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The Hooded One
Lady Herald of Realmslore

5043 Posts

Posted - 13 Feb 2006 :  01:08:30  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello again, fellow scribes of the Realms. Ed confirms that there’s no “secret unpublished” map of Nesmé in existence, so the NJ one will serve admirably.
This time Ed will no doubt please both Mkhaiwati and Sanishiver by tackling Mkhaiwati’s eight questions:
“1. The Path of the goblin army and Devil Dragon. In the Death of a Dragon, there is a fight at Calantar's bridge after Arabel is lost. Looking at the maps, the easiest way for a retreating army would be along Calantar's Way, and I would assume the goblins and dragons followed. What happened to Blisterfoot Inn, Immersea, and Hilp (which Volo mentions has a wall)? Would anything be left, or would the goblins ignore since they were being driven by the Dragon?
2. What percent of Cormyr is still blighted at the time of Elminster's Daughter? I seem to recall that the cleric of Chauntea saying something along the lines that if they discovered the ruined fields early, they could repair them.
3. What happened to the Red Raven company in Arabel? Did they try to fight the goblins and get destroyed or did they flee and regroup later?
4. For that matter, what is the current policy towards adventurers in Cormyr, still the status quo? I ask because on one hand Cormyr really would need help with the Stonelands and roving bands of goblins, but on the other hand, with Gondegal in everyone's minds, would they (Alusair) actually be more strict towards adventurers, feeling that with Cormyr weakened parties of armed adventurers could make more trouble?
5. What actually is the policy towards mages. In the Cormyr accessory, is says every mage of 5th level on up needs to register, but it seems (I could be mistaken) that I read in a later publication that it was every mage, or just Cormyr born, or something different (memory is a tricky thing).
6. Which power groups still operate in the Stonelands? In my mind, I would think the Zhents would still be there, but might be pushed out by the Shadovar if the Shadovar thought they could weaken Cormyr. Of ocurse, the Shadovar would also operate behind the scenes and maybe just have the Zhents thinking they still have control of the Stonelands.
7. How about the "Pauper's Town" and bands of refugees near Arabel that are presented in the last of the Archwizards book. What becomes of them? How long did it take for conditions to even become close to being normal (or at least as normal as it could be in Cormyr)?
8. I expect a BIG NDA here, but what about Tilverton? A story in Realms of Shadow presents a view of a nasty Tilverton that could at least still be entered and exited, but other sources (Campaign Setting, Doorway to Everywhere adventure in Dungeon) suggest that anyone going in does not come out. I don't expect a full rundown of what is going on, but instead how it is best to incorporate the ruins into the world would be good, as well of a good description.”
Ed replies:



1. Blisterfoot Inn was pillaged (and all livestock devoured) after the folk there fled, but not torched or destroyed. Hilp and Immersea were largely bypassed, though the swift-moving goblins did slay everyone they saw and pillaged where they could - - and the goblins struck so lightly because they were indeed being driven on, hard, by the Devil Dragon.
2. By the time of ELMINSTER’S DAUGHTER, Cormyr’s farms are only about 8 percent blighted: in the wake of the defeat of the Devil Dragon, Filfaeril called in some favours, and the priests of Cormyr pleaded with their brethren - - and the call was heard and heeded: clergy of Chauntea, Eldath, and Silvanus came to the Forest Kingdom and worked tirelessly together for some months to “turn the tide.”
3. The Red Ravens fought the goblins and took heavy losses until the decision was made to empty the city by the magical means seen in DEATH OF THE DRAGON, whereupon War Wizards bolstering the Purple Dragons as a rearguard on the Arabel end of the link allowed the exhausted Raven survivors to flee through the link to Suzail (they were in fact ORDERED to get out). As a result, they’re back in Arabel now, and busily rebuilding.
4. Alusair is as strict with adventurers as her father was: meaning, she comes down hard on those who don’t report in, don’t peacebond, and don’t get charters if they’re residents, but turns a smilingly blind eye to adventurers who hurl spells and draw blades in aid of anyone against marauding monsters, brigand attacks, and the like. She’s VERY wary of adventurers turning brigand or becoming the sponsored “swordstrike” forces of ambitious nobles seeking to take advantage of the weakened realm, and has opened the coffers (drawing on the Crystal Grot) to hire adventurers she (or her mother, through Dove and other regular Harper contacts; you’ll see a glimpse of what Filfaeril’s been up to, down the years, in SWORDS OF EVENINGSTAR) “knows” and trusts. So a lot of adventuring bands, each closely watched over by War Wizards to make sure they don’t “go bad,” are busy in the northeastern part of the realm right now.
The Harpers, the royal foresters, the War Wizards, and the Purple Dragons have all teamed up in a hitherto-unknown close and cordial manner, to scour out the King’s Forest of goblins, monsters, and other perils, and are well on their way to doing so (the Hullack, I’m afraid, is another matter). That’s not to say things are back to normal, yet, but the “dozens of beast raids every night” that typified conditions in locales “in the shadow of the Forest” in the days after Azoun’s death have faded to one or two every few nights.
In Marsember, the authorities are VERY keen-eyed and intolerant of weapons and skulking, but in Suzail, the war against the Devil Dragon has made everyone a little more relaxed when they see a sword or dagger discreetly sheathed at a belt (folk no longer run to tell the authorities, they just keep a quiet eye on openly-armed folk, to make sure no one draws steel). Moreover, adventurers buying arms or coming to Cormyr to seek commissions as bodyguards, caravan escorts, and “scour-outers” for private estates in the countryside are welcomed far more than before. Purple Dragons still stop armed bands riding past and ask to see charters or commissions, but are far more friendly while doing so, and faster to accept explanations like: “We’re on our way to see Lord Truesilver right now to obtain the commission he said he wanted to hire us for, when we met last month in Daerlun.”
5. Every arcane spellcaster must, by law, register with the Crown (or, if passing through the realm, inform Purple Dragon officers or local lords of their names, reasons for being in the realm, and where exactly they intend to go in Cormyr). Children can, of course, plead ignorance of their powers, as can sorcerers of all ages who don’t hurl magic where they can be seen by a War Wizard or Purple Dragon, or someone who’ll report them to such folk. Ignorance of the law is no real defense for anyone, but obvious outlanders who aren’t seen using magic for hostile purposes tend to get a stern warning and forcible registration, these days, rather than automatic “jail and then deportation.” Those who can hide their spellbooks and scrolls (by having someone else in their party carry them, for example) can claim to have given up wizardry after having their minds harmed during the “Devil Dragon War,” but they’d better not be seen hurling spells around if they want to escape detention or worse. Suzail is the most tolerant place in the Realm for such transgressions, Marsember (and the guest quarters at High Horn) the worst, with Arabel close behind. A day’s ride east of Arabel, the law of Cormyr now ends, it’s considered lawless country, and so even Purple Dragon patrols will expect groups of travelers to be well-armed and ready to fight (in other words, they’re not enforcing registration, peacebonding, or anything of the sort in the vicinity of Tilverton, which in practical terms is no longer within the reach of Cormyrean law; rather, the ‘law of the sword’ applies).
6. Bingo: your speculation “the Shadovar would also operate behind the scenes and maybe just have the Zhents thinking they still have control of the Stonelands” is spot-on correct. The Zhents are still operating there, and (as usual) skirmishing in the Stonelands with Harpers, adventurers sent out by Cormyr, and the like, but (although they don’t know this) are doing so purely at the pleasure of the Shadovar, who are hiding behind them whilst proceeding with something covert nearby in the region which is firmly NDA’d.
7. The refugees were swiftly and forcibly resettled in Arabel and other areas around it that suffered heavy casualties from the goblins. This process went quickly and smoothly because Vangerdahast set his War Wizards to mind-controlling anyone who objected. Few did, because most were only too glad to step into ready accommodations and jobs before a hard winter could hit them. So, no more Pauper’s Town or refugee camps or addled / desperate scavenging wanderers, which is the way Alusair wanted things, as swiftly as possible (because having such would aid unrest and provide cover for any brigands, Sembian or Zhent expansions, or any other mischief anyone schemed into being regarding the borders of her realm).
8. Always happy to oblige expectations: behold (splot!) one bright, bold, robust NDA, right in your lap. Treat it well, and in time it shall become thy friend. :}
Tilverton is a shattered ruin, in a permanent gloom (a fog-like shadow, by night and day), wherein many opportunistic monsters prowl and undead created in the devastation roam - - and the Shadovar watch, magically capturing those who interest them and letting others fight the perils of the ruins and find what fates they may. So most who go in don’t come out. Adventurers had best defeat monsters with a minimum of splashy magic, or they’ll be “collected” by watching Shadovar. Those adventurers who go in and prevail against the dangers can find a lot of little treasure (coinage) that can survive explosions and building collapses relatively unscathed but shouldn’t expect to find any magic that the Shadovar haven’t left as lures or tracer-items. Of course, folk in Faerûn don’t know any of this; I’m just murmuring it in confidence to you the omniscient DM. :}
Anyone desiring to rebuild, inhabit, or refound Tilverton is destined for swift doom and disapppointment, and there’s a lot more to come in the future for Tilver’s Gap, the Shadovar, and [oooh, there’s that NDA again - - see how shiny ’tis? Um! Sharp, too!]



So saith Ed. Who hopes all of that helps. Enjoy!
love to all,
THO
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Hoondatha
Great Reader

USA
2395 Posts

Posted - 13 Feb 2006 :  02:36:22  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message
I have a little flavor question (my favorite kind, especially since they're the least likely to draw NDA's), best shown in a hypothetical encounter.

It's late, and a band of adventurers tramps through a dark forest. They see a campfire up ahead, and based on what they see, are fairly sure the people there will be friendly, provided they don't spook them too much coming up. So the band's leader approaches the firelight, opens his mouth, and...

What does he say? What's the Realms' version of "Hail the camp!"? Are there special procedures or etiquette that comes into play? How is this different between the North, Tethyr, and the Dalelands/Cormyr? Also, what about racial differences (a party of elves, of dwarves)?

And, as usual, many thanks for your tireless efforts.

Doggedly converting 3e back to what D&D should be...
Sigh... And now 4e as well.
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George Krashos
Master of Realmslore

Australia
4906 Posts

Posted - 13 Feb 2006 :  03:04:09  Show Profile Send George Krashos a Private Message
Ahh, the bearded one has already covered this one - somewhere. My feeble brain is telling me it's in his adventure FA1 Halls of the High King. I'll have a look when I'm near my books.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Dargoth
Great Reader

Australia
4569 Posts

Posted - 13 Feb 2006 :  10:29:39  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message
Got a question for Ed

What Urban Legends/Myths/Horror stories etc exist in the Ralms ie Realms equivelants to the real world Monsters under the Bed/Bloody Mary story/Breaking a mirrror is seven years bad luck etc

“I am the King of Rome, and above grammar”

Emperor Sigismund

"Its good to be the King!"

Mel Brooks
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Volo
Seeker

Canada
58 Posts

Posted - 13 Feb 2006 :  12:11:10  Show Profile  Visit Volo's Homepage Send Volo a Private Message
I have a question that's been bugging me since rereading Faiths and Avatars last night. Grantend, my answer is probably going to be two consonants and a vowel we've all come to know and love (or at least accept), but I have to ask it anyway.

Where were the Elemental Gods, (Akadi, Ishtishia, Grumbar, and Kossuth), during the Time of Troubles? The entries for them in Faiths and Pantheons say that they were not seen in the Realms during the Godswar, so where were they? Inquiring minds, (in this case one playing a priestess of Akadi during the Time of Troubles), want to know!

Volo's misunderstood. He's not an idiot. He's a FLAMING idiot!
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Hoondatha
Great Reader

USA
2395 Posts

Posted - 13 Feb 2006 :  13:33:15  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message
If he has, I'd be much obliged.

quote:
Originally posted by George Krashos

Ahh, the bearded one has already covered this one - somewhere. My feeble brain is telling me it's in his adventure FA1 Halls of the High King. I'll have a look when I'm near my books.

-- George Krashos



Doggedly converting 3e back to what D&D should be...
Sigh... And now 4e as well.
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Kajehase
Great Reader

Sweden
2104 Posts

Posted - 13 Feb 2006 :  14:49:24  Show Profile Send Kajehase a Private Message
quote:
Originally posted by Volo

I have a question that's been bugging me since rereading Faiths and Avatars last night. Grantend, my answer is probably going to be two consonants and a vowel we've all come to know and love (or at least accept), but I have to ask it anyway.

Where were the Elemental Gods, (Akadi, Ishtishia, Grumbar, and Kossuth), during the Time of Troubles? The entries for them in Faiths and Pantheons say that they were not seen in the Realms during the Godswar, so where were they? Inquiring minds, (in this case one playing a priestess of Akadi during the Time of Troubles), want to know!



Information about Kossuth is given in Serpent Kingdoms

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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Nevorick
Seeker

USA
29 Posts

Posted - 13 Feb 2006 :  19:22:07  Show Profile  Visit Nevorick's Homepage Send Nevorick a Private Message
Hoondatha asked "What does he say? What's the Realms' version of "Hail the camp!"? Are there special procedures or etiquette that comes into play? How is this different between the North, Tethyr, and the Dalelands/Cormyr? Also, what about racial differences (a party of elves, of dwarves)?"

Geoge Krashos said "My feeble brain is telling me it's in his adventure FA1 Halls of the High King."

George, I think you were referring to pg. 37 of Halls of the High King, but it doesn't actually answer what to say to approach an armed camp at night without losing your head in the meet and greet.
It does cover how travelers in the Moonshae Isles must share their fire and food with other travelers during the night, and band together for mutual safety. All parties are honor bound to not draw steel against one another, even if they are sworn enemies or partaking in a blood feud. It goes on to describe those personages likely to roaming the great outdoors in the Moonshaes, who may come into a PC camp at night to break bread and share news and tales with them. Hunters, rangers, druids, bards, and harpers are all likely to be met if a group makes a "guestfire" at night.

"What happens in Waterdeep, stays in Waterdeep."

Edited by - Nevorick on 13 Feb 2006 19:23:09
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Asgetrion
Master of Realmslore

Finland
1564 Posts

Posted - 13 Feb 2006 :  19:24:20  Show Profile  Visit Asgetrion's Homepage Send Asgetrion a Private Message
quote:
Originally posted by Hoondatha

If he has, I'd be much obliged.

quote:
Originally posted by George Krashos

Ahh, the bearded one has already covered this one - somewhere. My feeble brain is telling me it's in his adventure FA1 Halls of the High King. I'll have a look when I'm near my books.

-- George Krashos






"Well met!"? I think that one works anywhere

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

Canada
1792 Posts

Posted - 13 Feb 2006 :  21:13:50  Show Profile  Click to see Purple Dragon Knight's MSN Messenger address Send Purple Dragon Knight a Private Message
quote:
Originally posted by The Hooded One

Ed replies:
2. By the time of ELMINSTER’S DAUGHTER, Cormyr’s farms are only about 8 percent blighted: in the wake of the defeat of the Devil Dragon, Filfaeril called in some favours, and the priests of Cormyr pleaded with their brethren - - and the call was heard and heeded: clergy of Chauntea, Eldath, and Silvanus came to the Forest Kingdom and worked tirelessly together for some months to “turn the tide.”

Are there spells described anywhere that deal with plant diseases? maybe a cure disease on a large scale, which would apply only to soil/new crops? I know this stuff is probably relegated to "the non-adventuring players' handbook", but I for one wouldn't mind seeing some of the more 'battle useless' spells out there, in use in Faerun (whether just by name, if Ed has a few in mind, or by full description if he has such lore lying around somewhere! )
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Tor Drakeclaw
Acolyte

Poland
0 Posts

Posted - 13 Feb 2006 :  23:17:29  Show Profile  Visit Tor Drakeclaw's Homepage Send Tor Drakeclaw a Private Message
Hello Ed,
I have one fairly simple question:

Do black halflings exist? Are there variations in skin colour within that race like there are between humans with different ethnic backgrounds?

This question might seem a bit silly (maybe it even is silly ;)) but it triggered a very heated discussion on 'canon' vs 'in my realms...' issues. Hence, it bacame a sort of synonim for 'non-canon' in our gaming group. ;)
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George Krashos
Master of Realmslore

Australia
4906 Posts

Posted - 14 Feb 2006 :  00:08:37  Show Profile Send George Krashos a Private Message
quote:
Originally posted by Nevorick
Geoge Krashos said "My feeble brain is telling me it's in his adventure FA1 Halls of the High King."

George, I think you were referring to pg. 37 of Halls of the High King, but it doesn't actually answer what to say to approach an armed camp at night without losing your head in the meet and greet.
It does cover how travelers in the Moonshae Isles must share their fire and food with other travelers during the night, and band together for mutual safety. All parties are honor bound to not draw steel against one another, even if they are sworn enemies or partaking in a blood feud. It goes on to describe those personages likely to roaming the great outdoors in the Moonshaes, who may come into a PC camp at night to break bread and share news and tales with them. Hunters, rangers, druids, bards, and harpers are all likely to be met if a group makes a "guestfire" at night.



Aye, that it'd be it. Not quite on point, so we'll wait for Ed's response. Thanks Nevorick.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Mkhaiwati
Learned Scribe

USA
252 Posts

Posted - 14 Feb 2006 :  00:27:50  Show Profile  Visit Mkhaiwati's Homepage Send Mkhaiwati a Private Message
Thanks! That is just what I was looking for!

Nice shiny NDA's too! Oooohhhhhhhh... aaaahhhhhhhh....


I had guessed at most of those things, but I am glad I won't be running into something where I destroy a village only to have canon (a later book or article) have it there with wonderful new NPCs or something. The poof! it springs back up option doesn't always work with me.

Thanks again!

Mkhaiwati

"Behold the work of the old... let your heritage not be lost but bequeath it as a memory, treasure and blessing... Gather the lost and the hidden and preserve it for thy children."

"not nale. not-nale. thog help nail not-nale, not nale. and thog knot not-nale while nale nail not-nale. nale, not not-nale, now nail not-nale by leaving not-nale, not nale, in jail." OotS #367
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The Hooded One
Lady Herald of Realmslore

5043 Posts

Posted - 14 Feb 2006 :  01:06:15  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hi again, scribes of the Realms. Herewith, Ed answers Volo (the scribe) in this matter of Volo (the character): “Is Volo a Harper? I've seen a lot of evidence in both directions, but for some reason I've never been able to quite suppress the belief that Elminster wouldn't put up with his annoyances if he weren't in some way beneficial to the Old Mage, and given his (pseudo-)encyclopedic knowledge of backwoods Faerun, and the fact that he seems to know some things about the inner workings of said organization that would seem to require personal interaction with same, I'm tempted to say that he is, but I desperately want the truth from the horse's mouth.”
Ed replies:



Horse’s mouth. Yup, no problem. Mister Ed here, on the case (“Oh, a horse is a horse, of course, of course . . .”)
Ahem.
No, Volo isn’t officially a Harper, though he often works with them and likes to think of himself as one. He has a Harper pin, yes, in fact he carries half a dozen, and has more hidden in various “favourite spots” around the Realms, but then: he’s stolen all of them.
He COULD be a Harper (if anyone was folish or daring enough to accept him into the fold), and many Harpers treat him as if he is a member of Those Who Harp - - not because he’s fooled them into thinking he really is, but because he’s useful to them as what I’d better call “a Harper dupe.” He’s the Inspector Clouseau character who crashes into a delicate situation, blundering about and creating a diversion that WORKS (because he’s not acting a role, in his mind, he really is doing his best and “being a Harper”) while the real Harpers get the job done.
Volo isn’t stupid, nor particularly venal. He’s just accident-prone (in large measure because he annoys various gods, who have come to look upon him as a source of amusement as well as an irritant, and delight in causing that endless parade of accidents) and at times astonishingly insensitive (in a patriarchal, “Oh, isn’t it quaint out here in the Colonies!” sort of way). He is a kindly person who wants to improve the Realms and right wrongs, but wants even more to be worldly-wise and “in the know,” and as a result ends up ruled by his cynicism and his whims. Volo has to rush everywhere and see (so as to know) EVERYTHING, and so can never stick with things long enough to see them to satisfactory conclusions (unless someone else steps in to do the necessary work). His personal views are sufficiently close to those of most Harpers (act against large, powerful governments to mitigate their inevitable corruption, and so on) to make him work with them, towards the same goals, but his methods (ways of working) drive most Harpers wild. Volo’s the sort of guy who, when the Harpers are creeping up on someone, will step out into the light and say brightly, “Hello, Mister Villain? You don’t know me, but I have to say that if * I * could get this close to you without your knowing it, then there could be an entire army creeping up on you right now, also without your knowing about it! You really should . . .” [while a dozen Harpers, crawling on their bellies in the grass not four paces away, clench their teeth and turn purple]
Volo is very bright, but (perhaps a mental deficiency related to an alcoholic mother drinking heavily before she gave birth to him?) often seems unable to see obvious consequences - - or rather, he understands them when they’re pointed out to him, or sees them in the deeds of others, but utterly DISREGARDS them when he himself speaks and acts. He often stays alive by the grace of those same amused gods (where others would be slain brutally and swiftly), most often by dumbfounding foes (in the manner that Doctor Who has so often been portrayed in his latest revival [both actors]: bouts of saying and doing things so outrageously looney that adversaries pause to wonder what he’s REALLY up to).
So Volo might tell you he’s a Harper, because he wants to think he is, enjoys the power or regard from others who might be impressed, or obey him, or let him get into somewhere and see something they’d otherwise bar him from. He’s got the pin to prove it, after all, and can reel off reams of Harper names as contacts, little hints and half-knowledge about recent and ongoing Harper missions, and facts that “prove” he’s an insider (though a suspicious Harper who’s been very active and moved about geographically and interacted with many other Harpers, as opposed to a stay-at-home local agent, could soon satisfy themselves that Volo can “talk a good streak” but doesn’t really know what he’s talking about). His manner might well, however, make those suspicious of him think he’s mind-mazed (addled in his wits) rather than an impostor.
Hmmm. Maybe I should just give you the short answer.
Is Volo a Harper?
No.



So saith Ed
Nicely put at the end, there, dear.
More Realmslore on the morrow,
love to all,
THO
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Scarabeus
Seeker

Canada
27 Posts

Posted - 14 Feb 2006 :  07:30:50  Show Profile  Visit Scarabeus's Homepage  Click to see Scarabeus's MSN Messenger address Send Scarabeus a Private Message
quote:
Originally posted by Purple Dragon Knight
Are there spells described anywhere that deal with plant diseases? maybe a cure disease on a large scale, which would apply only to soil/new crops? I know this stuff is probably relegated to "the non-adventuring players' handbook"

I'm not sure about official FR Spells, but you can take a look at Dragon article "The Druid Gets a Life" by Alan M. Clark Dragon #193. It covers great non-combat spells for druids like Heal Plants and Heal trees. A good addition for druids in the Realms. You can email me in private if you want my 3E update.

Scarabeus
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The Hooded One
Lady Herald of Realmslore

5043 Posts

Posted - 15 Feb 2006 :  01:51:18  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hi again, fellow scribes! This time, Ed tackles Gerath Hoan’s Sraece Telthorn request: “Wow, this character sounds amazing! I don't suppose we could trouble Ed for slightly more detail on him, could we? I'd love to get any more detail you could give, but a bit more physical description and what his favoured weapon(s) and fighting style(s) happen to be would be very helpful. Is he a native of Sembia who frequents Waterdeep or vice-versa? I could really use this character, especially since he happens to frequent Yhaunn, a city I've become increasingly fond of in the last few months.
Ed strikes again, throwing out some sample pieces of Realmslore that helps to captivate the scribes here at Candlekeep and it certainly reminds me why the Realms is such a great place to explore. Thanks in advance if any more detail can be supplied, GH”

Gerath posted that query after reading these words of Ed, in the Bearded One’s “best bladesmen of the Realms” reply to Feanor: “Sraece Telthorn is a smallish, agile, almost feminine man who can dance, tumble, balance, and spring with a skill and precision matched only by the greatest acrobats (once leaping off a parapet to land perfectly balanced on a sloping, protruding flagstaff far below, for instance, and often springing over the slashing swords of opponents). He teaches “swordplay” (fencing) in Yhaunn and Waterdeep, and is believed to travel between the two by means of secret portals of unknown origin and location. Telthorn lives simply, is unambitious (avoiding power and important patrons, and giving much of his coins away), and is beloved by many pleasure-lasses of Waterdeep, who regard him as a kind friend or honorary brother as well as a frequent client.”
So, here’s Ed:



Well, now. You already know that Sraece Telthorn is a CN hm Ftr16/Thief-Acrobat7.
So here we go . . .
He’s Str 15, Int 15, Wis 13, Dex 18, Con 12, Cha 16, stands 5’4” in height, weighs 129 lbs or so, has pale white skin, delicate and one might even say beautiful features: thin nose and chin, small ears, and large steel-gray eyes (go greenish at moments of great emotion), wavy brown hair cut shoulder-length, and a white sword-scar across his left shin, just below his knee. With proper dress and cosmetics, he might well pass for a comely lass. Aside from his behind, he has almost NO body fat.
If you were describing his looks, voice, and manner, you’d probably end up saying something like: “quietly, glidingly graceful, but dignified. Always looks like he belongs, and is brooding on some important purpose or other that he’s confidently heading to deal with. Rarely smiles, and chuckles more often than he laughs. Can perfectly control his face and voice, and mimic the voices of others, if need be (in his early thieving, he often eavesdropped on guards, owners, and neighbours so as to imitate them in the darkness, if challenged during his thefts).
Sraece Telthorn’s favourite weapons are the longsword and dagger. He’s adept at fighting with sword and dagger, with two daggers or with two longswords, and at throwing his daggers; some winters back, he ruined an entire wall of wood panelling in a now-demolished former noble villa that he broke into, practicing running full-tilt at that wall throwing daggers as he came, to form a ‘stair’ of projecting blades he could swarm up to reach a balcony as swiftly as possible. He’s also adept at fighting in darkness and near-darkness (blindfighting, in game terms), and experienced at correctly interpreting the sounds of stealth (he can usually tell EXACTLY where anyone creeping up on him is located, and what they’re doing). Although he prides himself at his precision with a blade (ability to fence, parry, and get past an opponent’s guard), he’s not personally interested in fair fights: whenever possible, he avoids open battle (except to train others, for fees), or sees to it that foes are harmed by toppled crates or other “objects at hand,” or have to fight when hampered by draperies dumped over their heads, darkness, or when slipping and sliding on bags of glass beads he’s emptied all over a floor.
Yet Telthorn’s kinder and fairer than most thieves (or hireswords, for that matter); he simply prefers efficiency in disposing of foes, rather than relying on his dazzling swordplay skill to see him to victory.
These days, Telthorn steals almost nothing, though he’s willing to slip stealthily into bedchambers by night to leave messages or warnings from those who pay him well enough, to keep what he calls his “creeping” skills polished. He’s wealthy enough, now, to live quietly for more than a score of summers, without lifting a finger in work, but enjoys training others in swordplay, and spends much of his time doing so (and much of the rest whimsically helping those he regards as his friends - - many of whom happen to be Waterdhavian pleasure-lasses he’s hired for a night, and discovered he really likes.



So saith Ed, but he’s not done; you’ll get to read a lot more about Sraece Telthorn next time.
love to all,
THO
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RodOdom
Senior Scribe

USA
509 Posts

Posted - 15 Feb 2006 :  18:19:31  Show Profile  Visit RodOdom's Homepage Send RodOdom a Private Message
Dear Mr. Greenwood,

Baldur's Gate is more centrally located in relation to the North, the nations of the South as well as the Moonshaes. Also the River Chionthar links it to just outside Cormyr. Why then is Waterdeep of greater wealth and importance than Baldur's Gate?

Thank you!
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Gerath Hoan
Learned Scribe

United Kingdom
152 Posts

Posted - 15 Feb 2006 :  18:35:43  Show Profile Send Gerath Hoan a Private Message
quote:
Originally posted by The Hooded One
So saith Ed, but he’s not done; you’ll get to read a lot more about Sraece Telthorn next time.



*jaw hits the floor*

There's more?

As always you've got me totally engrossed. I look forward to what else Ed has to say about this great character.

Thanks again for answering my Realmslore requests.

GH

Knight of the Order of the Keen Eye - Granted by Ed Greenwood, 30th January 2005
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The Hooded One
Lady Herald of Realmslore

5043 Posts

Posted - 16 Feb 2006 :  01:53:24  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
(Giggle) Gently with that jaw, there . . .
Of COURSE there’s more, GH. And Ed isn’t finished even with this second post!
Hi again, all. Yes, Ed herewith continues his Sraece Telthorn reply to Gerath Hoan:



Sraece was born on a farm not far north of Yhaunn, to tenant farmers who were poor and heavily in debt, and from a young age was acrobatic and agile, able to run along tightly-stretched ropes, climb fearlessly, leap and land in small, precise spots, and so on. He ran away when creditors seized his parents (and covertly sold them into slavery, where they were worked to death somewhere in one of the Wizards’ Reach cities, in the household of a Thayan fleetmaster) and all the family goods, and made his way south, falling in with carters (caravan merchants operating only between the cities of Sembia, on short, fast runs) and making his living largely with his wits, often leaping from the top of a moving wagon into upper windows of nearby buildings by night, stealthily stealing what he could, and racing over the rooftops to rejoin the moving wagons. He soon discovered his acrobatic bent, good natural sense of balance, and aptitude for throwing daggers and for swordplay, and offered himself as a sparring partner for some of the caravan guards, quickly gaining sword-skills with practice. Eventually he found himself involved in a war between rival investor-merchants of Saerloon (one of whom, Onstur Haeriven, wanted to end up controlling the carters Telthorn “ran with,” whereas the other, Albregh Muirl, wanted to ruin anything “Old Onstur” had an interest in, including the carters). One night, the carters ended up ambushed by “brigands” (adventurers covertly hired by Muirl), who succeeded in slaying most of the carters and wrecking their wagons. Telthorn astonished everyone involved by slaughtering most of the brigands in the fray.
That battle triggered open warfare between the two merchants, and Haeriven soon sent Telthorn to slay Muirl. Slipping into Muirl’s strangely-unguarded mansion late one night through a lofty window, Telthorn discovered he’d come too late: Muirl, along with most of his guards and household, had been slain by the agents of yet another merchant, this one evidently not above hiring poisoners to slay indiscriminately. Finding several secret cupboards in Muirl’s office (hidden behind slightly-less-secret cupboards in the walls), Telthorn swiftly pilfered what he could of their contents: a small cache of gems and a dozen deeds (to buildings in various Sembian cities), and went into hiding, caching his loot in a rooftop hiding-place in Yhaunn and settling down patiently to live and work under a variety of names and guises, once using his feminine build and looks to take hire as a “governess” (actually a bodyguard) to a rich merchant’s two daughters (and heiresses). Whenever short-hire jobs took him to a place where one of Muirl’s deeded properties was located, Telthorn took it along and quietly hired local agents to collect rents to his credit (in return for a share in those rents), and so slowly became moderately wealthy. In time he sold the least desirable (most run-down and rent-trouble-prone) properties and used the funds to buy better properties, avoiding all other forms of investments and commerce.
Eventually Telthorn managed to arrange his affairs so that two competing professional “factors-for-hire” (both in Yhaunn) each handled a share of his rents. He set them to watching over each other for signs of fraud, with the expectation that the one found cheating him would lose his business.
And so matters stand now, with most of Telthorn’s gems converted into properties in all of Sembia’s cities (although only in Yhaunn is he assembling entire blocks of buildings). From time to time, he hires independent investigators to ask tenants if they’d be willing to move out so said investigator could move in, and thereby learn just what rents are being charged, to ensure neither factor is raising rents without telling him. He’s cultivated friendships and professional “rush to my aid on this signal” deals with several adventuring bands, and “be my tight-lipped messenger” arrangements with several younglings he feels he can trust, and otherwise invests (aside from property) only in small, struggling-for-coins builders and repairers (he puts money in their hands when they need it, and in return eventually gets slightly larger payouts when they get paid for finished work).
All of this has mounted up, purely through an increase in the number of owned properties, into quite a considerable income. Telthorn teaches swordplay because he wants to, not because he financially must, to feed himself, and he’s been able to purchase magic items such as an ironguard ring, a ring of regeneration, and carried (in special boot-sheaths, that hold steel vials) healing potions.



So saith Ed; so that’s how Telthorn got to where he is today. Of which more next time, when Ed wraps up his ‘potted life of Sraece Telthorn.’
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Verghityax
Learned Scribe

131 Posts

Posted - 16 Feb 2006 :  12:06:13  Show Profile  Visit Verghityax's Homepage Send Verghityax a Private Message
Dear Ed,

I've got a simple (and I hope non-NDA ) question concerning Everlund or rather it's map. As far as I know the map in "Silver Marches" is the only existing map of Everlund. And though it's a wonderful map, there are a few places that are not marked on it. And here goes my question. Where exactly the following places should be marked:

1. All Faiths Hall
2. The Lady's Tree (a shrine to Mielikki)
3. Bloody Hunt (a shrine to Malar)
4. The Bent Bow
5. Hethmeir's Highboots
6. The Dreaming Dragon
7. Myklryn's Sorrow
8. Sordar's Cup
9. The Stag at Bay
10. The Old Sword Sheathed
11. The Battered Hat
12. Danivarr's House
13. The Olorin
14. The Phantom Knight
15. The Seeking Arrow

Edited by - Verghityax on 16 Feb 2006 12:06:43
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createvmind
Senior Scribe

490 Posts

Posted - 16 Feb 2006 :  17:37:23  Show Profile  Visit createvmind's Homepage Send createvmind a Private Message
If this question has been posted and answered and I've missed this please let me know Kuje.

How does one get components of Fiends? I've seen many spells that require components of a fiend, demon, devil and I've also read in novels that the bodies discorporate (something like that.) How then does one gain components needed for spells if not capable of traveling to outer planes, do certain adventurers "farm" these components for profit?
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Kuje
Great Reader

USA
7915 Posts

Posted - 16 Feb 2006 :  18:41:51  Show Profile  Send Kuje an AOL message  Click to see Kuje's MSN Messenger address  Send Kuje a Yahoo! Message Send Kuje a Private Message
quote:
Originally posted by createvmind

If this question has been posted and answered and I've missed this please let me know Kuje.

How does one get components of Fiends? I've seen many spells that require components of a fiend, demon, devil and I've also read in novels that the bodies discorporate (something like that.) How then does one gain components needed for spells if not capable of traveling to outer planes, do certain adventurers "farm" these components for profit?



Nope, this hasn't been asked. :)

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

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

Scribe for the Candlekeep Compendium
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Larloch
Seeker

Spain
24 Posts

Posted - 16 Feb 2006 :  22:45:25  Show Profile  Visit Larloch's Homepage Send Larloch a Private Message
First of all I must apologise I have a bad english. I find Candlekeep one of the best pages concerning Forgotten realms and I hope that it will last a lot of time.

A group of friends are working in a web centered in Forgotten Realms and Dragonlance. one of the aspects that we consider basic es creating a good section with information with the authors that write in each world. One of the aspects that we are trying to do it that spanish fans that don't speak o read enough english could ask some questions to the authors of Forgotten/Dragonlance, more or less like this post, in an interview that we would translate to spanish.
We thought that the best way to start with the section of author it would be with the person thtat created this world. The interview will consist of two parts, one a brief questionnaire and then 25 questions asked by the fans.

We will most honored if you accept.
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The Hooded One
Lady Herald of Realmslore

5043 Posts

Posted - 17 Feb 2006 :  03:49:56  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message
Hello once more, fellow scribes, and hearken to the conclusion of Ed’s reply to Gerath Hoan about the NPC Sraece Telthorn.
Ed writes:



Despite his now-considerable wealth, Sraece lives simply (he likes soups, stews, and other farm-folk food, well cooked) and gives away coins when his whims move him to do so (though, lacking easy laundry facilities, he often buys new clothing - - flowing shirts, vests, and tight-fitting breeches are his usual garb - - and gives away his worn garments to street beggars, retaining only a favourite greatcloak [ankle-length wool winter-wind cloak], hat, and boots).
Though the other tenants are unaware that their landlord dwells among them, Sraece now “lives” (if he can be said to really live anywhere) in two tallhouses in Yhaunn, keeping spartan, well-locked rooms for himself in each (equipped with a cot, easy chair, rows of spare boots and clothing, crocks of pickles, wheels of cheese, and loaves of bread), and renting all the rest out. He owns no Waterdhavian property, but has been thinking of acquiring “something” for three or four seasons now.
Telthorn knows of two portals linking Waterdeep and Yhaunn; he found one by accident, while fleeing a gang of thugs, and the other by seeing a dying, transfixed-with-swords thief appear “out of nowhere,” stagger a few steps, and die at his feet. He has no idea who created either portal, and they don’t seem (to him) to be known or used by anyone else (in fact, both are known to the Harpers, Moonstars, and Blackstaff Tower - - all of whom know Telthorn uses them, but take no action against him). Both portals operate automatically (silently and without limit), in both directions, whenever any living creature steps into exactly the right spot while touching (any part of) the wall immediately to their left.
One portal-link goes from the cellar in one of these tallhouses (it’s the reason Telthorn bought the place, when he already owned another) in Yhaunn, to the attic of the (S side of Horn Street, North Ward) rental (shops in cellar and street level, living suites on the three floors above) tallhouse that’s right next to The Silent Shield inn (on its east side) in Waterdeep.
The other links a particular spot among the rocks below the northern arc of the city wall of Yhaunn (operates “to Waterdeep” only when someone stands or lies on just the right rock while touching a particular knob of bedrock above and to the side of it) with the cellar of a ramshackle rental storage warehouse (S side of Coach Street, South Ward) that’s right next to The Full Cup tavern (on its east side) in Waterdeep.
Telthorn has always spent most of his time in Yhaunn, but is increasingly exploring and falling in love with Waterdeep, these days, and spending four days (and their nights) per tenday there, where formerly he might have spent two at most. In winter, he prefers Yhaunn’s deeper, calmer cold to Waterdeep’s damper, windier, more chilling (and ice-rime-coated) “frozen months,” and spends more time in Yhaunn - - though when he does visit Waterdeep, he buys firewood and food, knowing his “lasses” (see below) suffer most in their (mainly in Dock Ward) upstairs rooms at that time of year; he’s even been known to take one of them, if he finds her sick or miserable, to a good inn for a night or two, to “warm and feed her up.”
Rather than running an official “school” of swordplay in either city, Telthorn goes to the clubs, gambling houses, and taverns he knows Waterdhavian nobles and wealthy merchants (or the rising-in-coin merchants of Yhaunn) frequent, and offers his personal training services at 7 gp/day (typically two sessions of about three hours duration, each). His reputation is such that he’s known on sight (in Waterdeep especially), never has to wait long for hire, and sometimes encounters a rush of eager would-be patrons upon entering an establishment. Most of his clients find him pleasant, quiet and unassuming, and quietly confident (never servile, but not arrogant); most of them like him very much, and will hail him if they see him in the streets or at a club.
When not working, Telthorn likes to hear bards telling sagas at clubs, and to see plays (though he dislikes tragedies and the noisier sort of slapstick comedies, most enjoying satires and farces). He’s an accomplished dancer, and can acquit himself with grace if invited to even the most upper-crust revels.
Telthorn uses Mirt the Moneylender as a ‘banker’ in Waterdeep, and in Yhaunn sees “Old Mother” Yanthaera (a craggy-faced crone who’s both a Harper agent and a VERY shrewd investor) in Saedre Street for the same purposes. Telthorn typically carries a small purse of coins inside his codpiece, a “go ahead and steal me” purse of odd change at his belt, and another 8 gold pieces in each (hollow) boot-heel.
Sraece Telthorn is kind-hearted, and gives coins freely to those he sees in need (on the streets of Yhaunn and Waterdeep), otherwise giving the pleasure-lasses he frequents an ample fistful of gold coins at every visit (wherefore he seldom has to rent rooms at an inn; he merely drops in on one of his “lasses” for the night, often bringing wine and a meal with him). Said lasses love him because he’s a good and sympathetic listener who cares about their lives and troubles (and shows it), likes giving shoulder- and foot-rubs, and won’t shrink from nursing someone who’s sick.
Telthorn’s aims in life are subjects he doesn’t trouble to think about much, and only discusses if one of “his lasses” asks him. He’s content with the life he now leads, desiring no high public profile, influence, or political power. However, he’s feeling increasingly lonely, and toys idly with the idea of building a mansion and living in it with half-a-dozen or so of his favourite lasses - - IF he can somehow get them to “get along” with each other. If they want to go on working, that’s fine with him, but if they want to do it in the mansion, he sees having a very good security force as vitally necessary . . . which ties in with his other idle dream: establishing (he knows he’ll have to recruit, assemble, and train them himself) a well-armed, capable strike force of adventurers who like keeping a low profile, and will obey him absolutely, acting not only as security for him, but giving him an instrument to use against Waterdhavian nobles and ruthless Sembian merchants whom he feels have “stepped over the line” in their greed or trade battles, into behaviour that threatens what he likes in Waterdhavian and Sembian society. (He sees both places as far too “wolf eat wolf,” and present vigilante forces as controlled by those in power, and hence all too often ‘part of the problem.’)



So saith Ed, and there you are: Sraece Telthorn, a tailor-made NPC for all your Realms campaigns. Gerath Hoan, Ed would be interested in hearing what use you make of him, in yours.
Larloch, Ed will be happy to participate. How do you want to do this? Via e-mail?
love to all,
THO
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RevJest
Learned Scribe

USA
115 Posts

Posted - 17 Feb 2006 :  15:49:32  Show Profile  Visit RevJest's Homepage Send RevJest a Private Message
quote:
Originally posted by The Hooded One

. . . which ties in with his other idle dream: establishing (he knows he’ll have to recruit, assemble, and train them himself) a well-armed, capable strike force of adventurers who like keeping a low profile, and will obey him absolutely, acting not only as security for him, but giving him an instrument to use against Waterdhavian nobles and ruthless Sembian merchants whom he feels have “stepped over the line” in their greed or trade battles, into behaviour that threatens what he likes in Waterdhavian and Sembian society. (He sees both places as far too “wolf eat wolf,” and present vigilante forces as controlled by those in power, and hence all too often ‘part of the problem.’)



Sounds like Master Telthorn might be comfortable playing a harp, or wearing a red sash. :)

- RJ
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