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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 - 2006
By
Various FR Game Designers
On January 8, 2006 Steven Schend said: Funny--I would say Khelben is arrogant.
And The Sage wins the poorly-stuffed Otyugh doll!
Remember that this is a guy who's personally very committed to the Harpers and its cause--his parents were among the Harpers in Twilight and it's partially a need to see their works continue. He's also helped refound the order at least twice. The fact that he seems to be working at odds with the Harpers should
A) tell you something about how he feels about the current Harper leadership;
B) tell you that he may be manipulating them into reacting in particular ways to get them into positions they might not normally take (even without realizing that Khelben's manipulating them); and
C) reveal that a 910-year-old wizard has many irons in the fire at once and if he stopped to explain himself, it might upset 8 other plans and intrigues he has going at once.
And despite all that above, it doesn't tell you anything more about what's to come in BLACKSTAFF, as the Harper Schism doesn't play a role in the story, save as background detail of a minor sort.
Steven
who has to better learn how to keep his mouth shut like Eddie...
On January 9, 2006 Steven Schend said: Y'all have to bear in mind one simple thing--Khelben may have an alignment by D&D rules, but it's not what I keep in mind when writing him. He's Khelben, and he's a whole complicated ball of issues and motivations, not just two little letters to define his morality and ethics. Yes, he's lawful, and yes, he's more middle-of-the-road than Elminster, but don't doubt that he's a good man with a hard row to hoe.
The assumption that Khelben's straying from his moral center because he works with "evil beings" is not quite right. His morals and ethics are what drive him to work with them--he's not afraid, like Piergeiron or even Malchor Harpell, to get his hands dirty and to play both sides against each other to achieve his goals. And no, that's not betraying his lawful nature either--he's just not playing with mortal laws, being 900 years old (and thus older than most laws in place currently) and hardwired to a goddess (who sets her and his moral compass in many ways).
That said, my frustration with the alignment system comes down to this: Evil (or good, for that matter) is many, many things that can't be quantified but it makes many biases when oversimplified (like in D&D). Evil, to some, is the cheap bastard who swipes some tips off the table; to others, he's someone who runs from a fight rather than help defend his friends. I could go on and on, but here's my benchmark: If you think of yourself first and foremost over the the welfare of others, that's the hallmark of evil ("me first in all things"). Thus, LE could simply mean someone is law-abiding or at least in possession of a code of ethics, but he's out for himself first and foremost.
I've got an entirely different take on some characters than most because I refuse to take the alignments as holy gospel and let them limit me in seeing a whole character. Sure, I understand what the system is there for, and I can work with it and around it, but it gets frustrating when discussing characters with people and they lock onto alignments only. It's a limitation of the game system, and it shouldn't prevent us from telling the best stories we can.
Boy, this is a long way around the bend just to say the vampires with whom Khelben works in the Silverstars are not the moustache-twirling, baby-eating, serial-killing monsters one might think. They're both actually quite cultured, polite, erudite, and sane people who have a different dietary need and an aversion to sunlight. No, they're not nice people by a long stretch, but you can work with them. (Just like so many of us go to work each day in Cubeland and put up with those we'd rather not but can for the sake of a cause or paycheck.).
Steven the Longwinded Insomniac
And no, my flippant comment at the end of my post was neither a shot at middle managers as vampires nor should it negate anyone's opinion about the evils of corporate America.
Feel free to disagree with me on this and many topics; I'm enjoying the heck out of this thread as so many of you are very much in synch with how I'm seeing Khelben's gambit with the tel'Teukiira play out. Not that I'm not open to new ways of looking at it all, but I've got a few ideas that I've not even hinted at in print that'll remain in my back pocket until I get the green light to do a trilogy on the tel'Teukiira (unrequested and unlikely for many years yet).
And re: Laeral and Khelben's roles with each other, HE is the only Chosen to put it all on the line to save her from the Crown of Horns. She keeps him from teetering over the edge because he leapt over the edge to drag her (and himself) back when she fell over it herself. One point I do make with the novel and these characters is this: For all their political, social, and magical power, the strongest thing they share is their love. (Yes, I'm a romantic. Sue me.)
Okay. Time for me to shower and get to the day job. See you insomniacs later.
I can never remember the vampire's first name, but by Calishite nomenclature, Manshaka is simply the place he calls home.
And yes, he's not the only deep-cover Harper agent who worked directly for Khelben over the long years. There's one who gets a brief scene in BLACKSTAFF, along with her lover, and they've both long been considered villains in the game world. I see them as victims of circumstance, magic, and moral weakness who're striving toward the light in their own ways. Doesn't excuse what they've done, but knowing that she's worked with Khelben for more than 90 years despite the past 30 years or so as a rogue agent may change how you look at the lovely [NDA Police finally break down the door to Steven's office and drag him off in leather straps and straight-jacket....]
On January 13, 2006 Steven Schend said: Still haven't had time to scare up or create names for Shoonite nobles, alas. Perhaps toward the end of the month...
As for the baroness... the only one I could find/remember was:
Hints & History: The Baroness Tanistan is High Watcher Laxaella Bronshield (LG hef P8#151;Helm), who still mourns the loss of her elven husband Rysodyl Boughstrong at the hands of the Goblin King Ertyk Uhl. She buries herself in her duties, protecting the south and maintaining the garrisons.
There is some overlap/intended confusion in that the Tanistan lands were once part of the county of Correlath:
Praskallest is the surviving manor house and estate of the former Count of Correlath. Now it is a staging area and primary garrison for the southern armies, and also the official keep of the baroness. It is located west of Five Spears Hold, between the hold and Mount Noblesse in Tethyr.
As for the unknown/unstated baron/baroness of Carrelath: It's a dwarf, as always. "Since the days of Shanatar, this area has been ruled by a shield dwarf warrior or priest, regardless of its overlord."
So if, for some reason, you want the leader to definitely be a woman, she's a dwarf. Perhaps she's even been blessed with thunder twins and sorcerers at that, as they might by now be ready to help defend those territories.
If I've bungled up some reference, it's my bad, but this is all the info I can scrapple up for now.
Take care, Arivia et al.
On January 15, 2006 Steven Schend said: I'm going to have to guess here, as I don't have a copy of SOFS on hand at present. If the path allows shapeshifters the full abilities and powers of the form they adopt, it's possible that this could occur. However, as a GM, I'd posit that you only gain the collective memory for a limited time (DC 30 save/check to retain 100%, lose 10% for each number off from this check; max retention in days equal to your Wis or Con, whichever is lower) and absolutely lose all that knowledge once you drop the aboleth shape.
That answer the question?
And thanks, by the by, for picking up Sea of Fallen Stars, my one design contribution for the Realms that was 85% new design, not just reweaving older content and making it consistent. Glad you're enjoying it.
On January 15, 2006 Steven Schend said:
Nope.
Just as Khelben's close to the vest with many a secret, the Twisted Rune members (aside from Kartak and Priamon, "the younglings among us") have never been those who crow about their achievements. It tends to run counter to their main focus--being so secretive and behind the scenes so as to be left alone to their researches and works.
Khelben has spent some time looking into it and is satisfied that those among the Shadow Thieves behind Zelphar's death had justice meted out to them.
Of course, it might be in Mystra's interests to keep Khelben from finding out the final truth re: the Rune's link to Z's death. After all, if he DID know they were involved, his focus would be pulled away from other works she needs him to do more and he'd be spending more time down south kicking bones and taking names. Lastly, Mystra's playing a longer game than Khelben plays and she seems to have a use for the Rune in some ways. What those are, are open to speculation.
On January 16, 2006 Steven Schend said: Foxhelm's answer is a good one, at least from an official standpoint, Astegrion.
As their original intent was to strengthen their power and bloodlines, I'd have gone the opposite way with them and allowed the Dlardrageths (at least the three cambions I put in Hellgate Keep) a lifespan more than twice the gold elf standard, due to the immortal nature of most fiends. Now, granted, the fey'ri are lesser than direct descendants of extraplanar parents, so the above works. Even so, aside from some resistances and wings (to which I'm bothered by EVERYONE having them), seems the demon/elf tradeoff wasn't as good as they'd hoped.
All that said, I'd direct you to ask more of Eric Boyd or Rich Baker, as they're more the fey'ri expert than I am. All I can do (as I did above) was give you comments on what I'd intended/planned when I started. As it was, someone took the ball and ran in different ways with it than I would have.
'tis all good. I just wonder why some holy/clerical groups of elves haven't specifically made it their charge to rid the world of the fey'ri--including turning abilities that affect the half-breeds.
On January 18, 2006 Steven Schend said: Only the Tower itself flew away. The remainder of the rest fell to ruin during the Fall or afterward.
Note that the destruction of the extradimensional spaces and rooms and whatnot is unlikely--only their easiest and known physical access points.
Thus, if you know exactly how things were set up in days of yore, you could have the possible chance of accessing those hidden rooms and the treasures within them.
And yes, I was being purposefully vague (as well as rushed on that deadline in time and cramped for space in words).
SES
On January 18, 2006 Steven Schend said: Short answer: "Because they are miracles and answered prayers to the gods."
In other words, if the cleric / caster has to answer to a hierarchy and/or deity, there's controls on it, and said church can be called upon to censure or smack down anyone who's getting a little spell-happy within Amnian lands (highly personal judgement call for GMs and NPCs alike)
Longer answers can't be done on my lunch hour now, alas. Still, good question and one to discuss further.
SES
On January 28, 2006 Steven Schend said: I was of the mind that the Arn Rock was always an overwarm to hot island volcano that, while its only on-the-record eruption was noted during the Threat from the Sea storyline, was uninhabitable by all save perhaps those who thrive in volcanic gases and heat and the like. I would be loathe to put in a whole civilization and/or race there during any time already recorded into history, simply because their presence would have thrown off the balances of powers among the beholders, the genies, the humans, etc.
That said, if you want it inhabitable et al during the Age of Dragons, why not? You could even make it such that that area was much higher and the sea/bay was only a few rivers leading to the Shining Sea. Then something huge happened that sparked a huge Krakatoa like eruption that caused the whole area to explode and sink and the sea comes rushing in to fill the void....
Steven
Whose mind already linked it to one possibility like the High Magic wave that scoured out Jhaamdath, but he doesn't want to repeat the same trick each time.... but if it were part and parcel of the Crown Wars and perhaps one of the most heinous things done before the Illythiiri went dhaerow......
On February 9, 2006 Steven Schend said: There's as much or more info on the Twisted Rune in LANDS OF INTRIGUE, which is a free WotC download IIRC. (Bear in mind that the Runelords mentioned in LOI have more to do with Tethyr and the group as a whole, and those mentioned in EoSS have more to do with Calimshan et al.) That source also has good cross-over historical info that ties into Calimshan quite heavily, so it might be of use to you.
On djinni in Calimshan--they're about as liked as witches were in 17th century Salem. Genies are considered a WMD down Calimshan-way, as they've no wish to even give the tiniest potential toehold to the genies who might try and free Calim or Memnon to give rise to their power again. Thus, even djinni bottles or rings are scarce and frowned upon at best.
And the Calim Desert is more dangerous than Anauroch only because it has the potential to be sentient and rather ticked-off at times. I'll leave you with that snippet and let you read up on your own. Hope you enjoy the trip among the southlands....
SES
On February 13th, 2006 Steven Schend said: I picture him with an entirely unique familiar AND an "animal companion" of sorts. Since the familiar, by nature, is smaller, I'd probably make it handle things he can't at all times, so it's a flier with night vision and a way to communicate with him that cannot be intercepted by others.
His animal companion I'm imagining as a sort of massive metallic boa constrictor/massive version of the Alien Head-Sucker that wraps around his torso and protects his torso and/or limbs from grievous harm...and lies in wait as an especially nasty and unexpected attack that he unleashes like a whip (and successful strikes either create a smaller version that tries to suffocate or crush your head or it simply latches onto the target and crushes the life out of you).
How's that for nasty? May not work as you requests, as I've not read the referenced article but had a little do with the creation of the Metal Mage.....
On February 16th, 2006 Steven Schend said: Just my opinion, now, but I'd say two things about Sememmon within this context:
a) Sememmon has never been a devout worshiper of Anything beyond power. b) Were he to still ascribe to any sort of faith, he'd only put his faith behind a god older than him. As he neither trusts nor has reason to embrace the young Mystra or the new Bane, I think he'd throw in with Azuth and twist it to worshiping his own skills of wizardry. (If you want to get really odd, have him "go native/elf" with Ashemmi and both start worshiping Fenmaril Mestarine to be wild cards.....)
Steven
Who knows that Sememmon's dad makes his son look like a piker in terms of self-centeredness and mindless lust for power (whereas Sememmon's always had a mindful lust for power)
On March 23th, 2006 Steven schend said: One thing for certain about the Vyshaan (in my mind and opinion): They're as close to a cursed bloodline as I'd care to write about, given just how many of them became totally power-mad etc. Think of them as being alcoholics with magic and power--one taste is never enough, they can't stop themselves, and there may actually be some actual curses laid upon that bloodline because of all the strife they cause all elvenkind.
Thus, your secret Vyshaan is sure to believe that he deserves an awful lot more than might normally be considered a sane response to matters. And if he were raised as a Vyshaan (even secretly), he'd not be unlike many of those with ties to thrones--they mutter and gripe in the dark and plot to take the status/throne/power that is rightfully theirs, and they resent/hate/fight anyone who they see as in their way.
This could be manifest as any level of things from bias and hatred against certain churches because "that witch Sehanine Moonbow corrupted Corellon and had her way so that Evermeet is ruled by those weakblooded moon elves" or they could hate certain families that trace lineage back to Miyeritar--the first and greatest symbol vs. Vyshaan corruption and power and a cautionary tale....
Well, enough blither from me. Time I got to work on my real job.....hope this helps spark some ideas....
Steven
On May 14, 2006 Steven Schend said: It's more than possible that the guild may've spread itself out and founded franchises and similar-thinking individuals in the sister cities of Myth Drannor. In fact, it's easily surmised that there could be a branch in Silverymoon easily.
Tis one of the reasons I added notes in the FALL OF MYTH DRANNOR about the exodus of the learned and the magical....they took their ideas and wanted to make other places as cool as MD. Biggest problem with the guild in Myth Drannor (which seemed to fit the adventure from the 1E grey box (or, if you're a dinosaur like me who remembers when it was in DRAGON magazine) was that they poached monsters from Halaster so he stole wizards and dropped them in Undermountain or left monsters in Cormanthor.
Come to think of it, you could have a really odd variant of them down in Undermountain after all these years too.....
Steven
Just tossin' out ideas....
On May 21, 2006 Steven Schend said: James Bond works for lack of a better model, though I kind of like the model that the spies on ALIAS used to operate a few years back--spies behind the official spies, doing work on the wheels within the wheels that various powers and agencies don't let people see....and just the sort of thing Khelben roots out for his personal agents to foul up....
Another analogy I've used before that might help is Khelben as the Batman, being arrogant and smart and paranoid enough to want to work behind everyone's backs and he only truly trusts those he's personally trained/recruited to do his work, even when it seems he works against his own outside allies.
In short, the Moonstars can operate however you need and want them to operate--very brazenly and boldy, as Kyriani Agrivar no doubt can be, or very subtly and politically minded like Malchor Harpell or Phaerl Hawksong or even very ruthlessly as some of the darker figures in the group do. All you need to remember is that the Moonstars are a secret within a secret, as you're not even supposed to admit to being a Harper, let alone a member of a splinter cell of former/current Harpers.
SES
Who's neither confirming nor denying his membership in any such group, nor will he testify or name names to the Harpers' Committe on UnHarperlike Activities.
On June 4, 2006 Steven Schend said: My thoughts are not as pressing as Khelben's thoughts on the matter.
I'd have to say No, his intention was not to create mage/rogues of any stripe. His thinking was more along the lines of Mission:Impossible--I'll pull together exactly the type of people I need for this specific job/mission/issue, make sure they're people I trust or at least can anticipate how they'll work, wind them up, and send them out for this piece of the puzzle.
In other words, he and other senior Moonstars have the freedom (within reasonable limits to not suddenly explode the tel'Teukiira ranks, but only to handle attrition due to death or mential/physical instability) to recruit whomever they need/wish at the time. Bear in mind that most if not all seniors do consult with Khelben before opening the secret to another, and he'll either know already or research that person and anyone with connections to him/her within two generations before assenting. If he rejects someone for membership, he's always got three other suggested options for agents to replace the rejected person for that senior.
Remember that you only have the top ranks noted of the Silverstars in C&D; it's up to all y'all to fill out the ranks with active agents, and they should be of all stripes, from barbarians to former Zhents.
As always, though, remember that this is all speculation and opinion on my part, as I no longer have any official say-so over how and why the Moonstars exist and operate. I can tell you what my intentions were and my thoughts are, but don't confuse them with canonical rulings from WotC.
Steven
On June 24, 2006 Steven Schend said: Try this on for size, then, as a way to have one's cake and eat it too.
The Tree of Life was planted somewheres by Lamruil. It did its job and established a powerful mythal and magic-enhanced place just for elves. After its initial rush of power and use as an artifact, the Tree of Souls acts (for the most part) as the heart of that realm but also like a normal tree.
Saplings could potentially be taken from that central tree (now a living thing and less an artifact after its initial use of power) with far lesser effects.
I suggest keeping it limited to perhaps one sapling per 50 years or 100 years, and all the sapling can do is help repair an aging or corrupted mythal, rather than establish one itself.
How does that work as a potential way to not undermine the specialness of the Tree of Souls while allowing for what later writers have done?
Steven
who's done this sort of thing before to make everything work well together
On July 1, 2006 Steven Schend said: Ah, the lascivious adventures of Kyriani "Love 'em and Leave 'em" Agrivar.....
Yeah, that'd be a lot of fun....and I could wrap a Moonstars plot around it, as she's one of Khelben's direct agents. Perhaps a reunion book by sending her down Tethyr way to reunite with her old pals not seen since the AD&D comic folded (or LOI saw print).
`twould be a whole lot of fun....but I suspect WotC might rather have other characters highlighted... Still, if the drumbeats demand the mistress of Selune's Smile in a novel, I'd love to work with ol' Purple Eyes...
SES
Who can't remember if he mentioned Kyri gets a few short cameos in BLACKSTAFF...but guesses he's done so now if not before....
On July 7, 2006 Steven Schend said: The book's main plot spans the 28th of Uktar through the Feast of the Moon in the Year of Lightning Storms (1374 DR). There are various flashbacks that go as far back as the 5th century Dalereckoning and in various time frames up to the present 14th century.
Steven
On July 21, 2006 Steven Schend said: All agreements remain in force, both out of the letter of the agreements and due to the fact that Khelben's been reported dead in the past and he's come back. That's enough to keep the fear of him in Fzoul and others in the mix and thus check them.
Besides, since we've already seen that Tsarra can alter her self visually to appear as Khelben, only those in the ritual know he's actually and truly dead. How long she could maintain the illusions that Khelben is alive is....
Hm. An applause of crawling claws just appeared to scratch out NDA into the hardwood floors of the home office. Guess I'd better be quiet now.
Steven
Sorry about that dropped plot thread. I'd planned a scene at the end where Tsarra visits the Dreamer in her new state, but as I already was running long, it never got developed. My bad.
Danthra still exists in a new state in Rhymanthiin. Think of it as a combination of visiting Sylune in Shadowdale, the Oracle at Delphi, and the Mouth of Truth in Rome (think Audrey Hepburn in Roman Holiday). She's a whisper in the ear of penitents seeking oracular advice, and she's able to manifest visually when the moon is more than half full (but only as a wispy ghostlike figure).
That help? Again, apologies for leaving her hanging there....
Steven
Cormanthyr was the greatest elven civilization in LIVING ELF MEMORY and thus restoring it would be important as a symbol.
Khelben & Co. simply restored one city of the greatest magical realm of the elves, but one long dropped away from easy memory. Faertelmiir, the city that became Rhymanthiin in its new incarnation, was the Library City of Miyeritar and thus the repository of much of the knowledge of High Magic and other magic that realm knew.
Both acts are important for different reasons. Myth Drannor is a more potent symbol for most, including the elves, because it's always been there. Rhymanthiin/Faertelmiir is important to historians and wizards in the access to lore long lost millennia ago.
And while many can find out about Myth Drannor easily, learning about Rhymanthiin beyond vague whispers and hints (like books written to hide the truth but lead the cogent to it) will be tougher. It's an open secret only to those who were there and you readers. It'll take a while for the Realms as a whole to know about the Hidden City of Hope, and even longer to get there. Think of it as Avalon/Xanadu/Brigadoon--it's a mythical city that only appears briefly to worthies and never for very long.
I'm hoping to write up more on Rhymanthiin soon, but other things loom to eat up my time right now. Maybe by year's end....
Steven
Yes, the staff acts as a spelljamming helm (and a tip of the hat in my using my oldest D&D character as a Spelljammer mouthpiece way back in Dragon 1990). Yes it drained spells; he flew by use of an item.
Don't have an easy answer for you on Raegar; perhaps he's read some theories that he filched from wizards over the years?
Exactly what I was shooting for, so thanks. Glad the scenes worked.
I regret we didn't get to work Piergeiron or other Lords into the story. Even so, it may be some time before Piergeiron learns that the Blackstaff is no longer Khelben.....
Khelben's enemies will be kept in the dark as long as possible, as will his friends (beyond those at the end of the book). As for the return of Khelben "Ravencloak"? It's not for me to say or speculate, really.
Steven
The only person close to being "a Blackstaff" before Khelben was his paternal uncle, Sarael Maerdrymm, from whose Duskstaff was born the true Blackstaff (in the Prologue and such). Nothing is known about him other than he's an elder half brother to Arun and a full elf. And he was a great and powerful wizard of Myth Drannor, but not one among the military or magical powers of the city (i.e. he worked for himself and his clan, no one else).
However, Khelben held him with enough regard that his first son was named Sarael after him. This suggests that perhaps not all Maerdrymms regarded their human born kin with total disdain.
Steven
Dropping more hints and ideas after himself
PS: If and when I get another book contract and am cleared to talk about it, I'll let y'all know.
On July 24, 2006 Steven Schend said: It's very specific--they only managed to cleanse the area between all the 9 sentinel tors and the city. Thus, there's now a clean patch along the shores of the lake about 50 miles in diameter and it'll continue to grow about an inch a month until all is restored a few centuries from now unless circumstances change. SES Thanks for the kind words, Wooly. Now what about your reactions to Kyri's presence in the book?
And no, it's unlikely she'll be a Lord of Waterdeep. One of her first duties will be to reveal to Piergeiron (and no one else in the Lords) that Khelben is dead but for Waterdeep's sake, she'll continue to appear as him. She has to turn the Lords' Effects back over to him....
....though she, with Khelben's memories, knows how to avoid the backlashes et al, since he created them with Ahghairon and she has his knowledge.
Steven
Right on both counts, though the PCs would have needed a relationship with Khelben aforehand to be involved.
As for not tripping over it, you could walk the shores of that lake and, aside from seeing the tower in the lake now and eight others miles off, there's no clue that there's a city there at all. It's invisible and shielded and ephemeral UNLESS you're invited in via the towers. But that's info for another day....
As for not tripping over it, it'd be like finding a small village in the middle of Colorado or France that you didn't know was there. There's a LOT of territory on the High Moor and a very small section of it was restored for the sake of the ritual.
Steven
On July 25, 2006 Steven Schend said: This should be "Manth'elh'nar Ascalhorn" but I forgot to tinker with it at 2nd draft. Manth'elh'nar means "place of pride's fall" and is associated with places that fell out of their own hubris (like Netheril, Ascalhorn, Malavar's Fall, etc.)
I deleted the rest of the list as most of them can be figured out with what's already out there for the elven glossary. (Yes, that's a challenge to ye Realms fans.) Still, there's enough new things that I'll toss these notes your way:
Lore crystals of Uvaeren = Kiiratel'Uvaeranni
Elven name for sharn = fhaorn'quessir
ol ahnvae Sehanine."("on Sehanine's Night.") This is what the elves call the Feast of the Moon, after their own moon goddess.
Osu Father (parent O, male su) OH-soo
Osi Mother (parent O, female si) OH-see
U'osu Father of father, grandfather OO-oh-soo
I'osu Mother of father, grandmother EE-oh-soo
U'osi Father of mother, grandfather OO-oh-see
I'osi Mother of mother, grandmother EE-oh-see
Tan brother TANN
Nys sister NISS
Os'nys Aunt OHSSS-niss
osu'nys Aunt (sister of father) OH-SOO-niss
osi'nys Aunt (sister of mother) OH-SEE-niss)
Os'tan Uncle OHSS-tann
osu'tan Uncle (brother of father) OH-SOO-tann
osi'tan Uncle (brother of mother) OH-SEE-tann
Tyss(ir) cousin (either gender) TEES/TEESur
a'su'tan Niece (from brother) ah-SOO-tann,
a'su'nys Niece (from sister) ah-SOO-niss
e'su'tan Nephew (from brother) eh-SOO-tann,
e'su'nys Nephew (from sister) eh-SOO-niss
Sum Child SOOM
e'sum Son EH-soom
a'sum Daughter AH-soom
e'e'sum Grandson, "son of son" EH-EH-soom
e'a'sum Grandson, "son of daughter" EH-AH-soom
a'e'sum Granddaughter, "dtr of son" AH-EH-soom
a'a'sum Grandaughter, "dtr of dtr" AH-AH-soom
Lemme know if I've missed any other phrases you want translated. There are a few that don't have translations, and to do so would ruin some mysteries, but you won't know which ones until you ask.
Steven
PS: Apologies if the tab fields don't translate over for easier reading
No--it's not permission of a Hopeblade (which is not sentient, by the by), though permission by its wielder might get you in.
No mythal was immediately established around the city, though it does have some aspects like a mythal (similar to what was originally done around Silverymoon before they changed it to a mythal in 3E). However, the fact that there's a bunch of High Mages in Rhymanthiin makes it highly likely that a mythal may eventually go up.
Right now, all I'll say is that the city is unreachable and unfindable unless you're brought there by a native (i.e. any of the risen/former sharn or any of those in the ritual). And the only way in at present is by teleporting and other magical means.
SES
Can't say anything as yet about the leadership et al nor about the makeup of the city. What I will tell is that all 90-odd participants in that ritual are capable of revealing the city's existence to those they deem trustworthy and worthy of knowing about it. Thus, Alustriel may take a few councillors of Luruar into her confidence (but perhaps not the whole council right away); Maskar will probably take Olanhar there soon; Tsarra will reveal its existence to Piergeiron, Mirt, and Asper, inviting them straightaway; the mostly unnamed elves will pick and choose who among their families they might reveal this secret to. Bear in mind that no one wants a flood of people there right away, and being wizards and such, they'll want to mine the depths of knowledge there themselves before knowing what's safe to share with others. Capice?
Steven
Well, if I told you all about those things, there'd be no mysteries left to plumb, would there?
This was my touch of the hat brim to old faerie tales in how there were many more mysteries than ever defined or talked about. I wanted to lend an air of mystery there....and also one should never know everything about what wizards discuss. `tis not safe.
Just like Oacenth, I figured I could easily slide in a dwarven leader's name who'd vowed to find ways to work together with the other races as well. Only thing else we know about Dragmar is that he was a high priest of Dumathoin and probably a leader in a long dead dwarven civilization between the times of Miyeritar and -300 DR.
Rinornalyrna answered that last one for you already; it was simply a grandiose way of saying "May the gods that are watching us now bless our work ahead." (and yes, many in that room knew that at least Mystra and Corellon and Sehanine were watching, if not Oghma and Dumathoin)
Steven
My dear Rinonalyrna (may I call you Lyrna for short), what wouldst thou prefer?
There are bachelors of the dwarven, centaur, gnomish, human, hin, and elvish (wood elf, moon elf, AND gold elf, but no star or dark elf) varieties wandering the streets. Thou hast a plethora of choices.
Steven
Who never got a chance to explain that centaurs made up the bulk of the scouts and sentinels and couriers of Miyeritar and they did have many herds that far north in those days....and there are at least three tribes/herds restored by the ritual
On July 27, 2006 Steven Schend said: No, actually. The SHARN called themselves collectively the fhaorn'quessir, as did a few elven researchers like Oacenth in hidden lore. This wasn't anything openly known beyond a few handfuls of people until the ritual.
SES
On July 31, 2006 Steven Schend said: Well, not to put too fine a point on it, but BLACKSTAFF is all about a number of plot threads that have been dangling in the breezes since 1991ish or so. That's when Ed & I first discussed the sharn and what they really were behind the scenes. The novel also handles followups to at least five other, older products and plotlines I'd left behind more than ten years back.
There's quite a few grace notes in the novel that were put in specifically to reward the older fans from 1987 on (and hopefully they weren't enough to trip up newer readers).
I just don't know if that's the sort of thing that'll be good in the long run, other than to show that we're paying attention to the nuggets we left to lie fallow for ourselves or other designers. (After all, look at what Eric & Ed did to my monstrous invasion in Amn--a very good job indeed.)
Steven
On August 1, 2006 Steven Schend said: Sharn still exist, but how they'll act is unknown; they're now all one unified mind again but they're aware that they're one people--the former dark elves (not drow) of Miyeritar. They're also aware that they can serve a good purpose in the Realms to prevent abusive magics from destroying things. Where this goes next is probably up to the RPG folks, as it's not that much of a thread for a novel. At least I doubt I'd want to write a novel about the sharn (any more than I already did).
As for that cryptic comment on Sememmon and Ashemmi, Khelben meant the couple is due for more work with the good guys (or at least the shadier good guys like the tel'teukiira) in the future. As for a future novel, I've got no control over that, but I'd love to write it.
Steven
On August 17, 2006 Steven Schend said: Good golly gosh.....haven't thought about him in years....
Okay...lessee....Vamar the Cold may (or may not) have been an apprentice of Priamon Rakesk after his exile from Waterdeep; it's a rumor, and Vamar neither confirms nor denies the truth of the matter. Suffice it to say that both of them have unique (or seemingly unique) cold-based spells.
Specifics of his tower--Bear with me as I did this in my own campaign and put a tower beneath the Deepwash as well, so I might get the info scrambled after all these years. The tower's windows are gone, but magical fields keep the water out (or at least keep things that would be damaged by salt water from being so damaged).
His researches, interestingly enough, bridge the gaps between alchemy, natural sciences, and magic--he's trying to understand how best to manipulate temperature and liquids with magic or without. He wants to figure out how to trap spells in snowflakes, plant potions inside glaciers, or even how to make a spell snow down without detection upon a village.
His primary reason for submerging the tower, IIRC, was so he would be relatively left alone and undisturbed. Therefore, one should expect a series of defenses and fields that keep people from approaching the tower grounds from any angle.
His motivations, similar to the Twisted Rune, is to learn as much as he wishes without interruption. He's as close as you get to a neutral lich--his "evil" is simply selfishness and a self-absorbed nature, rather than "I want to take over the world" evil.
What books are in his library? Whew. Good question. There's at least three major prayer books of both Auril's and Lathander's faith each; a wide variety of books on agriculture, crops, and weather; and a number of books that only have additional copies at Candlekeep, Elminster's Tower, and Blackstaff Tower:
On the Matter of Stormclouds, by Arhatal of Elversult
Ice Speaks to Me: An Account of my Meeting with Iracleya the Ice Queen by Tareak of Mulmaster
And All Shall Tremble in Fear and Cold, by "Rakar the Ice-Wizard" (the overly grandiose autobiography of Priamon Rakesk written just before he underwent his changes to lichdom; obviously, he wrote under an alias and thus became far more fawning about his own accomplishments than might be normally proper....)
Weather and What I've Seen of It, by Dagult the Wanderer
Alchymicala: On the Nature of Potions, by Maskar Wands
Magics of the South and Their Superiorities, by Suarahk, Syl-Vizar of Zazzesspur (ascribed to His Greatness the Qysar Shoon II)
Emboldening Materials for the Storage of Magics, by Demron of Myth Drannor
Hope all that helps (and I hope that my memory hasn't had me forget something I wrote in SoFS and now I'm making huge continuity gaffes).
Steven Schend
On August 20, 2006 Steven Schend said: Well, I queried The Greenwood about this and here's his response to me:
"As for Mentor Wintercloak, I've purposefully kept him as mysterious as possible - - but in my mind he's always been the incredibly charismatic (think Doctor Strange in looks, with those dark, dominating eyes) Svengali figure who attracted scores of magically-talented women as lovers and apprentices. In other words, he's the guy Elminster learned the technique from. :}
Now, I DON'T see Mentor as an exploitive lecher, cold-bloodedly trading magical training for sex and service. I see him as someone who made his wants and desires clear, who dealt honestly, and who was attracted to growing, learning minds whose talent for the Art was blossoming. His personal charisma just made a LOT of people fall for him, male and female, as friends and as lovers."
Now why do I suddenly see Timothy Dalton's face when thinking about Mentor?
Hope that helps, Lyrna.
Steven
Today's Ed-Greenwood avatar
On August 21, 2006 Steven Schend said: Okay....tough to answer this and bear in mind there's still lots I can't discuss due to NDAs and all that......
It will take years before there's any apparent changes or problems at Blackstaff Tower. Most apprentices below the elder/senior level don't have much contact with Khelben or Laeral on a daily basis. Even so, Tsarra will maintain illusory covers for BOTH Khelben and Laeral to disguise the fact that they're not there. Even if she didn't they're often off doing things for Mystra at times so few will question their activities unless they're not seen in more than a year.
Tsarra has access to ALL of Khelben's knowledge and memory, so she's most definitely understands everything about the office of the Blackstaff she needs to--including the most effective ways to manipulate Mirt or Piergeiron into doing what she needs them to do (but she'd only do this in Khelben's guise).
Tsarra is in charge at the tower AS Khelben; for the most part, the senior apprentices run the school at the tower, and unless there's a problem among them, the eight or nine seniors act in council to keep things moving. (And no, Tsarra won't tell them K's gone--she'll maintain his guise to teach them what Khelben wanted to teach them or usher them to graduate beyond the tower.). Tsarra maintains her own classes and persona as normal. Malchor, Kyriani, and a few others help out in maintaining the illusions that K&L are very busy right now, by popping in and helping herd apprentices and teach et al. If asked, students are reminded that apprentices only are owed answers from archmages when they themselves become archmages ("...and often not even then, so stop asking and focus on your studies!")
In my opinion, it will be YEARS to DECADES before anyone cracks the secret that Khelben's no longer in the tower. Even those potential enemies that are in the know (from the end of the novel) will NOT reveal the secret. If they do, they'll live in fear of reprisals from others in the ritual (if not the sharn themselves). So, no, Sememmon or Maaril are not going to trade off that information--that secret is very obviously worth far more than their lives, and they're both just wary enough to not want to push their luck too far.
Does that help clarify things for you, Crust?
Steven
On August 21, 2006 Steven Schend said: Well, assuming she finds it, I don't think she'd mind. The only things immediately visible as per having changed are the nine sentinel towers and the cleansed land among them (i.e. they're laid out in a 50-ish mile diameter circle with Rhymanthiin at the center--invisible and immaterial unless you know how to get in). Any druid or person attuned to nature would feel incredible energies and power in that cleansed area and most likely wouldn't want to disturb that, as they can tell it's slowly expanding and will eventually cleanse the whole moor (in a few centuries....).
I don't recognize the character; one of your own?
Steven
On August 22, 2006 Steven Schend said: Realized I'd never answered this comment/question....my bad.
The sharn were made of composite survivors and/or willing entrants who sacrificed their lives and knowledge to join the collective sharn. (Strange that a few years AFTER Ed, Eric, and I had discussed the sharn as one big collective underdark LAKE of sharnstuff that splintered off pieces to make individual sharn, Star Trek DS9 had the same idea for the Founders/shapeshifters.)
No, not all the sharn came from the events in Chapter 20, though every living being in that Pentad enclave became sharn. The original sharn were the lorelords and such of Miyeritar--the 3 High Mages and the 80 that entered the storms as noted in a few places in the timelines. They took in a few other survivors who didn't get mentioned in elven histories, like the guards and scouts of Miyeritar--the centaurs.
Over time, I figure there's been a few who've been offered salvation from certain death by joining the sharn, and a few folk of Uvaeren, Eaerlann, Ascalhorn, and many many other realms joined the collective.
Thus, Rhymanthiin is going to be a hotbed of historical knowledge as there are now living denizens of many lost realms who can correct or compile information on places that have little (or perhaps have even been forgotten) detail.
Does this help clarify things, Knight? Or just add more questions, as any good designer does?
Steven
Who highly recommends the very odd movie LITTLE MISS SUNSHINE to anyone who can attend R-rated movies
On August 22, 2006 Steven Schend said: Answer you don't want to read if you've not finished Blackstaff:
Correct--it'll be a great secret for some time to come, if I get my way. Reasons for it: A--Khelben liked his secrets; B--Mayhem and anarchy in Waterdeep is only the beginning; C--Even his former allies in the Harpers would descend on Blackstaff Tower if they could to try and claim its secrets (especially if he had stuff on them with which he might've blackmailed them...not that I'm saying he did, mind you...
As this isn't quite a spoiler, I'll leave this unbeiged (and no, that's not a word I ever expected to type).
Halaster didn't take part in the High Moor ritual for two reasons:
A. He already had his part to play, as shown in the novel.
B. The module Stardock showed what happens when Halaster is away from Undermountain for too long. The ritual took more than 16-24 hours to complete, and that would have meant far too many troubles for the Sword Coast.
Alvaerele's first (and only, IIRC) appearance is in SECRETS OF THE MAGISTER. She's a former Magister and current Chosen. If there are other scrolls on her, I suspect Eric & George might best guide thee there (and let us know as well). I just penned her in there as I wanted a Chosen we'd not seen onscreen before, and Aloevan of Ardeep was too problematic to use.
Steven
Who wonders if he should continue to worry about spoilers at this point, but then just enjoys playing with new toys like beiging out words
On August 22, 2006 Steven Schend said: To quote Howard Carter (finder of Tut's tomb), "Wondrous things...." The Vault of Ages has lots and lots of secrets, tomes, tombs, and other things I've not thought about in years. I think it's more a catch-all of lore and stuff to hide than Candlekeep, though. That's just been my impression.
No floorplans or lists of things therein, I'm afraid. I'd have to reread what we'd said in the past before I could get any new ideas rolling....so mayhaps I'll do so soon....
Wherever you want it to be, and no details on that either. I'd forgotten, honestly, that any of them survived the Fall of Myth Drannor.
If I remember correctly, didn't Josidiah Starym bring that back with him from the Underdark? He traded Gwenwhyfar for it, but arrived back in Myth Drannor after the death of his beloved.
I don't know if I'd be the best help on that one, especially since I don't quite follow what you're up to. The Highfire Crown (as seen in Blackstaff) chooses its own bearer and whether or not to call each other together so the intelligent kiira become the Crown. Are you planning on creating 6 more baneblades--is that why you're looking at such trials? Any and all should chime in with ideas on this (though whether we do so here or on a separate folder is up to the moderators).
HE is still alive, yes, but as to his whereabouts, no one knows. Or if they do, they're not talking for various reasons. (I briefly thought about making him one of the dragons in the Blackstaff ritual, but nixed the idea as too important to cameo without explanation or details (for which there was no room).) In other words, do with him what you will. Heck--he could be trying to assuage his guilt by helping to recreate what he helped destroy inadvertantly, and thus HE is the one trying to find the Highfire Crown and make new baneblades.
Personally, I think he's been busy far away from Faerun, as he's fled the scene of his shame and been occupied for a few centuries fighting and killing enemies of The People either south of Chult or far to the west (maybe even Maztica?). But that's one person's opinion.
Nope, and I've not statted them either. I liked naming lots and lots of items and leaving them for others to detail; when they weren't, I got to pick them up and use them later.
Hope that helps rather than hinders.
Steven
On August 25, 2006 Steven Schend said: Actually, that's a misunderstanding. Ed wrote everything canonical re: Qilue's history et al in SEVEN SISTERS. All I ever did was toss ideas around with Ed over beer and say, "Hey, what if that Dark Sister were ACTUALLY a drow?" That'll teach me to open my mouth.
Steven
Who tries never to claim creation for things that sprang from others' brains...
On August 26, 2006 Steven Schend said: Thanks very much; I'm glad you enjoyed the book. I hope there's many more to come as well.
Dunno why you chose to secret out that response, but I'll follow suit, just for fun.
I retconned in centaurs as part of the military side of Miyeritar and postulated that at least three to five full herds/tribes of centaurs are part of the scouts and standing armies among the nine Sentinel Tors of Rhymanthiin now. It was less that they were strong in magic as they were among the folks that were among the Sharn and shared in that power a while. I'd say one special thing about these newly risen centaurs is they have a higher incidence of sorcery now than any other centaur population on Faerun. But that's my lone opinion as a freelance author--take it as an option, not a canonical thing.
Hope that info helps, and cups high, friends. We toast the Blackstaff tonight--just because.
On August 29, 2006 Steven Schend said: As the guy who used to be the liaison and approvals guy for TSR and the AD&D comic with Kim Yale (may she rest in peace) at DC, I can say unequivocally that the events and characters are all canonical.
Steven
who also led the charge to move the characters into the game material as well...
On Semptember 8, 2006 Steven Schend said: I'd love to answer Joe's question here, but there's such a thing as leaving a door open to walk through later...
I'll at least give you this:
All of the nine hopeblades are, like the moonblades before them, long hilted broadswords that can be wielded with one or two hands, depending on the size and strength of the wielder.
The hopeblades appear, feel, and sound like a diamond-hard crystal but ring like a crystal wine goblet when they hit things.
They may or may not have runes along the blade, and they may or may not have individual powers (NDA). They all do have the ability to pierce the veil that hides Rhymanthiin from normal eyes and allow someone into the hidden city of hope.
Beyond that, I'll not say due to NDAs and not wanting to get in the way of later development by myself or others.
Steven
On October 6, 2006 Steven Schend said: It was definitely intended to be a DM's choice item, but it's also supposed to fill the need of "questing items"--things for which heroes can go a-hunting centuries after they've been lost.
After all, how many movies were borne of one guy looking for one artifact out of the Bible?
In any case, it's up to you individual DMs to determine both the powers and the location of many of the items noted in ... well, nearly anything I've written. Most of them are just tossed out there to give you all something to go look for (i.e. all those items in HELLGATE KEEP that could either be in the ruins, in the hands of the things therein, or they could have been scattered across the general vicinity and the High Forest by the explosion that took out the Keep itself.
Steven
who has some ideas of his own and wonders if he should play with the Bandolier and the hidden histories of Tethyr and the Forest of Mir, its hidden circle of druids, and their ties to Tethyrian nobility and a certain archmage of note....
On November 6, 2006 Steven Schend said: Dart, the short answers are these:
The Swords of Shoon are more historical and regionally important than magically powerful. It's more a prestige thing to claim something like this (akin to "this is Ulysses S. Grant's personal sidearm!")
They're more well known the closer you get to Shoonach and Calimport.
The Silver Scimitar is definitely one of them and could be used as a basic primer on the rest.
Khelben hid away anything he could either for broad reasons or simply "to keep bright shiny things out of reach of children who'll hurt themselves or others with them carelessly." Yes, Khelben's spent many a decade as a control freak. Show of hands as to who's surprised?
And Laeral would have you know three out of the seven clash with her skin tone, so she gave up just that fashion accessory you mentioned.
Would Shoon VII like to get his hands on them? Yes, if only for the prestige or for the arming of lieutenants; no, as he's more a behind-the-scenes kinda worker and that'd draw too much attention to him.
If the elves had links (some blood ties) to the Strohm dynasty (which is easily possible), they might recognize them. Otherwise, unless the sword was specifically used to slay a lot of elves, they probably wouldn't know it from any other gizmo.
More later, perhaps, if I get possessed and decide to scribble up a sword or two...
On November 21, 2006 Steven Schend said: Amn is heavily humanocentric and biased so, as you've stated. They tolerate the halflings only out of familiarity (and their longtime presence in both Tethyr, their former realm which is now part of Amn, and the fact that they have trade goods (wine, etc.) that Amnians want. They tolerate the half-orcs because they want the labor/slaves. In no way does this mean they'll actually consider them equals as living beings.
Dwarves and elves and gnomes aren't necessarily known (at least in this area since the fall of the surface dwarf realms around there) to be all that organized in large numbers for trading. And the gnomes aren't either.
It may seem a stretch to declare that most Amnians see anyone who isn't human as thoroughly alien, but even with all the trade, that's no guarantee that they'll see other races. Humans tend to dominate the sea trades and caravan costers that bring and remove trade to/from Amn. The occassional elf, dwarf, gnome, or other is just that--rare and considered dangerous.
One other reason behind Amn's distrust of demihumans is simple--those they do see via land or sea are rarely peaceful traders or adventurers. They're more often the pirates (over which I regrettably glossed over some in LOI and EoSS) or the wandering monsters of the plains.
Don't know if this helps clarify or further confuse. If you want to continue discussing this, great; let's just talk about specific situations, which always change the broad generalizations a tad.
Steven
On November 21, 2006 Steven Schend said: It's certainly possible for there to be Eilistraee worshipers among the risen of Rhymanthiin, though there'd be distinct differences:
A) They would be moon elf worshipers from Miyeritar at best or perhaps a rare drow worshiper of later eras who became a sharn willingly.
B) There would be no dark elf worshipers of Eilistraee from Miyeritar, as I'm not sure she was an actively worshiped power back before the Descent.
C) Even if (B) weren't true, none of the former dark elves of Miyeritar have relinquished their collective sharn forms, which would make their worshiping a dancer a tad tricky at best. To not be sharn would have them suddenly become subject to Corellon's Judgement and become drow (Yes, there's a difference, in this context, between dark elf and drow. Honest.).
D) The majority of those who rose were either citizens and mages of Miyeritar who might worship the other elven gods or the five gods of the Pentad (Dumathoin, Corellon, Sehanine, Oghma, Mystra). Those are the major cathedrals/biggest temples in Rhymanthiin. There's probably one major collective temple for each of the elven, dwarven, and centaur pantheons (assuming the latter, which Eric may correct me on or not).
E) While there were hundreds to thousands over the millennia who became sharn in singular or collective numbers, the sharn were never exclusively transformed worshipers of the Dark Maiden.
Again, there's nothing stopping people from having an influx of people worshiping Eilistraee out of the events of Blackstaff, but her worship would be entirely different.
Eric, help me on this, as I can't check the details of her worship, but in my head, Eilistraee was almost more like a goddess of joy and dance before the Descent. She had to Fall with Araushnee/Lolth and her brother Vhaeraun, which is when her worship became like it is today. Exactly how it all worked, I can't say without more research, so this is my gut-reaciton response this morning. The gods and their history isn't my forte, so feel free to correct me.
This is another discussion to continue, but we'll need to focus the questions a bit, starting with whether or not there was worship of Eilistraee before the Descent or if she was even a known factor at all (or just a daughter of the gods without any mortal worshipers).
Well, hope this nattering helped. Bounce more questions around as needed until you're satisfied. I apologize for the spoilers herein, but it sounds like people have already spoiled the novel a bit for you anyways.
Steven
On November 24, 2006 Steven Schend said: Think of things like people and personalities and how they interact. If you're traveling toward a land filled with rich bigots who prefer (almost to exception) the company only of their own race and also fear magic, you're hardly apt to want to set up trade in magical things with them if you're a demihuman. Being made to feel unwelcome at every tavern, inn, or marketplace is only the beginning; imagine made-up "road taxes" or "bridge taxes" to cross the merest streams, etc.
The only place outsiders (i.e. any non-Amnian humans or nonhumans) would be welcome at all are in the slightly more egalitarian military (and not to mention horrifically desperate for people). Bear in mind that any nonhumans in the ranks will suffer prejudice and problems with the rank and file (as well as their superiors who may want to send them on more than their share of suicidal missions) for being what they are....and that's not even touching on anyone with magic....
Thanks for making me think about this stuff after a long time away from Amn. Yes, the land has its good points, but it's stuff like this that makes it more real to many. It's like Sembia, but warmer and slightly more moral. Just slightly, though.
SES
On November 24, 2006 Steven Schend said: Okay, I stand corrected. Let's say for the sake of argument, then, that there is a Dark Maiden's Dancehall somewhere in Rhymanthiin; there are worshipers of Eilistraee (as she appeared as a dark elf, not as the drow version of the Dark Dancer); and there's at least 1d8 priests of the old style of worship who could teach any current worshipers of Eilistraee many things long since lost in her worship since the Descent (or because of it). I'm not Ed, so I can't immediately spin out new powers or prayers or rituals, but I'd say she probably has more moon-based powers of old, but whether or not she can still grant things in accord with her old form or not is up to Corellon and individual GMs.
I think most of my other statements on this still hold true, but feel free to discuss.
SES
On November 24, 2006 Steven Schend said: As always, bear in mind that these are just my musings--not anything to be construed as canonical in any way. Unless I draw a paycheck from Wizards or am Ed Greenwood, this is all just opinion and tavern talk. [Okay, obligatory disclaimer out of the way. ]
I'm one of the old-school designers who's fought to make sure there was a distinction historically if not colloquially between drow and dark elves. As I was told back when I worked on Cormanthyr that I couldn't allow any dark elves to NOT be drow, I couldn't leave a loophole for those good dark elves of Miyeritar, alas.
Also remember one thing--Rhymanthiin is a NEW thing. It's NOT just the restored and altered city of Faertelmiir--it's far more than that. Be that as it may, it's also only one city of Miyeritar, and as such, it was the least religious of any of its cities. Thus, my concession of a Dark Maiden's temple there is a conceit to the fans rather than anything rooted in hidden plans or what little logic I bring to my plottings.
For those curious about Miyeritar, I saw it as 8-12 major city-states working semi-independently with a roving seat of power for a central government. There were also a wide band of around 25 towers similar to those among the 4th Circles (in the Blackstaff ritual), around which small villages or towns might also congregate. In all, Miyeritar only consisted of no more than 40 focused settlements and a lot of widespread independent towers or treeholds or burrows or whatnot for its population of elves, centaurs, and various others.
Once every 20 years or so (short for elves), the power would shift among the military, the mages, or the religious, and thus the center of power would shift to the city-state controlled or most influenced by said power group. Faertelmiir was the Library City of Miyeritar, so it was always one of the strongholds for magic more than anything else. Yes, it has temples NOW as Rhymanthiin, and that's the result of those involved in the ritual as well as the races and peoples who became sharn long after Miyeritar's fall and influenced the rebuilding to their wishes and dreams.
And for fans of Lost Empires of Faerun, Kraanfhaor's Door was simply part of one of those tower-settlements which was a major school for wizardry and sorcery. It was not a city-state.
Clear as mud now, right? I'm thinking more and more that I should write more of this up before it flies out of my head.....
SES
On November 24, 2006 Steven Schend said: Because gods don't always focus in on individuals unless they're high priests in their religions? Okay, that's one answer, but it's hardly satisfying.
Yes, Lyrna, it's horribly unfair, but the decision was partly due to demands by my bosses at the time (writing Cormanthyr and elvish history) that I erase the distinction between dark elves and drow and could not leave a loophole through which some could survive.
Now, in my mind, part of the unfairness stems from mortals not knowing all of what went into the decisions of the gods, so there may be more backstory behind Corellon's decision. We know he was torn about forcing the punishment on Eilistraee but he could not avoid it for some reason. Exactly what's involved is unknown by this man behind the curtain....and it may never be known, as I doubt there's much demand for yet another edition of the god-books (but I've been wrong before).
SES
On November 29, 2006 Steven Schend said: It's inherently possible that some of the sharn could have been Netherese, just as they could have been refugees or survivors of any civilization that had a precipitous or sudden fall (i.e. Uvaeren, Ammarindar, villages stomped by the Black Hordes, etc.).
As for why they fought the phaerimm, one of the sharns' hidden purposes at all times (and even now with those left) was to prevent abuses of magic and fight against corruptions on the Weave. As much of what the Phaerimm have done fall under those descriptions, they made themselves the sharns' enemies. (Case in point--we don't necessarily always hear all the news of what goes on in Thay, but I'd suspect that there are always sharn working against some of the worst abuses of magic therein...)
Because they were either approached by the sharn themselves or inspired by Miyeritar or Uvaeren and their studies drew them to that conclusion/secret.
I'm loathe to say more, as I've got some stories and articles in mind to flesh all this out, some of which must remain NDA. Suffice it to say that the five faiths of the Pentad did not come together without reason or purpose... so what their faithful did has meaning. I just can't discuss what that meaning is at present.
Didn't I translate that over in my folder somewheres? I'll have to double-check my notes on that and get back to you. One thing to note--This is NOT a common name for the sharn, but it's one ONLY known among the Pentad's elven worshipers. If memory serves correctly, it's loosely transltated as "changed/altered Person" and acknowledges that there are elves within the sharn.
Yes, I'm afraid so. He's earned his peace after 960 years, don't you think?
Then Ed's and my work is done here. I've enjoyed scattering hints and nibbles about Halaster into everything I've done in the Realms. It's one of the biggest scavenger hunts of lore out there--just ask George, and he'll confirm the only thing worse is sussing out the true history of The North.
A scavenging garbage- and offal-eater that's been a D&D staple monster for decades. Look to your Monster Manual.
Hope these answers helped, Galaeron.
On December 8, 2006 Steven Schend said: Actually, I'm not so much the creator there--it's Ed, as always.
What I did was take an aside he had in ELMINSTER IN MYTH DRANNOR about the ruined and sealed manor of the Dlardrageths, who allegedly held congress with demons. I ran with that idea in HELLGATE KEEP, and reintroduced the three surviving members of that family. They were sun elves because that's what Ed told me they were.
Eric Boyd then picked up the ball and ran crazily with it in CLOAK & DAGGER, and this is the true birthplace of the current fey'ri.
3rd Edition and Rich's LAST MYTHAL trilogy has genericized them somewhat, giving them all wings and such (which is not something I agree with, but I understand it, as it's too complex to use traits from all the individual demonic types). Even so, they're not something that is close to my heart, and the only thing that bothers me is that they're vastly more numerous than I'd be comfortable with, were I steering the ship.
Thus, the fey'ri are definitely a team construction, and we're all glad you're enjoying them in your Realms.
Steven
who's still annoyed that Ryvvik got killed off-screen and for little reason other than they didn't have psionics rules for him at the time the other Dlardrageths were statted up....
On December 10, 2006 Steven Schend said: Interesting, yes, but not from Amn's point of view. You might be able to find individuals or perhaps even whole families who might embrace demihumans, but rarely would you find that many willing to fight the standards set by the Council and their trading partners. (After all, those in Amnwater might see dips in trade if they started bucking the system.)
(Bear in mind, though, that if one family controls or influences the city (like the Medici did in Florence in their day), they set the stage for what's acceptable or not in town. And that can work on a small scale--perhaps not for Amnwater, but an unmentioned supporting village of farmers or a barracks town for military personnel nearby....)
Every time Amn's people have opened their borders to others in the past, it's bitten them hard. They still blame elves for many more sins than they should, because it's easy.
Most of Amn is quite comfortable with its internal attitudes and don't care one whit what others may think of them. Just as you can't get Turks or many Arabs collectively to accept the idea that Kurds deserve recognition as people and perhaps as a nation (a problem straddling more than 3 centuries in our world), you can't get too many Amnians to see the point that "those not like us" are not out to destroy their (as they see it) gods-given rights to earn profits. And that's part of how they rationalize their prejudices against other races--"they only bring demons or chaos or goods that humans can't fairly compete against and thus we don't want them here."
If you want cosmopolitan communities and a fair shake for demihumans AND still have some semblance of what life is like in Amn, I'd say use the two "traitor cities" of Riatavin and Trailstone. They're technically Tethyr now politically and economically, but most everyone in those settlements was an Amnian of long standing.
Steven
who may regret not rereading this off-the-cuff response for clarity, but he's trusting his headbones to not lead him (or you kind readers) too far astray
On December 10, 2006 Steven Schend said: Okay, finally found that elven glossary....
-athil translates as "bane/nemesis"
mhaor- translates as "corruption, disease, plague"
mor- translates as "absence of life, true death"
Mormhaor translates as "corrupted death, undeath"
the "n" negates the suffix or shifts the meaning somewhat to be something other than the literal word/root.
Maornathil is Tsarra's scimitar, a Rilifane-blessed undead fighting blade. It was originally Mormhaorathil, which would have literally been "Undead's Bane." However, the name, as it became in final draft (for reasons that I can't discuss right now), loosely translates as "Corruption's Foe/Ally" (depending on where you place the stresses).
In scenes that never quite got written, I'd planned on Syndra Wands having to pick up Mhaornathil to wield against Frostrune (which would do her a great bit of damage simply by touching it, but she'd do it for revenge.). Simply put, I never got around to using the sword as much as I'd have liked, as the shifting story focused more on the magic and wizardry, not bladeplay. Syndra also became an undead entity more in line with something from SECRETS OF THE MAGISTER rather than just the garden variety ghost, so she became a weapon in her own right and had no need to wield Tsarra's blade.
Mhaornathil is an undead bane scimitar that has the ability to touch/affect ghosts and other ephemeral undead (and strangely, to be touched/wielded by the same). That's the one aspect I didn't get to highlight, but it may come into play with future stories, I hope.
And I apologize if we slipped and introduced odd spellings of the blade. Thought I'd done the triple-check in galleys to make sure the first spelling (p22) remained consistent throughout the novel.
Steven
On December 30, 2006 Steven Schend said: Sharn always have the same identical look as they've always had--3 heads, the arms with the tri-trunk hands, etc. The number of original souls within them matters little, as they are each and all the same (at least until WotC decides to redefine how the sharn are statted up). This is the sort of question Eric Boyd's much better at answering than I am, if you want a straight answer that makes sense in game terms.
Correct.
Correct; these are the three grand mages who disappeared into the Dark Disaster as noted in Cormanthyr's timeline. And this novel is the first time they'd been named.
Yes, something like that; I don't have Cormanthyr at hand to check the exact wording of his vow, but it's noted in the history of Jhyrennstar and Oacenth's death.
Yes--any dark elves would have become drow had they relinquished their sharnforms.
Not quite, no. Akhelben directly translates (as per Cormanthyr, again) into "He who defines duty and honor," if memory serves me correctly.
That was answered (and repeated) earlier. She's the Oracle of Rhymanthiin, for lack of a better title at present.
Thanks for all your interest.
Steven
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On January 13, 2006 Paul S. Kemp said: Zanan,
I'm pleased you enjoyed MM.
As for Lolth's appearance, I think she can take any of several forms. It just so happens that she choose the eight-spiders form for WotSQ. Thinking of gods as having a multiple consciousness strikes me as a good way to conceptualize it, though. After all, most gods have several aspects, multiple avatars, possible some Chosen, and, AND, despite the canon of recent years, I remain convinced that the Lolth of Oerth, the Lolth of Faerun, the Lolth of wherever, are each some aspect of the same Lolth.
I see the Lady Penitent as having a dessicated drow form, taller than average, with limbs somewhat elongated and suggestive in form of a merging with something arachnoid (not a drider-like form, though, but something still bipedal). Facial features stil suggest Halisstra's original beauty, but also include fangs and six small vestigial eyes in the brow. Arachnoid hair pops here and there from the skin of her body, though it is not black but bleach white.
I did share much of this with one designer (Eric Boyd) when he queried me after finishing Resurrection.
On January 18, 2006 Paul S. Kemp said: George,
I intended the temple moved by Kesson Rel to the Plane of Shadows to be from another world/plane. It is also a temple to the god known in Faerun as Mask (not Shar).
I realize my extra-planar origin story runs afoul of the whole "multiple astral/multiple god" concept that is currently part of FR cosmology, but I'll be candid and tell you that I dislike that whole concept. It strikes me as something invented to "save" the Lolth of Faerun when the Lolth of Oerth was "killed." In the end, it's a bit too Kang the Conquerer for me (though his problem was more a multiple timestreams issue). I prefer to think that the idea of multiple astrals/multiple gods is an attempt by Faerunian sages to put a conceptual framework around something they don't and can't fully understand -- namely, the nature of divine entities. The upshot (in my own mind) is that the multiple god/multiple astral framework is a partial truth, but misses the more fundamental underlying nature of the Gods, which actually allows for the same, singular divine entity to exist across planes/worlds, with full knowledge of his or her multiple existences. Or so sez I.
On January 19, 2006 Paul S. Kemp said: VonRaventheDaring,
Indeed the "awakening" of the Sakkors mythallar is a plot thread that will be picked up in my next Cale series, called, "The Twilight War." The first book of that series, "Shadowbred," will be released in late 2006.
Magadon the mindmage (psion) will feature in "Shadowbred," as will Riven, Cale, and (cue the Imperial March from Star Wars) the Shadovar.
I would not say that I wrestled with including a psion, but I did give it a fair amount of thought. Psionics are not common in the Realms (excepting certain commonly psionic races), and I have too much regard for the integrity of the setting to simply throw in a psionicist without some explanation. So what is my explanation? Magadon's fiendish origin. His command of psionics is primarily attributable to his unique bloodline, being the spawn of an Archdevil. He is, in many ways, one of a kind, or at least a rare breed.
Hope that answers your question.
Paul
On January 26, 2006 Paul S. Kemp said: Elfinblade,
Thank you very much.
1. Magadon is in the next trilogy and yes, I will explore his heritage a bit more.
2. It didn't upset me, exactly. But it is hard to let a central character go. I had decided on Jak's fate more or less at the beginning of the trilogy. In fact, if you re-read the Skullport sections of Dawn of Night, you'll see that Jak spots a halfling there who reminds him of a dead uncle. That was actually a vision of Brandobaris.
3. I'll have to use a speak with dead spell and ask her.
4. Yes, because it features the Shadovar, which means the Twelve Princes and Telamont.
5. On this one, you'll have to wait and see. Sorry about that.
Thanks again, Elfinblade.
Paul
On February 10, 2006 Paul S. Kemp said: George,
I believe the deva captured by Vhostym in Dawn of Night mentions that Vhostym is "like the githyanki," but different. I may also have dropped a line at one point where Vhostym thinks something like: "When his people fought their way free of Illithid dominance" or something along those lines. Those were meant to suggest his origin. They are widely spaced, though, so connecting the dots might be tough.
Believe me when I tell you that I wasn't trying to be particularly obscure, but perhaps it came across that way. I write in tight-third person, so "self-descriptions" don't really have any place in the narrative. It would be like my writing a scene from George Krashos's point of view and writing something like: "George set down the novel and pondered. The human had never read anything quite like it."
See what I mean? Unless you ordinarily think of yourself during self-reflection as "the human," that's a bit jarring. Accordingly, Vhostym never thinks of himself as "the gith." Instead, I tried to suggest his history indirectly. Not well enough, it would appear.
As for dates: I have to check back on my notes and an email exchange with Eric Boyd. I believe MM takes place in the early fall of 1374 DR. On the subject of chapters with dates: It now appears to be WotC's practice to date the chapters of RSE trilogies, which is why RotAW, RLB's Rogue Dragon Trilogy, and Rich's Last Mythal trilogy all have chapter dates. I don't know if that will be extended to all books or just be a requirement for RSE's. Rest assured, "The Twiligt War" will have chapter by chapter dates.
Paul
On March 1, 2006 Paul S. Kemp said: Jindael,
That's right. "Another Name for Dawn" is an origin story, showing how Cale came to Sembia (and also how he came by the name 'Erevis Cale', which is not his given name). It is set earlier in time than the story in "Halls of Stormweather," though it was published later (contemporaneously with the release of "Shadow's Witness").
"All the Sinners Saints" is set in the time between the end of "Shadow's Witness" and the beginning of "Twilight Falling," and could be read between those two books.
Of course, neither short story is necessary reading. But hopefully they're fun.
Incidentally (and to complicate things further), my short story in "Realms of the Dragons," entitled, "Soulbound," is also related to the Cale storyline. While it does not feature Cale or his companions, it does tell the story of two beings who are important to the overall Cale story arc. If you decide to read this, it fits in after "Dawn of Night," but before "Midnight's Mask."
Paul
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On January 18, 2006 Eric Boyd said: It's an interesting idea, but I'm not sure why they'd be there.
Thinking out loud ... ( Note, I don't have access to my sources a the moment, so I could be missing something important. Need to check The North, FR5 - The Savage Frontier, FR11 - Dwarves Deep, Lords of Darkness, Silver Marches, and Lost Empires of Faerun)
Ascore is a dwarven settlement, the eastern part of Delzoun.
Trade between the Netherese and the dwarves of Delzoun goes over the Narrow Sea, from Runlatha to Ascore (see Lost Empires of Faerun for info on Runlatha) and via the Low Road (mentioned in FR11 and discussed as well in DDGttU and LEoF).
Netheril falls in -339 DR.
Delzoun falls circa -100 DR.
We don't know when Ascore was abandoned, but I wouldn't be surprised if it was between -339 DR and -100 DR. I imagine the collapse of Netheril would have quickly undermined the raison d'etre of Ascore. Initially there would have been a rush of refugees, and then the city would have dwindled.
The pyramids could have appeared in one of five time periods:
pre-Ascore: If this happens, the site is fairly random and it's also unclear why the dwarves would build their city around them and not five miles away.
during-Ascore/during Netheril: If this happens, the dwarves are presumably the builders. It's a dwarven city with Netherese expatriats, not the other way around. Given that pyramids are not generally associated with the dwarves, I don't think this makes much sense.
during-Ascore/post Fall: If this happens, we might postulate that the dwarves are being overwhelmed by an influx of Netherese refugees, similar to what happened to the Eaerlanni elves of Ascalhorn. Worse, the Netherese refugees might have brought all sorts of "bad stuff" with them that keeps getting out of control. Finally, the city might be regularly attacked by the phaerimm. The dwarves might decide that the city is doomed anyway, so they start building containment facilities (i.e. the pyramids) as the population dwindles. Alternately, the pyramids might be designed to defend Delzoun's eastern frontier against the phaerimm.
post-Ascore: If this happens, the city has already been abandoned. Someone (could be anyone) decides the ruins make a nice place to build the pyramids. If this is the case, we don't have much to go on, as there is no contemporaneous culture (aside from Mulhorand) from this era that is known to build pyramids.
Absent a review of the above sources, I'd probably go with the "post-Fall of Netheril as Netheril dwindles" idea. I think I like a "contain Netherese legacies" explanation better than "defend against the phaerimm", but it could be a mixture.
--Eric
On January 19, 2006 Eric Boyd said: That sounds right.
One could argue that was meant to suggest a bound demon lord or the like (or a shadevari as the original question suggested), but it could also be an army of Netherese demon-warriors, etc. That would be the "Netherese legacies" I mentioned above, being deliberately vague.
--Eric
On January 21, 2006 Eric Boyd said: As written, paladins of Ilmater and Torm can qualify, but not paladins of Tyr. This was an oversight on the part of the designer (me). I would recommend opening the Initiate of Tyr feat to 7th level paladins as a fix.
--Eric
On January 23, 2006 Eric Boyd said: While I have no idea whether WoTC will decide to do such books again, I can mention the general tenor of remarks at Realms forums in years past from WoTC staff and the audience...
1) Books like the Heroes' Lorebook tend to be of limited utility since they are filled with "good guys" / "alternates to your PCs". Other than to satisfy the curiosity of "gamers who read novels", there don't add a lot of value to individual campaigns.
2) Books like the Villain's Lorebook tend to be of limited utility since many novels end with the bad guy dead, disarmed, or redeemed. In other words, their story has already been told.
My personal opinion:
If there was going to be a book of NPCs, I'd much prefer it to be filled with mid-level NPCs who are generally villains and interesting "role NPCs".
Why mid-level villains? Low-level is very easy for the DM to stat out, so focus on stuff that takes time. High level requires huge stat blocks and I believe high level villain should generally be custom designed by the DM as the "master villain of the campaign."
What are "role NPCs"? These are the innkeepers, stableboys, city guard commanders, etc. that your PCs are likely to meet during an adventure and the DM usually needs on the fly. I'd actually prefer that they be non-exotic (i.e. humans, not disguised tieflings or half-fiend doppelgangers) so that their stat blocks can be reused repeatedly. I'd like their "hook" to be a role-playing one, not a magic item, class combo, or weird race hook.
--Eric
On January 25, 2006 Eric Boyd said: You think it's an easy answer ;-), but for the life of me, I can't remember.
I don't have the sources handy, but check Skullport, pages 86-87, Ruins of Undermountain: Campaign Guide, page 128, and Ruins of Undermountain II: Campaign Guide, pages 46-63. If there's a reference in there to Ilzimmer, then you know why, but I suspect there is not.
I think my intent was to show the shoddy dealings supposedly upright Waterdhavian nobles do behind the scenes to maintain their economic power. Assume most, if not all, noble families of Waterdeep have similar secrets.
--Eric
On January 25, 2006 Eric Boyd said: Nope. I'd say he's a minor noble of one of the families ... probably one with land-based trading interests. I think it's good to keep this open ... gives the DM more flexibility.
No objection, just reference Paizo and give the URL for the conversions. Have fun!
--Eric
On February 2, 2006 Eric Boyd said: Champions of Ruin and City of Splendors: Waterdeep were developed concurrently. The Initiate of Shar feat was developed separately in both. The editor changed the feat in CoS:W to match the one in CoR. The editor forgot to update the table.
In general, you always go by the feat description, not the feat summary.
--Eric
On February 2, 2006 Eric Boyd said: I wrote this a LONG time ago, so it's 3e and probably error-ridden, but here's what I came up with for the denizens of Southkrypt...
Morg: male vampire hill giant Clr6; Large Undead; HD 18d12; hp 117; Init +5 (+1 Dex, Improved Initiative); Spd 40 ft., Fly 20 ft. (perfect); AC 28 (-1 size, +1 Dex, +9 natural, +3 hide, +6 vampire); Atk +24/+19/+14 (-1 size, +10 Str, +1 magic, +1 weapon focus) melee (2d6+10/19-20/x2, +1 impact unholy huge greatclub) or +14/+9/+4 ranged (-1 size, +1 Dex, +1 racial) (2d6+10, rock) or +22/+17/+12 slam (-1 size, +10 Str) (2d6+10); SA Rock throwing, domination (DC 24), energy drain, blood drain, children of the night, create spawn; SQ Rock catching, darkvision 60 ft., DR 15/+1, +4 turn resistance, cold resistance 20, electricity resistance 20, gaseous form, spider climb, alternate form, fast healing (5 points/round), recoils from garlic, cannot cross running water, susceptible to direct sunlight, wooden stake through heart kills it, command undead (8/day); AL CE; SV Fort +13, Ref +9, Will +10; Str 31, Dex 13, Con -, Int 8, Wis 12, Cha 21, CR 15.
Skills: Bluff +13 (+5 Cha, +8 racial), Climb +12 (+5 +10 Str -3 armor check penalty), Concentration +13 (+8 +5 Cha), Hide +5 (+1 Dex, +8 racial -4 size), Jump +12 (+5 +10 Str -3 armor check penalty), Listen +11 (+1 Wis +8 racial +2 Alertness), Move Silently +9 (+1 Dex, +8 racial), Search +7 (-1 Int, +8 racial), Sense Motive +9 (+1 Wis +8 racial), Speak Language (Common) (2), Spot +15 (+4 +1 Wis +8 racial +2 Alertness). (Total: 6 - 1 (giant base) + 1 * (12 - 2) (large giant bonus) + (2 - 1) * 9 (cleric) = 24)
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon focus (greatclub).
Languages: Common, Giant.
Spells per day: (5/4+1/3+1/2+1; base DC 11 + spell level). Typical spell selection includes: detect magic x2, guidance, resistance x2; bane, cause fear, comprehend languages, obscuring mist, protection from good; bull's strength, death knell, desecrate x2; animate dead, dispel magic, magic circle against good.
Deity: Grolantor; Domains: Death (touch attack 1/day, roll 6d6 (cleric level), if greater than or equal to target's current hit points, target dies), Evil (cast evil spells at +1 caster level). According to Defenders of the Faith, page 94, Grolantor's available domains are Chaos, Death, Earth, and Evil.
Gear: bag of holding (bag 3) (7,400 gp), hand of the mage (1,000 gp), hide armor, +1 impact unholy huge greatclub (32,305 gp). (A 15th level monster is supposed to have 22,000 gp worth of treasure. A 15th level NPC is supposed to have 59,000 gp worth of gear. A 6th level NPC is supposed to have 5,600 gp. Absent a ruling from WoTC, I went with 40,720 gp worth of gear and 18,280 gp worth of treasure. This is calculated as (59,000 + 22,000)/2 = 40,500 and 59,000 - 40,500 = 18,500 gp.)
Wealth: 18,280 gp worth of treasure.
Description: Like most hill giants, Morg has an oddly simian appearance, with overlong arms, stooped shoulders, a low forehead, and thick, overlong limbs. At 11 feet, he stands slightly taller than most adults, but he is somewhat more emaciated than most. Although Morg retains the black eyes and black hair he had in life, the hue of his skin has faded from deep ruddy brown to pale, lifeless white. He still favors layers of crudely prepared hides as garments, although in Morg's case they are fashioned from the hides of gibberlings, norkers, and other humanoids he has dined on.
History and Personality: In his youth, Morg roamed the Sword Mountains as part of a small tribe of hill giants, serving as their shaman. He was driven from the clan by the chieftain's son, who saw him as a potential rival. In exile, he established a lair in the mouth of a great cave over looking the Kryptgarden Forest, which, unbeknownst to Morg, was the entrance hall to the long-abandoned dwarven stronghold of Southkrypt. He eventually fell victim to a vampire who laired within the dwarven halls and sought a powerful servitor. Morg won his freedom, ironically, after his old rival ascended to the position of chieftain and, with two followers, tracked the exile down in order to make an example of him. The trio ended up killing Morg's master, but not Morg himself. Morg turned the tables on them by turning them into vampire spawn under his control. The vampire hill giant shaman and his three undead followers then retreated into the depths of Southkrypt where they have dwelt ever since, largely in gaseous form.
As a vampire, Morg's cunning and penchant for cruelty have grown far beyond his mortal kin. He brooks no rivals to his power, viewing all of Southkrypt as his lair and Kryptgarden Forest as his private hunting preserve. Morg enjoys inspiring terror and fearful obeisance in lesser creatures and thus has enslaved a large tribe of norkers (subterranean hobgoblins) to serve his every whim. Morg views Claugiyliamatar, an ancient green dragon who lairs in depths of the Kryptgarden Forest, as the greatest threat to his power. A long-simmering war between the two has pitted the hobgoblin followers of Old Gnawbones against hordes of gibberlings Morg has bred from transformed forest gnome stock and then unleashed into the forest.
Note that Morg was detailed in Dragon #236, pp. 80-82, but I chose to largely ignore that reference.
Impact: Any bludgeoning weapon enhanced by this ability has its threat range doubled. For example, a quarterstaff thus enhanced scores a threat on a 19-20, and a heavy flail scores a threat on a 17-20. This enhancement does not affect piercing or slashing weapons. (If you roll this property for an inappropriate weapon, reroll.)
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, weapon of impact; Market Price: +1 bonus.
Excerpted from Magic of Faerûn, page 140.
Unholy: An unholy weapon is evilly aligned and blessed with unholy power. It deals +2d6 points of bonus unholy (evil) damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disapears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be covercome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so enchanted bestow the unholy power upon their ammunition.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Market Price: +2 bonus.
Excerpted from Dungeon Master's Guide, page 187.
Vampire hill giant spawn (3): CR 8; Large Undead; HD 12d12; hp 78; Init +5 (+1 Dex, Improved Initiative); Spd 40 ft., Fly 20 ft. (perfect); AC 25 (-1 size, +1 Dex, +9 natural, +3 hide, +3 vampire spawn); Atk +19/+14 (-1 size, +10 Str, +1 weapon focus) melee (2d6+10/x2, huge greatclub) or +10/+5 ranged (-1 size, +1 Dex, +1 racial) (2d6+10, rock) or +18/+13 slam (-1 size, +10 Str) (2d6+10); SA Rock throwing, charm (DC 14), energy drain (DC 14), blood drain; SQ Rock catching, darkvision 60 ft., DR 10/silver, +2 turn resistance, cold resistance 10, electricity resistance 10, gaseous form, spider climb, fast healing (2 points/round), recoils from garlic, cannot cross running water, susceptible to direct sunlight, wooden stake through heart kills it, undead; AL CE; SV Fort +8, Ref +7, Will +5; Str 31, Dex 12, Con -, Int 8, Wis 12, Cha 21.
Skills: Bluff +9 (+5 Cha, +4 racial), Climb +12 (+5 +10 Str -3 armor check penalty), Hide +5 (+1 Dex, +4 racial), Jump +12 (+5 +10 Str -3 armor check penalty), Listen +7 (+1 Wis +4 racial +2 Alertness), Move Silently +5 (+1 Dex, +4 racial), Search +3 (-1 Int, +4 racial), Sense Motive +5 (+1 Wis +4 racial), Spot +12 (+5 +1 Wis +4 racial +2 Alertness). (Total: 6 - 1 (giant base) + 1 * (12 - 2) (large giant bonus) = 15)
Feats: Alertness, Cleave, Improved Initiative, Lightning Reflexes, Power Attack, Weapon focus (greatclub).
Languages: Giant.
Gear: hide armor, huge greatclub. (A 8th level monster is supposed to have 3,400 gp worth of treasure.)
Wealth: 3,380 gp worth of treasure.
Note: Vampire hill giant spawn are created by applying the implicit vampire spawn template to hill giants. The implicit vampire spawn template was derived by comparing vampire spawn to a 1st level human commoner and cross-checking it with the vampire template.
On February 8, 2006 Eric Boyd said: Not to disagree, with the lovely Elaine, but in my opinion, as the creator of said Starym Moonblade, I would characterize it as a "former moonblade." It was a moonblade. Then it was corrupted by a god (Moander). Therefore, it's not really a moonblade any more, but obviously it is still referred to as such (and thinks of itself as such).
--Eric
PS FWIW, if I recall correctly, I developed the Starym Moonblade after Elaine created the concept of a moonblade in Elfshadow / Elfsong, but before she published Evermeet: A Novel. In fact, I may have created it while she was writing Evermeet. In any event, if I had seen her later most excellent Realmslore on moonblades in Evermeet, I might not have created it. Water under the bridge.
On February 11, 2006 Eric Boyd said: My notes have the following information (some is canon, some is speculation, some may have been invalidated by more recent products):
Fochlucan: The college of Fochlucan once stood on the northeastern edge of Silverymoon. After it closed, the college stood empty for many years before being reopened as Utrumm's Music Conservatory. Utrumm's Music Conservatory has since been moved to Southbank, and Fochlucan has been reborn as the House of the Harp. (See Elfsong, pages 10, 171.)
MacFuirmidh: The college of MacFuirmidh once stood on the isle of Alaorn in the Moonshae Isles, south and east of Caer Callidyrr. (See Elfsong, pages 170-171.)
Doss: The college of Doss once stood in the shadow of the High Lady's Castle in the city of Berdusk where Twilight Hall, the base of the western branch of the Harpers, now stands.
Canaith: The college of Canaith now lies in ruins along the northern stretch of the Hillstrail about 70 miles south of Zazesspur, its long-abandoned buildings put to the torch during the Black Days of Eleint in 1347 DR. (See Elfsong, pages 175.)
Cli: The college of Cli once lay within the eastern reaches of Baldur's Gate, but its buildings have long since been torn down and replaced. The only remnant of this school is Elfsong Tavern, an adventurers' drinking-place and hiring house notable for the ghostly elven female voice (once a student at the college) that can be heard from time to time. (See Volo's Guide to the Sword Coast, pages 17-18.)
Anstruth: The college of Anstruth once stood in the heart of Sundabar's trade ward. As recently as 1364 DR, only one building remained, a once-beautiful structure converted into a warehouse. The founding of the Silver Marches confederation and the refounding of Fochlucan in Silverymoon has given renewed energy to efforts by a handful of bards to refound Anstruth. (See Elfsong, pages 154-156.)
Ollamh: The college of Ollamh once stood on Rivon Street in Waterdeep's Trade Ward, wher