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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  08:47:42  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On gods appearing in their true form without any negative things happening to mortals

Yukonau — 25/6/2025 6:49 PM

Can gods appear in their true form to Mortals without any negative things happening to the mortal?


Ed Greenwood — 19/12/2025 1:59 PM

Yes, if they want not to do harm to the mortal (not terrify or awe them). If, however, they tell others about meeting the god, or there were witnesses who talk, other mortals may do negative things to that mortal.
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  08:54:50  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On Zelraun Roaringhorn in the Dessarin and what he is up to nowadays

Reedhalloran Duskfellow — 25/6/2025 2:03 PM

Dear Saer @Ed Greenwood I've noted that the Waterdhavian noble Zelraun Roaringhorn has shown up in a few adventures including OotA, CoS and curiously on the cover of Princes of the Apocalypse. But the Harper is not mentioned at all the book except by name on the title credit. Since you were a designer on that adventure I was wondering if you had any insight into his presence in the Dessarin and/or what he might be up to nowadays.

Ed Greenwood — 19/12/2025 2:19 PM

Zelraun is a handsome man and a very successful diplomat (so, superb actor) as well as an accomplished spy; he has a knack for noticing and precisely remembering all sorts of details without ever seeming to look, let alone pry. Although he’s had a lifelong love of travel and adventure, he’s “now” (that is, in 1501 DR) retired to raising a family: three very independent-minded, bold “handfuls” of daughters and a younger son.

He’s doing this in the remote castle of Spellgard, where he settled down with his bride Rueahkla Telressen (a remarkably tall, black-haired, thoughtful-looking woman of silent grace and huge dark blue eyes, who is a superb singer and mimic, and a hf CG Bard16; a sometime adventurer and the granddaughter of the Harper Sharanralee Crownstar) with the full permission of Lady Saharel (who appears to them from time to time, usually to one of the three daughters when they are alone and want to talk something over or decide something).

The daughters are Qelqotha Nune (born 1487 DR); Kahadralee Tashahl (born 1488 DR); and Zeeamvea Irindra (born 1490 DR).

Qelqotha hates her name, and prefers to be known as “Shamra,” her mother’s childhood nickname (when her siblings want to goad or rebuke her, they call her “Kel”). She’s a quiet, inquisitive “deep thinker” who’s becoming increasingly restless to find out more about Toril (ideally by travel and seeing it all for herself, but she’ll settle for access to good sages and a superb library—for now). Beneath her quiet manner is a stubborn will of iron and a surprising amount of determination, but she’s practical, never a “hurl herself at a stone wall” sort. She looks like a thinner, shorter, less buxom version of her mother, and is currently a hf CG Ftr1.

Kahadralee is an agile, endlessly energetic “tomboy” who likes to climb, sword-fence with her father, dance (formal court dances) with her mother, and ride (horses and ponies; she’s skilled at leaping up into their saddles, and leaping safely and accurately from their saddles). She likes weapons and armor, climbing cliffs, and (when parental backs are turned) exploring caves and ruins. She’s currently a hf CG Rogue1.

Zeeamvea is a tiny, beautiful “elegant doll” girly girl, and has the Gift. She has a fierce determination underneath an “see my big, big eyes? I’m such a needy, sad child; won’t you let me do what I want to, so I can be happy?” act that no longer fools her family in the slightest. She’s currently a hf CG Sor1 who’s managed a handful of wild magical effects, but no controlled, precise spells yet.

The son is Raunavel (an old family name among the Roaringhorns), born 1492 DR, and is a handsome, almost beautiful brown-haired boy who’s a very accomplished actor and a fair mimic. He still devotes his waking hours to play, but is increasingly curious about the natural world around him, and exploring it. He’s currently a hm NG Ftr1, but that’s very much a “placeholder” class; he hasn’t chosen his approach to the world yet.

As to what Zelraun was doing in the Dessarin at the time of Princes Of The Apocalypse: he was spying on the four elemental cults to see if they had tangible connections to the Zhentarim, any Szass Tam-loyal or maverick Red Wizards of Thay, the Arcane Brotherhood, or the Cult of the Dragon. That is: were weapons, mercenaries, money, or anything else flowing between the cults and any of these sinister organizations in any substantive way, meaning they might swiftly become a big problem? (The answer, so far as he could ascertain at the time, was no.)
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  09:09:14  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On Implitur's climate in the Ed's Realms

Marco Volo — 21/12/2025 4:13 PM

Hi @Ed Greenwood ! Just a quick question: in your original Realms, how is it climate wise to live in Impiltur with the Sea of Fallen Stars south and east, mountains west and the Great Glacier north? What is Impiltur climate in your Realms? Any help appreciated.

Ed Greenwood — 22/12/2025 12:52 AM

I have always seen Impiltur as temperate climate of about the same weather and temperature ranges as real-world Wisconsin, Michigan, Ontario, and upstate (northern) New York (note: over my 60-odd years, things have gotten markedly milder, with shorter winters and lighter snowfalls; I'm aiming "in the middle" of this, in my mind). The local microclimate is damp (and the land itself well-watered, with many creeks, streams, ponds, and small lakes) but not oppressive because breezes blow constantly; night rains and morning fogs are frequent.
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  10:20:03  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On Spellfire card with Carrie Bebris

Juniper Churlgo — 22/12/2025 12:05 AM

Ed, in this Spellfire card image, who is the character played by Carrie Bebris and what is the book she is casting read languages on?

<https://cdn.discordapp.com/attachments/1072136642162343986/1452331173781966898/589.png?ex=6953f84e&is=6952a6ce&hm=d6b60085a138508bb97e4bd4408dc84c7c025c926b56ac91e119678c63eb9532&>

Ed Greenwood — 22/12/2025 1:10 AM

A fun little game played by TSR staffers at bestowing joke names, identities, and activities to each other’s Spellfire card portraits resulted in many answers to your question. The one of mine I like best for Realmslore purposes is: Carrie is portraying Ardranatha Sheiltalah, a young lady of Zazesspur who relocated to Candlekeep to become an Avowed. At the time of this image, she’s a novice, and is learning the proper careful and respectful handling of tomes by means of a “practice” book, a traveling spell workbook (containing notes on the results of experimentations to craft new spells, and various versions of those spells) penned by Reltar Yannatranter, a minor mage of Rauthil (in Mulhorand) who assumed various new names and identities as he fled repeated assassination attempts (Red Wizards were sent out to “prune” Thay’s traditional rivals of wizards, early in Szass Tam’s reign).

Yannatranter headed west, ending up in Athkatla in Amn until Red Wizards struck at him there, whereupon he disappeared in rural Tethyr and hasn’t been identified since. He was last known to be using the name Albaerus Phondryn, to be working as a scroll and book maker (blank surfaces for purchasers to write upon), and to have mastered many shapeshifting spells.

For her part, Ardranatha Sheiltalah is now a quiet, learned and respected Avowed, not a senior monk but well on the way to becoming one. Her specialties are dragontaming magics and the history of trade flows in the Vilhon Reach.
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  10:24:15  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On magic from a devil pact

mAc Chaos — 18/12/2025 5:19 PM

Hi @Ed Greenwood A question about Hell. When a devil makes a pact with a supplicant and grants it power, like say magic, is that magic like a cleric, where the god is providing it like a pipeline, or is it more like the devil gave them a gift and now it's in control of the receiver?

Ed Greenwood — 24/12/2025 2:18 AM

In almost all cases, it’s like clerical situations: the devil as patron provides it like a pipeline, and may fall silent (provide nothing), bestow something other than what’s asked for, or “twist” what the supplicant thinks they’re getting into a variant or even something else.

For example, they think they’re getting a Flame Strike they can precisely control the “ground zero” of (center of the cylindrical column of flame), but what they unleash is instead a circular or oval “net” of flame, 10 feet high and of 40 radius rather than vice versa. Or, they think they’re hurling a Flame Strike but instead get a 40-foot-square area effect Evard’s Black Tentacles.

Such “twists” are almost always the result of the devil’s annoyance or anger at the supplicant’s behaviour or competence, but sometimes are sheer mischief or an attempt to aid a supplicant with something more effective in the situation.

mAc Chaos — 24/12/2025 2:20 AM

Thank you! So there isn't a case where a former pactee could take their devil bestowed power and fight their patron? The patron can just turn it off?

Ed Greenwood — 24/12/2025 2:28 AM

That's right: they can just sever the bestowal connection (any not-yet-used spells/powers will be retained by the supplicant, and could be used against the former patron). However, just as with gods slyly sidling in to bestow spells in answer to prayers to other deities, ANOTHER rival devil might step in to power the supplicant temporarily, to harm or irk the rival devil, or just out of mischief (despite the lawful nature of devils, there's a strong streak of "shake up authority" mischief in all devils).
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  10:28:06  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On spear bows in the Realms

returnip — 12/12/2025 11:18 PM

Hello Ed. Hope you are well. Today I learned that spear bows (in effect a bow with a spear tip fitted to one end) were a thing historically in both Scandinavia, Japan and North America. Are spear bows used in the realms, and if so by whom?

Ed Greenwood — 24/12/2025 2:30 AM

In the Realms, spear bows are weapons used by many non-military archers (for example, wilderland hunters), so the archer has a means of defense if they miss, or if their arrow doesn’t bring down a target that is now angrily charging at the archer. Wild boar, for instance, charge and gore whether hit or not, and having a spear without having to fumble for it, or carry and plant it (ruining stealth) whenever one wants to loose an arrow, can be crucial to survival. (Organized military forces—not including mercenaries—avoid spear bows because of the increased likelihood of “injuring a friendly” when operating in groups, when an outfitted/“uniformed” archer will be carrying multiple weapons.)
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  10:54:49  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On communal sleeping in the Realms

mAc Chaos — 11/12/2025 6:31 PM

Hi @Ed Greenwood! Do people in the Realms use communal sleeping, or are they more modern in their sleeping habits and all have their own private beds and bedoroms? Or is that more of a rich person thing?

Ed Greenwood — 24/12/2025 2:42 AM

Sleeping habits in the Realms vary widely depending on culture, locale, climate, and current situation (camping out, traveling, or at home).

In general, inns provide communal bedrooms (often the attic of the building) to the lowest-paying/overflow=latecomers (with the hayloft of the stables being the overflow for the attic, though the likelihood of fires makes innkeepers reluctant to use these lofts for this purpose), and if taverns offer overnight sleeping at all, beyond drunks in the taproom who can’t be moved, it’s communal.

For everyone else traveling, one pays for the security of a room with a door that can be locked, bolted, and/or barred; such rooms may be small, but it’s expected that two people (plus, perhaps, children ) can share them, and they will be fitted with two beds, likely rope-and-straw mattress raised platforms of about what we would call “queen-sized”). The custom is to charge a base room rate for two people, plus so much more “per head” for anyone else crammed in.

Household sleeping habits vary widely.

The wealthy and nobility always have a private bedchamber for the head of the house that’s reached through a servants’ “ready room” that has a servants’ bedchamber opening off of it. Similar arrangements will exist for dowagers and other important family members. A step down (lesser family members and senior servants such as chatelaines, stewards, and castellans) will be private bedchambers with adjoining jakes and robing rooms. The next step down will be shared-by-two-servants bedchambers (with communal, shared with several such rooms jakes and robing rooms), and the step below that is shared sleeping dormitories for the lowliest servants, and for visiting servants who won’t be sleeping handy to those they serve.

A farmer may have the entire family sleeping in the same room, but with curtained-off areas for couples.

And just about anything in between can be found.
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  11:35:32  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On merchants using bags of holding

BlissfulSavant — 3/12/2025 4:49 AM

Hello Ed. Hope you are doing well

Per base 5e, the cost of a bag of holding tends to be around 500 gp. What stops merchants from using as many bags of holding as they can to maximize returns on long voyages, esp. considering that the bags would greatly reduce the weight of the cargo, this freeing up room for security and crew. Or, say, hiring a decently competent caster to teleport between two teleportation circles, carrying multiple bags of holding on their person laden with jewels and spices

I also wonder if specialized bags of holding exist for various purposes, e.g. "password protected" / user-imprinted bags that only open for the right person

Ed Greenwood — 24/12/2025 2:53 AM

There’s a well-known peril to concentrating multiple bags of holding in a small area: there’s a surprisingly strong chance of opening a tiny, temporary planar rift that can suck the bags, and anyone holding them or very nearby, through the rift.

There’s also the possibility of attracting a Bagman (a notorious danger of Ravenloft) to inhabit one of the bags, and devour or teleport to unknown other locations, anything inside that bag.

An even stronger possibility is: attracting the attention of an Astral Dreadnaught if in the Astral Plane, and attracting the attention of hags seeking to modify the bags of holding for their own soul-storage uses, who come to seize the bags in coven strength.

Zonesylvania — 24/12/2025 4:27 AM

around how many bags in a small area would be enough to cause this?

Ed Greenwood — 24/12/2025 10:28 AM

Three, if ambient conditions are bad. Four or five, if they're good.

Moon On The Horizon Etherdell — 24/12/2025 1:34 PM

Does that also include similar but different items such as a Heward's Handy Haversacks? For example, if conditions were bad but a party only had two bags of holding, but one member also has a Heward's Handy Haversack or a portable hole, would that be enough to attract danger?

Ed Greenwood — 25/12/2025 2:53 AM

Oh, yes. Handy Haversacks are themselves SLIGHTLY more secure than Bags of Holding, one of each compared, but for purposes of rifts and general shenanigans, portable holes, Heward's, and Bags of Holding are all "perils if clustered."

Zonesylvania — 25/12/2025 4:56 AM

Are there or were there ways to ward extradimensional containers that allowed use of them en masse? Did any of the older magical empires and civilizations have such means?

Ed Greenwood — 25/12/2025 5:31 AM

No. Like battery technology in our real world, such things were much talked about and experimented towards, but not achieved. What the Netherese and the olden-times elves and Imaskari managed were various (hazardous) ways of "chaining" a "wild" rift into a gate/portal that they had some measure of control over.
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  12:08:22  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On cheese that blends with herbs

Zonesylvania — 23/10/2025 4:22 AM

Good saer @Ed Greenwood , are there any cheeses in the Realms that use blends of herbs in their manufacture? Or any cheese with spices other than Calishite Green? thankee!

Ed Greenwood — 24/12/2025 10:33 AM

There are many, of both sorts. In fact, most Faerûnian cheeses use particular herbs, or two to three herbs in combination, in their making. Stronger-flavoured spiced cheeses are rarer, but they exist, from Runny Luiren to Stronkh (from Ashanath) to Ualacontur (“Oo-AL-ah-kaun-turr” from Murghôm).
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  12:47:33  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On Runny Luiren cheese

Juniper Churlgo — 4/12/2025 7:33 AM

Ed, what’s “delightful Runny Luiren” cheese? Is it related to cheeeeese? Churlgo cheeses? Brie? Blue?

Ed Greenwood — 24/12/2025 10:34 AM

Runny Luiren cheese is a soft-rind, brine-ripened cheese that looks very like Brie (and is usually made and sold in “handwheels,” flat circular discs ranging in size from about ten inches across to “three human hands” across, and in thickness from about two adult human fingers (the biggest two on a hand) to the width of an entire hand.

In consistency and colour, Runny Luiren also resembles Brie, but imagine Brie that’s spiced with cumin, pepper, and ginger, and already had a subtle “mushroom” taste before spices were added to the mix.

The result tastes almost like a very mild curry. It has a strong smell, but it’s not “stinky cheese” like Limburger. Most halflings love it when they can get it (which isn’t easy, the farther one gets from Luiren, with the exception of the ports of Waterdeep, Baldur’s Gate, Athkatla, Zazesspur, and along the Tashalar), and although it’s an acquired taste, it’s a taste that many humans and elves have acquired, down the years. To almost all drow, it’s a mouth delight that they rave about, nigh-foodgasm over, and will do almost anything to taste more of. (Can’t afford certain drow professionals in Baldur’s Gate? Offer them a palm-sized piece of Runny Luiren, and that will be more than payment enough.)
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  16:39:49  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On mortalborn gods and ageless lifespans

Kim Kimera Kimes — 4/12/2025 2:23 AM

Hey @Ed Greenwood ! In your books you examine what happens to characters such as the Chosen of Mystra who have a very long lifespan beyond their mortal limits. The various characters get a bit of insanity. Now I wondered if this is also true with the once mortalborn gods and any celestial servants born from the souls of a mortal. Do they also suffer from their ageless lifespan?

Ed Greenwood — 24/12/2025 10:35 AM

Oh, yes. They either grow bored and listless, or bored and whimsical (often dangerously so, doing reckless things just to enliven their lives; see Klorr, the Darklord of Klorr—and watch LEGACY OF WORLDS for a confrontation between Elminster and Klorr).

Most gods aren’t sane by mortal standards, simply because they see life, the multiverse, and existence so differently.

Mortalborn who become gods have their minds “stretched” by their new worldview, and some minds break when so stretched. Minds that don’t, and minds that already had enough self-awareness to be able to objectively analyze themselves, tend to patch up any mental instability or depression/despair/ennui troubles by fiercely embracing an ethos or aims to become “the ultimate” god of war, or justice, or whatever: the epitome of whatever portfolios they hold or aspire to hold. They “get busy” to move on from dwelling on their broken state, and often successfully drag themselves up by the bootstraps.

In doing so, some of them become power-mad menaces, such as Bane, Lolth, and Shar (who happened to head in the very worst direction—seeking to spread and sew loss and despair—for keeping oneself stable).
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  16:57:33  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On silver dragon sauce

Zonesylvania — 22/11/2025 10:09 PM

dear saer @Ed Greenwood , what ingredients go into, and how does silver dragon sauce taste like (as served over sausage rolls in Braundlae's Best at Suzail from the cormyr novel)? thankee!

Ed Greenwood — 24/12/2025 10:36 AM

Silver dragon sauce is a thick, lumpy, silvery-hued sauce ladled over sausage rolls.

Despite its colour, it’s what cooks call a “white sauce” (a roux of milk, flour, and butter seasoned with salt, sage, crushed dill and mustard seeds, white wine vinegar, powdered almonds, and a pre-prepared, precise “drake mixture” of lime juice, quince juice, crushed acorns, and distillate of silverfin skin; that is, the roasted “skin” or scales of the common silverfin fish).

If the drake mixture is made in the right proportions and simmered until the scales dissolve, it turns a bright, metallic silver, which gives the sauce its colour and its prevalent taste, which is like a gently spicy, savory roasted sharp cheese akin to real-world Stilton, with an aftertaste of mingled dill and almonds. (If this mixture is wrong, no silver results, and the taste is like a nutty cheese sauce; it might be served, but never as “silver dragon sauce.”)

Legends say that in olden times, real silver dragon scales were used to make this sauce, not fish. But then, legends say a lot of things…
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  17:10:27  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On the dangers of The Ride

LukasJP — 7/12/2025 4:01 PM

Hey @Ed Greenwood! Curious about the region known as the Ride north of the Moonsea - what is its fauna and flora like, and what are the hallmark 'dangers' of the region? Nearby Thar has its rather insidious creatures, and I have noted that goblinoids and orcs regularly attack towns such as Whitehorn, and that the barbarians are a notable threat as well, but I would love to hear if you have any additional information to share!

Ed Greenwood — 24/12/2025 10:37 AM

“The Ride” gained its name because it’s open, rolling country suitable for mounted travel if one knows what terrain to keep to—not quite tundra, but trees (mainly pines) are few and stunted, long grasses give way to short grasses (heather and gorse-like bushes and ground cover), and there are frequent rock tors and outcrops: places where hillsides have fallen away to expose rock faces (where birds nest on ledges and small, furry ratlike local beasts make their homes in crevices and tiny caverns).

Cold winds are everpresent, and in the past, now-vanished dragons once hunted herds here, and the ogres (“beast-men”) of Thar when the herds were gone, so it’s largely uninhabited land.

Which doesn’t mean it’s empty. Caravans cross it constantly, carrying trade-bars and rough-smelted blocks of metal from the ores dug out of mines to the North, and orc and hobgoblin raiding bands and brigands (mainly outlaws from the Moonsea port cities, but also from the Vast, Sembia, and Cormyr) prey upon them, and when such pickings are lean (meaning: when caravans bolster their guards so attacking them becomes a near-certain death sentence), attack settlements within reach.

The Ride doesn’t lack water, but much of each year it lacks running water; ice and snow must be melted to drink (the result will taste unpleasant due to iron and other dissolved minerals in the water, but will not be unhealthy).

Thar is colder and rockier; the rolling hills and grasses become rarer than in the ride, and the trees rarer still.

Both regions have small but deep ravines where the winds don’t reach and—if there are also springs—trees and plants of all sorts are abundant. These provide the best cover and camping-places. Only idiots (and those seeking to lure foes) light big fires in either land.
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questing gm
Master of Realmslore

Malaysia
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Posted - 30 Dec 2025 :  17:21:26  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On why diamonds have an affinity for divination magic

cuddlypooface — 12/12/2025 4:59 AM

Well met @Ed Greenwood, I was wondering why diamonds in the realms have an affinity for divination magic? Are they related to the gods in a historic way? Do the dwarves know and protect this knowledge?

Ed Greenwood — 24/12/2025 10:38 AM

The gods intend divination spells to be expensive to cast, to decrease the frequency with which mortals seek guidance rather than taking responsibility for their own decision-making and actions. So these spells require an expensive material component that the magic consumes. Diamonds were chosen partly for features, and partly for reputation: the diamond must be “flawless” (perfectly cut, and free from inclusions and variable hues, which are seen as imperfections). The reputation of the hoped-for guidance is to be perfect, and provide clarity of sight—matching the features of suitable diamonds.

Note that in a pinch, flawless (free of inclusions and hue variations, and perfectly cut) gemstones of high value can be used in divination castings, in lieu of diamonds. Doing so is simply riskier than “the way we know works.”
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questing gm
Master of Realmslore

Malaysia
1809 Posts

Posted - 30 Dec 2025 :  17:32:27  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On theurglass

Zonesylvania — 21/12/2025 9:56 AM

Dear friend @Ed Greenwood , what's the market like for theurglass objects and curios these days in major city states and kingdoms of the Realms, and could you kindly add anything about a maker and/or reseller of the same? thankee!

Ed Greenwood — 24/12/2025 10:38 AM

Theurglass is far less known than glassteel, and is far rarer and more expensive, so its market is small.

Some rulers have used it for “sally-ports” in fortresses: if a stronghold or castle is large enough to accommodate a walled paddock in which a sally-force (warband arrayed and prepared to emerge from the fortress in formation) can muster and form up, having a theurglass “gate” with a curtain or screen set up within it to block vision, that can be abruptly “taken away” by magic to allow the force to burst out, can be useful—and Amn, Tethyr, and the Vilhon now feature a handful of such installations, though mostly for bragging rights by the rulers who’ve had them constructed, rather than “everyday-useful military installations.”

At least one mercenary band, the Lawful Blades of Saradush (led by the human male veteran warrior Aldeglond Eraskabro), has experimented with using theurglass weapons and armor that can then be “vanished” so the mercenaries can blend in with “crowds of commoners” to get away from the site of the attack they were hired to make, but the notion hasn’t spread to others.

Folk who can make theurglass don’t tend to advertise their talent, but Volo knows of two: the human finesmith Halvun Ordrel of Athkatla (the man who employs over forty gnomes in his always-bustling smithies, who increasingly make cast-metal vent grates and window frames), and the one-eyed dwarf Yuskul Delvarr of Mirabar.

As for obtaining existing theurglass, the best sources familiar to Volo are: the busy manygoods traders Voebryn Dreer of Waterdeep (a quiet, serious human male best contacted via any of the taverns along The High Road in Trades Ward), Freskral Lancetree of Scornubel (a sly, handsome scoundrel of a rogue with a scar down his face from a wound that turned his right eye milky; ask for him at the tavern known as Truskan’s Talltankard), and Nuldur Zeskarl of Westgate, best reached by asking for “the Old Eye” at the Fairwagon tavern, which moves often from rented location to rented location along the westernmost inner edge of the walled city). Volo knows there are multiple theurglass sources in Saerloon and Selgaunt, but can’t name them as he’s unfamiliar with them. He also believes there’s a source in Nethjet (in Thay), but warns that this must be illicit, and Red Wizards are ever watchful.
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questing gm
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Posted - 30 Dec 2025 :  17:50:47  Show Profile  Visit questing gm's Homepage Send questing gm a Private Message  Reply with Quote
On what do gods smell like

Night Fang — 22/12/2025 1:36 AM

@Ed Greenwood howdy this is s bit of an odd question but… what do all of the gods smell like?

Ed Greenwood — 24/12/2025 10:43 AM

Personally? Only a few select mortals (such as Elminster, when asked about Mystra or Azuth) can tell you.

What most mortals smell, when an avatar or a manifestation of a deity is close to them, is an clear, minty/menthol-like ozone-like “tang” in the air that overwhelms anything else.

There are exceptions: Moander smells like festering rot (a very powerful rotting compost or landfill reek), Chauntea and Silvanus and Mielikki smell like green growing things, Eldath smells like wet moss and falling clen, clear water, and Malar smells like freshly-spilled blood and animal musk.
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