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Wooly Rupert
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Posted - 02 Aug 2019 :  14:40:38  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On alignment languages:


8 May 2019
#8207;

@AdamDravian
I'm curious as to how you handled alignment languages in your game. Was the ability divinely bestowed? Did creatures in your Realms know their "alignment"? That's an aspect of the 1e rules that I've always struggled with wrapping my head around.


@TheEdVerse
Creatures knew their alignment if clerics told them (having used know alignment spells). Alignment tongue is a shorthand code, not a full, expressive language; can be used to identify others of same alignment if they understand what you're saying; it's a way of sharing concepts/dogma central to a particular alignment (e.g. "obedience to order stultifies" or "all things are best balanced"), and must be recognized to 'unlock' it in your head. So divinely bestowed but asleep until used. I asked Gary Gygax about it back at GenCon 8 (my first), and described how I was handling it (elaborating on the bare bones I've just set down here) and he agreed: yep, you're doing it right.
#Realmslore


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Wooly Rupert
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Posted - 02 Aug 2019 :  14:41:23  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On beverages of the Heartlands:


14 Jul 2019

@jayeedgecliff

I’ve asked after Cormyrian dining habits & novel after novel paints Waterhavian favourites.
What of heartland drink, Ser Greenwood?
I imagine Cormyr & Dales overlap strongly here but what *are* their favourite beverages? Intoxicating, mostly seems wine in books?

Anything about it special, like favouring blueberries or being sparling? Is there a trend of ale vs mead vs beer? What about a simple morning sip? Tea? Coffee? Cocoa?
I know Dalesmen seem inclined to start their day with a bit of hot broth.
Finally is Suzail, in this respect
Anything like Vienna is to wider Austria with unique tastes & habits found little (if at all) beyond its walls?

If it matters over much my Realms are still 1350s-60s and there’s not yet been any Time of Troubles.


@TheEdVerse
#8207;
Hi! In rural Cormyr and the Dales, as most places in the temperate forested-and-agricultural Heartlands, nigh everyone makes “small beer” at home for daily use, and makes wine from local “free” (grown on your land or readily pluckable on common land) ingredients (such as “kruth wine,” which we in our modern world would call “dandelion wine”). Crude “over-the-flames” distillation is common (habitually done by about one in eight people) for making medicines/liniments and stronger drink (often mixed with wine or beer or crushed berries as a fortifier rather than drunk “straight” as itself).
Most homemade wines in Cormyr and the Dales are made from wild berries (blackberries, raspberries, “wild grape” and the like) or other wild fruit (crabapple wine is a favourite in the Dales and eastern Cormyr). Farmers tend to make melon wine, plum wine, or apple wine (and hard cider), and the colloquial collective term for all homemade wines in this part of Faerun is “wildapple wine.” Many of the wines of this region are a light translucent green in hue due to the most popular wine “recipes” combining grapes that have skins that impart green hues during maceration, and leaves of various herbs, vines, weeds and other wild plants that do the same thing.
Aside from these green hues, there’s nothing really “different” or characteristic about drinkables of this region compared to other temperate Heartland areas; everything varies locally depending on what’s most cheaply or freely (“wild”) available as ingredients (sugars from beets [molasses] or birch wood or honey or maple syrup or various plant nectars). For some reason, mead is less popular with younger folk, and more popular with older generations.
However, daily drinks in the homes of common folk are almost all broth (the warm broth for breakfast is a do-heavy-manual-labour fortifier for all temperate-zone farmers, not just in the Dales) in mornings or chilly evenings, teas and tissanes (herbal or fruit teas) any time of day (and the most common/popular beverage, overall), with the various coffee and cocoa variants and equivalents being “acquired tastes” drunk on special occasions or by the slightly more wealthy or by those who’ve traveled far (aside from water, the ingredients are more expensive because not local).
Suzail doesn’t have a unique local drinkables scene/preferences; it’s a wealthy, busy, cosmopolitan trading port between Sembia and the Dragonreach, and the Sword Coast, so fads, fashions, and influences swiftly travel back and forth. Residents of Suzail do drink more imported wine because they can readily get it, and because the nobles of Cormyr, all having “city houses” in Suzail even if their main residences are elsewhere, set the tone by what they order in bulk for their cellars and tables. Cormyrean fads and new fashions in matters drinkable and otherwise most often begin in Suzail and spread throughout Suzail because merchants are always trying to introduce new things for the Suzailan nobles and wealthy wannabe-nobles to buy—and they are trendsetters for the rest of Cormyr, just as Cormyr and Sembia set trends for the Dales. This has been the overall situation from the mid 1100s DR up to 1500 DR, so applies to your campaign. The recent trend: sherries and almond-flavoured liqueurs from Chessenta and the Vilhon.
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Wooly Rupert
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Posted - 02 Aug 2019 :  14:42:01  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On buying and selling magic items:

21 Apr 2019
#8207;

@Sands_Tavares
Hey my good Sage, a question: As per 5e rules for buying an item as a downtime activity, you actually have to roll to see what items appear(better rolls, rarer items) and if a player seeks a specific one they must roll particularly high depending on rarity. There is also a bonus to represent how high/low magic the setting is, from -10 if it's super low magic to +10 if it's super high magic. What would be a reasonable bonus(if any) to add for Waterdeep in this step? I'd imagine even post-spellplague we are still dealing with magic items reasonably often in Waterdeep. And what kind of sellers might bring the items? Ships? From where? Faires? Auction Houses? Would love to hear you discuss some of the workings of the magic item economy when possible. Thanks in advance!
#8207;

@TheEdVerse
Any large crossroads trading city in the Realms that attracts a lot of money will be trending towards "super high magic." As the Realms heads into the 1500s DR, I'd put Waterdeep at a +7 bonus in harsh winter height, up to +9 at end of summer when some folk want to leave and make one last "big sale" to tide them through the winter lean trading times. In the Deep as elsewhere, magic items are held by two sorts of folk: those who have the Art (e.g. wizards) and want to use them/experiment with them/make use of them in manufacturing processes [and this sort of folk rarely want to part with them, except in trade for a "better" magic item] and investors. (In the same way that some real-world folks sit on paintings they keep in storage instead of looking at, and own houses they don't live in, to eventually resell or auction them for far more than they paid.) It's this second sort of folk that we usually neglect in published game lore, but who are far more "the source" interested adventurers can access. In the Deep, they are often nobles (who now need funds), guilds (who are heavily into the investment game, meaning they may acquire magic items having little or nothing to do with what the guild "does" daily), rising wealthy merchants (including the "wannabe nobles" who spend splashily), and less often, lower-income families finally parting with a family heirloom (often something dusty, passed down from an adventuring ancestor). Guilds and nobles only resort to "outside" auctions for anonymity; the other sorts usually do so security fears. (If nobles or guilds don't care about anonymity, they'll hold the auctions themselves so as to save on the auctioneer's take). Auction or private sale alike, the custom is to hire a Watchful Order member (the Order has a set fee for this, a very reasonable 50 gp) to provide security for the auction/sale and transfer of item (and often involves both spies and "thickneck muscle" bodyguards, a.k.a. "bullyblades" and apprentice wizards, as well as 'the' Order mage). Private sales are usually secretive, for security reasons.

And remember: the rules are guidelines/suggestions. When I DM, magic items are never determined by dice rolls; I place what I think best fits the campaign (often 'custom' items), and the hunt and the negotiations are roleplayed.
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Wooly Rupert
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Posted - 02 Aug 2019 :  14:43:02  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On elven nicknames for younger brothers:


2 May 2019


@whitniverse
Mr Greenwood, Just beginning my home campaign in the Forgotten Realms and I have an odd question. What affectionate nickname might an older Elven sister give her younger brother?


@TheEdVerse
Here are three popular nicknames among elves for younger brothers: Vuin = youngling (connotation: green, innocent); Telnaer = little hero; Telmaur = little dreamer
…Hope one of those will fit. :}
#Realmslore


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Posted - 02 Aug 2019 :  14:43:41  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On encounters at Trollskull Tavern:


27 Apr 2019

@Sands_Tavares
Sage, again I come bearing a question that should be fun for you to answer, and I'm sorry for lacking Realms knowledge to work this out all by myself(working on it!). I'm developing a random table for cool encounters that can happen during a workweek on Trollskull Tavern, nad a big part of it is also that I would like some cool random people that could stop by and give(or take) something to the characters. I thought about Minsc coming up and getting into a brawl, Mordenkainen coming up and offering a Charm, etc.

Would you have cool ideas(as many as you want to give!) for famous(or not) people they could meet around the 1490s in there? Any cool encounters that could happen? I'll be sure to share the result of my work on this with the community, and your help to make it canonically interesting would make sure it resonates with more people. Thank you kindly, yet again!

PS: I forgot to tag you on a couple of tweets but the thread is linked so I don't think it will be an issue.


@TheEdVerse
Heh. Well, it depends on what folks in the Trollskull Tavern get up to...or rather, what rumors start to spread in the city about what they're up to. The Blackstaff (Vajra) could drop by if they're up to magical hijinks, particularly if an undercover Watchful Order magist visits and is concerned about what they see or hear, Mirt may drop by either to try some shady investments dickering if it sounds like adventuring is going on he could profit from (OR come by as Laeral's spy), and Elminster is playing "head of Laeral's secret service" right now (head of the City Watch and secret police of thw Watch, the City, and the Palace, keeping eyes on all of them) and could drop by for a look if intrigued about anything. As might any adventurers you want to be working for various city nobles, guildmasters, wealthy Deep residents, and shady crime bosses who might want to size up the folks at the Trollskull to be dupes, hired muscle, or sponsored adventurers to run interference or undertake dangerous missions. Or to put it another way: Undermountain won't clean ITSELF out. ;}
#Realmslore

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Wooly Rupert
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Posted - 02 Aug 2019 :  14:44:22  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On feminine class terms:


6 Jul 2019


@XynRaven

Are there female equivalents to the terms "warlock" and "wizard" and other such class terms, like how "druid" can be "druidess" and "sorcerer" "sorceress"? More to the point, where does the term "witch" apply?


@TheEdVerse

Although “wizardess” can be found in a few ancient titles, most folk in the Realms use “warlock,” “wizard,” and “druid” regardless of the gender of an individual, usually going to a feminine form just for “sorceress.”

The term “witch” gets applied to so many people, so often inaccurately, that it can’t be trusted for anything. Elminster and his generation used it to mean “self-taught arcane spellcaster and herbalist, usually rural and mainly concerned with casting daily life spells for a living.” The term “hedge-wizard” means a rural wizard of low level, usually largely self-taught and not concerned with gaining power or influence. Both “witch” and “hedge-wizard” can be pejoratives, but aren’t always used thus. Many common folk in the Realms use “witch” with a connotation of “evil,” and circa 1100-1300DR, in certain areas (Turmish and the Vilhon, Chessenta) “witch” specifically meant “female arcane spellcaster taught by, and usually the servitor of, a hag.” Just about any woman who can work magic might can called a witch by someone who dislikes or fears her or wants her gone. For example, Syluné of the Seven Sisters was called by many “the Witch of Shadowdale.”
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Wooly Rupert
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Posted - 02 Aug 2019 :  14:44:57  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On financial windfalls:


15 Apr 2019
#8207;
@IanXHickman
Do you think people in the Realms (players of course), if they hit it big and get lots of wealth, do they need to bump up their lifestyle or risk having there new found wealth confiscated because the local city guard though it likely was stolen?


@TheEdVerse
In most cities in the Realms, folk who get wealthy use their coin for whatever they want to (some become misers, some blow it getting everything they want, some are unaffected) and the city guard and authorities watch but leave them alone. They may watch VERY closely if they're suspicious, but most cities thrive on trade, and trade withers in a hurry if merchants, importers, investors, and just plain folks who strike it big think the local authorities are going to grab any wealth they make. Waterdeep, Suzail, Silverymoon, and Baldur's Gate, just to name four cities off the top of my head, are places where citizens pride themselves on doing as they please (as much as their coin allows), so NO, they don't need to alter their lifestyle. :} (Thieves watch too, mind you.)
#Realmslore

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Posted - 02 Aug 2019 :  14:45:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On hin magic:


22 Apr 2019

@Greysil_Tassyr
Friend Ed, this day I am interested in hin magic. I am quite interested in stuff that appeals to halflings and no one else, especially unique goodies and non-weapons. I looked at the stuff in The Five Shires, but it wasn't what I wanted. Thankee!
#8207;

@TheEdVerse
In the Realms, hin daily magic is most concerned with growing things (edible plants, usually, and hin specialize in prettily flowering edibles), training growing things, and banishing blights and molds from growing things. Second comes cleaning: hin are foremost, as a race, when it comes to small, simple spells that cleanse things and remove marks, stains, etc. Third is mending: hin are great at magic that consumes a raw material (material component) and uses it to knit tears or cuts or frayed areas, restore worn-out fabric or rusted metal (turning things to "like new" condition BUT THE LOOKS THE CASTER WANTS, so if a mended garment or awning is faded, the "fixed" part will match...unless the caster wants the whole thing to look new and rich again). And fourth is warding magics, that keep away unwanted intruders (of specific sorts determined by the incantation) and combine alarms and lighting if the caster wants them; i.e. makes it hard for a prowling predator to cross a ward-boundary around a tent or hin campfire, and brilliant lights the area (the boundary radiating light that due to the enchantment makes invisible beings visible, plus an audible alarm to awaken sleeping hin), and so on. Sixth is tracer magics (like Locate Object, but keyed to a favourite specific item that's been lost or stolen, so the caster can find it again. Seventh: building surfaces; hin enchantments can make mud brick waterproof, keep oil-mix seals from leaking, and so on, to make simple construction sturdier and more long-lasting. See? Practical stuff.

Many hin make livings partly by using such magics; they dwell in human-dominated cities and towns and run "repair shops" for humans needing things fixed or cleaned or mended. Or by selling fresh greens (or berries, small tomatoes, herbs, or fruit) for many tables.
#Realmslore

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Wooly Rupert
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Posted - 02 Aug 2019 :  14:46:34  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On interactions between pantheons:


18 Jun 2019


@TheGeekestGreek
Oh loremaster, @TheEdVerse, I've been stuck on a world building question as I branch out my continents and the many peoples that worship their many pantheons; I've come to a block.

How, with so many pantheons to contend with, do the gods interact?

I'm actually curious to see FR as an example.

How would (or maybe rather, are there instances in which) deities from the Faerűnian pantheon interact with deities from say Maztica or Kara-Tur?

If so, what types of run ins would normally occur? Thank you in advance!


@TheGeekestGreek
*Let me amend the first tweet.

I specifically mean interaction between pantheons. Sorry if my tweet made the question seem nonsensical! 😅


@TheEdVerse
The Time of Troubles, the Spellplague and Sundering, and certain other events that mortals know far less about have shown deities forcefully that direct conflict between them is a Bad Idea; it hurts them, it hurts their worshipper bases they derive power from, and it hurts the world(s) those mortal worshippers dwell in. So these days, almost all conflict between deities is by proxy: through mortals (such as clergy, PC adventurers, rulers and trading costers and guilds and cabals and secret societies the deities can influence, and so on. They COMMUNICATE fairly often, either directly or by means of trusted servitors, usually on matters their portfolios coincide/conflict/intersect on, but conflict only occurs when deities are pushing for more power (inevitably at the expense of other deities), which is now rarer and more subtle. The "return" of all deities in FR lessened lessened the power of a lot of the surviving deities, as competition for/sharing of overlapping portfolios increased.

Please note that deities deceive even their clergies, and communications between deities is often oblique or cryptic, from mortal viewpoints. But it does occur. A lot.

Most deities devote their attention to "pet projects," often involving improving their clergies and reputations in the wider mortal world, and try to take care of other matters through negotations and swift, deft manipulation. Deities DO "horse-trade," though even their high-ranking priests are rarely (formally) aware of it.
#Realmslore


@davespring
A Godly Cold War but there are 150 superpowers?


@TheEdVerse
Could be seen that way, but remember: the essential nature of some deities makes them not only not superpowers, but not warlike.
#Realmslore

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Wooly Rupert
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Posted - 02 Aug 2019 :  14:48:23  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On items that will arrest Asmodeus:


3 May 2019


@zac_stelling
Tell me true, @TheEdVerse, are there any artifacts or entities in the Nine Hells capable of arresting Lord Asmodeus, even for a time? If so, what are they? If not, extend the search parameter beyond the Nine and answer once more.


@TheEdVerse
Oh, yes. Any "snarlshard" will do it. Picture a spindle-shaped, razor-sharp piece of black gemstone, resembling obsidian. When "given blood" (handling it bare-handed will do; it will slice you somewhere!), willed to drink, and hurled at or touched to someone, it will instantly start to drain magic (memorized spells) and/or life energy (hp) from a living being (NOT scrolls or magic items). It will bond to flesh, though it can easily be plucked off. So Asmodeus would pause to go around a floating shard, or dodge one, or even flee to circumvent it and come at its source by another way. Needless to say, anyone openly striding around the Nine Hells with a snarlshard is going to get BURIED in lesser devils, sent to rend them limb from limb. No unguarded, unhidden, unguarded snarlshards are to be found in the Hells, but there are quite a few of them all over Toril. They were a favourite "secret weapon" among the Netherese and (still are, among) certain hin and gnome families.

And yes, there are other means, both artifacts and entities, but they're far rarer and more secret or secretive, for obvious reasons.

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Wooly Rupert
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Posted - 02 Aug 2019 :  14:49:38  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On paying instructors in magic academies:


3 Jul 2019


@RandomQueriant
I just had an odd thought, and a quick check of my books didn't settle it. How much does a instructor of wizardry make in one of the magic colleges? Say, Ladies College around 1372DR (start of 3rd Ed.) Does access to rare collections or other fringes change that?
#8207;

@TheEdVerse
It varies, depending on whether or not sideline income (private tutoring, spell scroll making or for-pay spellcasting or for-fee using magic to decipher old writings/possibly arcane writings) is allowed. If yes, lower, but if not, an instructor gets room and board and all expenses (spell inks, parchment, material components, wardrobe) and 2000-6000 gp/month, the lower end being starting salary, usually increasing by 1000/year, at the end of every year of continuous employment. Respected senior instructors get paid leave for adventuring, spell crafting, or spell research (i.e. they get their salary even when away from doing their instructing). In addition, senior faculty at magic colleges get a share of any profits made by the college (from spellcasting projects like casting city or castle wards, and more commonly from "secure storage" rentals (the college offers to keep your gems or gold bars in its vaults, and insures them, and you pay a monthly "safeguard" fee).
#Realmslore

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Posted - 02 Aug 2019 :  15:02:14  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Redhand Pool:


17 Apr 2019
#8207;

@Sartana87
Hi @TheEdVerse ! Do someone in Eveningstar know any story about Redhand Pool or where does that name come from ?


@TheEdVerse
Redhand Pool is named for a long-ago adventurer, Seldarra Redhand, who ended her days (she lived into her eighties) dwelling in a little cottage (that has long since entirely vanished) near it (the Pool was her bathtub and laundry tub). She and her father, the more famous Haranth Redhand, were locally famous as defenders of Eveningstar against goblins and brigands; they served as unofficial "local constables" for several Kings, keeping the peace and upholding the law. Legend says Redhand treasure lies in the pool.
#Realmslore

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Posted - 02 Aug 2019 :  15:03:01  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On the economics of the Shining Lands:


21 May 2019


@Tobbun
*starts reading economic theory to better understand exactly what kind of capitalism @TheEdVerse referred to when coming up with the Shining Lands*

Like, is it a Liberal market economy or a coordinated one? How much of it is laissez-faire? What kinda 'free market' do they have?


@Tobbun
some of the lore i read abt the shining lands is just so heavily WHAT when it comes to the social structure no wonder i never got going on that campaign huh
#8207;

@TheEdVerse
Hmm, being as real-world societies all mean slightly different things when they use terms like “Liberal market” or “laissez-faire” or even “free market” (there’s no such thing as a truly free market if there are governments involved, or even governing areas nearby), that’s a tough task you’ve set yourself.

The best way to think of the OLD Shining Lands (when Durpar controlled all three countries) was: merchants do as they please and the government plays catch-up referee in disputes between merchants and in cases of REAL exploitation/gouging (i.e. merchants creating artificial famines to drive prices up and make desperately hungry folk who can’t travel pay them; yes, it happened). Inevitably, over time, what real-world Commonwealth countries and the USA would call “case law” accumulated to where merchants started to find it irksome, but before they could really push back, the politics that caused the three countries to become independent of each other happened, and merchants again had freedom—but also curbs on their excesses caused by the wartime “forget your so-called rights, see this sword I’m waving under your nose?” behaviour of all three governments. The independence of the three countries from each other (“NEW” Shining Lands, if you will) shattered all that case law as each government made new rules and taxes and interpretations (if you’re American, analogous to different states within the union having different laws; if you’re Canadian like me, different provinces, ditto), and ever since SOME merchants have tried to operate in the differences and gray areas of differing interpretations, which means over time that all three governments build up new rules and restrictions.

But as I’m always trying to design the state of things in the Realms to provide lots of rich roleplaying opportunities for adventurers, those new rules still have lots of gaps and areas of dispute, and merchants are hiring lots of adventurers as bodyguards and cargo guards because things are still a bit “Wild West” (as they are EVERYWHERE in the Realms, to various degrees, in the wake of the Spellplague and Sundering).

The simple way to describe conditions in the three countries around the Golden Water is: merchants there still think they can do just about anything, not that they have to think hard about red tape or restrictions or taxes before they do anything.
Hope this helps!
#Realmslore


@Tobbun
Ah, thank you! One of my main questions is how do they track earnings for taxes/determining who sits on the Council of Chakas? How do they deal with mergers/splits of great trade houses? Do each of the bigger houses just naturally end up contracting mercenaries as security?

#8207;
@TheEdVerse
Council seats are based on taxes paid (to cut down on merchants cheating on their taxes!). Any merger or split instantly loses the Council seats of all involved (they can earn seats after the next annual tax payment time). Yes, everyone needs/wants security and hires mercenaries and/or adventurers to provide it. Bigger houses run their own family recruitment and training programs, giving them a stake in company profits, to "buy" greater loyalty.
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On the original Old Empires:


24 May 2019


@AdamDravian
@TheEdVerse, well met again! Is there anything you can share about your original concept for the "god-kings" of Mulhorand and Unther? I've read that you imagined Mulhorand as a land of dusky-skinned Set worshippers and slavers. How did Set tie-in to the god kings of your Realms?


@TheEdVerse
My original Realms had no ancient Egyptian/ancient Babylonia/Gilgamesh elements; "my" Mulhorand and Unther had desert areas and a hot climate and therefore the human inhabitants were darker of skin than the Sword Coast North humans. There were some slavers, selling criminals, the heavily in debt, and captured outlanders (from Raurin and points east) to Thay as slaves, but neither Mulhorand nor Unther had legal, country-tolerated slavery (whereas Thay did). When I was asked by early GenCon gamers where best to "plug in" the worship of Set into Faerun, I pointed to Mulhorand and Unther as the best places. Left to my own devices, I would never have had such close real-world (or Hollywood) analogues in the Realms as Old Empires portrayed them to be, but remember that TSR wanted the Realms to be the broad canvas that had room for jungle, pirate, "Oriental," etc. etc. adventures, putting in the Desert of Desolation modules and others, so Mulhorand and Unther became what you see in print.

My original Mulhorand and Unther were thus: Unther had broken away from oppressive warring-with-each-other (and pouring conscripted farmers into their armies to do so) Mulhorandi kings: the armies turned on their masters and forced independence (breakaway country). Both were remnants of older great (fallen) empires, and were scrabbling in tombs and underground "dungeons" (the cellars of vanished cities) for the treasure (especially magic) of the gone elder glory...but making little headway because horrific monsters were lurking down there (when D&D came along, I latched onto beholders [with my inventions: death tyrants, as their undead guardians] and mind flayers as the horrific monsters) and because the climates of both Unther and Mulhorand were drying, fast; the land was changing from verdant to arid with frightening rapidity (yes, I had climate change in the early 1960s, ahead of my time as usual ;} ). I wanted to explore how a fast environment change forces social change, but. :{
#Realmslore


@AdamDravian
Wow, thanks for the great response, Ed.
But just to be clear, you're saying that your Unther & Mulhorand were ruled by mortal kings as opposed to "god-kings"? If so, I'm a bit surprised, since the god-kings are mentioned as early as FR0 ... but then again so is Kara-tur.


@TheEdVerse
My Unther and Mulhorand were one country ruled by two rival mortal kings, who warred with each other. Both declared themselves "god-kings" (one after the other) in a PR attempt to establish rightful supremacy over the other. Complete with fake priests.
#Realmslore


@AdamDravian
I love this kind of insight. Thanks for indulging me, Ed. You are the gem of our North.
I'll absolutely be using this in my game. Might I inquire the names of these kings?
‏

@TheEdVerse
Sure. The two rival kings were Vaznurhor and Narlmur. Vaznurhor, whose seat of power was in the southwest and among the old nobles, claimed divinity first; Narlmur, the younger "reformer" (for more equality in society) followed suit. Both became ruthless madmen.

Shar (chaos, discord) backed both, to bring about the downfall of mighty Mulhorand...and succeeded: Unther broke away into independence.
So, yes, the TERM "god-kings" was mine. Kara-Tur was not. Jeff Grubb and Karen Boomgaarden (now Karen Conlin) compiled FR0 from my lore and from TSR's needs/existing plot set-ups, and setups for products in the pipeline. I sent Jeff around 20 "Look At The FR" weekly packages, and TSR drew on those to get the boxed set done fast.
#Realmslore


@Jon_4L
If I ever run a campaign in the Forgotten Realms, I'm using that instead of the current Mulhorand. I haven't been a fan of having Earth's pagan deities elsewhere since watching Stargate SG1, and I feel it's appropriate for displaying my appreciation for you and The Realms


@TheEdVerse
It makes Mulhorand and Unther easier places to explore down at the daily life/"little common people" social level. Being as Old Empires doesn't really give a FEEL for how mortals think of the god-kings, and what their rule is like.
AND, water and access to it become treasure!


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Posted - 02 Aug 2019 :  15:06:36  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On the post-Simbul leadership of Aglarond:


2 May 2019


@chellsshade
Hi. I wanted to use Aglarond in current FR calendar. Like the idea of racial conflicts but if they weaken too much Thay pounces. I think Simbul would be venerated. Absence is a great polisher. There were rumors that she named an heir. Did the heir ever get named?
#8207;

@TheEdVerse
In my 2002 novel ELMINSTER IN HELL, the Simbul named her four apprentices as four rotating/joint Acting Crown Regals (regents) of Aglarond in her absence: the sorcerer-wizards Thorneira Thalance, Phaeldara, and Evenyl Nathtalond, and the sorcerer-rogue “the Masked One” (true identity NDA). They all survived the Spellplague by a means the Simbul had secretly taught them: “riding the Weave” (abandoning their bodies and plunging into the Weave as sentiences to ride out the Wailing Years), returning as weakened versions of themselves when arcane magic could largely be trusted again (around 1400 DR). After the Simbul’s disappearance and presumed death in 1425 DR (she hadn’t perished, but went mad in the Spellplague and was kept alive by Elminster, as seen in ELMINSTER MUST DIE and its sequels; as she climbed back out of madness, ruling Aglarond or anywhere else was no longer of interest to her), facing Thayan-sponsored rebellions and invasions and several local petty officials deciding to declare themselves ruling lords of their own city or small region of Aglarond, the four Crown Regals spearheaded the formation of a council of simbarchs to rule Aglarond. They became the heart of the fifteen-strong Simbarch Council. After the Simbul sacrificed herself to restore Elminster, and became a Weave-ghost, her four former apprentices became VERY effective at thwarting all plots against Aglarond and all treachery and self-interest within the Council because the Simbul, as a sleepless sentience riding the Weave, could see all uses of magic (and eavesdrop on all conversations that made use of magic for transmission or shielding), could whisper in their minds to warn and advise them, and increasingly has done so.
So the Simbarchs still rule, with the Simbul’s four former apprentices as their leaders (and, yes, the four keep the Simbul’s memory bright in Aglarond).


8 May 2019
#8207;

@company_legacy
I appreciate the response. Thank you again Sir. I do still wonder if there is a year she is officially declared dead or if that is up in the air/ to be determined.


@TheEdVerse
In the mid-1490s, The Simbul (as a voice in the Weave) communicates with all of her former apprentices in Aglarond, and tells them she’ll not return as Queen, so they’re the rulers of Aglarond now.

So she’s not dead and they know it, so no one’s declaring her officially dead. ;}
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On the price of entering Candlekeep:


20 Jun 2019
#8207;

@XynRaven
While Candlekeep requires visitors present books with a certain value or higher, do they request such donations on every visit, or is the one donation enough to grant access to the library for life?


@TheEdVerse
Candlekeep requires a "worthy" book that isn't yet in their library (or a more complete copy of one already in their library), and an accepted donation grants access for life.
#Realmslore


@XynRaven
Oh thank Ao, I was worried they'd need a new book every time you show up, the details I found weren't that clear. How exactly do they know it's the real visitor, though, and not someone impersonating them through magic?


@TheEdVerse
The monk at the gate tells them their old room is waiting for them. If they don't then head in the right direction, a senior monk secretly works a little thought-reading magic on them. (Monks who worked with them before may converse with them about past studies, too.)
#Realmslore


@XynRaven
So the only way to completely trick them is if you had the visitor's face and copied at least some of their memories.


@TheEdVerse
Careful with that word "completely." There are some surprises among the ranks of the monks. ;}
#Realmslore


@XynRaven
Already I love this place. And you. No homo.

But wait, you said the visitor would be told their old room is waiting for them. So how many rooms exist in Candlekeep? Because that makes it sound like anyone that visits gets their own room and that there's unlimited capacity for'em


@TheEdVerse
"Makes it sound" are the key words, there. Any visitor DOES get their own room (it's like a prison cell; small, simple cubicle w/cot, chamberpot, stool to sit on, and tiny wall desk/table), but that doesn't mean a returning visitor gets their old one, nor that there's an unlimited supply of them. That's just the test. The MONKS remember; they've honed their memorizing skills. For the layout of Candlekeep, see my "Intro" at the Candlekeep website. For descriptions of the interior, see my novel THE HERALD.
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Posted - 02 Aug 2019 :  15:09:01  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On the Red Sashes and Durnan:


8 Jun 2019
#8207;

@Jon_4L
questions about Waterdeep: Are The Red Sashes still active in Waterdeep? Who made Durnan's two-shot crossbow? And since Durnan is clearly the hardened barkeep with what is equivocal to a double-barrel, who was the inspiration behind him?


@TheEdVerse
1)
Yes, they are. Current strength and aims? Up to your DM.
2)
Durnan's first two-shot crossbow (he's owned a succession, down the years) was made by Iros "Ironthorn" Thornan of Port Llast in 1299 DR and later (circa 1302 DR) purchased by Durnan.
3)
Durnan was one of my two original Realms characters that I wrote finished short stories about (as opposed to the single-scene vignettes where I started to flesh out the Seven Sisters), and I saw him as a young, naive "thinking-man's Conan" (Conan from civilization, with a a brain, as opposed to a "barbarian") who was best friend and adventuring partner to wily, older Mirt. So he was clearly NOT a "hardened barkeep" to start with; what he was, was someone who had the good sense to retire from adventuring when he struck it rich, marry the sweetheart of his youth, and settle down to doing what he loved best (being tavernmaster in a neighbourhood he loved). He has, of course, adopted a "hardened" persona over the years as the best way to deal with difficult patrons; his few close friends see a very different side of him. He and his family imbibed potions of longevity to prolong his lifespan, and his secret dealings with several Chosen of Mystra, and the goddess directly, to become an 'anchor' for the Weave in preparation for the Spellplague led Mystra to make certain alterations to his longevity that allowed it to survive the onset of the Spellplague (so he could function as an anchor) with the result that he's still vigorous today.
But no, the Wild West tough barkeep was never my inspiration for Durnan; you see him that way because the Realms is worked on by many, and "tough barkeep" was a role they saw as perfect for Durnan in adventures they were telling. Which is fine with me.
So long as you don't overlook his "quiet, kindly advisor and source of help, in private and treating all as equals" side. Durnan sees consequences and the 'long view' and many facets of the world more than most rulers, sages, and far-traveled merchants, and his day job gains him more fresh intel than most.
#Realmslore


@Jon_4L
Nice! That explains a lot, and gives me some resources to work with on a "Realms conquest" campaign later. I might have to find a reason Elminster et all don't take them down as soon as they set foot in Waterdeep though.


@TheEdVerse
Oh, that's easy. Elminster runs the secret service for Laeral, and Mirt is one of her James Bond-style roving-the-world dirty-tricks agents. They have SO many problems to deal with that they're always overworked and super-busy. Keeping the Xanathar from doing "Waterdeep conquest" for one, and there are literally scores of other villains and wannabe-villains busily at work. So give Elminster et al a major crisis to keep them occupied or even offstage, and your PCs can shine/do all the adventuring work, in-campaign.
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On the wardenships of House Keskrel:


6 Jul 2019


@sanishiver
Good Morning @TheEdVerse,

In the Dragon 412 article "The Thing in the Crypt," the House of Keskrel is noted as having held wardenships in the past. Could you list some examples? Was a Keskrel ever a warden of the docks in Marsember?

I'm used to thinking whole regions re: wardens (like of the Eastern Marches) and not smaller, more specific postings/areas of responsibility.

#thankyou!


@TheEdVerse
Yes. "Warden of the Harbour" is the title. Keskrels were also Warden of the Stonehouse (prison castle east of Suzail just inland of the Dragoneye Way; on Mike Schley's superb Cormyr map, it's due north of the "g" in Draogneye) and Warden of the Westwatch (garrison that keeps watch over the Bridge of Fallen Men to see who enters and leaves the realm, stop any invading warbands, and keep anyone from sabotaging or enacting a toll collection on the bridge; the latter was a favourite brigand trick in elder days).

A Keskrel was also briefly Warden of the Hullack (a short-lived title for a role that really meant "go through the wild forest to make sure large armed bands of brigands weren't living/hiding in there" during a time when rumors arose that Sembia was sponsoring small armies and sending them, all divided up and disguised as pack-merchants with mule-trains, into eastern Cormyr to find their own ways to the Hullack to muster there, and await an invasion signal (large mercenary army attacks openly from Sembia, Hullack forces burst out of the woods to take Cormyr's defenders in the rear/burn and pillage across the countryside to force them to split up and deal with this threat/cut supply lines by blocking roads).
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Posted - 02 Aug 2019 :  15:10:11  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Undarl's Tower:


6 Jul 2019


@garethgarfoot
Hi once more from England, What can you reveal about the size and layout of Undarl's Tower before it was destroyed? I hope you and your wife have a nice weekend. Thanks once more- GG


@TheEdVerse
Hi, Gareth! In size and general architecture, Undarl’s Tower was pretty close to the real-world castle of Pierrefonds (Oise), only with a few open balconies (both external and internal, looking down on the courtyard) on the uppermost floor, and with all of the major towers (keeps) being large and “half-round” (like the Edward III Tower, of Windsor Castle), their flat roofs affording landing and takeoff pads for aerial steeds like the black dragon Anglathammaroth. The Tower had taluses (batters/plinths) flaring out at the bottom of its outside walls. Six interior floors (and an attic) aboveground, and at least three cellar/dungeon levels, with the lowest largely disused at it was so damp and moldy (good for mushroom-growing but not much else, as Undarl had no interest in rotting any prisoners within his own walls; they were housed elsewhere in Hastarl). The wall-towers and apartments were all interconnected, so a person on foot could travel “all around the circuit” indoors by choosing the right level (i.e. over or under the entry archways). The Tower had a large staff of servants, but they they were forbidden to enter many areas except at the command of Undarl or his steward. (Oh, and the curved sides of the half-round towers all faced out.) Hope this is of help.
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Posted - 02 Aug 2019 :  15:10:43  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Waterdeep's defenses:


17 Jun 2019
#8207;

@FireBreathShark
Do the lords or captains of Waterdeep have access to any last-resort defenses for the city aside from the Walking Statues?


@TheEdVerse
It depends, in YOUR Realms, how much survived the Spellplague. There are huge sections of massive city walls waiting extra-dimensionally to be whisked into place, there are the griffon riders in their eyrie within the top of Mount Waterdeep and the various 'bombs' they can drop on besiegers/invaders from aloft (including opening-caged monsters of various sorts), and there's whatever the Blackstaff and the Watchful Order have up their sleeves. Not to mention various "family relics" that various noble families have hidden away in their mansions. Some of these are known to include shield guardians, golems, and an astonishing number of undead beholders. Not to mention 'sleeping' family members who are liches of some magical might.

Those city wall sections, BTW, have at least twice in the past been dropped on the heads of attackers riding large monsters, rather than put in place to form a city wall.
And, oh, yes, there are all the dragons (see my Wyrms of the North articles) resident in Waterdeep, in various guises.

Plus whatever Laeral, the current Open Lord, can call on personally (not to mention the head of her secret service, a certain Elminster; you may have heard of him). Both Laeral and El are weavemasters; they can call on the Weave to do all sorts of magic without casting spells.

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Posted - 02 Aug 2019 :  15:11:21  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On Waterdhavian summers:


16 May 2019


@Lexar131
hey Ed thanks for everything. Quick Q. What is the temperature in Waterdeep at the peak of the summer? Do we have heavy heatwaves making impossible every day activities flow as normal as they could? Do guards wear plate armors?


@TheEdVerse
USUALLY the cooling shore breezes (winds blowing from the sea) make life bearable (70s in Fahrenheit) at the height of the summer, but when those winds die the city can turn into a sauna in the sunlight (hot damp; high 80s). Guards would go down to "back-and-breast" (plates, held on with leather straps), plus gorget (throat) and cup (groin) plates, with white-hued surcoats to NOT absorb heat. No gauntlets. Light helms ARE usually worn.
#Realmslore


@davespring
I always assumed Waterdeep was fantasy Toronto by the sea and the weather was about the same.


@TheEdVerse
Waterdeep's a little warmer, thanks to warm ocean currents (keeps the harbor open longer). But close. :}
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Posted - 02 Aug 2019 :  15:11:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On worshipping deities of other races:


7 May 2019


@pizzaxyz
Hey Ed. I'm trying to make a Human Forge Cleric but I can't seem to find many gods typically worshiped by Humans that would work for that. Would it be "weird" for a human to worship him? Maybe a human raised by dwarves?
#8207;

@TheEdVerse
No, many individuals in the Realms worship deities primarily venerated by other races. It's unusual, but NOT considered weird, as all sentient beings "believe in" all deities. As humans are curious, some humans might want to ask the PC why he worships that deity "before all others." Remember, the Realms is pantheistic, not mono-theistic: only clerics, paladins, and a few "fanatics" worship only one god. Most folks worship all the gods of their race, but about a third of that "most" devote most of their worship to a handful of gods.


8 May 2019


@AdamDravian
For the two-thirds (+) folk that worship all the gods of their race, what determines their afterlife destination? I'll specify that I'm asking about your home Realms--that way you don't have to navigate the minefield of planar retcons due to edition changes.


@TheEdVerse
The gods do. Or rather, the deity who most values their service/veneration/worship in life “claims” them. If gods dispute over someone, they’re “sent back” (restored right back to life) to live on, with their subsequent actions ‘proving’ to the watching gods who they most serve/are most important to/are “closest” to (whereupon, when they next perish, the gods decide anew).
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Posted - 02 Aug 2019 :  15:12:31  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On some secrets of Saerloon:


15 May 2019

@TheCthulhu_kid
hey Ed you got any secrets you can tell me about Saerloon?
#8207;

@TheEdVerse
Secrets of Saerloon 1: The many small gnome and human family firms who make various cast alloy items (collectively “pewter”) have had suspicions swirling around them for years, mainly of smuggling (small valuable items encased inside castings). Recently, word has leaked out that the Vronan gnome family sells “darkware” to select customers: cast pewter cups or goblets that poison wine that comes into contact with them.

Secrets of Saerloon 2: In the wake of the sudden disappearance (likely assassination) of Lord Governor Haelta “Johannes” Jauhanneszlan, not only did the Netherese influence over the city fade almost overnight (after the destruction of the city of Thultanthar [Shade]), rumors arose that she’d been assembling a local treasury for the Netherese, partly from wealth seized from the temples to other gods than Shar she’d seized and destroyed or rebuilt into arsenals, barracks, and coinvaults (banks). Various folk, both citizens and visiting adventurers, have been hunting for Haelta’s hidden wealth, thus far without any (publicly-known) success.

Secrets of Saerloon 3: Fire recently broke out at the Mavnurathan family shipyard and destroyed two caravels under construction. A sword was seen to rise up out of the ashes and fly away—into the heart of the city.

So what was a magical blade doing aboard a half-finished hull usually a-swarm with workers? Where did it go, who has it now, and what are its powers?

Secrets of Saerloon 4: Two of the quietest “old coin” merchant families of Saerloon are the houses of Harandreth (who have holdings all over the Dragon Coast and Vilhon Reach ports) and Ponszcelam (known as jewelers and dealers in luxury furniture, hangings, and furnishings of all kinds). Although both were rumored to have been working closely with the Netherese, both are now believed to have sponsored the removal of the Lord Governor, and to be covertly seeking to choose who sits on the new Sarcrescent of Saerloon (ruling merchant council, which now has six members and is planned to have nine as soon as possible, and eventually a dozen). They may or may not have had something to do with the murder of two Crescent Councillors, one of whom is rumored to have been secretly either a Thayan or a Zhentarim, depending on which rumors one believes).
[Hope these help!]
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Posted - 02 Aug 2019 :  15:13:53  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
On smokepowder and gunpowder: (Note: this one was several related questions and such, over multiple days)


May 30
#8207;

@TheEdVerse
A few days back, Void_Null @VoidNull6 tweeted:

Alright, let's offer an alternative.

What being in FR is *in charge* of making sure gunpowder doesn't work?

If it's an existing god, I should be able to convince it to cancel the "gunpowder ban" just for me, right? And what about nitroglycerin? Is it banned as well?

So, lemme get this straight. Gunpowder exists in Faerun. But it does not burn.

Then what is it used *for*? What is the point in making a compound that doesn't fulfill its purpose?

If gunpowder doesn't combust, then what is it even used for? Why do gnomes make it?

The only logical explanation I can think of is "Some Elder God got pranked with a firecracker, so hesheit forbade gunpowder to work, ever".

That begs much more important questions about FR:
1) Does charcoal work the same in FR?
2) Does sulfur work the same in FR?
3) Does saltpeter work the same in FR?
4) Does deflagration work the same in FR?
5) What kind of force prevents people from combining all these?

[[enter Ed, putting on sage hat]]

All good questions. Right then, some lore answers:
Gond is the being who banned gunpowder from EXPLODING (burning very rapidly) and igniting (burning with an open flame).

He did this because of many deaths among his clergy and most devout lay worshippers, when they experimented with gunpowder whilst creating new mechanisms for the greater glory of Gond. The deity feared he would lose too many followers, too fast, and frighten all other mortals into shunning his worship. So he tinkered with gunpowder (and later, several other compounds—including nitroglycerin, or “halamda” as it’s known in the Realms to the gnomes who devised it) to prevent them from being explosive. Smokepowder is the Realms equivalent of gunpowder; it ignites and explodes because of a magical ingredient that circumvents Gond’s prohibition (and this is acceptable to Gond because the magic is a NOT-widely-known “secret” and the proportions of ingredients must be precise to make smokepowder that works, so the substance remains rare and expensive and not easily made by “just anyone,” and the manufacture and sale of smokepowder by devout of Gond is something Gond can control by holy decrees, protecting most of his clergy while at the same time generating temple income).

So, why do gunpowder and halamda exist in the Realms? They both have other uses in the Realms different from their real-world ones.

Gunpowder, applied as a powder (like dry “meal powder”) polishes all ferrous metals by removing ALL rust from their surfaces. Wetted gunpowder, applied as a paste (usually metal items are encased in it; it’s put in a dish or bucket or even a larger cask and the item or items are buried in the paste, so “all sides” are in contact) for a sufficient time, permeates ferrous items to banish all corrosion, no matter how deep, so an item removed from the paste is rust free (at that moment, not forever).

Halamda, a clear jelly, permeates living flesh and tissue, and removes all infection/stops rot/neutralizes acids as it is/they are at the moment of contact, so it halts flesh-eating diseases and decay. It is itself harmlessly edible, and doesn’t “taint” what it’s applied to for human consumption, and so can be used as a preservative for meat and fish being transported long distances to serve as food, and to keep viable severed body parts for later surgery, and to preserve evidence/unfamiliar corpses for examination.

1. Yes, charcoal works the same in FR as our world.
2. Yes, so does sulfur.
3. Yes, saltpeter ditto.
4. It does.
5. Nothing, but if combined in the wrong proportions, they won’t work for much of anything except scorching (as in the real world), and if mixed in the “right” proportions, won’t ignite/explode in the Realms as they do in the real world, thanks to Gond’s power. And Mystra’s cooperation; she subsumed his meta-spell shifting what gunpowder does into the Weave, so it now permeates Toril. As does the magic that makes smokepowder work.

To confuse matters further, “gunpowder” has come into use in language in the Realms as another name for smokepowder. Most folk of the Realms have no idea that anything called “gunpowder” explodes and so has weaponized uses in any place called “Earth,” remember, but there’s just enough covert travel between the Realms and Earth that words can make the trip.

Clearer, I hope. This was a fun trip down Memory Lane, because all of this was covered years and years ago at Milwaukee-era GenCon official TSR panels; gamers who’d read my gunpowder-related articles in The Dragon always wanted to discuss why they couldn’t have blunderbuss-armed forces making war in the Realms. :}
Clearer? I hope. ;}


@LotharFellhand
So Gond is Alfred Nobel with foreknowledge?

He knows what terrible destruction and death explosives will cause if they are easily mass produced, so he prevented that? Smokepowder is magical, so can’t be industrialized (can it?), so firearms and explosives can’t become ubiquitous


@TheEdVerse
I see Gond as not wanting to lose his priesthood and lay worshippers to explosions (and fear among the survivors) as everyone went wild experimenting with gunpowder at the same time. Thereafter, he had a situation where rarer, more expensive "smokepowder" becomes a big temple income stream. Yes, smokepowder COULD become industrialized, but at prohibitive prices for most, because of the mage-work. (I.e. instead of going on a dangerous adventuring career, a wizard could choose drudgery but relative safety and high income by churning out smokepowder.)


@MurderHGames
Interesting.

So were the claims that Kossuth was behind gunpowder not working in the Realms just 4E era propaganda from his clergy, trying to take credit from a weakened Gond while the primary center of his worship (Lantan) was in another world and believed destroyed?


@TheEdVerse
Yep. :}


@BAPostmaisdead
"Puts on sage's hat" is my favorite thing about this entire informative thread! Way to go, Mr. Greenwood...now I understand where all this "smokepowder" nonsense comes from.


@ISullivanTweets
How do they proof liquor in FR?


@TheEdVerse
If you mean the modern US (as opposed to UK and all the other systems) measuring: they don't. Everything is "Cask Strength," and those who make it have their ways (often akin to those of real-world moonshiners, like "the bubble method") for roughly gauging how strong a "swig" is.


@ISullivanTweets
It would be fascinating to see the different control methods the cultures would use to determine industrial quality alcohol, as well as drinking spirits. As important a commodity as alcohol is, authentication should play a role in it's trade.


@TheEdVerse
In Calimshan and the Tashalar, they do a "flame test" (thimble of the alcoholic sustance is touched alight under bright lighting, and color and ferocity of flame examined). Most buyers for royal courts and temples do a taste test (that doubles as a poisoning test!).
#Realmslore


16 Jun 2019


@RandomQueriant
I started this account just to ask you a couple questions, (for now.)
First, you said, some...months ago, that smokeless powder doesn't work in the Realms..(although it's not explosive...technically). Does Kossuth eat the power of internal combustion engines, too?


@RandomQueriant
...I just scrolled down and noticed you visited on this topic more recently than the old tweet I recalled reading.


@TheEdVerse
It's not Kossuth who nerfed gunpowder in the Realms, it's Gond. As explained in a Tweet thread May 29th (I can dredge it up if you'd like).

Smokepowder (which is not the same thing as the "smokeless powder" used with firearms here on Earth) does work in the Realms.

Internal combustion engines do work on the Realms as long as your gasoline and oil (lubricant) hold out. Which means 2-strokes, which can run (badly) on fish oil and the like, have a longer life than the computerised, fuel-injected car engines of today.

Yes, this is official Realmslore because Gary Gygax and Dave Sutherland and I tag-teamed a charity D&D game set in the Realms once, in which hunters from modern Earth inadvertently took their open "Springbok" runabout motorboat through a gate into the Realms.

Kossuth does drink napalm and other flame-boosting substances, yes.

As for someone who doesn't venerate any FR deity dying in the Realms...it depends. Sometimes they get "adopted" by a close-to-their-faith FR deity, and more often Kelemvor sends their soul 'home' (through a gate/portal, to their own world). In rare cases, the body gets sent, too...the origin of some of the unexplained deaths on Earth, where a body not clad for such surroundings gets found on a glacier, desert mesa, dormant volcanic caldera, etc.
#Realmslore


@Jon_4L
This is fascinating info. Where are the most likely places to find combustion engines in Faerun?


@TheEdVerse
In the innermost rooms of major temples of Gond (off limits to all but high-ranking clergy), as massive engines (like real-world historical "rolling beam" steam engines). These are best described as "explosive experiments" rather than "useful workhouse engines."
#Realmslore


@Bag_of_Snails
huh i could have sworn it was Kossuth. I learned something new today!


@TheEdVerse
The priests of Kossuth will TELL you it was Kossuth. It seems Kossuth left them with that impression. ;}


@RandomQueriant
Thank you. Yeah, I found your post regarding Gond, from late May, after posting my questions. I had found an earlier tweet that had mentioned Kossuth, I think it might have been from last fall or earlier.


@fusionaddict
When you read this and your dwarf belongs to a temple that worships a trinity of gods, which includes Gond and Kossuth (along with Moradin, of course).

Mmmmmm...heresy...


@dungeonhome
Ed, I can’t tell you how many times I’ve had to explain this to people


24 Jun 2019


@w_stefanowvr
So can gunpowder be used to unrust a weapon that's been corroded by a rust monster? Can gunpowder harm a rust monster?


@TheEdVerse
No, gunpowder does a rust monster no harm at all, except momentary blinding like any powder would when flung into the eyes. Yes, a weapon buried in gunpowder sufficiently long enough would emerge rust free, BUT the problem is, a rust monster corrodes ferrous items so much that they’re flakes of rust on the verge of falling apart. So what emerges from the gunpowder immersion will be mere shards and flakes, not a useable weapon or even a recognizable trophy.
#Realmslore


Jul 20, 2019


@XoriniteWisp
Hey Ed! Silly smokepowder-related question again. I know that fireworks and firecrackers exist in the Realms, but what makes them pop? Is it smokepowder? I just found that unlikely considering how dangerous and often illegal smokepowder is. Can you clarify? Thanks!


@TheEdVerse
The magical substance known as "smokepowder" (which is not the same thing as real-world "smokeless powder") is indeed what makes fireworks and firecrackers 'pop' in the Realms. Priests of Gond make a lot of money selling "fireseeds," the magically-limited kernels of smokepowder used to make fireworks and firecrackers. Or the temples make and sell fireworks and firecrackers themselves. Even in the real world, both are dangerous if misused.
#Realmslore

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Wooly Rupert
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Posted - 02 Aug 2019 :  15:17:42  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
I've kinda fallen behind on these, because reasons.

The other day, I was greeted by a forced reboot of my computer (thanks, Microsoft! ). Unlike all the previous reboots, this time, when I relaunched Notepad++, all of the previously open files were no longer there.

I found the backup files, and went through and cleaned them up and renamed them. And since I was already working with them, it made it easier to get somewhat caught back up, here.

I'll try not to fall behind again.

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