, his major was inventive, and his minor was variation. Once he stood among the most powerful arcanists, he secretly, and then openly, started studying mentalism.

As the Oracle of Ellyn'taal, Ioulaum gained full mastery-knowledge of many powerful spells by taking them from petitioner’s minds. And today, he is an Elder Brain, working all of his spells through his mentalism.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:53:31  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On ironguard:


@GeorgeOlduvai

Does the iron guard enchantment protect against other non-magical metal weapons? Bronze or copper for example.


@TheEdVerse

No, but Elminster has heard of other spells developed by various mages that protect against other metals or non-ferrous alloys. (He's personally familiar with none of them.)
#Realmslore


@GeorgeOlduvai

So steel counts (by virtue of it being mostly iron) but not say...an Adamantite blade?


@TheEdVerse

Yes, steel counts, because its metallic ingredient is iron. Adamantite is an ore (its own different metal), which can be smelted and mixed into an alloy, adamantine.
Ironguard works on ferrous-dominated (mostly iron) alloys. If you add iron to adamantine, it isn't adamantine anymore, and the iron-added mix is useless for anything except ornamental castings, because the iron makes it too brittle for use in tools or weapons (one hefty blow or impact/contact will shatter it into shards). So you would need to craft a new spell, akin to ironguard, specifically for adamantine. Which is apparently very difficult to do, because various spellcasters of Toril and Oerth have been trying, for centuries, without success--but which IS theoretically possible. Elminster suggests that if you succeed, you keep very quiet about it, as the spellcasting world will beat a path to your door. And make demands, some of them, ah, "forcefully."
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:54:35  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On jit snakes:

@Artie_Pavlov

More Azure Bonds lore question @TheEdVerse what is a Jib snake? Is it extinct as Moander suggested? #frlore #forgottenrealms


@TheEdVerse

A “jit snake” is a large (babies at least eight feet long and as thick around as many boar, adults much larger if available food permits), energetic hunting snake. Most are dun-brown, dull olive green, or slate gray; younglings are mottled with lighter scales for their first year of life. They have fangs, and most have yellow eyes that blaze red when they are angry or in pain.

Jit venom makes adult-human-sized creatures weak and imprecise in their movements, as if drunk, and usually plunges them into a fitful fever of vivid dreams lasting up to a month (usually about half that); smaller bitten victims are usually plunged into comas. Larger creatures, like oxen, become slow and sometimes unsteady if bitten.

Jit snakes were hunted to near-extinction by the elves of Cormanthor due to the danger they posed, and were later exterminated in the area, as both the devils and demons roaming the ruins of Myth Drannor in the early 1300s DR found them a delicacy when dined upon.

Elminster warns they are not extinct; some can be found deep in Chult, and in jungle and forest areas east of Ulgarth—and perhaps other places.

Jit snakes devour prey by biting them apart, not swallowing them whole, but can bulge and expand to hold all of the non-bony material of the carcass of even a large creature like an ox at the same time. Like most snakes, full jit snakes are lethargic, not hungry. Unlike most snakes, a jit snake will slay all nearby creatures it deems dangerous before eating one, and will hide (typically in a cave) if coiling up and digesting.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:55:35  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Luskan and Jarlaxle:


@Artie_Pavlov

Question about Luskan to one and only @TheEdVerse. After the spellplague, it’s being rebuilt, right, but what is it’s state now, livable? Is arcane brotherhood still in charge even after they were to blame for the undead frolicking around? Or are the crow pirates the main force?


@TheEdVerse

Luskan is still largely in ruins, and remains lawless except in areas policed by a Ship (i.e. trading markets). Officially ruled by the High Captains, as always—but, as always, the true power is the Arcane Brotherhood, ruling from the shadows (scrying from afar and using their spells to influence everyone). They have always preferred to avoid the work, and being a public target, of overtly ruling, but Luskan does nothing they disapprove of.
#Realmslore


@lukey_baby86

Whilst I consider you the ultimate authority, I thought that in dragon heist it states that luskan is ran by jarlaxle Baenre the leader of the bregan de'aerthe who is trying to convince the lords alliance to recognize luskan as a legitimate member state?


@TheEdVerse

Jarlaxle "declared himself" its secret lord. He is indeed trying to get Luskan standing with the Lords Alliance, and he is sponsoring and propping up the High Captains. Like Arklem Greeth, Jarlaxle is far too wily to openly rule. Jarlaxle wants Luskan to be the open trading port for Bregan D'aerthe.

But Jarlaxle is spread far too thin to truly rule anywhere; he's trying the exact same thing in Neverwinter and in Waterdeep, hoping he can achieve effective rule in any of them. If the Arcane Brotherhood would go away, he could most easily achieve true (but behind the scenes) rule in Luskan. But saying Jarlaxle "runs" Luskan is like saying a downtown street gang leader "runs" Chicago or New York. Leans on folks to try to get his own way, yes, "runs," no. He's trying to wield and claim powers he doesn't really have, yet, in hopes folk will let him get away with it.

In other words, the situation has been masterfully set up by @ChrisPerkinsDnD to make for maximum play opportunities for your PCs.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:56:15  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On magic on Earth:


@RidianG

If Elminster can go back and forth from our world and Forgotten Realms using his magic doesn't that mean the Weave is here as well? Or did he get stuck here until he learned how to access our world's magic (assuming we have it still)?

And further if he brought one of us Earth people back with him would we be potentially able to access the Weave ourself?


@TheEdVerse

Elminster, being a Weave anchor, brings a long, tenuous strand of the Weave with him. He usually jaunts between Toril and Earth via existing gates (portals), and knows many ways back, so is never "stuck."

He knows how to access magic on Earth, thanks to many visits and much experimenting.

If an Earth person went the other way, and happened to have the Gift (ability to wield the Art = arcane magic; not all do), they could experiment, and be trained, and so learn to work magic in the Realms. Safe handling comes slow.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:56:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On magical child prodigies:


@aerothgow

hello! how come we don't see any more child prodigy in magic like karsus anymore? no more geniuses are born ? how come all the great wizards are very old ? plenty of scientist in real life discover their big findings when they are pretty young.


@TheEdVerse

I agree; many young folk happen upon bright new ideas. When it comes to great mastery of wizardry, though, years of experience (IF you survive them) are a great asset (like a veteran car driver, you have a better grasp of what to do when things suddenly “go wrong”) and give you the time needed to truly master a roster of spells, time to ‘build up’ that roster, and time to CREATE spells and so achieve a greater understanding of what works and doesn’t work, in working with the Weave.

We don’t see as many child prodigies in the Art, frankly, because without any Realms fiction being published, the focus of storytelling right now is elsewhere; we don’t have many opportunities to learn about child prodigies in the Art. They still exist, believe me. Their presence in various locales is one of the great ‘speed bumps’ that slows any conquering contemplated by the Red Wizards, the Zhentarim, and war-minded barons and petty rulers everywhere.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:57:26  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On many topics divine:



@RedNoBlue

Occasionally gods have died due to lack of followers, but if they’re part of a pantheon can the other deities go “Hey, my followers, worship this guy until he can get back on his feet”?


@TheEdVerse

Okay, first thing: ALL of the answers I’ll be giving you are for the Realms and its deities and cosmology only.

Yes, other deities can issue instructions to their mortal worshippers, through dream-visions and manifestations (e.g. speaking out of altars or temple brazier fires), and via clergy. However, mortals have free will; they may or may not obey; it’s up to them.

And your question is rooted in monotheism; it’s important to remember that all sentient, sane beings in the Realms “believe in” and worship ALL the gods, not one god. It’s extremely rare for a deity to die from lack of followers. Cease to be a deity, yes, but it’s usually other things that kill them (other gods, for example).
#Realmslore


@RedNoBlue

Is there something in the balance that prevents new Gods from appearing? What prevents a town from choosing their strongest defender and elevating them through prayer to a demigod?


@TheEdVerse

Yes, there are preventions, Ao being one, but it’s more lack of room in the pantheon: place-spirits and very minor divinities appear all the time, but there’s only so much truly strong and prevalent worship to go around (when a given mortal is worshipping Tempus, and then Chauntea, and then Tymora, and then going to bed, they may not have waking energy enough left to squeeze in a new and little-known god, unless that new god has appeared to them personally and benefited them in some direct, meaningful way. The gods already on the scene dominate certain portfolios, and it’s hard for a new god to “matter.”

In theory, there’s nothing to prevent mortals selecting a mortal and praying enough to them to get them divinity, but in practise, there’s no town, city, or even realm of Toril big enough to generate enough veneration at any one time to achieve this—even if all mortals ever understood and could be convinced that it would work, or could agree on anything. Just look at our real world and see how rare FULL heartfelt agreement is on anything, for any length of time.
#Realmslore


@RedNoBlue

How do Gods sustain themselves through belief? Is there an independent power they can draw on, apportioned to them by Ao's rule based on the number of followers they have? Or is belief itself that energy, a form of psychic emanation that the Gods feed on (for want of a better term). If so how does it bridge such large gaps?

I have a theory that ‘thoughts and prayers’ en masse actually do manipulate the Weave, essentially casting a slow-burn spell that empowers their God. Is that thinking too much like a Wizard?


@TheEdVerse

Yes, it is thinking too much like a wizard. ;} No foul, though: to a man with a hammer, everything starts to look like a nail (many wizards speculate just what you have).

Here’s the thing: Mystra IS the Weave. The Weave is ONE WAY (the fast, heavy-power one) of accessing the natural energies of the world (wind, tides and currents, heat and convection, avalanches and other kinetic, continental drift, sunlight, lightning, faezress and other radiations). Divine magic is another, but individual spells tap the Weave as a delivery system (which is how Mystra can block them). However, rituals and mass worship go PAST the Weave; they are ANOTHER way to access natural forces. There are other sorts of magic that can call on natural energies, and other means (elementals, for instance; wizards can control and compel elementals with Weave-related spells, but monster abilities are called “spell-like abilities” in many cases, rather than “spells,” for a reason.

So thoughts and prayers do manipulate natural world energies, yes, but not via the Weave, and not manipulating the Weave itself.
#Realmslore


@RedNoBlue

Could a God give a cleric, say, Magic Missile? What in-game reason is there for not granting it? Mystra?


@TheEdVerse

Yes, Mystra is the in-game reason for denying a deity the use of any particular magic, consistently or temporarily. And she can and has ‘cut off’ deities from certain spells, and even the entire Weave (herself), denying them magic completely (though Ao put a stop to that, and swiftly). She WILL prevent a deity from overusing or misusing this power (for example, Diety X wants to grant all of his novices the power to Disintegrate anyone who stands in their way: hard NO).

But on a one-off basis, deities quite often bestow upon mortals spells they normally wouldn’t be able to wield, due to class or level, or to aid them even when they didn’t request it, if the god wants to, or to give them what they need, not what they THINK they need.

More often, however, it works in the other direction: a mortal has been “bad” (displeased the god), so the deity doesn’t grant the spell that is prayed for, sending nothing (silence) or a rebuke, or a lesser spell.
#Realmslore


@RedNoBlue

And if it’s Mystra saying no, could other Gods intervene? Moradin says he won’t give power to any dwarf who wields a gun? Lolth says no drow may receive power from Lathander?


@TheEdVerse

Heh. Mystra can’t say no, as per my earlier answer. Other deities can intervene, but under Ao’s enforced limits. In the examples you give, Moradin can indeed refuse to give power to any dwarf who wields a gun, because Moradin decides how Moradin aids mortals. But Lolth can’t block aid from Lathander. She can try, but Mystra will ‘go around’ her to convey Lathander’s aid, and if Lolth presses, Ao will step in and shove her back.
#Realmslore


@RedNoBlue

Finally, how much is a single voice of prayer actually worth to a God?

@TheEdVerse

Not a lot, but like pennies, or drops of water, they add up. Drops of pure water are actually a better analogy: we humans need to ingest water, sooner or later, or we die. A deity needs worship, to retain godhood (not necessarily existence, as gods that “fade away” through being forgotten become vestiges).

So one act of worship is like a speck, but mountain ranges are made of many specks. “A wise god spurns no worship,” as the old Faerûnian saying goes. And as Elminster feels moved to add: a single act of worship AT THE RIGHT MOMENT can start a holy avalanche.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:57:50  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On merfolk lifespans:


@EoghanMacmillan

Hey @TheEdVerse @mikemearls @SageAdviceDnD, got a quick question: what's the average lifespan/age of maturity/etc. for merfolk? Been hunting around, but can't seem to find any answers.


@TheEdVerse

I can only speak for the Realms. In which merfolk are born live, are functional but not mature (cannot reproduce) at birth, become mature in 20-30 years, typically stay with their parents for their first 20-30 years, and have a normal adult vigorous lifespan of 160-170 years. If cared for by others, they may survive past 200. Childbirth years are from 20-30 to around 120.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:58:32  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On mimics:


@mythicalbeast43

im sorry to bother you but i was wondering if you could give insight as to why mimics are now nothing more then feral monsters. But when you created The forgotten realms they could speak and were actually more common to speak then to not.


@TheEdVerse

There are several sorts of mimics (intelligent, less-so "killer" mimics, and so on). The 5e designers just haven't been bitten by (and so, reminded about) one of the smart ones yet. The ones who can lure by vocal mimicry, not just visual. Or as Dove once put it, "If you must 'go' in unfamiliar surroundings, be rather careful about where you sit down."
(!)
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:58:59  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On mixed drinks:


Jun 18, 2020

@Artie_Pavlov
A Question for @TheEdVerse on mundane. What exactly are these alcoholic beverages in the #ForgottenRealms : Delayed blast, Dragon's bite, Flaming gullet, Red rum swirl, Yeti's breath. #dnd #dungeonsanddragons #FRLore


@TheEdVerse

These are all mixed drinks (“cocktails” to us), and were all on offer in The Hidden Lady in the 1300s DR, as seen in the Realms novel AZURE BONDS.

Delayed Blast is named for its sudden back-of-the-throat alcoholic kick, wherein it dims the imbiber’s hearing and pain, and leads to a detached feeling of euphoria—right after a painful “searing fire” onset in the back of the nose and forehead that often makes drinkers shudder, gasp or swear, and shake their heads (the “blast,” which takes place only some minutes after a particular drinker has first begun drinking; how long varies with each drinker. A Delayed Blast is a particular combination of sarrak (a Rashemi and Impilturan drink; we would call it “potato-based vodka”), “red renth” [cherry juice], and sweetstalk (a celery-like sweet green vegetable that grows wild across the Heartlands, and is often found, cultivated, in cottage gardens).

A Dragon’s Bite is a drink made with mint wine (pale, translucent green), pepper brandy (a strong cordial made with crushed black pepper and sweet red peppers), powdered cinammon, and licorice root. It’s minty and cool, with a nutty, not sweet but not bitter licorice aftertaste, that ends with a scorching-hot cinammon flare in the throat (the “bite”).

A Flaming Gullet is never, tavern tales to the contrary, served alight and flaming; it just causes a searing on-fire sensation in a drinker’s throat (and, incidentally, completely clears the sinuses, with swift expulsion of all snot). An amber-hued drink, it is made from the right mix of klaraunth (barley vodka from Chessenta, Tethyr, or the Vilhon), the “juice” (distillate) of hot red radishes, the “juice” (distillate) of horseradish root, and powdered chestnuts.

A Red Rum Swirl is a comfort drink; that is, it’s gentle on the throat, nutty and pleasant to the taste, and often causes extreme drunkenness because the imbiber didn’t realized how potent it was, and drank too much of it.

It is red in hue, due to the cherry brandy added sparingly to it, its base is indeed rum, and that rum is mixed with generous amounts of almond brandy and stirred-in caramel (made beforehand by slowly heating and stirring together butter, cream, and cane or beet sugar).

A Yeti’s breath is so-called because it’s ice-cold to a drinker, in part because of the menthol in it, in part because of the crushed ice that’s an essential ingredient, and in part because the main body of the drink is tapdragon (sugar cane molasses-based vodka), to which is added darsargar (powdered ginger). The last ingredient, menthol, comes from peppermint oil, derived from the abundant wild peppermint plant.
#Realmslore


@Greysil_Tassyr

I would follow up with this: are there generic terms for "mixed drinks" in common usage?


@TheEdVerse

Yes. “Brightwaters” and “goblets of plenty” and “Throatsparkles” are all collective terms for mixed drinks, from place to place and with differing formality (“goblets of plenty” is for menus, haughty eateries, and courtiers).
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  22:59:44  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Moander:


Aug 23, 2020

@clackclickbang

I have a #Realmslore question! Moanderites aren't really depicted as being likeable or forging alliances. Was there ever a time when this wasn't the case, and if so, who held strong alliances with the Rot Lord and his faithful? Was he ever inclined to take human form?


@TheEdVerse

There was a time (not long before Dalereckoning began, so before “Year Zero” DR) when Moander took humanoid form, rising up to fill a cowled robe but dripping out of it disgustingly (rather like a Worm That Walks).

At this time, Moander was trying to persuade mortal worshippers and his fellow gods alike that he was the equal of Chauntea and Silvanus, and rightfully so, as part of a natural cycle of all life, and that he shouldn’t be seen as evil, but inevitable and necessary. Only a few gullible mortals believed him, and only briefly, thanks to his corruption of everything he touched; the decay horrified both his clergy and lay worshippers, save a handful who maliciously enjoyed spreading it. So, no strong alliances. The logical alliance would have been with Shar, but she saw him as an upstart rival, to be spurned, and his behavior towards her did nothing to soften that view.
#Realmslore

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Wooly Rupert
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Posted - 24 Nov 2020 :  23:00:12  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Moonsea naming conventions:



@MythicalSong

Greetings! If you can spare the time, I am interested in the naming conventions around the Moonsea. Are differance in names among nobility, and commoner? What might some given and family names be?


@TheEdVerse

1) So, now, popular commoner surnames:

Alantaer, Uluntaer
Arlbar, Arnbar
Blaeth
Bukkard
Caelcandle
Daranth
Enthard
Feldreth
Gaskyn
Halfblade
Holaunth
Jesalanth
Kontor
Lhandred
Maerohed
Mreskorn
Nanth
Novaunth
Orbusk
Paerend
Relvrath
Stonespear
Summerweather
Tanthael
Telgast
Ulshield
Varshulder

Popular commoner female given names:

Alys, Alyse (pronounced “El-EEE-ss”)
Baerindra
Cauntha, Caunthra
Darra
Evene (pronounced “Ee-VEEN”)
Feene
Haevarra
Ilsharra
Joene (pronounced “JOE-enn”)
Larlyra
Qara, Qarra (pronounced “CAR-ah”)
Shonda
Taldra, Teldra
Tanthe
Teltora (“Tora”)
Uma (pronounced “OOM-ah”)
Valanthae
Yanthae
Yelandra

Popular commoner male given names (short form given in parentheses when it so overshadows the original as to be given by itself as a proper first name as often, or more often, than the original [see also Teltora in female names]:

Branth
Cordar, Cordyr
Denneth (”Den”)
Elrar, Elreth
Farl
Fyndrel, Fyndrul
Garth
Halark
Hethyn (”Heth”)
Jesevin
Keldred
Lundar
Mereth
Murnaen
Ossan, Ossant
Pelarn, Pelarran (“Pel”)
Sandan
Tarth
Vorosk
Wendarl (“Wend”)
#Realmslore

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Zeromaru X
Master of Realmslore

Colombia
1830 Posts

Posted - 25 Nov 2020 :  17:54:06  Show Profile Send Zeromaru X a Private Message  Reply with Quote
Hey, Wooly. Thanks for continuing with the compilation ;)

Long ago, in the distant past, they fell into decay. The philosopher’s path... The river of glory... Even the saints resting in the darkness rise up without response and block the way...
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Posted - 25 Nov 2020 :  19:35:37  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Zeromaru X

Hey, Wooly. Thanks for continuing with the compilation ;)



I've got a lot more I'm sitting on, but the expected time to post them has not materialized.

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Kentinal
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4541 Posts

Posted - 25 Nov 2020 :  20:43:45  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Zeromaru X

Hey, Wooly. Thanks for continuing with the compilation ;)



I've got a lot more I'm sitting on, but the expected time to post them has not materialized.



Well you do not yet suffer Sage Time factor :)

I do add my thanks.
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Wooly Rupert
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Posted - 25 Nov 2020 :  21:40:03  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Not a problem!

I've finished the tasking my boss gave me... I also complained to him that his tasking kept me from reading the BattleTech pdfs I'd purchased this morning!

My boss is also my DM... I don't think he's going to give me the XP I asked for, for doing that task.



Anyway, here we go!

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Posted - 25 Nov 2020 :  21:41:16  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Myrkul:


@clackclickbang

A few questions for you, Ed!

1.) Was Myrkul a mortal, lich, or other form of intelligent undead before his ascent to godhood,

2.) If mortal, why did he not give himself over to undeath, and 3.)
Why did he possess four arms, or was this just the case for his avatar?


@TheEdVerse

Sure. Sorry for the delay; due to a video game, there’s actually an NDA attached to Myrkul that I’ve been (slowly) unearthing and examining to see what I can say. Which, it turns out, is a lot, so here we go...

As recounted in the 2e sourcebook FAITHS & AVATARS, Myrkul Bey al-Kursi was Crown Prince of Murghôm, and an adventuring necromancer of some accomplishment. Although he made all but the last few preparations for his own lichdom, and experimented with cloning magic to create spare organs for himself, and even spare arms (having seized notes on magically-assisted grafting and sinew and tendon creation from Haask of Ironfang Keep), he never became undead nor augmented his own body (beyond personal protective magics) ere ascending into godhood.

Instead, he (and the mortal Bane and Bhaal) went adventuring in hopes of slaying gods and seizing their divine power, and so achieve immortality by becoming gods themselves, all of them seeing divine power being preferable to fighting off slow decay as undead (a view reinforced, in Myrkul’s case, by the relative ease with which he and his adventuring companions destroyed great numbers of undead). In the infamous game of knucklebones, the three decided their fates before the deity Jergal, who willingly surrendered his rule of the underworld. Myrkul came second (to Bane) in the game, and became Lord of the Dead, ruler of the underworld.

As a living man, Myrkul looked normal (and only ever had the usual two arms). His divine avatar has four skeletal arms and a skeletal chest, with a scaly face (of skin stretched over an almost-visible skull), and from the waist down he’s wasted flesh and sinew over bone.

Deities can appear as they wish, except in moments of great weakness or overextension of their power, so Myrkul’s avatar is how he wants to seem to others. The skeletal, scaly, and wasted elements are to maximize mortal human fear of him, and the four arms are his preferred number of limbs to carry and wield all sorts of things (all four arms are fully articulated at all joints, as is his neck, so they can all “bend backwards” at the elbows, shoulders, and wrists, and his arms can ‘face’ behind his back, as can his head, if he wishes). This allows Myrkul to wield or flourish an oversized scythe and at the same time cast spells or gesture, without awkwardness or loss of style. (And Myrkul is a proud, vain being; style is important to him.)
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Posted - 25 Nov 2020 :  21:41:50  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Netherese names:

Oct 18, 2020


@Vrgazze

could you help me? I will play with a male Human High Netherese from the Arcane Age that travel time to 1490. Could you help me giving characteristic names and surnames(family names) for this character? Is there any Loroos dictionary?


@TheEdVerse

Sure. This topic comes up here at Twitter every year or so, and I’ve answered it many times, so please be aware that I’m generalizing here.

Netherese rarely use surnames. Except for noble or ruling families (like the Tanthuls,of Thultanthar). Here are some other examples of those ‘high’ surnames:
Arimmon, Glest, Heirakaunt, Larezmiir, Maeraklaervel, Norlyal, Orivven, Yadanth

Given names often use double-a constructions, end in ‘ol’ more than the namings of other times and cultures, often begin with M, and often include ‘oun’ or ‘aun.’

Male examples: Aglaren, Bezoarn, Clarbrennus, Dyrar, Eirol, Ethuud (pronounced “Eth-OOD”), Lamorund, Malant, Mlaarol, Naraeyn, Orthol, Rivalagorn, Skord, Tabrakh, Vaereth, Yulvaun.

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

Unfortunately, I don't think there is any publicly-available Loroos dictionary, just an internal (and NDA'd) Wizards "dropbucket o'added words" file.
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Edited by - Wooly Rupert on 25 Nov 2020 21:42:15
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Posted - 25 Nov 2020 :  21:42:59  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On the Northmen worshiping Tempus as a storm god:


@silviosalles

In the 1e Moonshae booklet, 3 of the Gods of Fury are worshipped by some northmen. But their main deity is Tempus, as a storm god.

Have Tempus defeated Talos, casting him away from the Moonshaes and taking storm powers in the process? Have the Earthmother helped him?


@TheEdVerse

No, there’s been no war between Tempus or Talos, nor has the Earthmother aided either openly (I say “openly” because some senior clerics and sages think she is meddling, to cause what I’m about to mention).

The Northmen worship Tempus as a storm god because repeatedly, when they went into battle (raiding or attacking, or defending) and called on Tempus, a storm blew up almost instantly, with rain or sleet driving down on the fray, and lightning bolts playing about. So the local belief arose that Tempus sends storms.
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Posted - 25 Nov 2020 :  21:44:08  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On operas:


Sep 8, 2020


@WaddellErik

Hi there. @TheEdVerse ! I’m wondering if there are any famous operas performed at theatres in the Realms?


@TheEdVerse

Oh, yes. There are four really famous human operas that get performed many times and in many places across Faerûn, every year: The Lovelorn Knight, Alvaericknar, The War Of Three Castles, and Downdragon Harr.

The Lovelorn Knight:
A knight falls in love with haughty woman after haughty woman who doesn’t love him. Sad and despondent, he is heartbroken when he discovers THE woman, only to discover she prefers the company of women, so he goes to an evil sorcerer to be made into a woman so he can woo her. The magic works, the courtship succeeds, and they are happy together until the sorcerer tries to slay them both and steal their castle and riches; he succeeds, but as ghosts they defeat him, and continue their love match in the crumbling castle they now haunt.

Alvaericknar:
The merry misadventures of a rascal who outwits foe after foe, swindling them in the process, until he robs a lich who slays Alvaericknar. But the merry rogue has played a trick, and arranged that his horrible demise takes place in a spot of active enchantments, so he’s magically forced into undeath. As an undead, he goes right on being a swindling, fun-loving rascal, only now he doesn’t need food or drink or shelter.

He still likes wine and the ladies, though.

The War Of Three Castles:
THE opera for those who love heavy, martial marches and triumphant horncalls and heroic deaths in battle, this saga concerns three warring kingdoms whose kings hate each other, and each decide to obliterate their rivals and conquer their realms, no matter what the cost. Each hurls his warrior princes and princesses into battle, at the heads of the realms’ armies, and of course they fight each other, wound each other, plunge into the Underdark when the ground beneath them collapses, and there, amid the tombs of long-dead kings, they nurse each other back to health and fall in love with each other in so doing: two princes and one princess, who can’t choose between the princes but is adamant that she shall have them both, equally, or neither. She prevails, and they decide to wed each other in a three-crowns union, even if their fathers execute them for it. Yet when they struggle back to the surface, fighting loathly worms to do so, they discover all three kings dead, the kingdoms laid waste by marauding monsters after their armies had annihilated each other, and the few surviving peasants only too happy to have peace—in a new, united, three-crowns realm (where everyone seems to sing in melodious chorus).

Downdragon Harr:
A princess, the only heir to a throne, is transformed into a dragon by a wicked sorceress who uses magic to transform herself, and take the place of the princess. Only to murder the king, and so succeed him as a ruling, unwed queen. Her first royal decree is to command all knights of the realm to go forth and slay every dragon they can find (the dragons are all basso profundos). There is much slaughter of wyrms, but the knight who happens upon the transformed princess wields a magic sword, and as he gravely wounds her, it shatters the magic upon her, and she returns to her true form. They fall in love (in a famous duet, “Too Long Apart, United Now, One Heart”) and the knight persuades Harr, the oldest, most powerful dragon of all, who has slept for the last century, to act as their steed as they fly to the royal castle to confront the queen. She sees their approach and uses mighty sorcery, that drains the life from most of her courtiers and all of her guards, to slay the dragon as it dives down on the castle—but in death, it slays her, crashing into the castle and crushing her to pulp under its great bulk as it slides to a (dead) stop. (It sings in death, and so does the queen from somewhere under it.) The princess and the knight begin their happy rule, and wedded bliss, atop the carcass of the great dragon (right away, before it begins to stink).

There are also half a dozen halfling comic operas (think bawdy Gilbert & Sullivan; dwarves and gnomes love these, too) that are constantly performed, with patter song lyrics altered to fit the locale and the latest news, all of them with utterly improbable plots involving mistaken identities, misunderstandings in bedchambers, executioners running about missing everyone who can sing with their axes, and hairy male singers who end up in feminine lingerie. Their titles are Ravalar’s Roister In The Cloister; Yeomen, Bowmen, and The Taming Maiden; The Seven Drunken Swordswingers Of Silverymoon; The Haunted Bedpan; The Laughing Statue Of Beltragar; and The Night Six In-Use Beds Fell Into The Castle Moat.

Someday (I should live so long) I’ll write them all, and try to persuade
@TheOperaGeek to star in them.
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Posted - 25 Nov 2020 :  21:44:43  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On preserving venoms:


@RidianG

So i know the venom breaks down rather fast if harvested. Have alchemists or poison crafters in FR ever developed a stabilizing agent to prevent this issue?

@TheEdVerse

Oh, yes. Arethra’s Amalgam, made from a secret blend of three different herbal distillates (drakentongue, feverfew, and tansy), a pinch of powdered moonstone, and a drop of basilisk blood, is a nigh-universal stabilizing agent that not only preserves the properties of liquids it’s added to, and is itself safely ingested, it also maintains hues of mixture AND keeps them mixed together. Sometimes known as “reth” for short, it’s a reddish-pink, translucent, gummy liquid. It has a shelf life of twenty years or more, if not allowed to boil (which ruins it instantly), and turns brown when it’s “no good.” Commonly sold by the 4-ounce vial for 12-20 gp (low end in a busy large-city shop that has a large stock of them, and prices quickly slide to the high end of the range in rural or wilderland areas, where there’s a scarce supply).
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Posted - 25 Nov 2020 :  21:45:42  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On priests of Kelemvor and Myrkul interacting with dying people:


@LeslieCourtne14

How do priests of an evil deity like Myrkul treat the dying vs the priests of a god like Kelemvor, for example?


@TheEdVerse

Kelemvor is judge of the dead; his clergy urge the dying to do acts that will let their souls go where they want them to be. Myrkul oversees death, and his priests comfort the dying and alleviate their pain and console them and see that they set their affairs in order, so that although "just plain folks" may fear Myrkul and his clergy, they accept death as inevitable and not to be cheated (by them). Myrkulytes have always garnered offerings and acceptance by 'being there' for the dying.
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Posted - 25 Nov 2020 :  21:46:26  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On pronouncing "Chardansearavitriol"


@webjr1981

can you help me pronounce Chardansearavitriol.


@TheEdVerse

Sure. Phonetics follow:

“Char-DAN-seer-ah-vitriol”

(Fast on the beginning, bring your voice down in pitch, and louder, and slower, on the “DAN,” and then rise in pitch and gallop through the rest of it.)
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Posted - 25 Nov 2020 :  21:46:55  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On purple dye:


@LysbethRaven

Is there an equivalent of the Imperial Purple from the Eastern Roman Empire/Byzantine Empire in Faerûn? It is the dye that was made from a specific type of mollusk. And it stank like hell to create.


@TheEdVerse

Tyrian purple/imperial purple is known in the Realms, under the name “Oldblood” or “Heartsblood” for its hue, as are the rock snails it’s derived from (Murex to us, “hunting knight snails” in the Realms). The hue doesn’t have the lofty/high-ranking connotation in the Realms that it did to the ancient Romans, but does have the expense (because it’s so difficult and time-consuming to gather enough snails for a good dye batch). As in the real world, several species of sea snails from various farflung places in the seas of Toril will yield an enduring purple dye when exposed to sunlight (and these days, as snails become fewer and fewer, they are usually NOT crushed, but rather kept alive and milked, which takes a lot of work and is usually done by young or aged family members of fisherfolk families). Almost all of these species are predatory “rock snails.” Freshwater snails of the Realms (like the Browncurl and the Hornspire) tend to yield enduring BROWN dyes when their secretions are exposed to sunlight. This is the sort of lore topic and detail Steve Fidler and I try to sneak into the AMARUNE’S ALMANAC series of sourcebooks from Vorpal Dice Press (available at the DM’s Guild as e-releases).
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Posted - 25 Nov 2020 :  21:47:43  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On roads:


@Medan_DM

Thanks for answering! When you mentioned roads... What kind of roads are in Sword Coast at the end of 15 century DR, for example? Say "High Road", or "Trade Way"? Is it wide cobbled kind of road, or dirt road?


@TheEdVerse

I answer similar queries every 2 months or so, so this answer is a retweet:
Some major roads in places like Waterdeep are wider than 50 feet; the idea being that you can easily turn a large wagon drawn by three pairs of oxen yoked in harness one in front of the other. (See real-world American brewery wagons, back in horse-drawn days.)

Dotted-line-on-maps roads/wagon trails have at least 30 feet of ‘crown’ (traveled area), with a grassy verge of about another three or more feet per side before pitching down into grass-lined drainage ditches, on either side. The idea here being that wagons can easily pass each other without danger of wheels catching, or projecting-to-the-side loads snagging on each other. So, 30-foot minimum, except when cutting through rock (mountain passes/prime ambush areas!), and wherever the road comes out onto exposed bedrock, the cleared area widens into a layby/stopping area/turning area.

Follow up question: In town (in Amphail) would the Long Road be dirt, cobblestones, or Roman road?

In Amphail, it would be a combination of crushed-rock gravel, crushed-old-pottery-roof-tiles gravel, and flagstones. (So, yes, Roman roads. ;} ) Dirt is to be avoided, as it turns into mud and potholes too readily.

For this mud-and-potholes reason (which in turn causes subsidences and eventually building collapses), cities that have sewers/gutters/catchbasins and other ‘guided drainage’ will have a layer of cobblestones over top of the gravel. Cobblestones are heavy and expensive, so will be used elsewhere only if necessary.

(Cities have residents who can be taxed annually, or by special levies, to pay for paving work.)

Swampy areas tend to have ‘log roads’ (VERY bumpy), with gravel and dirt laid over them and relaid every spring (winter frost and frost heave logs up, and the rest of the time they slowly sink into the swamp, so many such roads are several log-layers deep), or more often if need be.
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