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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 30 May 2012 :  16:29:33  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
I found this thread:

http://forum.candlekeep.com/topic.asp?TOPIC_ID=8518&whichpage=30

which means I'll have to update Kelson slightly.

Here's a write-up of most of the rest of House Floshin, that builds on Ed's excellent work, and what I included in the City of Splendors: Environs of Waterdeep write-up.

Most of Ed's write-up works, with the exception I had to make some small tweaks to the write-up of Filvendor to keep it consistent with Spawn of Dragonspear.

Comments appreciated.

--Eric

==============

Floshin Estates
===============
Lord Elorfindar Floshin maintains a graceful, ridge-side manor halfway between Daggerford and Ardeep Forest that dates back to the height of ancient Illefarn. Tended by moon elf retainers in the employ of the House Floshin, the Floshin Estates encompass the lightly wooded lands between the town of Daggerford and Ardeep Forest. These lands are given over to animal husbandry and the cultivation of rare native plants.
Lord Elorfindar’s household staff includes a handful of gold elves and moon-elves as well as half-elves. Many lineages have remained in his employ for multiple generations, while others have left to seek their own fortunes in the area as adventurers, soldiers, and even farmers and craftsmen. All told, over 100 gold elves and moon elves and as many half-elves and humans in the region are in some way affliliated with Floshin Estates.

Elorfindar Floshin
==================
Lord Elorfindar Floshin (NG male venerable gold elf fighter 1/wizard 5/eldritch knight 10), born in the Year of the Swift Hart (456 DR) is a dignified sun elf with bronze skin and golden blond hair. His green eyes are shadowed with the wisdom of many years, but he retains the hale vigor of youth through magics long forgotten.
Although he does not mind the company of other races as much as many of his brethren, the aging elven knight has other reasons for remaining behind in Faerûn. His father had been one of the elves instrumental in inviting humans in to aid the Fallen Kingdom and Elorfindar feels a familial responsibility to watch over the humans. As such, Elorfindar has always been a close ally of the Kings of Man, and the fractured nobles that succeeded them, including the dukes of Daggerford. In addition, Elorfindar has taken it upon himself to guard the many portals of the House of Long Silences in the depths of the Ardeep Forest in penance for the sins of his ancestors. (House Floshin gave rise to one branch of fey’ri in days of Siluvanede.)
Elorfindar no longer takes apprentices, but his descendants and followers do, making the Floshin Estate somewhat of an elven magical academy (one of a handful that still exist in the North).

House Floshin
=============
House Floshin is an ancient Siluvanedenn gold elf noble house of proud heritage and dark secrets, now greatly reduced from its former power and glory. House Floshin can trace its lineage back nearly ten millennia to the founding of Siluvanede (circa -8,400 DR), in the northwestern High Forest, and the founding of Aelinthaldaar (circa -8,500 DR), where Waterdeep stands today. After Siluvanede was annexed into Eaerlann at the end of the Seven Citadels’ War (circa -4,300 DR), leadership of House Floshin shifted to the Illefarni branch of the family, thereafter based outside of Aelinthaldaar in lands considered part of Ardeep, the Realm of the Deepening Moon.
Although other branches of the family survive on the isle of Evermeet, in the depths of the High Forest (either as fey’ri imprisoned in Nar Kerymhoarth, the Nameless Dungeon, or as in-stasis inhabitants of Myth Adofhaer), and elsewhere across Faerûn, the primary branch of House Floshin continues to reside on Floshin Estates under the leadership of Lord Elorfindar Floshin. As with other noble elven houses, most scions of House Floshin do not use the surname “Floshin,” except in formal instances, so as not to bring shame upon their house when out in the world or engender confusion among the shorter-lived races unused to multiple generations of one family overlapping at the same time. Most Floshin heirs instead adopt a “common name” by which they are widely known.
DM’s Note: House Floshin is a somewhat typical example of a gold elf noble family. Despite the numerous offspring fathered by the patriarch of House Floshin, the number of direct descendants of the current lord living today is relatively small. In large part, this is due to the lack of urgency to start a family brought about by the expectation of long years coupled with the likelihood of sudden death due to external factors (not health reasons) at some point in a centuries-long life.
The following lineage can be used both to understand the familial relationships of the scions of House Floshin as well as to give numerous hooks by which a PC gold elf, half-gold elf, or human with the Elf Heritage* feat could be inserted into the ranks of House Floshin.

Elorfindar’s Wives
==================
Over the centuries, Elorfindar has had four wives and scores of lovers (most of them human, a few half-elven, and a handful of moon elven---though none from among his household; he considers such behaviour unseemly and an inevitable cause of discord), although never while married. His first wife and “one true love” Shalamrae, a gold elf wizardress, remained within him in his self-imposed exile, but died tragically in a lighting storm in the Year of the Mesmer Pool (1186 DR).
Elorfindar has since taken three human wives from the Waterdhavian nobility of Waterdeep and had several more children, but they have all died as well. His human wives included: Moaril Lanngolyn (married 1206 DR, died in 1236 DR; blown apart in a magical explosion involving an enchanted Lanngolyn family heirloom necklace; no children); Khryskrarra Manthar (married 1242 DR, died 1277 DR; died giving birth to her fourth child, a stillborn girl; three children); and Tannatha Raventree (married 1296 DR, died 1329 DR, vaporized in a magical duel between two feuding human adventurer-mages who just happened to encounter each other and do battle in her garden; one wizard was also blasted to nothingness, and the other teleported away; two children).

Floshin / Shalamrae Lineage
===========================
Elorfindar and Shalamrae Floshin had four gold elf children over six centuries, all of whom are believed to still survive (although Filvendor’s current status is cloaked in magic): Darfin “Longwalker” Floshin (see below). Elorshin “Highthought” Floshin (see below), Shalendra “Dare-all” Floshin (see below), and Filvendor “Lightfoot” Floshin (see below),
Darfin has never married nor had children.
Elorshin has never married, but he has had many human and half-elf lovers. He is unaware of any children.
Shalendra married a gold elf named Maeriloumel Torandrar and had one son (see Floshin / Torandrar lineage below).
Filvendor has married twice and had two known sons (only one through marriage): Kelson “Darktreader” Floshin (see Chapter 2) and Filarion “Filvendorson” Floshin (see Chapter 2).

Floshin / Manthar Lineage
=========================
Elorfindar Floshin and Khryskrarra Manthar had three half-gold elf children who survived childbirth, but this family branch is now believed to be extinct:
Rilkra Floshin (1244 DR - 1279 DR); female, adventuress, had her mother’s ankle-length, flowing black hair, took as partners three females in succession (each was killed while adventuring); died childless, devoured by monsters whilst adventuring;
Orandel “the Bard of Daggerford” Floshin (1248 DR - 1299 DR); a handsome, wenching musician of impish humor, great good looks, and questionable morals; castrated and slain by an outraged husband who promptly fled the area, never to be seen again. Orandel had no children, though not for lack of trying.
Alsandra Floshin (1250 DR - 1314 DR; devoured by wolves during a fierce winter blizzard); a plain, smart cabinet-maker and carver, who married locally and happily thrice, outliving two of her husbands, but had no children [she was probably barren]. Her husbands were all human: Andrar Tarthilt (honest, kindly carpenter; married Alsandra in 1287 DR, died 1289 DR when a wagon of lamp oil overturned atop him and caught fire); Boruldyn Rathgeld (a darkly handsome textiles trader and shopkeeper; married Alsandra 1299 DR and died in 1304 DR, lost at sea when the merchant caravel “Dar’s Fortune” foundered in a storm); Maskarl Deldreir (witty but rather ugly alchemist; maker and seller of ointments, physics, and perfumes; married Alsandra in 1306 DR, left the Daggerford area for Amn after her death, and died in Athkatla of a fever in 1328 DR).

Floshin / Raventree Lineage
===========================
Elorfindar Floshin and Tannatha Raventree had two half-gold elf children, but this family branch may be extinct:
Darnath “Florraven” Floshin (1297 DR - 1347 DR); male, a dashing, energetic trader in Amn, who died of a fever after having been weakened by three poisonings arranged by different rival traders. Darnath was a fierce competitor who made many foes and lived hard; he may well have unknown and unacknowledged descendants in cities up and down the Sword Coast. He married a wealthy young widow of Athkatla, Tanthla Lorridar, in 1341 DR; she died of a fever in 1355 DR. They had one daughter, Asmrarra, born in 1342 DR, who was headstrong and had a wild temper, used Lorridar as her surname, fought fiercely with her mother and everyone else, and departed for “the Sea of Fallen Stars and true freedom” in 1354 DR, never to be seen again (her fate is unknown).
Esmaera Floshin (1306 DR - ? ); a quiet, nature-loving wanderer and weaver who “caught a sudden fire of restlessness” and joined the Harpers, departing the Sword Coast lands with some traveling Harper agents, bound for parts unknown. Her fate is not known, but Elorfindar doubts she’s still alive (she was briefly in Berdusk, was sent on a mission, and never returned; the mission is still unaccomplished).

Torandrar / Floshin Lineage
===========================
Shalendra “Dare-all” Floshin married (in 1199 DR) Maeriloumel Torandrar, a gold elf warrior much her elder (whose family had a trace of demonic ancestry dating back to the time of Siluvanede), who’d retired from adventuring and dwelt in the High Forest verges north of Secomber. They had a son, Alorel Torandrar (originally CG, now CE male gold elf warlockCArc 9), named for Maeriloumel’s grandsire, in 1229 DR, but Maeriloumel was slain (transformed into a beast and then blasted apart and burned) while fighting evil human adventurer-mages near his home in the spring of 1244 DR.
Alorel, maddened by grief, set off into the High Forest determined to hunt down and destroy his father’s killers. He soon ran into worse foes, and lost an arm. It and most of his gear were soon found by other elves, who brought them back to Shalendra. Grieving, she abandoned the Torandrar forest home and lost herself in the bustle of Waterdeep, and the strivings, splendors, and ambitions of humans for a century, ere returning to the Daggerford area.
In the meantime, the maimed Alorel met and was nursed back to health by Nynendra Mrauthae (NG female moon elf commoner 9), a moon elf of a poor family dwelling in the forests of the Delimbiyr valley. They wed in 1265 DR and had two daughters, Kiratha Torandrar in 1279 DR and Rilathra Torandrar in 1282 DR. Alorel has never recovered from his father’s slaying, and has become bitter and brooding, given to killing rages and to suddenly storming off on long quests to seek the humans who slew his father (so far as is known, he has never found them---but he has made a lot of enemies and killed a lot of other human wizards, down the years). Alorel often beat his family and left them for dead, and Kiratha fled from him in the summer of 1349 DR. He promptly set about hunting her down, found her, and seemed on the verge of slaying her---but her mother Nynendra, who’d stealthily followed him, confronted Alorel and fought him, allowing Kiratha to escape. Alorel defeated Nynendra, leaving her for dead, but had in turn been sorely wounded by her, and wandered off into the High Forest screaming that he would “Avenge Maeriloumel this time!” (He has not been seen since).
Unbeknownst to her family, Rilathra Torandrar (CG female gold elf spellthief CAdv 5), the silent and darkly beautiful second daughter of Alorel and Nynendra, had stealthily followed her mother. She rescued the wounded Nynendra as soon as Alorel was out of sight, nursed her back to health, and the two of them then departed the Sword Coast lands, heading east for Hullack Forest in Cormyr, or beyond. Word of their fates and whereabouts has not come to Daggerford.
Kiratha Torandrar (LG female gold elf wizard 5), or “Kira Highforest” as she is now known, knows of her Floshin heritage from her father, ere his descent into madness. Heartbroken at what she believed was the death of her mother at the hands of her mad father, she now wanders the Sword Coast lands, falling in with human caravans as a guard from time to time and exploring some of the human-dominated cities. She has begun to grow tired of their grasping and petty ways and may soon return to the Daggerford area to introduce herself to her Floshin kin.

Lord Darfin “Longwalker” Floshin
================================
Lord Darfin “Longwalker” Floshin (LG male venerable gold elf duskblade 11) is the eldest child and heir of Elorfindar and Shalamrae. A serious, quiet, “duty first” sort, Lord Darfin was born in the Year of the Toothless Skulls (876 DR), and has never had a wife nor children. In the adventuring days of his youth, when he was known as Darfin Longwalker, he had several lovers (all gold elf females), but has lived alone for centuries on his father’s estate.
Darfin overseas the far-flung holdings of House Floshin in the lower Delimbiyr vale and keeps a close eye on the lands that surround them. He is a wary guardian, giving constant scrutiny to the cycles of living things, the health of the verdant land, and how folk of Daggerford and the farms around can best live in harmony with it (which has often brought him into minor conflict with humans over the size of their herds, burning brush to clear land, improper irrigation, and the like).

Lord Elorshin “Highthought” Floshin
===================================
Lord Elorshin “Highthought” Floshin (LG male old gold elf evoker 5/ cleric of Vandria Gilmadrith 1/ holy scourgeCM 7) is the second child of Elorfindar and Shalamrae, and from his earliest days “different” (a restless wanderer, more interested in the affairs of humans than of elves). Elorshin was born in the Year of the Slaying Spells (976 DR) and spent much of his youth exploring human cities all over Faerûn, when he was known as Elorshin Highthought. He took all manner of lovers, most of them half-elves and humans, during this time, and may well have had offspring, but knows of none. In time, he became known as a tactical genius, capable of directing small bands of adventurers against much more numerous foes to great effect.
During his travels, Elorshin became acquainted with the faith of Vandria Gilmadrith, a relatively obscure elven goddess of the Seldarine most closely associated with the church of Tyr. (The church of Tyr once claimed she was Grimjaws’ consort, but now few speak her name, suggesting she may simply be an elven aspect of the Maimed God.) Now dedicated wholly to Vandria Gilmadrith and “seeing justice rule all things,” has the widest knowledge of Faerûn of anyone in the Daggerford area, and so is apt to be the most tolerant, far-seeing, and “fair” in his views of all local folk.
Elorshin serves his father by overseeing the military defense of House Floshin’s holdings, commanding both the house guard and the hired bands of adventurers that serve House Floshin farther afield.

Lady Shalendra “Dare-all” Floshin
=================================
Lady Shalendra “Dare-all” Floshin (CG female middle-aged gold elf knightPH2 9), is the third child of Elorfindar and Shalamrae, born in the Year of the Restless (1099 DR). She was, from her earliest days, fascinated by human nobility, chivalry, and the honor of elves and drawn to the spirit of adventure, as portrayed in the tales of bards. Upon reaching maturity, Shalendra Dare-all, as she was known, became a daring adventurer, known for taking on any test of mettle put to her.
After her tragic marriage to Maeriloumel Torandrar and century of Waterdhavian life (detailed above), Shalendra returned to her familial estate, where she now serves her father, dutifully serving in her mother’s stead as lady of the house and administering the household staff. For those who meet her today, Lady Shalendra Floshin, as she is now known, is a quiet, solitary, graceful gold elf, still cloaked in a mantle of lingering sadness and not at all the daring hellion of her youth. However, for those who knew her then, faint traces of Shalendra ‘s impetuous nature and dark humor still appear from time to time.

Lord Filvendor “Lightfoot” Floshin
==================================
Filvendor “Lightfoot” Floshin (CN male middle-aged gold elf scout CAdv 3 / wizard 2 / __), born in the Year of the Gilded Cormorant (1129 DR), is the fourth child of Elorfindar and Shalamrae and the most tolerant and easy-going of the four. For a time, Filvendor Lightfoot, as he called himself, seemed bent on traveling even more widely than his elder brother Elorshin, but kept falling in love and interrupting his lackadaisical adventuring ways to dally with yet another lover.
His first bride was Ylasmrae Darktreader, a half-moon elf ranger of the Misty Forest (born in 1276 DR, died in 1320 DR). Filvendor married her in 1299 DR, much against Elorfindar’s wishes, shortly before the birth of their first and only child, Kelson “Darktreader” Floshin (see Chapter 2). Ylasmrae died in childbirth, so Floshin promptly married her younger, human sister Jillian “Forestheart” Darktreader (born in 1279 DR DR, died in 1336 DR), who promised to raise Kelson as her own among the woodsmen and rangers of the Misty Forest.
After a few months of marital strife, Filvendor retreated to his father’s estate, leaving Kelson with Jillian, where he took up with a moon elf chambermaid of his father’s household, the beautiful and spirited Elsarassa Cerinlar (who had wanted to become Elorfindar’s lover, and had been hurt by his kind but firm rejections). Despite Elorfindar’s disapproval (based on Elsarassa’s status as a member of the household staff and penchant for dramatic affairs, not her heritage), their relatively brief union led to the birth of Filarion “Filvendorson” Floshin (see Chapter 2), before Elsarassa fled Elorfindar’s disapproval with the child to Evereska and Filvendor departed for Waterdeep, where he adopted his father’s habit of taking on many elven, half-elven, and human lovers between expeditions into Undermountain.
Filvendor returned briefly to the Floshin Estate in fall of the Year of the Snow Winds (1335 DR), before continuing tensions with his father once again drove him off adventuring. After battling a remorhaz on the High Moor, Filvendor found a magic sword with a will of its own in the ice worm’s horde. Strangely, he then left his old sword, Kizidathil*, a cherished family blade, with tribe of High Moor barbarians before departing for the Inner Sea Lands on some unexplained quest. Divinations paid for by Elorfindar have determined that Filvendor is still alive, somewhere in the Inner Sea Lands, but his current status is otherwise cloaked in magic.

--
http://www.ericlboyd.com/dnd/

Edited by - ericlboyd on 30 May 2012 16:35:50
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Fellfire
Master of Realmslore

1944 Posts

Posted - 30 May 2012 :  17:25:46  Show Profile Send Fellfire a Private Message  Reply with Quote
Extremely thorough. Reminds me of reading J.R.R.T.'s lineages. I mean that as the highest compliment.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 30 May 2012 :  17:48:59  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Fellfire

Extremely thorough. Reminds me of reading J.R.R.T.'s lineages. I mean that as the highest compliment.



Compliments go to Ed. It's mostly his, just with some editing and tweaking around the edges by me.

--
http://www.ericlboyd.com/dnd/
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 30 May 2012 :  19:36:33  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Filarion “Filvendorson” Floshin
===============================
Born in the Year of the Starfall (1300 DR), Filarion “Filvendorson” Floshin (CN male gold elf spellthief CAdv 9 ) is the only son of Filvendor “Lightfoot” Floshin (see Chapter 1) and Elsarassa Cerinlar (born 1182 DR, died 1315 DR), a moon elf who once served in Lord Elorfindar’s employ. From his earliest days, Filarion has always been an energetic, restless, curious, sly trickster, charismatic and engaging, but of pliable morals.
After his parents’ brief affair ended, Filarion moved with his mother back to her native Evereska, where he was known as Filarion Filvendorson, and she found work at the Unicorn and Crescent Inn. Filarion grew up at the inn, where he had a habit of stealing bits of magic here and there from various guests of the inn, only occasionally getting caught. In the Year of Spilled Blood (1315 DR), in what was briefly quite the scandal, Elsarassa was attacked devoured by “monster trees” of some sort that suddenly appeared in the Vale of Evereska; many rumors spoke of this or that hired wizard (or even Elorfindar or someone working for him) luring her into a fatal trap, or augmenting or emboldening the monstrous flora.
After his mother died, Filarion no longer felt welcome at the Unicorn and Crescent and fell in with the Knaves of the Missing Page. Filarion spent the next three decades wandering throughout the eastern Heartlands and the coastal lands all around the Sea of Fallen Stars, making his living as an adventurer and as a thief, all the while serving the goals of the Knaves of the Missing Page. During this period he made many friends among the Harpers, building on relationships he had forged as a youth, and, while he has never formally joined the organization, he wilingly serves as an informant for Those Who Harp and contributes to their aims.
Late in the Year of the Moonfall (1344 DR), Filarion “retired” from life on the road and returned to the lower Delimbiyr Vale, where he had been born. (The timing of his conicident with the announcement of the Retreat was not unrelated; Filarion continues to serve the Knaves of Missing Page by targeting adventurers who have stolen elven artifacts from the ruins of the Realm of the Deepending Moon.) After reintroducing himselves to the members of House Floshin, Filarion settled in the town of Daggerford, feeling more comfortable amidst the hustle-and-bustle of a caravan stop along the Trade Way than on his grandfather’s estate. Many locals believe Filarion lying low to escape the notice of powerful foes, and living off huge amounts of purloined wealth. (Their suspicions are, at least in part, correct, as there are many wizards in the Inner Sea Lands who would dearly love to see his head on a pike.)
Despite the historic tension between Elorfindar and his parents, Filarion now has an easy, comfortable relationship with most other members of House Floshin. Since settling in Daggerford, he has serve as the primary resident and caretaker of the Floshin House (#45). Filarion uses the house to host intimate gatherings of visiting elves, half-elves, bards, and other friends of the Fair Folk that involve bardic performances, gambling, and winetasting. Those Who Harp are always welcome at the Floshin House, and more than one Harper has quietly stayed as Filarion’s guest when passing through Daggerford.
Filarion’s closest living relative in Daggerford is his half-brother, Kelson Darktreader, but, despite sharing a common father, they are barely cordial to each other for a variety of reasons. For his part, Filarion blames Kelson for the tensions between Filvendor and Elorfindar that led to his growing up without his father, rather than blaming his father’s rakish ways (which he himself continues to emulate). Filarion and Kelson are also as different as night and day, with the former charming and ingratiating and the latter surly and uncommunicative, which contributes to continued misunderstandings of the motives and ambitions of the other.
When not found at the Floshin House (#45), Filarion can be commonly encountered at the Lady Luck tavern (#91), the River Shining Tavern (#108), or Fairfortune Hall (#73). He is well known and well liked in town, and a favorite patron at his usual haunts.

Knaves of the Missing Page
==========================
The Knaves of the Missing Page are a fellowship of elven spellthieves dedicated to Erevan Ilesere. Based in Evereska, but active throughout Faerûn, the Knaves specialize in the recovery of elven magical artifacts, spell scrolls, and spell-tomes that have been acquired by other races, particularly humans.

--
http://www.ericlboyd.com/dnd/

Edited by - ericlboyd on 30 May 2012 20:33:08
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Barastir
Master of Realmslore

Brazil
1408 Posts

Posted - 31 May 2012 :  11:36:16  Show Profile  Click to see Barastir's MSN Messenger address Send Barastir a Private Message  Reply with Quote
This Floshin genealogic and historic info is pure gold! Thank you very much once again, Mr. Boyd. Will there be any details on the House of Long Silences?

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)

Edited by - Barastir on 31 May 2012 11:37:02
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 31 May 2012 :  11:59:43  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Barastir

This Floshin genealogic and historic info is pure gold! Thank you very much once again, Mr. Boyd. Will there be any details on the House of Long Silences?



I'm probably not going to do much more than I did in the City of Splendors: Environs of Waterdeep web enhancement, as it's not in the direction that one of the existing missions went.

Rich Baker's novel also does a nice job giving a feel for the place.

If it was part of a mission in N5 - Under Illefarn, I'm trying to really dig into it. If it's not, I'm trying to cover it briefly and leave it to be developed further if the PCs go that way.

--
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Wooly Rupert
Master of Mischief
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Posted - 31 May 2012 :  15:44:00  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
So do you do this with every published module you run, or is this one a special case?

I'm enjoying your lore; I'm just curious about how oft you do this.

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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 31 May 2012 :  15:49:53  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

So do you do this with every published module you run, or is this one a special case?

I'm enjoying your lore; I'm just curious about how oft you do this.



I usually have a hard time not writing stuff once I start digging into something.

In this case, N5 is really a campaign setting wrapped around some really thin adventures, albeit packed with potential. Most modules have more meat and less campaign setting.

Mostly, I'm just having fun, both doing some writing again and running a campaign for my kids.

--
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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 31 May 2012 :  16:21:51  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

quote:
Originally posted by Wooly Rupert

So do you do this with every published module you run, or is this one a special case?

I'm enjoying your lore; I'm just curious about how oft you do this.



I usually have a hard time not writing stuff once I start digging into something.

In this case, N5 is really a campaign setting wrapped around some really thin adventures, albeit packed with potential. Most modules have more meat and less campaign setting.

Mostly, I'm just having fun, both doing some writing again and running a campaign for my kids.



My kids are jealous of your kids.

Visit my Blog Page to find things for YOUR Forgotten Realms!
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 31 May 2012 :  18:35:23  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Tosti’s Tower
=============
The hamlet of Tosti’s Tower lies at the northern end of the Barony of Starnaer, midway between the Sword Hills and the Misty Forest, along the banks of Shimmerstar Stream, which winds north a mile or so to a confluence with the River Delimibyr.
Tosti’s Tower is one of several hamlets in the Barony of Shimmerstar whose inhabitants make their living through hunting and logging. Tosti’s Tower is the farthest upstream location from which one can easily float logs down the Shimmerstar Stream to the River Delimbiyr and from there down to Daggerford, making it a good location for woodsmen to bring felled tree trunks. Local law is enforced by the baron's appointed headsman, Starknight Agrik Hartmoor (NG male Illuskan human ranger 2).
Tosti’s Tower is notable for a simple stone tower built here in the Year of the Ominous Oracle (694 DR) by King Davyd, one of the few such towers to survive, to guard the Kingdom of Man against goblinkin raids from the High Moor. Although hardly in good repair, the three-story tower is still a suitable defensive redoubt into which the local populace can withdraw when raiders come down through the Misty Forest. The tower (and the hamlet) gets it name from a notorious bandit lord who occupied it a century ago.
The tower cellar connects to a series of limestone caverns that lie beneath Shimmerstar Vale that are said to run beneath the Misty Forest to the east. There are recurring tales that the real reason the tower was constructed was to guard against some recurring threat from below emanating from some ancient crypt in the depths, but the truth of the matter is long since forgotten.

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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 03 Jun 2012 :  04:58:47  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
It was a real struggle to price this one correctly. Look at the broom of flying and compare. Comments welcome.

====

Claws of the Badger
===================
Price (Item Level): 4,800 gp (9th)
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: 1 lb.

These gloves are made from badger skin and fitted with sharp steel claws on the end of each finger.

Once per day, you can cast soften earth and stone.
In addition, you can burrow through earth and loose rock (but not solid stone) with a speed of 30 feet (or 20 feet if you wear medium or heavy armor, or if you carry a medium or heavy load) for a total of 3 minutes per day.
When moving through such hard materials you leave behind a usable tunnel about half as wide as your normal space.
Prerequisites: Craft Wondrous Item, burrow*, soften earth and stone.
Cost to Create: 2,400 gp, 192 XP, 5 days.

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ericlboyd
Forgotten Realms Designer

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Posted - 04 Jun 2012 :  14:26:52  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
This one was no fun to price either. Look at pearl of speech and boots of big stepping for comparison. Also, format of relics was revised in Magic Item Compendium to make it precise what is and is not the relic part of the item. This uses that format.

Comments welcome.


Claw of Maglubiyet [Relic]
==========================
Price (Item Level): 1,500 gp (5th)
Body Slot: Throat
Caster Level: 7th
Aura: Faint; (DC 19) conjuration (calling) [evil]
Activation: —
Weight: 1 lb.

A lupine claw dangles from a blood-stained leather cord.

While worn, a claw of Maglubiyet allows you to speak Infernal and Worg and your caster level for all conjuration (calling) spells is increased by 2, if you are lawful evil, neutral evil, or chaotic evil. These are continuous effects and require no activation.
Relic Power: If you have established the proper divine connection, a claw of Maglubiyet allows you to demand a task from a called barghest taking up to one day per caster level without payment for its services. You must have previously called the barghest with a lesser planar ally spell or similar divine conjuration (calling) spell.
To use the relic power, you must worship Maglubyiet and either sacrifice a 4th-level divine spell slot or have the True BelieverMIC feat and at least 7 HD.
Lore: According to legend, the four claws of Maglubiyet known to exist were created when the Lord of Depths and Darkness encountered the first barghest. Maglubiyet demanded the creature bow down before him, but, instead, the barghest attempted to tear out his throat. In retaliation, Maglubiyet cut off the creature’s four paws, promising to return them only after its spawn had faithfully served the goblin race for 1,0001 years (Knowledge [religion] DC 20).
Prerequisites: Craft Wondrous Item, Sanctify RelicMIC, tongues, lesser planar ally.
Cost to Create: 750 gp, 60 XP, 2 days.

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Edited by - ericlboyd on 04 Jun 2012 15:37:38
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Eilserus
Master of Realmslore

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Posted - 04 Jun 2012 :  18:09:30  Show Profile Send Eilserus a Private Message  Reply with Quote
Hello sir,
Glad to see you here at the keep, you have lots of design credits for some great Realms products. :) I had a quick question regarding Drizzt Do'Urden's Guide to the Underdark. Under the Ched Nasad listing, Archmage Illdibane Nasadra is listed as having formed a Spidersblood Pact with his sister Matron Aunrae Nasadra when they were 12. I was assuming it was something of a non-aggression pact between drow that they would actually attempt to uphold, something of a rarity in drow society I'm guessing. Was there any additional lore regarding what this pact is or why its used?

Thank you
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The Sage
Procrastinator Most High
Moderator

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Posted - 05 Jun 2012 :  02:15:12  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  Reply with Quote
quote:
Originally posted by ericlboyd

This one was no fun to price either. Look at pearl of speech and boots of big stepping for comparison. Also, format of relics was revised in Magic Item Compendium to make it precise what is and is not the relic part of the item. This uses that format.

Comments welcome.


Claw of Maglubiyet [Relic]
==========================
Price (Item Level): 1,500 gp (5th)
Body Slot: Throat
Caster Level: 7th
Aura: Faint; (DC 19) conjuration (calling) [evil]
Activation: —
Weight: 1 lb.

A lupine claw dangles from a blood-stained leather cord.

While worn, a claw of Maglubiyet allows you to speak Infernal and Worg and your caster level for all conjuration (calling) spells is increased by 2, if you are lawful evil, neutral evil, or chaotic evil. These are continuous effects and require no activation.
Relic Power: If you have established the proper divine connection, a claw of Maglubiyet allows you to demand a task from a called barghest taking up to one day per caster level without payment for its services. You must have previously called the barghest with a lesser planar ally spell or similar divine conjuration (calling) spell.
To use the relic power, you must worship Maglubyiet and either sacrifice a 4th-level divine spell slot or have the True BelieverMIC feat and at least 7 HD.
Lore: According to legend, the four claws of Maglubiyet known to exist were created when the Lord of Depths and Darkness encountered the first barghest. Maglubiyet demanded the creature bow down before him, but, instead, the barghest attempted to tear out his throat. In retaliation, Maglubiyet cut off the creature’s four paws, promising to return them only after its spawn had faithfully served the goblin race for 1,0001 years (Knowledge [religion] DC 20).
Prerequisites: Craft Wondrous Item, Sanctify RelicMIC, tongues, lesser planar ally.
Cost to Create: 750 gp, 60 XP, 2 days.


I'm no real good with pricing 3e artifacts/relics, but I really do like this creation. I want to find a place for this in my game somewhere.

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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 05 Jun 2012 :  17:12:03  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
There's a lot of scattered rune magic in 3.5e, not all of it designed as if there was awareness of the other rune magic.

There's also a lot of "place magic" that isn't very consistent: rune circles (Races of Stone), lair wards (Dragon Magic), stronghold magic (Stronghold Builder's Guide), etc.

All that said, I decided to try a rune circle, as defined in Races of Stone. Not very sexy, but very practical. Could be used in a dungeon to humorous effect if a long-dead dragon was just lying there, all fresh, looking like it had died within the past hour.


Preservation Ring
=================
Price (Item Level): 5,000 gp (9th)
Caster Level: 5th
Aura: Faint; (DC 15) transmutation
Activation: Place item within circle

Any food or drink placed within a preservation ring does not spoil, rot, or otherwise become contaminated. Any poisons present in or added to food or drink while it is within a preservation ring are neutralized. Unholy water and similar food and drink of significance placed in a preservation ring are permanently spoiled, but the spell has no effect on creatures of any type, nor upon magic potions. Once removed from a preservation ring, food and drink continues to age normally.
Prerequisites: Craft Rune CircleRoS, purify food and drink.
Cost to Create: 2,500 gp, 200 XP, 5 days.

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Snow
Learned Scribe

USA
125 Posts

Posted - 06 Jun 2012 :  19:32:08  Show Profile Send Snow a Private Message  Reply with Quote
Indeed, Eric. I run into the same problem with rune-based game mechanics when playing 3.5E. Your Preservation Ring looks pretty good though. I'm sure Faerunian chefs everywhere would *love* to get their oven mitts on one!

****

BTW, over on Erskine's Wandering Dwarf web site in the Daggerdale Project section, was this interesting tidbit.

Eric L. Boyd, author of a number of Realms products, contributed the very interesting Castle Dunbarton in southwestern Daggerdale to the Forgotten Realms Mailing List.

Some further Google searching on my part yielded nothing anywhere in regards to your Castle Dunbarton material. I was wondering if you could possible provide an online link to its whereabouts ... or a re-post? Based on the Northern Journies map of Daggerdale, we have a campaign presence in that part of Daggerdale and we'd love to have a more official source of knowledge of what to expect in that area.

Thanks for reading - and your time, Eric.

- Tina
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 06 Jun 2012 :  22:11:33  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Snow

Indeed, Eric. I run into the same problem with rune-based game mechanics when playing 3.5E. Your Preservation Ring looks pretty good though. I'm sure Faerunian chefs everywhere would *love* to get their oven mitts on one!

****

BTW, over on Erskine's Wandering Dwarf web site in the Daggerdale Project section, was this interesting tidbit.

Eric L. Boyd, author of a number of Realms products, contributed the very interesting Castle Dunbarton in southwestern Daggerdale to the Forgotten Realms Mailing List.

Some further Google searching on my part yielded nothing anywhere in regards to your Castle Dunbarton material. I was wondering if you could possible provide an online link to its whereabouts ... or a re-post? Based on the Northern Journies map of Daggerdale, we have a campaign presence in that part of Daggerdale and we'd love to have a more official source of knowledge of what to expect in that area.

Thanks for reading - and your time, Eric.

- Tina



I didn't keep a copy, as I think it was just an email to the Realms List in the late 90s or early 2000s.

I suspect if you can find the archives of that list (anyone? wayback machine?), you'll find it. I honestly don't remember if it was back when it was hosted by Wizards or before that. I would google for Realms list archives and go from there.

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Snow
Learned Scribe

USA
125 Posts

Posted - 07 Jun 2012 :  19:20:58  Show Profile Send Snow a Private Message  Reply with Quote
Thanks, Eric. I'll poke around further tonight via the RLA and Wayback. If I do find it, I'll also post you the link via PM as a courtesy.

Okay, sorry to derail your wonderful Daggerford postings! I'm all eyes for more of your goodies.

Also, those Claws are a terrific low-priced magic item. Granted, they are for a niche character with extreme build-specifics ... but that's what I wish more magic items were like.
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ericlboyd
Forgotten Realms Designer

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1253 Posts

Posted - 07 Jun 2012 :  20:48:12  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
I renamed Devin's Crown from N5 - Under Illefarn to tie it into the write-up of the Fallen Kingdom in FR11. Then, I tried to basically duplicate the abilities, but turned it into an item of legacy. I can't figure out how to easily post the table that I created to go with it, but most of that should be easily deduced. (I'll put it somewhere eventually.

The Ironstar Bloodline feat is a new one I posted earlier in this thread.

Crown of Daurvos
================
Price (Item Level): Varies (varies) (Initially 4,000 gp [8th])
Body Slot: Head
Caster Level: Varies (initially 8th)
Aura: Varies (initially Moderate; [DC 17] transmutation)
Activation: Varies (initially —)
Weight: 3 lb.

This gold crown is studded with diamonds, rubies, and fire opals.

Omen: The jewels that adorn the crown grow dark and cracked when worn by a non-dwarf, but return to their normal appearance when worn by a creature with the dwarf subtype. They gleam and sparkle when worn by a dwarf with the Ironstar Bloodline* feat (see Appendix 2). Only a creature with the dwarf subtype can take advantage of the crown’s legacy properties as outlined below.

History
=======
In the Year of the Majestic Mace (207 DR), the pitifully few remnants of the Ironstar clan, driven out of their holds by orcs, fled south from their fallen kingdom, down the west bank of the Dessarin, harried by trolls and orcs. They were led by their arcrown (king), Daurvos Frostbeard, an old and wounded warrior-lord who had lost his sons in the savage fighting when Ironstar Mountain was taken by the orcs.
Daurvos continually led the young dwarven youths, his great-grandchildren among them, in rearguard skirmishes to protect his people. His daughter Tammas Forkbeard led the dwarven wives and infants on to the south.
On the Stone Bridge, Daurvos fell to orc-blades, and was ridden over as the orcs routed his shocked companions and swept south after his kin. After they had gone, the mortally-wounded arcrown crawled to the very top of the Bridge, and cried aloud to Moradin to protect the Ironstar people out of his mercy, as there were none now left in the Realms to do so. And with that plea the old arcrown fell from the Bridge, dead, into the waters below. (DC 20; Fall of Daurvos)
There was a flash of red light, and a clang as of metal struck, that smote the ears and reverberated like the tolling of a great bell for some minutes. Looking back, orcs and fleeing dwarves alike saw a great dwarflike figure, fully 20 feet high, standing upon the height of the arch outlined in red flames.
The dwarf upon the bridge had eyes like leaping red flames and a sweeping beard, and bore a red-glowing hammer in one bare hand. He swung the hammer in a circle above his head, faster and faster, and then hurled himself down from the Bridge like a meteor, to land hissing in the water below.
There his light faded, and he rose from the waters bearing the limp body of Daurvos like a doll in one hand. Cradling it carefully against him, the armored dwarf wept, silent tears streaming down his face, and as he wept, he ran towards the orcs. Muttering in fear, they turned to meet him as one, and he charged into their midst without a word.
At that, Tammas Forkbeard rallied her people to fight, and led a charge back at the band of orcs, to aid the newcomer. But even as she reached them, she saw that the lone dwarf among them was smiting right and left tirelessly, ignoring the blades of the orcs, and they were falling like rain around him. Soon the last of them fell at the feet of Tammas, from a blow of that awful hammer.
As Tammas looked at the dwarf, the sign of a hammer and anvil appeared in outlines of fire upon the breastplate of his armor, and she knelt in the midst of her thanks, recognizing that this was indeed Moradin.
But the Soul Forger merely held over her his hammer, sternly pointing south. She scrambled up, and led her people on. And all that day, as orcs rode after them, Moradin strode at their back. The dwarf who towered 20 feet tall smote down all who threatened the last of the Ironstars, slaying orcs as a farmer threshes wheat, until no more came, and the dwarves came to Ironford at sunset, and could go no further.
Then a flash and clangor came once more, and the survivors of the Ironstar clan were alone again. On the turf where the god had stood they found the hammer and crown of Daurvos, but his body was gone. It was this crown that the first of the dwarven kings of Dardath, Illefarn, and Phalorm wore, and it was to the Realm of Three Crowns that the last of the Ironstars went. (DC 25; Hammer of Moradin)
In the Year of the Trials Arcane (523), dwarves, elves, gnomes, halflings, and humans united to form Phalorm, the Realm of Three Crowns, under the leadership of three kings: the dwarven king of Dardath, the elven king of Ardeep, and the human king of Delimbiyran. As part of the ceremony consecrating the newly established kingdom, Corellon Larethian, Lathander, and Moradin collectively blessed the crowns of the re-crowned kings at the conclusion of the Council of Axe and Arrow. (DC 30; Ceremony of Axe and Arrow)

Legacy Rituals
==============
Three rituals are required to unlock all the abilities of the crown of Daurvos.
Fall of Daurvos: You must pray to Moradin from atop the Stone Bridge the spans the River Dessarin and then survive a jump into the waters below. Cost: 1,500 gp. Feat Granted: Least LegacyWoL (Crown of Daurvos).
Hammer of Moradin: You must travel to a fallen dwarfhold and defeat in in personal combat a Gruumsh-bloodedMMV orc, with a Challenge Rating equal to your level or higher, striking the death blow with a warhammer of at least masterwork quality crafted by a dwarf. Cost: 11,500 gp. Feat Granted: Lesser LegacyWoL (Crown of Daurvos).
Ceremony of Axe and Arrow: You must stand upon the southern slopes of Mount Illefarn, overlooking the Laughing Hollow, and be simultaneously blessed by a dwarven cleric of Moradin, an elven cleric of Corellon Larethian, and a human cleric of Lathander. Cost: 39,000 gp. Feat Granted: Greater LegacyWoL (Crown of Daurvos).

Wearer Requirements
====================
Dwarven clerics and sorcerers benefit most from the crown of Daurvos, but any dwarf descended from Clan Ironstar capable of casting comprehend languages might find it a useful tool.

Crown of Daurvos Wearer Requirements
Dwarf subtype
Ironstar Bloodline*
Ability to cast comprehend languages

Legacy Item Abilities
=====================
All the following are legacy item abilities of the crown of Daurvos and can be used as described only by an owner who is wearing the crown.
Tongues of Fallen Kingdom (Su): At 5th level, you continually understand all spoken and written languages, as if continually affected by the comprehend languages spell (CL 5th).
Crown of Fallen Kingdoms: At 7th level, the crown of Daurvos grants a +2 enhancement bonus to Wisdom. At 10th level, it grants a +4 enhancement bonus (cumulative) to Charisma.
Whispers of the Proud Peoples (Sp): At 8th level, once per day on command, you can use detect thoughts as the spell (CL 5th). The save DC is 13, or 12 + your Charisma modifier, whichever is higher.
Blood of the Soul Forger (Su): At 11th level, the crown of Daurvos grants fire resistance 5.
Forgeblast (Sp): At 13th level and higher, three times per day on command, you can use fireball as the spell (CL 11th). The save DC is 14 or 13 + your Charisma modifier, whichever is higher.
Curtain of Fire (Sp): At 16th level, two times per day, when you issue the command word and gesture with the item, you cause it to conjure a curtain of shimmering violet fire, as the wall of fire spell. (CL 13th)
Arrows of Arvandor: At 17th level, once per day, by calling on Corellon Larethian (command word), you can use protection from arrows, as the spell.
Sparks of the Soul (Sp): At 20th level, two times per day, by calling on Lathander (command word), you cause the crown to emit shimmering, multicolored beams of light with a variety of effects, as the prismatic spray spell (CL 17th). The save DC is 20, or 17 + your Charisma modifier, whichever is higher.
Fist of the All-Father: At 20th level, two times per day, by calling on Moradin (command word), you can use summon monster VII as the spell to summon a Huge earth elemental (CL 17th).

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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 08 Jun 2012 :  17:21:24  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
General rant: Magic items in 3.5e are too darn expensive. A 9th level wizard ought to be able to afford a crystal ball.

The Magic Item Compendium did everything it could do to fix the magic item costing system, but it is still fundamentally broken.

Sigh.

Anyhow, here's one more contribution towards fixing that problem. This is primarily useful if your villain is in one part of the dungeon scrying on another or a back room of a tavern scrying on the main room, but it still has value.

--Eric

Crystal Ball of Clarity
=======================
Price (Item Level): 1,500 gp (5th)
Body Slot: — (held)
Caster Level: 5th
Aura: Faint; (DC 18) divination
Activation: Full-round (command)
Weight: 7 lb.

This is a crystal sphere, about six inches in diameter.

This is a common form of scrying device, considered to be a lesser version of a crystal ball. A character can use the device to either see or hear up to 600 feet away into a familiar or obvious place, as with the spell clairaudience/clairvoyance.
Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance.
Cost to Create: 750 gp, 60 XP, 2 days.

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Barastir
Master of Realmslore

Brazil
1408 Posts

Posted - 08 Jun 2012 :  19:07:11  Show Profile  Click to see Barastir's MSN Messenger address Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

General rant: Magic items in 3.5e are too darn expensive. A 9th level wizard ought to be able to afford a crystal ball.

The Magic Item Compendium did everything it could do to fix the magic item costing system, but it is still fundamentally broken.

Sigh.

Anyhow, here's one more contribution towards fixing that problem. This is primarily useful if your villain is in one part of the dungeon scrying on another or a back room of a tavern scrying on the main room, but it still has value.

--Eric

Crystal Ball of Clarity
=======================
Price (Item Level): 1,500 gp (5th)
Body Slot: — (held)
Caster Level: 5th
Aura: Faint; (DC 18) divination
Activation: Full-round (command)
Weight: 7 lb.

This is a crystal sphere, about six inches in diameter.

This is a common form of scrying device, considered to be a lesser version of a crystal ball. A character can use the device to either see or hear up to 600 feet away into a familiar or obvious place, as with the spell clairaudience/clairvoyance.
Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance.
Cost to Create: 750 gp, 60 XP, 2 days.



Very nice, it reminded me of some articles in Dragon Magazine about low-level magic itens.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 14 Jun 2012 :  18:48:16  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Ghost Throne of Man (Minor Artifact)
====================================
Body Slot: —
Caster Level: 18th
Aura: Strong; (DC 24) transmutation
Activation: Standard (mental)
Weight: — (incorporeal) (originally 1,000 lb.)

Lore: The Ghost Throne of Man, also known as the Throne of Elembar and the Shining Throne of Delimbyran, dates back to the founding of the Kingdom of Elembar in the Year of the Risen Towers (146 DR). It was adopted in turn by House Snowsword of Delimbyran as the royal throne of Delimbyran in the Year of Trials Arcane (523 DR), and the renamed House of Man reaffirmed its ceremonial role in the Year of the Ensorcelled Kings (616 DR). The arcane energies imbued in the Throne of Man prevented its complete destruction in the Year of Doom (714 DR) by shunting a magical echo of its form to the Border Ethereal, where it now survives as the Ghost Throne.
The Shining Throne was originally fashioned of highly polished and intricately carved dlarun, a bone-white metal resembling ivory with a distinctive greenish sheen in candlelight, dug from clay along the banks of the River Delimbyr. Intricately sculpted, the Shining Throne resembled a groveling wyrm atop a circular base, with its snarling head on the base forming a footrest, its four legs supporting the throne, its back forming the seat of the throne, its wings sweeping upward and together to form the arms and back of the chair, and its great tail circumscribing the circular base. The dragon’s eyes were inlaid jacinths that danced with inner flames. If one were to stretch one’s hands through the carved dragon’s mouth into the belly of the beast one could reach a hidden rogue stone employed by magic-using monarchs and court wizards in conjunction with a gemjump spell, its existence a secret traditionally passed on only to the heir to the throne and his mage royal.
Effect: As presently constituted, the Ghost Throne of Man has no physical form, either on the Ethereal Plane or the Prime Material Plane. All that survives is an incorporeal outline of the Shining Throne, magically tied to the rubble-filled, ruined hall that was once the seat of Delimbyran’s royalty. Nevertheless, anyone who “seats” himself or herself atop the Ghost Throne, whether via the Ethereal Plane or the Prime Material Plane (after clearing away the rubble that currently occupies the space in the latter case), can call upon the Ghost Throne’s powers by silent act of will as often as desired, much as the ruling monarchs of Delimbyran did centuries ago.
Originally, whoever sat on the Shining Throne could temporarily shift both the throne and their body onto the Ethereal Plane in a fashion akin to an ethereal jaunt. Since the transformation of the Ghost Throne, its occupant can voluntarily shift to the Ethereal Plane from the Prime Material Plane or visa versa in a fashion more akin to a magical portal. Likewise, the occupant of the royal seat of Delimbyran could envelop the throne in an antilife shell whenever and for as long as desired. Although the Ghost Throne has not been occupied for centuries, this power is remains in effect thanks to the magical chaos that engulfed and transformed it. Currently, this property effectively bars any living creature from claiming the throne, but the antilife shell could be lowered (and thus returned to its normal operation) by clever employment of a golem, homunculus, servitor creature from another plane, or undead minion. A third defensive property of the Shining Throne gave its current occupant the ability to leave a permanent image in their stead upon vacating the throne. This image always faded once another person occupied the seat of power. In its current incarnation, the Ghost Throne masks its current occupant in the guise of some long-dead holder of the Shining Throne (akin to the effects of an alter self spell). The identity of the false visage is not under the control of the current occupant and is selected randomly each time the throne is reoccupied. Note that this roster of false images does include the visage of the current occupant, so it is possible that one might be cloaked in an illusion of oneself!
In its original form, the Shining Throne also gave its occupant additional mental powers, including the ability to detect scrying and to detect thoughts at will. These powers have faded, but a lingering echo of them enables the occupant of the Ghost Throne to cast legend lore on any object handled while sitting on the throne or with regards to any former occupant of the throne whose name or visage is familiar to the current occupant of the throne. (The latter is more probable than one might otherwise expect given the false visage behavior discussed above.)
Finally, the Shining Throne was imbued with certain offensive enchantments wieldable by the occupant, including the ability to create a black blade of disasterSC, to unleash a prismatic spray from an open hand (at most one such attack per round), and to cast forth a barrage of magic missiles. These abilities remain unchanged within the Ghost Throne, but would-be occupants are often forced to face the black blade of disaster before occupying the seat of power (40% chance per attempt to sit on the throne).

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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 14 Jun 2012 :  19:17:45  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Awesome artifact write-up, Eric. I could see that throne being adopted for use in many a campaign.

Look for me and my content at EN World (user name: sanishiver).
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 14 Jun 2012 :  20:51:24  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Hi,

Sorry for the delay in replying.

I don't recall this reference exactly, so I don't know if perhaps I built it off something in one of the novels or in the "Drow of the Underdark" or "Menzoberranzan" products.

I finally found my references, and there was nothing about this particular point, suggesting (circumstantially) that I made it up and didn't build it off something else.

Rereading what I wrote, I imagine it is a pact of mutually assured destruction and a way to bolster each other. If either individual hurts the other, they suffer the same fate. If someone else attacks one of them, the "damage" can be shared onto the other member of the pact.

The next effect in a society like Ched Nasad is to make two powerful drow much closer allies than they could otherwise reasonably trust each other to be. In other words, it substitutes for genuine trust with "mutually assured common motivation".

--Eric

quote:
Originally posted by Eilserus

Hello sir,
Glad to see you here at the keep, you have lots of design credits for some great Realms products. :) I had a quick question regarding Drizzt Do'Urden's Guide to the Underdark. Under the Ched Nasad listing, Archmage Illdibane Nasadra is listed as having formed a Spidersblood Pact with his sister Matron Aunrae Nasadra when they were 12. I was assuming it was something of a non-aggression pact between drow that they would actually attempt to uphold, something of a rarity in drow society I'm guessing. Was there any additional lore regarding what this pact is or why its used?

Thank you


--
http://www.ericlboyd.com/dnd/
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TBeholder
Master of Realmslore

1478 Posts

Posted - 15 Jun 2012 :  04:00:06  Show Profile Send TBeholder a Private Message  Reply with Quote
So, what with the drow aspects of Seldarine mentioned in Drizzt Do'Urden's Guide to the Underdark? Was it a throwaway "fill the niche" idea, hook that wasn't developed, or it was implemented somewhere else?
Gods moonlighting as each other are always fun and all that.


quote:
Originally posted by ericlboyd

General rant: Magic items in 3.5e are too darn expensive. A 9th level wizard ought to be able to afford a crystal ball.
The Magic Item Compendium did everything it could do to fix the magic item costing system, but it is still fundamentally broken.

While gold piece magic is indeed all gold piecemeal... The difference between "at will" instead of "3 times/day" may justify price raising from 5k to 42k, no? For that matter, 3e guidelines say that "N uses/day" limit gives (5+N) times cost reduction, so this more or less fits.
So maybe do it the simple way? The new at-will variant as such would be okay as long as the more affordable basic version is still around.
As to short-range scouting even cheaper... didn't old Dragon's Bazaar of the Bizzare have some items based on Wizard Eye?

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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