Alaundo's Library

Noteshdr.gif (2577 bytes)

The work contained on this page has been penned over time by the creator of the Forgotten Realms - Ed Greenwood, and kindly provided to us here at Candlekeep by The Hooded One on the Candlekeep Forum. The collection presented here is a digest version which has been collated by Scott Kujawa, presenting all Ed's responses and omitting other posters discussions which followed.


So saith Ed

(Answers from Ed Greenwood)

Apr - Jun 2005


April 1, 2005: Hello, all. kuje31, you asked about the werepegasus in the entry for Iyrytharna Dantras entry in VOLO'S GUIDE TO CORMYR. Here are Ed's 1981 notes on such critters:

A werepegasus is a female human or half-elf who can change into a pegasus of white, dun, or blue hue. Aside from these hide colurations, a werepegasus looks like a 'normal' pegasus save that its eyes glow ("star-white" hue) in darkness - - and their pupil colour otherwise matches that of their human shape. They have 'normal' pegasi abilities and stats. This is an inherited (bloodline) shapechange power, not lycanthropy; no one can be 'infected' with it.

The change in shape takes 2d4 minutes in either direction; the shift from human to pegasus shape can split clothing or other equipment that can't 'stretch' (and so is made unclad whenever possible), and the change is often accompanied by releases of body gas (yes, farting) due to instantaneous digestion of whatever either the human or the pegasi form might have in its stomach. The change heals 1 hit point of any current damage (to a maximum of 6 hit points regained every 24 hours), and a werepegasus can shift shape once per hour (in emergencies, a werepegasus can 'force' a faster shapechange, but does itself 1d4 hit points of damage in doing so, and/or a more frequent shapechange (twice or more per hour), at a cumulative cost of 1d6 hp, each time (beyond once, in any one-hour period); shapeshifts forced on a werepegasus by hostile magic don't inflict such damages, but may do other damage according to the nature of the magic applied).

So wrote Ed, all those years ago.

love to all,
THO

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

April 2, 2005: Hello, all. Ed replies to Melfius, Kajehase, Kentinal, and Garen Thal in the matter of Waterdeep's walls and possible sprawl outside the walls. I suspect Eric Boyd will also find this very interesting, given what he just couldn't fit about Waterdeep into a mere 160 pages.

Ladies, gentlemen, and others, I give you the words of Ed:

Waterdeep is a trading city, and is really crowded only at the height of the summer season; in winter, its population is far less. Please bear in mind that the majority of buildings south of an east-west line drawn from Castle Waterdeep to the City of the Dead have three or more floors of rental rooms or apartments (that is: multiple rooms rented as one) above their street-level shops. Often these are owned by families who use all of the rooms in winter, and in summer put some furniture and belongings into cellar storage and cram themselves into just a few rooms, so as to derive rental income from the rest. We modern real-world people would find this very crowded, but medieval real-world people would not have considered it so (remember, having "your own" bedroom as opposed to sharing a room and even a bed was the norm for a few nobility and for hermits; everyone else slept together for warmth or out of necessity, often in a room that served as both bedchamber and everything else). To a lesser extent than in Waterdeep, this rental of upper floors goes on in almost every city of Faerūn, augmented by sleeping arrangements we often wouldn't think of, including: Rent stable space? Then you and/or your grooms or servants or wagon-lads sleep up in the hayloft above the stalls rented to your animals, alongside the stable staff (who regularly sleep there, too, along with all the rats, et cetera). Rent carriage-storage space for your wagon? Then you sleep in or under the wagon, unless that particular carriage-shed forbids this practise to cut down on thefts or fires (and they'd better be attached to a rather exclusive inn, or they'll soon go out of business trying to enact such policies). Stay as guests at a Waterdhavian noble villa? Then your servants sleep in the stable-lofts there, or even on outbuilding roofs if rain isn't expected. And so on.

With all of that said: no, Waterdeep lacks foulburghs, shanty-towns, or suburban expansion, BY LAW. In addition to the Code Legal set forth in the CITY OF SPLENDORS boxed set, Waterdeep has an ever-increasing body of 'case law' in the form of Lords' decrees, built up with the passing years. One of them forbids any permanent structures outside the city walls, for a distance of half a days' patrol, except by license of the Lords (who only grant such permission for civic buildings). So the city occupies the entire plateau (note the cliffs along much of its eastern side), and the meadows around are kept clear for caravans to assemble, camp upon arrival (temporarily living there, with no permanent structures allowed), livestock markets, wagon-trains to muster for "straight runs in" to the docks or to dockside warehouses, and so on.

You'll see a very brief scene in the Waterdeep novel that Elaine and I wrote (if it survives the editing) wherein two nobles go hawking in the meadows early in the morning; later in the day or at evening, this activity would be impossible due to all the Waterdhavians 'dining out' (eating picnic meals, often with the families of several friends meeting so the children can run and play while the grown-ups sit, drink and eat, and talk), lovers trysting, folk meeting to talk business (perhaps shady or illicit dealings) in relative privacy, and so on. So Waterdeep uses the open land around it, on a daily basis.

(By the way, the novel also makes clear why the City of the Dead isn't where the poor sleep - - unless they sleep by day. The gates of the cemetery are always closed from dusk until dawn, when ghosts roam in sufficient profusion to drive most folk mad.)

Caravan camping (and thus, daily prosperity due to caravan trade) plus controlling in some small way who can be a permanent resident of the city, plus providing some security from orc hordes by affording any attacking force as little cover and ready plunder as possible, are the reasons for keeping the meadows clear. Often traffic jams are so severe in the city streets (as I mentioned in a much earlier post here at Candlekeep), that going "out a gate and around" (to another gate, and back in again) is by far the faster way to travel; this plus the need to swiftly being in food from Goldenfields and keep the city from strangling on its own trade... all contribute to the decision to prevent Waterdeep sprawling over the surrounding landscape.

Security and caravan-camping will be the considerations that keep cities everywhere else from partially (usually) or wholly (rarely) preventing building outside the walls. Most cities restrict building to some extent, to keep roads clear and water-sources unfouled or accessible, or prevent woods from being entirely hewn down.

So saith Ed. Into the Realmslore files once more, to ably fill up another breach (no, not breeches), with passing apologies to Master Shakespeare...

love to all,
THO

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

April 3, 2005: Hello, all. This time, Ed makes reply to Jerryd about the tropics:

Jerryd, most folk of Faerūn have no PRECISE idea about solar seasonal 'wanderings' (in GENERAL, of course, they know about it, especially if they farm, sail the seas, or travel extensively), and therefore there's no widely-known concept of the arctic circles or the tropics, and no commonly-accepted names for them.

However, that doesn't mean that certain faiths haven't studied the sun closely. In Kara-Tur there are names for the tropic parallels (unknown to me), and they are also named (not necessarily venerated or made much of) in some Faerūnian faiths, as follows:

Angharradh: Dieree (Cancer), Luel (Capricorn)
Aumauntor: Resrar (Cancer), Alondar (Capricorn)
Baervan Wildwanderer: Nyarduth (Cancer), Sudduth (Capricorn)
Deep Sashelas: Dieree (Cancer), Luel (Capricorn)
Chauntea: Resm (Cancer), Londim (Capricorn)
Gwaeron Windstrom: Trethen (Cancer), Lonthen (Capricorn)
Horus-Re: Sebrah (Cancer), Umbrah (Capricorn)
Kossuth: Arfane (Cancer), Dloefane (Capricorn)
Labelas Enoreth: Dieree (Cancer), Luel (Capricorn)
Lathander: Resra (Cancer), Alondyr (Capricorn)
Marthammor Duin: Taen (Cancer), Muirtaen (Capricorn)
Mielikki: Trethen (Cancer), Lonthen (Capricorn)
Sejojan Earthcaller: Nyarduth (Cancer), Sudduth (Capricorn)
Sźlune: Treth (Cancer), Lonth (Capricorn)
Shaundakul: Trethen (Cancer), Lonthen (Capricorn)
Sheela Peryroyal: Nyarra (Cancer), Soudrra (Capricorn)
Valkur: Trethen (Cancer), Lonthen (Capricorn)

So saith Ed.

Clip this snippet, devout worshippers!

love to all,
THO

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

April 4, 2005: Hello, all. Ed of the Greenwood makes swift reply to divers Realmslore queries this time, in another 'grab-bag,' as follows:

Ethriel, there are indeed "plans or opportunities to use Kymil Nimesin again," but I can say absolutely nothing about them. :} Sorry. NDA time.

Kajehase, you asked for the yuan-ti word or phrase for "Scaleless Ones."

In the yuan-ti tongue, the phrase Scaleless Ones is rendered: "ssolo" (from "ssa" [the short-form, everyday word for scales] and "olo" [ones]. However, "ssolo" has itself been altered by centuries of usage into: "ssul."

I know I was brutal with my own writing to keep it down to the proper length for SK, and we three scaled scribes STILL overwrote a lot, causing Penny Williams among others to wade into our verbiage with the proverbial sharp blade. If it ever made it into the first draft MS (which I doubt), it almost certainly fell right back out again, in The Wounding (ahem: the editing).

malchor7, Scyllua Darkhope isn't a character I created (I'm guessing Rich Baker or Sean Reynolds), so this is just my guess, but I'D pronounce her name either "SILL-ah" or "SILL-oo-ah," with the first suggestion being more likely but the second being more grammatically correct (in either case, a Southerner reading that name but not knowing the person and therefore how she pronounces it would render it "SILL-wah"). Of course, most folk of Zhentil Keep, including most Zhents, would speak of her as "the Castellan," and address her as "High Castellan." VERY respectfully. :}

Dargoth, Shraevyn's tomb is detailed in THE SWORD OF THE DALES module (adventure) by Jim Butler (TSR 9484, published in 1995), and definitely isn't the same as "The Tomb of the Archmage" you were asking about.

So saith Ed.

Who promises to deal with malchor's query about Mystra and Helm, right after I do some more housekeeping over the next few nights.

love to all,
THO

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

April 5, 2005: Hello again, fellow scribes. It's high time for some "you're welcomes" from Ed and from me, so... come into this cozy bower where we've drinks ready. The bearded smiling thing lounging yonder is Ed, so that means I'm the one wearing the high heels, fishnets, garter belt with little black ribbons, and the smile. Oh, yes: and the wristwatch. I'd feel positively NAKED without it.

To Erik Scott de Bie: invaluable? Great! You're warmly welcome to the team in harness (I enjoy it most when the editorial whips strike me just * here, * but your mileage may, of course, vary). Please feel free to quiz Ed on all matters. If it's something about an unfolding project you don't want all of Candlekeep to know about just yet, just drop a private word to Alaundo, and he'll call on me, and I'll in turn rouse the Slumbering Ed for you. Not that he ever DOES sleep, mind you.

Now have a glass of this! Cheers!

kuje, darling, you've remembered correctly; there IS one more unanswered query of yours, nestling beside a vintage query from Eric Boyd. Rest assured that Ed WILL get to them all, if he doesn't die of old age first! No inquiring scribe gets forgotten! And yes, Ed is even busier than usual, just now. I'll try to cajole him into maintaining a regular schedule of nightly answers, but if I don't, that's why. He's back up to nine projects on the go at once! (Plus, of course, the demands of a real-life day job.)

To all who spoke about Orcus, Ed grins (ah, those changing rules! SUCH a pain to those trying to maintain the artistic versimilitude of a fantasy setting!), but reminds everyone - - with a bow of thanks to Taelohn for the kind words of recognition about Ed's ELMINSTER IN HELL depiction of Mystra and Asmodeus - - that if the DM properly presents and 'runs' such powerful beings, it should be VERY hard for PCs to come to grips with them in a final stand to destroy them, or even to learn much about their true powers and interests. Roleplay, folks, roleplay, and leave the rules as lore to be consulted in downtime.

Damian, fellow lover of the Realms for faithful years, it grieves me to dash your hopes. Let's cuddle as I proffer this tallglass of something special from Ed's cellar, to soothe your inevitable distress. The NDA Ed refers to is connected to more than one potential product, both of them are but shadows on the horizon right now (read: years off), and they are still carved, not in stone, but in quicksand on a stormy beach, with the tide coming in. Rest assured, however, that Ed and I both want to see "a decent update for Eveningstar," too, and know that we stand at your aside, swords and spells ready.

Ah, but this wine is... warming. I'm just going to snuggle in beside Ed, here, and greet more of you on the morrow.

love to all!
THO

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

April 6, 2005: Well met again, scribes. There're still plenty of flagons and nibbles (wherever you can find them, Wooly - - oh, but hamster fur is so SOFT, ummhmmm), so step right in and mingle, whilst I ramble on:

To RevJest (simontrinity): Wooly Rupert is right (thank you, Wooly dearest!): the elf lass Rildarra Nierdre is (among other things) an Eldritch Knight indeed. And while we're on the topic of the Nierdre lore, a hearty "You're very welcome!" to Finglas Leaflock, Wooly, and SiriusBlack.

Now as for Paec_djinn: fie, sir! Have this flagon of Ed's finest and let it be answer enough for you at this time! NDAs have force and weight and meaning, and because of them Ed can tell you NOTHING about the roster of writers for REALMS OF THE ELVES, or even confirm if he's one of them. Naughty lass in need of a spanking that I am, *I* spilled the beans, and will go so far as to say that Ed has begun his tale, that the characters appearing therein will be of great interest to certain scribes here, and that diligent readers of THE FARTHEST REACH will find in its pages a certain utterance by Storm Silverhand that 'sets up' Ed's story. You'll learn no more from me just now, I warn you - - but of course, sirrah, you're welcome to try to persuade me! Here I am, standing defenseless...

To Rick Day: you're welcome, too, and I've deeply enjoyed playing in the Realms all these years (even if it does reveal my ever-advancing age). Ed has indeed read THE SILMARILLION (and UNFINISHED TALES, and the LETTERS, and all twelve [!] volumes of THE HISTORY OF MIDDLE-EARTH).

BTW, the man Ed considers Canada's greatest living fantasy writer, Guy Gavriel Kay, helped to edit THE SILMARILLION, and Kay's first trilogy (described by some as "Tolkien meets King Arthur meets some University of Toronto students"), The Fionavar Tapestry, is very "Tolkienesque." Ed recommends Kay's later standalone novels TIGANA and A SONG FOR ARBONNE as among the very best fantasy novels ever written.

As for your "events of the last ten years" query, Rick, I think SiriusBlack and Wooly Rupert have taken care of it very well. Much of the North Timeline (available here at Candlekeep, I believe) that Sirius refers to, the work of George Krashos (the man who is THE "go to" Lorelord for both Ed and Eric Boyd, by the way, and who never gets thanked enough, so I'm blowing him a kiss now!), was incorporated into the recent and essential LOST EMPIRES OF FAERUN sourcebook.

Sanishiver, you're also welcome! Glad you liked the Waterdeep lore (and I can JUST SEE the fun Wooly alluded to, in his posts to you, and your response to him). Watch Ed's Realmslore column on the WotC website for a little more about Waterdeep, probably at about the time Eric Boyd's essential Waterdeep tome gets released.

Verghityax, Ed can't tell you a word about the laws of Baldur's Gate or Elturel; that's what NDAs MEAN. He started to detail the legal matters of Secomber for you, but had to interrupt this to toss most of his lawmaking into another Realms project; he'll get back to you as soon as he can.

He appreciates your offer re. Dungeon 64, but doesn't want you to get into any legal trouble. It's certainly no crime for Ed to receive the information (TSR and thus WotC are actually CONTRACTUALLY BOUND to provide him with all Realmslore he requests, and should as a matter of course furnish him with all Realmslore they or a licensor publishes), but neither of us are sure if you (not being an employee of WotC) personally run into any shaky legal ground at any step along the road of providing it (and we both suspect that you might). It's complicated because of the geography of where you are located and where Ed is located; two sets of laws are involved (and a third, too: the current administration in the United States is aggressively pursuing a policy of attempting, without any legal or moral right whatsoever beyond "hey, we're THE superpower, and might makes right," to try to apply American law to the entire Internet, and to all transfers of goods, information, or currency, no matter where they may happen to occur in the world, if "American business interests" are involved - - and regardless of how you define such things, TSR and now WotC and Hasbro ARE American companies, and thus quite properly fit even the narrowest definition of "American business interests"). The point is, it's a very complicated matter, and Ed doesn't want to upset anyone or get anyone into legal trouble. It will probably be easiest (though slowest) if Ed gets Paizo to provide him with a copy. How about: we'll get back to you after we've investigated further, okay?

Ah, I see the wine is running low (My! Some of you scribes must be darned near HOLLOW! ) and that it's high time for meatier Realmslore to be served up, so I'll usher Ed up to his garret now, and start flogging him to produce more for tomorrow...

love to all,
THO

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

April 7, 2005: Hello again, fellow scribes. Ed replies to malchor7 in the matter of Helm and Mystra entwined (or not):

As for the notion that (the first) Mystra and Helm had once been lovers, it seems likely - - but then again, mortals can almost NEVER know the truth about the deeds, thoughts, and affairs of deities, because they can only 'go by' what the various churches, prophets (often self-proclaimed, and also all too often crazies who speak in opposition to the churches), and avatars report - - or far more often, that they hear third- or five-thousand-and-thirty-third-hand of what such parties said or did. And even (or perhaps particularly) gods, and certainly their churches, have agenda reasons for lying or embellishing the truth.

Even if a deity speaks directly to a character, and the character is utterly convinced the deity is speaking truth, that really means nothing more than that a being of divine powers can convince a mortal of just about anything.

All of which means the various tales about Mystra being the lover of Azuth (several times daily), Helm, or Shar, or Bane, or Moander, or the nearest rock MIGHT be true, or might not, but no mortal can be sure.

This, of course, neatly leaves every DM elbow room to sail armadas or ride armies through. First on the left, no pushing or shoving, one to a cross, please. :}

So saith Ed.

Ending with a paraphrase of Monty Python's LIFE OF BRIAN (for those whose wits are rusty just now).

love to all,
THO

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

April 8, 2005: Arthedain, your question to Ed about dueling has already be answered: on Page 74 of the 2004 Questions for Ed Greenwood thread, here in the Chamber of Sages, Ed made reply to The Blind Ranger about this same topic.

As for your question about noble marriages, heeeeeeere's Ed!:

Hi, Arthedain. Certainly George's (ahem, Mr. Martin, but he told me call him "George" when I sat drinking and talking with him at the 2003 Worldcon) nobles echo the behaviour of SOME nobles in Faerūn (such as those of Cormyr, Impiltur, and along the Sword Coast. "Arranged" marriages do foster (but not necessarily cement, because some families are quite internally fractious, so married-off daughter X may very well side with her husband's kin against dear old controlling mummy or daddy) political alliances.

As for the marriage between Lord Mourngrym and Lady Shaerl: the Rowanmantles quite openly and heavy-handedly THREW Shaerl and her sister at the lonely, far-from-Waterdeep Mourngrym in open and obvious hopes of gaining a toehold in the Dales, a move supported by the Crown of Cormyr (read: Vangerdahast) because he saw it as a way of extending Cormyrean influence into the Dales (first: make Tilverton a protectorate, then marry into shared control of Shadowdale, and - - the riches of the Moonsea are within sight and grasp!). Shaerl and Mourngrym both saw what was going on, but a marriage came about because they genuinely fell in love (and Shaerl politely told Vangey, via various War Wizards, to tluin off and get lost; she wants Shadowdale and Cormyr to be firm friends, but she's having no part of Cormyrean control, paternal and friendly or otherwise). So this was no 'hidden' plan: Vangerdahast didn't want to be subtle - - but he didn't succeed, either.

Now, as for your "general impression of the nobles and noble families has been that they feast, hunt and enjoy themselves (almost) 24/7 (or 24/10 to be precise), and that the heads of the families don't arrange marriages."

Not so. The 'idle rich at play' stereotype is just that: a stereotype. Someone in most noble families has to be loyal to the ruler, someone has to be good at war (or at least command), and someone has to be a shrewd investor: or the family will fall from grace and power in a hurry, and be exterminated, stripped of noble rank, or reduced to a handful of mere pawns in the hands of others. Many nobles like the wider Realms to THINK they spend all their time hawking, hunting, drinking, dallying with each other's spouses, attending or throwing debauched revels, and pursuing eccentric hobbies - - but most of them do so a few evenings a week, at most. YOUNG nobles, with nothing to do (because they're not trusted with any family responsibilities yet, as their elders watch to see what sort of people they'll turn into), now... many of them DO carry on like that all the time (or as much of the time as they can remain conscious and out of custody).

Moreover, in most noble families, even if the head of the family doesn't arrange a marriage (and they DO, whenever they have offspring not strong-willed enough to stand up to them, or a monarch meddling), their approval is needed in most cases unless the errant son or daughter is willing to elope, flee far beyond reach, and renounce all family wealth and favour if not name and title (and they are often disowned in absentia; when the furious head of the house dies, they may or may not be 'allowed back in').

It's always a mistake to try to relate conditions in the Realms too closely with the past history of our real world, as I've said many times before, but yes, in our real world arranged marriages were quite common in our Western World, and ARE STILL quite common in many other modern-day societies (many Muslim societies, most Hindu countries, and many African tribal cultures, to name just the first few that come to mind). So yes, colour yourself unsurprised: such practises are indeed common "in at least some parts of Faerūn." And yes, you correctly cite a published-early-on example of mine in this regard.

And I believe I'll add a note or two about your dueling query, too (my Lady Hooded correctly points out my earlier dealings re. this matter): As for your example of an adventurer insulting the wealthy Cormyrean noble: the noble wouldn't dream of dueling an "uncouth outlander," and so there'd be no duel unless the noble REALLY wanted personal combat with the adventurer (a rare thing, because usually the noble would see no loss of personal honour in being insulted by an outlander or commoner adventurer, because "they are so uncouth that they can behave no better, eh what?" but to accept a duel against such a lowlife WOULD involve a loss of honour), OR the adventurer was himself (or herself) a Cormyrean noble. Otherwise, no duel: the adventurer would simply be shunned by nobles, and politely told by a War Wizard or herald to behave (or even apologize), or face arrest and fines, exile, the band charter being revoked or their name stricken from it - - or worse.

And yes, if a duel did occur, the norm in the Realms is: no seconds, no lasting family feud (the duel settles all, unless one participant fights unfairly), clergy DO adjudicate (and unfairness therefore results in church edict against/divine disfavour against, the cheater), and normally the challenged has the choice of weapons (I say "normally" because there are limits: missile weapon use is disallowed in duels, as are ambushes and fights between someone who can fly or turn invisible and someone who can't, someone who can breathe underwater and someone who can't, and someone WHO HAS or CAN CAST MAGIC and someone who doesn't or can't).

In the past I've answered queries about wizards dueling each other, but in general: magic-using folk aren't allowed to duel non-magic-using-folk. "Trials by combat" may be local exceptions, but these are of course very special sorts of duels, not "honour-matches" at all.

Oh, and about the sandbox: you're very welcome, and it has been and continues to be my great pleasure!

So saith Ed, and there you have it!

love to all,
THO

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

April 9, 2005: Ah, Wooly, you oblige with spankings? WON-derful. My persuasions will forthwith begin.

As for sharing more of my adventures in the City of Splendors... well, now. There's the time I "persuaded" a member of the Guard to share his hippogriff saddle for some ardent bareback riding over the city - - but no, no, this is a FAMILY thread... er, isn't it?

Well, perhaps I could tell you about the time I impersonated Lady R- - - so as to delay her husband returning too soon to a certain office where a certain secret passage could be found.

But then, that adventure's not completely played out yet, so perhaps instead I'd best talk about the time my character found a new way down into, and back up from, Skullport (well, not exactly NEW; the bodies and bones festooning the sequence of gates sorta betrayed the fact that it had seen heavy use in the past); we found quite an interesting little symbiont along that route, too... but I KNOW Ed doesn't want me to spill the beans about THAT, given his current fiction projects, so... hmmm, it seems there're not that many really interesting tales left about Waterdeep at all. Endless shopping trips, Dock Ward tavern brawls, and wild nobles' revels undertaken, of course, but those are hardly unique, mmm?

But enough dalliance. I DO have an answer from Ed to impart, to malchor7:

No, there aren't a lot of known godlings wandering around (the word "known" is key here; there are some divine surprises as yet unrevealed about the Realms, even after all this time), and Wooly Rupert and kuje31 are quite correct: deities only conceive children when they specifically choose to. I'm not so sure that we can say with certainty that conception wouldn't occur in the case of unions detween deities, where one wanted issue and the other did not. However, a deity must surrender some of their 'divine spark' or essence to impart some to offspring, so you can have "true godlings" (immortals), mortals with some special spell-like powers (innate abilities), and normal mortals who just have 'tuned' or 'cherry-picked' aptitudes ("You, child, shall have a talent for sorcery and the feats Drift Magic and Body Pouch (regardless of the usual prerequisites").

So saith Ed.

Wherefore: It Is So.

love to all,
THO

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

April 10, 2005: Hello, all. The tireless questioner Dargoth, a little over a month back, posed this question: "What occurred in 267 DR and why was it named the Year of Banes Shadow? (I'm assuming it refers to the God Bane)"

Ed of the Greenwood herewith makes reply:

Aside from the Battle of Fallen Trees (noted in the CORMANTHYR sourcebook and in "A Grand History of the Realms" timeline by Brian R. James, hosted here at Candlekeep), the year 267 DR is little remembered in recorded history, though many sages have debated the meaning of its name down the years.

The most popular theory is that it does indeed refer to the god Bane, and specifically to a growth in Bane's power.

Some say it speaks of Bane's subsumption of a part of the divine essence of a slain god (perhaps one of the Seven Lost Gods, as part of Bane, Bhaal, and Myrkul treating with the god fell and wise god Jergal), and although no mortal knows the timing of those events - - or even if they are 'true,' as told - - that seems more likely than the second-most-popular theory: that it refers to Bane fathering Iyachtu Xvim, the 'Godson of Bane' (for the timing seems wrong for Xvim's birth, though mortals have no way of knowing if gods can sew seed in mortal wombs and have it 'wait dormant' for some years or until they command it to bear fruit in a mortal womb).

So saith Ed.

Who (as I've noticed a time or two before) takes many words to say: "We can't say anything for sure."

love to all,
THO

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

April 11, 2005: Hello, all. Ed makes reply to Antareana, in the matter of the god Milil and his clergy:

Antareana, properly detailing the Church of Milil (to say nothing of the god himself) is a huge undertaking, and one I'm afraid I just haven't time for now (a state of affairs that could well last for the rest of this year, the way things are going).

However, let me share a few of my notes about the Lord of Song and his clergy, as follows:

The best Sorlyn have perfect pitch, good singing voices, and perfect recall. Most Sorlyn have one of those three things (if not in perfection, than 'very good to superb'), and the vast majority of Sorlyn attend private (priests only) classes of endless repetition, so as to memorize the lyrics of ballads that can be chanted or declaimed as well as sung: both prayers of praise to the Lord of Song, and useful tales ('favorite standards') that can earn them a pint or a wedge of cheese in a tavern, such as "When Durathor Rode to Hunt" and "The Ghost Princess."

Most Sorlyn build up a great repertoire of memorized songs (a grieving son or two, a love song or two, a 'manly praise' song, and endless story-ballads) in this manner, and are taught to write them down and teach them to others. They are also expected, as they advance in church rank, to create original songs of praise to Milil.

The Lord of Song shows his favour in two ways: by 'inspiring' his faithful with new songs (that he places in their minds in dreams, usually visualized as "written in letters of flowing fire"), and by manifesting music (usually the notes of unseen pipes, chiming bells, or harps) around the favoured person that all can hear.

(Note that an illiterate Sorlyn who receives such inspiration can perfectly write down the "letters of fire" for others to read, without themselves being able to read the script. The inspiration, however, locks the meaning and sound of the words in their minds, forever.)

Sorlyn will be proud to share any music resulting from Milil's inspiration, and it often enhances their standing in the church immediately. It is always, words and music, 'burned into the brain' of the devout individual, and CANNOT be forgotten (even surviving thought-draining attacks and magics, the death and subsequent resurrection of the devout individual, and so on; even if a mind flayer drains it from Erevho the Minstrel, a copy of it remains in Erevho (not just in his brain, but singing in his veins, his soul, and his flesh). Acquiring sufficient marks of Milil's favour of this sort is the only way to avoid the inevitable forgetfulness and mental confusion of great age (what we modern real-world folks call Alzheimer's, and dementia, strokes, and just plain forgetfulness). It also (every DM must devise their own modifier) affects Will Saves against feeblemind spells and similar mental attacks.

Manifestations of Milil's favour begin as brief flourishes of sound ("fanfare chords," some have called them) spontaneously manifesting when a favoured being says or does something. The being has no control over them, must endure them even when they cause embarrassment or danger, and will be increasingly respected by other Sorlyn who hear them.

Gradually, if an individual acquires more such manifestations (remember, this can only happen because of a character's deeds, words, and decisions, not by merely faithfully following church dogma or the orders of superiors in the Priesthood of Song), some of them will remain within the favoured being's head, as "echoes" that can comfort or be used to focus attention for meditation and prayer. They can then be released a second or subsequent times (usually WITHOUT 'losing them forever,' though they fade a little with each such release) at the will of the favoured being. In other words, a favoured being can make a gesture of honour towards a newborn child or noble or monarch, and the music they can hear inside their heads will be released (it's up to them to decide if it will create the desired, or appropriate, effect).

So saith Ed.

Ah, Realmslore to make one smile. Thank you, old friend!

And to Melfius: no, Ed hasn't forgotten your request about Akadi; this comes so swiftly purely because Ed could lay hand swiftly and unerringly on his old Milil notes.

love to all,
THO

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

April 12, 2005: Hello, all. Herewith, Ed replies to Gerath Hoan re. matters Cormyrean:

Gerath, you're quite welcome re. the Hammerstars series. I consider that eight-parter a paltry but essential offering of long-overdue Realmslore to fill the gaping 'black hole' that Sembia has remained for too long.

As for your Cormyrean questions: yes, I'd say you're capturing the right flavour. "King's Vale" is a good name (bear in mind that 'Vale' means "valley," so you've got to create a local depression, probably small and bearing streams running down from the height where they 'rise' to join either the Sword or the Immerflow). "Silverspurs" is a quite acceptable noble family name, so long as they're few in number and low in fame and influence (we already have Silver, Silverhorn, Silversword, Crownsilver, Huntsilver, and Truesilver - - so this had probably better be the very last "Silver" family among the nobility).

As I see the situation, most of the crofters (farmers) fled on the orders of army commanders as the foe advanced; only the most stubborn stayed to fight the orcs (and so died), though their buildings would have been looted and burned, their livestock slain and devoured, and crops and larders despoiled or eaten. So some of the farms would have been (thinly) resettled almost right away, with Purple Dragons sent out to patrol the area and work alongside the surviving (returned) crofters and a few poor street folk from Suzail offered Crown coin to work on farms (and, once it became clearer who was dead, even offered some farmland). So: few grand uniformed units of Purple Dragons riding here and there, and smaller garrisons - - but more Purple Dragons out working alongside commoners (building trust, just as the canny Obarskyrs want them to).

The Obarskyrs will have been calling on their coffers (the secret wealth of the Crystal Grot) to buy all manner of edibles, seed, and livestock, to make sure crops were sewn as soon as possible, and to keep folk from starving through the first (leanest) winter; mercenaries (closely watched over by War Wizards in turn watched or 'covered' by other, unseen War Wizards, to guard against treachery or plundering) would have been hired to bolster patrols and guardpost-garrisons, to fight off orc and goblin raiding bands, prowling monsters, brigands, and - - yes - - Zhent incursions.

Fzoul intends to keep his bargain with Khelben by not openly conquering anywhere, but also intends to continue 'buying' local rulers as the Zhents always did, and raiding as much as they always did, too ("Those raids? Those weren't us; can't have been - - I gave orders! Oh, a few low-ranking lads might have got ambitious, they always do... but if I discover that happened, rest assured I'll stretch a few necks, believe me! What do you mean, you don't believe me?"). So the Zhents will both raid and try to use crooked merchants as agents to take over local smithies and other businesses wherever they see a chance.

Purple Dragon units will escort all deliveries of these purchased imported necessities, which will come to 'local lords' for local distribution. Things in the backlands are a little "rough and ready" right now - - but the Crown is watchful, and ready to spring into action against outlaws, raiding outlanders, and adventurers who try to 'run amok.'

So saith Ed.

Who's deep in taxes right now, but still on his feet with sword in hand, and no trace of fear on his face...

love to all,
THO

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

April 13, 2005: Hello, all. Ed replies to Dargoth's question: "Whats the relationship like between Cormyr and the elven nations (Ie Evereska, Evermeet and the remaining elven settlements in the Dalelands) in the post Azouns IV death and the destruction of Tilverton era? both of them being events where elves did substantial damage to Cormyr/Particular does Alusair hold a grudge against the elves over her fathers death? Do the people of Cormyr in general have a negative view of Elves?"

(Wooly Rupert replied: "I wouldn't imagine so, for either case... Alusair is a smart lady, and it's not like this was an elven plot -- it was the actions of one former elf. And how many people know that the Devil Dragon was formerly an elf?"

Now Ed has his say:

Dargoth, Wooly Rupert is right: as the Steel Regent begins her rule, rest assured that no one in Cormyr, from Filfaeril and Alusair down to gossiping fishwives in Marsember, holds any hatred for elves over the events recounted in either the war against the Devil Dragon or the events recounted in The Return of the Archwizards trilogy. Elves just aren't seen as a group or race of villains in Cormyr. Some individual Cormyreans may hold grudges or feel hatred towards individual elves, but that's a far different thing.

Now, as far as relations between Cormyr and Evereska: Evereska doesn't have much to do with any non-elven land. Most Cormyreans believe it's a fallen land, or a myth, or a shining hidden paradise of the elves (and mostly don't think about it at all). Evermeet ditto (though few still believe it's entirely mythical). War Wizards, merchants, and certain courtiers carry on quite cordial relations with elves in the Dalelands, but again, the average Cormyrean never thinks of elven settlements in the Dalelands except as those "deep green woods where elves dance and fey things happen; best leave 'em be."

So saith Ed.

More Realmslore tomorrow!

Gerath: nice. I'll pass this on to Ed, weblink and all. I suspect he'll be pleased.

love to all,
THO

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

April 14, 2005: Hello, fellow scribes.

Krash, Ed replies to two of your DWARVES DEEP questions:

My Lady Hooded was of course quite correct when she said King Azoun IV's alliance with the dwarves of Earthfast was trade-related. She gave you its normal flows ("textiles, leather, boots, foodstuffs, and tinctures, tisanes, and infusions that could be used in making dyes and medicines, in return for trade-bars of metal, valued at fair market prices"), but of course didn't know that Azoun could call on this for armor and weaponry, usually in return for particular War Wizard spell castings on specific items. The primary trade route, by the way, was via portal from Suzail to a secret location in the Dales, and thence to the Low Road (see page 30 of my 2004 Questions thread here at Candlekeep) and south from there (and vice versa), with War Wizards magically overseeing Highknight-directed trade activities from afar (ready to leap in if treachery or ambushes from hostile third parties occurred - - something that, as it happened, never happened :} ).

Glowhammers are enspelled warhammers that, yes, can glow with faerie fire upon mental command of the wielder, and can also be willed to 'send' a beam of stronger light (like a pencil flashlight, aimed by moving the hammer; strong enough to see small features or writing by, but not blinding nor strong enough to affect undead). They can be released and left floating, as The Hooded One described.

The primary magical ability of a glowhammer is to reveal all hidden runes, symbols, scripts, marks, sigils, and writings (within ten feet, when willed to do so). The revealed markings remain visible until this hammer ability is 'willed off' or the hammer is moved out of range, and the glowhammer ability is so crafted as to NOT activate any magics contained in the markings it reveals (even by touch).

I've never given glowhammers formal 3e stats (and of course the formal 2nd Ed ones are owned by WotC; only they can choose to release them), but such details should be easy enough to work up with this lore in hand.

The DWARVES DEEP corrections are: substitute "Rimmator" for "Rimmato" on the foldout map, and at the bottom of the middle column of text on page 5, insert the word "alloy" between "extremely hard and durable" and "known as"... also right at the bottom of the same column, in the passage:

known as "adamantine," and occasionally

please change the word "adamantine" to: adamantite.

So adamantite is the ore, adamant is the pure (and very hard but brittle) metal, and adamantine is the very hard, very durable alloy (sometimes shortened to "adamant" in daily usage, especially by non-dwarves).

Dareth next time, okay? Taxes wound and press me hard...

As for "all about dwarves in the Realms," ha! I should live so long! Et cetera...

So saith Ed.

As for his taxes comment: wince. By "next time," he almost certainly means tomorrow.

love to all,
THO

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

April 15, 2005: Hello, all. Ed of the Greenwood replies to Krash the Lorelord in the matter of Dareth:

Hi, George! Sorry for the delay in getting to this. Here we go:

After its initial founding, Dareth attracted dwarves who fled from eastern Delzoun, after being cut off from the rest of Delzoun by the "fall of Felbarr."

This fall was not a conquest, but rather a decade-long plague (known among the Stout Folk of the day as "the Slaying Slumber" or "the Slaying Sickness") in which stricken dwarves became drowsy, fell into nightmare-tormented sleeps that lasted longer and longer, until they awakened only briefly, raving and dangerous to all - - and in the end slipped into a deep final sleep in which they died, wasting away in comatose slumber from which nothing (even the pain of dismemberment!) could awaken them.

The Slaying Slumber passed away as suddenly as it had come, never to return, and a few dwarves recovered from it (some after being kept alive magically as they slept). Most dwarves believe that their various races became immune to whatever caused this affliction, but a few firmly hold the belief that the sickness was begun by a sinister spell sent by a foe of the dwarves, or perhaps duergar or others within the dwarves who sought to exterminate other dwarves, and that it ended when the spell faded, or its unknown caster ended the magic or was slain.

The dwarves never talk of the Slumber to non-dwarves, and say little of it among themselves, considering it a weakness some foe could use against them if knowledge of it became widespread - - so many younger dwarves have never heard of it. Most of its victims were burned, and it struck first and hardest in Citadel Felbarr, until some dwarves of Delzoun put a 'shieldwall' around the Citadel and "by the axe" prevented dwarves of Felbarr from venturing forth.

A few broke out of Felbarr and headed east, to easternmost Delzoun (where it was commonly known in the Northkingdom that there was abundant food, water, and unclaimed natural caverns to dwell in). This in turn caused some panicked dwarves already dwelling in that region to flee far to the east "to get away from the Death," and they fled far, stopping and settling only when they reached the already-existing realm of Dareth, where they were welcomed.

Although the Slumber made dwarves of Delzoun mistrustful and wary for years, and hampered trade, it actually slew only a few thousand dwarves, and life in the Northkingdom slowly returned to normal. In Felbarr and elsewhere, many dwarves never fell ill even as those around them slept or raved, and no place in Delzoun was abandoned, or taken by foes of the dwarves, because of the Slumber.

So saith Ed.

Ooooh, essential Realmslore indeed! And there's more coming tomorrow!

Yessssss!

love to all,
THO

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

April 16, 2005: Well met again, fellow scribes. Ed deals with the last (well, actually it was posted first, but such is the Wandering Way of Ed) DWARVES DEEP question from George Krashos:

The dwarven language section of FR11 was kept short, because even back then there was an attitude of "Runes are okay for dungeon inscriptions, but THIS is fluff! Keep it short, and give us more new monsters and magic instead!" You've no doubt noticed that I tended to stick to "adventuring-situation" words. However, I quite agree that a LOT is missing.

Quite honestly, I don't have the time to work up a proper "tongue" right now, and probably won't for a long time to come, but I can certainly expand the working Dwarvish vocabulary by listing some of the 'missing words' you mention, as follows:

adamantine: ohloro (usually shortened to "hloro" in everyday speech)
adamantite: oro
armor (plate or piece): harth
chain (linked end to end in rope-like form, not armor): burr
chainmail shirt: hauburr
cold: thorord ("THOR-ord")
dragon: aug
giant (the creatures): raullen ("RAWL-un") (literally "tall-walker") (plural: raraullen)
gleam (reflected light, also a reflected image): spaerend ("SPAYUR-end")
goblin: usarr (plural: sarr)
hammer: dorth
helm: tholdokh ("thole-DOCK")
hoard (usually of a dragon, but can be any monster-guarded treasure): augdauh ("og-DAW")
hobgoblin: usark (plural: sark)
journey ('walk'): ullen ("ULL-en")
kobold: ubol (plural: boldrin)
leathers (underlayer for armor, or forge-aprons and other protection): surk (plural: surrthen)
light (true, steady light, such as sunlight, moonlight, and phosphorescence): hara
light hammer (the weapon): hardorth ("HAR-dorth")
light hammer (a finework tool, smaller than a hardorth): trast
mithral: himral ("HIMM-rall")
pick (the tool or weapon, not the act of selection): isson ("ISS-awn") (literally "pierce-stone")
pierce: iss
priest: thaebrast ("THAY-brast") (plural: thaebrar)
shield (the item): harbarak ("HAR-bay-ur-ak") (often shortened to "barak" in daily use)
silver: thordspaer (literally "cold-gleam")
stone: onn ("AW-nnn")
tall (high): rau ("RAWW")
war: aragh ("AR-ag")
war hammer: aragh dorth
winter: arauthorord ("ar-AW-thor-ord") (literally "great-cold")

So saith Ed.

Ah, the essential Realmslore just keeps coming and coming.

love to all,
THO

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

April 17, 2005: Hello again, fellow scribes. Ed comments on the recent laws promoted in Cormyr:

Dargoth, Cormyr will be attracting folk from Westgate and all over urban Sembia who long for the relative law-abiding security but can't afford space of their own where they dwell now, caravan traders from all over Faerūn who've visited Cormyr while trading and liked the place and wanted to settle down there when the rigors of the road become too much for them... and so on...

However, please bear in mind that although YOU see the 'double standard' of one rule for now-dead Azoun IV and another for commoners and deem it 'cheek,' folk in Cormyr probably don't (except for the nobility); they EXPECT royalty to have different rules and benefits than commoners do. (It ain't injustice until someone convinces you it is.)

Beowulf, your dislike of Cormyr is just fine with me; the realm seems to attract strong love or strong dislike from fans of the Realms. It's important to remember (and your comment about hypocrisy and your sarcasm about Cormyr being 'the good kingdom' underscore this) that passing laws and enforcing them energetically is a two-edged sword: whatever 'goodness' one attempts to promote through rules can easily be lost or subverted - - even without any intent to do so - - by the rules being twisted or poorly drafted (or thought out), or just piled on too enthusiastically.

It should also be noted that all rulers make mistakes, that regents are watched more closely than most monarchs for weaknesses and mistakes, and that Alusair is at least less stiff-necked than most: she WILL backtrack and reverse a wrong decision. So this law may not stand forever, or even for long.

So saith Ed.

Who is well aware of other outstanding Cormyr lore requests from these two scribes, and will get to them very soon.

Or (heh-heh) he'll answer to ME.

love to all,
THO

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

April 18, 2005: Hello, all. Hmm, I see a storm brewing. Swords, down, lads, and hearken to Ed Greenwood, as he replies to David Lįzaro with his top five tips to DMs:

1. Give your players what they want. NOT "give in to them," but work hard to find out what settings (city, wilderness, dungeon, arctic, naval, underwater) and styles (intrigue, hack-and-slash, chase or hunt, etc.) of adventure your players prefer, and make sure you give them the entertainment they crave.Otherwise, why are you wasting your time doing this?

2. Everybody loves a mystery. Work three sorts of mysteries into your campaign play: little things tied to the PCs' pasts (e.g. The Six-Fingered Man from THE PRINCESS BRIDE), mysteries unfolding under PC noses (who's the villain who keeps plundering treasures before they do, who escapes back into - - gulp - - the Palace? and/or: who's the mysterious mage who's threatening to steal the Princess away before her wedding night, who keeps leaving messages that are driving the King mad with rage and worry?), and "little motif" mysteries that you can build into something greater, later (e.g. the same little bird that always flies past the PCs' noses after they find a treasure, or the same commoner who's always watching in the crowd during their race and chase scenes). It doesn't matter if you don't know what this motif means; as the campaign unfolds, you'll find a clever explanation for it that will make your players think you've been planning this for years!

3. Like a favorite series of novels or television show, build up a colourful cast of NPCs that the PCS, love, like, hate, or just know (as gossips in the tavern, as shopkeepers who know where to get this item or that, and so on). Keep track of the lives, ambitions, and interests of these NPCs to make the setting seem rich and real, and to give the PCs sources they can 'check in with' or 'call on' if they're bored, or need information.

4. Intrigue and power groups. Remember, manipulating others is something all humans do, and dreaming and scheming is something most of us love to do. Most power groups won't be Fell Wizards with a Diabolical Plan, but a few fat merchants meeting in a back room to get girls behind their wives' backs, or work a little swindle, or something of the sort. Surround the PCs with dozens of these little mysteries, until they think they can uncover something really big - - and then the players will start their own adventures, and you as DM can sit back, 'ride the fun,' and embroider new side-adventures accordingly. Remember: the PCs are heroes who SHOULD take charge, not just reacting to the world by following the scripts of adventure after adventure you slap down in front of them.

5. Play sessions are ENTERTAINMENT - - or should be. Watch your players, change things if they get frustrated or bored, keep the pacing moving, forget the rules (except when to do so will start fights/anger players), and concentrate on acting and describing and making things seem alive. Watch a caper movie (for example, the recent remake of OCEAN'S ELEVEN) and notice how (without quite the frenetic jump-cutting pace of a rock video) things keep swiftly and smoothly moving along. By all means plan breaks (gossip and pee-break and chips-devouring time) in play sessions, but otherwise build things to cliffhangers, raise the volume and pace when fights are going on, and generally KEEP YOUR PLAYERS MORE INTERESTED THAN AN ACTION MOVIE DOES. They'll remember your play sessions fondly.

And now, Ed's top five Realms DMing tips:

1. The Realms is common people living their everyday lives (where does the food and water come from? where does the chamberpot empty to? how does yonder man feed his family?), not Elminster and the Seven whizzing here, there, and everywhere. Keep the big guns in the background (except for brief appearances to remind players that their characters aren't the only heroes swaggering through a landscape of cringing targets) until your PCs are of power level enough for them to be useful. Yet mention them continuously (see #2, below), so that when that time comes, it won't SEEM like you're just "tossing them into play now." This goes for magic as well as NPCs: just because the printed Realms has a lot of magic DOESN'T mean every last farm and woodlot is humming with it. Only the really interesting ones, that have ladies like Storm strolling around in the herb gardens. :}

Follow the Money. PCs' "day jobs" (and they WILL have day jobs, sometimes, won't they?) and all the 'ready money' that can be stolen, fought over, or hidden away as treasure follows the flow of goods (port shipping or caravan merchant trade). Know those flows!

2. And Now The News. Keep the gossip, wild rumor, and legitimate news flowing, with every talkative merchant and passing caravan. Make the Realms seem REAL AND ALIVE, and remind players that their characters aren't the only ones doing anything exciting. In taverns and marketplaces, toss local opinions about this king and that power group at them - - and don't forget to let them hear how gossip distorts their public doings, too, to warn them not to trust everything they hear.

3. Keep accurate track of calendar time. Which really means: note down your prime-mover villains and opponents of the PCs, and what these dastards are up to, day by day, so events will 'move along' when PCs are resting, recuperating, or lost in some dungeon somewhere. Remember to introduce new villains before the PCs have slaughtered the old ones (keep a constant supply coming), and that PC hideouts, strongholds, and loved ones left behind are fair game for PC foes, not 'off limits.' Have bands of adventurers attack the PCs while they're sleeping in their homes - - just to establish a reputation or rob these "filthy rich, successful adventurers." Make the PCs aware of the dangers of making too many enemies: they might get attacked by two or three groups at once, or foes may team up against the PCs, or tax collectors or creditors might seize PC property HERE while the PCs are busy fighting for their lives over THERE.

Yes, doing this DOES mean keeping notes. Don't go wild, but do record which characters went along, important items gained, deaths, and initial meetings with NPCs. If you have to make up a character or place description 'on the fly,' note it down. Or your players will catch your inconsistencies, sooner or later!

4. Humour. Not nasty pranks, but 'human nature' moments and pratfalls. Don't forget to include them in play sessions - - and give the PCs chances to do funny things, so their players get the full release of laughter. Reward your players for spending the time around your gaming table, remember, and a good laugh and great memories of it last a lot longer than this many gold pieces or that many experience points. Nobody loves grim doom and hard battle, with the fate of the free world riding on their bloody swordblade, all the time - - that's WAY too much like real life.

5. Act, act, act: put on funny voices for certain NPCs, get up and wring your hands if you're playing a nervous innkeeper, sashay with hand on hip if you're playing the local lowcoin lass, stride manfully and snap grim orders if you're a Watch commander. Bring those NPCs to life. Make your players want to go out and meet the local loonies. Foster friendships and love affairs and cranky old eccentrics, so PCs will WANT to go and consult old Floppyboots the beggar (a retired wizard gone mad), or the sisters Lhindra and Shalara, who peddle scents (and drugs, and poisons), and their own fading charms ("We have whips, goodsir, if your interests lie that way"), or helpful priestess Thardra, a firm-voiced bitch who's full of sound, straight-truth advice (the DM, handing players "the way out" when they've really screwed up). The Realms is PEOPLE. Make your players want to have their characters marry some, bed others, slay and rob others, impress a few, and humiliate a lot more.

So saith Ed.

And there you have it: an entire GenCon seminar, for free! Enjoy!

love to all,
THO

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

April 19, 2005: Hello, all. Ed replies to this question from Beowulf: "I'm curious about the atmosphere in Arabel in the days immediately following Gondegal's defeat. Was the city unwillfully placed under Gondegal's lead or did he have local support? What sort of efforts were made following the occupation to root out traitors and/or to supress dissent? Did it involve many folk? What did the common folk of Arabel think of these efforts?"

Here's Ed:

Beowulf, in those days Arabel was far more lightly 'held' by Cormyr, and there were many oldblood families in the city who believed Arabel should be independent once more. Some few of them supported Gondegal at first, but many turned away from supporting him when they saw what others had seen earlier: that no matter how they might chafe under the rule of the Obarskyrs, Gondegal was far worse.

He was a gallant, handsome war-hero, always in the saddle fighting - - and thinking and acting that way. In short, he was a demagogue and tyrant who mentally divided the Realms into those who served him or were his allies, and anyone who hadn't always, at every turn, obeyed or aided him: a very large group of "everyone else" whom he considered his foes, to be eliminated ruthlessly as opportunities arose. In short, he could be a far worse butcher and swift ignorer of laws and rights than any Obarskyr the folk of Arabel had known. Trials were a waste of time; if he was suspicious of someone or didn't like something he saw them doing OR IT WAS REPORTED TO HIM THAT THEY'D DONE, he butchered them on sight. And moved on. You can make a populace fear and hate you very quickly that way.

Independence from Cormyr, yes - - but under the heel of Gondegal? No.

That was the general mood among older folk of Arabel. As for the city's younger malcontents, most of them rallied to Gondegal early on, fell under the spell of his charisma, handsome good looks, tireless energy, bright new ideas and schemes, willingness to listen to opinions, and (for the ladies) prowess in bed, and (so long as they were wise and fortunate enough not to cross him, and learn how swiftly and brutally he could turn on individuals he now thought of as "foes") stayed with him.

In the aftermath of his disappearance and the sudden collapse that followed, most in Arabel cowered, expecting butchery from Suzail. What they got instead was a strong garrison and street patrols, abundant food and drink, firm orders from newly-arrived Purple Dragon officers to resume their former work and to obey Azoun's laws...and not much public heavy-handedness at all.

This was because Vangerdahast sent in his War Wizards, and some Highknights, to do the 'rooting out' of the handful of folk who still wanted to bloodily carve out independence from Cormyr. A few folk were given too much to drink and then spirited away in the wee hours, magically mind-reamed as they sobered up, truths learned and other rebels and traitors identified from their thoughts, and so it continued. Only a few individuals were quietly slain; many were offered new trade or employment opportunities by strangers (Highknights in disguise) and relocated to Suzail or even outside Cormyr, to head their lives in different directions.

To most folk in Arabel, there didn't really seem to be much retribution at all. Gondegal's reign ended so abruptly that it now seems more of a dream than anything else.

So saith Ed.

And so we Knights found it to be, on our visits to Arabel.

love to all,
THO

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

April 19, 2005: Hello, all. Ed makes reply to kuje31 in the matter of spellfire during the divine reign of Mystryl:

Hi, kuje. There have always been humans (and possibly members of other magic-using races) whose Talent for the Art manifested in a way akin to sorcery, but rather than allowing them to cast spells ('shaped' force of the Weave, if you will, twisted and applied precisely by incantations to produce specific, predictable effects [i.e. spells]), instead resulted in their unleashing 'raw' Weave energy (spellfire). This preceded organized magic use, and thus all deities of magic, so there was certainly spellfire in the time of Mystryl.

What there wasn't was much knowledge, even among wizards and sages specializing in magic, of its existence, or even a name for it. Most spellfire-wielders destroyed themselves spectacularly (or were slain by fearful folk using arrows or flung rocks or whatever) before achieving any sort of mastery or much understanding of their own powers, much less that OTHERS had (or had previously possessed) such abilities. So the ability existed, but was known to very, very few.

So saith Ed.

Onward into the bright flames of future Realmslore! Blades out, all! GLORY!

love,
THO

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

April 19, 2005: Hello again, fellow scribes!

Ed just added this comment:

Blueblade is correct: I DID hint that there were other Obarskyr heirs hidden away, ignorant of their true heritage.

Naughty, naughty me.

I'll have to have The Hooded One spank me for that, when next we meet. :}

Ahem.

So saith Ed.

I'll try to cajole him into saying more, okay?

love to all,
THO

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

On April 20, 2005 THO said: Hunter of Storms, you're welcome. I love doing this, and I know Ed does, too (though how the poor man manages it never ceases to amaze me, given the schedule he keeps). Replies to your queries must, of course, await his pleasure (I've passed them on already, and Ed's responded with the words: "Groan. Deep In Taxes. Comfort Me, Please. Right Now Would Be Good.")

so, yes, malchor7, Alusair IS "open" in terms of her sexual expression - - and boy, are you going to see that in the final story Ed's put into the Best of Eddie collection, due out in mass market this July!

Zandilar, that "mention it discreetly once or twice, but no more" is more or less EXACTLY the editorial caution Ed received after er, springing the Caladnei/Alusair scene on WotC. He also received a stern commandment from another WotC staffer not to ever, ever portray Caladnei as either "wanton or ridiculous."

We already know, of course, that Alusair is bisexual and (at least at this time in her life) VERY active sexually (and that she uses sex as an outlet for frustrations; see various scenes in DEATH OF THE DRAGON and ELMINSTER'S DAUGHTER).

Now, as for what else she consciously uses sex for, again, see the Best of Eddie story. I know Ed would love to explore this character again (we Knights have chatted about what a rousing tale an Alusair, Narnra, Glarasteer, and perhaps Sharantyr 'team-up' novel could be).

But there's this little Knights trilogy to get out of the way first...

love to all,
THO

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

On April 20, 2005 THO said: One note to add here: from comments let slip by various TSR staffers, and ex-staffers, at GenCon over the years, the Realms was NEVER unprofitable. In fact, it was the engine that carried the company while money (largely made by Realms products) was repeatedly sunk into other projects that were sometimes disastrous.

Ed used to tell me that if "he were running TSR" he'd be looking to build more than one basket to carry all his eggs in, too, but as I understand it, the "won't make enough money" argument was never valid FOR THE REALMS in the old days.

In the new days, of course, all expenditures must be justified to Hasbro management, who will quite reasonably suggest sinking dollars into alternatives that will make MORE returns than merely a "moderately successful product that will please diehard fans" (hence the ever-expanding novels line).

love to all,
THO

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

April 20, 2005: Ed concurs:

Any child birthed by Alusair would indeed be recognized as a legitimate monarch (over, yes, the inevitable objections of some self-serving nobles) if the parentage was "confirmed" by Caladnei (or Laspeera, if Caladnei doesn't publicly disagree) or by Alaphondar (if Caladnei and/or Laspeera don't publicly disagree)... and so on. Things could be tricksy if the various players at the time want them to, but Garen Thal has understood things just right. Also, everyone should remember the clone sample policy.

So saith Ed.

And there you have it.

love to all,
THO

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

On April 20, 2005 THO said: No, malchor7, you haven't misread the Yanseldara situation at all. Some things slipped into the Realms got "caught" and changed in the editing, but not all.

Ed wants the Realms to be a richly detailed playground FOR ALL, without (as much as possible) alienating anyone.

love,
THO

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

April 20, 2005: Ahem. Piercings, rituals of Loviatar... you fellas don't really need my teasings at all, do you?

And as for the hamsters: this is a FAMILY forum. Uh, I think. Ooops.

Now where was I?

Oh, yes... Hi, fellow scribes. Grab-bag/housekeeping time again, wherein Ed makes swift reply to a number of questions:

Kajehase, "blade" is a term for a young idle lad given to wild attitude and deeds (what in certain real-world times and places was called a "layabout" or "roustabout"). In Waterdeep and Cormyr, it has come to mean only young male nobles (of wild habits and speech), yes.

A "boldblade" is a rogue, chaser-of-skirts, or "bad boy" who dallies "with the ladies" (or tries to make others think he does, cultivating that image: the dashingly handsome cad who darts in through bedchamber windows late at night, pinches bottoms, and so on). This should not be confused with "Blade" (beginning in upper-case/capitals), the title of one of the rulers of Mulmaster (whereof "The High Blade" is THE top dog).

So, ahem, SOME adventurers could well be "boldblades," or labelled as such by the populace. :}

Dusk, kuje31 has dealt ably with your questions, but I'm going to add: "never say never." Novels are more likely to touch on (not focus on, but perhaps include brief scenes in, or references to) Zakhara, Kara Tur, and Maztica before WotC game sourcebooks ever get around to such places. However, watch the pages of DRAGON and my "Realmslore" WotC website columns, and - - years from now - - you just never know...

Phantom_Lord, I don't believe The Twelve have "ever been explored, named, or even seen in any novels or games." I can't recall if that precise lore-detail was Dale Donovan's, or added by Julia Martin, Eric Boyd, or me. I do recall that I had a "The Twelve" in my 1976 Realms notes and in the original Realms turnover. In any case, Beowulf is quite right: feel free to ahead and make your own (and if I can find those old notes, I'll use my original "The Twelve" for something else! :})!

A Gavel, my Lady Hooded has summed up LANDS OF INTRIGUE quite nicely: Master of elegantly-written and throughly-grounded-in-history Steven Schend wrote it (drawing on my very brief overall outline of the character of Amn and Tethyr, the Council of Six, just as Scott Haring had done), bouncing occasional ideas off me.

zeathiel, yes, there are many "benevolent undead that haunt Silverymoon or similiar locales." Many, many, many. :}

And there you have it. Swift snippets of Realmslore from the Creator himself. Who has been sent your latest queries (very nice, that one about elves and dwarves feeding themselves).

love to all,
THO

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

On April 22, 2005 THO said: Hoondatha dear, "lad" and "lass" aren't insults unless said nastily to a very pompous person of mature years: they're terms of casual endearment (like British ladies of a certain sage call everyone "love" and American salesladies of a certain age call everyone "dear") or 'neutral friendly' words to describe young persons. "Any lad and lass" is the Realms equivalent of "Every Tom, Dick, and Harry." Elminster likes to remind Vangerdahast and other mortal wizards who've attained high rank or social position, and like to lord it over others, that they're mere youngsters compared to him; he's doing to them what Laspeera is commenting about Vangey doing to her (meaning she's old and impressive enough that no one else would dare call her lass, or think of calling her lass; they might say "ice queen" or "hag" if they hated her, but though she doesn't look old enough to be "old hag" yet, neither would they think of calling her "lass," because that's a term for the young.

Old men sometimes call old women "lass" to flatter or court them, and mean it as a compliment, not an insult (it's all in the WAY it's said).

However, I'll pass your request on to Ed for some Realms-specific terms, and see what else we all gain...

love,
THO

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

April 23, 2005: Hello, all. Yes, malchor7, Ed often feels pressure to "tone down" sexual aspects of his writing (and remember, his work for WotC is "work for hire," meaning that editors can change every word in his published material if Ed refuses or fails to do so).

Ed is a Canadian who often shakes his head at some of the prudery and illogically repressive attitudes he encounters in American society and publishing (he often used to describe his Realms writing as "You have shelves full of NATIONAL GEOGRAPHIC at home/in the local library, yes? Well, I'm just 'doing a National Geographic' about this invented fantasy world of mine. So if I, as the sole living authority, tell you the native women have long, floppy breasts, why is that shocking? Why do you tolerate National Geographic and chuckle at Playboy and then react with shock and horror at porn or a real-life bared breast? What's WRONG with you people?"

However, he doesn't bother to do this, any more, these days. He just sneaks in all he can. Zandilar, expect a reply from Ed in the fullness of time (however, the story in Best of Eddie reveals Alusair's knowledge and opinion of her own sexuality more than any 'lack of hetero dominance' in it).

Ed's deep in his taxes still, having taken a break this morn to participate in a writers' panel at Trinity College School in Port Hope, Ontario with writers Farley Mowat, Jonathan Bennett, Richard Scrimger, and Farley's editor Meg for high-school students (an event he labeled "delightful"), and I bring you herewith his reply to kuje31's query: "How or why did Vhonna Deepdell go from Waterdeep to Ravens Bluff? Also why did she change deities? City of Splendors has her listed as a 12th paladin of Torm while City of Ravens Bluff has her as a 12th level of Helm.

And what is with the small font in City of Ravens Bluff. :) Need a magnifing glass to read this book!"

So saith kuje; now Ed speaks:

Sorry about the 'mouse type' in the Ravens Bluff book. I just kept writing, and was blessed with an editor steeped in Tolkien scholarship, who had a similar love for exhaustive coverage. We just kept cramming and cramming and... [insert Energizer Bunny graphic here, and stick with the bunny visualization: DON'T think of Storm Silverhand, The Simbul, or even The Hooded One energetically doing anything naughty; yes, I know I'm bad].

Vhonna Deepdell is a paladin noble and true. She was specifically sent (yes, direct holy orders from the deity) to Ravens Bluff to undertake a task, and while there so pleased Helm by her actions in defending faithful and clergy of Helm that Helm asked Torm if he could 'have' her, in return for [NDA]. Obviously, Torm agreed.

Hmmm. VERY interesting. A tale for the future, 'twould seem.

love to all,
THO

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

April 24, 2005: Ah, valiant thom, let me soothe thee...

behold, more new Realmslore from Ed of the Greenwood himself...

Hello, all. Ed makes reply to Chosen of Moradin:

Thanks for the kind words about the Realms, and I hope it continues to entertain you life-long!

I'd love to spill all sorts of details about Merith, but I'm currently writing the Knights of Myth Drannor trilogy and some of the juiciest stuff about his character is therefore under NDA. However, I believe FR7 HALL OF HEROES and/or the 2nd Edition FR boxed set are free downloads (please help me here with links or denials, scribes of Candlekeep!), and these both give brief sketches of Merith. He was born in 1161 DR, is the oldest Knight, and my delightful Lady Hooded's brief character sketch of him appears on Page 14 of the 2004 Questions for Ed Greenwood thread. There's a very brief note re. his appearance on page 80 of that thread, too, and to that I can add that he's a tall, black-haired, darkly handsome moon elf with one blue eye (right) and one green eye (left), who can be sarcastic or merrily jest, but is usually a quiet, smiling type (wits always alert and active, just not as loud and gregarious as the human Knights). He's skilled with a blade (long sword preferred; also carries multiple daggers), and VERY swift to strike if need be (apply whatever 3.5e skills and feats necessary to achieve this in game terms). He's Jhessail's husband, has none of the haughtiness of xenophobia some elves (notably sun elves of high birth) exhibit (and finds such behaviour very tiresome), and is the sort of "get along with everyone" character that would have been highly valued in Myth Drannor.

I wish I could say a LOT more, but - - well, ask me again in 2009, after the last Knights novel is published.

So saith Ed.

Who has to juggle so many things, so far in the future, that I marvel that he has a brain left at all!

love,
THO

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

On April 25, 2005 THO said: Ah, Lorelord George Krashos! Well met, and may it someday be in person! (Have no fear of hanky-panky on my part; Ed hath apprised me of thy family state.) Yet I curtsy before one who loves the Realms so deeply that he reads it so keenly, and adds details with such skill and depth...

Yes, I kiss ardently, but (as Ed says, when kissing ladies' hands) unless encouraged further, I stop at the elbow. Ahem.

As for we Knights of Myth Drannor:

Andrew Dewar (now happily and permanently settled in Japan, where he's become quite a celebrity as an author and TV personality making unpowered model planes that fly: "paper airplane" gliders that in some cases are quite elaborate 3-D models) was Doust (and later Rathan).

Victor Selby (now a lawyer in Toronto, Ontario, Canada) was Semoor Wolftooth/Jelde Asturien (and later Torm).

You may recall Ed saying on several occasions that we players vote, and that his job is to entertain us, not dictate. As designers (both Andrew and Victor wrote articles that were published in DRAGON), Andrew and Victor correctly felt that the "sweet spot" for play in the AD&D rules of the time (which as far as I can see hasn't really changed with various editions of the rules since) is so-called mid-level play (character levels 3-12 or 4-12 or whatever). We spent YEARS of real time at quite low levels (everyone under 9th level except NPCs like Dove), but Andrew and Victor felt that, as Ed developed details of the churches their cleric characters were a part of around them, as play continued, that the "right" thing for both characters to do (the decisions the CHARACTERS would have made) was to retire from adventuring, settle down into cloistered church roles, raise their families, and so on. This also allowed them, as players, the 'fun' of taking new characters (Torm and Rathan) back up through the "most fun" levels, and allowed Andrew better roleplaying of the religious side of his new character (Rathan).

The rest of we Knights were quite happy with our existing characters, and wanted to pursue the ongoing work (spell research and development, networks of contacts, ever-widening political influence, reforestation projects, and so on) they were individually interested in, so Florin, Merith, Jhessail and Lanseril, et al, continued in play.

And hope to (though ever more sporadically) for the rest of our lives.

love to all,
THO

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

April 26, 2005: Hello, fellow scribes. Baleful Avatar asked: "THO, is there anything you can tell us (yet) about the Knights trilogy? Has Ed let slip anything about the plot or chronology of the first book? Specific characters? Places? Chapter-length excerpts? (Such as, ahem, the sex scenes the WotC editors are going to edit out anyway?)"

And here's what Ed will let me reveal of what he told me about the trilogy:

It's simply impossible to put down any sort of 'record' of our actual Realmsplay sessions in fiction form. The result would be volumes (probably a hundred or so, just to cover the gaining of the charter to Mourngrym becoming Lord of Shadowdale) of unending, interwoven subplots. Great for a soap opera, death for a fantasy novel: there's NO WAY a WotC editor (or any editor in the field, except perhaps those who handle series by guys named Jordan, Goodkind, or Martin!) would accept books with such huge casts and unresolved stories.

Therefore, I've had to narrow the focus down. Even the core roster of the Knights is too large for a comfortable character-focused WotC-style Realms book, so to have room to tell even 'half a tale' I'm going to have to keep things simple, chronological, and tightly focused on the Knights, and craft a new tale. The first book starts in Cormyr, as the Knights gained their charter. We're back in the Year of the Spur, watching as a young ranger named Florin reaches out to snatch his first chance at a real adventure. Be careful what you ask for, as they say... :}

It would be a fairly safe guess to say that Vangerdahast, Azoun IV, and some Zhentarim will be involved in this first book (working title, still unofficial: SWORDS OF EVENINGSTAR). I can confirm that you'll see some glimpses of Espar and of the Royal Court of Cormyr. I suspect some of the other characters will be mild surprises to some readers.

As for sex scenes, I've only trimmed out these lines myself, thus far:

He discovered a sudden urge to swallow, and did so ere he managed to gasp: "What're you DOING?"

"Learning," she purred, from the near darkness above him. "Learning how certain things can be undone... in some urgency."

He swallowed again.

And there you go. That's all I'm revealing for now (said the actress to the bishop).

So saith Ed.

Fear not, brave scribes: I'll keep working on him. He yields in the end, he does. (wink)

P.S. re. the post above: Ed echoes Eric: "the Underdark."

love to all,
THO

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

April 27, 2005: Hello, all. Hereafter, Ed makes reply to some of the recent queries and comments of Zandilar and Gerath Hoan:

I, too, want to thank all scribes for allowing this discussion to unfold without a lot of the ranting and bigoted outrage that often seems to boil up online when such matters are raised (or even scented). Candlekeep is a nice place; thanks, Alaundo.

Yes, 'my' original Realms is far more sexual (with, for example, a far more casual approach to nudity, more societal acceptance of grown males weeping in public, and far less of the "I own my spouse's body and all access to it, regardless of my spouse's feelings in these matters" that the modern Western world seems to have) than the published Realms. Zandilar made a VERY important comment when she posted:

"It's just that sometimes I think WotC and their editorial staff are Ed's worst enemies. People level accusations of titilation at Ed, but it's possible the "meaning got lost in the translation". Which is to say that it has never come across in the correct or complete context it's supposed to... And I think, in part, the readers bear some of the blame for this too.

Sometimes even I need to take a step back and remind myself that Abeir-Toril isn't Earth. Other people seem incapable of distinguishing between them. So the correct context is missing."

Well said, Zandilar. VERY well said. Usually what I've written has been edited enough to destroy the context. It's no secret that although I enjoy titillation, and have even occasionally been asked to 'spice up' certain of my novels by editors (though far more of them have winced and asked me to tone things down, or just down the chopping themselves), I usually have far larger fish to fry in a given scene than mere naughty teasing. And it's largely folk holding the views and attitudes currently exemplified by the 'Christian Right' who see nothing wrong in purporting to be able to read my mind and state as fact WHY I wrote certain words, my thinking and purposes - - very ironic when in some cases editing means what they're complaining about aren't the words I originally wrote at all!

SiriusBlack is correct in pointing out that WotC attitudes are governed by marketing concerns (what they think the public wants tempered by what will cause backlash/reduced access to certain markets), and to that I'll add that from the original TSR days, art has always been able to 'go a bit farther' towards the risqué than text (and fiction a trifle farther than must-state-things-clearly game lore).

Now, with all of this said, I think it's important to dash a few hopes, just a little. The story in my forthcoming short story collection throws a spotlight on Alusair's sexuality and her own realization of her nature and behaviour (sexual and otherwise), but it does NOT (as it happens) spotlight bisexuality.

I also think it's a mistake to "reveal one way or another what Caladnei's sexuality is and what the nature of her relationship with Alusair boils down to?" Right now, and here (outside of future Realms fiction, that is).

You see, half the FUN of the Realms (and its feeling of life) is watching its characters grow and change, and both Caladnei and Alusair are changing and growing rapidly.

I intend to explore both women (ahem, no comments just now, THO!) in tales to come. I can go so far as to say I think it's a mistake to believe that either one of them has yet 'settled' on any world-view, sexual preference, or much of anything else. We do know that Alusair has sexually enjoyed the company of human males and females, the former many, many times, and the latter more than once. We also know that she 'lets off steam' sexually, sometimes even with violent or forced sex. We know she has the sexual promiscuity of her father Azoun IV, and that what the common folk chuckled at when Azoun did it causes many of them to label Alusair a "wanton slut" (which tells us more about the expectations of Cormyrean society about unmarried female members of their royalty than it does about Alusair, of course). We know very little about Caladnei, other than that she's very shy by nature but has been forcibly changed by her adventuring experiences and by assuming her new role in Cormyr (and the latter is continuing to change her).

Yes, they MIGHT have a future together. That would be interesting (not just leeringly "fun," although if WotC editors were willing, I could certainly make it that) to watch. Yet far more interesting for all Realms readers and gamers, right now, is to keep all of you guessing, examining ALL of the unfolding possibilities for both Alusair and Caladnei.

My primary aim must always be to be 'true' to the individual characters, not use them as vehicles gto explore GBLT issues or anything else. Yes, novels or even series are often planned that way, 'using' characters to explore situations and philosophies and age-old conflicts, but when actually doing the writing, word by word and paragraph by paragraph, if I'm the one with quill in hand, it will only 'ring true' if I visualize the characters as themselves, and never have them 'step out of character' to fit the convenience of the plot.

Gerath is quite correct to say that Alusair would be a likely character to explore bisexuality, and I agree: an effective and even dramatic one, and one who certainly can't be seen as "weak." On the other hand, as a writer, I might find, say, Filfaeril a more interesting character to employ in an exploration of bisexuality rather than the more 'obvious' Alusair. WARNING: no, don't start any rumors, please, that I'm "revealing" here that Filfaeril is bisexual. I honestly don't know if she is or not; I was speaking in hypothetical terms.

Bear in mind that the Obarskyrs are nobles of Cormyr, and we've seen enough hints (yes, in large part planted by me) to know that Cormyrean nobility indulge in mate-swapping, and the younger ones of each generation often 'experiment' with partners of both genders (without being looked down upon by other nobles), until they usually 'settle' into whatever behaviour (to use modern labels, straight, gay, bi, and there's definitely crossdressing; I recall more than one nobles' revel in original Realmsplay where temporary "she-males" were created through spells for a night's experimental fun) individually suits them. As I see it, the common folk of Cormyr hold the royal family to higher expectations of behaviour than they do the "decadent" nobles, because the Obarskyrs represent the realm and its future. (Something akin to real-world modern British attitudes to their royal family, vis-a-vis their nobility.)

Gerath is half correct in saying: "We haven't seen Alusair in love, as far as i'm aware. She's a character of lust and little emotional attachment."

He's right about us not seeing her in love, and that she's a character of lust. She's often been governed by her lusts. However, it's wrong to say she has little emotional attachment: that's equating promiscuity with self-love or coldness or inability to form relationships (and reflecting modern Christian negative attitudes towards "loose" behaviour [that persons practising it are evil, or not quite sane {whatever 'sane' really is}, or temporarily disturbed in some way, or unsatisfied and wildly searching]). I see Alusair quite differently, although I can't fault Gerath or anyone else for not seeing things the same way as I have, because editing down the years has entirely chopped context on this point: Alusair is often so 'driven' because grief builds up inside her and becomes fierce anger when it bubbles forth precisely because she DOES form many emotional attachments: too many of them to handle. She bears the weight of loving almost all of her 'young blades' as 'very close friends.' You might say she genuinely has, as I put it once, years ago, when explaining the character to Jeff Grubb: "way too many 'best friends' for any heart to handle."

Yet Zandilar, don't lose all hope. I, too, am "interested in exploring a Cormyr where it does happen that Alusair loses her heart to Caladnei. I'm interested in seeing what happens next."

I'm just not certain that Alusair will lose her heart to Caladnei, or even that the two of them will just become friendly bedmates. I just don't know. Nor do I have 'the' say over the matter, please remember - - either in practical terms (Realms fiction is work for hire and the Wotc editors have the final say as to exactly what words are printed), or in moral terms (I feel an obligation to Rich Baker and Sean Reynolds to portray a Caladnei in keeping, or logically developed from, the character they introduced).

As for your view of the closing scenes of my Shadows tale: Alusair is angry because that's how she reacts to grief, and because she blames herself (the battle veteran) for not protecting this new and valued courtier. Yes, she's frightened of losing her Royal Magician, but she's far more heartstruck at losing her new friend. Her comment about missing Vangey's manner is wistful nostalgia for the Cormyr she grew up in, where she could rebel and pursue her own whims as all unhappy teenagers do, secure in the knowledge that her father and even more her mother and EVEN MORE Vangerdahast had 'everything under control' between them. She misses that security, and hates the fact that she's now going to have to BUILD that security for the realm herself. She's mourning the loss of what reassured her, and bemoaning the fact that Caladnei... isn't Vangey. Caladnei hasn't built up a track record of always being two steps ahead and having three ploys and manipulations up her sleeve, that will let Alusair dare to trust in her. She doesn't mistrust Caladnei's loyalty or character, she mistrusts her wily, experienced competence (because she knows Caladnei doesn't yet have any). It has nothing to do with the relationship between them; it has to do with what Alusair knows of what Caladnei can handle.

I have in the past written many scenes of Alusair weeping that have been chopped by various editors because they wanted Alusair to be a "strong," liberated "angry young woman." You see, I don't view crying, or kindness, or understanding, or trying to comfort someone else as a weakness, and others (however unconsciously) do: they equate the stoic John Wayne-type image with strength. That can say 'strength' cheaply and easily, yes, but I prefer something more two-dimensional (especially with major characters).

As for the "ahast" or Dahast family and the solitary propensities of Royal Magicians, I'd like to delve into such matters in future fiction. As I know very well certain other true believers in the Realms do.

I'd like to thank Zandilar and Gerath Hoan for raising and discussing these matters; this sort of character examination is a treat to write about, here in these posts.

And in the months and years ahead, I hope you'll both be pleased with what unfolds for Alusair, Caladnei, and sexually for some other characters in the Realms.

I DO have plans.

Heh-heh. That's my Ed, teasing as well as I ever do at the end, there, and leaving us all ah, hanging. More Realmslore tomorrow. I'll pass on to him the recent queries about Merith, et al, pronto.

love to all,
THO

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

One April 27, 2005 THO said: Ah, I believe I can clarify a point Ed made for Zandilar, here: the "forced sex" bit.

There's a scene in ELMINSTER'S DAUGHTER wherein a furious Alusair marches out of a hunting lodge, accosts the young male noble (yes, one of her "blades"), and forces him to fight her (fisticuffs), a fight that will end (as they both know) in sex. He doesn't want to punch 'his' princess, and says so, and she snarls at him that she's ordering him to do so - - and the scene unfolds as one might expect. THAT'S what Ed meant: Alusair venting her anger by physically fighting with lovers, in effect 'forcing' them into sex. I should note that it's portrayed as unusual behaviour (not for her, but that others don't indulge in it).

Also, while I'm at it, KnightErrantJR: Ed means no attack on Christianity, and has no doubt that folks of all spectra, political and religious, exhibit views that often seek to control the behaviour of others. However, as a Canadian who sees American society firsthand only a handful of times a year (attending conventions and doing occasional bookstore tours), Ed sees and hears only the American Christian Right's yelling about such matters on a daily basis while at home up in Canada - - because only certain individuals among the American Christian Right have the towering arrogance to regularly go on Canadian media to tell Canadians what their laws and attitudes should be. This used to be known to Ontario journalists as "the Pat Buchanan Effect," just as it was earlier dubbed the "Jerry Falwell Noise," the "Jimmy Swaggart Yawp," and so on. Of COURSE this is just a very small part of Christianity, and Ed didn't mean to imply otherwise. It's just that while up in Canada Ed doesn't tend to hear attempted repression from American Democrats, or anyone else except what you might call 'card-carrying members of the right-wing American TV evangelists' or so-called 'Moral Majority.' Most other Christians who speak publicly on sexual mores and 'family' issues place their emphasis on supporting those in need, personal responsibility, and coming to the right moral choices rather than trying to coerce or legislate (or, ahem, damn to hell) others.

Ed himself sang in a church choir for decades, and was raised as a Christian, in the United Church (to Americans: that's the long-ago union in Canada of the Methodist, Presbyterian, Wesleyian, Congregationalist, and most Baptist churches). He can be as cynical as anyone else when it comes to corruption among clergy, but has always wanted 'true belief' on the part of individuals to be respected and seen as something positive, and the gods themselves to remain as mysterious (and therefore, sources of awe) to mortals as possible.

Alaundo, I don't usually delve into such matters, but I think this is important in any understanding of why Ed 'built' the Realms the way he did, and portrays it the way he does.

Ed of course may have something to say himself on this, though he usually avoids talking about what he sees as essentially personal matters.

love to all,
THO

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

April 28, 2005: malchor7, you asked me "Does Ed ever feel under pressure (from WotC, from fans, from anyone, really) either to ignore non-heterosexuality or "clean it up" (like, as Zhandilar was discussing, turning bisexuality into heterosexuality when it comes to a permanent relationship)? Does he feel that the fantasy market (and/or the world in general) is really hostile toward discussions of sexuality? [snip] Does Ed think sexuality just scares people, and they don't want to talk about it? Is it religious in origin? Media-driven? Political?"

So of course I turned to Ed for his answer:

Yes, I've quite often felt pressure from editors and co-writers, down the years, to 'keep it clean.' In some part that was due to their own preferences, and in others because of the target audience TSR (and now WotC) were/are aiming at. I was quite often told, in the early days, that we were writing for the "12-year-old American male," and laughing because I personally thought that, if we really were aiming for that consumer (and as a GenCon attendee, I KNEW we had lots of gal gamers and a majority of slightly older - - and getting older every year - - male gamers), the 12-year-old American male should have been getting a whole lot more examples of sex AND friendship and family trust and love and a whole lot LESS wanton gore and violence.

I know that a lot of TSR fears were of offending "Angry Mothers From Heck" and the Bible Belt 'holy rollers' (TV evangelists searching for the next easy evil target), because doing so would cost them access to markets. So a lot of the 'avoid the sex' (sometimes carried to extremes; I've mentioned here in the past about having a DRAGON article on King Arthur pulled because an editor wouldn't let me say Lancelot and Guinevere [just to pick one of the simpler spellings of her name] were "lovers" - - a no-no because Gwen and Arthur were married at the time, so that would be "extramarital love!" Horror! Shock and awe, even!) was based in not wanting to offend certain religious folk.

However, much of the fantasy market (check out the old John Norman GOR books, and the long-running series by Robert Jordan and Terry Goodkind, to say nothing of all the Laurel Hamilton, Anne Rice, and other "vampire-sex" genre novels) these days goes much, much farther into sexuality than I ever do in the Realms.

And no, many other countries (particularly in Europe) lack a lot of the sexual repression I see in the United States. I believe part of it is rooted in how the States began (Puritan and Quaker colonies, among all the other early settlements).

What puzzles me about the current state of America are all the double standards I see (use sex to sell in television commercials and then [the football player and the Desperate Housewife ad] suddenly have a fit about doing so; revel in harder, faster movies and bestselling novels and then wag fingers at "immoral youth" and "wanton, loose morals" when the public mores that have been shown to people as examples for decades are these very same movies and novels; Religious Right preachers howl about the moral behaviour of others whilst trysting in hotels with partners married to other people, not them... and so on). I see dishonesty and hypocrisy as far more damaging to society at large than kissing and cuddling (and if it's sexual diseases and the like everyone's worried about, why not have full public access to protection and sexual hygiene instruction?). If celibacy is promoted for religious reasons, please also remove the fear and misinformation instead of treating sex as "naughty" and secretive, and therefore making it more alluring to the young (an allure that arises from basic human nature, and was being written about in ancient Rome [see Juvenal's SATIRES and others]; what's wrong with the Religious Right that they don't understand human nature?). And so on...

However, I'm not interested in fighting with anybody about such topics.

Until the moment they feel they have the right to tell ME what to do, and think, and feel.

(Again, a lot of the trouble caused by conservative folk of any faith begins when they believe they have the right to tell everyone else how to behave, not just folk of their own faith.)

In general, in Realms fiction, I do try to show diversity. After all, we postulate a world in which lots of different intelligent races live together with humans (and magic can permanently or temporarily alter physical form, so when you pick up that hot young lass or lad in the tavern, you really don't know if they're really of another gender, or are several centuries old, or are an orc or other race magically shapechanged and out for a little fun). So we really do have diversity already. I just want to show its richness and consequences, and entertain along the way; the aim of most writers, really.

So saith Ed.

Who'll return with more Realmslore tomorrow.

love to all,
THO

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

April 29, 2005: Hello, all. Herewith, Ed makes reply to David Maxson about the gods:

Hello, David. First of all, "Mr. Greenwood" is my dad. Secondly, everything I say here is abbreviated and tempered by some Big Secrets about the gods of the Realms that I can't reveal yet (BEEG NDA time, and probably for a year or three yet).

Here we go...

The big failing in the published Realms to date, throughout all editions, is (through editorial neglect that was probably due to fears of smaller sales and/or offending some markets) a lack of sufficient detail about churches (creeds, aims, taboos, rituals, specific garments and gestures and customs, sacred things; all of that), and too much focus and argument about which god did exactly what to what other god, when.

The problem with concentrating on the latter is that mortals (PCs) just can never know the truth about divine matters; even the gods lie and distort, and their priesthoods certainly do. So knowing exactly when the Dawn Cataclysm happened, or if Mask is a more effective liar than Leira was, isn't really of much practical use to a Player Character.

I've spoken about this here at Candlekeep before. Simply put, we can never know the truth about the doings of the gods (unless I'm writing about it, of course [Insert Big Cheesy Grin]).

As a result, the current state of affairs IS "properly "hazy" enough in terms of detail (more precisely, the lack thereof) to allow a DM to grow and develop it as his or her player's actions dictate." Even if it doesn't seem so.

We're stuck with Ao (not my creation) as the creator deity, yes, but the key is that Ao is a "disinterested" (or largely hands-off) creator deity. If we have any other sort of creator deity, the game becomes meaningless, because if your success as a PC adventurer is foreordained by the gods, or even driven by conflicting divine wills and prophecies, true free will vanishes, heroism isn't really heroism, and there's really no point in adventuring, is there?

I advocated a one-time Godswar as a campaign fix for 'broken' magic items and the like. TSR folks (operating on the Marvel Comics thinking of THOR having Ragnarok every fifty issues, et al) seized on it as the way to change the rules from 1st to 2nd Edition. Have a great crisis, make it an 'Event,' and use it (however clumsily; assassins being a case in point here) as a blanket explanation for changes.

In my opinion, that's MUCH better than changing things and then claiming, as you put it, "it's always been this way." That was an insult to the established fans/buying public when the comics editors did it (I remember listening to an artist who worked on AQUAMAN decades ago for DC Comics, bitching about an editor changing the colour of an undersea race, and answering protests that the readers would know it was different from one issue to the next with a snarl of, "Hey - - who cares? They're just KIDS, darn it! It doesn't MATTER!" Well, to me it sure as darn does!), and it tastes no better when you do it to gamers. By all means use incredible logic ("Sure you saw him fall over the cliff! But you found no body, right? Right? Then he's STILL ALIVE!"); it's better than trying to ignore changes.

Now, the changes can remain mysterious to mortals, a matter of debate and fear and even religious schism. As I said, mortals can't be certain of anything, and if the DM keeps the focus on roleplaying and what the churches do (what are the upperpriests whispering about, behind closed doors? what will they send their agents out to try to do, next tenday?), cosmological details will fade into the "doesn't matter to my life" for most PCs. THAT would be my foremost advice to any DM running the Realms right now.

As for my article, it's important to remember that I was suggesting one way to build a pantheon (balanced in terms of alignments, assign portfolios to deities), in a time when anything written by Gary Gygax was official by definition, and was to be immediately incorporated into one's own world as part of the D&D rules. I was suggesting one way of assembling and ordering gods, not promoting my method as the One True Way. I used a different, much simpler method when designing Darsar (the world in which my Band of Four novels from Tor Books are set), and a different one yet again for Castlemorn (hopefully soon to be published by Studio 2 Publishing).

So saith Ed.

Whom I've always thought of as the One True Creator (and Old Bearded Overgod) of the Realms. Hmmm; can't beat THAT as an entry on his resumé.

love to all,
THO

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

April 30, 2005: Si, Ed replies to your query: "If we take the armed forces of Cormyr and Waterdeep as examples (since I know Ed likes specifics in questions) what sort of insignia do they use for Ranks, length of service Marks (if any) and Decorations for valour on their uniforms/armour?"

Ed speaks:

Sorry, Si, but the Watch and Guard of Waterdeep are currently NDA (something [cough] to do with Waterdeep products and web support appearing this summer, so you [cough] shouldn't have to wait TOO long). Moreover, a BIG current NDA is going to trammel my pen when replying to you about the stalwarts of Cormyr, too, but let me say this much:

When in battle armour, Purple Dragons display nothing that demonstrates length of service. They do have identifying rank marks, and they do win 'dragonstars' (medals, consisting of a decoration pendant dangling from an ornate metal chain, some chains being worn around the neck and some over the shoulder [so the pendant hangs low on the chest next to one arm or the other]) for valour, but these are worn only on 'state dress' occasions (revels, when courting or being wed, and when at Court), NEVER in battle. Often Obarskyrs haven't worn crowns or circlets when armoured and in the saddle. As for specifics: sorry, NDA right now. I really am sorry, and in a little more than a month hope to be able to tell you a little bit more.

So saith Ed.

Ho-ho, your probe strikes into something SECRET...

curiouser and curiouser, as the actress said when unbuttoning buttons not her own - - ahem.

love to all,
THO

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

May 1, 2005: Well met again, fellow scribes. Ed replies to The Sage in the matter of Zhentil Keep currency:

Hi, Sage. Zhentil Keep has been a trading center from its founding, and so home to all manner of imported currency and rough-smelted trade bars (being as the wealth of metal mines north of the Moonsea flows through it), down the years.

It's also had various local mintings of coins, most of them crude stampings of a portcullis gate on one side and a diamond-shaped gemstone on the other, the coins being rough-edged and irregular.

Since the recent rebuilding of the Keep, a few copper and silver coins and a lot of gold coins have been minted. The copper and silver are mere coatings on iron, and are deemed worthless by most folk outside Zhentil Keep, but the gold coins are made of the 'real thing' (a slightly reddish gold, found mainly northeast of Glister, though there are rumors to be vast amounts of smelted gold buried under or near the Citadel of the Raven