Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Realmslore
 Chamber of Sages
 Questions for Ed Greenwood (2005)
 New Topic  Topic Locked
 Printer Friendly
Previous Page | Next Page
Author Previous Topic Topic Next Topic
Page: of 84

Kuje
Great Reader

USA
7915 Posts

Posted - 28 Sep 2005 :  17:08:53  Show Profile  Send Kuje an AOL message  Click to see Kuje's MSN Messenger address  Send Kuje a Yahoo! Message Send Kuje a Private Message
quote:
Originally posted by Kentinal

Hmm . If you are just changing sub-type that is one thing. Suculbus Paladin, retained the Evil subtype for example, it is different then changing alignment. Both however could indeed be considered a non good action without having consent. To be evil perhaps not, killing that evil goblin is not considered an Evil act, convert evil goblin to non evil is not evil. Just preventing them from doing Evil is generally considered a good act (if you kill or convert them).

The Sineater methord might be better, where traget after losing gets to choose a new path, is not listed as a evil ability.



I agree but the one major poster who is arguing this said it's better to just kill the demon then take away it's free will and turn it good against it's will. So killing it is fine but turning it good with a spell isn't... It's like people want equal rights for fiends now and pretty soon they'll want drow walking openly in Waterdeep.

But if we are going to keep discussing this, let's shift it to it's own scroll cause we are taking over Ed's. :)

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

My Goodreads page: http://www.goodreads.com/kuje

Scribe for the Candlekeep Compendium

Edited by - Kuje on 28 Sep 2005 17:10:14
Go to Top of Page

Skeptic
Master of Realmslore

Canada
1273 Posts

Posted - 28 Sep 2005 :  21:31:17  Show Profile Send Skeptic a Private Message
I'll add another question for Ed on my stack..

Having recently read your Elminster's guide to the realms article from Dragon #320 about the Roaring Dragon gaming house, I've decided to inclut it in my current campaign. One of my PC just being promoted from rank-file to "full membership" among the Shadow thieves of Waterdep, I got the idea of some thieving actions at this place..

First, is there enough wealth in there to justify the risks taken? Maybe if there a special event?

Second, how much magic is used in there for purpose of security ?

Third, probably the most important.. the house being outside of the city's wll, if a crime is commited there, who's in charge of it ? I suppose that if some noble's guarded wagon is attacked, the City guard will try to find the thieves..

Of course, any ideas/comments about this place would be interesting, even if it doesn't my questions ;)
Go to Top of Page

The Hooded One
Lady Herald of Realmslore

5036 Posts

Posted - 29 Sep 2005 :  03:09:56  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello, all. I bring you the second part of Ed’s reply to Asgetrion, in the matter of guilds of the Forest Kingdom:


The Illegal “Guilds”
I’m going to omit discussion of the Fire Knives and other nascent thieves’ “guilds” here; such illicit organizations have traditionally held little power in Cormyr (outside of Marsember and small but frequent amounts of Dragon Coast smuggling).

Craft Guilds
I’m also distinguishing between “The Guilds” dealt with here and the low-profile local “craft guilds” found in every town and city in Cormyr (some villages have fledgling craft guilds, and those in cities tend to be little more than powerless bitching-societies).
Craft guilds (a real-world historian might call them “merchants’ guilds”) are collectives of most crafters or shopkeepers in a particular place (rather than just those engaged in a specific profession) who try to buy materials in bulk to arrange lower prices and shipping costs, argue taxes down to a minimum, and seek to establish common working conditions (and thus eliminate “unfair advantages” gained by merchants who work family members, children they’ve taken in, and debtors they have holds over to near-slavery).
Craft guilds tend to have names like the Benevolent Muster of Merchants of Eveningstar, and the Loyal Council of Coinfellows of Espar.
The chief benefits of both craft guilds and “The Guilds” are social: members can swiftly spread word among their fellow guild members of prices, practises, swindles, and other news (cutting down on impostures, false rumors of shortages designed to drive up prices of materials, and confidence tricks), hear which journeymen are seeking new employment and which masters seeking new hires, and learn which apprentices have acquired real skills (preventing unscrupulous masters from never granting them recognition, by providing them chances to get hired away as a journeyman by someone else). In turn, novices can learn who’s best at this or that specialty of guildcraft (the best knife polisher, the best toolmaker, the crafter whose work is most fashionable among lavishly-spending nobles, and so on).

THE Guilds
These true craft fraternities (that is, organizations of workers engaged in the same specific profession or a small group of related professions) have been somewhat curbed in powers, hauteur, and fripperies (uniforms, secret handshakes, arcane festivals and rituals, and suchlike pomp) since their excesses during the time of the Tuigan Horde (said excesses including starting to pass their own internal laws and advise their members on which Crown laws to obey and which to ignore or openly flout, and closely allying with certain noble families who had their own treasonous agendas, in which some guilds participated for agreed-upon financial gain).
The Bricklayers Guild, flourishing at this time, now no longer exists because it became a front for several noble families who enriched themselves (while they planned a coup to seize the Dragon Throne) through smuggling stolen goods and small valuables about the country, evading taxes, by hiding such items inside hollow bricks made by the guild.
The Guilds have traditionally held little power, but were “feeling their brawn” (as the Cormyrean expression has it) just before the arrival of the Tuigan Horde, led by the aforementioned Bricklayers, The Sculptors and Masons Guild, and The Guild of Carpenters and Joiners. These construction guilds are now carefully law-abiding, but have learned the value of their work (from urban dwellers to wealthy nobles aspiring to live in ever-grander residences and erect ever-fancier follies, folk who want grand structures built must pay handsomely), and continue to be locally politically active, pursuing and guarding their own interests with passion and manipulative skill.
“The Guilds” currently recognized in Cormyr, listed in rough descending order of influence, are:

* The Sculptors and Masons Guild
* The Guild of Carpenters and Joiners
* The Armorers Guild
* The Guild of Coachlars, Carriers, Waymen and Locksters
* The Truebreeds Guild
* The Seafarers Guild
* The Vintners and Falconers Guild
* The Brewers and Cheesemakers Guild
* The Roofers, Thatchers, and Glaziers Guild
* The Tanners and Leatherers Guild
* The Guild of Weavers and Coopers
* The Guild of Naturalists

Ed will send me short entries for each guild tomorrow, and I will of course send them on to all of you as soon as I receive them.
Ed also added these swift postscripts:

Lady Zandilar, Alustriel’s daughters are indeed under NDA restrictions right now (which of course POSSIBLY means someone MAY have plans to use or mention one of them in Realms fiction being written as we speak: more I Cannot Say, other than to look innocent and say that I personally am not writing anything at this time involving any character I know to be a daughter of Alustriel).

Kuje, re. the Weave debate: You’re correct in saying the Weave is “in” everything living, dead, undead, inanimate, sky, soil, liquid, gas, solid, water, and so on. What the FRCS says is that raw magic (that is, the stuff that powers spells and magic items as folk in the Realms know them now) wouldn’t exist without the Weave.
As George Krashos so rightly points out, that DOESN’T mean those things (and their usual natural processes and energy flows) would cease to exist if the Weave ceased to: it means “the magic” AS FAERUNIANS KNOW IT would erupt into chaos and then “cease to exist.” The natural flows would still happen, after a brief chaos, but beings desiring to use magic would have to find new ways of accessing those flows (either new systems of magic, or tinkering with existing spells to make them work again: in other words, the “raw magic” of before would no longer exist.
The distinction here is between the flows of energy and the system of accessing and manipulating (harnessing) them. To say that magic is the flows of energy is oversimplification, but “works” and therefore is right when everything’s functioning normally under the Weave. To say that magic is the system of harnessing those energies is (more) truly correct.
I agree that the canon passages you’ve referenced MAKE IT SOUND AS IF there could be a planet (or Realmspace)-destroying cataclysm; that IS an inference one can easily draw.
However, as Nighthawk08 correctly pointed out, Mystryl/Mystra has perished before, and the Realms is “still here.”
Kuje, you posted: “If the Weave has no effect on the things that it is present in, then why bother telling us that the Weave is present in those things because otherwise there's no point to print that if it has no effect on anything.” Ah, but the point of printing it is to establish (like a bylaw telling drivers that “wherever no speed limit signs are posted, the speed limit is X”) that unless you’re told specifically otherwise (e.g. dead magic zones), the Weave reaches everywhere, and thus magic functions everywhere in Realmspace. It may function wildly or weakly in some places, and may be VERY powerful in others (earth nodes, divine magic around altars, etc.) but it does “reach everywhere.” It’s the designers’ way of telling you that the magic system (of spells your characters can learn) is an inherent part of all the Realms, not something that functions by whim or divine fiat in certain lands only. Gods can restrict or work against certain magic functions in a specific area, but the default is “magic everywhere.”
Kuje, you and Dargoth are correct in saying that certain races (notably elves and dragons) have been written of as “of the Weave,” but you’re both incorrect in assuming that in a Realms without the Weave, elves and dragons would cease to exist. In a Realms without MAGIC elves and dragons (as we know them) would cease to exist, yes (which of course means that some elves and dragons probably would survive, but with very different powers and natures than the elves and dragons we know - - think dragons without spells or breath weapons or great longevity, elves without longevity and magical aptitude and most immunities or resistances). Again, it’s the difference between the Weave (our concept for the great web of magical flows, but actually strictly speaking our system of incantations and material similarities and rituals and mental states for accessing the natural flows that we call “magic”) and magic.
To those who respond that this sounds like splitting hairs: yup. All of magic in D&D IS splitting hairs. It’s why most spells won’t work (or will have unintended results) if you screw up the verbal, somatic, or material components of the casting.
And remember (to split some hairs myself) when I wrote (in postings on this thresd last year) of the forces and flows making up Toril, I carefully said that I was “roughly” describing things, and providing analogies so that ‘one could think of things in this way’ rather than saying “things ARE this way.”

Kuje, re. Slime Lord’s demonhandling debate:
What’s wrong in this entire discussion is that posters are using their own real-world views and understandings of alignments and “correct” alignment behaviour to decide what a character in the Realms would or should rightly do.
The correct way to decide on this is to decide the doctrine of the church of the character’s principal faith on this matter.
After all, if the character wasn’t sure what was right, they would turn to the nearest priest for advice. Veteran adventurers “generally already know” the general tenor of each faith’s creed on adventuring-related matters, either from hearing such advice over the years, or from overhearing it, retold secondhand in taverns (even if inaccurately) as “what befell others.”
In this case, the SPELL is deemed “good” in the rules. Therefore, if the spell is used and accepted by the primary faith to which Slime Lord’s character belongs, then casting the spell is a good act in that faith, and therefore to that character. If the character isn’t a priest or close worshipper of any one faith, but “caught between several,” than the character must make a moral decision based on the moral codes (Faerűnian faiths, not real-world “absolutes” that gamers can obviously disagree over) he or she is familiar with.
Slime Lord’s character is really facing the age-old “does the end justify the means?” question: can you morally do something evil or questionable to achieve a good result? Turning evil to good is good, in the clear-cut alignment system of the game. So whether or not the casting is an evil or questionable act, and whether or not its results outweigh whatever evil it may be deemed to have, is up to the tenets of the faith the character follows (read: direct advice of priests, who can consult with senior priests, who can consult with the god personally or with divine servant creatures who communicate directly with the god).



So saith Ed. Whew. Not an unfamiliar argument to those in one of my professions. I’ll leave you to it. Myself, I just offer my body in friendship, and those who react in an unfriendly manner earn my hostile responses. Simple. So send me your well-endowed demons. I’ve a heap of saving to do.
I do, of course, wish that things could be that flippantly simple in the real world.
love to all,
THO

Edited by - The Hooded One on 29 Sep 2005 03:11:44
Go to Top of Page

Kuje
Great Reader

USA
7915 Posts

Posted - 29 Sep 2005 :  04:02:24  Show Profile  Send Kuje an AOL message  Click to see Kuje's MSN Messenger address  Send Kuje a Yahoo! Message Send Kuje a Private Message
Ed and THO,

Thank you for the clarification to the Weave debate.

Slime Lord also sends his thanks and if it's any help his character is a sorcerer of Lathander. You pretty much answered his question but if you got time to squeeze out a short, or long, reply about that new bit of info he'd appreciate it.

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

My Goodreads page: http://www.goodreads.com/kuje

Scribe for the Candlekeep Compendium

Edited by - Kuje on 29 Sep 2005 04:04:24
Go to Top of Page

The Sage
Procrastinator Most High
Moderator

Australia
31687 Posts

Posted - 29 Sep 2005 :  04:25:57  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message
quote:
Originally posted by Kuje

Ed and THO,

Thank you for the clarification to the Weave debate.
Indeed, I also appreciate this. I'm glad to see my original thoughts about "Weave-less" elves and dragons weren't that far of Ed's mark -- there are still basic principles that must be applied to Weave-sensitive races, even if the Weave itself is non-existent.

Thanks Ed .

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
Go to Top of Page

Talinthonis
Acolyte

Canada
6 Posts

Posted - 29 Sep 2005 :  04:50:01  Show Profile  Visit Talinthonis's Homepage Send Talinthonis a Private Message
I know I already have a question pending, about that Blackened Fist, but reading some of your old answers had me wondering : are there any specific oaths or swears that can be heard around Thay?
Go to Top of Page

Zandilar
Learned Scribe

Australia
313 Posts

Posted - 29 Sep 2005 :  05:16:44  Show Profile  Visit Zandilar's Homepage Send Zandilar a Private Message
Heya,

quote:

Lady Zandilar, Alustriel’s daughters are indeed under NDA restrictions right now (which of course POSSIBLY means someone MAY have plans to use or mention one of them in Realms fiction being written as we speak: more I Cannot Say, other than to look innocent and say that I personally am not writing anything at this time involving any character I know to be a daughter of Alustriel).



Thank you.

I was kind of being fascetious with my "surely not!" comment. I figured if there was something going to prevent the disemination of such knowledge, it would be an NDA. (OH NDA! How I dislike you intensely! )

Oh well, I guess that means I'm making things up. And speculating on WHO is writing WHAT with one of Alustriel's daughters being mentioned or perhaps even making an appearance!

*wanders off lost in thought...*

Zandilar
~amor vincit omnia~
~audaces fortuna iuvat~

As the spell ends, you look up into the sky to see the sun blazing overhead like noon in a desert. Then something else in the sky catches your attention. Turning your gaze, you see a tawny furred kitten bounding across the sky towards the new sun. Her eyes glint a mischevious green as she pounces on it as if it were nothing but a colossal ball of golden yarn. With quick strokes of her paws, it is batted across the sky, back and forth. Then with a wink the kitten and the sun disappear, leaving the citizens of Elversult gazing up with amazed expressions that quickly turn into chortles and mirth.

The Sunlord left Elversult the same day in humilitation, and was never heard from again.
Go to Top of Page

Asgetrion
Master of Realmslore

Finland
1564 Posts

Posted - 29 Sep 2005 :  20:01:42  Show Profile  Visit Asgetrion's Homepage Send Asgetrion a Private Message
Well met once again, Lady Herald and Most Exalted Ed o' the Greenwood! Your reply to my questions about the Cormyrean guilds was fantastic! My humble thanks, and a deep bow, to Ed for all the great Realmslore he provides us on this forum. I am still waiting for the City of Splendors to hit the shelves at my local bookstore, but I know that it is more than worth its price (as usually), as many sages and scribes have spoken highly of it

As for the "Best of Eddie", I simply loved it! I'd hate to pick favourites from this treasure trove of Realmslore and fantasy fiction, but the three stories that affected me emotionally most were "Living Forever", "The Long Road Home" and "Not The Most Successful of Feasts". I think the main...hmmm... character in "Living Forever" was very interesting, and gave me a whole new perspective on some matters... (I will not say more here, since I don't wish to spoil anything). Marvelous work, Ed!

Hopefully we will see "The Best of Eddie, Part 2" as soon as possible... hey, I am even prepared to sacrifice my rude and loud neighbours to all the dark gods (or Wizards), if this modest wish will one day be granted

"What am I doing today? Ask me tomorrow - I can be sure of giving you the right answer then."
-- Askarran of Selgaunt, Master Sage, speaking to a curious merchant, Year of the Helm
Go to Top of Page

Jamallo Kreen
Master of Realmslore

USA
1537 Posts

Posted - 29 Sep 2005 :  21:16:13  Show Profile  Visit Jamallo Kreen's Homepage Send Jamallo Kreen a Private Message
quote:
Originally posted by George Krashos

quote:
Originally posted by Jamallo Kreen

Apropos of Ascarle, I'd like more information about the motives of "the Kraken" (if they aren't NDA). The Kraken Society is repeatedly called an information gathering network, but it is so surprisngly violent and unscrupulous that I want to know more about its deepest motivations. We know quite a bit about the Regent's intentions, but none (that I've seen) about The Kraken's.



Have you read the write-up of the Kraken Society in the 2E product "Cloak & Dagger"? It provides quite a lot of information re motivationand activities of the big slimy one and his minions.

-- George Krashos




No, I haven't. I don't think I have it, either. I shall seek it out. Thank you for directing me to it.

I have a mouth, but I am in a library and must not scream.


Feed the poor and stroke your ego, too: http://www.freerice.com/index.php.

Go to Top of Page

Jamallo Kreen
Master of Realmslore

USA
1537 Posts

Posted - 29 Sep 2005 :  21:47:04  Show Profile  Visit Jamallo Kreen's Homepage Send Jamallo Kreen a Private Message
Player's Option: Skills & Something-or-other suggested the Shadow Mage as a type of specialist. Creating such a spellslinger in 3E is easy enough, but one wonders: how do Shar and Mask interact vis-a-vis Weave-using spellcaster-worshippers who use "spells with the 'shadow' descriptor," since Mask claims that all which happens in shadow is within his purview? Also (and I hope I'm not heading for NDA territory!), has Mystra begun to cultivate Weave-using spellcasters who specialize in "magic with the 'shadow' descriptor," to somewhat counteract Shar and her "Shadow Adepts"?

Also apropos of Mask and Shar, both deities of secrets, is there any Torilian deity whose portfolio specifically includes learning secrets or revealing them? (Vecna and Odin spring to mind as this type)? In Ed's opinion, is that a viable portfolio for a deity created during game play, or does it conflict too much with the portfolios of Cyric, Mask, and Oghma?

I have a mouth, but I am in a library and must not scream.


Feed the poor and stroke your ego, too: http://www.freerice.com/index.php.

Go to Top of Page

David Lázaro
Seeker

Spain
37 Posts

Posted - 30 Sep 2005 :  00:25:34  Show Profile  Visit David Lázaro's Homepage Send David Lázaro a Private Message
Just a quick comment: the questions of the past weeks have been fantastic, almost on par with the answers. I'm not just waiting to see my questions responded, I'm waiting to see all the others too. For the first time in years I'm interested in all of them.

Cheers, fellow scribes.

(And Wooly, thanks for the obscure references, you are a scribe of the highest level indeed!).
Go to Top of Page

The Hooded One
Lady Herald of Realmslore

5036 Posts

Posted - 30 Sep 2005 :  03:58:51  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello again, fellow scribes. Herewith, the third part of Ed’s reply to Asgetrion about the guilds of Cormyr:


THE SCULPTORS AND MASONS GUILD
Guildmaster: Thaerevho Londurmaskur (LN male human Exp8; tall, bearded, grandly-spoken, impressive; grudge-holding, thirsts for power and respect, but hates unrest and perils to a prosperous Cormyr)
Headquarters: Highstone Hall (Suzail, south side Promenade)
Portfolios: stone work, statuary, quarrying, and all plastering, mud-daub, and waterproofing
Badge: inverted shield (arched top, flat bottom, curved sides) of gray stone-block border, field of maroon, gray stone fist (clenched human right hand, thumb and fingers towards viewer, wrist rising from bottom of border
Notes: Polite and no-nonsense, dislike arrogant nobles even more than Crown laws and nosy Crown officials (will work ever-more-slowly and VERY carefully for clients who annoy them), the guild that knows its true power more than any other, but is steadfastly loyal to the Obarskyrs for their striving to maintain a fair, prosperous Cormyr; contains many former Purple Dragons

THE GUILD OF CARPENTERS AND JOINERS
Guildmaster: Ryze Halonder (NG male human Exp8; weatherbeaten, laconic, acts like a yokel but is a very shrewd judge of character and situation, and has grown vastly wealthy through astute investments and cultivating contacts among adventurers who can ‘police’ all who swindle guild members; seeks a just, well-governed, ever-more-prosperous Cormyr
Headquarters: Longbeam Hall (Suzail, south side Promenade)
Portfolios: wood cutting, curing, staining, furniture-making and fitted carpentry and joinery
Badge: long-axis-horizontal scarlet diamond, on it a horizontal silver axe with blade down at right end, and clenched human fist (fingers and thumb towards viewer) clutching a thick iron bar that projects just a little from both ends of the hand, to form a hammer shape
Notes: Wealthy, energetic, “into everything” (like new styles of coffers, chairs, and stools) guild that’s fractious; Halonder faces almost constant challenges to his authority from various “pompous fat little trumpet-mouths” (five or six very similar guild members who’re always quarrelling among themselves, including Rarvor Telbrae, Haldon Mornhand, and Yaskel Daroun) who think they can do a better job, and see the guild as their road to nobility; most guild members just see it as their road to riches and a waited-upon old age

THE ARMORERS GUILD
Guildmaster: Darronder Firebrow (LN male human Ftr8/Exp12; a tall, wide-shouldered, immensely-strong bull of a man of bristling white brows, growl-gravel voice, piercing eyes, and worldly wisdom, who always does what’s best for Cormyr and has little use for prancing nobles or prancing anyone else, for that matter; a quiet preparer-for-disasters-ahead who keeps hidden caches of weapons and armor in many places about Suzail, guarded by Helmed Horrors that obey him thanks to a magic ring Vangerdahast gave him decades ago; Firebrow can tell at a glance where the weakest part of any armor SHOULD be, by design and normal wear (but not, of course, from hidden flaws or specific battle damage that’s not outwardly obvious)
Headquarters: Helmfast House (Suzail, north side Promenade west of the Court)
Portfolios: armor and weapon-making, plus the making of tempered tools (from sewing needles to bell-strikers and tiny gears and cogs)
Badge: a gray “scorn” helm (the local name for a bucket-shaped full-face helm that’s bolted into one piece (no visor), but covers the wearer’s head completely except a horizontal eyeslit connected in a “T” with a single central vertical slit from eyeslit down to the “chin” of the helm), face-on to the viewer (“staring” impassively at the viewer), on an shield-shaped, gray-bordered field of crimson
Notes: this guild is VERY closely watched by the War Wizards to prevent any noble from managing to equip a private army without the Crown knowing; members resent the scrutiny even as they accept the necessity for it: as one armorer grumbled, “Iff’n I take my wife to bed, it’s more likely than not that some longnose wizard is spell-watching our every gasp’n’grunt. Just once, I’d like old Vangey to drop by, hand me a tankard of Proper Dark, and promise me no one’d be watching for the night. Just once, n’I could die a happy man!” members of this guild are VERY well paid by the Crown to make them loyal and to keep their rates high enough that every second merchant of Cormyr WON’T order personal suits of armor so as to gain the benefits of this guild’s especial pride: building concealed weapons into armor



That’s all that Ed’s sent me thus far. He apologizes, explaining that today he had to tour the local sewage plant (don’t ask), shop for a month’s worth of groceries plus furniture and top soil (again, don’t ask), learn to play an organ (no, don’t ask, REALLY), clear up fallen tree limbs after a vicious storm, look after his very sick wife, and undergo a battery of “are you diabetic yet?” tests.
I told him dealing with reality was no excuse when millions were waiting for essential Realmslore. He agreed, and promised to let me flog him when I see him next (hmmm, at a large wedding; THAT will provoke some intense interest among the bystanders there, I’m sure). Anyway, we WILL get the rest of the guilds in the days ahead.
Gerath Hoan, your only question in the queue is a request from March 28th of this year, wherein you asked: “. . . So who is the Realms’ Lucifer and what happened to him?” (And khorne promptly and correctly answered you, at that time.) Feel free to add new questions, so long as you can live with Ed taking months to answer them. He is truly snowed under, despite it being only September. Sigh.
love to all,
THO
Go to Top of Page

Sanishiver
Senior Scribe

USA
476 Posts

Posted - 30 Sep 2005 :  06:18:58  Show Profile  Visit Sanishiver's Homepage Send Sanishiver a Private Message
It feels good to be right.

Or rather 'not entirely wrong'. :P

09/20/2008: Tiger Army at the Catalyst in Santa Cruz. You wouldn’t believe how many females rode it out in the pit. Santa Cruz women are all of them beautiful. Now I know to add tough to that description.
6/27/2008: WALL-E is about the best damn movie Pixar has ever made. It had my heart racing and had me rooting for the good guy.
9/9/2006: Dave Mathews Band was off the hook at the Shoreline Amphitheater.

Never, ever read the game books too literally, or make such assumptions that what is omitted cannot be. Bad DM form, that.

And no matter how compelling a picture string theory paints, if it does not accurately describe our universe, it will be no more relevant than an elaborate game of Dungeons and Dragons. --paragraph 1, chapter 9, The Elegant Universe by Brian Greene
Go to Top of Page

Gerath Hoan
Learned Scribe

United Kingdom
152 Posts

Posted - 30 Sep 2005 :  09:53:07  Show Profile Send Gerath Hoan a Private Message
Thanks THO,

Can i ask that you add my questions about Knighthoods and Hersperdan from my pervious post onto Ed's mountain? I don't expect swift replies, of course, but any Realmslore to come from those would be truly fascinating.

GH

Knight of the Order of the Keen Eye - Granted by Ed Greenwood, 30th January 2005
Go to Top of Page

Wenin
Senior Scribe

531 Posts

Posted - 01 Oct 2005 :  03:54:55  Show Profile Send Wenin a Private Message
quote:

Exactly. If the Weave has no effect on the things that it is present in, then why bother telling us that the Weave is present in those things because otherwise there's no point to print that if it has no effect on anything.



I have the suspicion that if the weave was to no longer exist, that the world would "feel" different. Kinda of like the taste of stale water.

The example given of Elves dying with the destruction of the Weave. Was that weave destroyed in their presence? If so, I'd imagine that such a shock could kill such magically enchanted creatures.

In my view of things the absence of the weave would lead to the Elves leaving Toril long before they'd die of its absence... if they were to die strickly because of its absence. They would leave because the world would feel "dead", "eerie", "bland", etc.. to them. It would be as stale water tastes to us.... but to a dog... they'd lap that water up and think of it as the best thing they'd tasted. They'd wonder why we'd turn such a thing away.


Think of today's world as a world without magic... well unless you subscribe to the enchanting thought that technology is just another form of magic. =) We're only able to talk with each other over such long distances, because we have faith... but that's a different RPG system. =) hehehehe Anyway, writers speak of times long past as being more "enchanted". They talk of it as if there was a different feel to the world.

Thank you for your time Ed, and his sage. =)

Forgotten Realms Cartography For mappers that are wanting to share the work they've done within the Forgotten Realms setting.

Session Reports posted at RPG Geek.
Stem the Tide Takes place in Mistledale.
Dark Curtains - Takes place in the Savage North, starting in Nesmé. I wrapped my campaign into the Hoard of the Dragon Queen, but it takes place in 1372 DR.

Edited by - Wenin on 01 Oct 2005 03:59:31
Go to Top of Page

The Hooded One
Lady Herald of Realmslore

5036 Posts

Posted - 01 Oct 2005 :  04:26:18  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hi, all. Gerath Hoan, of course I’ll add your queries to Ed’s mountain (well put). He’s still digging where whim takes him, yonder on its slopes, continuing his Cormyrean guilds reply to Asgetrion:


THE GUILD OF COACHLARS, CARRIERS, WAYMEN AND LOCKSTERS
Guildmaster: Lady Guildmaster Sarissa Lathtyll (CG female human Exp3; the strikingly tall, beautiful, graceful, and soft-spoken widow of the guild’s recently-deceased and greatly loved guildmaster, Tethaero Lathtyll, allowed to run the guild by the majority of elder members who didn’t want any of three squabblingly ambitious junior members [Thael Maerynn, a coldly shrewd and grasping Sembian-sponsored coachlar; Malagar Tolluth, a fat, greedy Suzailan who wants to establish a hierarchy within the guild, with coach owners - - of whom he is one - - at the top; and Eskurr Valanth, a smilingly sly trader from Westgate widely {and correctly} thought to be a thief in the employ of certain criminals of that city] to wear the Master’s cloak, but now recognized as the hitherto-unacknowledged brains that guided Tethaero, and firmly supported by all except the cliques of the ambitious three; Sarissa has been wooed by Maerynn, but rebuffed him, defending herself with a coachwhip, in tales that are still making the rounds in Suzail, growing swiftly more lurid in the retellings
Headquarters: Tallgates House (Suzail, south side Promenade)
Portfolios: locksmiths, wagon-makers and owners, coachlars (coach-drovers), carters (those who operate local delivery wagons), and draymen (deliverers and loaders, of ships at the docks, wagons everywhere, and Suzailan warehouses; “locksters” are the owners and guardians of warehouses)
Badge: A white wagon-wheel (with eight spokes), displayed side-on, on a copper lone-point-uppermost triangle
Notes: Traditionally a guild of corruption (some members once regularly charged “surety” fees to make sure a client’s shipment arrived unbroken, to the right place, and uninspected by business rivals) and ambitions to weaken the power of the Crown (so as to lessen both laws and taxes), the “Coachcowls” (as most of Cormyr refers to this guild) were sharply curbed by the War Wizards and certain Highknights in the wake of the battles against the Tuigan Horde - - whereafter Tethaero Lathtyll was installed by the members as Master, and set about trying to make this guild the most daily-essential and respected among Suzailans, building trust and purging corruption, a task he largely completed (with the covert aid of the War Wizards); the Lady Guildmaster’s personal steward (and lover) is a War Wizard, though only she, of all the Coachcowls, knows this

THE TRUEBREEDS GUILD
Guildmaster: Askalho Theer (NE male human Exp6; a fat, snarling glutton of a man given to scowling bombast, who dislikes anyone who disagrees with him, but is too lazy to pursue any purges of members or ways of making his own views more palatable and thus accepted, within “the Breeders” (as Cormyreans call this guild); rich food and drink, and comfortable surroundings to enjoy them in, matter more to Theer than anything else in the world, and he fears engaging in any real conspiracies or even overhauls of his own guild because unfolding events might then somehow threaten his comforts; nevertheless, he’s only too willing to be bribed and ‘used’ by ambitious nobles seeking to weaken the Crown if not overthrow it
Headquarters: The House of the Bull (Suzail, south side Promenade)
Portfolios: horses, oxen, sheep, cattle, guard-dogs, sheep-dogs: the breeding, care and sale of, and maintenance of the pedigrees of, all “kept beasts”
Badge: A green triangle, horizontal across the top and with an elongated point at the bottom, on which is displayed a gray beast-leg (ending in a black cloven hoof, pointing to the outside) “standing” with the leg rising diagonally from the hoof at lower left towards the upper right, that “vanishes” as it passes through a gray “spiked collar” oval, slanted from upper left to lower right, and with the arc closest to the viewer at the bottom, that arc (only) displaying three blunted spikes
Notes: An often-fractious association of ranchers who breed, train, and sell livestock, this guild has bought Crown favour over the years by providing splendid royal mounts (to all Obarskyrs, and to important Court officials) as gifts, and by undertaking to keep “guarded in seclusion” (at various remote farms across the realm) breeding stock to regularly replenish Purple Dragon cavalry mounts and draft animals (which are ordered and paid for by the Crown, and are not gifts), on a “the needs of the realm come first” basis (which really means: don’t sell any large numbers of animals to buyers in Sembia or anywhere else outside Cormyr without obtaining prior Crown permission); well-regarded by most Cormyreans, who see the splendid animals guild members provide, never the surly Guildmaster (who’s privately considering breaking the guild rule Vangerdahast forced on his now-dead predecessor Belivaerus Daethul: that members of the guild would never attempt to crossbreed species nor make any use of magic enabling features of one beast to be added to another - - in short, to try to ‘make monsters’)

THE SEAFARERS GUILD
Guildmaster: Orthan Staramuranter (LN male human Ftr5/Exp12, a white-haired, white-bearded, gauntly impressive retired seacaptain who tolerates no “nonsense” [by which he means dissension, even slightly treasonous grumbling about conditions in the Realm, and any innovation]: “Old Orthan” retains his legendarily keen eyesight, and can see not only for great distances over water, but also that the status quo enriches members of his guild, and shouldn’t be shifted or unsettled in any way
Headquarters: Starsails House (Suzail, north-front Silverscales Street, across from [but “a few doors along east”]) the Black Rate tavern (feature 51 on the 2nd Edition Realms boxed set Suzail map)
Portfolios: sailors, captains, fleet owners, navigators, mapmakers, ropers (the local name for ropemakers), sail-makers, shipwrights (boat builders) and ship repairers
Badge: A vertically-elongated oval of light blue, with a tall, tip-curving-to-the-viewer’s-right central wave rearing up - - and a single eye staring straight-on (and calmly, this emotion suggested by the flattened top and bottom curves of the eye) out of the heart of the upper curl of the wave, at the viewer
Notes: Under Staramuranter’s firm, diligent hand (the Guildmaster employs street youths and “eyes and ears,” to confirm any information he doesn’t trust, and is constantly trying to learn EVERYTHING members of his guild are up to - - not out of any maliciousness, but to protect his members and anticipate coming trouble whenever possible), this guild is courteous, guildrule- and Crown law-abiding, and cultivates a “trustworthy, stolid, reliable, no changes please” image that has led Suzailans to rely on it, and shippers in Arabel and even Marsember to send their wares to Suzail’s docks for shipping, rather than through any other port; the only violence the guild condones is fighting pirates and salvagers (those who pick over shipwrecks): salvagers have been angrily, repeatedly, and often savagely (with alleyway and high seas slaughters) excluded from the guild over the years, despite their frequent attempts to join



So saith Ed, who’s obviously doling out the guild descriptions in trios as he struggles to get back up to speed on his writing schedule. He hasn’t said anything about “falling silent” for a bit to me, yet, but I’m afraid I wouldn’t be surprised if he does. Sigh.
love,
THO
Go to Top of Page

The Hooded One
Lady Herald of Realmslore

5036 Posts

Posted - 02 Oct 2005 :  01:09:48  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hi again, fellow scribes. Ed has interrupted his guilds of Cormyr descriptions to briefly reply to another scribe:


Well met to The Simbul. Great questions about your namesake, and I’ll answer them all in time, but for now, I’m just going to deal with your queries about that infamous tattered black gown.
Briefly put, The Simbul (not you, the character :}) doesn’t give a fig for her appearance, but does “like what she likes,” which is why she’s usually barefoot, with wild hair and wearing only (yes, no undergarments) a plain black gown.
And it’s not so much one gown as it is a wardrobe of twenty-some such gowns.
Those gowns take a lot of beating, because Alassra’s shapechanging ways place her up in trees, perched on sharp rocks, and in other dirty or overgrown places from time to time, when she changes back to human form.
She pulls free without any care for her clothing, because she just doesn’t care, and doesn’t mind mild pain (thorn-pricks and scratches from sharp branches, etc.). Yet she prefers the familiar comfort of her “little black gowns,” and therefore rarely reaches for any other garment (though she owns rooms full of clothing, some of it stunning - - in part because some folk of Aglarond think she looks terrible in those tattered gowns, and often gift her with fine clothing).
The Simbul is genuinely delighted to receive such gifts, if the clothing is flattering and isn’t some sort of poisonous or magical trap, but tends to hang them up unworn. She is, after all, a queen and can wear whatever she pleases.
So she strides to her wardrobes and puts on any tattered black gown that isn’t absolutely falling apart - - not because she cares if folk see her skin or not, but because she uses the particular weave of the cloth in her gowns to ‘root’ a lot of her spell triggers (and thus, her “hanging” spells). So they have magical uses, and one or two innate magical powers, like [NDA] and [NDA] and [oooh, a BIG NDA], too.
The Simbul mends her gowns by hand (needles and thread, personally, never employing magic) when she has time and sees the need. Often, her mending job will make sure the garment won’t fall apart, but will still leave some holes (and, yes, she’s been known to tease unwanted envoys and ambassadors by wearing too-revealing gowns and watching them struggle not to look).
Usually, she just lets a truly shredded gown fall to the floor of her wardrobe, shrugs, and reaches for the next (already slightly tattered from previous wearings) one.
Her servants know very well never to throw away the slightest scrap of thread of any of her gowns, nor let it fall into the hands of lurking Thayan wizards or anyone else.
The gowns can get filthy, but The Simbul does wash them between wearings. Sometimes, she dives into a soap-filled laundry vat still wearing a gown, and washes it and her hair and self all at once; she once cheerfully told a scandalized laundry maid that she did this “when the lice really get going, and I can FEEL them eating each other, all over me.” (She MAY have been joking.)
Perhaps there is some sort of sentimental attachment to “the look,” if not to a particular one of her many identical-except-for-where-the-holes-are gowns. It WAS how she dressed centuries ago, and has been her usual clothing ever since.



So saith Ed. Who will return with more guild details tomorrow.
love to all,
THO
Go to Top of Page

Kuje
Great Reader

USA
7915 Posts

Posted - 02 Oct 2005 :  03:22:59  Show Profile  Send Kuje an AOL message  Click to see Kuje's MSN Messenger address  Send Kuje a Yahoo! Message Send Kuje a Private Message
Another question for Ed since he's discussing guilds.

I've been pondering guilds in FR and especially in Waterdeep and I had some questions:

1) Do the guilds pay rent or the bills for the members that are sick and unable to do thier jobs while they are sick?

2) Do the guilds take care of moneylending and storing for thier members? What about the storage of goods?

3) Do the guilds take care of the family of the deceased guild member?

4) What other privilages are guild members entitled to?

5) And anything else you might want to add that fits the topic. :)

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

My Goodreads page: http://www.goodreads.com/kuje

Scribe for the Candlekeep Compendium
Go to Top of Page

Wooly Rupert
Master of Mischief
Moderator

USA
29727 Posts

Posted - 02 Oct 2005 :  06:30:41  Show Profile Send Wooly Rupert a Private Message
You know, I've long wondered about the Simbul's choice of attire. Thanks for answering the questions that I never asked. I suppose I should thank the Simbul (the scribe, not the character! ) for asking them. Thanks to all!

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Editor and scribe for The Candlekeep Compendium

I am the Giant Space Hamster of Ill Omen!
Go to Top of Page

The Sage
Procrastinator Most High
Moderator

Australia
31687 Posts

Posted - 02 Oct 2005 :  07:16:59  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message
Here's another for Ed:-

A couple of weeks ago I was reading a book that included in-depths accounts about the war strategies and tactics employed by Napoleon during many of his latter campaigns in central Europe. They were reports utilising his own writings on the topics and included brief details about how he might consider conflicts fought in environments his armies were not familiar with. So this got me me thinking about how some of the more powerful and unified nations in the Realms -- like Cormyr for example -- wage large-scale battles. What can you tell me about the overall use of military tactics and strategies that realms like Cormyr may have employed in the past?

Now I know we've learned tidbits here and there in the various sourcebooks, and the Army of the Alliance during the Tuigan invasion provided some serious details about how such techniques are employed in the Realms. But I'm really hoping for your take on this Ed.

Obviously, given what we know of armies and military campaigns in the Realms, we can assume the strategies of previous realm-rulers and military commanders are studied, just like in our world. In Cormyr, the war planners of the Purple Dragons likely spend months studying the tactics of enemies and allies alike... searching for vitual points that their military forces can exploit to their nation's advantage.

But what are the actual techniques used? That's what I'm looking for here. Simply put, how does a nation like Cormyr wage large-scale battles, or even wars, in the Realms?

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
Go to Top of Page

khorne
Master of Realmslore

Finland
1071 Posts

Posted - 02 Oct 2005 :  17:24:03  Show Profile  Visit khorne's Homepage  Click to see khorne's MSN Messenger address Send khorne a Private Message
I`d like to thank both Ed and Jerry. Recently I got very interested in the war wizards, but I couldn`t find any place with detailed information about them(my budget doesn`t allow me to buy those expensive sourcebooks). Then I skimmed through this thread, and Halleluja! Thanks again, Ed.

If I were a ranger, I would pick NDA for my favorite enemy
Go to Top of Page

The Hooded One
Lady Herald of Realmslore

5036 Posts

Posted - 03 Oct 2005 :  04:17:21  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hi again, fellow scribes. I bring you the fifth part of Ed’s reply to Asgetrion about the guilds of Cormyr:



THE VINTNERS AND FALCONERS GUILD
Guildmaster: High Taster and First Gauntlet Lyonar Sorander (LN male human Ftr5/Exp9, a tall, white-haired, patrician man of sophisticated tastes, good manners, a splendid wardrobe, a neatly-trimmed white beard - - and a mind like the proverbial steel trap, shrewd and always alert and usually three steps ahead of everyone else in Faerűn; a consummate actor with a magnificent, mellifluous voice who seeks to persuade others to adopt his views, and wants to slowly, smoothly make his guild the most wealthy - - and most influential and trusted, by rulers and all who hold true ruling power - - guild in Cormyr)
Headquarters: The Mastery (Suzail, south side Promenade)
Portfolios: falconry, raptor breeding and trading, winemaking, vineyard-owning and -tending, wine blendings and sales
Badge: a triangle of gold, lone point down, with two joined scarlet spread (but curved in flight) wings inset “across its top”
Notes: Traditionally the guild whose clients were almost all royalty, courtiers of exalted rank, and nobles, the “Winewings” (as Suzailans generally all them) are now making “great stacks of coins” (as one member put it) providing falcons and drink to swift-rising, wealthy merchants who want either to be noble, or to act as if they are; because the falconers and the vintners aspired to serve the same noble clientele, they were the first to join ranks and form a guild; their successes led to the other “anvil-and-flower” (we real-world types would say “chalk-and-cheese”) combined disparate-trades guilds

THE BREWERS AND CHEESEMAKERS GUILD
Guildmaster: Oldvruk “Old Buck” Faerahowe (CG male human Ftr2/Exp12, a fat, jovial mountain of a man with a witty tongue and a love of revelry that extends to holding guild meetings with a scantily-clad lass on either knee or entwined around him; is never seen without a huge tankard of ale in his hand or within easy reach; is a semi-retired brewmaster who makes VERY good coin each year providing Cormyrean royalty and nobility with what we real-world types would call “designer brews” for their largets revels: ales with special flavours [involving apples, or cranberries, or woodsmoke sugar-sauce, or any of a score of odder ingredients] obtainable nowhere else); views his guild as an essential service whose members can only prosper when Suzailans are happy and growing more numerous - - so if the Obarskyrs can keep the peace and the harvests are good, we all benefit
Headquarters: The Caskhouse (occupies a floor above a guild-owned tavern, The High Tankard [the center Promenade-front building in the block that contains Danain’s hardware shop] that serves only ales and cheeses)
Portfolios: brewers and spirits blenders and importers, cheesemakers
Badge: A gray tankard (no handle visible, inward-sloping-to-top sides, capped with white foam) atop a wedge of golden cheese with a red rind, on an oval brown field
Notes: The Caskhouse often hosts drinking-revels (for members and one guest per member) that last several days and involve hired highcoin girls, much retching into buckets, exotic desserts, and unclad surfing tables (and down stairs) atop huge platters of cheese; the Old Buck has been shrewd enough to endear himself to all Suzailans by irregular, unannounced “processions” through several blocks of a Suzail street, handing out free samples of exotic cheeses and ales to everyone he sees (and by arranging with the Watch that anyone found starving in the streets during the hard months of winter is to be quietly brought to the Caskhouse for a “warm-up” meal of ale and cheese; and given a cloak and a sack of small cheese-ends to take away with them); so of all the guilds in Suzail, this is the one citizens will fiercely defend, no matter what mischief its members may do or trouble drunken guild clients may cause

THE ROOFERS, THATCHERS, AND GLAZIERS GUILD
Guildmaster: Ullvor Mharivven (NE male human Rog2/Exp11; a thin, darkly handsome, prissy fop of a man much given to wearing maroon cloaks over high-booted finery [that’s more fashionable than most nobles], making sarcastic or cutting comments, and sighing theatrically when clients complain or members dare to disagree with him); he sees his guild as not having enough respect, and is planning exhibits (we real-world types might call them “open houses”) to display spectacular stained glass windows and roofing trim (“gingerbread”), in an attempt to start new fashions (he’s also busily spreading rumors that ghosts accumulate in old houses in Suzail, and can be banished by periodically renovating or tearing down and building anew)
Headquarters: Hardshutters House (Suzail, north-front Market)
Portfolios: roofers, slate-masons, shingle-cutters, thatchers and thatch-cutters, glaziers, “sandglass” makers, glass stainers
Badge: three disembodied (ending at the wrist) pink human hands, on a diamond-shaped field of crimson: a right hand at the bottom, situated vertically reaching for the center of the diamond, where it’s curling its finger and thumb to outline (most of) an oval; while just above this oval, two hands (a matching left and right pair) reach vertically down from the top of the diamond, touch ‘heels’ together, and angle their fingers out diagonally downwards, to form a ‘roof’ over the oval
Notes: this guild is perhaps the most easygoing of all Cormyrean guilds, which means “often late for a job, or prone to vanish for half a day or even several days on end without warning or explanation,” and also means that guild members are the most ready to work alone or with just one trained assistant, and readily “day hire” interested youths, oldsters, and layabouts (for roofing-work, NEVER glazier-tasks); Mharivven long ago hired a wizard to craft a spell that he can activate (by means of a finger-ring) to animate glass shards (from the inevitable window breakages of guildwork; useful shards and pieces are brought back to Hardshutters for attic storage, and salvage by members doing “crazyshards” leaded glass skylights and transoms): he can readily open an attic hatch when anyone breaks into Hardshutters, and unleash a whirlwind of glass shards equal in effects to a BLADE BARRIER spell



Oooh. Wince at that last one.
Ahem, so saith Ed, who will return (he promises) with more Realmslore tomorrow. Busy, busy man.
love,
THO
Go to Top of Page

Garen Thal
Master of Realmslore

USA
1081 Posts

Posted - 03 Oct 2005 :  06:08:39  Show Profile  Visit Garen Thal's Homepage Send Garen Thal a Private Message
Knowing well enough that Ed will have much to add on this topic (give the time and breath to do so), I'll briefly and generally speak on matters military for Cormyr, to help answer the Sage's question:

As to how Cormyr fights large-scale battles, there is a frustratingly simple answer. They don't. At least, not on Cormyrean soil. Given the vast natural defenses of the nation (mountains on three sides, Anauroch and the Stonelands beyond that, and a well-patrolled sea to the south), the inherent advantages of defending troops, and the rather intimidating title of the nation's magical defenders (they were named the Brotherhood of Wizards of War for a reason), most enemies aren't daft enough to attempt an actual invasion of Cormyr. This is why all the major conflicts you read about for the Purple Dragons--the Dragonfall Battle, the Witch-Lords, the war against Magrath and Salember's civil war--are all cases in which someone wishing to conquer Cormyr got in and had to be forcibly removed. None of them were ever met "at the border."

The only wars where Cormyr engaged in recognizably "set-piece" battles (the sorts you see in Braveheart, for example, or in accounts of the Hundred Years' War) were during the Crusade (which took place well outside Cormyr) and against the Witch-Lords of the Wyvernwater, where the Purple Dragons and every other capable hand was whelmed against a force that needed to be wiped out with finality. In nearly all other cases, conflicts in Cormyr are fought in smaller, more managable skirmishes, with units small enough that their tactics, commanders, and abilities are all familiar to the Cormyrean participants. This is due both to the nature of the combats (Cormyreans know Cormyr better), and of the opponents--who usually make themselves a threat by infiltrating the nation separately, and are usually fairly disorganized (goblins, rebels, etc.) preventing true, unified assault that a whelmed army with formed ranks is even necessary.

That isn't to say that Cormyrean commanders don't plan for set-piece battles where the terrain is known. A favorite practice is to think up ways of overcoming Arabel's defenses. There is, of course, a practicality in this, considering how often Arabel has rebelled in the past, and it served the nation well in retaking the city following Nalavara's horde taking over.

In general, however, Cormyr's forces keep to smaller units, more guerilla-style tactics: quick, mobile strikes that exploit vulnerabilities rather than large, clunky, overwhelm-by-numbers strategies that tend to get lots of men killed. When you have a group of War Wizards, having all your men standing in one place is generally a bad idea anyway, and set-piece battles tend to allow for far more "expendable casualties" than the Crown or Cormyrean people are willing to accept.
Go to Top of Page

The Sage
Procrastinator Most High
Moderator

Australia
31687 Posts

Posted - 03 Oct 2005 :  08:03:26  Show Profile  Send The Sage an AOL message  Click to see The Sage's MSN Messenger address  Send The Sage a Yahoo! Message Send The Sage a Private Message
I was hoping you'd chime in Garen .

And I appreciate the analysis .

quote:
In general, however, Cormyr's forces keep to smaller units, more guerilla-style tactics: quick, mobile strikes that exploit vulnerabilities rather than large, clunky, overwhelm-by-numbers strategies that tend to get lots of men killed. When you have a group of War Wizards, having all your men standing in one place is generally a bad idea anyway, and set-piece battles tend to allow for far more "expendable casualties" than the Crown or Cormyrean people are willing to accept.
The smaller unit sizes are crucial to such military strategies. With short chains of command, the response and deployment times for these units make for effective use of the forces comprising these units. And with higher mobility comes the ability to respond more quickly to local threats which may intially overwhelm other Cormyrean militia units that are assigned to counter the threat.

Since Cormyr has well defined borders in the west and south, it makes it easier to station smaller units in these areas, as they can respond quickly to invasive threats -- concentrating more rapidly than a much large force from inside Cormyr.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage

Edited by - The Sage on 03 Oct 2005 08:10:25
Go to Top of Page

Garen Thal
Master of Realmslore

USA
1081 Posts

Posted - 03 Oct 2005 :  16:10:31  Show Profile  Visit Garen Thal's Homepage Send Garen Thal a Private Message
quote:
Originally posted by The Sage

I was hoping you'd chime in Garen .
Me? Whyever me?
quote:
The smaller unit sizes are crucial to such military strategies. With short chains of command, the response and deployment times for these units make for effective use of the forces comprising these units. And with higher mobility comes the ability to respond more quickly to local threats which may intially overwhelm other Cormyrean militia units that are assigned to counter the threat.

Since Cormyr has well defined borders in the west and south, it makes it easier to station smaller units in these areas, as they can respond quickly to invasive threats -- concentrating more rapidly than a much large force from inside Cormyr.
Well, sort of.

In the west, the only place to get a force of any size into Cormyr is through a single mountain which is (quite intentionally) dominated by High Horn. The Lake of Dragons to the south is patrolled both by the Imperial Navy and the far more numerous Freesails. In the east and north (northeast, really) the Stonelands, Thunder Gap and southern shore of the country do provide enough room for troops to come through, which is why Thunderstone is a fortified town, why Arabel has both a local garrison and the armies of the Warden of the East (and the reason for such a Warden in the first place), the motivation behind the annexation of Tilverton and so forth.

With these few locations for armies to gather, it becomes very simple for Cormyr to plan for its defense, and to discourage invaders: if you have only two or three viable spots from which to mount an assault, your enemy knows where those are, is likely to patrol them heavily, and when you do gather your forces there, may very well summon those cursed War Wizards to blow you up, assuming you ever get there in the first place. Because most of the "weak points" in Cormyr's natural defenses are to the east, the real threats they consider are Sembian invasion and a Zhent wave down from the Moonsea. Thus, they try to keep the Dales strong (both for their own sake, and as a "buffer zone" of sorts) and watch grasping Sembia very, very closely.
Go to Top of Page
Page: of 84 Previous Topic Topic Next Topic  
Previous Page | Next Page
 New Topic  Topic Locked
 Printer Friendly
Jump To:
Candlekeep Forum © 1999-2017 Candlekeep.com Go To Top Of Page
Snitz Forums 2000