Alaundo's Library

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The work contained on this page has been given by various authors and game designers of the Forgotten Realms (past or present). This material has been collated by Kuje from the Candlekeep Forum and other sources.


Lore from the Sages - 2005

By
Various FR Game Designers

 

January 11, 2005: So saith Paul Jaquays (author of The Savage Frontier) on the inspirations/origins of the Uthgardt.

Joe:

It has been over 15 years since I wrote the source book, so many details may escape me (and my copies are in storage somewhere else in the house), so I'm pulling from memory here. If I remember correctly, Ed's notes specified that there were barbarians in the region, but that the Uthgardt were my own creation. I probably made them dark haired so that they wouldn't be immediately imagined as Nordic Viking types. While I am a fan of Conan, at that point I wasn't trying to emulate anybody else's barbarians ... only to make my own. And I wanted to stay away from D&D's "known world" habit of co-opting familiar cultures with a fantasy spin (I edited several of the D&D known world source books during that time period). They are intended to be a unique force of nature, not necessarily friend or foe to adventurers. The actual tribes came from some work I did for an update to Griffin Mountain in the early (I source book I co-wrote for Chaosium's Glorantha world). I had expanded upon the Balazaring tribes in Griffin Mountain and made them more varied and with special features. Chaosium chose not to use that work and I re-spun it and made it more compatible with the AD&D game system and Realms world mythos. Places like Grandfather Tree and the burial mounds were based on art that I had originally done and were not used in Griffin Island (from Avalon Hill).

The realmslore of the Savage Frontier came from seven sources: The Forgotten Realms boxed set; the Waterdeep source book; Ed Greenwood's notes, which TSR supplied as pages of photo-copied clippings that had come from many of Ed's notebooks; the unused work for Griffin Island; the as yet unreleased novel The Crystal Shard by Bob Salvatore (the original appearance of dark elf ranger Dritzz Do Urden ... for whom I created the first game stats), The Enchanted Wood (an adventure I had written for SPI's Dragon Quest game, for which TSR owned the copyright due to their acquisition of SPI in the early 80s), and my own imagination.

Much of the prehistory and lore of the place derived from the Enchanted Wood. I was very amused (and flattered) when later writers used content derived from there to flesh out the ancient history of the realms.

Characters like Amelior Amanitas and his side kick Eric were based on people I knew. Amelior was a player in one of my early FRP games and fist appeared in The Enchanted Wood as a mission sponsor. The evil Wulgreth and the demigod Karse came from the same source. If you can find a copy of The Enchanted Wood, you will have access to much of my original source material. ;)

I had a lot of freedom in what I did. Maybe too much freedom. I left the geography and most of the cities as Ed had designed them, but I took a free hand with some of the characters and places and perhaps did things with them that Ed did not like ... since I learned later that he wrote material that went and rescued and redeemed some high level adventurers whom I had caused to come to an unhappy end. If it didn't contradict something in the published world or in Ed's notes, I felt free to interpret as I chose in order to make interesting situations.

Some of my work became Realms canon. Others of it tumbled into the dust bin of history.

Paul

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Ed Bonny posted on Febuary 22, 2005: Here is the write-up I did for Auppenser:

Auppenser

Intermediate Deity

Our Lord of Reason, the Serene One, the Master of Thought

Symbol: An eye centered within a hexagonally shaped gem

Home Plane: Dweomerheart

Realm: The Tranquil Grounds

Alignment: N

Portfolio: Psionics, serenity, personal autonomy, enlightenment

Worshippers: Blues, duergar, monks, psions, psychic warriors

Cleric Alignments: NG, N, CN, LN, NE

Domains: Balance, Mentalism, Protection, Psionics, Strength

Favored Weapon: kukri

Auppenser is a strong-minded deity given over as much to deep contemplation as he is to decisive action. The god of psionics possesses a calm demeanor, as one completely confident in his clear-thinking ways. He strives to uphold the Balance wherever psionics are involved. Worshipped by all manner of psionic beings, the fair-minded deity has long been an advocate of the magic within one's personal being. In the days when Jhaamdath was expanding, the Lord of Reason served as the empire's patron deity. He is an amicable god who took great pains to foster psionics in communities wherever his church took hold. Auppenser appears as a youthful, robust, raven-haired and purple-eyed man of lithe muscle and catlike grace. His wise face is framed by a peaceful expression of thoughtfulness. He dresses in a simple flowing robe of purest white.

History/Relationships: The deity of psionics was an aloof god who interacted little with the other deities of Faerūn. Auppenser pledged obeisance to Mystryl but in reality he was his own master who sought to free himself from the internecine politics of his godly brethren. His church was most powerful during the heady days of the Jhaamdath Empire, and it was that kingdom's destruction that spelled the deity's demise. Worship of Auppenser all but ceased in the years following the drowning of Jhaamdath, an event that would have sent the god to a certain death if not for the intervention of Mystra. Mystra, reluctant to let the mystical art of psionics such a terrible loss, placed Auppenser in a deep slumber from which he has just begun to stir.

The entire destruction of Jhaamdath coupled with the slumber of the god of psionics brought about a centuries-long decline in psionic practice. It is only recently that awareness of this forsaken area of magic has cultivated renewed interest in its study.

Dogma: Develop the latent abilities within you for that is your power alone. Psionics is the ultimate art of magic and you are its practitioner. Through lifelong dedication, strive to unite your will with your physical form to become one. Only through the unrestrained union of one's mind and body can the magic of psionics truly be mastered. Throw off the yoke of any who would impose tyranny upon you. Likewise, do not ever force another to submit to your will. Free your mind, free yourself and you have only just begun the path to true psionic mastery. Free others, open their minds to the Invisible Art, and you will show them way to Auppenser.

Church and Temple: Auppenser's clergy included clerics, monks and psionic characters of all types. Clerics of Auppenser were known as Psiarchs. Cloistered members of the church dwelled in temples and monasteries dedicating themselves to understanding the mysteries of the mind. Wayfaring psiarchs openly preached their lord's philosophy of personal strength through psionic development and promoted discourse that explored the myriad abilities of the mind.

The church of Auppenser was well established throughout the Jhaamdath Empire although its organization was loose and not hierarchically structured. Each Jhaamdathan city boasted several large temples and monasteries while towns usually had a single, small center of worship. These temples were usually domed, colonnaded rotundas of white stone. Larger temples contained numerous private chambers for individual worshippers seeking solitude to pray, to compose one's thoughts, and to seek divine guidance for greater enlightenment.

The church of Auppenser zealously opposed slavery, a pious belief that frequently brought the church faithful into conflict with slave-owning kingdoms, most notably Calimshan.

Prayers: Clerics of Auppenser prayed for spells in silent and unmoving meditation. This conservation of action allowed the mind to focus inward for greater personal introspection.

Rites: Followers of Auppenser selected a time of their own choosing for when to worship their deity. Each day at the same time, the follower was expected to pray and meditate. Failure to pray at one's chosen time was considered not only a terrible lack of devotion but was also counted as a grave offense to Auppenser who values personal discipline.

Herald and Allies: Auppenser traditionally sent an amethyst dragon as his herald. The psionic god was known to bestow udoroot seeds upon his favored faithful. His planar allies consisted of rilmani and gem dragons.

Ed Bonny posted on March 6, 2005: The Imaskari Portal Lord is a draft prestige class that did not get turned over for Lost Empires of Faerun. It was concepted early in the design phase as an arcane spellcasting class. It was not written in the enhanced format but I have added a little more background here to flesh it out.

PORTAL LORD

Absolute mastery over extradimensional space and instant teleportation magic was haled as the highest achievement of an artificer in Imaskari society. Their cities and even their homes were interconnected with innumerable portals and filled with permanent extradimensional spaces that expanded even the smallest of buildings into tremendous places on the inside. The portal lord is the last practitioner of this lost and forgotten Imaskari art. Few know these esoteric secrets. Key to the underpinnings of Imaskari society, teleportation and extradimensional space were like the mythallar of Netheril and the mythals of the elves. They were instrumental to maintaining a certain magical-assisted lifestyle.

As he advances in level, a portal lord becomes more attuned to the nature of such magic, gaining greater insights on how to better manipulate and control such forces.

Hit Dice: d4

Requirements: To become a portal lord, a character must fulfill the following criteria:

Skills: Knowledge (arcane) 8 ranks, Knowledge (History - Imaskar) 8 ranks, Spellcraft 8 ranks

Feats: Craft Wondrous Items, Portal Master, any two metamagic feat

Spellcasting: Must be able to cast 3rd level arcane spells

Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana)(Int), Knowledge (history)(Int), Knowledge (Geography)(Int), Spellcraft (Int)

Class Features

The following are features of the portal lord prestige class.

Weapons and Armor Proficiency: Portal lords gain no proficiency with any weapon or armor.

Spells per day: At each portal lord level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class level.

Class Level BAB Fort Ref Will Special Spells per day
1 +0 +0 +0 +2 Warp Shield +1 level arcane
2 +1 +0 +0 +3 Prolonged Artifice +1 level arcane
3 +1 +1 +1 +3 Spacial Fluency +1 level arcane
4 +2 +1 +1 +4 Improved Warp Shield --
5 +2 +1 +1 +4 Reject Anchoring +1 level arcane
6 +3 +2 +2 +5 Dimensional Touch +1 level arcane
7 +3 +2 +2 +5 Greater Warp Shield +1 level arcane
8 +4 +2 +2 +6 Permanent Insight +1 level arcane
9 +4 +3 +3 +6 Command Portal +1 level arcane
10 +5 +3 +3 +7 Superior Warp Shield +1 level arcane

Warp Shield (Su): 1/day call forth an invisible cocoon of teleportation magic that has a 20% of redirecting any magical, melee or ranged attacks upon the portal lord. Attacks made upon the portal lord that are affected by the warp shield instead strike an area adjacent to the portal lord (use random grenade for area that is struck). Creatures standing in the space where an attack is redirected risk being subject to that attack. A warp shield lasts for 1 round/portal lord level.

Prolonged Artifice (Su): Conjuration spells of the teleportation subschool and spells that create extradimensional spaces (roper trick, Mordekainen's magnificent mansion) are affected as if modified by the Extend Spell feat. This is automatic and does not increase the spell slot requirements when preparing a spell.

Spatial Fluency (Ex): Metamagic feats applied to any conjuration spells from the teleportation subschool use up a spell slot one less than what the feat requires. This can never reduce the spell slot requirement to less than 1.

Improved Warp Shield (Su): The portal lord's warp shield now has a 50% chance of intercepting and redirecting magical and physical attacks. Reject Anchoring (Su): The portal lord becomes immune to spells and effects such as dimensional anchor and dimensional lock.

Dimensional Touch (Su): A portal lord can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the portal lord must make a ranged touch attack instead.

Greater Warp Shield (Su): The portal lord's warp shield now allows the portal to redirect a spell effect where the portal lord is the target. The spell must be affected by the warp shield to be redirected. The portal lord must ready this action (as if attempting to counterspell). On a successful Spellcraft check (DC 15 + the spell's level), the portal lord as a standard action successfully teleports the spell to another target within the portal lord's sight. The spell's new target must be within the spell's original range and be an appropriate target. Permanent Insight (Ex): A portal lord can make the following spells permanent using the permanency spell. The portal lord does not have to research the use of permanency on these spells. The knowledge of how teleportation and extradimensional space magic works grants this knowledge automatically.

Rope Trick - 1,000XP
Mordekainen's magnificent mansion - 3,500XP
guards and wards - 3,000XP
maze - 4,000XP
refuge - 4,500XP

Command Portal (Su): A portal lord can force a portal to submit to his will. On a successful Spellcraft check (DC 25), the portal lord can command a portal to do one of the following:

Portal becomes transparent
Lockdown - portal is shut down preventing it from functioning.
Access - The portal grants access to anyone whom the portal lord designates.

Each commanded effect is temporary and lasts for 1 rd/portal lord level. A portal lord can attempt to command a portal a number of times per day equal to his portal lord level.

Superior Warp Shield (Su): The portal lord's warp shield now has a 75% chance to intercept and redirect attacks against the portal lord.

History of the Amethyst Sodality

In the last days of Ancient Imaskar, when it seemed all but sure that their glorious empire would fall to its rebellious slaves, some Imaskari decided to escape rather than fight against the Mulan and their deities. One group secretly fled underground never to be heard from again. Another group of artificers who created and maintained the portals and extradimensional spaces of the empire used their powers to flee south to an Imaskari outpost in Ulgarth. Using abjuration magic to thwart detection, they hid the fortress from prying eyes

Ulgarth, a coastal nation of barbarians, was not enslaved by the Imaskar but they were coerced into paying annual tribute to the empire. The barbarians of Ulgarth had no love for the Imaskari Empire but when they learned of the Mulan uprising, the barbarians grew terrified at the thought of vengeful gods walking the earth.

In the years following the fall of the Imaskari empire, the Ulgarth barbarian tribes thrived without the Imaskar yoke. They roamed throughout their ancestral coastal lands avoiding the handful of seemingly abandoned Imaskari outposts.

The artificers in Ulgarth hid in secret for years. They would teleport to distant lands to trade magic for food and other necessities. They would also follow up on rumors of Imaskar refugees hiding out in the desolate steppes east of Imaskar but these investigation would only occasionally turn up a lone survivor or two.

The artificer's spells also allowed them to spy on the new nations created by their former slaves - Unther and Mulhorand. So long as the artificers could successfully hide in the somewhat familiar territory of Ulgarth, they felt little pressure to abandon this last bit of Imaskar to join some strange "lesser" foreign peoples.

The cultural need to create a permanent record of their people was deeply ingrained in all Imaskari - as ingrained as their lust for power. The artificers were no different. More than a decade after the fall of Imaskar when it was clear that their peoples were mostly slain, the artificers planned for the return of their empire.

They formed the Amethyst Sodality - a secret society to ensure the survival of their Imaskari arcane tradition. They vowed were to work steadily and secretly to weaken their enemies, take advantage of the usurpers of their former lands, and pave the way for a glorious return to Inuprus. The Sodality demanded: that no god be worshipped ever; that the Mulhorandi and Unther were to be forever their enemies; that their portal and teleportation lore of the Imaskar was to be kept hidden for it was their greatest secret and possibly the key to their ultimate victory.

The artificers visited many of their former ruins, reclaiming arcane geode towers and using them to store recovered Imaskari magic and lore. They lived in Ulgarth though for fear of alerting the Mulhorandi of their presence. Over the centuries, Ulgarth grew more and more civilized and the Sodality chose to operate out of Kelezzan. By -1000 DR, the members of the Sodality bore little resemblance to the artificer founders. They spoke and dressed in the manner of the Ulgarth. The artificers also married the Ulgarth people becoming integrally a part of the Ulgarth people. The desire for an Imaskari empire slowly dwindled as opportunities for greater wealth and local power became more realizable.

Today the dreams of rebuilding the ancient Imaskari empire have long since gone away. The Sodality functions more as a secret society that promotes its members' financial interests. Few members of the Amethyst Sodality practice arcane magic although there are two families closely adhere to the ancient rules as set forth by the founding artificers. These two families, the Samangur and the Omprakesh, work together separate from the other members of the Sodality to foment unrest in Semphar and Murghom. Each family prides itself on having at least three Portal Lords in its ranks. The efforts of the Samangur and Omprakesh families are not respected by other members of the Sodality who see the Sodality's ancient vows as archaic directives which hold little meaning today.

Most of the Sodality's members belong to wealthy families throughout Ulgarth and Durpar. They secretly use the portals and extradimensional spaces created by their ancient ancestors to great financial and political advantage.

Penetrate Portal (Metamagic)

You can cast spells that affect targets on a portal's destination side.

Prerequisites: Transdimensional Spell (from UE)

Benefit: When you cast a spell modified with this feat, you are able to establish a line of effect through a portal to an area or target on the other side.

To cast a portal penetration spell, you must have line of sight through the portal to its destination side. If the portal does not have the transparency quality, you must provide some other means to see through it.

A portal penetrating spell uses a spell slot three levels higher than the spell's actual level.

Normal: Spells cannot cross a portal because no line of effect exists.

March 10, 2005: PSIONICS DOMAIN

Deities: Auppenser, Ilsenine. Deep Duerra

Granted Power: You gain Wild Talent as a bonus feat which provides you with a reserve of 2 power points and grants you status as a psionic character. You are now able to take psionic feats, metapsionic feats, and psionic item creation feats.

You do not, however, gain the ability to manifest powers simply by virtue of having this feat. The domain spells listed below are psionic powers from the Expanded Psionics Handbook (XPH). These powers are treated as divine spells when you cast them. You do not expend power points when casting these spells and you cannot augment them by expending power points.

1 Conceal Thoughts: You conceal your motives.
2 Thought Shield: Gain PR 13 against mind-affecting powers and SR 13 against mind-affecting spells.
3 Empathic Transfer, Hostile: Your touch transfers your hurt to another creature.
4 Mindwipe: Subject's recent experiences wiped away, bestowing negative levels.
5 Adapt Body: Your body automatically adapts to hostile environments.
6 Personal Mind Blank: You are immune to scrying and mental effects.
7 Ultrablast: Deal 13d6 damage in 15-ft. radius.
8 True Metabolism: You regenerate 10 hit points/round.
9 Timeless Body: Ignore all harmful and helpful effects for one round.

March 14, 2005: MONASTIC SERVANT OF AUPPENSER

Before the coup that destroyed Jhaamdath's psiocracy, monastic servants were the priestly wayfarers of the empire, wanderers who went beyond their empire's borders to spread the message of their deity, Auppenser. Skilled in both mind and body, monastic servants set the example of how devotion to Auppenser was empowering and ennobling. Their actions promoted psionics and the worship of Auppenser - and their chosen profession was seen as but one of many possible way of merging these two areas.

Monastic servants were expected to be of sound mind and body. Personal discipline was seen as the utmost sign of respect to Auppenser. Nothing was ever done to excess be it drinking, eating, or sleeping. Self-restraint, meditation and moderation were the means to true enlightenment and perfection of self - honorable goals embraced by the god of psionics.

Tireless enemies of slavery, monastic servants worked openly and unflinchingly against those nations who traded in enslaved beings. Their actions brought the peaceable but ever expanding psiocratic empire of Jhaamdath into frequent skirmishes with the slaving nation of Calimshan.

After the coup, the new regime mercilessly persecuted those monastic servants who vocalized loudly their disapproval of the empire's new and unbalanced direction. Monastic servants were frequently imprisoned, tortured and publicly executed as traitors for speaking their mind.

The monastic servants rightly feared that the radical changes in the Jhaamdathan Empire would ultimately be its undoing. While the form of the empire's doom was unforeseen, the followers of Auppenser believed that only an equally terrible act would restore the balance to the region. Unfortunately for all past and future practitioners of the Invisible Art, that terrible act would nearly wipe out all knowledge of psionics and do dire harm to the god of psionics

The elven magic that destroyed Jhaamdath also killed most of Auppenser's monastic servants. The impact on Auppenser was just as devastating. Greatly diminished in power, the god of psionics was sent into a deep slumber by the goddess of magic. The few monastic servants who survived had neither home nor the guidance of their deity. They spent their days in isolation around the shores where Jhaamdath once stood. The servants were also watchful for retribution from Jhaamdath's enemies who took great delight in tormenting Jhaamdathan survivors.

Auppenser has only recently shown signs of stirring from his sleep. The cause of his slow awakening is unknown but it may be tied to a greater awareness of psionics in areas near to the ancient lands of Jhaamdath, particularly Hlondeth and other yuan-ti populated areas.

No monastic servant of Auppenser has existed for centuries. Detailed knowledge of the class exists in a few places most likely beneath the waves recorded in some permanent form such as a psionic stone or buried by a surviving monastic servant who sought to leave a reminder of who he was for a future generation.

A new church of Auppenser would have many obstacles to face - the most important being how to awaken their deity. It is very likely that an awakened Auppenser would reward such worshippers with an Initiate of Auppenser feat to replace the Servant of the Fallen feat.

Hit Die: d8

REQUIREMENTS

To qualify to become a Monastic Servant of Auppenser, a character must fulfill all the following criteria:

Alignment: Any neutral

Skills: Concentration 8 ranks

Spellcasting: Able to cast 3rd level divine spells

Feats: Wild Talent (or substitute the Psionics domain if using the domain from the beginning of this thread); Servant of the Fallen; Psionic Meditation

Domain: Balance (or Psionics if using the domain from the beginning of this thread)

Patron Deity: Auppenser

Special: Can never have cast a spell or used a magic or psionic item to dominate or control the mind of another being.

CLASS SKILLS
The Monastic Servant's class skills are:
Concentration (Con)
Balance (Dex)
Climb (Str)
Craft (Int)
Heal (Wis)
Jump (Str)
Listen (Wis)
Knowledge (psionics)
Knowledge (religion)
Psicraft (Int)
Spot (Wis)
Swim (Str)
Tumble (Dex)
Use Psionic Device (Int)

Skill Points at Each Level: 2 + Int modifer

Weapons and Armor Proficiency: Monastic Servants gain no proficiency with any weapon or armor.

Spells per Day: When a new monastic servant level is attained, the character gains new spells per day as if she had also attained a level in one of her divine spellcasting classes. She does not gain any other benefit from a character from that class would have gained (bonus feats, etc).

If a character has more than one divine spellcasting class, she must decide to which class she adds each level of monastic servant for purposes of determining spells per day and caster level.

Class Level BAB Fort Ref Will Special Spells per day
1 +0 +0 +0 +2 Psionic Discipline, Sublime Transference +1 level divine
2 +1 +0 +0 +3 Path of the Servant +1 level divine
3 +2 +1 +1 +3 Strength of Will +1 level divine
4 +3 +1 +1 +4 Greater Path of the Servant +1 level divine
5 +3 +1 +1 +4 Sudden Intuition +1 level divine
6 +4 +2 +2 +5 Final Path of the Servant +1 level divine
7 +5 +2 +2 +5 Quicken Focus +1 level divine

Psionic Discipline (Sp): The monastic servant chooses one of the six disciplines available to the psion class. The powers from that discipline are now on the monastic servant's cleric spell list meaning that the monastic servant can prepare and cast powers from that discipline as if they were divine spells of the same level. These powers detect as both divine and psionics although they are divinely powered. A monastic servant does not expend power points when casting these spells and cannot augment them by expending power points. If a monastic servant is or becomes a psion, she must choose the same discipline.

Sublime Transference (Ex): At 1st level, a monastic servant's class levels stack with any of her psionic class levels for purposes of determining caster level dependent variables of a manifested power (such as range, duration, etc.) and for purposes of meeting feat requirements. Additionally, a monastic servant with a psionic item creation feat can make psionic items using any psionic powers she knows (either from a psionic class or from psionic powers that she can prepare as divine spells). A monastic servant without any psionic class levels uses her monastic servant class level as her manifestor level when crafting psionic items.

Path of the Servant (Ex): At 2nd level, a monastic servant must choose one of 4 paths to follow. Each path grants a bonus feat to the monastic servant even if she does not meet the prerequisites. If the character already has the feat, she gains no benefit.

Path - Bonus Feat
Path of the Walker - Mental Leap
Path of the Warrior - Psionic Weapon
Path of the Unarmed - Psionic Fist
Path of the Certain - Ghost Attack

Strength of Will (Ex): A monastic servant applies her Wisdom bonus to Fortitude saves and to her Jump, Swim, and Climb checks.

Greater Path of the Servant (Ex): At 4th level, a monastic servant continues on her chosen path gaining an additional bonus feat.

Path - Bonus Feat
Path of the Walker - Speed of Thought
Path of the Warrior - Greater Psionic Weapon
Path of the Unarmed - Greater Psionic Fist
Path of the Certain - Aligned Attack

Sudden Intuition (Ex): A monastic servant applies her Wisdom bonus to Reflex saves and her Balance and Tumble checks.

Final Path of the Servant (Ex): At 6th level, a monastic servant gain the final bonus feat completing her path.

Path - Bonus Feat
Path of the Walker - Up the Walls
Path of the Warrior - Deep Impact
Path of the Unarmed - Unavoidable Strike
Path of the Certain - Wounding Attack

Quicken Focus (Ex): A monastic servant can attempt to become psionically focused as an immediate action. The DC to become psionically focused as a free action increases by +5. This counts towards the limit of one immediate action per round allowed to a character.

March 18, 2005: Being the first parts of psionic release 3 (a Jhaamdathan timline and a minor encyclopedic reference at the bottom)...

LEOF provides much more about the mysterious Jhaamdathan empire than ever known before. The names of the 12 cities are provided. It is learned that psionics were a key part of the empire in both religious belief and in their government. And a few Jhaamdathan legacies were left behind mainly the ghost city of Dhinnilith, the nimblestep blades, and drowned swordwraiths emerging occasionally from the depths of Vilhon Reach. This barely scratches the surface of an empire that existed for many millenia.

Simply put, Jhaamdath was an empire whose citizenry espoused on two competing forces. One force pushed for imperial expansion, the other was for a balanced society. By necessity, compromise was required on both sides to keep Jhaamdathan society going forward. Expansion occurred but at a much slower rate. For centuries, neither side truly dominated the empire until just prior to Jhaamdath's fall when the forces desiring expanion began their disastrous attempt to dominate all of Faerun.

Here is the first of what was not included in LEOF:

The Jhaamdathan Timeline

-5800 DR The Jhaamdathan Empire begins when the psychic warrior, Jhaam, unites regional human tribes under his family, the Dath Dynasty.

-5750 DR Dhinnilith is founded.

-5730 DR The great psionic mystic, Laszik Silvermind of Dhinnilith, emerges from deep meditation claiming to have received visions from Auppenser that provide a great plan for Jhaamdath along three precepts:

1) Jhaamdath shall have but six cities.
2) Each city shall be a focused center for psionic learning.
3) No Jhaamdathan shall enslave any being.

Laszik retires to Auppenser's main temple in Dhinnilith.

-5729 DR Jhaamdath emancipates its slave population despite protest from its slaveowners. The city's psiarchs (priests of Auppenser) call for Dhinnilith to become "balanced" in the name of Auppenser. City streets are now planned, and the city's white marble building share equal space with nature.

-5725 DR Laszik creates the first udoxias announcing that all and any with the power of psionics can harness the udoxias' abilities. People from throughout the region learn of the Invisible Art and flock to Dhinnilith to acquire this mysterious mind magic. The first order of monastic servants is formed.

-5710 DR Psionic learning blooms in Dhinnilith. Laszik founds the Psiondus (Udoclian in Jhaamdathan), a university promoting the Invisible Art. All udoxias for later cities are created in the Psiondus by the school's highest masters.

-5700 DR Under mounting pressure from the church of Auppenser and the psionic community, the ruling oligarchies submit to a psiocratic form of government government. The mastery over psionic power and its just use become the means to political power. Over the years, the former ruling families direct much of their vast resources into acquiring psionic power to ensure that their families remain in control of Jhaamdath.

-5690 DR An aged Laszik mysteriously vanishes and is believed to have ascended whole to serve at Auppenser's side.

The families of the empire's former oligarchy call Dhinnilith "the First City of the Sword" to honor the warrior aspect of Jhaam. As a further sign of their honor, many members of the psiocracy wear symbolic swords at their sides and call themselves "bladelords." The city's psiarchs view their actions as a defiant albeit futile effort to influence the new government.

The name "city of the sword" is then traditionally attached to all later Jhaamdathan cities.

-5600 DR Porrenath is founded. The city is a well-planned, beautiful balance of white stone buildings, wide boulevards, tree-filled plazas and parks. A temple at the center of the city houses the second udoxias. Future Jhaamdathan cities are all modeled around "the Porrenath ideal."

-5500 DR Amid much fanfare, the great port city of Jhouram is founded. It is the Third City of the Sword and the halfway mark of the 6 cities as ordered by Auppenser. The first Jhaamdathan navy is commissioned by the ruling psiocracy. The psiarchs decree in conjunction with the psiocracy that the fourth city shall be unveiled in 200 years.

-5450 DR The psiocracy unexpectedly announces bold plans to build the next two cities sooner than expected. This move is greeted with hostility and suspicion by the church of Auppenser. With much reservation and much heated discourse, the psiarchs agree to aid in this endeavor.

-5425 DR The Jhaamdathan cities of Gharrent and Golmuth are founded, each with a temple to Auppenser and a udoxias at their center.

-5330 DR The war between Coramshan and High Shanatar to Jhaamdath's east is used by the psiocracy to justify the founding of the 6th city, Lirremar. Unlike previous cities, Lirremar is layed out primarily with military defense in mind. Lirremar's udoxias is placed not in a temple but in a keep and guarded by the Imperial Army - a move which infuriates the church. Psiarchs decree that Auppenser's precepts have been fulfilled with the founding of Lirremar.

-5270 DR In alliance with Coramshan, Mir begins wars of conquest to the east.

-5250 DR Partly in response to the growing threat from the east, the twin cities of Tuoxent and Hollinth are founded in the empire's west becoming Jhaamdath's 7th and 8th Cities of the Sword. Like Lirremar, these are also military cities. The psiocracy at first calls the cities military outposts hoping to allay church concerns about the precepts of Auppenser.

Both cities receive udoxias, each one specializing in a subdiscipline of psionics (which was seen by the psiocracy and the Psiondus as a justifiable means of circumventing Auppenser's precepts).

With aggression from Mir and Coramshan looming, the psiarchs acquiese and bless the "towns." Privately, the psiarchs are dismayed, dreading divine punishment from Auppenser for the sins of Jhaamdath.

Over the coming decades, the psiocracy toutes the lack of any military conflict between Jhaamdath and Mir as a sign that the twin cities were a wise move. Powerful members of the psiocracy begin to openly disparage some church policies.

-5032 DR The armies of Mir and Jhaamdath clash for the first time in the Mir-Jhaamdath War. The Jhaamdathan general, Graim Rondhith, allows the Mir army to approach within a mile of Tuoxent's city gates, placing them well-within the psionic radius of the city's udoxian. Rondhith's legions of psychic warriors access the udoxias gaining greater combat skills (feat) that allow them to tear through the armies of Mir. Mir is dealt a crushing blow.

Emboldened by their military success at Tuoxent, the Jhaamdathan army begins to expand the empire's holdings in the west for the next 27 years.

-5007 DR Dealt successive blows by the psionic armies of Jhaamdath, Coramshan and Mir unite.

-5005 DR Truce declared between Jhaamdath and Calimshan (Coramshan and Mir), with both sides relinquishing their claims on the land surrounding the Lake of Steam.

-4850 DR The 9th City of the Sword, Jhirrent, is founded in the north of the empire. Notably, few psiarchs attend what has historically been a cause of great celebration throughout the empire. The city's udoxias is once again placed at the heart of a military keep.

Psiarchs begin for the first time to work towards positions within the psiocracy.

-4620 DR The 10th City of the Sword, Inixrien, is founded. As a result of the psiarchs greater influence in the psiocracy, Inixrien's udoxias is placed within a temple at the city's center. There is a return to the empire's original interests for balance and Inixrien adopts a city plan similar to Porrenath. The same philosophy carries through for the last two cities of the Sword.

-4470 DR The 11th City of the Sword, Corrant, is founded.

-4620 DR The 12th and Last City of the Sword, Mirrindith, is founded.

For the next 4,000 years Jhaamdath enters a golden age of peace and prosperity although the specter of imperialism brought about by Jhaamdath's old families and military must constantly be checked by the vigilant psiarchs. Minor skirmishes with neighboring states account for little of the empire's history here, most of these being brought about by the action of monastic servants of Auppenser freeing slaves in other nations.

-2381 DR Beholders plague Jhaamdathan colonies around the Alamir Mountains. Tensions rise between Jhaamdath's old families and the psiarchs over how to deal with this threat.

-670 DR For three hundred years, increasing numbers of slaves escape Calimshan and Tethyr with aid from psiarchs and monastic servants of Auppenser.

-339 DR Netheril Falls. From atop the deck of the Seamind in the Inner Sea, Jhaamdathan Admiral Jhoren Mhulth witnesses the floating Netherse city, Nhalloth, plunge into the sea. Horrified by this sight and learning later of Netheril's destruction, the admiral schemes for ways to ensure that Jhaamdath never suffers from such devastation.

-276 DR Jhoren Mhulth's grandson, the great metamind Dharien, seizes control of Jhaamdath with a bloody coup. He fulfills his grandfather's plans to secure Jhaamdath's place as the eternal empire over all of Faerun.

To begin Jhaamdath's conquest of the Inner Sea and all lands surrounding the sea, Dharien commands the building of a great armada. Jhaamdathan loggers seeking wood for this army come into conflict with the elves of the Chondalwood. Over the next twenty years, the Jhaamdathan armies hunt down and slaughter the elves.

Hundreds of fissenters among the church of Auppenser are imprisoned. Some are publicly executed for treason but most are released after being altered with mind-affecting psionics that instill loyalty to Dharien. Church protest over the new regime declines and many members go into hiding.

-273 DR Dharien orders the military to seize those udoxias still in possession of the church. Hundreds of Jhaamdathans in cities loyal to the church bar the military from entering the temples. After a short standoff, Dharien surprisingly concedes defeat ordering his troops to stand down.

-269 DR High masters at the Psiondus are secretly employed by Dhorien to develop defensive measures to prevent a disaster like the one that befell Netheril. Many ideas are put forth including the use of arcane and divine magic as alternatives to Jhaamdath's dependence on psionics. Dhorien encourages the high masters to complete their work in this area.

-264 DR The city of Gharrent, led by church members, attempts to secede from the empire. It is denounced as rebellious by Dhorien who immediately invades the city to crush the rebellion. All suspected rebels and all psiarchs and monastic servants are tried for treason and summarily executed publicly. Gharrent's udoxias is removed by Dhorien's forces and hidden.

-255 DR Jhaamdath destroyed by a tidal wave created by high elven magic. Vannin Dindriex, a high master at the Psiondus, taps into the city's udoxias to enact an epic-level psychoportive power designed to save the city. The untried power was supposed to transport both city and populace to the Astral Plane to avoid catastrophe. Instead, the ill-conceived power failed spectacularly, instantly slaughtering the entire population of Dhinnilith. The bond created by the udoxias, which was aligned to the discipline of telepathy, transformed the city's people into an undead psionic horror - a caller in the darkness. The city and a sizeable chunk of surrounding land were ripped from the surface of Faerun and shifted to the Astral Plane where they remain to this day.

Vannin, who was also slain by his psionic power, was incorporated into the caller in the darkness. At irregular intervals of years or decades, the high master's psyche rises above the undead cacophony of minds inside the caller in the darkness, where the high master's consciousness is temporarily freed. Quite mad after years of becoming a caller, Vanin instinctively uses his epic psychoportive abilities to return the city to Faerun where it silently appears and floats over the Vilhon Reach. These return visits last at most 12 hours or so before either Vannin's psychoportive power ends or his psyche is subsumed back into the caller. The city then returns to the Astral Plane.

Encyclopedia Jhaamdathan

-udo-, -udoc- Jhaamdathan (Old Chondathan) root word meaning insight. The term was commonly used throughout the empire for anything possessing psionic power or ability. It survives today in the name of a plant - the udoroot.

udoxias (sing. & pl.) (pronounced yoo-DOAKS-ee-yas) A powerful artifact of the Jhaamdathan empire. There were 12 udoxias in all - one for each city. Each udoxias was imbued with the powers of one psionic discipline or (in later years) psionic subdiscipline.

Psionic beings in mental contact with a udoxias gained access to any psionic powers or feats contained within the udoxias. Normally only one power or feat could be tapped at a time but the gained ability could be swapped out for another so long as contact was maintained by the user.

Creating a udoxias was an epic task taking years. It required the empire's greatest minds. First multiple uses of the psionic power true creation were employed to create a huge, flawless precious gemstone. Udoxias were typically 20 feet in diameter and typically a diamond, emerald, ruby or sapphire. Then using the epic psionic power, create udoxias, a psion could begin imbuing the artifact with powers and abilities. The effort was nearly always communal and required all participants to link mentally using metaconcert.

Udoxias have been wrongly compared to mythals and mythallars. For one, udoxias were not under the control of a government or a leader. Also, the powers and abilities granted by a udoxias could be tapped by anyone with psionic power and the Udoxian Contact feat. Thirdly, the range of a udoxias extended for miles beyond a city's limits.

On June 3, 2004 Ed Bonny said: Hey Octa,

Good questions!

<<1, what gods other than Auppenser did they worhsip? Same as the Chondathans? Did the Psilords all worship Auppensor or only some of them. I realize that Auppenser was kind of the official state deity.>>

1. Worship of Auppenser was most prevalent in the 12 cities, where psionics was nurtured. Out in the towns and villages, his presence was dramatically less prevalent, and other gods were more prominent. These gods (primarily Chauntea, Tyr, Oghma, and Aumanator) were more a part of the exurban Jhaamdathans daily life are the gods that are worshipped by the Chondathans today.

<<2, The Udoxias Are some of these lingering arond in the cities now water covered in the vilhon.>>

2. I would imagine a few Udoxias survived the tidal wave and lie under the rubble in the Vilhon. One exists under Hlondath, the yuan-ti city built upon the ruins of Lirremar, 6th city of the sword. That artifact could well account for the greater prevalence of psionics found in that city.

<<3, Were all of the Jhaamdathan human? were they mixed race with some psionic race as a trace of their ancestry giving them psionic powers.>>

3. The Jhaamdathans were all human. I could see some DMs allowing elan offspring (say perhaps one or both human parents were psionicists of some sort) or even spontaneous elan birth (or elan traits emerging at puberty) perhaps arising from prolonged exposure to a udoxias.

<<4, What were their relations with Netheril. Did some of the Netherese flee to Jhaamdath?>>

I would guess that Jhaamdath traded regularly with Low Netheril but they otherwise had little cause to interact with each other politically. In time and if both empires had not fallen, each one's slow expansion would have inevitably brought conflict. Imagine the super-psions vs. the super-mages mega-battle that could have been.

As for refugees, I am sure Netherese survivors would have ended up almost anywhere on Faerun depending on their resources and prior contacts (family [I married a psion], trading partners, joint arcane-psionic research, adventuring friends, etc.). I would think that some Netherese arcanists would have enjoyed visiting the pristine white Jhaamdathan cities and perhaps maintained a tower or retreat there. Jhaamdath was, after all, a stably run realm suitable and thus attractive as a place to visit. So yes, I am sure more than a handful of Netherese survivors came to Jhaamdath.

<<5. Is Jhaamdath being taken over by Unther in -1500 to -1000 still canon, or should it be ignored (from races)>>

5. I go with the retcon'd timeline, although you can explain this as a long series of border skirmishes that never went anywhere.

<<6, Mystryl or the previous Mystra (not sure which) imprisoned Auppensor? Why ? And how does the current Mystra feel about Psionics and Auppensor>>

6. Auppenser was not imprisoned. His death would have ended psionics permanently on Toril. He was sent into a long regenerative slumber from which he is only now beginning to awake from. That move saved psionics from being eradicated.

<<7. Would the chosen try and interfere with a new spread of psionics across the realms or a freeing of Auppensor.>>

7. I don't really see that happening. Psionics is not really a threat to them the same that divine magic is not a threat to the Chosen either.

<<8. What would a Jhaamdathan Paladin/Psiwar look like and who would he worship, Tyr?>>

A Jhaamdathan "psi-knight" would have worshipped Auppenser then. A modern day version could worship Tyr or Auppenser (provided he learned of the psionic god's existence). I would lean with Auppenser solely simply because of the psionic aspect of the class. Tye is really not about magic or psionics). As for what such a class might look like....hmmm, if I had to pick a prestige class off the top of my head, I would go with a psionic version of the Eldritch Knight from the DMG.

<>

Interesting development. And very believable. What better way to reclaim your lost imperial power than by taking over another empire.

Ed

On June 17, 2005 Ed Bonny said: This last bit of psionic information has been long overdue. I wholeheartedly apologize.

Udoxian Contact[PSIONIC]
You are able to tap into a udoxian.
Benefit: You become instantly aware when you have stepped within range of a udoxias. As a full round action, you may contact a udoxian, gaining instant knowledge of all powers and feats that it contains. This contact lasts for as long as you remain within the artifact's range, or if you choose to end such contact.

When in contact with a udoxias, you have access to many of its special abilities. As a full round action, you may temporarily acquire one feat or a power of the udoxias, however, you temporarily give up one feat, or one power of the same level. This swap lasts for as long as you remain in contact with the udoxias, or if you choose to end the swap. You cannot acquire a power that is a higher level than you could normally manifest. You do not benefit from and cannot use any udoxias-acquired feats for which you do not meet the prerequisites.

(NOTE - A typical udoxias contains all the powers of a single discipline or subdiscipline in the XPH, a few new powers, all metapsionic feats, and 50% of the psionic feats in the XPH. This "formula" is what can be found in a typical Jhaamdathan udoxias. It could theoretically contain any number of feat and power combinations).

On July 7, 2005 Ed Bonny said: Hey Paul,

I had overlooked the Valigan-Exarch connection although it clearly is part of the tale of Jhaamdath's destruction (and Tyr's arrival and subsequent involvement with the empire's fragmented survivors.)

At the time of Valigan's "appearance" in Jhaamdath, Auppenser's followers were being harassed, persecuted, and shut out by the more imperial-minded militants of the empire. Valigan could certainly have seen the imperial dreams of many Jhaamdathans as an opportunity to inject future chaos.

That would bring us to Thelasand. I do not see any true Jhaamdathan worshipping a god of chaos unless that god sought out someone receptive. Persecution can open the door to many unforeseen consequences. It seems very likely that the awful treatment "Auppenser-loyalists" received would inevitably give rise to a Jhaamdathan who was sorely disenchanted with the imperialists (in this case, Thelasand, an ancient noble family whose persistent devotion to Auppenser caused the family's recent downfall). Such a person would be perfect for Valigan to use as an agent of anarchy.

Valigan approached Thelasand. The god nurtured dreams of dismantling the harsh regime that was the cause of Thelasand's personal misery. Thelasand was offered revenge against the cruel imperialists and their ways. Bloodshed would, of course, be needed to free the region of Jhaamdath's lust for empire. But to accomplish this, it would be necessary to strike from within and on high. Thelasand would need to position himself to make this happen. He would need to be emperor if he were to bring down the empire.

And so from humble beginnings and with secret aid from Valigan, Thelasand feigned to be an imperialist as he rose his way up through the military and government. His military campaigns were conducted in ways that benefitted Valigan greatly by causing great carnage and devastation.

Flush with fame and military success, Thelasand easily gained access to the emperor and was able to influence him in matters of imperial policy. The imperial-minded Jhaamdathans were certainly open to most any option that enriched or empowered the empire (and also enrich the participants). The Valigan-inspired idea for an imperial navy, when proposed to the emperor by Thelasand, seemed to be a logical step to grow the empire. As for the elves whose forests would supply the ships' wood? The wholesale slaughter of elves would be a small if not inconsequential price to pay.

And so we come to the last days of the empire. Thelasand was no doubt highly pleased with himself. In a relatively short period of time, he became a powerful player in Jhaamdathan politics. In a year or two, he would be in a position to slay the emperor and take over Jhaamdath. Then he would begin his plans to dismantle the psionic empire, disband its armies, free the 12 cities, and throw the entire region into anarchy.

As mentioned earlier, persecution can open doors to unforeseen circumstances. While the Chondalwood was being ravaged, I doubt Thelesand foresaw the fast-approaching day when his empire would destroyed by elven high magic. I imagine that Valigan was well aware (if not thrilled) that Jhaamdath's doom was nigh.

In the end, both participants in this saga lost. Thelesand never realized his dreams to take down the imperialists. And Valigan's successful plans for anarchy would ultimately lead to his death at the hands of Tyr.

- Ed

*************************************************************************************

Note: These came from SKR's boards, but I believe they were requested from Ed by Garen Thal.

Hammer: HAM-mer
Alturiak: al-TUR-ee-ak
Ches: CHESS (pronounced like the game)
Tarksakh: TAR-sakh (the kh being a guttural "k" sound, similar to the clearing of the throat)
Mirtul: MIR-tul
Kythorn: kEYE-thorn
Flamerule: FLAME-rule
Eleasias: el-EE-se-ass
Eleint: eh-LYE-nt
Marpenoth: MAR-pen-oth
Uktar: OOK-tar
Nightal: NIGH-tall

*************************************************************************************

Febuary 13, 2005 FR mailing list reply: Hi, Jeff. In reply to the Foilsunder request:

Realmslore is largely silent on dragons in that particular area. Steven Schend is the reigning authority, thanks to his creation of Erlkazar and writing Empires of the Shining Sea. The dragon demesnes map of mine that was mentioned doesn't cover that particular area, being as the series was supposed to be Wyrms of the NORTH. I can tell you, from my notes, that at least two blue dragons hunt over the lands on the north side of the Lake of Steam. Both are large, and they hunt very rarely, so they must sleep a lot - - and it follows from all of this that they must both be of great age. They are NOT friends, but seem to avoid each other rather than fighting, which argues that they know each other of old, and are fairly evenly matched or have some sort of offsetting holds over each other. There are at least six weredragons living in human form in the Border Kingdoms, and some steel dragons doing the same thing in the Calishite Lake of Steam port cities (use song dragons if you're only running "official" 3e stuff). All of these 'hidden dragons' enjoy human company, intrigue, and society, and a few of them seem to be hiding from someone or something, but just who or what, and why, they keep mysterious. Wyverns and other "lesser dragon" creatures (including at least one squamous spewer, in labyrinthine cellars beneath a ruined, name-now-lost village south of the Thornwood and east of the River Minta) can be found in the lands north of the Lake of Steam, but battling humans has made them far fewer than they once were.

Hope this helps. Ed

*************************************************************************************

On March 12, 2005 Steven Schend said: Well, she's one of mine, so I'll chime in and give you a little on her....

Born in 1344 to Kessal Idogyr and Salayarantiir(a moon elf of unknown heritage but living in the Wealdath) down in Tethyr, she is the third of four children, her younger sister Lara arriving three years later (and who is now a priestess in the House of Wonder). At the age of three, Carolyas and her infant sister Lara (as well as three of their Gharlund cousins) flee from the Black Days of Tethyr with their aunt Trisata Idogyr, and they eventually find safety in hiding up in Silverymoon by the end of 1347.

Technically, she and her sister should have inherited the county Spellshire in Tethyr, as their father was the 6th son of Count Darud I (and Gamalon Idogyr was the 7th son). Neither girl had any interest or desire to join the Reclamation Army of Prince Haedrak, nor does either have any real memories of Tethyr. They enjoyed their youth in Silverymoon and until their aunt's death in 1361, they had rarely left its environs.

The sisters came to Waterdeep and were taken in briefly by Khelben "Blackstaff" Arunsun after his appearance at Trisata's funeral. After only a year in Blackstaff Tower, both chose different paths and left to join the Watch and the priesthood of Mystra.

When Carolyas turned 20, she and Lara jointly inherited a small rowhouse in lower Castle Ward owned but rarely occupied by Trisata. The women share it to this day when they are not kept busy or elsewhere by their individual pursuits. Otherwise, rooms are let out and rented to help with the bulding's upkeep.

Carolyas has the fiery red curls and emerald green eyes of her father, but she's a little jealous of Lara (who has the night-black straight hair of her mother and wears it halfway down her back). "Olya" is even-handed and calm with none of the expected temper to go with her shoulder-length red hair, even though she quarrels with Khelben the Blackstaff over stodgy and conservative rules about magic use at length.

That's all the info I've got in mind/at hand for her; what sorts of things did you want to know?

Steven Schend
Who's got Waterdeep on the brain now

On April 25, 2005 Steven Schend said: Was browsing the WotC boards under a pseudonym, and saw that people were querying for info on Shoonach and/or researches of the Shoon into magics. As I've a little time at lunch, I figured I'd toss a few ideas into the ether....

All of the qysars (and all of their lapdog sycophantic vizars and courts) contributed to a great library of magical knowledge that helped the Shoon Imperium maintain its control for as long as it had. The bulk of the spell knowledge now lost to the Realms (but findable by those with the daring to brave the ruins) is offensive and brutal in nature. Many of these spells make the darkenbeast spell look like a kindness.

While I've no time (or inclination) to do full stats ala 3.5, here's some spell ideas that people could possibly find in Shoonach (and perhaps they'd be lauded to the skies if they could reverse-engineer some spells to do good things):

Skeletrap--sacrifice 2+ animated skeletons to wrap around a victim as a bone-cage, anchoring him/her in place to the area of effect. The more skeletons sacrificed, the stronger the cage is (i.e. the higher the Break DC is for the pinned victim) My guess puts this around Level 4 spells.

Eyes of the Drow--victim must suddenly make saves vs. blindness as his/her eyes are replaced with eyes not accustomed to daylight. Beneficial spell at night/subterranean, but most often used (since it has a multiple target effect over an area) to disable spellcasters and give the caster a distinct advantage temporarily. L3 spell? Duration variable according to levels.

If folks want to discuss and toss around more ideas, I'll be checking in now and again.

Steven

On June 10, 2005 Steven Schend said: That's not entirely 100% correct, I'm afraid.

Anyone can use high magic, provided they learn/find the rituals and understand enough to cast it correctly.

The real trick is SURVIVING said casting.

Looking at Epic castings and all that jazz, you could actually do a High Magic ritual with no elves, if you had enough people for support, enough very high level workers of Art, and enough things to sacrifice (i.e. relics, artifacts, etc.) so they get destroyed instead of the casters, etc.... Obviously lots of what ifs and if thens, but it's possible....

The more likely scenario across Realms history:

"I have found the notes of Orjalun, and I've got everything assembled to cast this great spell!"

"I understand! By Mystra's shining eyes, it's marvelous!"

The main reason I set up High Magic the way I did in 2E was for game balance and to restrict it to NPC use; while I still believe it's better as a story element than a game element, it can be cast by anyone who can comprehend the rituals.

One of the primary reasons people still hunt for the Nether Scrolls is that they're the Aryvandarran "cheat sheets" on High Magic, as it were. A lot of what Aryvandarr wrote down and what was found by the Netherese was what they could understand and plunder from the High Magic city and libraries of Miyeritar.

Is that ALL there is to High Magic? Sheesh, no. The First and Fifth Crown Wars probably destroyed or locked away vastly more lore than the modern Realms has ever seen on High Magic. Makes you wonder what's truly behind Kraanfhaor's Door (from LOST EMPIRES), dunnit?

Yes, I'm probably contradicting myself a bit as I've not reread CORMANTHYR in an age, and it's also unofficial in the sense that I'm not a game designer for WOTC either. Still, they're my opinions and I thought I'd stick my head in and drop them off for discussion.

Steven
Who still holds that some powerful elven magics are exclusively for those of elven blood (like kiira and such)....but he also reminds folk that Khelben, while outwardly human, counts as having elven blood (as a few of his descendants), so never say never....

On June 14, 2005 Steven Schend said: I don't post on WotC's boards for personal reasons that shall remain my own.

That said, there have been a few discussions re: dukars, sea elves, etc.

For anyone who cares to cross-post this for me, you have my thanks.

"Sea of Fallen Stars breaks from the D&D core tradition in 2E that sea elves did not have access to wizardly magic. How it does so is simple--the majority of the sea elves by modern times had descended from or were still land elves transformed into aquatic elves by powerful magics when they fled either during Myth Drannor's fall or during the Crown Wars.

The sea elves of the Inner Sea have different coloration than those of the greater outer Sea of Swords, which also helps differentiate them from those who cannot wield wizards' magics.

That said, 3E may've thrown out that restriction. If it's left unsaid, it could be laid out that sea elves can only be sorcerers and automatically get the "no need for components" feat or something.

Your call, all, but I just thought I'd state for the record how/why I chose to break the core rules restriction as already stated and still produce something useful for FR Canon.

By the by, the inspiration for the Dukars (for those who hadn't caught all the hidden links/references/hints) was the Jedi. Of course, the Dukars were Jedi as I saw them long before the latest trilogy ever existed....."

Thanks, and I hope this info proves useful for some folk here as well.

SES

On June 23, 2005 Steven Schend said: Speaking as someone who put 10 years of his life into TSR/WotC and the Realms, I'll say this:

The sourcebooks and the modules and the boxed sets and game books are all the facts and "nonfiction"/"hard info" on Abeir-Toril, Faerun, and all the lands in between.

The novels bring all that information to life (sometimes canonically, sometimes taking liberties).

If I were looking to introduce someone to the Realms, I'd toss them novels, as they're easier pills to digest, they provide a lot more "in the now" action, and they're only telling a story, not trying to teach you the history of the world/country/city.

Best suggestions for widest array of info--the short story anthologies.

Best suggestions for "truest feel for Realms"--any books by Cunningham, Greenwood, or Grubb (and Baker & Salvatore coming in close seconds)

After all, you'd not get people interested in spy thrillers or mysteries by making them read CIA factbooks and Phillip Agee's CIA DIARY, would you?

Steven
Who still thinks the best Realms supplements are those that provide 50% more lore than rules, but he's a wee bit biased there....

On June 24, 2005 Steven Schend said: I wrote that quite a while ago and have had two hard drive crashes in the interim (actually within the past 2 months alone). Thus, any notes I had left over re: Calimport are most likely dust in the wind...

That said, what I was able to cram into CALIMPORT wasn't even as much as Ed got into FR1 Waterdeep & the North on Waterdeep with less pages. So, the quick answer is "Gods no, that's hardly scratching the surface of what's at play in Calimport. It's only what's in print and or what we could glean from those sages who survived reaching us with their lore."

Off the top of my head, here are the factions that are in play across the City of Qysars....

the Syl-Pasha and his family and their retinue;

the previously ruling and powerful families;

the Church of Shar (which probably holds as much covert power as the two above groups combined);

The Twisted Rune (which, in its own arcane ways, influences as much as all three groups above);

and of course, don't forget the street level stuff that's more than likely going to distract PCs from bothering the big guns with their witless heroics....unless you're looking to join the rebellion that's smuggling halfling slaves out of the lesser cities--because most escaped slaves that try to flee via the Muzad are known as "walking sacrifices" (Can't find my arabic dictionary to muddle up a translation) and more apt to be blooded on an altar of Shar's (or one of her sham godly aliases, like Ibrandlin).

If we're going to talk more and brainstorm, do me a favor and let's move this discussion to my group, eh?

On July 2, 2005 Steven Schend said: Just remember this--the assumption on many sections of CORMANTHYR was either that this was lore of the elves about the elves or observations and writings by humans and others about elves. The idea that High Magic could ONLY be done because of elven blood is a sound one, but it's also just as likely to be elven propaganda to keep humans from repeating the same abuses the Netherese did after they learned magic from the elves and then going off on wild tears....

After all, in my mind, most elves (whether they realize it or not) have a parental sort of "we know better and are protecting you from yourselves" sort of attitude. Y'all have seen it--Khelben's got the same mindset 75% of the time....

Steven
Who knows that the truths behind the Realms (and life in general) are as slippery as an underdone eel hand-tart from Mother Tathlorn's...

On July 2, 2005 Steven Schend said: Very little was known about the sharn, as they tended to slay most everything that encountered them.

It wasn't until Sarharala of Mikaldell's Treatise on Things Mysterious and Misunderstood was penned in the Year of the Normiir (611 DR) that wizards and scholars of note actually had a definitive description of them. "Sarha" never explained why or how she both encountered a sharn and survived to tell the tale, but she also had a talent for abjurations, often building impenetrable defenses that allowed her to remain unseen and undisturbed in order to best observe creatures without being noticed. She was also among the first in the Sword Coast North to sketch and record observations on the following creatures: phaerimm, banelar, chitine, sharn, drider, and purple worm. She died in the Year of Nineteen Swords (621 DR), a victim of orc bandits, on her way back from the High Forest and headed toward Ardeep. She lies buried beneath a nigh-forgotten moss-coverd and fallen cairn a mile or so northeast of the Stone Bridge. How they caught her unawares despite her many warning spells kept her two former husbands seeking revenge against known rivals of hers for decades afterward....

Oh, sorry. Weren't we talking about sharn? Got off on a tangent there. Spent too much time around Ed, I guess....

What else do I have to say about sharn? How about---

SES

On July 9, 2005 Steven Schend said: Well, I've worked some of them into the novel, but to talk more would ruin things. I will say the book hinges on a plot I've kept in my back pocket for far more years than the Harper/Moonstar schism...though I would love to do a book on just that myself.

In lieu of that, whaddya wanna know about the Schism?

In some folks' eyes (i.e. the Harpers fanatically loyal to the hierarchy at Berdusk), the Harpers/Moonstars split is akin to the state of American politics among its two major parties. They're two groups that share alleged goals but have vastly different attitudes and ideas about the good ways to go about them.

Among the rank and file and those in the field, it's really just a tempest in a teapot bit of semantics. If someone who's now a Moonstar was previously a trusted friend, they're not going to stop trusting that person on someone else's say-so. Most are too pragmatic for that.

On the other hand, neither side will be all 100% trusting. Think of them as "fellow intelligence agents." Each side may know things about the other side and/or situations, but neither side wants to be the one to tip their hand....

That help you out in terms of attitudes, role-playing, and such, Sage?

PS: Wooly, Kyriani still sleeps with Harpers, despite her Moonstar status. Just in case you were wondering.

On July 22, 2005 Steven Schend said: Not literally, no....

But he's the one Piergeiron looks to, and "...as the Open Lord goes, so goes the City of Splendors..."

Yes, there's tons of people that can do quite a lot, and no, he's probably not the highest level character in the city. This is why we sometimes hate statting up characters--it's not always in the numbers...and remember that Khelben, while he likes to answer to no one but himself, rarely if ever acts alone.

He's not the only one with the ability to help or save the city. He just acts like that.

Khelben's one of the few who could (because of personal relationships, history, and sheer force of will) rally all these forces behind him: The Guard, the Watch, the Watchful Order, every former apprentice of Blackstaff Tower (and know they number in at least dozens within the city alone), the Lords, the Lords' Agents, the Red Sashes & Force Grey, many a Moonstar and Harper (despite current political difficulties), the Thann noble family and its allies, and random others who owe him a debt. This ignores entirely his relationships with the relgions and churches, the other guilds, Laeral's contacts within Skullport and beyond, their fellow Chosen, and the Lords' Alliance.

Call me biased, but I can't see too many others (aside from Laeral or Piergeiron) who might be able to marshall that kind of support, should the City need him to do so.

That's one of the flaws of D&D--individual stats almost never fully detail what sorts of things a character can do in a realistic setting. And for all his curmudgeonry, Khelben is someone who needs people on many levels, whether he'd ever admit it or not.

And by the by, yes, Lord Maskar's chastised him publicly about things, but just as we know that Khelben puts on a public facade and demeanor, he's hardly the first or only archmage to do so. (And yes, that's a hint of sorts...)

Sure, there are many, many defenders and powerful allies of Waterdeep that don't have a blessed thing to do with Blackstaff Tower, and they're all good and hearty heroes who should have songs to praise them. Given my focus and bias for the past 15 years, though, I'll hardly give them much ground. I'm fully and unabashedly one of the biggest fans ever of the son of Arun.

Steven Schend

Who's highly curious about this discussion and wants to see more people and why they don't think Khelben's suffered enough...

PS: Yes, I have a history for Khelben in my head, and it's true he's not suffered much "on stage," but the man's had his hardships and his trials. I just pray I'll some day get the chance to tell y'all about them.

PPS: For the record, Khelben's been buried/entombed at least seven times across his 960 year lifespan, had his body nearly or totally destroyed on at least three of those occassions, and seen the deaths of more spouses and offspring than any Chosen (so far as I know, but Ed and I haven't talked much on that regard for a long time now...and Sylune's still much of a mystery to all but Ed and THO).

PPSS: Khelben's suffered, but I'll agree that he might be setting himself up for a fall, if only because we all know what goeth before one, and he's got that in spades.....

On August 6, 2005 Steven Schend said: Nope. :) Never safe to say things in game-speak, simply because the rules keep changing.

After all, if I'd actually be slavishly following the stats that WotC keeps giving to Khelben, he not only could not have gotten away with half of what he does in his novel, he would not have been able to do 1/3 of what he's already got attributed to him in past Realmslore. THAT is why I'm a big proponent of not statting up certain NPCs and Definitely never statting up godly avatars. Stats only make certain gamers want to go out and kill them just to claim they did. I mean, honestly, he's got better skill ranks in Painting than in certain Knowledge skills? Sheesh. And if anyone thinks that he doesn't have access to great magics simply because his stats don't say so, every GM should know THAT is why he keeps winning his fights--Khelben sends faulty info to WotC about what he can/can't do. I should know--he lied to me often enough over the years..."for thine own good..."

If it works for you that Sanctify the Wicked would help create Garnet as he exists, than that's canonical in your campaign. I'm not nearly as well versed in 3.5E as 2E, so I'll just stick to whatever story I'd already attributed to him and his creation.

Steven

On August 8, 2005 Steven Schend said: Try this scenario on for size--You're a mid- to high-ranking elf and you've seen your people get slaughtered all around you. You're not a coward, but you and five others are all that's left of three-score, so you quickly swap your armor for a private's and cover up your rank tattoos....allowing you to go into hiding to fight back another day.

If a few lone Japanese guys can hide out in the jungles of the Pacific for decades to fight WWII, why not a few akh'faer hiding in the northern forests?

And I'm glad others like the tattoos. I never got around to writing up some of the grislier items to result from the Weeping War--Imagine gloves/sleeves/bracers of leather made from the tattooed skin of an akh'faer officer....or leather armor almost impervious to spells due to being made from the skins of a dozen akh'faer....etc. THIS is the sort of stuff we'd always think up and it would be logical from the Army of Darkness standpoint...but TSR would never let us print it. And no, I don't have stats--just those ideas...

Steven

Who's getting more curious to see where y'all will take this campaign idea...

On August 8, 2005 Steven Schend said: If you're asking me, yes, "Hala" survived along with her dragon mount. Chances are she should be back in stasis again.

Officially, you'll have to ask Rich or someone else at WotC.

SES

Who (to answer another query) states that anyone he intended to kill between Cormanthyr and FOMD left a body behind...and yes, the comic-book "no body=no death" rule DEFINITELY should apply to quite a few folks therein.

PS: Remember that "The Nameless Chosen" gets marked as a death in the Myth Drannan rosters, simply because they didn't see him after he got hauled through the Silversgate and it exploded....but he's still hale and hearty as the Blackstaff....

On August 8, 2005 Steven Schend said: No mistake. They knew EXACTLY who/what they were getting when they recruited her. As to whether or not she's got a history with Blackstaff Tower or not, I'll not speculate now (because I've not reread all the lore I wrote back in 1996-99 to refresh me brain...). Just be sure that if they're in the tel'Teukiira, they've been vetted and screened and triple-checked for their usefulness and loyalties at a level inconceivable to even the most ardent politicos on this world. Steven

Who will say Khelben actually enjoys having the shadier members of the Moonstars around, as it's fun for him to watch them try and outmaneuver him as he's 17 steps ahead of them....

On August 8, 2005 Steven Schend said: An easier reason is this: The Stone-cutters' guild will neither work on the building nor will they allow any non-guild workers to have anything to do with it (via veiled threats or promises of retaliation or friendship with the guild). And if only the faithful to a dark god are left, they have to build it despite discrete sabotage by opposing clergies and agents, the Red Sashes, etc.

Yup, it's vastly easier to cozy up to a down-on-his-luck noble with some farmlands within a day's ride of the City, get on his good side by covering his debts, and "kindly asking for a parcel of land on which to build a veneration to our lord..." While the Guard patrols the trade roads, they don't hold much cotton on noble-held lands and thus a temple could build strength in relative quiet/safety, provided they didn't kick up too much fuss or draw attention to themselves....

Steven

Who's now just corrupted half the farmlands with one idea, hm?

On August 10, 2005 Steven Schend said: "Perhaps," said Khelben. "Sit there and think on it awhile. I'll be back to retreive you before Harvestide..."

Bear in mind that the two entries for Ches 6 COULD be simultaneous; it's just that Orthak ties into more plots than the rest of the clones, so he got singled out. Therefore, depending on how you want to read that, it's either part of the larger event or a separate event in and of itself.

The EXACT cause of the Manshoon Wars, IMO, should remain up to GMs. I've left scattered hints aplenty on at least three or four different causes. And ALL of them are more than happy to lay claim to doing so for political reasons.

So, yes, there's a clue in the Orthak lore, you're right Wooly. Precisely what the clue points to is up to all ye individual GMs to parse out and decide for yourselves.

After all, isn't that the fun of it all?

SES

On August 24, 2005 Steven Schend said: Haven't read the WotSQ books yet (only have the first two and they're stuck in storage 2000 miles away from me) so I can't comment on any of that. I'll trust that the authors involved treated them appropriately. I was just teasing Thomas, that's all. And yes, eventually, I'll get around to reading WotSQ one o' these days.....

I haven't given that much thought to Hellgate Dell in a few years, but since Turlang's Tree Delivery Service isn't nearly as fast as they think they are, it probably is relatively the same status I left it in back in 1996....though I could be wrong. Haven't reread the FRCS in a while....

If it were up to me (and be sure that it ain't), Turlang and a few others who learned of the surviving terrors/dangers in the keep might make some changes.

* Working with the Mistmaster and other Tel'teukiira to clear out any possible things to be gained (like reclaiming some old artifacts)

* Either collapsing more rock into the chasm and/or filling the ruins with water via some help from Eldathan priests or others to flood the chambers beneath the Keep (and yes, they'd plan this out by collapsing many tunnels found beneath the keep).

* Cover the slopes and surrounding areas with brambles, holly, and other plants more hassle and pain than are worth forging through (if not full trees and treants to slow any entrants).

* Yes, they're butting heads with Everlund, as they're thinking long-term, which rarely takes into account generations (let alone single lifespans) of humanity who happen to be in the way....

That help?

On August 30, 2005 Steven Schend said: Khelben's a "wheels within wheels" kinda guy.

Thus, there's the physical library in Blackstaff Tower, accessible to all apprentices, visitors, and general guests.

Then there's the libraries accessed only by senior staff/apprentices and archmages with "the need to know" and the proper command words to reach that library from the tower.

And then, known only to the very few, is Khelben's truly private library, which has never been seen before (or at least it won't be until next July) in print but contains his most rare secrets and tomes and is only reachable from the central stairs of Blackstaff Tower but is not physically inside of Blackstaff Tower.

After all, if we relied on the maps of the Tower that existed in the past, how in the Nine Hells could they even have 6 apprentices on hand, let along the dozens usually talked about? There's no room for them unless you assume there are extradimensional levels to the Tower unmapped and kept secret from outsiders....

Doubt the mud's any clearer now, but that's my morning take on Blackstaff Tower.

On September 2, 2005 Steven Schend said: Yes, they have to shoulder some blame, but not quite all of it....they weren't alone in being petty, opportunistic, xenophobic, or merely paranoid. There were lots of people and factors culpable. They just had more influence and ways in which to affect things.

Like many things, the dream rarely survives unless Everyone is equally invested in it...and despite centuries of trying, Myth Drannor always had its divisions.

Me, I'd rather focus on the people who GOT it and embraced Oacenth's Vow and Eltargrim's Dream, even if many of them died noble but tragic deaths. Better to dream and hope of better worlds than to hold too tightly onto the status quo and what you already know....for there lies stagnation and death. Which evidenced in the Retreat in many ways....

just as the resurgence of elves onto Faerun is accomplished by those elves who DON'T hold cotton with prejudices and traditions of old. If/when the elves reclaim Cormanthor, I suspect they may be more apt to cooperate and ally with Dalesmen than in times past, as they've learned that walling oneself off only leads to sieges....

SES

On September 4, 2005 Steven Schend said: Well, like I've said before, we broke this mainly to acknowledge its existence (as it was written in a 2E core book, not an FR book). Its power levels were horribly unbalanced and broken, and it might've been Julia and Dale and I who wanted to make sure the godly status quo would stay put, now that all 3 books were finally done. Bluntly, I thought it was a bad idea so I found a way in-story to get rid of it and move another story along its path. End of story... or so I thought...

The Five Pieces Have Gone: Wherever you as a GM want them to go. We advised you scatter them across the planes to avoid the problems the item will engender.

If you want them to be reassembled, it should be an epic quest just to find the pieces.... and if you want them all accessible but not easy.... put one each on Faerun, Zakhara, Kara-Tur, Maztica, and three of the unknown lands (FRCS p231) never explored by TSR or WotC. If you need a way to get to other lands, check out Horizon's Sails in Waterdeep; Winter Zulth might have a ship for you, provided you do some things for him as well....

We'll see ye all in 1412 when they might have found the pieces... and now they need to find magics powerful enough to bind them back together.... like the tears of a repentent god mixed in the ashen remains of its creator the Harper King (good luck, there) and a ritual. The only other thing I can think of that'd have the power levels necessary to reforge/rebuild the Scepter might be a Grand Mage wearing the Highfire Crown (making him 14 High Mages in 1).

Seriously, this should not be a quick and simple adventure or even campaign. What it'll take to put this thing back together should be akin to trying to resurrect a god like Moander or Amaunator.

No gods fell silent when it was stabbed through Faram, as Fzoul didn't use the powers of the scepter. (You didn't think Khelben would actually give him real command words for that, did you? He set layers of spells on it so it seemed to respond to Fzoul's commands, but in the end, Fzoul simply used it in the most unsubtle but effective way and shoved the smaller end through Faram. Remember folks, you don't always have to use tools the way they're designed... as Manshoon proved when he slew one foe with a citrus spoon in 1315 DR.

On September 4, 2005 Steven Schend said: Not quite true, boyos. Quite a few gold elves across history have wielded moonblades, though far more died trying due to inner corruption and "unworthiness." They just ended up with more moon elves wielding them by the time of the Choosing came to pass and the Moonflowers ascended the throne of Evermeet.

After all, the Elfblades of Cormanthor are even more exacting in choosing their wielders, and Josidiah Starym wielded the Artblade despite his gold elf blood.

On September 5, 2005 Steven Schend said: Well, I'll accede the moonblade lore to Elaine, as she's their original creator as such. I most likely misinterpreted things from Evermeet when I was putting together Cormanthyr and made the blade rituals overbroad for all the elven races.

I have no problem with GMs who want things more open in their own games, but so far as Elaine and I are concerned, they're no non-moon elven wielders of moonblades any more (if there ever were....and consider it 90% spin by gold elves at any case).

Gods, I'm tired and I don't know why I'm posting right now. Time to pack up soon and crash....

Steven

On September 5, 2005 Steven Schend said: FYI, Symrustar Auglamyr is, alas, in the deceased column.

No, I didn't leave her body to be found, but her unique necklace (which would only come undone with her death) was found, IIRC....

Steven
Who remembers he specified in her illustration description: "She needs a tattoo on her abdomen--something elven-rune-like but really anything EXCEPT an arrow pointing downward!"

On September 10, Steven Schend said: Recently scared up some old files from LANDS OF INTRIGUE work and as I can never remember how much of my notes makes it onto the page, I figured I'd just dump a few of them here.

For those with interests in the religious houses in Amn, Tethyr, and Erlkazar (in my notes originally as Aurkazar, apparently), here's something to gnaw on for the weekend:

Temples of Lands of Intrigue noted from Faiths & Avatars (* = New)

Amn

Arbalest's House Milil Athkatla, Amn
Black Spires of the Maiden Loviatar Ishla, Amn
Dark Embrace Shar Esmeltaran, Amn
Duskwood Dell Eldath Eshpurta, Amn
Goldspires Waukeen Athkatla, Amn
Gulf of Storms Talos Eshpurta, Amn
Harvest House Chauntea Amn
Towers of Willful Suffering Ilmater Eshpurta, Amn
? (3 new temples) Cyric Amn
? (major temple) Loviatar Athkatla, Amn
? (former center of worship) Selune Myth Lharast, Amn
Tethyr

Barakmordin * Triad (ITT) Ithal Pass
Chevangard * Helm Survale Ford (Chevan's tomb)
Fortress Faithful Tyr Zazesspur
Gorge of the Fallen Idol ? Tethyr
Old Oak Dell Silvanus Forest of Tethir
Open Gauntlet Torm Darrommar
Shipsgrave Tower Umberlee Velen
Spires Against the Stars Beshaba Saradush
? (urban temple; WiT) Ilmater Zazesspur
(Abbey of) St. Alaric['s] * Ilmater Morninggold

Aurkazar

Soaring Spirit Deneir Aurkazar

Barakmordin means "the Shielding Mountains" but refers to the three corner towers of the fortified abbey that rests at the Ithal Road where it splits to go to Ithal Pass or Saradush. Its individual towers each act as a temple to the individual gods, while the attendant buildings and the central keep are the collective temple for the Triad and the marshalling area for the Knights Kuldar of Barakmordin (holy warriors of all three faiths whose vows to heal the sick, help the weak, and avenge those harmed by injustice).

[[worth pulling into area stuff]] Barakmordin was founded during the reign of King Samyte the Martyr in 839 DR as a partially-fortified garrison and shrine for Torm. Seventy years later, the complex was damaged by an orc horde out of the Omlarandin Mountains to the east. With the reconstruction, the three corner towers were added for stability. In 1070, during the year-long reign of Teremir II, a shrine to Ilmater was also adopted within Barakmordin to aid the steadfast Tormish who remained loyal to the Lions' Dynasty and Alemander, brother to the slain King Coram II. The thanks of King Alemander I became royal donations to the orders, and Barakmordin gained its outer walls and a new central keep, all of which stand 300 years later. Lastly, the worship of Tyr built slowly here, but the valiant stand of a quartet of Tyr-sworn paladins during a monster attack from the Forest of Mir proved Tyr's worth to the insular orders here. By 1198 DR, Barakmordin became what it is today: a tripartite religious abbey and garrison.

Chevangard is the stone temple complex with a separate tomb for one of Velen's greatest priest-heroes, Chevan, who gave his life that King Strohm I might live to overthrow Amahl VII, last emperor of Shoon, and restore Tethyr.

[place in area text] This post was nearly destroyed by banditry and usurper lords during the Interregnum. It was temporarily held for six months by Harfourt's Raiders (a bandit gang that troubled the area from 1355-1358). By the work of the remaining Helm knights and the Order of the Silver Chalice, Chevangard was restored to the order's rule and the temple was resanctified by 1359.

Abbey of St. Alaric is nestled in the hills east of Morninggold Keep, and this abbey is a library for medical knowledge. Like all in Tethyr, its official title is "Abbey/Hospice/Convent/Priory of" and the saint's name for which it was founded. St Alaric's is the most scholarly of the ten locations founded by the order of Ilmater.

The ten cloisters of Ilmater were established over the past 400 years, and three of which came into being during the Alemandrian Interregnum. They are placed throughout the country such that a pilgrim/devotee can, with some effort, travel from one to another within a day's ride. While the commoners see no distinction among them other than their services and age, some are more prestigious within the church simply by their famous founders or associated saints.

The ten cloisters of Ilmater are, in order of age:
1) Convent of St. Rhynda: [385 yrs old; est. in 985] County Vintor; nuns' house, training area for specialty priests
2) Missionary of St. Cabram: [353 yrs old; est. in 1017] County Elemetar; facility for missionaries (w/port).
3) Monastery of St. Toramir: [320 yrs old; est. in 1050] County Monteshi; school, orphanage, paladins' garrison
4) Seminary of St. Ostus: [281 yrs old; est. in 1088] County Rivershire; general education school, scriptorium
5) Convent of St. Teresa: [244 yrs old; est. in 1126] County Alonmarch; school for midwives; one of few that also teaches nonhuman medicine.
6) Abbey of St. Alaric: [240 yrs old; est. in 1130] County Morninggold; advanced/senior school and library, training area for specialty priests.
7) Hospice of St. Corin: [128 yrs old; est. in 1242] County Surkazar; hospital & garrison vs. Forest of Mir
8) Cloister of St. Ramedar: [18 yrs old; est. in 1352] County Fyraven; cloistered place of penitence & sanitarium.
9) Monastery of St. Domin: [9 yrs old; est. in 1361] County Starspur; fortified orphanage, school, shipbuilders
10) Priory of St. Silvyr: [4 yrs old; est. in 1366] County Spellshire; elf/human allied monastic school, scriptorium

In terms of religious/interchurch hierarchy/prestige, here are the rankings of the cloisters and why:
1) Convent of St. Teresa: Named after the Queen who healed many at a pool near where the convent stands.
2) Convent of St. Rhynda: Rhynda Tornamul, first native priestess/saint of Ilmater founded this convent.
3) Abbey of St. Alaric: St. Alaric was ½ Calishite/Tethyrian and a scholar; he saved the life of the wizard-hero Bowgentle who helped him found this abbey & library.
4) Monastery of St. Toramir: named for short-lived and later sainted paladin king and a band of paladins has always supported the school/orphanage since its founding.
5) Seminary of St. Ostus: Best scriptorium outside of Candlekeep and Silverymoon.
6) Priory of St. Silvyr: First Ilmatran monastery established in the name of a nonhuman saint; noted for teaching use of rare herbs only found in Tethir forest.
7) Missionary of St. Cabram: Founded by former missionary from Suzail (Cabram) and Prince Haedrak I.
8) Hospice of St. Corin: Hospital founded by Saint Corin the Pious. Operates closely with Barakmordin.
9) Monastery of St. Domin: Apprenticed shipbuilders from this orphanage creating good ships for missionaries. St. Domin a native shipbuilder from Velen before converting.
10) Cloister of St. Ramedar: Renowned as a secure prison for despots and tyrants (to become penitent at the hands of those who protect the down-trodden); corrupt first years as prison for political prisoners of Zazesspur's council; new Warden Vicar is pious and true to crown.

Temple to Mystra in Purple Hills of Tethyr; founded during Nishan II's reign for his wife. Expanded during the Shoon Traitorum. Destroyed with the fall of the Shoon Empire, since Emperor Amahl VII hid out there in his new towers. All but original temple destroyed by Strohm I; built up during Strohm II's reign but Bhaal worshipers on holy crusade destroyed few remaining wizards and King Samyte here in 841. Worship moved away to 9 Star Towers in eastern county, rather than stay among halfling vineyards and rebuild. Now a fallen, abandoned building, with much stone used as walls and bldgs among halfling towns.

Temple to Mystra in County Spellshire; Nine Star Towers of Mystra was the main temple of a complex with a chapter house, library, monastery, scriptorium, and two schools, one of general education and one of magic. Destroyed/Burned during Interregnum.........

And a little bit more, but too much for one post....the REALLY OLD religious sites of Lands of Intrigue.

STONE CIRCLES

Stone circles for primitive and ancient worship; sometimes still used by travelers, druids, et al. There is only one complete stone circle within the areas of Amn, Tethyr, and Erlkazar, though there are fourteen ruined stone circles throughout the three countries.

May have been more----Shoon Emperors had many destroyed for their stone which became either palace walls or road stone.........

The 15 circles are:

4 in Amn: near Purskul, between Amnwater and Keczulla, between Keshla and Torbold, west of Ishla; 4 in Erlkazar: NE Impresk Lake, SE of Llorbauth, among east foothills of Kuldin Peaks, directly east of Saradush

Standing Stones Names

A) The Seventeen Sentries: Along South Fork between Purskul & Amnwater; huge ring atop hill with village at foot of hill.

A) Waukeen's Circle: roundish.....like 5 Silvers, but 7, slightly more oval, and set in high hills overlooking Imnescar

A) The Five Silvers/Five Coins: Five roundish marble slabs

A) The Giants' Dance: Along the Ridge half way between Amnwater and Keczulla, ruined: with all but two stones fallen over, three cracked asunder

T) Calimban Knoll: from Calim's Bane, or held off Calishite attack in 1st Empire.

T) The Giants' Ring: Valashar, 20 m. SE of Riatavin

T) Cairn Wheel: Noromath, within forest of tethir; still used by druids.

T) The Standing Stones of Suldell: Spellshire's standing stones....near forest line...

T) The Nanarch's Ring: Hazamarch, 10 m E of Sulduskoon's headwaters and garrison for (Knightly Order of Innocents?) ("Nine Arches Ring")

T) The Nine Ladies: Uluran; in foothills

T) The Seven Stars: Purple Hills, by Myratma; ded. to Selune, used sometimes by halflings as sacred place to Sheela Peryroyl

E) Myrjala's Circle: Ahlarkhem; five miles east of Duhlnarim, 1 m. south of road; The whole standing stones of Myrjala's Circle just southwest of Impresk Lake are still used today by the faithful of Mystra; allegedly, any priest of Mystra who dies within the circle forever attends to the circle and adds ghostly prayers. This legend is why this circle, outside of all others, remains inviolate----it is a holy place for Mystra and the ghosts keep all desecrators away, and protect any wizard who sleeps herein as if it were a druids' grove.

E) The Bluestones: Tanistan; 30 m SE of 5 Spears Hold; one fallen slab out of 14 has mysterious footprints in it---one for each race, though amidst a mass of footprints, incl. giants' and dragons' tracks. Legend: If you approach in bare feet with eyes closed and your foot fits cleanly into a footprint here, you'll have safe travel for a year.

E) Cumber's Cairn: Among foothills south of Soaring Spirit; now, with a great crystal set in a steeple of SSpt, a refracted light beam settles on the standing: of Cumber's Cairn and people say that they should be able to learn things unknown within the blessed light of Deneir. Used to be simple place marker and place safe from monsters at night.

E) Kammarthorden: Carrelath, north of Golconda; ("Kammar's Bones"---great giant slain; allegedly his bones)

I don't remember--did all of these make it through the edit stages or am I dropping old/new material in here for y'all?

Steven the Forgetful

On September 11, 2005 Steven Schend said: Was digging through old discussions and found this topic buried, so I thought I'd resurrect it for current discussion.

Mythal--an energy field tied to the Weave and to the lifeforces of all living things in and around it to sustain it. While not always attributed correctly, mythals should only refer to those things created by elven magic (High or otherwise, in the case of Myth Drannor).

Mythal-like field--If it's a massive spell-effect field but it's dependent on some focus or it was built by non-elves, you've got a powerful spell-field that's sometimes mistakenly called a mythal. This sort of things is what I dropped around the Imperial Mount of Shoonach to keep all other spells out save necromantic ones (so the emperor could stack the deck in his favor in major ways).

Now, I've not reread to see which places now claim to have mythals, but IMO, if its name isn't Myth Somethingorother, it's not a true or a wizardly mythal but a mythal-like field.

Then again, times have changed, and perhaps Silverymoon truly does have a wizardly mythal about itself and it just chooses not to advertise that fact.

Other opinions? Confusions? Questions?

Steven
Who's probably made more mistakes on mythal cities than he'd like...

PS: Has anyone ever made any adventure use out of Myth Rhynn? Just askin'....

On September 12, 2005 Steven Schend said: Answer the first--Yes, there are Myth Whattheheck cities out there NOT made by elves. What they do use is Mythanthar's spell for wizards which allows for the creation of a true non-High Magic mythal. Anything else (IMO) created without elves or High Magic is not a mythal.

Epic magic is all well and good, and it opens up lots of avenues for people to play...but I think it really is a losing game in terms of making the most amazing stuff too commonplace. Hell, if epic magic is all it takes, why doesn't every wizard vizier conjure up moonblade level swords for the king's guard? Sorry--this is one of my hot-buttons (the "do the rules trump the lore or vice-versa?" question). I'll go cool off...

Steven

Who'll drop another idea into the thought pool--maybe naming the rulers of Silverymoon as High Mages is not just an honorific....what if they have actual abilities akin to if not equal to High Mages?

On September 12, 2005 Steven Schend said: Back in TSR days, souls didn't exist, for fear of the fundies finding more reasons to try and sue D&D out of existence.

Nowadays, it's bandied about commonly. As for which clone "has the soul," I'd adjudicate that they ALL do. To explain, I see a soul as nigh-infinite energy, so it's easily shared among them all; it also explains why clones want to kill each other when they get near each other--there's a tug-of-war going over soul energies that the egos can't handle.

Resurrecting a body that's since had a clone activated? Rules aside, that's really a judgement call by the GM. I'd allow it, but here's the kicker--the resurrected one might NOT have the original soul. He'd be more of a copy than the now-active clone. OR things could get really weird and the soul that occupies that body is a reincarnate of someone else tied to that person--a former victim? Brother? Lifelong enemy?

Are there many Manshoon souls? Nope. The crafty bastard's only got one, just like the rest of us. He's just worn more "meat-suits" (AKA bodies) than the rest of us tend to in a lifetime.

On September 12, 2005 Steven Schend said: Drow as in cow.

Zhentil--the H is silent, but you can push it and make it like the difference between a normal "s" sound and the "sh" sound if you so please. I've heard it both ways, but Ed pronounces it as ZEN-tul KEEP.

NETH-ur-ul.

And Alias is pronounced just as it's spelled. Jeff Grubb used to get amazed at how many different ways people would pronounce the name of the Azure Bonded One, when he figured it was a good simple name without confusion.

On September 13, 2005 Steven Schend said: For anyone to repost on the D&D / WOtC boards, since I scanned a discussion this morning...

The Highfire Crown's reference as The Holy Grail was not a mention of its power level, but more how the elven race sees it--It's the "Holy Grail" of things for which to quest. It's the ultimate prize/elven treasure that should be sought. It's a reminder of what elves are capable of at their best. It's not because it brings its bearer untold amounts of power (though it does, that...).

By the by, (Steven dances nimbly around the edges of an NDA standing by with a grim look, black cloak, and a scythe), don't worry about whether or not people will come to look for you for possessing the Highfire Crown. It's NOT a singular item, but 13 individuals (High Mages, no less) who choose to work cooperatively. THEY choose who finds them, and THEY choose whether or not to assemble into the Crown and grant the wearer their help/power. It's almost closer to the Crown of Horns, which also chooses its own wearer, but to the power of 13.

Bet that really puts the cat among the pigeons...

Steven Schend

A guy who knows a few things about the Fall and such

On September 14, 2005 Steven Schend said: It's less stupidity than the disconnect between what is common knowledge to gamers/us and what is common knowledge to the Realms native.

WE know he's 960 years old this Higharvestide. They know what he tells them, and he claims to be 50-odd winters and the son of Lhestyn.

WE know he's carrying Mystra's power and is effectively immortal. They only see him as a powerful archmage with powers and spells that trump many others. While many know he's got a special relationship with Mystra, knowing that he's a power-bearer for her is another matter.

And remember, part of the reason Khelben's cagey and circumspect about all this are the frailties that rear up around folk: Jealousy, Greed, and the like...

Steven

Who thinks it'd be interesting to portray magic-using types as reacting to the presence of the Chosen like greedy folk react to the One Ring in LOTR... (sense presence, start rationalizing how THEY are better suited to wield such power, little realizing the power would wield them...)

On September 21, 2005 Steven Schend said: Another note to pass along to the WotC Boards, please....

Fey'ri History and background can be found in pieces in ELMINSTER IN MYTH DRANNOR, CORMANTHYR: Empire of Elves, FALL OF MYTH DRANNOR (I think there's hints about Dlardrageth stuff in here, or at least battles around their property in Cormanthor), CLOAK & DAGGER, LORDS OF DARKNESS, LOST EMPIRES OF FAERUN.

In effect, look for elven history and you'll find some hints on them.

SES

On September 22, 2005 Steven Schend said: On Wooly's point (thanks, man, for mentioning that), only about 9-12 people TOTAL know exactly what Khelben did re: the scepter. Only 2 might profit from letting others know about it publicly... except for the fact that they'd most likely be a pile of smoking bones in the time it takes to utter the information from various people wishing to keep this quiet.

On September 22, 2005 Steven Schend said: Gods, I don't know.....

I'm guessing this is in the Blue Alley? Let's treat that as a typo/snafu and go with this: Yes, it's a practice weapon made of wood. The dweomer on it is +1 in terms of creatures it can affect, though it adds nothing to your attack roll. The magic primarily allows you to hit undead and also it keeps the wood from chipping or wearing away (making it about as good as a normal metal dagger) under any distress less than DC 16 break? How's that sound?

SES

On September 24, 2005 Steven Schend said: Nope--dwarves always think toward durability first and foremost.

Idea that popped up--The Shields of Arduke Koralhax are a set of 13 dwarven-made shields made of steel overlaid by dragon's scales both outside and inside. There are four made of white scales, three of black, three of red, and three of blue. The outsides of the shields are relatively standard, and the shields all provide a +3 to saves vs the appropriate dragon's breath. What makes them pertinent to this conversation is this--the shields collectively are a book by Koralhax entitled simply HOW TO HUNT DRAGONS. The insides are marked by a dwarven rune for which order to read each shield, and the 9-27 scales inside each shield (for the scales vary in size according to the age of the dragon slain to forge the shield) are each a page. Should some dwarf read/study every shield, they would gain some bonuses in fighting dragons (insert appropriate feat, skill, or simply use the ranger's ability and make the dragon a favored enemy).

Alas, two of the white shields and one each of the black and red shields reside on one of the many treasure hoards of Iryklathagra, and the other two red shields lie with Icehauptanarthax's sole hoard. Still, seven of the shields are out there, and only three are currently borne by dwarven adventurers. The rest lie lost or forgotten among dungeons and dales somewheres north of Myratma and south of Baldur's Gate and west of Riatavin but not within the confines of any of those cities.

How's that for a little new/old Realmslore for ye morning?

On September 25, 2005 Steven Schend said: Aye, and remember that up until the Black Days, it actually was part of Tethyr, so there's still quite a few generations of folks who remember this as a Tethyrian duchy, not the last two generations born under the new flag... I'd say the characters in Master of Chains (at least the primaries, not the elder characters) were all born after Erlkazar became its own country.

On September 25, 2005 Steven Schend said: If my memory serves me correctly, I think I put just that sort of library into the DUNGEON CRAWL: UNDERMOUNTAIN--THE LOST LEVEL. In fact, I know I did as there's moments with a hill giant throwing stone tablets at the PCs. Had Bill Connors (another designer at TSR) asking me if that was the Moses Giant.... So yeah, there's at least one canonical dwarven library of the lore of the Melairkyn of Undermountain....

On September 25, 2005 Steven Schend said: Not really, as I've not given them a thought in ages.

Tell me what bugs you about them and we'll collectively come up with something that works for all concerned.

As I recall, the main reason I put tunnels among the islands and the mainland was to (A) remind folks that islands don't float out there but are partially submerged mountains; (B) provide ways for folks to get out to the islands without having to get on a boat; and (C) well, every prison's got to have an escape route.

Now whether or not the tunnels are natural, carved out by an escapee, or exist from a time previous to the monks taking residence here is an open discussion. As is whether or not the monks know at all about the tunnels....

On September 25, 2005 Steven Schend said: About all I could say on Myth Iiscar is this (as I tend, like Jeff Grubb, to drop hints about Lantan's magical prowess but then scamper off, leaving Ed to explain it all, as it's his fable island of magics):

The mythal was put in place long before Netheril's rise.

It was hinted and fabled in some sources (which some scholars argue are apocryphal, while others embrace them wholeheartedly) that the Netherese patterned their sky cities and mythallar ideas upon Myth Iiscar and its flying legions.

The city fell due to the disruption of the Weave upon Karsus' Folly.

Beyond that, I've no immediate ideas. Bear in mind that often the mythal cities are little more than one sentence grace notes to accentuate far-flung pockets of the Realms and they're left for GMs to develop. As I only found notes referring me back to a clause in Cormanthyr, Myth Iiscar doesn't have more lore on it as far as I know.

So let's discuss and generate more, hm?

On September 25, 2005 Steven Schend said: Re: the tunnels...why not make it both? Could be that it is a one-man escape tunnel for at least 400 yards or so connecting to the Cloisters, and he (by utter happenstance) hooked up with the natural caverns underneath? That way you get both feels/types....

Alternately, the reason the tunnels are flooded could be due to a later escape attempt that didn't want to go out under the ocean--they tried to go inland but tapped into other submerged caverns and seacaves that then flooded the original tunnels to a degree, hiding the entrance.

Third option--this area, like one of the other cloisters/abbeys, has a brass dragon working with them in some capacity and this submerged tunnel is his/her way into the Cloister....

RE: Lhestyn....

Ed or Eric might have a better answer for this, but here's my take on it (and you can cherry-pick the answer you like best): Her corpse is beyond any reach, as she was cremated and her ashes were scattered into both the harbor and onto the mountain. Her soul, on the other hand, should also be beyond reach.

HOWEVER....there's a Nykkarran mourninglobe out there that someone made for her husband. It holds a lot of folks' memories of her in it, giving someone who touches the rose quartz globe the sense of having met her. (Yes, for those X-Men fans out there, it's the empathic crystal Jean Grey's parents got the first time she died). The Shadow Thieves have it, but what they can do with it is unknown.... For more on the mourninglobes, you'll just have to wait until next July....

On September 26, 2005 Steven Schend said: Just the one, and it's unknown what good it does them other than having something precious to keep from Lhestyn's heirs. The main reason the necroppar of Nykkar stopped making mourninglobes was a penchant by fallen Shoon courtiers after the Imperium's collapse to magically booby-trap the globes to mind-rape wizards and others trying to use them.

And no, the Shadow Thieves don't know about that kind of lore... For that matter, they may not even know more about it other than Khelben has been looking for this for 40+ years....

SES

On September 27, 2005 Steven Schend said: Funny you should mention that.....

You will meet no less than three descendants and a half-sister of Khelben in the novel (two of whom have been mentioned in Realmslore before, though not revealed as relatives before). I've done a full workup on his family trees, but it remains to be seen if I'll ever be able to publish it.

That said, yes, you'll learn a few dribs and drabs more about the Chosen and their children in BLACKSTAFF, but no, you won't meet Khelben's and Laeral's child(ren) therein. If they were around, we'd have to name the book BLACKCLOUT.

Steven

On October 1, 2005 Steven Schend said: Only in the comic, yes, unless it's been referenced by Elaine or Thomas in their later work with Halruaa. The stats (IIRC) for the Hand of Vaprak appeared on the letters' page of the FR comic book.

As for at least one of the artifacts shouted out in Elminster's and Omen's drunken one-upsmanship, the Red Book of War (first mentioned in the grey box) was last statted/written up in Sea of Fallen Stars.

And Hoondatha, sorry about the gender mixup; it's that assumption that all names ending in -a are feminine. I blame only myself and my meager linguistic background.

On October 1, 2005 Steven Schend said: Right on that the Demiplane of Fear was a pocket dimension created (or at least discovered) by Dwalimer Omen and pretentiously named thusly. Under a dozen people know of the demiplane's existence, and only three of them can actually access it using special spells and items. (Omen's locked it off from more conventional forms of access and tied it to magically enhanced keys.)

Ahem, what vaults in Mistledale, pray tell? And why would I know anything about that? (After all, the only stuff I've ever written on the Dales touches only tangentially in Cormanthyr/Fall of MD...)

If you were referring to the Vaults of Uvaeren, they're under guard by a new Trio Nefarious--Naarlayx, Dhoarkath, and Axarark, three demons bound solely for the purposes of keeping those things secret.

On October 3, 2005 Steven Schend said: I'll go to bat for Todd as one of the best artists I ever got to work with for one reason--He reads the material and he understands it.

When he first came to TSR and read the art description for the LANDS OF INTRIGUE cover, he wasn't happy with it, as it didn't pop for him. He came to talk to me about it and asked to read the manuscript, to see if there was anything in it that he'd really make an exciting cover. After a day, he announced he'd give us a battle scene with Sythillis the ogre mage, which I heartily endorsed, as we'd never had an o-m on a cover before then.

Other great covers he did (and one of which I owned for a while): Empires of the Shining Sea, Wyrmskull Throne, Hellgate Keep, etc.

Sure I'm biased, but frankly, I think Todd was one of the best D&D artists I've ever seen and he belongs in the "pantheon" with Jeff and Larry and Clyde...

To drag this back on topic, I don't recall seeing phaerimm depicted on any covers, though I may've blocked some out of memory. Aside from the "eh" color illo in Monsters of Faerun, where have the killer cones of Cormanthyr been done in color?

SES

On October 7, Steven Schend said: The sharn have eyes wherever they choose to, having dozens if they choose on all surfaces of their form. They just don't often get depicted with eyes on their "heads," that's all.

Well, there's all sorts of stories out there, and some may even be true. As for an "official government sanctioned alliance" between the powers of Netheril and the sharn, I'd say (as someone who knows more about sharn than Netheril) that it's highly unlikely.

Now ask me if the sharn may've helped along the exodus and escape of many gnomish slaves, and I might spin ye a tale....

SES

On October 8, 2005 Steven Schend said: True story time:

We left Larry a lot of leeway on the cover art for THE NORTH boxed set. All we asked was "Maybe give us a giant or two and lots of snow. Just don't give us barbarians in loin cloths and fur bikinis on a glacier."

When the final art came in, Peggy Cooper (TSR's art director at the time) came in, a mischievous look on her face. "Remember what we asked Larry not to do? He did it," and she revealed the bikini-clad barbarian on a spit over a giant's fire. The collective reaction was "Yeah, it's illogical, even silly, but it's too good to not use."

THE NORTH is one of my favorite Larry pieces, especially with that story behind it.

My favorite Clyde piece for the Realms--Azure Bonds without a doubt (though the art made Kate Novak go back into the novel and write in the bit on how Alias' magical armor protects her heart, given its obvious exposure on the cover. (My favorite Clyde piece hands down is still the original module art for Ravenloft.)

And I too miss Val's artwork; she was a gem to work with and gave me exactly what I asked for on CITY OF SPLENDORS. The fact that she worked with me to make sure the angles and backgrounds of the full page art pieces on each of the wards worked with the maps (especially the shot of the arena gates) showed me how professional she could be.

SES

On October 16, 2005 Steven Schend said: Maybe my perception/view of bards is off-kilter compared to others, but here's my two bits.

Bard colleges and bards in general are important mainly for their ability to disseminate and distribute news and lore, rather than just for their performing abilities.

Remember this is a world where news only travels by word of mouth 90% of the time, rather than by print or by wizards' spells.

The best bardic colleges should be equivalent to how we view some news organizations. Remember that we have temples to Oghma and libraries for lore of the past. Bards are better for more current events and spreading news of ongoing matters.

The best bards should be considered an intriguing mix of Walter Cronkite (as the last journalist most trusted implicitly as honest) and Bruce Springsteen (or whatever musicians y'all like).

As for why nobles might want a bard in the family, that's easy--Someone's in the know on a lot of things, and knowledge is one way to power. If you hear of things before your competitors, you've a leg up business wise.

On October 28, 2005 Steven Schend said: Suggestions--Look to LOI and groups of military forces with whom you can team up if you want to make major drives vs. the Empire.

As for Tethyr's motives, they were initially quite ready to sit and wait it out, letting the ogres and forces take it out vs. Amn (as it helped cement Riatavin in their hands and they were still weak from their own Reclamation). The situation might be different now, with either Hhune or Vajra conscripting adventurers to get in there in small ways and disrupt the unity of the monstrous army.

A good spies-eye-view of the situation might be to sneak people into Murann to get a look-see (and perhaps regain some major relic in one of the churches there, in which a resistance movement recruits the adventurers for more actions vs. the monsters).

Other ideas and options--churches on the outside could be recruiting people to go in with scalpel precision to take out the Cyricists within the mix. This could be nearly any church (as most have a grudge vs. the Mad God) or even another sect of Cyricists or Banites looking to bulwark their orthodoxies (and making strange bedfellows while doing so, thinking they can always betray their own allies as well--Josef Stalin would be a perfect model for a Banite High Priest, wouldn't he?).

Last (and easiest to implement) idea: The monsters still have supply lines into and out of the Small Teeth as well as their home grounds and young back there. Why not a surgical strike vs. their homes and such to either claim their treasures or foment dissent by making them hungry, etc. You could also try and get Umar's ghost all riled up, lead her toward the monsters' homes, and let her wreak havoc for you.

Steven
Who left things on this wide open to give GMs as wide a berth as possible, since he'd sewn up the other dissent to the south and rebuilt a feudal society (which also still has lots of things adventurers can do there)

On November 2, 2005 Steven Schend said: If y'all really need a reason as to why a Knowledge check alone isn't going to reveal the lythari crossroads to Priamon Rakesk, here's something (if you care to use it as a basic life/lore thing that can trump rules):

If he doesn't have any conception or interest in the topic, it's not going to fall within his Knowledge check.

Here's some lore on the Frostrune ("Don't call him that!" -K):
A) He knows a lot on portals and gates.
B) He doesn't know everything about gates--just what he gleaned from Halaster (who does know more about gates but managed to get away before all his secrets were stolen).
C) He's got a mad obsession with Shoon era magics and magical items.
D) He's very very knowledgeable about the civilized and settled areas of Tethyr, Amn, and basically any place the Shoon lorded over.
E) He's nearly 2 centuries old, but he's never bothered to study elves (beyond the histories of families that impacted the Shoon) or lycanthropes, so it's quite likely he might not know about those crossroads because it's never crossed his mind to contemplate their existence.

Ergo (IMO), no matter how smart someone is, they don't automatically know things they've never shown an interest in or taken the time to study. While he'd never admit it, Khelben doesn't know the first thing about glacial ecology or how to survive in the Spine of the World beyond the basics of avoiding hypothermia. In the same sense (and maybe a better example as a retcon and rules thing), even someone who studied everything about elves probably doesn't know a damn thing about star elves as they've not been in play and are relatively isolated across the pond.....

Hope this makes some sense or at least clarifies some character stuff about Priamon.

Steven Schend
Who always ignores rules if they get in the way or spoil the lore

PS: Remember this about rules--If we slavishly followed the rules, Elminster and Khelben couldn't do 1/3 of the things we've seen them do in novels and games simply because the newest person to write up their stats didn't read every reference and account for it by the newest version of rules. Case in point--Khelben knows vast amounts more lore about Waterdeep and the Sword Coast than he does about painting, but not according to his stats in the Epic Guidebook......

On November 5, 2005 Steven Schend said: 1) "Khelben's Whelps," "the Blackstaff's Hunting Pack," "those tluiners who soured our deal with [insert group here]," etc.

2) None really to speak of that I'm aware of, unless Eric's added something to the mix.

3) Keep Waterdeep safe when the Guard/Watch could be overwhelmed; help the Blackstaff when he asks; be on the lookout for like-minded folks who might fit the group.

4) That'd be something I've no idea at present; maybe ask Ed and/or Jeff Grubb on that one (or see if Eric's created their history and not told me.)

5) Jardwim is the unquestioned leader in the field; the Blackstaff's the unquestioned leader in general (not the Lords per se). Numbers are a little hazier, as it suits them to be like the Lords and not have their true size known (though 5 to 8 are perennials and oft-named like Maliantor, Carolyas, Jardwim, Harshnag, and others. Asper's a common ally but she's not a member so far as I know.

6) Covered that a little above. See the latest Waterdeep book for more on each of them.

7) Hit things until they stop moving. Or talk to them, if they're friendlier.

8) As limited as the Watch and as unlimited as whatever toys Khelben sees fit to grant them.

9) Dunno; Eric, has this ever been detailed, or do they also vaguely operate out of their own secret sub-level of Blackstaff Tower?

10) Whoever counts themself as such to the Blackstaff could loosely be counted as the same with Force Grey.

On November 10, 2005 Steven Schend said: The Quess'ar'Teranthvar is still intact and still watched over by its guardian (and maybe more). Yes, the physical shell that was Windsong Tower has long since fallen. All that means is that there's no direct physical connection to the portal that (should you prove worthy) might provide access to the extradimensional space wherein the golden tree that was once a full set of Nether Scrolls abides.....

On November 12, 2005 Steven Schend said: One of the things Ed and Eric and I have tried to slip in here and there is the idea that all spel