| T O P I C R E V I E W |
| The Curt Jester |
Posted - 24 Sep 2010 : 05:05:11 My NWN2 PW (Persistent World) is going to be building Hillsfar in the future. Since the timeline is at 1355 much of the information available is from a later time. I was wondering just how much lore this is for this period (within about five years of it) is lying around out there. Are there articles or anything that can be found online?
Or if people are gracious enough, they could provide samples. I already have found some information, but it's pretty scant. Anything more would be highly useful. Thanks! |
| 6 L A T E S T R E P L I E S (Newest First) |
| The Curt Jester |
Posted - 25 Sep 2010 : 02:24:37 Thanks for all that. If anyone has more information, I won't complain if they post it. :)
Jester |
| Dalor Darden |
Posted - 24 Sep 2010 : 23:53:50 quote: Originally posted by Thauramarth
Here it is. Not sure if this came from Candlekeep or from the old REALMS-L list; I have not dated the quote, so it's possible I copied it from AJA's old web page.
quote: Original Ed Lore
Pre-Maalthiir Hillsfar
Righty-ho. Replies, as requested. :} Okay, this is 1979, a good seven years before packages of Realmslore started landing weekly on Jeff Grubb's desk, so the Hillsfar of then (pre-overthrow of the Council) was different than what saw print (because of the changes that befell in those seven real-time years and three mini-campaigns). The earlier Hillsfar was a bustling mercantile center where Zhentil Keep's influence was offset by the armed compounds of two Sembian costers, a minor fortress (created by linking a dozen city houses) occupied by a merchant trader of Mulmaster, several trade agents of Calaunt who had their own pet hired adventuring bands as bodyguards, and some representatives of various dales, too. As such, most adventuring bands tarrying in town were either firmly linked to one or other of these "outwall" representatives, or to one of the dozen or so city-based power groups (such as the smugglers). The Zhent agent had to be very cautious about scapegoating an established local adventuring band because it could draw him into conflict with unintended foes, and generally cause "the cauldron to boil over," so to speak. However, newly-arrived adventuring bands of low level/few in number/lacking much reputation/without obvious heavyweight priests or mages in their ranks (such as the Company) were ideal 'game.' So Handrahar (who was getting restless for reasons of his own that the Company later partially uncovered) pounced on the PCs. This "new muscle without known allegiances" (remember, adventuring company charters can be readily traced and researched) characteristic of the Company is why they also seemed ideal to Tenendrar Thuulin. The overgrown and ruined mansion of the Thender family was inside the city walls (southeast edge), and was abandoned because the Thenders all died of a mysterious malady (three of them fled to Ordulin and died there, spreading a brief plague). This fate was well-known, so the house was simply abandoned (Hillsfar was sufficiently "is there coin in it for me?" in attitude and government that no mage or priest was going to step forward and undertake the slow, difficult task of trying to cleanse the place just to do good, or to gain glory -- because the Council DID decree that no one was to blast the place or set any fires or cast any magic without specific prior spell-by-spell permission from them. In - city ruins tend to be common in the Realms only after fires and plagues, or in cities shrinking under the onslaught of orcs, treants, and other wilderness factors (such as Neverwinter was, for many years). However, most large cities (such as, yes, Waterdeep) have abandoned or closed for the season or disputed - inheritance buildings among the lived-in ones. "The Guild That Guards Secrets" wasn't a formal guild at all, but rather a cabal of local old-money families who adopted that name so Sembians who heard of them would immediately understand what they were up against. They originally formed (in late-night dinners at each others' mansions) to curb the creeping Sembian "buy everything in the city" influence, and they operate covertly (largely by spreading gossip among servants, and thus out into the streets) to warn the common citizenry of Hillsfar against foreign skulkers, et al (local "we don't like outsiders" racists). If one tried to contact or fight the Guild, they simply melted away . . . because only their members really know who they are. Everyone "knows" that this or that long - established merchant family was "contacted by" the Guild, but not necessarily that the family head is a Guild member. Folks in Hillsfar rather like the idea that they have their own "secret society" who will presumably guard them against creeping foreign influences. Over the years, the Guild gained treasure from adventurers who never returned to claim all their wealth (from storage rented from merchants who were Guild members), from brigands and thieves slain by adventurers their members hired, from a few tax swindles, and so on. All of the local power groups (such as the smugglers, the dock thieves, and the Taskos) believe they know that this or that citizen MUST be a Guild member, but can't hit upon a way to force them into the open, so as to slay them. So the Company will seem a way (at last) to "get to" the Guild. Again, the PCs must have done something to really rile the Guild (the other power groups think), so watching the Company might just be a way to find out who at least some Guild members are. Until individuals tumble to the fact that the Guild customarily ONLY operates by spreading gossip (and sitting around drinking each other's wine of evenings, and bitching -- occasions when they certainly don't wear little Guild hats, and sound no different than any other local merchants snarling about life, the Realms, and everything), they won't figure out that tailing the PCs really won't be a good route to "getting" the Guild. So in the meantime (and this was the way it turned out), the Company acquired a lot of spies. They couldn't even use a handy jakes without peering eyes . . . and boy, did that start to irritate/creep out some of the players. :} It should also be noted that in some locales in the Realms adventurers are viewed as dangerous, unwelcome trouble. In other places, they're seen as free entertainment, to be sported with. In the liveliest places, they're seen as both. :} "Forward thinking?" Of course. :} Ed
Awesome! Thanks for this info! |
| Thauramarth |
Posted - 24 Sep 2010 : 20:47:40 Here it is. Not sure if this came from Candlekeep or from the old REALMS-L list; I have not dated the quote, so it's possible I copied it from AJA's old web page.
quote: Original Ed Lore
Pre-Maalthiir Hillsfar
Righty-ho. Replies, as requested. :} Okay, this is 1979, a good seven years before packages of Realmslore started landing weekly on Jeff Grubb's desk, so the Hillsfar of then (pre-overthrow of the Council) was different than what saw print (because of the changes that befell in those seven real-time years and three mini-campaigns). The earlier Hillsfar was a bustling mercantile center where Zhentil Keep's influence was offset by the armed compounds of two Sembian costers, a minor fortress (created by linking a dozen city houses) occupied by a merchant trader of Mulmaster, several trade agents of Calaunt who had their own pet hired adventuring bands as bodyguards, and some representatives of various dales, too. As such, most adventuring bands tarrying in town were either firmly linked to one or other of these "outwall" representatives, or to one of the dozen or so city-based power groups (such as the smugglers). The Zhent agent had to be very cautious about scapegoating an established local adventuring band because it could draw him into conflict with unintended foes, and generally cause "the cauldron to boil over," so to speak. However, newly-arrived adventuring bands of low level/few in number/lacking much reputation/without obvious heavyweight priests or mages in their ranks (such as the Company) were ideal 'game.' So Handrahar (who was getting restless for reasons of his own that the Company later partially uncovered) pounced on the PCs. This "new muscle without known allegiances" (remember, adventuring company charters can be readily traced and researched) characteristic of the Company is why they also seemed ideal to Tenendrar Thuulin. The overgrown and ruined mansion of the Thender family was inside the city walls (southeast edge), and was abandoned because the Thenders all died of a mysterious malady (three of them fled to Ordulin and died there, spreading a brief plague). This fate was well-known, so the house was simply abandoned (Hillsfar was sufficiently "is there coin in it for me?" in attitude and government that no mage or priest was going to step forward and undertake the slow, difficult task of trying to cleanse the place just to do good, or to gain glory -- because the Council DID decree that no one was to blast the place or set any fires or cast any magic without specific prior spell-by-spell permission from them. In - city ruins tend to be common in the Realms only after fires and plagues, or in cities shrinking under the onslaught of orcs, treants, and other wilderness factors (such as Neverwinter was, for many years). However, most large cities (such as, yes, Waterdeep) have abandoned or closed for the season or disputed - inheritance buildings among the lived-in ones. "The Guild That Guards Secrets" wasn't a formal guild at all, but rather a cabal of local old-money families who adopted that name so Sembians who heard of them would immediately understand what they were up against. They originally formed (in late-night dinners at each others' mansions) to curb the creeping Sembian "buy everything in the city" influence, and they operate covertly (largely by spreading gossip among servants, and thus out into the streets) to warn the common citizenry of Hillsfar against foreign skulkers, et al (local "we don't like outsiders" racists). If one tried to contact or fight the Guild, they simply melted away . . . because only their members really know who they are. Everyone "knows" that this or that long - established merchant family was "contacted by" the Guild, but not necessarily that the family head is a Guild member. Folks in Hillsfar rather like the idea that they have their own "secret society" who will presumably guard them against creeping foreign influences. Over the years, the Guild gained treasure from adventurers who never returned to claim all their wealth (from storage rented from merchants who were Guild members), from brigands and thieves slain by adventurers their members hired, from a few tax swindles, and so on. All of the local power groups (such as the smugglers, the dock thieves, and the Taskos) believe they know that this or that citizen MUST be a Guild member, but can't hit upon a way to force them into the open, so as to slay them. So the Company will seem a way (at last) to "get to" the Guild. Again, the PCs must have done something to really rile the Guild (the other power groups think), so watching the Company might just be a way to find out who at least some Guild members are. Until individuals tumble to the fact that the Guild customarily ONLY operates by spreading gossip (and sitting around drinking each other's wine of evenings, and bitching -- occasions when they certainly don't wear little Guild hats, and sound no different than any other local merchants snarling about life, the Realms, and everything), they won't figure out that tailing the PCs really won't be a good route to "getting" the Guild. So in the meantime (and this was the way it turned out), the Company acquired a lot of spies. They couldn't even use a handy jakes without peering eyes . . . and boy, did that start to irritate/creep out some of the players. :} It should also be noted that in some locales in the Realms adventurers are viewed as dangerous, unwelcome trouble. In other places, they're seen as free entertainment, to be sported with. In the liveliest places, they're seen as both. :} "Forward thinking?" Of course. :} Ed
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| Thauramarth |
Posted - 24 Sep 2010 : 14:44:03 I seem to recollect (I think I copy/pasted it into my own files, to which I do not have access right now) that Ed and THO once provide some information on the pre-Maalthiir Hillsfar political structure. I'll see if I can dig it out over the WE. |
| Knight of the Gate |
Posted - 24 Sep 2010 : 14:24:30 The Cyclopedia of the Realms (the Old Grey Box) lists the names (and some classes/levels) of the Elders of Hillsfar. It also gives the general governmental structure, and talks about Malthiir's takeover. |
| The Sage |
Posted - 24 Sep 2010 : 05:35:10 The most pertinent Hillsfar lore -- including some brief stuff for the period you're asking about -- can be found in:-
- All editions of the FRCS - Forgotten Realms Adventures - Demihumans of the Realms - Pirates of the Fallen Stars - Ruins of Zhentil Keep - City of Ravens Bluff - The Dalelands - The Moonsea - Volo's Guide to the Dalelands - Warriors and Priests of the Realms - Wizards and Rogues of the Realms - Mysteries of the Moonsea |
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