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althen artren
Senior Scribe

USA
777 Posts

Posted - 25 Jun 2012 :  01:57:54  Show Profile Send althen artren a Private Message  Reply with Quote
There wasn't. I just make them a hidden evil kind of sembian house looking
to take Myth Drannor over. I'm just not as good as Ed making circle in circles
kinds of stories, but Ill think of something.
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 30 Jun 2012 :  23:21:01  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
I rewrote the "Voices of the Lost" Perilous Portal article to make it more consistent with existing Realmslore and to revert it back to 1357 DR (not 1372 DR or whenever it was presumably current in its original incarnation).

===

Voices of the Lost
==================
One of Illefarn's most famous song paths was called "Voices of the Lost" after the song that activated it, the song that the portal system was meant to showcase. Created in -1517 DR, it was not deactivated when the kingdom was abandoned circa -1100 DR. The Illefarni noble in charge of disenchanting this song path could not bear to carry out his orders, and instead he simply took with him all available copies of the poetic work that activated the portal system so that no one but the elves would make use of the portals. He further separated all copies of the poem into smaller parts, so no whole version of it remained in existence, then scattered them across various elven libraries. After his actions, the “Voices of the Lost” song path fell into disuse for centuries, all but forgotten.

Description

Written by a master bard late in Illefarn's history, "Voices of the Lost" is uncomfortably prophetic, a characteristic typical of this realm’s finest artistic efforts. In “Voices of the Lost,” a human wanderer finds a broad, weathered stone in a field on which elven runes can barely be seen. He reads of an elven kingdom in a primeval forest that once rose where the stone lay, a kingdom of such grandeur that the wanderer is staggered and awed by the story. That night, the wanderer falls asleep on the stone and has a magic dream in which he journeys into the distant past to speak with the elves of this kingdom and tell them of their fate. The wanderer hopes to prevent the fall of this realm, but the elves already know their fate and have elected not to stop it. The wanderer, amazed and frustrated, travels even further back in time, meeting coronals and mages all the way back to the realm’s founding, but all of the elves questioned have at least an inkling of what is to come, and they accept it without question.
By the song's end, the wanderer realizes that the elves, rather than attempting to prevent the death of their civilization, elected instead to manage the life of their kingdom so that it reflected the best of their ideals at all times, even at its end. The elves avoided the excesses in magic and temperament that doomed other cultures before and after them, adhering to their better nature to the end and rejecting hatred and bitterness at the natural cycles of growth and death. At the kingdom's end, its people scatter and plant the seeds for later kingdoms that will rise to even greater achievements, influencing history, civilization, and people on a gigantic scale. The wanderer awakens, a sad but wise man, and follows the example of the Fair Folk of Illefarn in living his life well while also ensuring the world will be a better place long after he dies and his name is forgotten.

Portal Network

The song path created to accompany “Voices of the Lost” follows the path of the River Delimbiyr by means of a chain of one-way portals. Each portal is tied to a large circular block of polished marble about 9 feet across and encircled with carved Hamarfae script. The fourth portal stone, which sits atop the Shining Falls, is unlike the others, dating back to a much earlier era.
Activating each portal requires an individual to stand upon a portal stone while singing a particular set of stanzas from “Voices of the Lost” in Seldruin, an ancient elven tongue long associated with elven high magic. Once the set of stanzas associated with the portal are completed, the singer and any other living creatures in contact with the stone are then sent to the next portal.

Locations

Currently, the “Voices of the Lost” song path links six locations in a one-way chain, although originally it included seven locations, forming a loop. The song path’s remaining portal stones span the length of the River Delimbiyr, which serves as a metaphor for the passage of time, starting with the kingdom late in its history, tracing its history back to its origins, before jumping ahead in time to the anticipated fall of the realm. The entire cycle using the portals took about six hours on the average, counting periods of silence for reflection and rest.

1. Aelinthaldaarnar
The portal system for "Voices of the Lost" originally began in Aelinthaldaar, capital of Illefarn. The first portal stone, known as Aelinthaldaarnar (literally “Stone of Aelinthaldaar”) originally lay in a broad meadow from which no trace of the buildings of the city could be seen.
Long after Aelinthaldaar had been abandoned, the broken remains of the first portal stone were built into the streets of Waterdeep’s Sea Ward. This portal stone no longer functions, although a few pieces might be recognizable thanks to the faint, fragmentary Hamarfae inscription.
The first set of stanzas of "Voices of the Lost" (taking about 15 minutes to recite) recounts the wanderer’s discovery of the stone at night. In addition to singing the initial stanzas, the wanderer needed to fall asleep atop the stone to trigger the portal. Now these stanzas serve as a nonessential introduction to the second set of stanzas.

2. Delimbiyr’ter’ael
When the song path was created, the second portal stone lay in the flood plain of the River Delimbiyr, covered each year by the spring floods, near a crossing known as Delimbiyr’ter’ael (literally: “Shining Whetstone”) to the Fair Folk (a term that has long since fallen out of use but refered to the image of the river as a shining dagger that was sharpened over the rocks of the ford).
The second portal stone of the “Voices of the Lost” song path is now the hearthstone of the Lady Luck tavern (#C1) in the town of Daggerford, once a two-story warehouse built on a flat stretch of exposed bedrock. The elven inscriptions are now worn and barely recognizable and simply considered part of the character of the place.
The second set of stanzas of “Voices of the Lost” (taking about 15 minutes to recite) describes a realm in decline, late in the arc of Illefarn’s history, slowly marching to its inevitable end. The river is broad and shallow here, representing the dwindling numbers of the Fair Folk, scattered across territories far too large to hold.

3. Alukerymiilor
When the song path was created, the third “Voices of the Lost” portal stone lay atop a hill just east of the confluence of the River Delimbiyr and the Ulbanlur (now known as the Hark River or the Highmoorflow). Known to the Fair Folk as Alukerymiilor (literally, “Place of the Water Swords”), the stone overlooked the steep cascades of the Ulbanlur, whose waters poured down into the placid waters of the River Delimbiyr to create an ever-turbulent pool.
Alukerymiilor was later the site of a castle known as Floodmeet, built to defend the eastern reaches of Athalantar, Kingdom of the Stag. The castle has long since fallen into ruins, but the area is still known as Floodmeet, for the spring floods that inundate the northern bank of the River Delimbiyr. The third stone now lies, partially buried, amidst the broken, overgrown walls of the ruined castle, leading some to erroneously conclude that Floodmeet was once an elven fortification.
In the current era, Alukerymiilor is used from time to time by hunters seeking shelter from storms blowing off the High Moor and by druids from the South Wood celebrating the arrival of spring (usually held on the ides of Mirtul), but mostly it is ignored by the halfing and human farmers who farm the north bank of the River Delimbiyr. Nevertheless, human and Halfling farmers to the west on the north bank of the River Delimbiyr might well observe the unexpected arrival of travelers at the long-forgotten portal terminus across the river and react with some amount of alarm.
The third set of stanzas of “Voices of the Lost” (taking about 30 minutes to recount) describes the chaos of the Crown Wars and the mingling with the various Lawkeeper races that came in their wake.

4. Delimbiyr’alushtas
When the song path was created, the fourth “Voices of the Lost” portal stone was set atop a flat-topped outcropping of bedrock that thrust up through the top of the Shining Falls, known to the Fair Folk as Delimbiyr’alushtas (literally “Shining Rain”). Although inscribed with the same Hamarfae script that adorns the other portal stones, the actual inscription is slightly different. The use of this rock as a portal stone predates the rest of the song path, as it had been established as the nexus of a portal network in the early days of Sharrven that crisscrosses the upper Delimbiyr Vale.
At the time of the song path’s creation, this portal stone actually lay within the boundaries of the dwarven realm of Ammarindar, not too far from the entrance to the Royal Caverns of Splendarrmornn. The portal stone here is actually on a small, rocky, shrub-covered island in the middle of the top of the horseshoe falls, near the drop-off. Anyone standing on the island is engulfed in perpetual spray but afforded an amazing few of the falls, the Graypeaks, and the High Forest. The Stout Folk permitted this portal stone’s inclusion in the Illefarni song path, given that its uses as an elven portal stone predated the establishment of their realm and because it provided a convenient means for exchanging emissaries on those rare occasions when Ammarindar’s arcrown and Illefarn’s coronal needed to communicate.
In the Year of the Curse (882 DR), lingering horrors unleashed by the Netherese of Ascalhorn overran Ammarindar, causing the dwarven realm to collapse. Although the Harpers managed to trap the leaders of the demonic horde within the newly renamed Hellgate Keep with powerful wards in the Year of the Fell Firebrake (886 DR), their lesser minions continued to terrorize the Delimbiyr Vale. In the Year of the Burning Tree (890 DR), the demons began digging tunnels to reach the mines of Ammarindar and (later) the Nameless Dungeon. The former effort proved successful in the Year of the Frozen Flower (1221 DR) and the latter effort reached its goal in the Year of the Worm (1356 DR).
For over a century, the Royal Caverns of Splendarrmornn have been the domain of a triumvirate of liches whose phylacteries remain in the possession of the demonic leaders of Hellgate Keep. The Circle of Splendarrmornn, as the fallen Ascalhi wizards call themselves, command a legion of ghouls, ghasts and other lesser undead as well as a tribe of tanarukka barbarians, on behalf of their demonic masters. These troops command the banks of the River Delimbiyr, from the edge of the High Forest to the western Graypeaks up to 100 miles north and south of the Royal Caverns of Splendarrmornn.
The Shining Falls lie at the heart of this territory, making the fourth portal stone quite dangerous to visit. The Circle of Splendarrmornn are well aware that the portal terminus exists and have left a skull watch* (CL 18th) in place to alert them to interlopers, an invisible ghoul glyph* (CL 18th) atop the center of the stone to temporarily detain such visitors, and prepared a teleportation circle (made permanent with a permancy spell) in the depths of the Royal Caverns to allow them to readily dispatch troops to the area. Five rounds after the PCs arrive, a warband consisting of a flameskullLEoF, 4 tanarrukMoF axeblades (CE male tanarruk barbarian 2) and 2 ghasts arrive via the teleportation circle, intent on killing the intruders and bringing their corpses back to the Royal Caverns for reanimation. The members of the warband have no means of leaving the island until the liches have them brought back, so, assuming the PCs prevail in battle, they should have enough time to escape before a more powerful undead spellcaster (a lesser lich or a spectral wizardMoF) comes to check on the warband’s success.
The fourth set of stanzas of “Voices of the Lost” (taking about 60 minutes to recount) describes the grandeur of the ancient realms of the Fair Folk at their height and takes the form of an ongoing dialog between two great coronals (kings).

5. Aerendelnar
When the song path was created, the fifth “Voices of the Lost” portal stone lay on the west bank of the fast-moving River Delimbiyr, just north of the Eaerlanni port city of Aerendel, in a small glade known as Aerendelnar (literally “Stone of Rushing Waters”). The glade is cloaked in elven wards that muffle the ambient noise (giving a +10 circumstance bonus on Move Silently checks), allowing the sound of the rushing waters to echo through the glade.
As the most accessible Eaerlanni ruin, the remains of Aerendelnar have been picked over for centuries for adventurers, and what treasures that remain are well hidden. The ruins of Aerendel and its immediate environs (including Aerendelnar) are now home to various predatory monsters and incidental marauders (including wild griffons and tanarukka warbands). For a decade or more, the most dangerous inhabitants of Aerendel have been a pride of dirlagraun (displacer beastsMM), led by a monstrous displacer beast pack lordMM. It is not uncommon for two or more dirlagrauns to be found hunting in the glade of Aerendelnar, as many creatures of the forest come down to the river bank here to drink, unaware that the lingering enchantments make it harder to hear approaching predators.
The fifth set of stanzas of “Voices of the Lost” (taking about 30 minutes to recount) recounts the energy and laughter of Illefarn in its early years, when the Fair Folk were still expanding their realms.

6. Aulannar
When the song path was created, the sixth “Voices of the Lost” portal stone lay near the headwaters of the River Aulantrar (also known as the Deepingstream) on a small island in the middle of the riverbed, known as Aulannar (literally “Deepingstone”), high up in the Nether Mountains.
The River Aulantrar has changed its course over the centuries, leaving the portal stone in a now-dry stone-strewn valley some six hundred feet from the river’s new course. This territory is now the domain of the demonic spawn of a fey guardian of the mountain and a demon from Hellegate Keep. A twisted mountain guardian known as the Demoread (LE female half-fiend oreadFF) now protects this mountain valley with cruel zeal. Although she is unaware that the stone with elven script is a portal terminus, she is quick to attack anyone who arrives in the heart of her domain.
The sixth set of stanzas of “Voices of the Lost” (taking about 30 minutes to recount) recounts the founding of Illefarn and the feelings of hope and laughter that accompanied it.

7. Faedrannor
When the song path was created, the seventh “Voices of the Lost” portal stone lay at the mouth of the River Delimbiyr, atop a small outcropping of rock in what was then Delimbiyr estuary, a scattering of now-vanished bare islets. Later known as Mystra’s Dance, so named for the first altar of Mystra established by the Ruathyn settlers of Tavaray, the Fair Folk called this place of ancient magic Faedrannor (literally “One Song”).
After the rapid topographic changes in the Year of the Deep Bay (302 DR), this portal stone now lies some twenty-five feet below the waves and 150 feet offshore, buried beneath a thick layer of mud. Anyone arriving on the portal stone must be able to breathe underwater or quickly swim to shore. Once ashore, the singer and his compatriots find themselves in the heart of the seaside territory claimed by the Crashing Thunder tribe of lizardfolk (see Chapter 2), who are notoriously hostile to interlopers.
The last set of stanzas of “Voices of the Lost” (taking about 30 minutes to recount) recounts the foretold final days of Illefarn, when the ancient elven realm would finally fade away. Originally, reciting these verses would take the singer back to the first portal stone in Aelinthaldaar, but now they have no effect, leaving the singer stranded beneath the waters of the Sea of Swords.

===

--Eric

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

USA
1287 Posts

Posted - 01 Jul 2012 :  02:55:20  Show Profile  Visit Gray Richardson's Homepage Send Gray Richardson a Private Message  Reply with Quote
I am staggered and awed by your story. Very, very nice work.
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 01 Jul 2012 :  03:38:19  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Wow, that was just awesome. Had me breaking out maps and books to try and follow the path. Thank you Eric very much for sharing.

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

USA
1253 Posts

Posted - 01 Jul 2012 :  04:24:34  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Gray Richardson

I am staggered and awed by your story. Very, very nice work.



Just to be clear, I built this off of Roger Moore's original write-up found here:

http://www.wizards.com/dnd/article.asp?x=fr/pg20010131b

I mostly just tightened it up, fixed the Realmslore issues, added in relevant Realmslore, and moved it from 1372 DR (or so) back to 1357 DR.

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

USA
1253 Posts

Posted - 01 Jul 2012 :  04:33:29  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Thanks to a chain of emails with Ed, I was able to expand a great deal on the Realmslore we know about the River Delimbiyr.

River Delimbiyr
===============
This clear, cool river forms the eastern and southern boundaries of the High Forest and the northern border of the High Moor and Misty Forest as it runs over a thousand miles from its headwaters in the Nether Mountains to the Sea of Swords. The River Delimbiyr, also known as the River Shining, is fast-flowing, with mint-sweet drinkable water and is home to many szorp: brown, trout-like fish with tasty white flesh that forms much of the daily diet of many communities along its banks.
The mouth of the Delimbiyr is "the Wash," so named because once-a-month higher tides send seawater up the river and into the Lizard Marsh. This region is the domain of lizardfolk and a handful of aquatic dinosaurs.
The lower part of the Delimbiyr above the highest point upriver the salty water ever reaches (that is, where "the Wash" ends) is the "Clearflow," which stretches east from the depths of the Lizard Marsh past the Forlorn Hills and the Misty Forest. West of the Forlorn Hills, the banks of the Clearflow, which flood every spring, are given over to farming. Despite its name, the Clearflow can be quite muddy for the two tendays after the spring floods, as they carry a large amount of sediment down to the Sea of Swords.
The Athwater (which most locals apply to where westernmost Athalantar once began, on upriver) begins very close to where the Coam Stream, joins the River Shining and continues east past the confluence with the Hark River (also known as Ulbanlur or the Highmoorflow). (The Coam Stream is a tiny stream that meanders down past Secomber, on the west of that settlement, to empty into the River Delimibyr. Its banks are made up of thick clay, once dug locally for the making of pots—and sometimes dug into by thieves and smugglers needing to hide valuables in a hurry.) This stretch of river was of old known as "the River Running," and these days more often just as "the Run."
The Crescentflow is the stretch of river that flows through the heart of the region known as the Delimbiyr Crescent, from the confluence with the Hark River past Dahaurock, a hook-shaped bare rock crag just upriver of present-day Loudwater, to the Shining Falls.
Above the Shining Falls, the River Delimbiyr is sometimes called the Bloodshine, named for the legendary River of Blood that flows through the lower planes and is said to burst forth from bowels of Hellgate Keep to merge with the Heartblood River.
The headwaters of the River Delimbiyr are three small rivers that run down the southern slopes of the Nether Mountains, known collectively as the Talons. From west to east, these fast and icy cold rivers include the River Aulantrar (or Deepingstream), the River Starsilver (or Starsilver Stream), and the Norlnryn.
The River Delimbiyr is navigable from its mouth to Loudwater, and from above the Shining Falls to its headwaters. The Wash and the Clearwater see regular passage by reedmarsh “runners”. The Clearwater, the Athwater, and the Crescentflow are heavily trafficked by river skiffs, barges, ferries, and temporary barges made of fresh-cut logs being floated/poled down to the coast, known as "whaerboats" or "lashlogs.” The Bloodshine has seen little boat traffic since the fall of Eaerlann, but a few daring explorers use wooden canoes made from fallen logs to make their way north to the ruined Eaerlanni port town of Aerendel.

--
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The Sage
Procrastinator Most High
Moderator

Australia
31687 Posts

Posted - 01 Jul 2012 :  05:06:24  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
The Song Paths of Illefarn have always been one of my favourite parts of the ancient Realms. The brief focus they received in Lost Empires of Faerûn remains one of the main highlights from that tome, for me.

And now, to see what you've built upon Roger's already awesome foundation, Eric, is to behold a newly restored vision that this long-known fan of Realms musically-related minutiae can absorb anew.

Many thanks for this.

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Derulbaskul
Senior Scribe

Singapore
376 Posts

Posted - 01 Jul 2012 :  05:46:39  Show Profile Send Derulbaskul a Private Message  Reply with Quote
This is all great stuff, Eric. Thanks for sharing it with everyone.

The compiled notes look like a fantastic mini-campaign setting. I'm not alone in eagerly watching this thread for more.

Cheers
D

NB: Please remember: A cannon is a big gun. Canon is what we discuss here.
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Brimstone
Great Reader

USA
2868 Posts

Posted - 01 Jul 2012 :  08:36:24  Show Profile Send Brimstone a Private Message  Reply with Quote
Wow! Awesome Realmslore.

"These things also I have observed: that knowledge of our world is
to be nurtured like a precious flower, for it is the most precious
thing we have. Wherefore guard the word written and heed
words unwritten and set them down ere they fade . . . Learn
then, well, the arts of reading, writing, and listening true, and they
will lead you to the greatest art of all: understanding."
Alaundo of Candlekeep
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Markustay
Realms Explorer extraordinaire

USA
13248 Posts

Posted - 01 Jul 2012 :  15:20:29  Show Profile Send Markustay a Private Message  Reply with Quote
Agreed - great lore Eric.

quote:
Originally posted by Derulbaskul

This is all great stuff, Eric. Thanks for sharing it with everyone.

The compiled notes look like a fantastic mini-campaign setting. I'm not alone in eagerly watching this thread for more.


This is PRECISELY the sort of treatment areas should get in new 5e Realms regional books. Use the lore to fix the lore, and iron-out the wrinkles (continuity glitches). WotC take note - see how this approach leaves us fans drooling for more.

Dare I say it - Eric is doing the 'soft reboot' approach, and no-one is even noticing (thus proving it CAN work, and work WELL). People never mind changes if they are logical and designed to fix problems (throwing RSE's at problems fixes nothing, and just creates more problems: the snowball effect).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 01 Jul 2012 15:21:20
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 01 Jul 2012 :  16:02:53  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
Glad you all liked the write-up of the Vale of Lost Voices.

Next up in my scattershot approach to updating N5 - Under Illefarn, some goblin ranger racial substitution levels.

Goblin Ranger
Goblins have long been allied with worgs, and the two races often live in close proximity. Goblin rangers form a close bond with their tribe’s allied worg pack, learning to track by scent, ride worgs into combat, and can select a worg as an animal companion.
Hit Die: d6.

Requirements
To take a goblin ranger substitution level, a character must be a a creature with the goblin subtype (e.g a goblin or a worghestDra350) about to take his 1st, 4th, or 10th level of ranger.

Class Skills
Goblin ranger substitution levels grant the same class skills as the standard ranger class, plus Tumble.
Skill Points at Each Level: 8 + Int modifier (or four times this number as a beginning character).

Class Features
All the following are features of the goblin ranger’s racial substitution levels.
Scent (Ex): A goblin ranger can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
He can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
A goblin ranger detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A goblin ranger can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Goblin rangers tracking by scent ignore the effects of surface conditions and poor visibility.
Goblin rangers with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing goblins that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
This substitution feature replaces the standard ranger’s class feature of wild empathy.
Mounted Combat: A goblin ranger gains Mounted Combat as a bonus feat at 3rd level, assuming he meets the prerequisites.
This substitution feature replaces the standard ranger’s bonus feat of Endurance gained at 3rd level.
Worg Companion (Ex): A 4th-level goblin ranger can select a worg as his animal companion, even though the creature is a magical beast. For the purpose of any of the ranger’s spells that affect animals, as well as his use of Handle Animal or wild empathy (if granted by a different class) on the companion, the worg is treated as an animal.

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

Brazil
1393 Posts

Posted - 02 Jul 2012 :  02:01:23  Show Profile  Click to see Barastir's MSN Messenger address Send Barastir a Private Message  Reply with Quote
Thank you very much for the lore posted yesterday and today, Mr. Boyd. It's good to have so precious pieces of Realmslore known in my birthday...

Edit: Well, my birthday was yesterday, on July the 1st, but when I posted the message, at night here in Brazil, it was already July the 2nd there.

"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 02 Jul 2012 11:50:06
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Brimstone
Great Reader

USA
2868 Posts

Posted - 02 Jul 2012 :  12:13:59  Show Profile Send Brimstone a Private Message  Reply with Quote
Indeed Markus, indeed.

'Tis easier to destroy than to create...

"These things also I have observed: that knowledge of our world is
to be nurtured like a precious flower, for it is the most precious
thing we have. Wherefore guard the word written and heed
words unwritten and set them down ere they fade . . . Learn
then, well, the arts of reading, writing, and listening true, and they
will lead you to the greatest art of all: understanding."
Alaundo of Candlekeep

Edited by - Brimstone on 02 Jul 2012 12:19:17
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Marco Volo
Learned Scribe

France
166 Posts

Posted - 12 Jul 2012 :  17:31:17  Show Profile Send Marco Volo a Private Message  Reply with Quote
Hi Eric !
As the "3E perfect-converter of monsters", did you ever updated the "Shadowrath" from the City of Splendors boxed set to 3E ?

Many thanks for the great "Bestiary Volumes", anyway !
Marco
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 12 Jul 2012 :  17:43:29  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Marco Volo

Hi Eric !
As the "3E perfect-converter of monsters", did you ever updated the "Shadowrath" from the City of Splendors boxed set to 3E ?

Many thanks for the great "Bestiary Volumes", anyway !
Marco



If it's not in one of the bestiaries, then no. Tom Costa gets most of the credit for them, IMO.

--Eric

--
http://www.ericlboyd.com/dnd/
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Marco Volo
Learned Scribe

France
166 Posts

Posted - 14 Jul 2012 :  08:10:01  Show Profile Send Marco Volo a Private Message  Reply with Quote
quote:
Originally posted by ericlboyd

quote:
Originally posted by Marco Volo

Hi Eric !
As the "3E perfect-converter of monsters", did you ever updated the "Shadowrath" from the City of Splendors boxed set to 3E ?

Many thanks for the great "Bestiary Volumes", anyway !
Marco



If it's not in one of the bestiaries, then no. Tom Costa gets most of the credit for them, IMO.

--Eric

Sorry, I didn't know the "who's done what" for the bestiaries. Anyway, it was a great idea/work.
So, I'm going to update the Shadowrath, basing on the "spectre".
Thanks you for your reply,
Marco
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althen artren
Senior Scribe

USA
777 Posts

Posted - 14 Jul 2012 :  13:55:40  Show Profile Send althen artren a Private Message  Reply with Quote
Are the other 2 sembians families in Myth Drannor ones mentioned in any print,
or were they left out for DM's to fill in?
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ericlboyd
Forgotten Realms Designer

USA
1253 Posts

Posted - 15 Jul 2012 :  11:27:23  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by althen artren

Are the other 2 sembians families in Myth Drannor ones mentioned in any print,
or were they left out for DM's to fill in?



I think they were left for the DM to fill in.

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http://www.ericlboyd.com/dnd/
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Fellfire
Master of Realmslore

1944 Posts

Posted - 01 Aug 2012 :  07:50:38  Show Profile Send Fellfire a Private Message  Reply with Quote
Mr.Boyd,I have a few questions regarding the triumvirate of Vhaeraun worshipping drow cities in and beneath the Forest of Mir. Hollydaybim, Dallnothax, and Iskasshyol only ever mentioned in Demihuman Deities. Do you have any other notes pertaining to these locations? Anything regarding their above-ground settlements or of the cities themselves? Any little tid-bits you can share would be much appreciated.

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 - 01 Aug 2012 :  11:18:55  Show Profile  Visit ericlboyd's Homepage Send ericlboyd a Private Message  Reply with Quote
quote:
Originally posted by Fellfire

Mr.Boyd,I have a few questions regarding the triumvirate of Vhaeraun worshipping drow cities in and beneath the Forest of Mir. Hollydaybim, Dallnothax, and Iskasshyol only ever mentioned in Demihuman Deities. Do you have any other notes pertaining to these locations? Anything regarding their above-ground settlements or of the cities themselves? Any little tid-bits you can share would be much appreciated.



Hmm. I thought there was something on them that Steven did in Empires of the Shining Sea or Lands of Intrigue or something I did in DDGttU. I'd have to go look.

--
http://www.ericlboyd.com/dnd/
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dazzlerdal
Great Reader

United Kingdom
3209 Posts

Posted - 01 Aug 2012 :  12:41:59  Show Profile Send dazzlerdal a Private Message  Reply with Quote
Not wanting to steal your thunder or anything Mr Boyd, but i just recently went through all my sourcebooks cataloguing the lands of Intrigue area (in case my PCs ever went there) and so found reference to these three sites in the various books.

The sourcebooks i read (lands of Intrigue was one of them) place them in the Forest of Shilmista. However the Forest of Mir writeup also contains information about 3 drow settlements under its bows but does not give any names, all seem to be Vhaeraun worshippers.

I am wondering if at some point in the past someone got confused with the forests in Tethyr (easily done as there are so many) and misnamed the forest they were in, thereby duplicating the number of drow settlements in Tethyr.

Dallnothax, Holldaybim, and Iskasshyoll: These three drow settlements were once four, but a concerted effort by the Tethyrian army and a later ambush by elven forces from Shilmista and Tethir fully destroyed Allsihwann, the drow enclave closest to the forest’s northern edge by Ithal Pass. These three are all that remain. A few buildings dot the surface where these three cities reside, providing access to the deep realms below. These buildings also allow the drow to stable small, swift ponies with which they can reach Ithal Pass, Kzelter, or other cities in the area. All three sites are among the foothills of the Marching Mountains beneath the tree cover of the forest Shilmista (north, northeast, and east of the eastern end of the range). Their caverns were once the Clan Velm lands of Deep Shanatar.
Of the hundreds of drow among the settlers in the three cities, about 75% are ardent Vhaerun-worshipers, while the others are atheistic or worship darker gods still. The northern sites of Dallnothax and Iskasshyoll are patriarchal societies; Holldaybim is an egalitarian city where males and females rule.
A select guard in each settlement is chosen every 10 years to remain on the surface and become acclimated to the light, so they may serve as guards against the creatures above. Of Dallnothax’s guard, a drow named Tleobar (CE ef F13/W8) hates the Company of Eight’s members with a passion; they prevented her and her band from killing Garlokantha the gold dragon of Tethir. She has vowed that she will personally slay each of them, but Silvanus Moondrop, for whom she has a personal vendetta, she will drop into the Spiders’ Maw, a deep crevasse far below the undercity of Dallnothax.



Forest of MirFinally, wild reports in the past few years claim there are drow elves within the Forest of Mir. Dark elves do exist there but are less a threat to the safety of County Mirkazar than once believed. One rumor told of eight or more settlements with a total of over 80,000 drow living above ground; when the rumor surfaced late in the Year of the Bloodbird (1346 DR), it sent panic through the streets of towns from Ithal Pass to Ithmong, and many soldiers and adventurers alike entered the forest to combat the enemy. They found fewer drow than expected.
Still, the Interregnum allowed the drow settlements a brief respite, and they have maintained their numbers at about 6,500, despite frequent assaults by ogres upon their tunnels.
The drow concentrate in three separate settlements under Mir’s boughs, all connected by tunnels and caverns created during the Night Wars. The lowest tunnels, where they link with the Underdark and Guallidurth, have been sealed, as the drow of Guallidurth have spent the past 50 years eradicating other drow of the Forest of Mir out of religious zeal. The dark elves that inhabit the southern forest are heretic worshipers of Vhaerun as well as exiles or outcasts. At one time, their total numbers may have ranged as high as 12,000, but that time passed a century or two after the Shoon fell from power. Tunnels leading into Deep Shanatar are still being plundered.

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Edited by - dazzlerdal on 01 Aug 2012 12:43:43
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Markustay
Realms Explorer extraordinaire

USA
13248 Posts

Posted - 01 Aug 2012 :  17:16:52  Show Profile Send Markustay a Private Message  Reply with Quote
There are NO Drow in Shilmuista - read the Cleric Quintet trilogy; it details those woods. The elves in Shilmista are Sylvan/Green Elves, mostly Wood but some Wild (note, however, that dark elves WERE green elves at one point). Their anti-social behavior (even against other elves) may account for some folks thinking of them as 'drow-like'. You may be misreading the first line in that first entry you are quoting (Shilmista Elves fought Mir drow).

The Drow are heavily entrenched in Mir - see my map of Calimshan here in the map room. The settlements (you mentioned) are listed, but the placements are my own (although being in the forest of Mir is canon - they are mentioned in at least two different places in the LoI sources, so you need to reference all of them). Their 'nation' is called Sarenestar (which is confused for the name of the forest itself in some writings).

EDIT: Those two forests, along with the Snakewood, used to be one enormous forest called 'Keltormir'*, which adds to the confusion.

* LoI, Tethyr booklet, pg.19

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 01 Aug 2012 17:32:13
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dazzlerdal
Great Reader

United Kingdom
3209 Posts

Posted - 01 Aug 2012 :  18:29:12  Show Profile Send dazzlerdal a Private Message  Reply with Quote
You are quite right i made a huge mistake there, silly me

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Mumadar Ibn Huzal
Master of Realmslore

1338 Posts

Posted - 01 Aug 2012 :  19:17:00  Show Profile Send Mumadar Ibn Huzal a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal<nipped>...All three sites are among the foothills of the Marching Mountains beneath the tree cover of the forest Shilmista (north, northeast, and east of the eastern end of the range). Their caverns were once the Clan Velm lands of Deep Shanatar.</snipped>

Hi Dazzerdal, looks like you might have mixed up some forests and mountains...

The forest on the northern slopes of the Marching Mountains and stretching into Tethyr is the forest of Mir / Sarenastar.

The Shilmista forest is on the western slopes of the Snowflake Mountains, stretching into eastern Amn.

The drow are in the forest of Mir but you are correct that they occupy part of Shanatar below the surface.
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Fellfire
Master of Realmslore

1944 Posts

Posted - 02 Aug 2012 :  01:33:31  Show Profile Send Fellfire a Private Message  Reply with Quote
My mistake, I guess I do remember a few additional snippets from here and there, I was just wondering if there was anything left on the editing room floor. Especially physical descriptions of the cities in question.

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


Edited by - Fellfire on 02 Aug 2012 02:06:10
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