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Seravin
Master of Realmslore

Canada
1139 Posts

Posted - 09 Aug 2020 :  15:03:21  Show Profile Send Seravin a Private Message  Reply with Quote
I do have a vague memory of references to the Spellfire dracoliches being alive as newts or salamanders in a 2nd edition sourcebook, possibly the Cult of the Dragon sourcebook or the Draconomicon sorucebook. But this is a memory I have from the 1990s, and I'm not with my stash of books to look it all up.
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TheIriaeban
Senior Scribe

USA
430 Posts

Posted - 10 Aug 2020 :  15:30:21  Show Profile Send TheIriaeban a Private Message  Reply with Quote
Ed has this to say in So Sayeth Ed part 9, page 21:

"This was the case for all three dracoliches featured in SPELLFIRE. Rauglothgor's phylactery was indeed present in its cavern, and the balhiir did indeed destroy it. Neither Aghazstamn nor Shargrailar the Dark have yet reappeared in the Realms, but their phylacteries survive, so they could quite possibly do so."

Edit: The 3e Dragons of Faerun lists the location of the phylacteries for Aghazstamn and Shargrailar: the hoard of Aurgloroasa.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents

Edited by - TheIriaeban on 10 Aug 2020 15:58:48
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Gary Dallison
Great Reader

United Kingdom
5233 Posts

Posted - 10 Aug 2020 :  16:50:12  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Excellent find, and if i recall correctly didnt Augloroasa have a host of thieves and spies working for her, so she could have easily arranged the phylacteries to be stolen in order to remove competition in her territory and to allow her to gain power in the Cult of the Dragon (pretending she wanted to become a dracolich).

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Gary Dallison
Great Reader

United Kingdom
5233 Posts

Posted - 10 Aug 2020 :  16:52:53  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Sojourn (1340 – 1347 DR)

Drizzt Lore
Spent the last 4 decades underground
Piwafwi magic began to fade after 50 days, the fabric itself dissolved after 100 days.
The drow believe the sun will burn them away to dust
Drizzt journeyed to Maldobar first then to Montolio’s Grove in Dead Orc Pass, spending a year there until 1341 DR. He spent the next 6 years wandering, nearly reaching Luskan in 1343 DR but fearing to enter. He found the Weeping Friars on the road outside Luskan and followed them ever since. He has travelled to Mirabar 3 times with the Weeping Friars (always by the tunnel route).

Ulgulu Lore
Fiend from Gehenna, sent to grow in Faerun, every kill makes him stronger. Barghest whelp. Commands a group of gnolls that worship it as a god. Purple skin, can tear a tree from the ground with his bare hands.
Nathak, goblin in service to Ulgulu, spindly limbed, eaten by Ulgulu
Kempfana, brother of Ulgulu, calmer of the two fiends (although has devoured scores of servants). Scarlet skinned, barghest whelp.
Lagerbottoms, hill giant in service to Ulgulu, Lagerbottoms used to be the boss until Ulgulu and Kempfana arrived.
Tephanis, quickling in service to Ulgulu. Was alone (lonely and unexciting) stealing from humans before Ulgulu came along. Desires companions, excitement, to be useful. Has an elegant and valuable dagger.
Ulgulu and his goblinoid servants carefully prey on the humans of Maldobar (taking only those lost in the wilds)
Ulgulu and Kempfana slain by Drizzt.

Maldobar Lore
Maldobar, a village 50 miles up the Dead Orc river north of Sundabar
Liam Thistledown, youngest child, 10 years old, compulsive liar, sandy haired
Shawno Thistledown, second youngest child, 11 years old, anxious, worrisome
Eleni Thistledown, 15 years old, pretty, huge soft eyes, smooth golden skin, dimpled cheeks
Flanny Thistledown, 12 years old, male
Connor Thistledown, eldest child, nearly 20 years old
Bartholomew Thistledown, father of Connor, Eleni, Flanny, Shawno, and Liam, 45 years old. His father and his grandfather had lived and died in Maldobar. Owns a farm on the outskirts of Maldobar. Dislikes Roddy McGristle and his uncouth behaviour.
Markle Thistledown, father of Bartholomew.
Benson Delmo, mayor of Maldobar
Drow had never been heard of near Maldobar
Roddy McGristle, bear sized, hairy, battle seasoned, mountain man, bounty hunter and fur trapper often hunting orcs, ignores his farm if he can. Owns a finely crafted and magical huge axe called Bleeder and two yellow hunting dogs. Dirty, burly, uncontrollable, volatile. Drifter, has been in Maldobar for a couple of years, owes allegiance to no one. Has dealt with Graul the orc king for aid in hunting bounties (from rival orc tribes).
All the Thistledowns slain or eaten by Ulgulu.

Other Lore
A small settlement of wild elves in the Cold Wood were raided around 10 years ago by drow (Drizzt’s raid where he saved an elf child).
Adbar pony’s are sturdy.
Barghest whelps can change shape, dimension door, project image.
Average bounty for a drow head in the Savage Frontier is 200 gold.
Grubby the Wiseless, pretended archmage, goblin wizard in the North.
Stone giants north of Maldobar
Kellendil has elven kin in the foothills of the mountains near Dead Orc Pass and elsewhere in the foothills of the northern mountains.
Goblin tongue has over 100 words for killing and hatred but no words for compassion or friendship
New moon, holy time for orcs (when new raids are decided)
Adbar brandy, strong drink
“Mangura bok woklok” means stupid blockhead in giantish
Winter wolves are perversions of nature (magically made???)
Battle in Montolio’s Grove happened in 1341 DR
The tunnel route to Mirabar, normally reserved for mine carts rolling down from the Spine of the World Mountains, approaches Mirabar from the North. The Weeping Friars using the tunnel route approach from the south and must make a complete circuit of the city.
Hephaestus (not his real name), an old red dragon living in the caves northwest of Mirabar as long as anyone can remember (including dwarves). He is lazy and stupid and tolerated by the city because he rarely bothers it. Smelts ore for money (expensive). There is a route to his caves in the tunnel leading north out of Mirabar. Destroyer of Cockleby, Destroyer of 10000 cattle, He who crushed Angalander the Stupid Silver
Mergandevinasander of Chult, a huge black dragon who lives in a grove of fallen trees in a thick swamp. Has purple eyes.
Icewind Dale has a 7 month winter

Westbridge Lore
Westbridge is a town situated on the Long Road between Waterdeep and Mirabar.
The Harvest Inn, comfortable bedding at reasonable rates
Derry’s Tavern and Eatery, a renowned story swapping bar with adventurers from as far away as Luskan and Sundabar, serves mutton and biscuits.
Roddy McGristle moved from Maldobar after failing to kill Drizzt at Montolio’s Grove. 1345 DR he left Mirabar via the tunnel route (was he in trouble???) and moved to Westbridge.
Westbridge is 300 miles from Mirabar.

Weeping Friar Lore
The Weeping Friars, a monastic order of Ilmater that believes there is a finite amount of pain in the world. They endure more pain so others dont have to.
Some are true believers, others are fake and beg for money claiming they will endure pain on behalf of the sufferer.
They often travel to Mirabar for the winter (they want to be painfully cold).
Not a popular order (because of the beggars???).
Often they are drunkards (helps them to endure the pain???)
Brother Matheus, portly man, beggar, not devout, rational and leader of his band of friars
Brother Jankin, dirty, unkempt, drunkard
Brother Herschel


Sundabar Lore
Fredegar “Rockcrusher”, known as Fret, Helm’s court attendant (also attending Dove), white robed, perfectly trimmed white beard, grey eyes, accomplished sage on dwarves (and social etiquette). Fret had spent many years in Silverymoon and contributed many times to the library of Silverymoon. Friendly with Dove. Expert on demihuman issues and social customs of various races, a fine composer of musical works. Dislikes dirt. Live’s in Helm’s castle in Sundabar. Possesses a silvered light hammer.
Dove Falconhand visiting Sundabar, forest green cape, dislikes formality. Thick hair, delicate but calloused hands
Gabriel, tall, stern faced, warrrior
Helm Dwarf-Friend Master of Sundabar, friendly with Alustriel
Dove, Gabriel, Fret, Kellindil an elf archer (has a flaming sword), and Darda a human warrior (short, heavily muscled, stubby beard) return to Maldobar to hunt the murderer of the Thistledown family.

Dead Orc Pass
Graul, chief orc in the region. Owns one of the mountain valleys near Dead Orc Pass. Had been chieftain for many years (unusual for an orc). Has orcs, worgs, and even a stone giant. Has a thousand orc warriors in service.
Montolio’s Grove is a series of caves dug around the roots of huge and tightly packed evergreen trees, with willow lean-tos connecting and protecting the outside of the caves. An armoury of gathered weapons is stored in a cave under a large tree. A library of books stored in the caves.
Caroak, winterwolf, allies with Tephanis as Drizzt moves into the region.
Rogee’s Bluff, an old path collapsed many years ago.
Caravans from Sundabar pass through here.

Montolio Lore
Montolio DeBrouchee (known as Mooshie to friends), a former ranger of great, legendary, renown, now living a life of seclusion in the mountains around Dead Orc Pass.
Has an owl animal companion called Hooter).
Considerable age (70+), crinkled and wrinkled with a huge grey moustache.
Friends with Bluster the cave bear.
Nearly blind, uses the owl to see.
Tall, straight, very old, wild grey hair.
Expert archer, has a heavy longbow (uses the owl to identify targets).
Has taking part in a dozen wars, spent an entire winter trapped on a mountain with a broken leg, killed a giant with only a dagger.
Considered eccentric because he dislikes humanoids and lives with animals.
Worships Mielikki.
Montolio’s personal weapons (a sword, shield, and helmet) bear the mark of the taloned owl.
Montolio was once forced to kill a man (perhaps why he became a hermit???).
Knows Roddy McGristle but does not like him. Knew the Thistledowns.
Spent his life fighting goblinoids and giantkind while protecting humans, elves, dwarves, gnomes, halflings.
Went blind 5 years ago.
As a ranger he often acted s a scout (alone or for huge armies)
His mentor was a ranger named Dilamon (female) who was so skilled with a bow she never missed in 10,000 shots. She died defending a farmhouse from giants, she drove off the giants and saved all the farmers.
His last adventuring company was the Rangewatchers, they battled a red dragon that was burning villages. Slew the dragon, 3 Rangewatchers killed, Montolio had his face burned off. His face was saved but his eyes were beyond repair. Montolio could not deal with the pity, he came to Dead Orc Pass to die (and to kill orcs).
Owns a unicorn head pendant (symbol of Mielikki)
Says that Guenhwyvar is in service to Mielikki
“The heart of a ranger is a heart of Mielikki”
Montolio uses his animals to alert caravans moving through Dead Orc Pass, Graul wants Montolio dead but his shaman is scared of the blind ranger (believing him bad magic)
Graul and his orcs attacked Montolio’s Grove. A hundred orcs, 10 worgs, a giant, and Caroat the winter wolf were slain in the attack.
Montolio died in his sleep that winter.
Citadel Adbar lies northeast of Montolio’s Grove.

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Gary Dallison
Great Reader

United Kingdom
5233 Posts

Posted - 10 Aug 2020 :  17:03:04  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Sojourn (1340 – 1347 DR)

Drizzt Lore
Spent the last 4 decades underground
Piwafwi magic began to fade after 50 days, the fabric itself dissolved after 100 days.
The drow believe the sun will burn them away to dust
Drizzt journeyed to Maldobar first then to Montolio’s Grove in Dead Orc Pass, spending a year there until 1341 DR. He spent the next 6 years wandering, nearly reaching Luskan in 1343 DR but fearing to enter. He found the Weeping Friars on the road outside Luskan and followed them ever since. He has travelled to Mirabar 3 times with the Weeping Friars (always by the tunnel route).

Ulgulu Lore
Fiend from Gehenna, sent to grow in Faerun, every kill makes him stronger. Barghest whelp. Commands a group of gnolls that worship it as a god. Purple skin, can tear a tree from the ground with his bare hands.
Nathak, goblin in service to Ulgulu, spindly limbed, eaten by Ulgulu
Kempfana, brother of Ulgulu, calmer of the two fiends (although has devoured scores of servants). Scarlet skinned, barghest whelp.
Lagerbottoms, hill giant in service to Ulgulu, Lagerbottoms used to be the boss until Ulgulu and Kempfana arrived.
Tephanis, quickling in service to Ulgulu. Was alone (lonely and unexciting) stealing from humans before Ulgulu came along. Desires companions, excitement, to be useful. Has an elegant and valuable dagger.
Ulgulu and his goblinoid servants carefully prey on the humans of Maldobar (taking only those lost in the wilds)
Ulgulu and Kempfana slain by Drizzt.

Maldobar Lore
Maldobar, a village 50 miles up the Dead Orc river north of Sundabar
Liam Thistledown, youngest child, 10 years old, compulsive liar, sandy haired
Shawno Thistledown, second youngest child, 11 years old, anxious, worrisome
Eleni Thistledown, 15 years old, pretty, huge soft eyes, smooth golden skin, dimpled cheeks
Flanny Thistledown, 12 years old, male
Connor Thistledown, eldest child, nearly 20 years old
Bartholomew Thistledown, father of Connor, Eleni, Flanny, Shawno, and Liam, 45 years old. His father and his grandfather had lived and died in Maldobar. Owns a farm on the outskirts of Maldobar. Dislikes Roddy McGristle and his uncouth behaviour.
Markle Thistledown, father of Bartholomew.
Benson Delmo, mayor of Maldobar
Drow had never been heard of near Maldobar
Roddy McGristle, bear sized, hairy, battle seasoned, mountain man, bounty hunter and fur trapper often hunting orcs, ignores his farm if he can. Owns a finely crafted and magical huge axe called Bleeder and two yellow hunting dogs. Dirty, burly, uncontrollable, volatile. Drifter, has been in Maldobar for a couple of years, owes allegiance to no one. Has dealt with Graul the orc king for aid in hunting bounties (from rival orc tribes).
All the Thistledowns slain or eaten by Ulgulu.

Other Lore
A small settlement of wild elves in the Cold Wood were raided around 10 years ago by drow (Drizzt’s raid where he saved an elf child).
Adbar pony’s are sturdy.
Barghest whelps can change shape, dimension door, project image.
Average bounty for a drow head in the Savage Frontier is 200 gold.
Grubby the Wiseless, pretended archmage, goblin wizard in the North.
Stone giants north of Maldobar
Kellendil has elven kin in the foothills of the mountains near Dead Orc Pass and elsewhere in the foothills of the northern mountains.
Goblin tongue has over 100 words for killing and hatred but no words for compassion or friendship
New moon, holy time for orcs (when new raids are decided)
Adbar brandy, strong drink
“Mangura bok woklok” means stupid blockhead in giantish
Winter wolves are perversions of nature (magically made???)
Battle in Montolio’s Grove happened in 1341 DR
The tunnel route to Mirabar, normally reserved for mine carts rolling down from the Spine of the World Mountains, approaches Mirabar from the North. The Weeping Friars using the tunnel route approach from the south and must make a complete circuit of the city.
Hephaestus (not his real name), an old red dragon living in the caves northwest of Mirabar as long as anyone can remember (including dwarves). He is lazy and stupid and tolerated by the city because he rarely bothers it. Smelts ore for money (expensive). There is a route to his caves in the tunnel leading north out of Mirabar. Destroyer of Cockleby, Destroyer of 10000 cattle, He who crushed Angalander the Stupid Silver
Mergandevinasander of Chult, a huge black dragon who lives in a grove of fallen trees in a thick swamp. Has purple eyes.
Icewind Dale has a 7 month winter

Westbridge Lore
Westbridge is a town situated on the Long Road between Waterdeep and Mirabar.
The Harvest Inn, comfortable bedding at reasonable rates
Derry’s Tavern and Eatery, a renowned story swapping bar with adventurers from as far away as Luskan and Sundabar, serves mutton and biscuits.
Roddy McGristle moved from Maldobar after failing to kill Drizzt at Montolio’s Grove. 1345 DR he left Mirabar via the tunnel route (was he in trouble???) and moved to Westbridge.
Westbridge is 300 miles from Mirabar.

Weeping Friar Lore
The Weeping Friars, a monastic order of Ilmater that believes there is a finite amount of pain in the world. They endure more pain so others dont have to.
Some are true believers, others are fake and beg for money claiming they will endure pain on behalf of the sufferer.
They often travel to Mirabar for the winter (they want to be painfully cold).
Not a popular order (because of the beggars???).
Often they are drunkards (helps them to endure the pain???)
Brother Matheus, portly man, beggar, not devout, rational and leader of his band of friars
Brother Jankin, dirty, unkempt, drunkard
Brother Herschel


Sundabar Lore
Fredegar “Rockcrusher”, known as Fret, Helm’s court attendant (also attending Dove), white robed, perfectly trimmed white beard, grey eyes, accomplished sage on dwarves (and social etiquette). Fret had spent many years in Silverymoon and contributed many times to the library of Silverymoon. Friendly with Dove. Expert on demihuman issues and social customs of various races, a fine composer of musical works. Dislikes dirt. Live’s in Helm’s castle in Sundabar. Possesses a silvered light hammer.
Dove Falconhand visiting Sundabar, forest green cape, dislikes formality. Thick hair, delicate but calloused hands
Gabriel, tall, stern faced, warrrior
Helm Dwarf-Friend Master of Sundabar, friendly with Alustriel
Dove, Gabriel, Fret, Kellindil an elf archer (has a flaming sword), and Darda a human warrior (short, heavily muscled, stubby beard) return to Maldobar to hunt the murderer of the Thistledown family.

Dead Orc Pass
Graul, chief orc in the region. Owns one of the mountain valleys near Dead Orc Pass. Had been chieftain for many years (unusual for an orc). Has orcs, worgs, and even a stone giant. Has a thousand orc warriors in service.
Montolio’s Grove is a series of caves dug around the roots of huge and tightly packed evergreen trees, with willow lean-tos connecting and protecting the outside of the caves. An armoury of gathered weapons is stored in a cave under a large tree. A library of books stored in the caves.
Caroak, winterwolf, allies with Tephanis as Drizzt moves into the region.
Rogee’s Bluff, an old path collapsed many years ago.
Caravans from Sundabar pass through here.

Montolio Lore
Montolio DeBrouchee (known as Mooshie to friends), a former ranger of great, legendary, renown, now living a life of seclusion in the mountains around Dead Orc Pass.
Has an owl animal companion called Hooter).
Considerable age (70+), crinkled and wrinkled with a huge grey moustache.
Friends with Bluster the cave bear.
Nearly blind, uses the owl to see.
Tall, straight, very old, wild grey hair.
Expert archer, has a heavy longbow (uses the owl to identify targets).
Has taking part in a dozen wars, spent an entire winter trapped on a mountain with a broken leg, killed a giant with only a dagger.
Considered eccentric because he dislikes humanoids and lives with animals.
Worships Mielikki.
Montolio’s personal weapons (a sword, shield, and helmet) bear the mark of the taloned owl.
Montolio was once forced to kill a man (perhaps why he became a hermit???).
Knows Roddy McGristle but does not like him. Knew the Thistledowns.
Spent his life fighting goblinoids and giantkind while protecting humans, elves, dwarves, gnomes, halflings.
Went blind 5 years ago.
As a ranger he often acted s a scout (alone or for huge armies)
His mentor was a ranger named Dilamon (female) who was so skilled with a bow she never missed in 10,000 shots. She died defending a farmhouse from giants, she drove off the giants and saved all the farmers.
His last adventuring company was the Rangewatchers, they battled a red dragon that was burning villages. Slew the dragon, 3 Rangewatchers killed, Montolio had his face burned off. His face was saved but his eyes were beyond repair. Montolio could not deal with the pity, he came to Dead Orc Pass to die (and to kill orcs).
Owns a unicorn head pendant (symbol of Mielikki)
Says that Guenhwyvar is in service to Mielikki
“The heart of a ranger is a heart of Mielikki”
Montolio uses his animals to alert caravans moving through Dead Orc Pass, Graul wants Montolio dead but his shaman is scared of the blind ranger (believing him bad magic)
Graul and his orcs attacked Montolio’s Grove. A hundred orcs, 10 worgs, a giant, and Caroat the winter wolf were slain in the attack.
Montolio died in his sleep that winter.
Citadel Adbar lies northeast of Montolio’s Grove.

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TheIriaeban
Senior Scribe

USA
430 Posts

Posted - 10 Aug 2020 :  17:58:59  Show Profile Send TheIriaeban a Private Message  Reply with Quote
quote:
Originally posted by Gary Dallison

Excellent find, and if i recall correctly didnt Augloroasa have a host of thieves and spies working for her, so she could have easily arranged the phylacteries to be stolen in order to remove competition in her territory and to allow her to gain power in the Cult of the Dragon (pretending she wanted to become a dracolich).



She has manipulated the Night Knives thieves guild out of Selgaunt in the past and has charmed adventurers to do her bidding, too.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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Gary Dallison
Great Reader

United Kingdom
5233 Posts

Posted - 10 Aug 2020 :  18:09:37  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I'd never really thought about internal strife in the cult of the dragon before but it must be quite common.

You have the senior members that are allied to different dracoliches or prospective dracoliches, and they can call on their aid for favours and treasure. Then there are those in service to the senior members who derive their power from their boss, and then there are those who actively guard the dracolich lairs to keep the power bases safe.

When a dracolich is killed a great swathe of members are bereft of their most powerful ally, and the other dracoliches or dragons would quickly want to secure more power for themselves, so if they can have the phylactery stolen then more cultists will serve them and more money will enrich their hoards. Then there is the division of wealth from missing dracoliches. Without a dracolich at their back, senior cultists would be missing a key ally and so might actively use their old patrons hoard to bargain patronage from another dracolich.


Plenty of potential for intrigue within a cult cell, and then you have outside infiltration like the zhents

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Gary Dallison
Great Reader

United Kingdom
5233 Posts

Posted - 10 Aug 2020 :  19:23:12  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Well Sojourn wasnt all that bad, i think i prefer aboveground to Underdark novels. A few bits of potential lore in here, the naming is truly awful though - Lagerbottoms (is lager even a thing in Faerun), Mooshie (Montolio DeBrouchee, i cant even begin to think how i can phonetically rewrite that name to be realmsian), Roddy McGristle (rolling dice and looking up words in the dictionary based upon page and line number on the dice?).

Got a new weapon to detail, Bleeder, sounds like a dwarf weapon that Roddy took off an orc. A few names of dragons to place. Montolio appears to have taken part in some big wars at some point in the last 50 years, and then got his face burned off by a red dragon, so thats something i can try and place.

This novel along with several others has reinforced the impression i have that the entire Ranger "class" is all based upon some old religious or secular order that was dedicated to protecting the settlers of the Savage Frontier probably in times shortly after 0 DR. I'm going to guess that it was actually set up by elves that wanted to protect the humans so they could survive and take over the mantle of keeping the orcs out of the North.

A new Ilmatari monastic order in the Weeping Friars, they hurt themselves so others suffer less (believing there is a finite amount of pain in the world), could be a loviataran, ilmatari heresy because these monks are more often beggars and thieves that are not popular in the North.

Thankfully its a few books before i have to read another RAS novel, get some variety in the style.

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ElfBane
Learned Scribe

USA
153 Posts

Posted - 10 Aug 2020 :  22:01:03  Show Profile Send ElfBane a Private Message  Reply with Quote
quote:
Originally posted by Gary Dallison

- Lagerbottoms (is lager even a thing in Faerun)



WHAT!? Ya can't have the Realms without Beer!!!!
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TheIriaeban
Senior Scribe

USA
430 Posts

Posted - 10 Aug 2020 :  22:23:19  Show Profile Send TheIriaeban a Private Message  Reply with Quote
quote:
Originally posted by ElfBane

quote:
Originally posted by Gary Dallison

- Lagerbottoms (is lager even a thing in Faerun)



WHAT!? Ya can't have the Realms without Beer!!!!



Aurora's got ya covered:

"GOLDEN SANDS BREWS: Southern brews, including these Calishite beers, are rare, interesting, and lighter drinks called lager."

Edit: Page 127 of Aurora's Whole Realms Catalogue in case you need the full reference.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents

Edited by - TheIriaeban on 10 Aug 2020 22:25:43
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Seravin
Master of Realmslore

Canada
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Posted - 11 Aug 2020 :  00:26:07  Show Profile Send Seravin a Private Message  Reply with Quote
I know it's not strictly lore related, but it always bugged me that Roddy got away with murdering Dove's friend. I would have thought Dove (if not Drizzt or others) would not let Roddy just go away after murdering a powerful ally of a Chosen of Mystra. In the graphic novel, Roddy doesn't murder anyone, which I think works better for the narrative.
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Gary Dallison
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Posted - 11 Aug 2020 :  07:57:36  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Roddy was a truly despicable human being driven purely by hatred and pride.

I think he might have murdered a few of the weeping friars as well.

I havent a problem with him escaping justice, the realms is not a soap opera (despite the best efforts of TSR and WoTC to make it a divine soap opera), and sometimes baddies win, or at least get to keep their worthless hides.

I guess the difficulty might be in proving that Roddy murdered Kellendil (if he is indeed dead) and then tracking Roddy down). Roddy himself was a skilled tracker and could have covered the scene and hidden the body so no one else could prove he committed murder. Also he strangled Kellendil which leaves a lot of room for the elf to survive.

I will probably have Roddy end up in hiding out in the docks area of Luskan where he is just one of many criminals on the run and not such a big fish anymore. He would undoubtedly get in a fight over his wounded pride, and get a knife in his back for his troubles.

Bruenor casually hacking off his dog's leg and eating it, and then presumably leaving the dog to bleed to death, is the casual sort of cruelty I've come to expect from Bruenor, I'm not sure why he is liked so much.

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Seravin
Master of Realmslore

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Posted - 11 Aug 2020 :  15:30:47  Show Profile Send Seravin a Private Message  Reply with Quote
Also Drizzt is really, really far from a ranger and demonstrates zero Ranger abilities or traits in many of the books. It's like dual wielding scimitars made him a ranger, rather than having a racial enemy, tracking, druid spells (which he never ever casts in any book ever), or a real affinity for the wilderness given he spends most of his life in Menzo and Mithril Hall / Silverymoon etc. Sojourn makes him a ranger I guess because of Montolio training him, but Drizzt would have been trained in fighting in Menzo, not rangering, and he's not with Montolio for most of his life/career or anything.
Did Bob ever address why Drizzt exhibits no ranger skills or abilities or spells in the novels? I know Bob knows 1st/2nd edition D&D rules where ranger Drizzt originated.

Edited by - Seravin on 11 Aug 2020 15:31:44
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TheIriaeban
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Posted - 11 Aug 2020 :  22:15:23  Show Profile Send TheIriaeban a Private Message  Reply with Quote
Gary would have to answer for sure since he has read the book much more recently than I have but doesn't he track those Hooked Horrors in the first book?

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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Seravin
Master of Realmslore

Canada
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Posted - 12 Aug 2020 :  13:06:32  Show Profile Send Seravin a Private Message  Reply with Quote
Hmm I guess that's the case, but who trained him as a ranger in Menzo given that was before he met Montolio? I think I've read that his low wisdom score prevents him from casting druid spells as a ranger, which is kind of funny given how he's supposed to have the wisdom of Solomon based on his Mary-Sue qualities and diary entries reflecting on life.
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TheIriaeban
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Posted - 12 Aug 2020 :  16:17:57  Show Profile Send TheIriaeban a Private Message  Reply with Quote
A ranger is a warrior who has specialized skills for use outside civilized areas. On the surface, he is a "skilled woodsman" (as put in the 2e PHB). There is no reason why you cannot be a ranger that is a "skilled caves-man". I could certainly see that he would need training for how the surface flora and fauna are different than things in the Underdark. And tracking is just a skill that anyone can do. It is just that a ranger typically is better at it than anyone else. The problem is that is if he has a WIS less than 14, he shouldn't be a ranger since he doesn't meet the requirements. It seems that it was decided he is a ranger since that is the closest you could get before the Player's Option stuff came out.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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Gary Dallison
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Posted - 12 Aug 2020 :  20:14:28  Show Profile Send Gary Dallison a Private Message  Reply with Quote
The impression i got was that Montolio's early lessons showed that Drizzt already knew how to form a bond with animals almost unconsciously, that is how he formed such a close bond with Guenhwyvar.

Drizzt already possessed skill at tracking, always acting as point man on any expedition in the underdark, leading the warriors to or away from danger (depending upon the level of danger).

Its not something i dwell on too much as i long departed D&D rules and my own rules allow for picking whatever abilities you want at whatever level. So a warrior or expert could choose to focus on nature, stealth, and perception skills (as well as weapon skills) to learn the ranger knowledge, they could also choose to learn magic or animal companions or anything else he fancies.


Drizzt is to my mind a warrior first and foremost. A warrior that lives in the wilderness and likes animals.

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Seravin
Master of Realmslore

Canada
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Posted - 12 Aug 2020 :  22:07:08  Show Profile Send Seravin a Private Message  Reply with Quote
My theory is he was a ranger because dual weilding scimitars just as the powers that be were changing rangers up for the 2nd edition D&D rules that began in 1987 and got publised in 1988 and 1989 with the Icewind Dale trilogy:
Advanced Dungeons & Dragons 2nd Edition
Rangers went through several changes in the 2nd edition. Their hit dice were changed to match fighters and paladins. Rangers could still wear any armor, but several of their new abilities required the use of light armor, including the skill to use two weapons without penalty and the thief-like abilities of move-silently and hide-in-shadows

But I agree with both of you, he's a warrior (until now he's a monk I think?)
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TheIriaeban
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Posted - 12 Aug 2020 :  23:17:01  Show Profile Send TheIriaeban a Private Message  Reply with Quote
I had actually created a Blademaster Warrior kit to cover the sword part of the Ranger class that was based on Drizzt. I have also built out the effects of weapon and style specialization out to grandmaster for each to be able to get to the number of attacks listed for him. It costs a lot of proficiencies/Character points but it is possible. Drizzt isn't a grandmaster in both two weapon style and his weapon by my system and there IS someone better in my campaign (that is only due to Tempus and is part of a plan developed by him and the Red Knight to get rid of a certain multiple-armed irritant). The fighter in question is, of course, not aware of that.

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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Gary Dallison
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Posted - 13 Aug 2020 :  16:21:23  Show Profile Send Gary Dallison a Private Message  Reply with Quote
The parched sea is good so far, rammed full of bedine lore, and no gods which is good for me.

I did notice one minor snafu. Lander is mid 20s, the novel is set in 1360, his mother was a cyricist who died when he was 14 ish which means she worshipped cyric before the time of troubles.

This is not the first mention of cyric as a god before the ToT, some mentions talk of long ago.

Easy fix is that Cyric (like Torm and Helm) is named after a god and this one was probably a local god of the moonsea area from long ago whose worshipped died out long ago but the name persisted and remained in use.

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Gary Dallison
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Posted - 14 Aug 2020 :  09:57:07  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Parched Sea (1360 DR)

Ruha Lore
Young woman, newly married to Ajaman
Ajaman, rough skin, thick moustache, young, lean, muscular, of the Qahtan tribe
Suffered visions since 3 years old. First vision was of butterflies (a plague of moths ate all the cloth in the tribe), a vision of a green meadow was solved a week later when half the tribe’s camels died from drinking at a poisoned pool.
Her father Sabkhat is the sheikh of the Mtair Dhafir tribe, a skilled camel herder, he knows of Ruha’s visions and jumped at the chance to marry her off.
Crossed hash marks tattoed on her cheeks.
Ruha’s mother died when she was five.
Can use magical spells, taught by a lonely old witch named Qoha’dar who lived at the Sister of Rains oasis. Qoha’dar died when she was 16, Ruha took her spellbooks but couldnt understand them.
Ruha sewed her favourite spells into the lining of her aba and buried the spellbooks in an ancient ruin.
Can conjure sand lions, summon wind dragons, scorch her enemies with desert heat, make a wall of wind and dust, enlarge creatures, sand whisper spell (to move silently), sand shadow spell (invisible in shadows).
The Mtair Dhafir nearly split because Ruha was allowed to stay, thankfully the Qahtan tribe arrived.
Ruha was given a jambiya by Qoha’dar on her 12th birthday.
When Qoha’dar died Ruha went to the Well of the Chasm first.
Eldath possessed Ruha at the House of the Moon (some spirit haunts there???)

Bedine Lore
Desert tribes are wary of magic
Suspected witches are cast out of their home (tent and tribe)
Only husbands can welcome guests into a khreima
Family honour is considered more valuable than a man’s life.
Families within a tribe share watch duties (on rotation)
Mtair Dhafir tribe (allied to Qahtan thanks to Ruha and Ajaman’s marriage), near El Ma’ra
Qahtan tribe, north of El Rahalat
Bordjia tribe, north of El Rahalt, allied with Qahtan, enemies of Mtair Dhafir.
Arranged marriages, males pay for wives with camels
Apricots and milk, trade goods.
During Purdah a new bride may not leave the tent (unless ordered to by her husband) and is forbidden to speak to any man other than her husband.
Other wives raise children if a mother dies (unless the family is dishonoured or the child is a witch).
Unallied tribes do not camp close together because their camels compete for pasturage.
Hot salted coffee, favoured drink of the Bedine.
At’ar the merciless, the sun goddess of the Bedine.
N’asr’s children, great white bearded vultures that the Bedine believe ferry souls to the camp of the dead. Red rimmed eyes.
N’asr the Pitiless One, lord of the dead, served by the djinn
Northern tribes ride long wooled camels
12 inch tube of dried lizard skin containing butter.
Kill those that loot the dead (dishonourable???)
Kozah, god of tempests. Kozah’s Mark, a crimson swirl in the morning sky after a dust storm (makes the days cooler, the dust swirl blocks the sun).
Kozah Is lawful husband of At’ar, but every night At’ar goes t N’asr’s tent to lie.
No Bedine tribe has used magic since the Scattering.
The Scattering, originally 3 great tribes of Bedine, these ancient tribes dreamed of ruling all people and had their sorcerers summon N’asr’s denizens (djinn???) to make war upon each other. The war destroyed the land and gave birth to Anauroch. It took the gods themselves to set the world right again, and some of them died before the carnage could be stopped. The surviving gods scattered the Three Tribes to the corners of the world and forbade them to ever use magic again.
Brushing your nose at someone is a rude insult
Rahalat, a mountain spirit of a shunned woman abandoned by her tribe. She claims El Rahalat as her home and uses magic to ward off intruders, or so the Bedine believe. She was murdered by the Dakawa tribe during a drought, and it caused the water at the oasis to become poisonous, every tribe wishing to stop at El Rahalat must sacrifice a goat to stop the water going bad. The Bitter Well is an oasis at the base of El Rahalat.
Dakawa tribe, near El Rahalat
Largest tribes are around 300 warriors max (its difficult to find food and water for more than that)
Women welcome guests to a camp (and alert their husbands) by whistling.
Women spin camels wool, mend carpets and khreimas and abas and tend to other household chores.
Bait Mahwa Tribe, near Coloured Waters
Bedine caravans ride with the youngest and most daring warriors on the fastest camels far ahead and behind the caravan to act as scouts. The rest of the warriors and their eldest sons, hunting dogs and falcons ring the caravan at a thousand yards, they use the falcons and dogs to hunt for lizards and other other animals. At the centre of the caravan are the women and children. Women and children usually walk while baggage camels carry the belongings (in times of need and to move faster the women and children can also ride camels).
Falcons used by the Bedine to hunt
Saluki dogs, used by the Bedine to hunt
Raz’hadi tribe, near the Well of the Chasm.
Men should not ride close to women that are not their wives or children.
Dried camel dung used as fuel for fire.
Battle of the Chasm, where the Bait Mahwa and Raz’hadi tribes joined together to fight Zhentarim and Asabi mercenaries. 500 Zhents and 500 Asabis slaughtered, only 200 Bedine perished.
Bedine milk camels
Bedine mix milk and blood on difficult journeys
Eldath, the Mother of Waters
Henna juice used as a dye for the khreimas (tents)
Keffiyehs decorated in different colours, stripes, and checks to denote different tribes
Some tribes wear turbans.
Ju’ur Dai tribe, turn traitor and ally with the Zhentarim and lead them to Elah’zad.
Oaths are made in blood (usually drawn from the hand)
Arrange their khreimas in a circle, all facing inward
Sheikh Didaji, tall gaunt man, swathed in a brown turban and a crimson scarf across his face. In Didaji’s tribe the men cover their mouths and the women walk without veils. Sheikh of the Dakawa tribe (his tribe is not named, Dakawa are the only tribe without a named sheikh???)
Sheikh Yatagan, toothless man with a wizened face, wears billowing light green trousers and a loose shirt covered by a green vest. Sheikh of the Shremala tribe
Their have been no true wars (that united many Bedine tribes) since the Scattering.
Poisoning a water supply is the most profane of crimes.
Water and food belongs to whoever need it (even enemies)
15 tribes in the eastern part of Anauroch
Lands around Orofin are the finest gazelle lands in Anauroch.
Frankincense used as perfume by the Bedine.
When forced to the Bedine eat raw tubers that look like white asparagus stems. Tastes like onion
Emir (an old title for ruler of huge tribes perhaps???)
Bai Kabor tribe
Binwabi tribe

Mtair Dhafir Lore
Ruha’s tribe
Ruha’s father is sheikh
Nearly split last year because Ruha’s father would not cast her out for being a witch.
Al’Aif, ferocious warrior who had killed more men than all others in the tribe. Face scarred by 4 lines caused by a lion that mauled his face. Left eye droops from a sentry’s dagger. Insisted Ruha be banished from the tribe. Very honourable
Allied to the Qahtan tribe and the Bordija tribe
Sheikh Sabkhat of Mtair Dhafir tribe, bony old man with cloudy eyes and a wispy grey beard.
Nata, Mtair tribe’s strongest man
Slaughtered by Zhentarim after Al’Aif killed Zarud


Qahtan Lore
Tribe of the Bedine, allied to the Mtair Dhafir because of Ruha and Ajaman’s marriages
Ruha, wife of Ajaman
Ajaman, son of Qahtan’s sheikh by his second wife.
Dawasir, member of the Qahtan tribe
Last year a summer drought in the north had forced the Qahtan south into the lands of the Mtair Dhafir. The Mtair Dhafir allowed them to stay if they promised to leave next summer, and if Ajaman married Ruha (forging an alliance between the tribes).
Kadumi, half brother of Ajaman (different father), 13 years old, just been on his el a’sarad, stole 10 white camels from the sheikh of the Bordija tribe. Accompanied Lander and Ruha to save the Bait Mahwa and Raz’hadi tribe. Kadumi was slain by a Zhent assassin in the Sister of Rains oasis.
Entire tribe (except Ruha and Kadumi) slaughtered by Zhent army.

Anauroch Lore
El Mara’s Crown, a yellow sandstone pinnacle over 100 ft tall, a mile outside of the Oasis. Known as El Ma'ra Dat-ur Ojhogo
El Ma’ra oasis, one of two oases within a two day ride of the Mtair Dhafir tribe.
Desert bats fly to oases at dusk to drink and hunt insects at night.
Apricot trees ring oases, then palm trees, then chenopods (perenial herbage plants like quinoa)
In the most heavily populated region of Anauroch it is unusual to meet more than 3 tribes in a year of travelling.
Distant booms and other noises are not uncommon, thought to be thunder, or the sudden sinking of a thousand ton sand dune, or the knelling alarms of long buried fortresses.
Anauroch desert 2,500 square miles, 600 miles across
Sandstorms
2 more oases within 2 days ride of El Ma’ra oasis.
El Rahalat, known as the Shunned Mountain, a large mountain with a large oasis at its base, used as a direction marker in the desert.
Lions.
Raptors, birds of prey that are ferocious and can even take on vultures.
Golden jackals
Coloured Waters oasis is a weeks ride away from El Rahalat. It sits in a large basin that the Bedine believe is the place of the final battle of the Scattering, where the gods destroyed the denizens from the Camp of the Dead (N’asr’s djinn???). The basin is 10 miles long, 8 miles wide, and over 1,000 ft deep. 5 crescent shape lakes lie at the bottom of the cinder cone, each lake is a different colour, supposedly caused when the dried blood of the gods washed into the lakes. Ebony ash covers the floor. Fig trees, tall golden grasses, qassis bushes, and leafy green bushes poke through the ash in abundance.
The Bowl of Loneliness, a huge basin that contains El Rahalat
Mystra’s Star Circle, a constellation, when it touches the western horizon dawn is only 3 hours away.
Quarter of Emptiness, no food or water in it, avoided by Bedine (unless desperate and trying to avoid enemies). Ancient city half buried by a massive dune, walls made of thick grey stone, Full of buildings a thousand years old (but still in good state). An abandoned fort as large as a mountain lay at the city centre. A clean well in the fortress over 500 ft deep that led to a great labyrinth of underground grottos filled with rivers of cool water. Asabis dwell in the labyrinth and emerge at night to feast upon intruders.
Well of the Chasm, just beyond At’ar’s Looking Glass. A labyrinth of purplish stony spires leads to a deep canyon that descends to a depth of 500 ft over a distance of several miles. In the centre of the valley a deep pit penetrates the bedrock to tap an underground stream of rust coloured water.
At’ars Looking Glass, the ground is a mosaic of pebble sized stones worn glass smooth, reflects the light. The Bedine think Kozah hopes to win his wife back back keeping the land clean with his wind so she can see her reflection in the pebbles. Purplish stone pillars / obelisks mark the edge of Atar’s Looking Glass, beyond that is the Well of the Chasm.
The Mouth of the Abyss, a canyon of stone pillars beyond the Well of the Chasm.
Elah’zad, 150 miles north of the Mouth of the Abyss. Surrounded by salt flats and rocky hills. A hundred small springs open on the hillsides and trickle down the slope. Crimson leafed plants with blue stems and twiggy trees with copper and silver sprigs bordered each stream. A mile wide lake lies at the bottom of the basin. Elah’zad was the home of the moon goddess, but At’ar drove her away and made it a prison for the Mother of Waters (Eldath). Camels are not allowed to drink from the sacred lake, they must drink from a separate well / spring.
The House of the Moon lies on a small island 100 yards across in the middle of the lake at Elah’zad. An alabaster palace of semi circle shape that reflects the sunlight. A throne gilded with hammered copper and chairs lie inside the palace in its circular central chamber with a black marble floor, the ceiling is made of translucent rock. The House of the Moon existed before the Scattering.
Sister of Rains oasis, beyond the Shoal of Thirst. Lies at the base of a small mountain range 5000 ft in height. A 15 ft stone wall lies across one length of a canyon, the wall is breached in several places (caused by periodic flooding in the mountains). At one point a number of tiny springs burst out of the wall and pour down the canyon. The springs collect in small pools at the base of the canyon wall, surrounded by fig trees and other fruit plants. On the far side of the canyon at the top is the ruins of an ancient tower. Qohadar’s spellbook is buried in the concealed basement of the ancient tower.
The Shoal of Thirst, a vast flat salt plain.
Well of the Cloven Rock, 50 miles from Elah’zad, poisoned by Zhentarim.
Frankincense trees with gnarled trunks and spiny leaves near the mountains
Acacia trees in the mountains
Orofin, lies at the bottom of a mountain valley. Once a mighty city, four great canals radiate outward from a deep well at its heart. Most buildings are entirely ruined now. Apricot and acacia trees line the canals. A wide road encircles the entire city and connects three bridges leading out/in to the city. A huge fortress lies in the centre of the city around the well, its ruined ramparts breached in 9 or 10 places. An old tunnel leads from the fortress to the desert outside the city, used in case the city comes under siege.

Zhentarim Lore
Asabis, lizard things with sinewy arms and legs protruding at right angles, narrow skull and sloping forehead atop a thin awkward neck that swings side to side with its whole body as it moved. Carried sword, a crossbow, and wore a faded leather corselet. Cast lightning bolt and killed Ajaman. Yellow, egg shaped eyes, slit pupils, rough pebbly skin with narrow gashes for ears and a nose. Emerge at night, burrow into the desert sands shortly after dawn (about 2 hours), they have to hide from the sun. Call themselves laertis
A hundred of the lizard things, leading humans in black robes with curved swords, a long line of baggage camels, and fatigued slaves attacked El Mara and the Qahtani, slaughtered the entire Qahtani tribe at the El Ma’ra oasis.
Known allied with Cyric, rumoured to be a man, now a god.
Want to connect Waterdeep with Zhentil Keep and Mulmaster (which are gateways to the southern lands). Need to enslave the Bedine to act as guides and drivers of caravans.
The Black Robes will approach the sheikh in the guise of friendship and offer him a treaty. Once he agrees, they'll find a pretext to invite his family or other important tribe members into their camp. The Zhentarim will not permit these guests to leave and will use them as hostages to guarantee the tribe's submission. They will send agents, whose job it is to report murmurs of rebellion, to watch over the tribe. Before they know it, the Bedine will be subdued."
Will pay D’tarig 500 gp to identify Harpers. Have told D’tarig how to identify Harpers and that they are meddlesome fools who try to stop trade.
Hired enough camels and supplies at Tel Badir to equip a small army (which is how Lander found out their intentions).
El Zarud, silky moustache, sharp features, wears a black burnoose and turban. Meets with sheikh of tribes to persuade them to aid the Zhentarim. Uses magic to charm the sheikhs
Yhekal, wears purple robes with silver bracers, magic user. Leader of Zhentarim army in Anauroch
Zhentarim found the laertis 100 miles out of Addas Babar, in the ancient fortress in the Quarter of Emptiness

Language
Aba, name for the loose fitting robes of the Bedine for male or female.
Khreima, means home or tent in Bedine.
Khowwan, means tribe
keffiyeh, name for the white head cloth of the Bedine
Amarat, name for a hunting horn of the Bedine.
"Has somebody come to my khreima in need of help?", traditional way of welcoming guests into your tent
El Ma'ra Dat-ur Ojhogo, means the tall god who lets men sit upon his head
Purdah, (translates as “the curse of the flesh”), a period of seclusion a new bride must obey after her wedding (to stop her running to her father)
Rebaba, stringed instrument of the Bedine.
Jambiya, curved double edged dagger
Kuerabiche, a carrying case for liquids (gourd???)
el a'sarad , a solitary camel ride, a right of passage for a boy after he kills his first man.
Gooud, means mature camel
Ghaf, twiggy branched trees
Qassis, tasseled sedge bushes, a hardy lime green plant
Berrani, means stranger / foreigner
Wadi, means ravine
Jellaba, heavy camel’s wool robe used for sleeping at night to keep out the desert cold.
Haouadjejs, a box shaped litter made of camels wool and carried on the camel’s back, only owned by the richest of women, never used by men.
Asabi, means eater of parents
Difa, means proclamation, order, edict
Djebira, means saddlebag
Bakia, a wooden cup
Akeud, means oath
Mamlaha, mountain valley
ksur, means fortress

Lander Lore
About 25 years old
Lander volunteered to go to Anauroch 6 months agoafter overhearing a meeting in the Old Skull inn in Shadowdale between Storm, Florin, Elminster, Alustriel, Mourngrym, and a burly bearded man named Urso (all elder Harpers of the Shadowdale branch). Lander is expected to cover his own expenses. Given 100 gold and half a dozen healing potions.
Blue eyes, long golden hair, a black eyepatch covers his left eye.
Crossed the Desertsmouth Mountains and travelled Anauroch’s edge posing as an incense trader.
From Sembia, looking for Bedine.
Owns a diamond shaped golden magical amulet of translation.
Father was a wealthy, untitled merchant of Sembia who lived near the border of Archendale. Lander often accompanied his father on trips up the Arkhen Valley to by fruits, farm produce, and freshwater crabs.
Mother was a Zhentarim spy that married her father to gather commercial information. The Zhentarim wanted to take over Archendale, so Lander’s mother went with Lander and his father on a business trip (she had never been before) and gathered information on every farm owner and merchant in Archendale. Lander’s father discovered her betrayal upon their return to Sembia (where she would meet her contacts) and so sent Lander away (to Shadowdale???) and went to warn Archendale.
Lander’s father was killed by an assassin in Archendale. Lander’s mother was never heard from again. Lander was about 13/14 when his parents died.
Says Lander’s mother was a Cyricist but Cyric wasnt a god when Lander was a teenager.
Mother sent Lander to train to fight with a famous mercenary 3/week. She used to meet her Zhentarim contacts at the back of the mercenary’s house (was the mercenary a Zhentarim too???).
His mother bought him a hawk as a pet, one day it attacked him and took his eye, his father released the bird.
Lander went to stay with his father’s friend (in one of the Dales???), A Harper came and told Lander his father was dead (did Lander join after this???)
Wants to help the Bedine remain free and fight off the Zhentarim.
Harper
Bhadla, elder of his two guides, Musalim, younger of his guides. D’tarig, short (4 ft tall), leathery brow, dark eyes, puggish nose. Both speak common
Musalim slain by Zhentarim, Bhadla joined the Zhentarim.
Has a magic ring of invisibility taken from the Zhentarim assassin that tried to kill him in the Sister of Rains oasis.
Has a house in Archenbridge, used to belong to his father (perhaps he stayed there on his business trips)
Slain by Bhadla who used a poisoned dagger in an ambush while camped outside Orofin.


D’tarig Lore
Live on the fringes of the Anauroch desert
Survive by goat herdin
“Desert Walkers”, the more adventurous and greedy D’tarig, venture further into Anauroch and tap resin from the cassia, myrrh, and frankincense trees. Resin is sold to travelling merchants (usually Zhentil Keep sponsored). Zhentil Keep sells the resin to temples all over the realms.
D’tarig regard the Zhentarim as good merchants


Bait Mahwa Lore
Sheikh Sa’ar, a wise man, camps at the green lake of Coloured Waters oasis. Powerfully built, 40-50 years old, face lined with furrows, eyes hard with confidence and cunning.
Camp near Coloured Waters.
The Bait Mahwa do not permit men and women to eat together.
40 years ago the Bait Mahwa were driven into the Quarter of Emptiness after raiding too many neighbouring tribes. They stumbled upon the fortress city and drew water from the well, at night the asabis attacked and devoured most of the tribe.
300 warriors
Kabina, burly warrior
Dahalzel, warrior

Raz’hadi Lore
Sheikh Utaiba, wiry man, greying beard, piercing black eyes

Ruwaldi Lore
Arrange tents in parallel rows, each tent facing its opposite.
Sheikh Haushi

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Gary Dallison
Great Reader

United Kingdom
5233 Posts

Posted - 14 Aug 2020 :  10:10:15  Show Profile Send Gary Dallison a Private Message  Reply with Quote
Parched Sea was another good, solid realms novel with a lot of lore about the region (much of it not in the Anauroch sourcebook), and a few tidbits about the Dalelands / Sembia.

I'm not sure if Troy came up with all the Bedine lore or Ed gave much of it to him and he later embellished it.

The history of the Bedine and the Scattering is clearly a corrupted derivation of what happened to the survivor states of Netheril. Three great tribes used their magic to conquer the world and the gods punished them for it. 3 tribes being Anauria, Asram, and Hlondath.

The bit i found curious is this mention of djinn, the final battle of the Scattering sees the "gods" battling against the denizens of N'asr, but of course N'asr is one of the gods. In another page it mentions the djinn as being the servants of N'asr. So i can only assume that at some point the survivor states summoned an army of outsiders (the Bedine probably call every outsider a djinn) and lost control of them.

an interesting bit about Lander's origin, looks like the Zhentarim tried to perform a secret takeover of Archendale in about 1350 DR, with a number of assassinations in the dale and presumably some mercenaries involved as well as blackmailing farmers and merchants not to resist.

The only snafu i could find was Lander's mother being a secret cyric worshipper and she died around 1350 DR with Lander's dad. Easily fixed as her either being a Banite, or a local god called cyric whose formal church vanished long ago (absorbed by Bane perhaps) but his name is still used by those in the Moonsea north.

The House of the Moon was interesting as a legend. At'ar drove the goddess of the moon from this place to make it a prison for the Mother of Waters. Now Faerunian scholars map these gods to Selune and Eldath but it seems like that this former Netherese monastery was a retreat for Elah Nydra, an archmage of Netheril who attained a measure of divinity (thanks to George). She was driven away possibly by the desertification or by some other force. It later became a prison to another being (possibly another powerful magic user) who has some connection to water, a druid perhaps.


Elfshadow next, should be good, everyone seems to rate it highly.

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ElfBane
Learned Scribe

USA
153 Posts

Posted - 14 Aug 2020 :  15:59:06  Show Profile Send ElfBane a Private Message  Reply with Quote
Under "Anauroch Lore"; the desert is 2500 sqm, 600 miles across... would mean its only 4.16 miles wide. Not a bad tradeoff.
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Kentinal
Great Reader

4476 Posts

Posted - 14 Aug 2020 :  16:41:09  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by ElfBane

Under "Anauroch Lore"; the desert is 2500 sqm, 600 miles across... would mean its only 4.16 miles wide. Not a bad tradeoff.



Well the math works, so in part it depends on what the narrow desert is bordered by. Either that there is an error in the provided data.

250,000 square miles would be about 400 wide. A little more believable I would think.

I have not found any thing official as far as maps go.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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TheIriaeban
Senior Scribe

USA
430 Posts

Posted - 14 Aug 2020 :  17:48:20  Show Profile Send TheIriaeban a Private Message  Reply with Quote
According to the FRIA, the distance from from Addas Babar to Evereska is 390 miles (as the bird flies). Distance across at the Plain of Standing Stones is 600 miles (again, as the bird flies).

"Iriaebor is a fine city. So what if you can have violence between merchant groups break out at any moment. Not every city can offer dinner AND a show."

My FR writeups - http://www.mediafire.com/folder/um3liz6tqsf5n/Documents
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