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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 07 Aug 2015 :  22:03:24  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
I tell you what, when I am starved for ideas, the Glossary of Phrases, Sayings & Words of the Realms located right here at Candlekeep sure fills me back up.

Which is another way of saying if you ever wonder what it is you can do on this forum space that will be of lasting importance, collecting Realmslore and posting it to the Chamber of Sages is right up at the top of the list.

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

Edited by - Jeremy Grenemyer on 07 Aug 2015 22:04:11
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 08 Aug 2015 :  07:14:12  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Western Cormyr. This one is turning into potential Current Clack entries.

1. At that point on the High Road midway between Skull Crag and the dogleg right that carries travelers to High Horn, where a pair of wide, long hills give way to a depression in the earth, and just visible within the low fog that flows from the Farsea Swamp to the nearby High Road and cloaks everything in a stench that forces cart beast and drover alike to hurry along the road or be overcome, box-like ranks of men stand still. Their flesh is green, purple or not there at all—rot has taken what the crows refuse to eat. Somehow their armor is gleaming, as are their weapons. When the formation moves, it is a terrifying sight. The soldiers drill back and forth, the formation breaking up and reforming, lances stabbing, swords swinging, watchers mentally adding war shouts that would surely accompany such actions, were the soldiers living. Only one banner is visible within the ranks; that of a long ago Swordcaptain who rides his mount still, and a member of the family of Greatgaunts that reside in the city of the same name.

2. A trail runs from Old Axe to the west where it crosses the Tun River and ends in the village of Maloren’s Rest. By night a long ribbon of fog materializes over the Tun, its form painted white in Selûne’s cold light. The sacrifices start one bell after midnight, the first deaths heralded by ritual bloodletting performed by the priests and their attendants along the banks of the Tun. As their blood mixes in the water with that of the first victims, the night fog is drawn forth and becomes solid in places. Then the cries come—not from the soon to be dead, mind, but from within the fog, where the vampires rest—and fanged faces whirl about in the fog while clawed hands clench in frustration. A few vampires have found their full form; they float high over the long ribbon of fog, their eyes looking skyward to Selûne, their minds bound in the enchantment that robs them of free will and condemns them to the mist. When all the vampires have been freed then their minds will be their own again, or so the priests believe. Each full moon heralds a new opportunity to wear down the vampire’s prison, the time in between spent carefully searching for and kidnapping the descendants of the ones who imprisoned the vampires so long ago. Unbeknownst to the priests, the ghosts of the imprisoners linger still,. They travel unseen, far into Cormyr and nearby lands, to find their descendents and to warn them in their dreams.

3. The price of Death Cheese has skyrocketed, while the availability has plummeted to levels not seen in over a century. Merchants in Eagle Peak claim the Farsea Swamp-based makers of Death Cheese were approached by buyers at the swamp’s edge willing to pay ten times the regular amount. The never-before-seen buyers had no interest in Deadeye Butter or any of the other wares crafted by the Marsh Drovers of the Farsea.

4. Eagle Peak’s rooming houses have swelled to overflowing, on the news that a pair of newly discovered dwarf holds two days ride to the northeast, near the walled keep of Huthduth, are yielding up coins and gems. For their part the priests of Chauntea have closed their keep to adventurers and are only accepting merchants, messengers and travelers already known to them. Some of these merchants have gone on to warn their fellows in Eagle Peak and Tyrluk that not everything recovered from the dwarf holds is safe, and to watch carefully any adventurers looking to sell recovered items.

5. The Lady of Oldswords left her temple at Oldsword Fields and made a pilgrimage to the shrine of Tempus at Spear Rock near Wyvernhunt. Along her journey she collected followers, faithful and would-be acolytes, all of them joining her as she mounted Spear Rock to offer prayer and supplication to the Lord of Battles. Moved by the reverence of the assembled host, Lady Oldswords called out to Tempus to name a foe worthy of the host, that they might challenge the foe and demonstrate their worthiness to the Lord of Battles. Tempus’ booming reply was heard by all—including the Purple Dragons stationed at the recently fortified and expanded garrison keep in Wyvernhunt, as well as its villagers—but only the supplicants received a mind vision of a host of undead, led by a wise Swordcaptain who fought and died for Cormyr, but whose final rest was denied by the Lord of Battles over a moment of perfidy that caused the needless deaths of Purple Dragons under the command of a rival. The Swordcaptain and his dead men drill ceaselessly in the low fog that permeates the Tunlands between the High road and the Farsea Swamp. Lady Oldswords wasted no time marching her new followers south, but they have not been seen since they turned west off the High Road to find their foe.

6. The copper mines that dot the mountains above Wyvernhunt have largely been abandoned, the men and dwarves working them long since moved south to settle among the villagers that make Wyvernhunt their home. The children and grandchildren of these miners are returning to the mines, after the discovery of veins of iron. The transportation of pure ore is being hastened by the use of tame wyverns that have long laired near the mines. The master of these wyverns keeps a low profile, but her associates interact freely with the miners and readily cooperate with the Purple Dragons and Wizards of War stationed down slope from the mines.

7. Hippogriff patrols out of Skull Crag have clashed with flights of iron ore and supplies-carrying wyverns out of Wyvernhunt. The timely intervention of a pair of veteran adventurer mages drove the warring flights apart. The Crown has dispatched officers from Suzail to establish rules and limited areas of operation for the flying creatures utilized by communities along its western flank. For their part the pair of adventurer mages were briefly detained at Skull Crag. Upon their release they met up with other veteran explorers and made for parts north and west. Their goal: find Lady Oldswords and return with her to Oldsword Fields.

8. A grim host of Tempuran priests, grizzled adventurers and their followers rode into Greatgaunt. At the center of their ride was Lady Oldsword. On her mount she carried the helm, sword and shield, and banner colors of a fallen Swordcaptain and lost son of the Greatgaunt family. The host rode directly to Greatgard, where the arms of the Swordcaptain were personally turned over by the Lady, that the Swordcaptain’s ghost might find rest at last. The next day the host departed for Oldsword Fields in Cormyr, the remains of Lady Oldsword carried on a wagon surrounded by her faithful followers and an honor guard of Greatgaunts.

9. The outpost garrison of Purple Dragons at Maloren’s Rest has been emptied of soldiers, servants, courtiers and Wizards of War. Retired adventurers living at the Rest explored the keep, looking for signs of a magical gate or other means of travel the keep’s occupants might have used, but no sign of gates or lingering teleportation magic was discovered. A great ring of fog surrounds the Rest, and none who have passed through it have returned.

10. A terrifying attack on Moonrise House in Greatgaunt by a flight of vampires and their spawn has shattered the sense of safety and impregnability felt the people of Greatgaunt and the surviving temple priests. Not a few of the vampire spawn wore the uniforms of Purple Dragon soldiers, while at least one vampire strode through the temple in the robes of a Wizard of War. Several vampires lingered outside the temple; these ultimately turned away from Moonrise to ravage the city after the first wave of attackers was repulsed, ere the undead host disappeared over the walls and into the night.

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

Edited by - Jeremy Grenemyer on 08 Aug 2015 07:15:21
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 10 Aug 2015 :  21:24:04  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Some more ideas on how to write about Cormyr every day:

(My first attempt at listing ideas for Cormyr writing can be found here.)

1. Do you have either a paper copy or a digital copy of Volo’s Guide to Cormyr? If yes, then find your way to the index of locations on page 238. Pick a category (Shrines, perhaps, or Taverns) read a few entries under that category then try your hand at making one up of your own. Write at least four lines, then pick a different category and repeat the process. Don’t try to be perfect.

2. Using the index again: pick a location with a relatively short entry, then relocate it somewhere else in Cormyr and ask yourself how the place could come about in its new location. Sentinel Rock (Helm) in Espar and Spear Rock (Tempus) in Wyvernhunt are two good candidates for places that could probably be found in other parts of Cormyr.

3. Write ten location names. Just bang them out. Using the index helps, as you can easily mix and match the names found therein. Don’t worry if they sound silly, just write ‘em up. Here’s what I like to do: read across the three columns in the index, then make a location up using the three names you read. So, at the top of page 240 we have Helm—Altar of Shields, The Unicorn’s Pool and The Grave Hills. From this you can produce The Altar of Graves, The Unicorn’s Grave, Shield Pool, the Shield Hills. See? Easy.

4. Pick your favorites from a list of location names you generated, and give them a brief four-line writeup.

5. Is there a piece of cool fantasy art (maybe a fighter you found on Deviant Art, or something in the style of Leslie J. Yee, who has done work for Game of Thrones) that keeps grabbing your attention? Then put pen to paper or fingers to keyboard and write it up in Cormyr. Don’t worry about being perfect. Just write four lines.

6. Find a piece of artwork in a Cormyr sourcebook, and give it a new description. The picture for Tongreth on page 223 of Volo’s Guide to Cormyr seems to me at first glance not to be that of a master conjurer, but of a shop owner or merchant.

7. Read a description for a settlement in Cormyr, then reimagine it as a ruin. Answer these questions briefly, one to a line for four lines total: when did the place fall? How did it fall? Who had the most influence in the degredation/loss/abandonment of the place? What is the most dangerous thing to be found there now (that is, what’s most effective at killing off adventurers)?

8. “It could happen.”
Write a one-line description of the most impossible or unlikely things to befall Cormyr. “Zombies in spaceships land in Suzail and take over.” Or “Every human thirteen years old and older falls dead at the same time; children rule the Forest Kingdom.” Or “A mighty dragon flies low over Cormyr, teleporting portions of its treasure into the backyards of commoners, then departs with a hearty ‘you’re welcome!’” Try writing ten of these.

9. Pick your favorite “it could happen” and give it four lines.

10. Pick something for which you’ve written a four-line description, and expand upon it. Unless the urge to write completely overtakes you, cap your work time at 20 minutes or a handful of paragraphs. Then pick another four-line description and repeat.

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

Edited by - Jeremy Grenemyer on 11 Aug 2015 05:02:11
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 11 Aug 2015 :  06:22:15  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Location names, using the technique in the entry #3 from the post right above this one:

So, starting on page 238 of Volo’s Guide to Cormyr, reading across the three columns of entries through page 240, and mixing and matching the words therein, and we get ten names…

1. The Blushing Stag (Festhall);
2. The Lucky Dragon Society (Club);
3. The High Falcon Inn (Inn);
4. The Moonlit Gargoyle (Rooming House);
5. Five Watchful Lanterns (Rooming House);
6. The Screaming Crystal Tavern (Tavern);
7. Shalandragar’s Sheltering Tankard (Tavern);
8. The Mushroom House (Temple; Chauntea);
9. The Feather, Jester and Bottle (Restaurant);
10. Tavernant’s Arrows, Cleavers and Shields (Shop; Armory)

(Also: “Shaliber, Barrelstone and Bindle: Lonesome Tankards All”. I think that could be a good chapbook or ballad name.)

I like all the names. “The Screaming Crystal Tavern” practically writes its own description.

Let’s keep going and try four lines for a few of the location names. Will keep it simple: who, what, when, where, how and/or why.

1. The Blushing Stag
The newest of a trio of festhalls to grace Suzail’s eastern flank. The Blushing Stag caters to men and women wishing to strut about and be pleasured like nobility, but for prices that are less than ruinous. A portion of all fees are donated to the altar of Sharess found in the center of the Stag’s reinforced cellar. The building that houses the Stag is known equally well by the farmers that visit nearby Market Hall to sell produce, and any number of Purple Dragons serving in the Citadel of the Purple Dragon.

2. The Lucky Dragon Society
Established in 1310 DR, the Lucky Dragon Society is a club for officers in the ranks of the Purple Dragons (and later the Blue Dragons). Nobles whose title affords them equivalent rank to officers in the Purple Dragons are politely but firmly turned away, unless those nobles have acquitted themselves admirably in battle or have made a career of serving in the ranks of the Dragons. Officers of the Blue Dragons were not able to join until the second half of the 14th century, after the Society was forced to relocate from its first home in the heart of Suzail, which was gutted by fire. Its current location sits close to Suzail’s docks, its tall spires and grand façade once the home of a Blue Dragon Battlemsaster who ruled over Cormyr’s warships.

3. The High Falcon Inn
Guests who pay with silver falcons minted during the reign of Azoun IV are treated to an audience with the innkeeper. The innkeep serves the drink and cooks the food for such guests, all the while answering their questions and telling stories about Wormtower and the cave and sinkhole-festooned environs around it. His large family is capable of running the establishment in the absence of their ex-adventurer father. The High Falcon resides in the village of Wormtower proper, and is in fierce competition with the ever-popular Dead Dragon Inn.

That’ll do for now.

Look for me and my content at EN World (user name: sanishiver).
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 14 Aug 2015 :  01:14:05  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Fleshing out location names generated in the post prior to this one, and some adventure hooks and NPCs linked to them.


In the last post, I wrote four lines each for the Blushing Stag, the Lucky Dragon Society and the High Falcon Inn. Here’s a few more:

1. The Moonlit Gargoyle (Rooming House)
In the last century the village of Thunderstone has grown to thrice its population, such that 2,700 odd souls call the place home in the winter months, while summertime sees its population near 6,000. The motley assortment of inns and rooming houses that sprung from the earth like new plants in the spring and disappeared in the winter have been largely replaced with fixed locations that serve locals and travelers alike. One of these is the Moonlit Gargoyle, a repurposed three-story mansion built by nobles when Azoun V took the throne and later abandoned when Sembian armies briefly took control of Thunderstone, ere the whole lot were forced over the Stag Skull Bridge north into the Hullack. One feature that stands out under Selûne’s light are the gargoyles that lurk at varying points in the façade of the rooming house, their crystal-flecked granite faces contrasting with the dark walls and slate roof of the place.
(Heh, I could keep going with this one. Must move on.)

2. Five Watchful Lanterns (changing it to an Inn from a Rooming House)
Guests find this inn to be hospitable and roomy. The staff treat guests like nobility, never need be told anything twice, and are very good at anticipating the desires of guests no matter their race or place of origin. The high slopes of the Stormhorns between Espar and Minroe where the Lanterns is located are not nearly as welcoming, but the five floating ghost lamps that flit about in the night seeking weary travelers to guide put a welcoming face on the region. The Lanterns sits atop a plateau with a grand view of the King’s Forest, an escarpment with a zigzagging path carved in its face connecting plateau and woodland. The other side of the plateau drops precipitously into a steep ravine formed where the flanks of two mountain peaks meet; along them are found the stone walled, slate roofed hovels where the majority of the Lanterns staff live.
(Once again I want to keep on rolling. Lots of secrets kept at the Lanterns; some hiddenb within, some forgotten in the ravine, some kept by the staff, and pretty much all of the secrets known by the presence that animates the lanterns that guide the staff home on dark nights and in stormy weather, travelers up the escarpment, and perhaps certain individuals to their doom.)

3. The Screaming Crystal Tavern (Tavern)
When followers of Cyric beheaded a high priest of Kelemvor, they did not realize their efforts would cement the reputation of a tavern in Arabel as one of the most interesting places to drink, cavort and socialize in all of Cormyr. The tavern owner is unaware of the pedigree of the translucent, blue-tinged skull that once sat on the head of a mighty Kelemvorite (and now sits in a secured upper floor room), but he is very familiar with the skull’s power to gather up ghosts and spirits, and render them powerless and calm. Thus one may sit at any of the square tables or richly appointed alcoves in the Screaming Crystal and find the company of the ghost of an old noble, an adventurer wizard or a trio of orcs playing dice, all without suffering from heart-stopping cold or any of the other ill effects associated with undead. The skull’s reach extends more or less to the high walls of Arabel; though its scream can’t be heard by the living, incorporeal dead experience it for the siren-like lure that it is.


Calls for adventurers:

4. In the light of the full moon, when the granite gargoyles perched up and down the walls of the Moonlit Gargoyle seem to shimmer and come alive, popular rumor holds there is always one gargoyle that truly does come to life. It flies out into the night, seeking to impart a secret to one lucky person in Thunderstone, or to give aid to those in need. Some hear a whisper at their ear—a promise of sorts, that if a certain action is taken then good tidings will soon follow—while others find that objects are rearranged in such a way as to lead them to something valuable or presumed lost. Rarely, the gargoyle will resume its inanimate shape after finding a perch atop somebody’s roof, by their window or even beside the entrance to their home or place of business, making prisoners of all who dwell within. Whatever power the gargoyles hold to prevent any entrance or exit (magical or mundane) is unknown to the master of the Moonlit Gargoyle, but only she is capable of releasing a gargoyle’s hold over a structure. Many believe the master of the Moonlit Gargoyle pays her servants to make a show of counting the gargoyles on their perches each morning, in order to stoke rumor and interest in her business—and they are right to believe so—but the morning after a full moon, the count is made in all seriousness. The master quietly keeps veteran adventurers on retainer, allowing them free room and board in her establishment, and paying them handsomely to accompany her anywhere in Thunderstone to deal with whatever macabre scene or lurking horror they find, but only after her small army of runners have searched high and low in the town to find the missing gargoyle.[1]

5. Adventurers exploring the mountain wilds west of the King’s Forest fell victim to a most unusual trap: chain ring nooses caught around their necks, the chains sprouting like metal vines out of a petrified tree that was anything but, that hauled the lot of them up to ere it strangled them and broke their necks for good measure. The adventurer’s corpses hang from the “tree” at the time of this writing, the residents and guests of the nearby mountain inn where the adventurers were staying (the Five Watchful Lanterns) debating whether to try and remove the bodies, to hire adventurers to get them, or to let time and the weather do the job instead. Even the ghostly lanterns that guide travelers around obstacles and pitfalls seemed unaware of the danger, though now the lanterns refuse to ascend the slope that leads to false tree and its grisly collection.

6. The brief respite from hauntings afforded to residents of Arabel by the Screaming Crystal, itself located in the tavern of the same name, has allowed for the exploration of parts of buildings otherwise avoided. Unfortunately for some, the urge to explore supersedes any sense of personal safety, rendering them victims to mundane hazards of no concern to the undead. As well the hauntings upon their return, for the Screaming Crystal releases its hold in a most unpredictable way. The more prudent residents have obtained the services of chartered adventurers to conduct explorations on their behalf.
(I don’t know why I had Kobayashi’s voice in my head when I wrote this, but I did. So there you go.)


Some NPCs:
7. Indragar “Coinbelly” Aerlond
A one-time trader of silks, rugs and tapestries throughout Amn. Ask any merchant in Athkatla and they will tell you Indragar’s paunch is rumored to hold more than his belly, as everyone knows he keeps coin sleeves over his gut. The fall of the Aerlond family forced Indragar to leave Amn, his travels taking him to the borderlands between Cormyr and Sembia where he has found lodgings in a rooming house in Thunderstone (at the Moonlit Gargoyle). Indragar has taken steps to resume his business; as a result his large belly has shrunk rather quickly for a man of his appetite. Indragar believes the intrigues of Cormyr and Sembia to be brutish—practically homely—compared to those of his native Amn. Nevertheless he desires to know all he can about his new surroundings before he publicly acquires property for a new shop, and is seeking adventurers with reputations for doing their work quietly and keeping their mouths shut after, to supplement the growing number of paid contacts he has assembled.

8. Morligo Kravalondur
Morligo believes he has made a deal with the presence that lurks all around the Five Watchful Lanterns high up in the Stormhorns. In exchange for his hiring of adventurers to explore certain location around the inn (that the presence reveals through messages that appear overnight atop his writing desk) Morligo is protected from agents of rival Amnian merchant families desiring his capture, that he might reveal the whereabouts of treasures secreted away by the Kravalondur trading empire before its collapse. Morligo pays upfront in gems (rubies and sapphires), hires through the use of factors and agents that once did business for the Kravalondurs in Cormyr, and has become attached to the stormy upland inn that he now calls home. The recent deaths of a quintet of hired adventurers (see #5 above) troubles him not—such is the price of doing business—but he’s not above lobbying his fellow guests that someone should attempt to recover the adventurer’s bodies, on the chance that he might get his gems back. Morligo is not the only Kravalondur to make a new home in Cormyr, but he is the only one not to invest his or her remaining wealth in the hiring of mercenaries and adventurers to bring the fight back to Amn.

9. Cultists and Sages
Members of rival cults have assembled under the same roof in Arabel. A truce has been called between members of the Ghost Knight Ascendant (led by Imbram Ergleth, out of Athkatla) and the True Ghost Knight Faithful (Harburtran Daeyel, out of Waterdeep), allowing them to meet nightly at the Screaming Crystal tavern, there to await the arrival of a ghostly herald that both leaders believe will decree the structure and order to which all followers of the Ghost Knight will adhere. Outside of the tavern, anything goes. Thus have adventurers been hired by both groups to work intrigues, such as framing cult members for misdeeds. The only recognized expert on the Ghost Knight—the wealthy sage and retired adventurer Authraun of Athkatla—has arrived in Arabel with a large retinue of steely eyed assistants and uncharacteristically muscled underscribes (adventurers, the lot of them, though all are literate) to witness firsthand whether a herald of the Ghost Knight of Galardoun will make an appearance or not.

10. Alara Nruneree, the Unraveler of Secrets
The Unraveler of Secrets has arrived in Thunderstone, for an undisclosed period of time. Rumors persist that she is an agent of the Zhentarim, sent to Cormyr to assess the power of Wizards of War and free mages. Other just as stoutly claim she is an agent of Scornubel with knowledge of lost elf-magic buried in ruins deep within the Hullack Forest. In truth the Unraveler of Secrets is a widely respected expert on magecraft and things wizardly, and she is in need of adventurers in good standing, for she fears for her life. She has taken up residence at the Moonlit Gargoyle, and spends much of her free time exploring its hallways and rooms, curious to know more about the magic that courses through the place.


[1] This has happened three times in living memory. The master of the Gargoyle prefers adventurers to the local Purple Dragons and Wizards of War, as the two groups “always make a terrible mess of things.”

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

Edited by - Jeremy Grenemyer on 14 Aug 2015 01:41:52
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 18 Aug 2015 :  06:03:40  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

Map is tiny yo!
Are you using a smartphone?

I'm using Firefox and a MacBook, so when the map comes up and I mouse over it, the arrow changes to a magnifying glass with a plus in it. I click once and it zooms in to some fine map detail.

I just assumed everyone would have as good a time as me using the map.

Apologies to anyone that's having a hard time using the map link

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

Edited by - Jeremy Grenemyer on 18 Aug 2015 06:11:39
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 18 Aug 2015 :  06:17:45  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Mage towers in upland Cormyr. Unique upland sights. Grim fates for adventurers. A new(?) language.


1. The Bone Tower

A three story tower; the roof is crenulated and not conical. The whole of the exterior is misshapen gray stone, though the shape of the tower is round and it stands straight enough. Closer inspection shows the surface worked into the shape of bones; skulls, ribs, spine, hips, teeth, etc. The bones of humans, mostly, but giant bones, alligator bones, elf bones, orc bones, mice bones and more can all be found. No seems between stones are visible. A ward once extended around the tower that summoned forth the guardians in the walls when foes of the tower trespassed too close, but it was dispelled in the same battle that saw the Bone Tower’s master slain (that is, captured and carried off, never to return). Whatever occupies the tower now must know how to call upon the guardians in the walls (these usually take the form of ten-foot tall, multi-armed monstrosities of humanoid shape that attempt to smash foes with long arms ending in thick thighbones), for intrepid explorers have sighted them soon after setting foot in the soft black grave dirt that surrounds the tower for one hundred paces in all directions. The guardians in the walls are literally comprised of the bones in the walls—the bones are not decorations—which fall to the earth, and the magic of the tower animating them and reinforcing them, making them hard as metal. The three floors of Bone Tower are rumored to be covered in the same stuff that surrounds the tower.


2. The Quietcloaks of Slingdyke have a very bad day.

A pair of long stone dowels—more like pillars hung from chains—swung down from their place in the wall of each alcove, their blunt ends smashing into each other, shocking the adventurers with a terrific crack of sound. The stone did not splinter, and the first adventurer smiled while rubbing her ears. She turned to her companions and was rewarded with a line of blood and bone that lashed her face from chin to forehead; another pair of pillars had swung down behind the party, pulping the head of the last adventurer in line and blunting the crash of stone on stone. Reflex overtook shock, and the surviving adventurers dropped to the ground ere all the alcoves disgorged their arsenal of smashing doom. The remaining Quietcloaks of Slingdyke made the long ride back to Arabel, the headless corpse of their companion kept from rotting thanks to the cleric’s magic.


3. How the Company of the Arrogant Quill met their doom in the hills above the Five Watchful Lanterns.

The slope afforded little in the way of good footing. The storms that lashed the mountains seemed to have made no headway in exposing enough rock to provide good handholds. One leafless old tree more stone than wood made for something to lean against while the Company of the Arrogant Quill scanned the terrain ahead. The sound of metal knocking against metal was enough to shake the ground under the feet of the adventurers: TANG, TANG, TANG, BRMMMMM. TANG, TANG, TANG, BRMMMMM...then nothing. In a heartbeat the tree grew to twice its size, trunk and limbs splitting apart, the pieces joined by gleaming metal rods, the branches dropping on unseen hinges to reveal hollow cores filled with chain. TANG, TANG, TANG, BRMMMMM. The adventurers could not flee fast enough as the tree spun and spun, hooked chains catching legs and torsos, tree limbs hauling back like a fisherman pulling on his line, then chain loops dropped expertly around each neck, the hooks released. TANG, TANG, TANG, BRMMMMM. Three of the adventurers asphyxiated before their necks were broken, all the bodies twitching in death throes as the tree reassembled itself, settling back into the earth on the slope while the bodies swayed in its branches. Farther up, winking yellow eyes surveyed the land below, and disappeared.


4. Ring Wells

In the hills north of the Dragon Trail, between Slingdyke and Hillmarch, one may encounter rings formed from stones as big as a man’s head. The stones rarely touch each other, are of varying shape, and it has proven impossible to excavate them. A large round shield can fit within such rings, and the thick, hard-stemmed grass that grows everywhere will likely support its weight. Druids know the word of magic that empties the surface of the ring, allowing one to reach in up to their shoulders and scoop out fresh water to drink. This magic may be used up to once per day per ring, and a given well never provides more than is needed by whatever travelers and mounts stand on the ground nearby when the ring is activated. Like so many other relics of magic in Cormyr, the identity of the makers of the Ring Wells have been forgotten. A handful of trusted rangers and one or two Crown foresters know how to activate the rings. To learn the magic, one must hear the word spoken by a druid. Someone taught this way can repeat the word to anyone else, but this is not enough to pass on the knowledge.


5. The Tower of Shining Brass

The Grave Hills have crept south and east, covering an area of land twice that of the nearby mining community of Hillmarch, which it serves. A tall tower covered in a skin of smooth brass stands out against the sullen backdrop of graves, headstones and low statues that cover the Hills (the ore of the nearby mines is rarely used for grave markers or statuary; the hold of the trading costers that own the mines is too strong). At first the Tower of Shinning Brass stood well outside the borders of the cemetery, but the mines of Hillmarch have been just as eager to take the lives of men as men have been eager to take copper, zinc, silver and nickel from the mines. Nowadays one can find the Tower more or less in the center of the cemetery. A square fence surrounds it, the pickets and rails made of brass. Once a year an entrance appears in the smooth face of the tower.[1] It usually stays open for a tenday. The King’s Lord of Hillmarch has forbidden adventurers from camping in the cemetery, yet they appear like flies on carrion when the Tower opens. Likewise the apprentices of the tower—who are barred by unseen magic from entering themselves—who pay handsomely for relics brought out of the tower.[2] If the way in closes before explorers can make their exit, then the tower consumes them. At least that’s what the apprentices tell those who ask.


6. Slingdyke Arms claims the Company of the Dead Sembian

In the last century, much of Cormyr has grown and changed: villages have become towns; towns have upgraded their walls and their residences. But not Slingdyke: it still sports the same ugly little keep that houses Purple Dragons, farms bookend its earthen ramparts and the last blacksmith to service pack beasts traveling the nearby road died decades ago. For a time adventurers found the place to be a suitable waypoint for embarking on quests into the forest to the west, and the hills to the north and east. But even the bravest adventurers are practical in their choice of campground. Thus Slingdyke has not seen an adventuring party stop over within its borders since the Company of the Dead Sembian were found in pieces scattered all around the space once occupied by the only inn to ever stand there—the Slingdyke Arms—and their ghosts began harassing and harming any adventurer that set foot near the place.


7. The Towers Three of Sunset Hill

A trio of towers stands within the long reach of an archer, if that archer stood atop nearby Sunset Hill and let fire. They were built without objection from local farmers, after the mages who proposed the construction promised that no ghosts or transformed beasts would ever again harry the 1,500 or so residents of the hamlet that shares the same name as the hill in its center. The townspeople proposed the construction of a wall joining each of the towers, but the mages insisted their magic would keep sheep and other grazing beast away. The three freestanding towers form a triangle around the hill, and thus far the mage’s promise has held: none of the gruesome nighttime apparitions have moved beyond the summit of the hill, and no sheep or goats have violently transformed into dark horrors gone rampaging through the hamlet. Though none of the towers look alike, at each tower one may find apprentices and the occasional adventurer. The numbers of Wizards of War have increased in Sunset Hill as well, and the Crown has announced a garrison keep will be constructed within the year.

8. The Fallen Stair
North of Slingyke, where the Moonsea Ride treads carefully through the Gnoll Pass, the constant winds and storms that batter mountains and travelers with equal ferocity have revealed a relic from a bygone era: a set of stairs, twenty steps in all, resting against the side of a lesser mountain peak. The stairs are black as night, and all of one piece. No mundane hammer or chisel has yet to pierce the stone, though there is ample volume from which to try and take a sample: the steps rise eight feet into the air, the treads ten feet long, the carriage apparently sunk deep into the mountain. The stair rests against the slope at about the angle where one might expect a giant could walk up or down its length, a deep gash in the bottom three steps the only sign of whatever violence or calamity caused the flight to find its current place of rest. Explorers have begun searching the area for signs of black stone, their campfire conversations punctuated by brief pauses while they imagine castles falling from the sky.


9.Tower of the Heretic
Halfway between the Ruins of Amazandar and Griffon Hill, a lonely tower made of ill-fitting stone looks out over the harsh landscape of the Stonelands. That the tower exists at all is no testament to the tenacity of its current occupants; the handful of Chaunteans that occupy the tower had no hand in its construction, and are forbidden from improving upon it. All were banished to the Tower for actions ranging from poor judgment to outright criminal acts. Most are from Griffon Hill. The majority of the tower exists below ground level, the deep gash in the earth where it stands now filled with sand blown over from Anourach. This serves to insulate the lower levels from the harsh weather of the Stonelands. Among the faithful of Chauntea, it’s said the first heretic to occupy the tower is buried beneath its lowest level, and that the goddess answered his dying prayer by causing a spring of water to form in the tower base. Warrior Knights of the Goddess serve; they are as much defenders as jailers, and they drive off anyone who spends more than a day within arrow shot distance of the tower. The goblins in the region prefer it that way too, as they are not interested in seeing a community of humans grow around the tower; sometimes they do the driving off themselves.[3]


10. Whistle while you work.
From Minroe to Espar to Tyrluk, merchants passing through these towns and other settlements along the Way of the Dragon have noted the return of an old form of communication used when Cormyr was much smaller, and Espar and the environs around it were places the Crown of Cormyr laid claim to, but did not control: a form of whistling utilizing the tongue, teeth and fingers, that relies on spoken language as a base, and allows for easier communication over long distances.[4] Once commonly used in the steep mountain terrain of the Stormhorns and in the dense woodlands of the King’s Forest, the whistling language fell out of favor when Cormyr finally conquered the reagion and the locals found a desire to better integrate into Cormyr proper. The return of the language has left some to wonder whether Cormyr’s western flank considers itself apart from the homeland.



[1] Never in living memory has the entrance to the tower opened on the same day of the year.

[2] Especially for writings of any kind, no matter the condition. The only spellbrawl of note in Hillmarch took place between a pair of apprentices who disagreed mightily over the right of ownership to a tome dense with pages. Both mages survived the battle, but the adventurers who recovered the book were not so lucky. In the end the Crown claimed it, and since then the apprentices have been on their best behavior in Hillmarch and the surrounding area.

[3] Legend among the goblins has it that the first human to occupy the tower made a deal with the Blue Suzerain—well before that dragon attempted lichdom with the aid of the Cult of the Dragon, and failed—allowing for the region around the tower to remain safe (by the standards of the Stonelands, mind). The goblins claim the region in the name of the Suzerain, who their legends say gave them the honor of keeping the denizens of the area from consuming the tower and the human inside it. They long ago gave up on trying to remove the sand from around the tower, but every member of their tribe knows the headcount of humans in the tower, and they keep it that way from a distance as best they can.

[4] The syllables are adapted into piercing tones that can be heard up to a mile away depending on weather and terrain conditions. A phrase like “Are their soldiers on the road?,” becomes seven separate whistles.
NOTE: I shamelessly borrowed this idea from an article in the New Yorker about modern day whistled languages. See this link: http://www.newyorker.com/tech/elements/the-whistled-language-of-northern-turkey

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Edited by - Jeremy Grenemyer on 20 Aug 2015 20:28:21
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Dalor Darden
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Posted - 18 Aug 2015 :  06:36:15  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Jeremy Grenemyer

quote:
Originally posted by Dalor Darden

Map is tiny yo!
Are you using a smartphone?

I'm using Firefox and a MacBook, so when the map comes up and I mouse over it, the arrow changes to a magnifying glass with a plus in it. I click once and it zooms in to some fine map detail.

I just assumed everyone would have as good a time as me using the map.

Apologies to anyone that's having a hard time using the map link



Using Chrome...tried IE but it too is tiny...

The Old Grey Box and AD&D for me!
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The Arcanamach
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Posted - 18 Aug 2015 :  11:45:55  Show Profile Send The Arcanamach a Private Message  Reply with Quote
Try this one Dalor:

http://www.tc.umn.edu/~jjohnson/images/Cropped-Cormyr_-_1479_DR_copy.jpg

I have a dream that one day, all game worlds will exist as one.
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Markustay
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Posted - 18 Aug 2015 :  17:10:38  Show Profile Send Markustay a Private Message  Reply with Quote
It IS tiny - looks like he linked to a thumbnail.

I love the look of that map, but its got some major problems/inconsistencies in the SE part of Cormyr (along the coast, with some of the smaller settlements). When I overlay the Volo's Guide map on it*, you can see it.

@Dalor - the part of Cormyr I have on the 5Shires conversion map is more accurate.




*That file - the pasted back together map - is probably too big for Photobucket, and since it isn't a 'derivative work' (or original) I won't post it to DeviantART. Plus, I probably shouldn't anyway - it only has a couple of very minor modifications (rotated two names/towns) by me so its not changed enough to 'be mine'. If anyone wants it (I am sure you could use it Jeremy), I'll send it to you. So long as you have the original source, of course... (Volo's Guide to Cormyr). I wouldn't want to give anyone something they haven't already paid for.

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


Edited by - Markustay on 18 Aug 2015 17:12:51
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Jeremy Grenemyer
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Posted - 18 Aug 2015 :  18:49:41  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Please do. I like maps.

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Markustay
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Posted - 18 Aug 2015 :  21:36:17  Show Profile Send Markustay a Private Message  Reply with Quote
PM me your Email

Don't expect 'pretty' - its just the bits and pieces from the Volo's Guide pasted over the 2e Cormyr map. Its the most accurate (because its 100% 'Ed Canon'), but its pretty ugly.

I did that because its really hard to tell how some things fall out with all the little maps. You really get an idea of how 'well covered' Cormyr is in the lore this way. I use this as an overlay anytime I have Cormyr on one of my maps (it changed the least between editions, so its the easiest region to adapt to any map).

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

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Jeremy Grenemyer
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Posted - 19 Aug 2015 :  04:53:41  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Thank you Mark for sending me the map. I like how you spliced everything together. Some of the Volo's Guide bits are sideways, but then they don't exactly warn you ahead of time in the Volo's Guide that some of the maps are turned on their side, do they?

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

Edited by - Jeremy Grenemyer on 19 Aug 2015 04:59:45
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Jeremy Grenemyer
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Posted - 20 Aug 2015 :  16:23:28  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Snippets of rhymes, ballads and songs about Waymoot, inspired by the entry for that location in Volo’s Guide to Cormyr (page 174):

Note: this forum eats extra spaces and ignores indents, so the lines don't appear as I wrote them up on my computer. If you attempt to quote this post, you can see the lines as they should appear.

1.
In Woodbrand’s Keep where stag heads rest,
Lliira came a calling.
To find the Lord hefting Tymora high,
‘till the sun was dawning.


2.
The Sleeping Kings swing swords down
to hew and hack the stone.
The swords would shine were torches lit
Royal fingers naught but bone.


3.
A tiny man was turned to dust
for hoarding coins and more.
No longer do the caverns quake
‘neath the dragon’s weight and roar.


4.
At night beneath the Moon and Stars
pirates and swanmays dance.
Faerie dragons deliver drinks
centaurs cavort and prance.


5.
If your well runs dry,
And your mouth is dust
Your throat clamors
for a drink.
Find yourself a dragon to rob
And go where the silver winks.

Your thirst will slake,
from wine
and ale
and vintages old
and sweet

The foresters will fill your belly
While the servants fill your flagon.
Be sure to save a plate
of food.
You’ll want to feed
that angry
dragon.


6.
The Old Man keeps
his secrets close
Beneath old shields
furniture, and song.
But if you smile
and have a look
You’ll find them
overlong.
Two smiling Dragons
went that way
And found that which
they’d sought.
Departing with their
smiles intact
Carrying more than
they had brought.


7.
Murdered with their clothes nearby
swords all tucked away.
The lizardmen when questioned
had nothing much to say.
The deaths were quick, the blood ran fast
spoiling decorations sparse, but gaudy.
By way of help the lizardmen asked
if they could eat the bodies.


8.
Lliira calls
The priestess lounges
her body changes shape.

Malar smiles
His priestess howls
no longer can she wait.

Selûne ascends
All gathered dance
to revel in the night.

Masks are donned
The change begins
werewolves and revelers alike.

Helms shine
Blood is spilled
Celebrants slaves to fate.

Tymora tips
the scales their way
she knows it’s not too late.


(This begs the question: is there a form of poetry in the Realms that starts each stanza with a deific name [even if the name is used as a common word; ex. Helm and helm]? If yes, what’s is this form of poetry called?)

9.
Gothric pretends a king he sees,
heart fit to burst with pride.

His reflection twice the man he is,
in the shining golem’s backside.



10.
The trolls are green
The trolls are blue
They all bleed
The same.

The trolls are red
The trolls are white
They have
Tiny brains.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.
.
The trolls were black
That flew the tower.
Lord Woodbrand
Racked with pain.

Trolls took a head
From his shoulders.
His body bright
With flame.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.
.
The trolls they howled
into the wood.
Their trophy
red with blood.

The Dragons chased
through the night.
In the dark and
In the mud.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.
.
In Waymoot town
the people mourned.
Seeds of sadness
in hearts were sown.

It’s strength renewed, the
Troll King howled.
Woodbrand’s head
Atop it's throne.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.


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

Edited by - Jeremy Grenemyer on 24 Aug 2015 20:04:40
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Markustay
Realms Explorer extraordinaire

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Posted - 20 Aug 2015 :  22:14:40  Show Profile Send Markustay a Private Message  Reply with Quote
quote:
Originally posted by Jeremy Grenemyer

Thank you Mark for sending me the map. I like how you spliced everything together. Some of the Volo's Guide bits are sideways, but then they don't exactly warn you ahead of time in the Volo's Guide that some of the maps are turned on their side, do they?
NP
I turned two settlements (and their text) back the right way, and also a pair of hills (that got in the way when I corrected the other stuff), but I didn't bother with the other text and mountains because this is only a reference map for myself. Were their still other places turned sideways? I thought it was just that one area in the western Stormhorns.

quote:
Originally posted by Jeremy Grenemyer

Snippets of rhymes about Waymoot, based on the entry for same in Volo’s Guide to Cormyr (page 174):

Note: this forum eats extra spaces and ignores indents, so the lines don't appear as I wrote them up on my computer. If you attempt to quote this post, you can see the lines as they should appear.

1. 
In Woodbrand’s Keep where stag heads rest,
         Lliira came a calling.
To find the Lord hefting Tymora high,
         ‘till the sun was dawning.

2. 
The Sleeping Kings swing swords down
       to hew and hack the stone.
The swords would shine were torches lit
         Royal fingers naught but bone.

3.
A tiny man was turned to dust
	for hoarding coins and more.
No longer do the caverns quake
	‘neath the dragon’s weight and roar. 

4.
At night beneath the Moon and Stars
	pirates and swanmays dance.
Faerie dragons deliver drinks
	centaurs cavort and prance.

5.
If your well runs dry, 
	And your mouth is dust
Your throat clamors 
	for a drink.
Find yourself a dragon to rob 
	And go where the silver winks.

Your thirst will slake,
	from wine
	and ale
	and vintages old
	and sweet

The foresters will fill your belly
	While the servants fill your flagon.
Be sure to save a plate 
	of food.
You’ll want to feed 
	that angry 
	dragon.
	
6.
The Old Man keeps
  his secrets close
Beneath old shields
  furniture, and song.
But if you smile
  and have a look
You’ll find them
  overlong. 
Two smiling Dragons
  went that way
And found that which
  they’d sought.
Departing with their
  smiles intact
Carrying more than 
 they had brought.

7. 
Murdered with their clothes nearby
	swords all tucked away.
The lizardmen when questioned
	had nothing much to say.
The deaths were quick, the blood ran fast
	spoiling decorations sparse, but gaudy.
By way of help the lizardmen asked
	if they could eat the bodies.

8.
Lliira calls
The priestess lounges
	her body changes shape.

Malar smiles
His priestess howls
	no longer can she wait.

Selûne ascends
All gathered dance
	to revel in the night.	

Masks are donned
The change begins
	werewolves and revelers alike.

Helms shine
Blood is spilled
	Celebrants slaves to fate.

Tymora tips 
the scales their way
	she knows it’s not too late.

(This begs the question: is there a form of poetry in the Realms that starts each stanza with a deific name [even if the name is used as a common word; ex. Helm and helm]? If yes, what’s is this form of poetry called?)

9.
Gothric pretends a king he sees,
	heart fit to burst with pride.

His reflection twice the man he is,
	in the shining golem’s backside.


10.
The trolls are green
The trolls are blue
They all bleed 
The same.

The trolls are red
The trolls are white
They have 
Tiny brains.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.
.
The trolls were black
That flew the tower.
Lord Woodbrand
Racked with pain.

Trolls took a head
From his shoulders.
His body bright
With flame.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.
.
The trolls they howled
into the wood.
Their trophy
red with blood.

The Dragons chased
through the night.
In the dark and
In the mud.
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.
.
In Waymoot town
the people mourned.
Seeds of sadness
in hearts were sown.

It’s strength renewed, the
Troll King howled.
Woodbrand’s head 
Atop it's throne. 
.
Never did the Dragons find
The head of their King’s Lord.
Never did a King appoint
A leader so adored.


You just use the {code} & {/code} to keep the formatting.
(but make the '{}' into '[]' of course).

EDIT: And now I've gone and stretched the page LOL. The hazards of using the 'code' code.

EDIT2: Add two more 'quantifiers' in the middle to get rid of the stretching. Thats better.

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


Edited by - Markustay on 20 Aug 2015 22:18:57
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Jeremy Grenemyer
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Posted - 20 Aug 2015 :  22:43:25  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Thankee sir! I sure wish I had figured this out like a decade ago.

quote:
Originally posted by Markustay

... but I didn't bother with the other text and mountains because this is only a reference map for myself. Were their still other places turned sideways? I thought it was just that one area in the western Stormhorns.

Just saw your question. It's only that one area in the western Stormhorns.

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

Edited by - Jeremy Grenemyer on 23 Aug 2015 06:34:47
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Jeremy Grenemyer
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Posted - 25 Aug 2015 :  06:40:23  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Spectral Things That Appear By Night In The King’s Forest:

I hope to expand on each of these entries by creating Traveler’s Lore for them.


1. A harp of silver and blue; solid in appearance and of the kind that produced music that was popular two centuries past in Cormyr. It never approaches closer than a dagger can travel with a good, hard throw. Its music—if it plays at all—is said to ward off danger.

2. Enormous stags of the purest white. Never less than three appear, never more than five. They seem too large to pass between the trees and under low branches. No matter the point of view of a watcher, the spectral stags seem never to touch the woodland they occupy (this includes the forest floor) when they move about.

3. One or more large, battered shields, their markings not resembling any Royal or noble colors, nor that of divine warriors (paladins and the like). Observers with some knowledge of the Purple Dragons may recognize the shield markings, for they depict the badge of a fallen company of Purple Dragons (and thus a badge retired from active use). Priests of Tempus consider such manifestations to be holy in nature.

4. A blazing bright rider on horseback barreling down the road towards whomever is foolish enough to travel the trails and roads of the King’s Forest at night, ghostly rider and horse bursting into cold blue light a moment before impacting anything living, sending a chill racing through one’s body that goes right to the heart.

5. A pair of swords dueling, their wielders nowhere to be seen. The blades throw showers of blue sparks when they clash, any of which is enough to instantly chill whatever they touch. A convincing enough imitation of a Purple Dragon officer barking orders to cease and desist is said to be sufficient to quell the blades, which disappear shortly after.

6. A flat sheet of blue, zigzagging around trees, but at the pace of a slow walk. Several breaths later a tiny ember, more silver than blue, makes a beeline through the trees back towards where the meandering blue light came from. When it arrives at its destination, it expands like the chest of a giant taking a deep breath, forming a marvelous silver-white ball that appears like flame, but is as cold as the heart of a glacier. The slow unfolding of this ancient spell battle continues for some time, though never in the same place twice.

7. The wicked sound metal forged to do harm makes when it grates against itself is the only warning one receives before looming black forms with glowing red eyes stretch and pull at the shadows cast by moonlight, or by the light of campfires left to burn after midnight. The shadows solidify into a torso, head and arms covered in spiked full plate armor, the hips and legs little more than smoky darkness. The ghosts do not move far from the place they formed, and they tirelessly attack whatever intelligent beings lurk nearby, seeking to embrace and impale with their armor. A successful slaying creates a new ghost, while freeing the old ghost to wander the night and pick a new part of the wood to call home.

8. A flight of spectral birds. They fill a tree, casting iridescent hues where the glows from each overlap. They make no sound, unless one is brave enough to stand under the tree canopy. What this does to the mind of the listener is a tale only those who’ve survived the experience may relate (and is said to be a right of passage for Druids). Their departures are abrupt and fill viewers with sadness.

9. One must look with eyes unfocused towards the darkness in the wood that seems to harbor the sounds of warriors clashing and dying. The eye naturally follows movement, but if this reflex can be overcome, one is drawn into the frightening scene of men in full armor battling through the trees in the distance, their battle shouts and cries of agony impossible to forget when the battle is over.

10. A single duskwood that only appears when Selûne is absent from the sky, and only in parts of the wood burned to ash by magical fire. Some say this is the woodland expressing its ire, others that Mielikki or Eldath desire champions to come forth to touch the tree and receive a vision of a task that, when completed, will help to undo the damage in the wood. Such trees do not cause a chill if touched, though anyone lingering overlong within reach of one hears the sound of fire—soft and distant at first, but quickly building in tempo and volume—followed by a sensation of burning.

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

Edited by - Jeremy Grenemyer on 25 Aug 2015 06:45:39
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Jeremy Grenemyer
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Posted - 27 Aug 2015 :  04:43:24  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Travelers’ lore of apparitions, ghosts and spectral things in the King’s Forest

In the last post I came up with some ideas for apparitions in the King’s Forest. Let’s wrap some folklore around them.

A harp of silver and blue…

1. Some of the most common apparitions sighted throughout Cormyr (and the Heartlands), Cormyrean folklore holds that the appearance of ghostly harps are: a sign of good luck; a boon of protection; a signpost of sorts, indicating that a safe place or a trail cache of useful things is nearby.

2. Depending on the shape of the harp, and whether it plays music, some believe their appearance marks the location where a fallen hero rests.

Enormous stags of the purest white…
3. Travelers’ lore states that giant spectral stags are manifestations of the King’s Forest—the spirit of the woodland.

4. Half-elves think of them as echoes of an older time, when the woodland creatures that roamed woodlands that stretched unbroken from the Stormhorns to the Thunder Peaks were enormous in stature.

5. Among druids and rangers, the mere rumor of the appearance of the stags is enough to draw them to where the apparitions were said to have appeared.

6. A popular tale among the residents of Waymoot holds that all the Kings of Cormyr secretly make at least one trip to woods soon after ascending to the throne, with the purpose of meeting—in some cases, confronting—the stags, the later judging the former, imparting wisdom and reminding the newly enthroned Royal about his responsibilities to all the woods of the realm.

One or more large, battered shields…
7. Adventurers’ lore and not a few sages agree that to witness one of these shields is a sure sign that the remnants of a battlefield are nearby.

8. If one is lucky and wise in their search of an area where a shield manifested, they can find clues relating to what action must be taken to put the shield to rest. If that action is undertaken and succeeds, one may expect a boon from Tempus in the future, as well as from the Crown if reliable proof is turned over at the Royal Court, or at the Citadel in Arabel.

9. Wandering priests of Tempus protect places where the shields manifest from being despoiled, but they do not prevent careful exploration. Such priests somehow know if a quest to put a company to rest succeeds or fails, and if approached in the right way the priest may accompany successful adventurers to Arabel or Suzail to bear witness on their behalf.

A blazing bright rider on horseback
10. Cormyrean folklore is replete with tales of spectral riders galloping through the night.

11. In the woods of the King’s Forest, it’s widely held that at least one ghost of a wayward noble—and his favorite horse—lives on in undeath, not so much warning as freezing on the spot travelers walking the roads and trails, when they are about to encounter lethal danger.

12. All accounts agree that to encounter the wild rider anywhere near Stagsteads means one is either a disloyal Cormyrean and a traitor to the Crown, or one is riding with other(s) who are.

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

Edited by - Jeremy Grenemyer on 27 Aug 2015 04:43:55
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xaeyruudh
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Posted - 28 Aug 2015 :  00:37:08  Show Profile  Visit xaeyruudh's Homepage Send xaeyruudh a Private Message  Reply with Quote
quote:
Originally posted by Jeremy Grenemyer

I received a copy of Spellstorm for my birthday.


A belated Happy Birthday! I'm glad to see you're still cranking out excellent lore here.
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Jeremy Grenemyer
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Posted - 28 Aug 2015 :  02:39:41  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Thank you sir! Glad to see you walking the halls again.

Look for me and my content at EN World (user name: sanishiver).
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Jeremy Grenemyer
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Posted - 28 Aug 2015 :  07:27:04  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
More Travelers’ lore of apparitions, ghosts and spectral things in the King’s Forest

(See THIS ENTRY for the list of apparitions.)

A pair of swords dueling…
1. Between the settlements of the King’s Forest, one finds competing tales about the spectral swords that chase each other between the trees and up into the boughs, and race about before finally clashing in a shower of cold, heart stopping sparks. Fanciful stories involving dueling elf princes run up against tales of magical swords animated by unseen wizard masters.

2. Foresters agree it’s best never to run away from the swords, because they’ll chase a fleeing man even as they chase each other.

3. For a time the swords appeared nightly on the outskirts of Waymoot, so much so that adventurers tried repeatedly to put the haunts to rest permanently. All they succeeded in doing was angering whatever sentience drives the swords to appear and duel, such that the blades hounded the adventurers nightly, forcing the local lord to expel the adventurers out of concern for the people of the town.

4. Among the residents of Dhedluk, a story still circulates of the time the ranger Florin Falconhand encountered the dueling blades. The soon-to-be famous ranger did not flee, but observed the blades parry, thrust, counter and riposte for the better part of the night, even following them as they moved about. When the first hints of sunlight touched the tress of the King’s Forest, the blades paused in their duel and Florin is said to have exclaimed, “A fight most magnificent! What skill! What daring!” The blades stood points up, then tipped as one towards the ranger as though bowing, then returned to their upright position before winking out of existence. Not long after, when the ranger was outnumbered by agents of the Zhentarim lurking Dhedluk, a pair of translucent blades of silver and blue materialized to either side of him and together they fought off the attackers.

A flat sheet of blue, zigzagging around trees…
5. The slowly unfolding spell battle that appears in ghostly blue among the trees of the King’s Forest is a topic all Cormyr’s Wizards of War study, as it proves valuable in the teaching of lingering ghostly manifestations and the perils of prolonged, escalating spell battles.

6. All agree the battle took place between a wizard sworn to defend Cormyr and another equally determined to see great harm befall the Forest Kingdom, but who was victorious depends on whether you approach a war wizard or a free mage familiar with the topic; the former will tell you the war wizard won, the later will tell you the battle was a draw.

7. Priests of Mystra and Azuth caution that the battle is not yet over, for the two wizards were rivals before they ever met, adversaries the moment they set eyes on each other and foes after their first disagreement. The priests claim the Weave holds the essence of both mages still, and when great magic is unleashed anywhere in the wood, it awakens the rivalry and the battle begins anew.

The wicked sound metal forged to do harm
8. This rare but lethal haunting is a bane to travelers in the King’s Forest; it’s like is unseen anywhere else in Cormyr. For three long centuries a boon of title and land has been offered to anyone who can put down whatever grim magic or power that causes the black haunts to appear. This boon is no longer advertised, for word of it sends the foolhardy into the woods seeking trouble, and for a time the number of black haunts increases.

9. The sightings are most common near Gray Oaks, the last great assembly of the haunts occurring after the Time of Troubles when (accounts vary) a lone priest of Cyric (some say it was the Mad God himself) confronted a force of war wizards. The black haunts attacked from all sides, and soon the village and its environs were a scorched and blasted ruin. The few villagers that remember the tales of that dark time will tell you the war wizards had no opportunity to acquit themselves well in battle: the floating suits of armor dashed forward as one, and exploded, consuming wizard and priest alike in roiling black flame.

10. Travelers in the King’s Wood are advised to make friends with priests; failing that to carry a holy symbol of Kelemvor or Mystra blessed at a temple to either god, and to brandish it as though one were a priest if confronted by a black haunt. This is not enough to destroy the creatures, but it’s said this will drive them mad for a few breaths, in which time one can make their escape.

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

Edited by - Jeremy Grenemyer on 29 Aug 2015 06:08:59
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Jeremy Grenemyer
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Yet More Travelers’ lore of apparitions, ghosts and spectral things in the King’s Forest

(See THIS ENTRY for the list of apparitions.)


A flight of spectral birds…
1. Rangers and druids alike advise travelers moving by night, who sight a tree filled with these silent spectral birds, to beware elves and especially dryads—the later consider the birds, the tree and the ground underneath it sovereign territory, much like an embassy in a foreign land.

2. Among Wizards of War, it’s taught that no one short of a Royal may enter the space beneath a tree filled with prismatic birds (a war wizard term; they do not believe the birds are spectral or ghostly in nature, but something of pure magic; possibly extraplanar), without the permission of the Queen of the Dryads that occupy the realm of Aloushe, somewhere east of Waymoot.

3. Among the elves that once claimed the Wolf Woods as their territory, the Winged Rainbows were considered a sign that all was in balance in a given area. Among the handful of elves that still make the King’s Forest their home (and trace their lineage to a time before men ever set foot in what would become Cormyr), news of the Rainbow’s return is seen as an affirmation that their quiet, patient work to maintain the woodlands, and to mend the worst excesses of the humans that occupy it, are succeeding.


One must look with eyes unfocused towards the darkness
4. The stuff of nightmares and sleepless nights, this. The haunting is common enough that if locals here talk of it by those who appear unaccustomed to traveling the King’s Wood, they locals interrupt to issue a firm warning: Don’t look. Don’t Listen. Run away.

5. Popular legend has it the warriors on both sides were swept away in a titanic wave of magic. Now they are doomed to battle endlessly in the darkest part of the woods. Only the attention of the living provides them succor. To pass their agony on to the living is to give them respite, but at a terrible cost to the watcher.

6. Among the followers of Tempus in Cormyr there is a longstanding agreement that it would be wrong to put a swift end to this haunting. More than one priest of Tempus has endeavored to free the warriors and make them whole again, so that the battle may resume one final time. No priest has ever succeeded, and if one is brave (or foolish) enough to look towards the darkness, one can see the failed priests among the spectral warriors battling endlessly in the dark.

7. Among the foolish (those looking to prove their bravery or to test their mettle), Adventurer’s lore holds that if you can’t find this battle haunt, search the woods for a priest of Tempus instead.


A single duskwood that only appears when Selûne is absent from the sky
8.Outside of the King’s Forest, tales are told of brilliantly shining magical trees that appear at night. Residents know these stories are fanciful things. When a spectral duskwood appears in the King’s Forest, for example, it’s almost impossible to see, its form wavering like smoke pushed around in a breeze.

9. Words of the appearance of a spectral duskwood is enough to draw the attention of foresters, rangers, druids, satyrs, pixies, halflings, elves and korred—and just about any other creature desiring to help renew that part of the forest. Firsthand accounts of a sighting, if verified, are sufficient grounds for agents of the Crown to form a ring of guards around the area, and to warn away adventurers, hunters and anyone who seems likely to cause trouble.

10. Adventurer’s lore holds that to stumble into a clearing where a spectral duskwood is present is to risk losing one’s sanity to the all-consuming belief that one is about to be engulfed in flames. A handful of stories present in the journals kept by the Society of Stalwart Adventurers in Suzail attest to this. One of those tales relates how a party of adventurers found the means to undo the damage wrought on the forest by careless magic.

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

Edited by - Jeremy Grenemyer on 29 Aug 2015 06:08:30
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Jeremy Grenemyer
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Posted - 30 Aug 2015 :  06:03:55  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
A Book About Azoun IV And His Bastard Descendants

I am spitballing and not trying for perfection. As with everything else in this scroll, one good idea in a hundred is what I am shooting for.

1. Azoun the Fourth to bear that name is on the cover. Not on a horse, just the King.

2. Chapter artwork should depict scenes of Azoun from various novels. Azoun playing chess with Giogioni Wyvernspur, for example.

3. Likewise the fate of his descendants. The young noble that looked very much like Azoun, who was fried to a crisp by a Thayan wizard when he showed signs of going against her plans for Cormyr, for example.

4. The book will be thorough, covering his youth and answering several questions, such as who took his virginity?

5. Was Azoun always the bold, stride forward and figure it out as you go sort of person? If not, did he receive or seek out any sort of schooling in the art of lovemaking?

6. How did those around him strategize as to his personality as he was growing up? Was there any sort of magical compulsion that pushed him to sire bastards aplenty?

7. Vangerdahast—did he move any families out of Cormyr that had one or more bastards of Azoun and put them all in one place? If yes, has that community grown?

8. The lady bastards—who are they?

9. How often did Azoun make his way out of Cormyr before he took the throne?

10. What were Azoun’s major failures (and thus lessons) growing up?

Look for me and my content at EN World (user name: sanishiver).
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Jeremy Grenemyer
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Posted - 31 Aug 2015 :  06:37:14  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Random

1. The lines, patterns and shapes found in tree bark are used to derive letters for use in Druidic languages found in Cormyr.

2. When Iliphar ruled the Wolf Woods, he had embassies crafted in the ravines of what is present day the King's Forest.

3. He had them filled with flora, fauna and creatures from other eleven realms, so that visitors and officials could feel at home.

4. Not all of the embassies are guarded anymore, and the wards that kept away the denizens of the woods--including men--are failing.

5. The magic of the embassies was such that the weather in the ravines matched whatever the daily conditions were in the far away elven realm they were meant to duplicate.

6. Iliphar forbade the construction of gates in the embassies, but he encouraged the subtle manipulation of the Weave (building on Thauglor's work) to allow teleportation-type magics between an embassy and its home realm to be absolutely reliable.

7. Two women who live together, in Arabel. One is human, and blind. The other is a half-elf suffering from albinism; she can hardly see at all.

8. Arm in arm they navigate Arabel's busy streets, to buy food and to shop, to talk about life, and to make their way to work.

9. The blind woman works for a messenger and small parcel delivery service. In a private room she listens and memorizes up to one thousand words spoken by a customer, including a pass phrase.

10. Anyone paying a fee may visit the blind woman in her office. If they repeat the correct pass phrase then she will repeat verbatim every word linked to that pass phrase.

11. The half-elf...oops, that's ten already. Have to wait until tomorrow for the rest. ;)

Look for me and my content at EN World (user name: sanishiver).
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Jeremy Grenemyer
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Posted - 01 Sep 2015 :  06:03:47  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Random

1. Customers of the blind woman (see one entry above) may indicate how many times a pass phrase may be used.

2. The name of the parcel and delivery service is The Eyes and Ears of Arabel.
Yep, that's the name of a place found under entry #80 on this map key of Arabel.
Oh, and here's a map of Arabel too.
Anyway, the Eyes and Ears have expanded to more than just fast deliveries in Arabel and the hiring out of caravan guards. They now offer to act as relayers of information or instructions between two or more parties that wish to remain anonymous.

3. The albino half-elf works at Iardon's Hirelings (#63 on the Arabel map key). Her appearance is of use when customers require exotic looking guests at parties or mourners said to be from far away lands.

4. Broadsheet printed in Arabel: From My Wagon Perch.

5. Broadsheet printed in Arabel: The Butcher's Cut.

6. Broadsheet printed in Arabel: Found Under the Boot.

7. Broadsheet printed in Arabel: The Eastgate Tally.

8. Broadsheet printed in Arabel: Stampede!

9. Broadsheet printed in Arabel: Lilandra Knows Best.

10. Broadsheet printed in Arabel: Tressym Tells All.

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

Edited by - Jeremy Grenemyer on 01 Sep 2015 06:42:35
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Gary Dallison
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Posted - 01 Sep 2015 :  07:00:04  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I'm liking the reappearance of Thauglor's manipulations of the Weave (through Iliphar).

Have you had any more thoughts to the intentions and actions behind these manipulations? I'm debating whether to go searching through the realmslore for anything to do with thauglor and cormyr in an attempt to try and divine some more meaning (its a huge task though).

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Jeremy Grenemyer
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Posted - 01 Sep 2015 :  18:13:16  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
I am up in the air as to whether the elves knew what Thauglor was up to, or if they were just attuned to the Weave enough to see that in the Wolf Woods there are some things you can do magically that you can't do as easily in other places; perhaps they assumed this was just how things were.

Teleportation has always been a tricky business, including in Cormyr, but we have a history of a ton of gates being built there, as well Nalavarauthatoryl the Red's trick of manipulating magic in Cormyr so that teleporting wizards ended up in her toothy maw instead of arriving at their destination, so something is up.

I don't think Iliphar or the elf mages resident in the Wolf Woods would have been eager to capitalize on this feature of the Weave. For example, they would have rejected the construction of portals, finding this to be too much a human (or worse, a Drow) response. No need to treat the Weave so harshly.

Instead, they would have worked subtly with the forest and its denizens, slowly coaxing trees and plants to move out of the deep ravines, and getting the dryads, satyrs and other forest creatures to help them in this task, and replace what moved with things from other elven realms.

This way the elves could align places far apart through the Weave; the more trees, plants, shrubs, insects, critters and creatures from, say, The Moonwood (not to mention elves from that land that moved to the King's Forest), that came to live in a ravine in the King's Forest, the more those two places would link together naturally, thanks to Thauglor's work, without having to punch a hole through the Weave to force two ends of a gate together.

There may even be fey backroads and the like through the Weave in the King's forest because of this effort.

Likewise, if a similar effort took place in what's now the Hullack, this might explain why the place is perpetually full of monstrous creatures, because they're traveling the fey backroads or blundering into them without realizing it, and ending up in Cormyr.

This constitutes my morning ramblings after much coffee, little sleep, feeding babies and being of minimal help to my much more capable wife. Take them for what they're worth.

EDIT: Maybe the reason the dryad realm of Aloushe exists in the King's Forest is because the dryads gave a boon to Iliphar. That is, maybe the dryads and other creatures know things about magic that not even the elves know, so they helped align the backroads for the elves to use in exchange for Iliphar granting woodlands to the dryads for their own, protected realm. That's why Queen Radanathe was so blunt with Vangerdahast that her realms was sovereign and independent--she may have even told him it's his job to protect her borders (well, on the Cormyr side of the border) because that job was transferred to the humans when the first Obarskyr came to rule.

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

Edited by - Jeremy Grenemyer on 01 Sep 2015 18:18:51
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Jeremy Grenemyer
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Posted - 01 Sep 2015 :  19:33:59  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Whoops. You asked about Thauglor's intent.

OK, Thauglor's point of view was that other non-Dragons were lesser beings. If you looked at Thauglor, the dragon expected to see fear in your eyes. (Recall a scene to that effect in the novel Cormyr.)

So if you are a dragon that rules over all you survey from on high, why not make things more interesting by subtly manipulating the Weave so beings translocating into or out of the Wolf Woods can be redirected to you instead? You can then put that being or beings in its proper place, command them to do your will or eat them, as the mood suits one of your stature and might.



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

Edited by - Jeremy Grenemyer on 01 Sep 2015 19:35:12
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Gary Dallison
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Posted - 01 Sep 2015 :  19:34:26  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Well, you learn something new every day, never heard of a dryad realm of Aloushe, and I didn't know of any link between the Moonwood and the Wolf Woods (is it a novel link perhaps?)

I like the idea that the elves didn't know about the weave tinkering. Its very Ed in complexity and allows for multiple intrigues.

I wonder if perhaps Thauglor in fact did not create this unique weave area, but was merely its most recent and most accomplished student.

We know conjuration magics are enhanced (teleportation as altered by the devil dragon, and the summonings that went wrong in the 1st Orva that destroyed the realm before Iliphar arrived). I wonder if necromancy isn't also enhanced because of the dragon Oraundalaghhaumtalattor that used his blood to keep humans alive for extended periods of time. Perhaps the number of hidden realms and the elven attraction to this area is also due to enhancement of illusion magics (keeping realms hidden or disguised unless you look really hard). If those magics are enhanced, perhaps other magics (like Divination) are inhibited and those effects are exploited by the Obaskyrs.

The Sword Heralds and the various safeholds in Cormyr have to be another manifestation of this weave tinkering. And I've got a pet idea that expands those extra dimensional spaces throughout the stonelands and goblin marches.

Perhaps the whole Cormyr region is like a gigantic mythal, which is probably what intrigued the elves so much about this area in the first place. I'm not thinking creator races (they always get the blame/glory for everything), perhaps this really was the centre of one of the 1st dragon empires after the 1000 years war. After all we have Thauglor controlling the north side and the Dragon Coast was ruled by a dragon until just after Netheril's fall. Its a very dragon centric area.

Oh and one last thought, the well of dragons isn't too far from Cormyr, perhaps it is one manifestation of Thauglor's tinkering (or someone even earlier) that attracted dragons to it so much they felt compelled to commit suicide in its depths (like the reverse of the antipathy spell).

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Jeremy Grenemyer
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Posted - 01 Sep 2015 :  20:34:06  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
The dryad realm is mentioned in the opening paragraphs describing the King's Forest in Volo's Guide to Cormyr.

I made up a link between the Moonwood and the King's Forest, as an example of how the elves might go about building an embassy.

I don't know anything about the first Orva or the dragon you mentioned. Would you mind giving us a quick history lesson?

EDIT: I agree with your supposition about the Sword Herald work.

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

Edited by - Jeremy Grenemyer on 01 Sep 2015 20:40:33
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