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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.

(Answers from Ed Greenwood)
Oct - Dec 2006
October 2, 2006: Hello, all. Dargoth recently asked: "Which of the following types of criminal activity does Elaith Craulnober run in Waterdeep?
Protection rackets
Prostitution
Drug dealing
Gambling
Kidnapping for Ransom
Robberies
Counterfeiting
Murder for Hire
Smuggling of legal and Illegal goods
Slavery
Anything I missed"
Ed replies:
All of the above.
Or to put it another way: Elaith runs various "toughs" (street thugs and more intelligent agents) who handle such things for him, "such things" being everything on your list and then some (the "anything I missed"). Personally, Elaith sees to problems that arise with these various operations (see CITY OF SPLENDORS for a glimpse of some of his agents; there are usually at least three, and more often six, layers of operatives between him and the thug in the alley with the dagger), and otherwise personally attends to: sophisticated blackmail (and "hidden manipulation") of wealthy merchants, so as to influence goods supplies and therefore prices (so he can sell his goods at maximum profit), and so as to provide "fall guys" and "cover" for his smugglings of legal and illegal goods. He almost never personally has anything to do with slavery, drug deals, protection shakedowns, or murder for hire (though he does do murders, as part of the aforementioned "problem solving"). Elaith is becoming both bored and jaded with "brute force" criminality, and increasingly skilled at, and interested in, developing his means of covert influence, so he can control things in Waterdeep WITHOUT open (and illegal) uses of force. He long ago discovered that the guy who robs someone gets away with stuff he can carry, and gets hunted down - - but the guy who buys several houses, causes a few "accidental" fires in adjacent properties so as to buy them cheaply, and then sells the block for far higher prices, gets away with huge amounts of coin, and gets considered "smart" and "successful."
So saith Ed.
Who has plans of his own for Elaith, but will defer to Elaine in matters Elaithian.
love to all,
THO
October 4, 2006: This reply was delayed a bit, BTW, because (disagreeing completely with the interpretation of Ed's reply to Dargoth that Dargoth has just expressed in his latest query) I wanted to get Ed's take on this.
Here it is:
No, I would NOT agree at all that: "So basically Elaith doesn't care how or what rackets his agents run so long as he gets his cut?"
On the contrary. Elaith cares very much what his agents do AND how they do it (how much evidence they'll leave behind, profile they'll earn with lawkeepers, and effects they'll have on their reputations with the public, and therefore their influence). What I was saying is that Elaith carefully shields himself away from certain activities through several layers of agents. It's not that he's trying to get his "cut" from everything, it's that he wants some of his agents to have sideline businesses (that he can reveal to rivals or even the authorities if need be, to eliminate no longer wanted agents; and for their own performance, allowing them to have their own "secrets" and beliefs they can "get away with something, even against Elaith"). Elaith WILL move swiftly and ruthlessly to stop activities he doesn't want happening, at a particular time, in a particular manner, or involving particular victims. I want to be very clear on this.
So saith Ed.
love to all,
THO
October 9, 2006: Well met, Lady Cunningham! Drop in and comment more often, please!
Ed's overwhelmed by visiting family right now (and probably waist-deep in turkey, too), but in reply to WalkerNinja he sent me this brief response, using Dargoth's list, with what's specifically illegal added where necessary:
Protection rackets: Code-illegal
Prostitution: legal, but illegal to employ shapechangers to appear as other than their real shapes without informing clients, illegal to employ prostitutes under duress (physical threat, threat of doing anything to them, kin, or property
Drug dealing: some substances illicit, illegal to deal in any that taxes and duties haven't been paid on, or to make false claims of ingredients to avoid relevant guild involvement
Gambling: legal, but illegal to "fix" games or odds, or to employ "ringers" as players, who (covertly, acting) work together to dupe other gamblers
Kidnapping for Ransom: Code-illegal
Robberies: Code-illegal
Counterfeiting: Code-illegal
Murder for Hire: Code-illegal
Smuggling of legal and Illegal goods: illegal (by definition, smuggling is tax evasion)
Slavery: Code-illegal
So saith Ed, and there you have it!
love,
THO
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October 3, 2006 THO said: Hi, all. I should have another Realmslore reply from Ed in five or six hours, to post here, but a quick tackling of some matters I can address from in-game experience as a player in Ed's "home" Realms campaign:
To DavidTrim: YES, Sembians (or any other outlanders who aren't visibly drow or other "no-nos") can indeed be members of chartered Cormyrean adventuring bands.
To Lenora Ilvastarr: re. #5; are you familiar with the relevant short story in THE BEST OF THE REALMS, Volume 2: THE STORIES OF ED GREENWOOD?
This is actually a topic Ed would LOVE to explore more fully, someday, but... the Knights trilogy has to be finished first, and then there'll be something of a surprise, Ed has hinted. Not that he's said one word of useful details, mind you...
love,
THO
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October 4, 2006: Hi again, fellow scribes. Ed continues to be tearingly busy, but has time to say to kalin agrivar that he did, indeed, plan prevalent wind and ocean currents in the Realms, and hopes to be able to provide a proper answer in the fullness of time (remember, folks, he's fighting to get three novels, a game product, and a heap of web columns and DRAGON articles done before year-end!). He also wanted to say a hearty "you're welcome" to RevJest for the kind words about CITY OF SPLENDORS and BEST OF THE REALMS Volume 2: THE STORIES OF ED GREENWOOD, and to hope RevJest is enjoying SWORDS OF EVENINGSTAR (Ed is enjoying penning the sequel, SWORDS OF DRAGONFIRE).
Modesty forbids Ed to comment on DavidTrim's amazement "with Ed as a person and an answer font," but hey, as one of his longtime players, I firmly agree. He is an amazing guy, and one of kindest and most understanding human beings I have ever met.
Ed did, however, tackle DavidTrim's question: "My question (and I am strictly a 1e&2e player): If a priest were to have their holy symbol tattooed on their body in a consecrated ceremony in their church would said tattoo work as a holy symbol for turning and spell casting. Like say having said tattoo on the back of their hand or palm and not wearing gauntlets. Thanks."
Ed replies:
It depends on the deity.
For Gond: no, absolutely not, because Gond is represented by a (usually metal, preferably made or partially made by the priest) device (usually with moving parts, such as cog wheels), as his holy symbol.
For most of the nature deities: yes, though please note that the holy symbol would only "work" if the tattoo incorporates a sacred substance associated with the deity, that has been "blessed" or "sanctified" to the deity in a devout ritual. For example, a powder of ground acorn and/or crushed oak leaves for Silvanus, ground cultivated grains for Chauntea, shards of ice for Auril, and so on. These substances are typically introduced under the skin, through wounds made by other priests during the ritual (and typically bathed in holy oils), and then "seared" by a brand that may or may not destroy them, the tattooing then being done (by devout worshippers or priests of the deity) "over" or to incorporate the brand.
For Mystra, the incorporated item is typically a gem or metal token bearing the dweomer of a magical spell (a light spell or faerie fire will suffice), and the tattoo will be a rune with magical meaning, though it CAN'T be an actual spell-effect symbol (as in the various "Symbol of" spells given in the PHB) and still function as a holy symbol.
In general, a DM should ensure that this use of a holy symbol does incorporate an actual holy symbol (and is thus a way of carrying it around "under the skin"), rather than just being a drawing. Note that the nature of some deities, such as Moander, means that doing this will harm or even destroy the body of the priest over time.
So saith Ed.
Who sounds from the tone of his reply as if he's writing rules at the moment (one of his current projects would definitely involve doing so, but NDAs keep him mum about the details).
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October 5, 2006: A pleasure, DavidTrim, a pleasure...
Hi again, fellow scribes.
This time Ed tackles some elf-related queries from Vangelor: "First, is the word "ardavanshee" singular or plural (or both) in construction? And is it gender-specific? Is the useage limited to "citified" elves, as in Myth Drannor, Evereska, and the towns of Evermeet, or would the green elves in their hidden glades call their delinquent youth by this term as well?
Second, regarding those aforesaid green elves: Am I correct in assuming that, however "primitive" their woodland societies may seem by comparison to the high civilizations of Evereska and Evermeet, green elven culture has its own richness of traditions and customs that in its own way rivals that of their less reclusive cousins? What are some noteworthy features of wild elf culture, in various areas of Faerûn?
Third, imagine a young lore-singer of a remote green-elf tribe who, led by visions and the decrees of his tribe's seers, sets out to familiarize himself with the other cultures of the Realms, and enrolls in the bardic college at Silverymoon. Obviously, he would have little coin for tuition. Are scholarships available? Would the tales and songs of his own people (mostly unknown even to other elves) be valued enough to help pay his way?
And finally, how would the locals be apt to react in Alustriel's city when said elf stubbornly preferrs to go naked, or in as little as the climate permits, and forsakes his dormitory cot to sleep in some accomodating tree, and occasionally catch his own lunch if he spies a juicy rabbit? Would the constabulary object? (Yes, this is my character - I simply am curious as to how the locals might respond in Ed's Realms).
Best of luck to Ed in unearthing himself from an avalanche of deadlines, NDA's, and other busy-ness, and to Her Hooded Grace in avoiding gunshot wounds and hot pursuits in inconveniently long gowns!"
For my part: thanks for the wishes of good fortune. As scribes can probably guess, I usually peel offending garments, or hold them up in my teeth (THAT makes policemens' eyebrows rise, let me tell you - - or perhaps it's what they can see, that's no longer "underneath"). Ed also says thanks for the good wishes, and passed on to me these formal replies to your queries:
The word "ardavanshee" is used both in the singular and plural, for elves of both genders, and is used among all elves (though its usage is most popular among more urban elves). So, yes, green elves might well use it.
And yes, green elven culture is rich in tradition and customs, though rather than fashion and sculpture and books, these are centered on natural cycles of life (the weather, populations of flora and fauna the elves live among, and so on), living things (training growing things into shapes, rather than carving them), and also involve long sung (often with harp and other instrument accompaniment) oral histories of families (all members mentioned, emotional reactions to deeds and characters of the individuals incorporated, in what sounds to most human ears as long, wandering, often atonal vocalizations; if you want an example of an atypically orgasmic passage from such a "laeralae," play the wordless female vocal part of "The Great Gig In The Sky" from the Pink Floyd album DARK SIDE OF THE MOON). As for "noteworthy features of wild elf culture," these tend to be tree planting and nurturing, and "reclamation by the wild" plantings and encouragement of wildlife, all over Faerûn. (In other words, features that many other races and cultures won't even recognize as the actions of a culture, as opposed to "nature growing wild.")
Now, as for your character: the laeralae would be valued (as, indeed, they are "mostly unknown even to other elves"), and he wouldn't be belittled as a "savage" or the laeralae or his culture as "crude music making" or anything of the sort. However, they wouldn't be payment, either.
Your lore-singer would be offered room and board (and allowed to perform in the city's clubs, taverns, salons, and at various private feasts or even, if he can attract one, for a personal patron, to earn extra coin) in return for service to the college, of two sorts: teaching other students, and going on "tasks" (missions) for the college, to find valued instruments and written or recorded music, establish contact with/negotiate with/deliver messages to known instrument-makers, composers, and music collectors of note, and to escort students (or students-to-be) between their distant homes and the college.
As for his garb or lack of same, and "wild" habits: Silverymoon is COLD for most of the year, but if he wants to go naked or nearly naked, that's his business. Some establishments and some citizens will refuse him entry or welcome if he doesn't cover his privates, and others couldn't care less. Personal cleanliness (smell) would bother them more than unclad condition. If he owns the tree he wants to sleep in, that's fine. If he wants to sleep in someone else's, the local lawkeepers will react according to the owner's reaction. And as for catching rabbits: no rabbit running around inside the city is going to be "wild." It's going to be the property of someone, and if it's a pet, he can expect great hostility. If it's a "meat rabbit" or breeding rabbit, he's going to be expected to pay "top coin" replacement costs, if he's seen eating it. However, there's "wild" forest, with plenty of trees to sleep in and bunnies to devour, right outside the northern city gates (Northbank Silverymoon), and the folk of the city are quite used to rangers and others who go out the gates on many nights to hunt, tryst, travel, stroll and think, meet others, and so on. If he doesn't expect to get back inside before dawn, he'll encounter no problems at all from the authorities. (If he always sleeps in the same tree, it's easy to find from local trails, and he takes no precautions, a local thief might visit him - - but then, unless one has a ready market for elf meat or organs, it's hard to derive profit from robbing a naked elf sleeping with no possessions.)
So saith Ed.
Creator of Silverymoon, laeralae (no relation to Laeral the character, BTW), and (oh yes) the Realms.
love to all,
THO
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On October 6, 2006 THO said: Huntsman was the "undercover investigator" of suspect lineages and rulers breaking heraldic rules, and Manyshields was the keeper of the rolls, responsible for the updating and making and distribution of copies (including hidden "backups") of heraldic registries used by all of the High Heralds in various locations.
The others, you'll have to ask Ed about in his thread, and I'll pass your query along to him.
love,
THO
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October 6, 2006: Hey, no need to blush. It's not as if there aren't literally hundreds of Realms fiction pieces. The book's a treat, though; don't miss it.
Hello again, all.
Back in (this) April, Neriandal Freit asked: "Ok, so this is like the 4th question I have and I feel weird for asking another one but I thought it was worthwhile, while listening to Enya. Is there any sort of spells known that can 'record' music? Say does the music (or chanting) get 'recorded' into a say gem or other magical device, and allow for play back of it? My thinking was what if a Cleric was sort of by himself and wanted to hear his or her songs to their god being played while they where in a area that made them anxious, and knowing that the music would help themselves.
Edit: Or perhaps if they were the last of their group, and they know they needed to keep their morale up and hear music they knew and loved. Thanks once more"
Ed replies:
Hey, you're very welcome. Yes, there are spells that can record music and other sorts of sounds, though almost always NOT so that a magic can be unleashed. Ghost pipes (as I originally created them, and as various bands of original Realms players encountered them, in the Haunted Halls) had this power, and various published and unpublished Realms magics (and, yes, items), have had the ability to "record" and then "play back" sounds. They could thus be used to provide music, relay speeches and written messages, and even allow others to listen to "this weird sound I heard in the ruins; what is it?" or "What beast makes that call?"
In the vast majority of cases, these magics don't allow spells or even activation words to be transmitted; attempts to record them APPEAR to work, but simply fail on playback. Also in the vast majority of (recordable-now, as opposed to "ancient found magic") cases, these magics are single-use: play the sound back once, and it's gone and the magic is exhausted.
As various helpful scribes have already posted, published Realmslore contains a variety of artifacts and magic items that "sort of" do such recording, although as pointed out, some of them record memories of what was overheard, and therefore may introduce inaccuracies. A TSR and now WotC design dictate has been to avoid or sharply limit "spell recording" means, so as to cut down on non-spellcasters being able to hurl magic EXCEPT by use of limited-use magic items that are sometimes limited to certain classes or alignments or both.
So saith Ed.
Who's probably created, over the years, more monsters, spells, and magic items for the D&D game than any other person. (And I'm just considering published material, not his reams of personal notes.)
love to all,
THO
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October 6, 2006: Hi, all. atlas689 recently posted: "Dear Ed and THO, First off thanx for everything you do here at Candlekeep as I'm sure it takes up much of your time and effort. My question is simple are any of the following NPC's still alive currently in Faerun?
Aesperus: Male Human Lich
Kyristan the Dead King: Male Human Lich
Darien: Male Human
DelRoy Harpell: Male Human Wiz 23
Arconi: Male Human Wiz 30
Baden: Female Human Wiz 31
Kyllyrd: Male Half-Elf
Mellomir: Male Human Wiz 27
Nchaser: Male Human Wiz 27
Thanx for everything!"
Ed replies:
You're welcome. Hmmm, quite a body count. Well, as you know, death is not always "final" in the Realms. I know that Nchaser is undead and active, and that the others are, ahem, "currently dead." That could, of course, change. :}
Ah, I'm such a subtle hinter...
So saith Ed.
Who in the last sentence above means "subtlety" spelled "brick in the face"
Please note that he said nothing more about Nchaser in his reply. That's deliberate, I'm afraid, as in: NDA.
love,
THO
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On October 8, 2006 THO said: Be aware that there are two contradictory birthdays in published Realmslore. Ed's explanation for this is the English monarch's one: the Queen has an "official" birthday (public feasting and ceremonies) and her own, "real" birthday (celebrated in private seclusion with close family only).
Well, so did Azoun.
love,
THO
Be assured I will pass it along to Ed.
However, I believe he has Realmslore articles written and handed in for months to come. (And Waterdeep News, too.) 'Tis the Border Kingdoms series in which he's only a few instalments ahead of the WotC online staffers, I believe.
Ed has many, many topics that "need more delving into" on his platters - - and a number of novels and sourcebooks right in front of him now.
BTW, Castlemourn is not among them; in other words, Ed's work on Castlemourn isn't delaying his Realms projects at all (because Ed's work on CM was essentially done years back).
NDAs prevent Ed telling me specifically what he's up to at the moment, but I suspect we'll all read the results in the fullness of time.
love,
THO
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October 8, 2006: Hello again, fellow scribes. In Canada, it's Thanksgiving time, which means family visiting, which means Ed's replies may get slow or sporadic for a day or two.
However, he's sent me one now.
This time Ed considers these queries from RodOdom: "Dear Master Ed and Lady THO, What is the general attitude in the West and Central Heartlands on the issue of charity? A household falls on hard times, what would be the response of the community? To what extent have attitudes of social generosity been influenced by the churches?
Also how would people feel about outsiders to the community? For example, starving adventurers, human refugees of famine, or dwarves fleeing orcish invasion?
Much thanks!"
Ed replies:
Food, water, and shelter (firewood for warmth in winter, shade from hot sun, basic barrier protection from beasts) are "all" folks in hard times need in most places in the Realms, because temporary "disappearances" avoid most tax collections, and there's usually "free" land one can squat on, rather than pay rent. Most folk live close to the land, knowing how to glean basic foodstuffs, and there's not much overly polluted water in the Realms, so access to drinkable water (outside of "hard desert" areas that are uninhabited for precisely that reason) is usually readily available, too. So charity is a matter of tending the sick, and providing food, water, and firewood to the disabled. Community members who aren't surly or known thieves or known bullies will usually find gifts of meals and such on their doorsteps; outsiders will be more warily treated, or directed to local temples.
Almost all rural temples (and monasteries) provide basic food and water for handfuls of "half-wits," the disabled, orphans, lepers and other disease-sufferers (and even, in some cases, lycanthropes) in return for basic labour (splitting and stacking firewood, dung-shoveling and transport, watering and tending crops, peeling potatoes and other crops for kitchen cooking, picking of fruits, vegetables, and herbs), and sometimes also the destitute or outlaws claiming sanctuary. [This should partially answer your earlier query about treatment of the mentally ill, too, though I'll answer it properly when I can.]
Local treatment of adventurers, the displaced, and those who've fled battle or been left behind, wounded will depend on existing local attitudes ("these some of the dwarves who've raided us for years? Well, kill them!") and on what's happened recently (is the community overwhelmed by refugees? have other adventurers marauded locally in the past?) If locals don't try to kill such "problems" outright, or direct them to areas of danger where a known monster will eliminate them (or they will dispose of it, making them therefore worthy of aid), the locals will either provide aid (shelter in my barn, and here's some stew and water and bread; please be gone in the morning) or bring local priests to examine the "problems" and decide if the church will provide aid. Note that adventurers and outlanders of known "enemy" lands are treated very warily, but that some individuals may want them to "stick around" to help provide protection against expected raids - - especially if winter is approaching; every "good sword" is needed against wolves in some northern locales, and the able-bodied can go hunting or firewood-gathering in deep snow where others cannot.
So saith Ed.
Who has thought about all of this (one of the reasons the Realms is so realistic and enduringly popular with gamers).
love to all,
THO
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October 11, 2006: Hi again, all. This time Ed tackles (in the wake of Kaladorm's excellent posting on the matter, all of which Ed and I both agree with) Reefy's query: "Hi Ed (and THO), I appreciate this question could probably be answered by others (any input is welcome), but I wanted to take it to the top as it were (I hope you understand why, I have no desire to take up any more of your time than necessary).
One of my players has expressed concern about Mystra's ability to strip power away from wizards. As a wizard, obviously losing this power would be disastrous to the individual.
My opinion about this is that Mystra would not do such a thing except in the most extreme of circumstances (she was directly threatened, the Weave was directly threatened, maybe the entire world). Such circumstances are generally rather unlikely to happen, to say the least. Other than that, as the Goddess of magic, why on Toril would she want to stop an individual casting spells? She allows anybody to use magic, from the lowliest apprentice, to Alustriel and Manshoon, individuals who use magic for very different ends.
I don't think any character would be possessed of this mindset, there is no evidence to suggest such a thing might happen, certainly if the character doesn't do anything deserving of such a punishment.
I have also tried to rationalise it in terms of the far more pressing problems a character may face on a daily basis - when you have orc hordes, rampaging dragons, fearsome mothers-in-law, or where the next meal is coming from to deal with, worrying that Mystra may decide to strip away your Art on a whim pales into insignificance to me. Plus, if you're worried about that, why aren't you worried about Bane striking you down or enslaving you to his will for a bit of a laugh?
Finally, in game, such a thing would be subject to the will of the DM anyway, and handing out such a punishment would be grossly unfair unless the character did something worthy of having the power taken away, which I would say is incredibly unlikely.
Yet the player says it's the knowledge that it *could* happen, however unlikely, that is the problem to her. Could please confirm or deny my thoughts on these matters, expand on them if necessary, and share any ideas you may have on how to reassure my player? Many thanks."
Ed replies:
Reefy, I tend to agree with Kaladorm here: this is a player problem, rather than a character problem.
A character in the Realms would know about Mystra's governance of the Art from her infant dreams (which, if she has aptitude for the Art, she would receive from her earliest days), and about Mystra's ability to cut mortals off from the Weave from when she's old enough to understand the speech of others. In other words, it's a "given" (as in, the sun rises in the morning, and darkness comes after the sun sets, and if you just let go of a stone in your hand it'll fall to the ground).
So to anyone roleplaying "properly" in the Realms (thinking as a creature of Faerûn would think), it shouldn't be a source of anxiety at all - - except to a character who is, say, actively trying to harm Chosen or other servants of Mystra BECAUSE they're servants of Mystra (in other words, a Shar-worshipper seeking to harm the causes of Mystra).
To everyone else, it's just "one of the things we all know about the world."
Your opinions on the unlikelihood of Mystra stripping access to the Weave from a mortal PC are dead-on correct: to someone who doesn't deliberately set out to harm widespread magic use (in Biblical terms, a King Herod figure trying to butcher everyone who's a wizard or a sorcerer - - or, in Realms terms, someone trying to change a Mythal into a huge explosive or toxic force so as to obliberate thousands or start a mythal "chain reaction" or deliberately feed or create new wild or dead magic areas), this is just NOT going to happen. Mystra's portfolio is to increase use of magic (all magic, by everyone). If you show your player this response and promise as a DM that you are going to follow this view (and, therefore, almost certainly never even think of stripping her character's Art away), that should provide real-world assurances.
Also, there are other forms of magic than Weave-based, so a character could seek (yes, lesser or more limited) alternatives, should that "unthinkable" ever happen. But then again: if it does happen, losing magical use is probably going to be considered a minor problem by a character already well over her head in REAL troubles.
So saith Ed.
Who created Mystra, with this particular power, and the concept (if not the word; it was Julia Martin's, I believe) of the Weave, too.
love to all,
THO
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On October 11, 2006 THO said: Sigh. All scribes, please be aware that The Green Road is NOT part of the Grand Duchy of Shantal. Ed has no idea where that spurious header came from, beyond that it appeared (obviously) after he submitted this entry to WotC.
Let's see if they fix it...
Hawkgarth, promised to follow, isn't in the Duchy, either.
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October 12, 2006: Hi, all. Ed answers Uzzy this time, re.: "Hello again Ed! I've been wondering about the Harper Pins, and after some help from the other scribes here, I thought I would ask you. Is there any set size for one? I'm guessing that it's small, but how small exactly? Are there any protections against it being discovered from a 'pat-down', or is it up to the agent to make sure its kept very well hidden? Are there stacks of them in safekeeping somewhere, or do they only get made for when a new member is joining the Harpers? Do they even get passed down through the generations, from Harper to Harper?
Any lore you could share with us on the Pins would be greatly appreciated. Thanks in advance."
Ed replies:
createvmind has the right ideas in his post, but let me tackle things, as he anticipated, in a little more depth:
* "Is there any set size for one? I'm guessing that it's small, but how small exactly?"
I'd say "usual size" rather than "set size" (there are a few exceptions, mainly tiny "charms" worn on anklets and other fine chains or as earring pendants by ladies, that serve for Harper recognition and have a few limited powers [can be magically traced by other Harpers, cover wearer entirely with a magical aura that makes all of them seem magical, and foils alignment-reading and all surface-thought-reading attempts] rather than the usual range. Most Harper pins are about two inches across, though there are also a few larger "show" pins, up to twice that size.
* "Are there any protections against it being discovered from a 'pat-down', or is it up to the agent to make sure its kept very well hidden?"
Most pins can be touched and a word spoken, to make them seem (to everyone not employing magically-augmented, illusion-piercing vision, except the person activating this power, who sees the pin as a "glowing Harper pin") like a set "other thing" (usually an old, slightly shabby brooch, usually with a flower or butterfly motif; in other words, an obviously "family heirloom" piece rather than something worth stealing for its intrinsic gem or metal value; some pins resemble battered personal holy symbols). This illusion lasts until the activator de-activates it again (or anyone else who knows the right word does so, by touch and speech), but doesn't fool the fingers of anyone. Yes, Harpers usually keep pins hidden rather than displaying them disguised, except in Berdusk or at Storm's farmhouse or "open Harper functions." A pat-down will discover them, so bearers fearing discovery will hide their pins somewhere (not on their persons), or if they have long hair work the pins deep into hair above the back of their necks, or if female and well-endowed will slip them up and under the curve of their breasts, or if fat will ditto with belly overhangs, or even wrap them against pain and slip them into body cavities.
* "Are there stacks of them in safekeeping somewhere, or do they only get made for when a new member is joining the Harpers?"
There aren't "stacks," no, but there are caches of pins ready for new Harpers. If love or deep regard or friendship is involved between an existing Harper and a new one, the veteran Harper may well help make a pin for the new one. Pins with a large range of powers do of course require magically-gifted crafters of sufficient levels.
* "Do they even get passed down through the generations, from Harper to Harper?"
Yes, many Harper pins get passed down, their powers sometimes decaying over time or being augmented or altered by various owners. There are even "haunted" Harper pins that bear the whispering or mind-speaking sentiences of former Harper bearers, that communicate with later wearers.
So saith Ed, revealing something juicy right at the end there! Run with it, lads and lasses, run with it!
love to all,
THO
P.S. Ed's off to be a Guest of Honour at the Alliance Open House in Fort Wayne, Indiana (at the Grand Wayne Center, which has hosted so many superb Pentacons over the years), so he'll fall e-silent until Tuesday. Hang in there, scribes: laptop under arm, he'll still be busily turning out Realmslore for us all!
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On October 20, 2006 THO said: Not well at all. I'm MUCH prettier than that.
No, seriously... as I said earlier in another thread here at the 'Keep, the likenesses aren't good at all. I had to guess at which characters are shown on the cover.
Cover art is, of course, a matter of much personal taste, and in some cases, what one scribe loves, another will struggle against nausea or hurling the tome across the room. So, YMMV. *I* just get cheesed off that Ed sketched all of the Knights very well, and provided endless descriptions of hair color, eye color, style of dress, etc., and TSR has had these since 1986 at least
- - and no one seems to bother to follow them. So much for consistency being the bulwark of the illusion of realism.
In other news, Ed is more tearingly busy than I've ever seen him before (with rush WotC Realms work), but will get back to posting Realmslore replies just as soon as he can.
love to all,
THO
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On October 20, 2006 THO said: Highknights are a special order of knights that can best be thought of as a cross between James Bond and the most trusted personal royal bodyguards.
Purple Dragons are the enlisted soldiers of Cormyr, and can be anything from impressed militia to lifetime professional soldiers ("Blue Dragons" are the naval equivalents).
Some knights have land, most do not (unless they've bought or inherited it themselves, not through their title), unless they're hereditary knights ("baronets" in English real-life parlance).
love,
THO
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On October 20, 2006 THO said: When Ed ran Sword Coast barbarians, they used a sword planted in a bonfire as a centre of worship. It would follow that a simple flaming sword would do as holy symbol.
love,
THO
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On October 20, 2006 THO said: Ed's idea, when creating the Realms (pre-D&D), was that "natural source only" potions, ointments, etc. have a lower level of efficacy (except for certain poisons) than substances that incorporate either spells in the creation process, or use as an ingredient material that has been enspelled (or both).
love,
THO
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October 22, 2006: Hello again, all. This time Ed tackles a fairly depressing (to hopeful adventurers among us, at least) query from Hoondatha: "Hi Ed. I'm part of the way through Swords of Eveningstar, and it's gotten me thinking about the life expectancy of new adventurers (as well as a greater appreciation why most people equate "fool" and "adventurer").
So, what are the chances of your average new adventurer surviving his/her first month of adventuring? Their first year? To make things somewhat simpler, I'll limit the question only to good and neutral adventuring bands (internal manuevering in evil groups I'm sure ups body count), and also to groups that didn't have much formal training before starting adventuring (no former mercenaries, or experienced cat burglars, or whatever). However, ill luck and rampant stupidity are fair game.
So yes, in effect, what I'm asking is, for every Knights of Myth Drannor who survived the first year, how many others died?"
Ed replies:
The chances aren't good. Percentages are, of course, meaningless, but the majority of adventurers are either killed or imprisoned, maimed, or just scared into retirement within a season. Of those that "make it" through a season, many more "retire" as soon as they land a "relatively much safer" job as a bodyguard, caravan escort, "drawn-dagger agent" (spy, hired killer, or outside-the-law faciliator for a wealthy patron) or envoy. Still others retire the moment they make a "big strike" (taking the loot and investing in a farm, tavern, or other "business to support them" - - an increasingly-popular endeavour is for the adventuring band, or some members of it, to become landlords of a number of city buildings, getting their own accommodations paid for, plus monthly money for food, taxes, and diversions) or achieve whatever they first set out to do (become famous, unseat an unpopular ruler, settle a score, or avenge something really bad).
Now, "for every Knight of Myth Drannor who survived the first year, how many others died?" IS really a different question, and one that I can't properly answer, for two reasons: when writing the Knights trilogy, BECAUSE it's only a trilogy (and not sixty or so full-length novels), I'm having to omit, simplify, or gloss over a LOT of "Realms history" - - and because some members of the band died and were brought back to life by various means without all of the other player characters knowing. As we're still playing, some secrets must remain secrets. So let me just say that those who began as the Swords and became the Knights suffered a very high body count, and it would have been a LOT higher if they hadn't been lucky enough to blunder into situations where Elminster and other Chosen, and the Harpers, and the War Wizards, found it useful to try to keep them alive (and so, rescued their behinds on many occasions - - sometimes without the Knights even knowing about it!).
So saith Ed.
Who, yes, even has secrets from me (but no important, real-life ones).
love to all,
THO
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October 23, 2006: Hail, fellow Realms scribes. This time, Ed would like to say, "You're welcome!" to both Wandering_mage and Chosen of Moradin, and reply to the latter scribe thus:
I'm afraid there's only one instalment of Daily Dwarf Common. For now. There are SO MANY little facets of Realmslore I'm trying to get before the eyeballs of scribes, you see, and poor Azoun and Filfaeril have been stuck in that place for some time, and will quite likely be there for a while longer. However, worry not: I fully intend to impart more dwarven lore, linguistic and otherwise, in several small, subtle ways and places, in the year ahead. Bear with me, please; there's only one of me, and I'm getting older and slower all the time. Someday I might even start to act grown up.
So saith Ed.
Who's joking in that last line, there, of course. He plays (especially at conventions) like a little boy (er, a dirty-minded little boy), but is one of the most kind, mature, and understanding people I know. So in some ways he acts VERY grown up. He might not seem so, of course, when he's delivering lame gross-out jokes that were old when he was in diapers.
love to all,
THO
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October 24, 2006: Hello again, all. This time Ed dredges up something more for scribe Dagnirion's plea: "Could you share with us some Elven folksongs? Titles, lyric, translations- whatever you have would be appreciated."
Yesterday Ed found some Realmsplay notes wherein Sharanralee taught a PC some "safe and traditional" fireside elf ballads (in Common translation), including this fragment:
"Lost And Away"
Even the sun, it looks for my love
Where lies she now, where can she be?
Cruel hawk's talons a-downed my dove
Look in valley, deep glade and lea
Even the wind is calling my love
Crying mournful, crying high
Cruel hawk's talons a-downed my dove
Laughter lost e'er, in silence die
Even the moon, it weeps for my love
Lost and fallen, oh so far away
Cruel hawk's talons a-downed my dove
Where she lies now, none can say
Even the deepnight remembers my love
Cold of the tomb, patient the grave
Cruel hawk's talons a-downed my dove
Too late too late her life to save
Even her sword it sings for my love
Singing, sighing, echoing her name
Cruel hawk's talons a-downed my dove
So I'll fall on it now, this sadness to tame
Even the forests will miss our love
No more our dancing, no more our glee
Cruel hawk's talons a-downed my dove
I'll join her in silence, from sadness be free
So saith Ed.
By no means deathless poetry, but lyrics that sounded fine when he sang them, as I dimly recall from a play session in the winter of 1980.
love to all,
THO
P.S. createvmind, Ed is readying some troll query replies for you (about twelve or fourteen down the row, I think). Hang in there!
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October 24, 2006 THO said: Expect the Undermountain tome to be over 200 pages, too. Ed hasn't said one word to me about this, but one of my spies in the industry tells me someone has been whispering at Hasbro. Remember, if it was Ed doing a "proper Ed job," 250 or so pages wouldn't even cover just the level right under the Yawning Portal. So I suspect it's going to be covering a lot more, a lot more lightly.
Which still means a "must buy" for THIS girl.
love,
THO
Edit: They're missing an author in that entry. Who? Well, does "Hungry Little Monsters" ring any bells?
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October 25, 2006: Hello again, fellow scribes. This time Ed tackles one of two queries Kajehase asked in the same post (the other Ed will get to on another occasion): "1. Continuing my (or Ed's, really) exploration of the Chondathan language, would it be possible to get the Chondathan names of the various noble titles used in Cormyr (along with the English word they most closely equate to)?"
Scribe Jerryd, this peripherally touches on your current query about Cormyrean titles, too.
Ed replies:
Certainly it would be possible.
I'll even do it. :}
A list follows, with each entry taking this sequence: Common Tongue title (with usage notes, if applicable), Chondathan word, pronunciation (only if possibly confusing)
King: Astrel ("Az-TRELL")
Queen: Arauna ("Arr-AWN-ah")
Prince: Ardyr ("Ar-DEER")
Princess: Ardess ("Ar-DESS")
Duke: Storn
Duchess: Staerra ("STAIR-ah")
Marchion: Mahrsar ("MAR-sarr")
Marchioness: Mahrsara
Earl (always used, instead of Count, because of possible confusion with "Corount," a Common Tongue word meaning "courtier or military commander sent in by a ruler to serve as a temporary acting noble when the real one has died suddenly, gone missing, or gone mad/fallen gravely ill/otherwise become incapacitated"): Velm ("VEL-mm")
Countess (never used, except by heralds and court scribes: just "Lady"): Velana ("Vell-ANNA")
Viscount: Tlarvelm ("TAH-lar-velm")
Viscountess: Tlarvelana ("TAH-lar-velanna")
Baron (in Cormyr, includes Baronet): Taen ("TAYN")
Baroness (in Cormyr, includes Baronetess): Taenya ("TAY-nyah")
Knight (title is unisex, but as a form of address, females are styled "Lady Knight"): Tahar ("TAH-har")
Lord: Aro ("AIR-o")
Lady: Arauna (AIR-on-ah")
Sir: Saer ("SAY-ur")
So saith Ed, busily building languages everywhere.
love to all,
THO
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October 26, 2006: Hello again, fellow scribes. This time, Ed tackles a mid-August request from Mkhaiwati: "In case I have not said anything before, a big thank you to THO and Ed for the responses to my previous questions. And I have another to throw onto the huge pile of questions (it is like a hydra, finish off two and five more grow back!)
While reading the Volo's guide to Cormyr, specifically the notes on Barandos Hawklin, it states the clan has prospered, among other things, from adventuring and sponsoring adventurers. Could you elaborate on that last part. I see possibilities of profiting from anything political (embarassing or eliminating a political rival, though I doubt if he would do this), to making use of "monster cleared land" as areas for money making venues (inns, mines, etc), to making a trade route clear of monsters for caravans, to the ever popular taking a percentage of the loot from adventuring parties.
What does "sponsoring" entail, anyway? Paying part of charter fees, arranging material and supplies (food, rope, mounts, etc), access to special government personalities and offices that are hard to reach, and funneling good adventure opportunities to the chartered groups are obvious examples, but would it take any other forms?
I dunno, maybe I hit on all the high points
Thanks"
Ed replies:
Mkhaiwati, you're very welcome - - and quite correct in sponsoring: it can mean paying charter fees and/or providing equipment and supplies and/or dealing with courtiers and bureaucrats on behalf of the adventurers and/or hiring or recommending said adventurers, or spreading word of their capabilities at nobles' revels, et al. In the Hawklin case, "sponsoring" has meant all of those things. Other examples of sponsoring include buying guild memberships or making "task offers" (the Realms equivalent of tendering for a job) on behalf of adventurers, promising courts or rulers to monetarily compensate for all damages done by the adventurers or fines incurred by them, establishing a "healing fund" at a local temple to pay for future medical (and raising) needs of the adventurers, and paying travel costs for long voyages.
There are scores of ways any sponsor can profit from the activities of adventurers, from the ways you mention to defeating trade rivals in the marketplace because rivals (or their suppliers or customers) have been hampered or intimidated by the adventurers, to escaping debts because the adventurers kill creditors and destroy all documentary evidence of outstanding loans (including killing witnesses). In the Hawklin case, trade rivals have repeatedly been hampered or intimidated by hired adventurers (in one case, the shipments of rivals' goods were destroyed by "bandits" who were really disguised hired adventurers). Such 'dirty tricks' can work in several ways, from the adventurers following direct orders, or hints ("See what you can do to see that X or Y is kept busy this month, and at the end of it sees very few coins in profit; I don't want to know how you do it, but don't get caught"), to manipulating the unwitting adventurers into damaging rivals while they're trying to pursue other goals or missions. In the Hawklin case, the "I don't want to know how you do it" was the favored approach.
So saith Ed.
Who had various NPCs try all of those on the Knights, over the years, to continually remind us that we were small-town neophytes in an already-crowded field of adventuring. (Which is quite realistic, after all, given the activites of the Zhents, Lashan, Cormyr, the factions in Hillsfar, and so on.)
love to all,
THO
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October 27, 2006: Hi again, all. This time Ed replies to Baleful Avatar's question: "How close is the look and feel of the Realms in Ed's novels to its look and feel when Ed's DMing his home campaign?"
Ed replies:
The way characters talk and look: identical. The sense of whimsy and humour: as close as the editors will let me. The feel of actual play: not close at all. My players have always loved (as have I) tons of subplots going on at all times, and PC freedom to break and go shopping here, wander off to see something else there, drop in and chat with NPC friends and business contacts, and so on - - and if I try to dwadle and tarry through such "real life" events in a Realms novel, the editors ruthlessly prune it all out, to bring us back to a single driving plot. Peter Archer used to call this "avoiding a book that's too shrubby" (meaning, like garden shrubbery that's been left to grow wild, it throws out branches untidily in all directions). I don't get the chance to write self-indulgent, don't-care-about-wordcount, no-need-for-tidy-resolutions or allowance for philosophy, poetry, and the like in place of fast action books. I'd like to, but it hasn't happened yet, in twenty years of writing Realms novels for TSR and then WotC.
So saith Ed.
I happily confirm that Realmsplay sessions in the "home" campaign are character-development driven, heavy roleplaying, not battle or game advancement oriented.
love,
THO
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October 28, 2006: Heh. Well said, Faraer! (The popularity of Martin and Kay, and for that matter Jordan, suggests fantasy readers DO like "fat fantasy" with many subplots and umpteen characters. Pity no one at WotC seems to read enough bestselling fantasy to cotton on to this.)
Hi again, everyone. A quick reply by Ed this time, to Malcolm's question: "At a recent convention, Ed mentioned he was writing something called DARK WARRIOR. Is this a Realms project, or something else?"
Ed replies thus:
DARK WARRIOR isn't set in the Realms. It's the first of two linked swords-and-sorcery novels for Tor Books, centered on a human who escapes from slavery under the surface of the earth (and that's probably all I should say right now, except to note that the "world" they present is of lore interest to all Realms fans as the way the subterranean Realms would have been, if D&D hadn't given us Loth-worshipping drow down there).
So saith Ed
(and, no, I haven't seen a glimpse of this book, and so can't add a word about it). Ed also wanted to warn The Sage that he was handing out copies of the already-released Player's Guide to Castlemourn in Fort Wayne, not the core hardcover setting book (which due to editing delays that Ed's quite happy with, saying he's very pleased with the attention to detail the setting is receiving from Margaret Weis Productions and the freelancers, will probably be released in December). Ed did rave about the Donato cover painting (he got to drool over the original overnight, in his hotel room). The Player's Guide is available on-line as a free download, BTW. (Provide the link, someone? Please?)
love to all,
THO
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October 29, 2006: Hello and well met again, fellow scribes. This time I bring you Ed's reply to a query from Broken Helm: "A question for Ed, if I may: if the Swords books can't follow what happened in your campaign, are you going to use them to explore what would have happened IF the players had done something different, or do whatever works best as an entertaining story, or - what?
And if you don't want to tell us, that's fine. I'm hoping, however..."
Ed replies:
I'm afraid space limitations prevent me from trying to explore what would have happened if my players had "done something different" with their characters, because I tried as a DM to let THEM decide where to go and what to do, every play session - - and to give them scores upon scores of real choices, NOT "you can die in this dungeon, or that one; I've got just the two ready." Obviously, I can't write a novel crammed with all of those chaotically-unfolding subplots and expect Wizards to publish it. They want a coherent story.
As do all readers, I presume. However, I had to decide SOMEthing about where I was going while writing this trilogy, and in the end decided to paint a portait of how one group of teenagers who wanted adventure and dreamed of being famous chartered adventurers fared, when they actually tried it. The fictional Knights had to start out being slightly different from the PC Knights, and have already begun to divurge quite a bit. I think of my fictional characters in the novel (as opposed to the fictional PCs I created all those years ago, and then handed to my players to "make their own") as salutes to the "real" (PC) Knights.
So telling an interesting tale is foremost, and bringing you fictional echoes of the Knights I love is second, and having fun writing it is third, and showing you a little more colour and depth of Cormyr at this time period is fourth. I'll probably add more goals to the list as I go...
So saith Ed.
Who's done us proud thus far.
love to all,
THO
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October 31, 2006: Hi again, all. This time Ed answers RodOdom, re. this question: "Dear Ed and Lady THO, Thanks so much for revealing that relationship between the shape-changers. I am very suprised about their cross-breeds and hope to find out more about them one day.
Here's a question about Elminster, but not really about Elminster. If I understand correctly, the Old Sage is not so much Superman, zipping around saving the day, as he is the Kevin Bacon of the Realms. All the good guys are linked to him somehow, and he uses his connections to put the right people together for the right challenge. Has there ever been anyone in history who comes close to Elminster's role in the forces of good?"
Ed replies:
Certainly. As of right now, Alustriel in the Sword Coast North. Recently, Khelben (by different diplomatic means), Laeral in Waterdeep, and several Harpers. In elder times, Mentor in Myth Drannor, and there are at least four others I can think of, that NDAs prevent me from identifying at the moment.
So saith Ed.
Who was aching to say more, but dare not. Yet.
love,
THO
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November 1, 2006: Hi again, fellow scribes. This time Ed tackles another question from RodOdom: "Dear Ed and Lady THO, Thank you so much for taking time out of your busy schedule to answer our (merciless?) barrage of questions. Here's another for your consideration:
What's the geologic age of Toril? The earliest date mentioned in the Serpent Kingdoms sourcebook -35000 DR, the start of the Age of Thunder. Were there billions of years of unrecorded history before that period?"
Ed replies:
You're very welcome. Whenever I have time to actually sit down and deal with e-mail, I love sharing Realmslore with everyone who's become a fan of my world. Warm fuzzy pleasure for me, so thank YOU. As for the geological age of Toril, we don't know for sure. However, I can say that the eldest elves and dragons who've considered the matter, and the best-informed human sages ditto, all tend to hold opinions that suggest Toril is twice as old as the Age of Thunder... or perhaps a LITTLE less.
So saith Ed.
Hmm. That's a LOT more Realmslore to write, big boy... you are planning to live forever, aren't you?
P.S. DavidTrim, Ed says you're welcome. He hated the lack of wordcount he ran into on that project, but a lot of the spells that "didn't make it" went into AL-Qadim.
love to all,
THO
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November 2, 2006: Hello again, scribes. Ed essays a reply of sorts to Longtime Lurker this time, re. this query: "Dear Ed and THO, How much does the average worshipper of Bane know about the top hierarchy of its church? Do they know Fzoul's rank, or anything about him? Do they know how he got there? Do rumors circulate, do the clergy spin rumors and news like in our modern world? And is there "1984"-like rewriting of past history when new priests rise to the top?
And how different is it in, say, the faith of Tyr?
Thanks!"
Ed replies:
I'm not sure that there is such a thing as an "average worshipper of Bane." Even among laity, there are backcountry bumpkins, and citizens in news-filled crossroads cities like Waterdeep, and everything in between. Leaving out ordained priests and novices in training to become priests, I'd say that MOST worshippers of Bane have heard of Fzoul and are aware that he's "head of the church, or close to it," just as they are aware that for years the church was headed by the High Imperceptor of Bane, and have heard something of the chaos and infighting among the hierarchy during the time of "Bane's Silence," the Time of the Godson (Xvim), and so on.
Yes, there are indeed rumors aplenty, swirling constantly among the clergy and leaking out into "public" circulation - - and there are indeed attempts to "spin" or control what information priests let slip or officially impart. There are also continual 1984-like attempts to rewrite church history, but thanks to long memories and the use of magic, these have only limited success among the clergy. They do, however, form the basis of what lay worshippers are taught, and punishments and the passage of time have a way of "changing memories" airly effectively among the laity - - unless they are nobles, wealthy, and otherwise well-informed or involved in church power struggles in some way, and take care to keep themselves informed. To such folk, forgetting little details about the past can swiftly prove fatal...
Not so in church of Tyr. They can be harshly repressive, too, but changes in "official" church doctrine are discussed beforehand, and everyone in the clergy is solemnly and officially informed several times (with "clarifications from on high"). So any rewriting of history is slow, ponderous, and clearly warned-about.
So saith Ed.
Creator of Bane, Xvim, Fzoul, and for the matter the High Imperceptor, Waterdeep, and the whole blamed Realms around them. Tyr, howver, he's guilty only of borrowing.
love to all,
THO
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November 3, 2006: Hello again, all. This time Ed answers Skeptic, re. this question: "Now that the Border Kingdoms are well covered, maybe Ed could talk us a bit more about the Unicorn Run? (The others are well-covered in published realms)"
Ed replies:
Maybe I could. :}
Seriously, I intend to provide a little more detail about the Unicorn Run, but there are at least two NDAs that prevent me from doing so just yet. When certain other projects are finished or brought much farther along, I'll know if I can say more.
So saith Ed.
Swords out, ladies and gentles; the darned NDAs are on the prowl again!
love to all,
THO
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November 4, 2006: Hi again, all. This time Ed tackles a question from October 1th, 2005, posed by Lord of Bones: "Hello there! I have a question regarding the Simbul and her animosity towards the Red Wizards.
We all know that the Simbul is something of a loose cannon, and a bit of a crazy lady, but do you think she would attack (with intent to kill) a wizard she knew to be Thayan upon sight, or would it be more likely that she'd send him or her back to Thay via a handy spell, or alternatively capture the wandering Red Wizard?
Obviously this is going on the basis that a Red Wizard would be strolling through Aglarond, but I don't think they're fools enough to wear the ceremonial robes and reveal their complex tattoos at all times.
In addition, are we to presume that there has been any sort of relationship between the Simbul and Lauzoril since the book 'The Simbul's Gift'? It would seem that his personality has changed somewhat from "I believe Thay is destined to rule Faerun, but not a Faerun drenched in blood" to "let's march our armies upon our enemies" (at least according to the new FRCS.) The relationship between the two archmages was interesting to say the least. It's a pity it's never really been picked up on in any other book than that novel.
Any thoughts would be appreciated.
Thanks in advance,
LoB"
Ed replies:
Sorry I've taken so long (and I'm even sorrier to the scribes who've been waiting since 2004!) to get to your post. As for a known Red Wizard strolling through Aglarond in disguise: unless the Simbul was already very angry (due to events befalling in, say, the previous twenty minutes or so, or a day or so after a death of someone she loved), she would very much want to know WHY the Thayan was in Aglarond, and what they were up to, before she cut loose and destroy them. So use of a magical disguise (remember, the Simbul spends more time flitting around the Realms as a bird or otherwise shapechanged into "nondescript fauna" form than she does in her own shape, something recent Realms chroniclers often seem to forget) to shadow the Thayan, and then a magical invasion of his mind when he's asleep if he doesn't do or say anything enlightening before taking slumber, may be what she does if she doesn't have pressing emergencies elsewhere.
If she's enraged or in a hurry, she just might cast a delayed-blast chain meteor swarm or similar "Simbul special" battle spell into the unfortunate Thayan's innards, and use another spell to fling him back to Thay charged to cry out that he has to get an important warning to the nearest zulkir...
Yet she CAN love Red Wizards, as her relationship with Lauzoril proves. A relationship that continues, sporadically, though not as "close" in nature as it was in THE SIMBUL'S GIFT. I agree that it's a pity we haven't seen more coverage of them, after that lone novel (and a greater pity that Lynn Abbey, whom I consider a great writer and a good friend, hasn't written a lot more Realms books!) Lauzoril's character continues to change, but it's important for everyone to distinguish between the "public act" every Red Wizard puts on, to further their own standing (and survival!) within the Brotherhood and in Thayan society, and what they truly (and very privately) feel. Even Szass Tam has his soft side, and they all have their own little secret plans, diversions, and activities, from growing flowers to innocently burping little lasses and singing songs to them. (Trust me about this; I created almost every one of them, old Szass included.)
So saith Ed.
Yes, I recall a certain dalliance between several Knights of Myth Drannor and powerful Red Wizards, circa 1982 or so... Szass wasn't part of it, but I have always strongly suspected he was manipulating several of the Red Wizards involved, and spying on them and us through the eyes and minds of his puppets...
[delicious shiver]
love to all,
THO
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November 5, 2006: Hello all scribes, hello! Pray heed: big answer time! Ed has finally produced a reply to Zandilar, Kentinal, RevJest, GothicDan, Zanan, Faraer, Wooly Rupert, warlockco, The Sage, bearsden, and divers other scribes, about the contentious matter of non-drow and male clerics of Eilistraee, the nature and status of the Dark Dancer among drow and pantheons in general, the role of males in rituals and among the clergy of this deity, and so on.
Here's Ed's answer:
It is true that for some decades in the Realms (the time covered by the Realms boxed sets of both the 1st and 2nd Edition) there were apparently no male clerics of Lolth and no male clerics of Eilistraee, and no non-drow clergy of either goddess.
However, matters have changed.
Some (not all!) priestesses of Eilistraee believe the Dancer is worried about something dark she's foreseen. Others disagree - - but all admit the Goddess has, for reasons she's not divulged, changed the directives she gives her clergy and lay worshippers, to become far more inclusive. For one thing, the "dream visions" she's sent to senior established clergy have begun to direct them to accept both males and individuals of many races into the ranks of her clergy. (So, yes, Kentinal, a goblin priestess, gnome priestess, silver dragon, hill giants, and male priests of all stripes now ARE possible. We still don't know [not being able to personally quiz Eilistraee] if there are any races that remain unacceptable as her clergy, but whereas before the answer was: all of them except drow, and female drow at that, the answer now is: possibly; all certainty is gone.) There are even apparently lycanthropes and shapechanging races among the clergy of Eilistraee.
Yes, you heard me right: there now ARE a few males among her church, but to enter it they have all "Danced The Changedance" and spent time as female, just as Mystra caused Elminster to spend time as Elmara - - and for the same reasons: greater understanding and sensitivity of "the life of the other gender." One cannot truly feel the Divine Dance of Eilistraee PROPERLY except as a female, and so her (still very rare, few, and generally secretive about it) male priests must spend some time as a female (not just for the duration of a ritual, but they must do some everyday living as a female). The most accomplished drow, elf, half-elf, and human male priests seem to feel the need to take female form for some days every few years or so (if they wish to "cleave more fully to the Goddess" and thus rise in levels), and most spend longer and longer times in female form. Not all female priests of the Goddess fully trust the males, and they don't tend to rise much in the church hierarchy (no matter what character levels they achieve).
More than that, many drow priestesses of Eilistraee are unhappy about this, and may prove hostile (not to the point of violence or refusal to accept or aid, but with a coldness in manner and a wary "always watching over" any males, until they achieve acceptance on a personal level [e.g. "I still don't hold with allowing males - - males! - - to join the dances, but Elorand can be trusted; he's proven himself over and over, and don't think we haven't tested him. Other males, I still don't trust!"). Eilistraee has always had enough personal contact with her clergy that none of them would think of disbelieving that she truly means this "new way" to occur and to be followed - - and no established priestess of Eilistraee will renounce this new order, either. ("Reluctantly accepting and unhappily coping" is a good description of their state; "defying the goddess and rejecting males or trying to trick or lead them into fatal mishaps so we can be rid of them" would NOT be an accurate characterization.)
There wasn't a single date or clear moment when the acceptance of males and non-drow began; it seems to have been slowly and almost secretively occurring over a decade or so. However, as of 1373 DR, "everyone" among the clergy of Eilistraee now seems to be aware of it.
Zandilar, Eilistraee has always gained converts and made herself known to drow through dream-visions and personal appearances (usually dancing in moonlit woods). Many, many drow long to return to the surface and live among trees (it's a race instinct, that some recognize for what it is - - whereas other drow just feel always unsettled and edgy, and usually turn this into fighting amongst themselves, and family and/or trading rivalries), and Eilistraee has far more worshippers than the drow who dwell under the firm influence of Vhaeraun or Lolth (who is by far the most powerful of drow deities) would have one believe. I'd say a little more than 22% or so of all drow in Faerûn worship Eilistraee - - although I must again remind scribes to set aside any modern monotheistic thinking: in the Realms, the vast majority of intelligent beings worship many or at least several gods, NOT just one. It's not easy to truly believe in and worship Lolth and any other drow deity, but a particular drow individual COULD venerate both Eilistraee and Vhaeraun (though they'd serve neither well, in trying to follow or honour both). Drow who ONLY worship Eilistraee are almost entirely her clergy, and are probably between 10 and 12 percent of all drow.
(I would echo Zanan in ranking the "popularity" of drow deities as: Lolth by a long shot, then Vhaeraun, but thereafter I would put Eilistraee ahead of Selvetarm, and Ghaundaur last of all. As of this moment, that is; faiths and their deities rise and fall over time, and right now Lolth is the only one I would bet on being around in the far future, if one purely considers divine power. Faraer is quite correct, however, to remind us that "worship isn't the sole determinant of godly might, or Waukeen would be far greater than Mystra and Shar." Wooly Rupert is also dead-on when he observed "If Lolth had her way, there would be no drow pantheon - - just her.")
Every drow who sets out on an expedition to the surface, to raid, gets "tempted by Eilistraee in their dreams" (visions sent into their minds, whether they're asleep, in Reverie, lying wounded or bored, singing or otherwise concentrating on something, or daydreaming alone or working on some repetitive task like painting or weaving). She also sends visions, in exactly the same manner, to drow who never go near the surface.
Many drow literally don't understand the visions; they feel but don't "feel" the Goddess. Others find Her troubling, or reject Her - - but about a quarter of all drow yearn for what she shows them. They may never do anything about it, or may never seek Her or Her worship, but they certainly feel Her.
So almost all drow learn of Eilistraee's existence, and even receive a true picture of what it is (Lolth can't stop that, because she too uses the dream-vision approach, and to try to block others from using it would rob her lay worshippers of much sanity, her priestesses of much daily control over those lay worshippers, and herself of much control over her priestesses). Not all that many reject Lolth and cleave to Eilistraee, but many secretly yearn (meaning they might spare a stricken worshipper of Eilistraee if they think no priestess is watching, or fail to pass on to other drow something they may have seen of the activities of faithful of Eilistraee, or stop to watch a dance of Eilistraee worshippers rather than disrupting it).
As for which pantheon Eilistraee belongs to: pantheons are a purely mortal frame of reference, or way of classifying and speaking of divine beings they can never wholly understand. Eilistraee clearly began as, and primarily remains, a drow deity - - but has exiled herself from the formal company of all other deities (though she's friendly to Selune and Mielikki, and at least polite to all of the major surface elven deities).
No mortal can be certain why Eilistraee is now embracing males and non-drow as worshippers, but we do know it's been going on for some time, and is now openly Her policy (NO clergy of Eilistraee can fool themselves into passing this off as an idea promoted by this or that high-ranking priestess; they KNOW the Goddess Herself is promoting this). There are still certain church "offices" (Sword Dancers and other prestige classes) that seem restricted to females only, but this may only appear to be the case because no males have yet attained those offices - - we literally no longer know if there's a divine prohibition.
So saith Ed.
Who will return next time to say more about the roles of males in Eilistraee's rituals, et al. (Remember, folks: Ed created the Realms, Eilistraee, and Vhaeraun, and did a lot of detailing of Ghaundaur and Lolth - - and by the Realms agreement, what he says is canon until contradicted in print in Wizards of the Coast products.)
love to all,
THO
Ed returns, as promised, with more replies about males and their roles within the faithful of Eilistraee. Heeeeere's Ed:
In reply to RevJest's Jan06 query: "Ed, I would be interested in anything you might wish to say concerning the social order amongst the faithful of Eilistraee. Do they marry? Specifically, what role do males play in Eilistreean communities / households?" let me say this:
I define "faithful" as individuals who most strongly identify with, and believe in, Eilistraee. Lay worshippers, in other words, rather than just clergy (and clergy-in-training or wannabe clergy). There is no Eilistreean prohibition on marriage (or sex) among either lay worshippers or clergy, and never has been. There are many female drow clerics who prefer to remain single, either because a lesbian or other facet of their personalities makes them most comfortable being partner-less (as opposed to having a steady partner of either gender), or because they see married life as a distraction (or time-stealer) from their whole-hearted devotion to the Goddess. Eilistraee has never deemed either married or single worshippers as "preferred," and has never regarded (as far as mortals know) either sort of worshipper as disfavoured or second in rank behind the other sort of worshipper.
Except among clergy dwelling together in a temple (or forest "temple" community; I'm not speaking here of holy buildings or even a fixed worship site), I don't think there are any such things as "Eilistreean communities." (Remember, individuals in the Realms worship an array of gods, not a single deity.) Eilistreean-DOMINATED communities and Eilistreean households, yes. In all of those, females tend to govern (formally make decisions and be consulted in decision-making as the individuals with most social "weight" and influence), involving males primarily as "spot experts" (e.g. "You saw the attack, Phaerold, so tell us - -" and "You've dealt with that human more than the rest of us, Phaerold; please give us your opinion as to - - ") Males tend to be daily-bread-winning workers, guards and warriors, and have tasks related to their generally superior physical strength. They do not tend to be supervisors and high-ranking decision-makers. (Please note the word "tend." I'm speaking in gross generalizations here, not of "a rule that holds true in all cases.") Many males - - even clerics of Eilistraee - - become spies, scouts, patrolling guards, or leaders of lawkeeping or defensive military forces for Eilistreean-dominated communities or Eilistreean-dedicated holy communities. (To answer Kentinal's Jan06 query: "Some wonder how Eilistraee reacts to Wizards as followers as there has been little mention of Eilistraee following mages and the one of note is female, where do males fit in?" I can add that male wizards (of any race) accepted as worshippers of Eilistraee also serve in such capacities (and as "resident experts in arcane magic").
Kentinal also asked: "It has been said the Eilistraee societies there is gender equality, and it appears reasonable that they do not take slaves. Some argue that such communities are Cleric dominated, they rule perhaps?"
Yes, Eilistraee forbids the taking of slaves. Prisoners of war can be made to work in return for their food and shelter, but they are not "property" and cannot be ordered around by anyone: only by supervisors assigned by the decision-makers among the Dark Dancer's worshippers. (Such cases are rare, and generally consist of Lolth-worshipping drow or beings of other races who have "learned too much" and so are being detained for a few months, to prevent the specialized knowledge they've gained from being brought to enemies of the Eilistraeens.
As I noted above, one can only speak of "Eilistraee societies" if they are clerical communities. Scribes must try to set aside real-world monotheistic views of settlements or lands or racial groupings that only venerate one god: in the Realms, beings believe in, and worship (or at least try to appease, through worship) many, many gods. Far too much of the discussion here and elsewhere betrays thinking that "this family or group of [fill in race] worships Deity X, whereas these over here worship Deity Y." Please, when dealing with the Realms, move away from that viewpoint, and reflect that any family with children old enough to think for themselves and express those opinions will likely include family members who choose different (or no!) primary deity, and "weight" their personal worship of the mix of deities differently from fellow family members.
Kentinal also posted: "Another question came up in another place that asked if Monks would take Eilistraee as a Patron deity?"
Yes, monks (of any race) can revere Eilistraee as their patron, but very few do. Just as a drow ranger could turn to Mielikki. Neither case is likely to be numerous or popular; we're talking of handfuls of individuals, not a groundswell of hitherto-neglected-by-the-rules thousands of folk.
And to Kentinal's "In past answers it is clear that followers are located thoughout the regions, some even in "Drow free" zones like Waterdeep and Silvermoon (disguised of course, most likely as fair elves) and there are followers of other races as well. Are there any estimates as to how far and how many races do take Eilistraree as a Patron deity?" I reply: yes, those who "look to Eilistraee first" are found all over Faerûn, and can be of almost any race. (However, the great majority of Eilistraeens are surface-dwelling female drow, who usually make their homes in wooded wilderlands.)
Kentinal also asked: "If the High Hunt is always the End of the month? (I have played it as when an evil dangerous creature came near enough for the Goddess to call out alarm). How long does a Run last?"
The High Hunt is celebrated as a ritual at least once a season (once each summer, and once each winter). One may also be mustered whenever senior clergy of Eilistraee deem it needful, which means whenever the Dark Maiden sends them dream-vision warnings or urgings to do so. What triggers her to do so isn't known, other than yes, causes of such urgings often seem to include the alert, armed approach of large and powerful foes of Eilistraeens (or marauding monsters) to Eilistraeen rituals, places of worship, and Eilistraeens engaged in the work of the Goddess. A Run usually lasts a month to a month and a half, but sometimes for a season or an entire year (longer Runs, unless the participating beings are detained or severely wounded, are rare).
Back in Dec05, bearsden asked: "I would like to know the role of male Eilistraeen worshipers in Eilistraeen rituals. Do the males participate? Are the males excluded from any? Any insight into these questions would help me out immensely. Thanks in advance for your time and help."
Yes, males participate in almost all rituals, as lay worshippers (as Zandilar quite correctly pointed out). This includes the High Hunt, the Run, and the Circle of Song. Yes, there are rituals that males are excluded from, AS MALES (such as almost all of the longer, more passionate dances). However, increasingly males openly plead with Eilistraeen priestesses to be magically shapechanged so as to take part in such rituals, and the priestesses (if they have the means to do so), oblige them (sometimes the change is brief and temporary, fading out as the ritual ends, and sometimes it lasts for days or much longer, while the shapechanged being undertakes a service for the clergy).
However, The Sage was also correct when he posted "Males do not have a specific place in Eilistraee's clergy." That is, males aren't given roles in rituals or in the church hierarchy because they are males. They are blocked from serving in some rituals and church positions because of their gender, but that's a different thing. Most males step into roles in rituals, and rankings among Eilistraeen clergy, as if they were novice or inexperienced females. They may not advance up and out of those roles and rankings because they are males, but even this isn't a "rule." Some males have advanced on their own merits or because Eilistraee has favoured them to others in dream-visions or because they have chosen to remain (or beg to remain) in female form, and this choice has been admired by female clergy as a mark of dedication.
It is true that many long-standing female clerics of Eilistraee are very suspicious of males (and usually see males who take and keep female shape as power-hungry individuals who will "stop at nothing" to rise in the ranks). This means they watch (and instruct) these males VERY closely, and may even devise tasks for them that are both tests and designed to "break male spirit" and cause the changed males to cleave to increasingly female points of view (for example, they might order a changed male to serve under, or take a day job working under, a chauvinistic and authoritatian male).
However, these gender matters can be overstated and overemphasized. On the whole, all clergy of the Dark Maiden welcome an increase in worshippers of the Goddess, and the fellowship (and working with) more and more Servants of the Dark Dancer.
Specific in-ritual roles of "unchanged" males include dancing, singing, having spells cast ON THEM as part of rituals, taking part in collective spellcastings led by female clergy, intoning prayers in unison and responsively with other devout of Eilistraee, and in the tending of fires, braziers, drawn barriers, vestments and tools handed to or taken from, and used by, female worshippers, and so on. Nothing stops anyone, of any race or gender, praying to Eilistraee, including dancing and singing prayers - - and NO clergy of the Dark Maiden would frown on a male exhibiting such behaviour except when they thought it was being done to deliberately disrupt a larger ritual. Many males who worship the Dark Dancer find a moonlit wooded place, pray to Eilistraee to notice and smile upon them, and then disrobe and dance as they sing a deeper prayer (of thanks, and for guidance). Some human hunters who aren't drow or elves, and otherwise have nothing to do with such folk do this, and may dance around a silver bastard sword, and even (when the moon is full) sacrifice live-captured animals they've hunted down with a silver bastard sword. Others gash themselves with the sword while dancing around it, either in lieu of an offering or as well as an offering, as a mark of devotion. Such dances are sometimes undertaken by several males as part of a larger ritual led by female clergy, who heal the males as they wound themselves (and go on dancing and singing).
In short, things are changing among those who worship the Lady of the Dance. Recently, she has taken to manifesting (as a lure to non-believers, or a signal to her faithful) as a handful of dancing moonbeams or moon-motes, that play about a favoured person or an item she wants handled or attention paid to - - or that move about in a way that guides those who see this manifestation.
So saith Ed.
Who I know would like to say more, but future plans (and NDAs) prevent. I hope this has helped to answer some long-standing questions; I KNOW, dedicated scribes being dedicated scribes, that it will spark new ones.
love to all,
THO
Hi again, all. This time Ed tackles RevJest's recent followup query to Ed's Eilistraee lore-replies: "I am aware that the Realms are polytheistic. I just don't know what other gods a drow elf who worships Eilistraee would pray to? While I can understand humans trying to appease evil nature deities such as Umberlee and Talos, I don't understand why a drow who worships Eilistraee would pray to any other drow god given their dispositions. I can understand a drow elven wizard praying to Mystra, or even Azuth. Assuming they were familiar enough with their faiths. But who else? Would goodly drow worship the Seldarine? Would the members of the Seldarine ever respond to a drow?
That's where I'm confused. The polytheism in general in the Realms isn't confusing to me. It's the idea of polytheism in this unique circumstance. ie. What other gods can/do good drow elves turn to?"
Sian weighed in with: "hmm ... as far i'm aware then, if the drow proves themself the seldarine would respond"
and Faraer added: "RevJest, Checking Demihuman Deities, we see that most of the drow pantheon are Eilistraee's foes, so they aren't likely candidates for worship. Her listed allies are: Callarduaran Smoothhands, Haela Brightaxe, Lurue, Mystra, the Seldarine, Selûne. Elven and Faerûn gods that they come across on the surface. But I imagine, given her mythology of rescue, Eilistraee is a larger presence than usual in her worshippers' religious consciousness."
Ed replies:
RevJest, Sian's right, and Faraer nailed it. Eilistraee does loom foremost in the minds of most of her faithful (and of the drow gods, sometimes they "appease worship" Vhaeraun if they dwell in settled areas and are trying to find a secluded moonlit place [rooftop, interior courtyard, walled garden] to worship Eilistraee). In general, the most popular other deities for Eilistraee's faithful to worship (listed in order of diminishing ppopularity, most to least) are Selûne, Lurue, Mystra, Milil, the Seldarine, Lliira, Eldath, and even Sharess. Followed by Callarduaran Smoothhands, Haela Brightaxe, and other human deities as individual preferences and situations suggest.
So saith Ed.
Who's done his share of naked dancing in the moonlight, down the years (though when I teased him about it, he said, "These days, if we danced together under the moon, it'd be more like you dancing around this shuffling, hairy, moonlit blimp"). Ahem.
love to all,
THO
December 24, 2006: Hail, fellow scribes of the Realms! This time, Ed responds to Kentinal, re. this: "The number of followers of Eilistraee was rather stunning. You said "I'd say a little more than 22% or so of all drow in Faerûn worship Eilistraee" and "Drow who ONLY worship Eilistraee are almost entirely her clergy, and are probably between 10 and 12 percent of all drow."
There was some discussion about this in some other threads and some were wondering if the percentages perhaps over stated?
It would also be interesting to know percentages of worshipers of other races if you have an estimate. Something along the lines Eilistraee worshipers are percent Drow, percent fair elf (perhaps seperated into the sub surface races), and so on.
The overall percentages of Drow would appear to make Eilistraee Drow a powerful force in that they would not war amongst themselves and do have at least some surface allies. Is it your vision that in time that Eilistraee will become the primary Drow religion any time in the future?"
That last question prompted Zanan to post: "What a shocking thought. And pretty unlikely, as I doubt that numbers alone make a deity, even though you may get this notion relying solely on the info in F&P. Yet, we'll wait and see. The drow scrolls from further above have yet to caught the archmage's attention."
Ed replies:
Please, everyone: ALWAYS remember that except for fanatics, clergy, or the oppressed (such as, in this case, many drow in cities dominated by Lolth-worship), all intelligent beings in the Realms worship - - if only in appeasement - - many deities. In other words, that 22 percent (or so) includes drow who also worship other gods (as is obvious from the second percentage I gave).
Now, if some were wondering if I overstated the percentages: Nope. Don't think that because Lolth-worshipping drow are the "sexiest" to readers, and therefore almost the only sort of drow that feature in WotC fiction and game lore, that they are "the only" drow. They ARE the most aggressive, and ambitious, and successful, yes, and that's why I think it's more likely that Lolth will end up as the 'last drow deity standing,' not Eilistraee. (In the Underdark, of course, Lolth-worshippers are by far the most numerous and dominant drow.)
The percentages of Eilistraee are high because there are so many surface-dwelling, Eilistraee-worshipping drow. And why not? They don't suffer the heavy daily losses due to constant warfare, the perils of the Underdark, and so on that the Lolth-worshippers do. Just because published Realmslore neglects them (and don't forget, gnomes are very numerous but also VERY neglected in Realmslore, as are pixies, sprites, etc. etc.), it doesn't mean they aren't numerous and flourishing. I always try to think of the Realms in terms of ecosystems, life cycles, and constantly shifting population strengths. To someone who just reads fiction and sourcebooks, it might seem that "all drow worship Lolth except a few fringe crazies," but that's far from the case. If Lolth ever issued strict orders that her followers must never kill any fellow Lolth-worshippers, the numbers of Lolth-worshippers would soar, because right now, they slaughter each other so enthusiastically that they must breed like bunnies to have anyone left alive at all in cities like Menzoberranzan except members of just one surviving house. Think about it.
Yes, surface-dwelling Eilistraee-worshipping drow face attacks from other woodland creatures, Lolth-worshippers, Vhaeraun-worshipping drow, and humans, just to top the list of their foes - - but as you say, they're not busily daily wiping out each other! So they are numerous, and rapidly growing more so.
However, Kentinal, it's wrong to think of them as a "powerful force." Eilistraee-worshiping drow dwell in small, scattered woodland bands all over the temperate Realms and well down into "warm forest" regions, they almost never work together or even communicate with each other all that often, and they have no interest in dominating, growing militarily or politically, and so on. Wargamers tend to think of "like" populations as large, closely-allied or even single-minded conglomerates, but that's rarely the case.
I'd say Eilistraee's worshippers are around 88 percent drow, 8 percent half-elf, 3 percent other-than-drow elf, and 1 percent human and other - - but that's a VERY rough estimate, with the half-elf, elf, and human worshippers all rising in numbers.
So let me state it again: no, the percentages I gave earlier are NOT overstated.
Try to bear in mind that Lolth-worshipping drow daily do either dangerous drudge-work (males) or scheme and train (females), or go on armed patrols in the Underdark - - and often engage in all-out war. Eilistraee-worshipping drow daily go hunting in the woods, patrol woodlands in a stealthy avoid-the-foe manner, gather nuts and berries and other wild edibles, and - - dance. Now I've heard of deaths from heart attacks and falls during dancing, but in general it's gotta be safer than engaging in pitched battle with either monsters or with other drow who have poisons, hand crossbows, spells, and extensive fighting training!
So saith Ed.
Demonstrating once again the "long view" of the Realms he takes so effortlessly. For what it's worth, I agree with him.
And you don't want to rile me... do you?
love to all,
THO
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On November 6, 2006 THO said: The Year I Spent as Khelben's Chamberpot
The Year I Was First Elminster's Pond Ornament
... and so on.
As I recall, Volo the character was Jeff Grubb's, named after the real-life Volo Bog (south of Lake Geneva). Ed gave him his "real" name of Volothamp Geddarm, and always wanted to do some humorous Volo-fleeing-angry-husbands tales. The closest we'll get, probably, are his appearances in the Spin A Yarn stories. Oh, and a hint to all of things soon to come: Volo's literary career isn't over yet.
love to all,
THO
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November 8, 2006: Hello, all. This time Ed replies to Kuje's May 2006 request: "What can you tell us about Alamanther of Aglarond? In what year did he die? What was his short stats? How long was he the Simbul's consort? Did he invent any other spells? What did he look like and what was his race and how did he dress, in general? What was his personality? Is there any other history about this NPC that you could share? Did they have any offspring? And as usual, I'll leave it open ended so you can add anything that you think you might want to share. :)
I found the reference in Magic of Faerun under his spell. :) See, it pays to actually finally sit down and read 3/3.5e FR sourcebooks cover to cover, which is what I've been doing. :)"
Ed replies:
Alamanther of Aglarond was a tall, thin, black-haired and -bearded, blue-eyed NG male Chondathan human of shy, stammering, silent-footed manner who was born in Corth, in Aglarond, circa 1299 DR, showed a natural aptitude for the Art that caused him to be snapped up as an apprentice by an ambitious traveling wizard, Ustragus of Telflamm, trained to be a researcher and spell-crafter - - and more or less walled up in a spell-hidden tower Ustragus owned in Altumbel. He spent his days working creatively with magic, padding around the tower in simple robes and soft slippers, frowning over experiments and details of possible incantations, writing meticulous notes, and "trying" ever-more modified castings. He kept no secrets from Ustragus and did nothing for himself or against his master, devoting himself to crafting spell after spell that he presented to Ustragus. Most of them were modifications of existing spells (Ustragus gently "steered" Alamanther into examing certain sorts of spells without ever giving him direct orders), and Ustragus took and used them to his own profit and advancement.
Where the Simbul, nosing around to see what Ustragus was up to (she correctly suspected him of being in the pay of some folk of Aglarond who wanted her overthrown), discovered Alamanther in 1330 DR (by which time "the Shy Mage In The Tower" was about a Wiz12). She took the shape of a common bird (a grayfeather, something akin to a real-world junco), and posed as Maerauna Steelsharn, an entirely fictional courtier of Cormyr who'd been spell-trapped in bird form by an evil wizard of Westgate, but was still able to speak as a human does. She pleaded with Alamanther to keep her a secret from Ustragus, and tried to befriend him (to try to find out all she could of the doings, secrets, and schemes of Ustragus).
She succeeded, and when Ustragus was blown apart in a dispute in Telflamm with the Red Wizard Vhalaun Trarr in 1331 DR, Alamanther turned to "trying to free Maerauna from her spell-prison." As Maerauna, the Simbul steered Alamanther's spellcrafting work more subtly than Ustragus had ever done, and finally "allowed" Alamanther to succeed in freeing her - - not only from avian -form prison but from the "controlled memory persona" of Maerauna, revealing herself as the Queen of Aglarond.
Alamanther was both awed and shattered, fearing her wrath and thinking the woman he'd grown to love as he worked to free her would now destroy or dismiss him. The Simbul was aghast at his reaction, for she'd grown to love and trust him, and she promptly seduced him and took him as her consort, wanting to forge strong love and loyalty between them before he withdrew from her or sought to flee. Alamanther remained shy and gentle, preferring seclusion to public appearances and court intrigues, and remained in the tower. The Simbul visited him almost daily, cooking for him and teaching him magic she judged him ready for (between passionate bouts of lovemaking). So precise was her tutelage that Alamanther rose swiftly in ability and accomplishment despite almost no real-world "field experience" in spellcasting, and was a Wiz20 (and crafting increasingly useful and powerful spells) when three Red Wizards stormed the tower in the Simbul's absence and slew him, late in 1331 DR.
The Simbul's grief drove her mad, and she was hurt even more when Mystra forbade her to work great magics on the Weave in attempts to "bring Alamanther back" (his body had been vaporized, along with most of the tower, and many Thayan trap-spells cast on the magical chaos of the spell-battle and the destruction of the building). Despairing of ever identifying the three murderers properly, she decided to slay almost every Red Wizard she found - - and set about doing so in a frenzy that Mystra did not prevent (and that shook all Thay).
The Simbul's rage has abated over the years since, especially since finding comfort in Elminster's arms and with Red Wizards too young to have possibly had a hand in Alamanther's murder, and she often spares Red Wizards these days who haven't actively been harming her, Aglarond, her friends, or Harper activities. Nor did her Thayan-slaying begin with avenging Alamanther; rather, it fueled flames of enmity that had been burning in her (and causing her to blast Red Wizards from time to time) for many years.
All that is left of Alamanther today are his notes; a few garments that the Simbul still keeps hanging in a closet, carefully spell-shielded against decay and insects; and his spells, of which the only widely-known one is Alamanther's Return (MoF p76-77).
So saith Ed.
Your everpresent Realms historian.
love to all,
THO
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November 9, 2006: Hello, all. Back in October 2005, Thysl followed up on an as-yet-unanswered query from Master of Realmslore George Krashos about grape varieties used in Faerûnian winemaking by asking: "What fruits - if any - are commonly added to grape wine? Is mead in the Realms always 100% honey, or mixed with apple (cyser), ginger, orange (Ethiopian), etc?"
Ed replies:
"Mead" in the Realms IS always honey, but wine is 'doctored' all over the Realms in various ways: in cold countries of the North, it's often set out to freeze (so the ice can be sieved out, removing water so as to make the remaining drink stronger and stronger), and in southern Realms (Southern Tethyr and more southerly locales) sugar and various fruits are added to wine bottles to (partially) dissolve and affect the taste of the wine. Ginger and spices such as cinammon and nutmeg are among the substances added to wine, and there are apple and orange fortified wines (what we would call brandies or sherries; in the Realms, such concoctions tend to have many local names, such as "nerrim" for a raw-tasting sweet pear liqueur (I've written about some of these drinks before). Local experimentation (adding crushed fruits or their juices to wine, beer, and even water) goes on constantly, but the results rarely achieve more than local popularity. The heavy and leakable nature of drinkables means that except for VERY valuable substances (such as elverquisst) enterprising merchants prefer to transport recipes and perhaps a sample flask rather than kegs, and try to "make their own" in or near local markets (cities).
So saith Ed.
See Page 5 of his replies in the 2004 version of this thread for more.
love to all,
THO
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November 10, 2006: Hello again, all. This time, a reply to Blueblade about Ed's U-Con schedule. Ed doesn't have a "final final final" schedule, but as of right now, it seems he will be participating in the following:
Friday, 2pm-6pm: Ed is DMing a FR 2nd Edition session (as for spectators "hanging out" and watching, Ed doesn't mind, but that's entirely up to the U-Con staff)
6-7 pm: a Welcome seminar or mingle (of some sort; Ed's a bit vague on this, so he may not have full information on it yet)
Saturday, 2-3 pm: Secrets of the Realms seminar with Ed, Eric Boyd, Steven Schend, and Paul Kemp (free event)
Saturday, 7-8 pm: Bringing Fantasy Worlds To Life seminar with Ed (free event)
Sunday, 10am-2pm: Ed is Ed is DMing another FR 2nd Edition session
2-3 pm: Storytelling ("come to chat, ask questions, or just hang out") with Ed (free event)
Ed wants you all to know that he'll be happy to sign things whenever it doesn't hamper some event he's taking part in - - and he's ALWAYS happy to talk to Realms fans. So don't be shy; he's an approachable guy! (I've approached him in all sorts of ways, over the years, but perhaps none of you had better try some of my gambits; I've no idea as to the specifics of Michigan state law)
P.S. To Jamallo Kreen: I will of course send your post straight on to Ed, but MY opinion is: the Libertine is "close," but a little too downbeat for most urban Realms upper-crust life. There's more mirth, whimsy, and high spirits in, say, Waterdeep than you saw in that flick.
love to all,
THO
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On November 10, 2006 THO said: As a player in Ed's "home" Realms campaign, my principal character faced and fought battle horrors almost a decade before any Neverwinter Nights game (or for that matter, the computer company that created those games) existed.
They are indeed more powerful variants of Helmed Horrors (and of course, Ed created both; not to mention Neverwinter, and even the name "Neverwinter Nights," which referred to a racy "talk of the town" chapbook circulated in Neverwinter. I recall Ed telling us about Jeff Grubb phoning him and asking if he minded a computer company "borrowing" the name.)
love,
THO
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On November 10, 2006 THO said: Ahem, "Zitra" would be Zirta, and it fell nowhere: it's now part of Scornubel (they "grew together" over time).
Nor would I call the tale that we know it by a "failure." For a story written by an eight-year-old, it stands up very well. It's not every young kid who can get their novels published, and make themselves spending money (enough to buy cottages and cars) all through school and university.
love,
THO
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November 11, 2006: Ah, another great question. On to Ed it goes.
Ahem. Hi again, all.
This time Ed answers createvmind's query from June: "Since I've hit the NDA wall, are the Troll Hills and more exactly the ridge line from Lizard Marsh to Trollbark Mountains NDA as well. Because I would like to know what if any minerals and gems I could mine out of there if I were able to evict the trolls and any other possible tenants. Are there other tenants within those mountains? And are the Bowshot, The Way Inn, Liam's Hold and Gillian Hill still there, occupied along the Trade Way? Thanks in advance."
Ed replies:
To answer the easy part first: YES, the Bowshot, The Way Inn, Liam's Hold and Gillian's Hill all still exist, flourishing (meaning they're SLIGHTLY larger/busier than they were when described in VOLO'S GUIDE TO THE SWORD COAST: e.g. Liam's Hold is now home to 62 or so people, not 50, but the description Volo gave is still "correct").
No, the Troll Hills and the shoreline from Lizard Marsh to the Trollbark Forest (note: no "Trollbark Mountains") aren't NDA, as far as I know.
That's what that "ridge line" really is: a line of cliffs, where the mainland drops away several hundred feet into a strip of "broken land" rarely much more than a mile wide. This broken land is damp, salt-rimed country (so vegetation is either lichen or stunted), and consists of seacaves, hills of heaped-up seabed rock hurled ashore in the worst storms, rougher hills of rock broken off the cliffs and piled up below at their feet, and flowerpot-shaped "sea stacks" of hard, layered stone left behind in misshapen columns when the wind, water, and winter ice have carved away the land around them. All manner of creatures dwell in this shoreline strip of land: leucrotta, outlawed and fugitive (or washed ashore from shipwrecks) humans, amphibious creatures of all sorts, all sorts of monsters, and countless seabirds (whose eggs offer a plentiful food source for much of the year).
Veins of iron and dark clays that contain many sort of gems are exposed on the treacherous, crumbling cliff-faces (which sport hollowed-out caves here and there, some of them peryton, eagle, or other don't-mess-with-me aerial creature lairs). Lava vents under much of this shoreline warm the rocks (and fresh water, percolating up through them) from beneath, making this coast a place of winter mists and survival for many creatures, rather than a region most life must vacate for the cold months or perish. In other words, if you can fight off the competing monsters, you can winter over in caves that get quite comfortably warm in their innermost, deepest corners.
Those same lava vents make deep mining in this region well-nigh impossible. The warmth also makes trolls avoid the area, which is why they keep inland, in the Trollbark Forest, and to the south, in the Troll Hills, and leave this area alone.
No one rules this desolate shore, which has no good landing-places or harbors, and there have never been large settlements hereabouts, so the land is relatively verdant and unspoiled. Atop the cliffs, and inland as far south as the northern half of the Trollbark, the most prevalent life are those same seabirds, small wandering herds of wild horses and other cloven-hoofed grazing animals, and hags. There are over a dozen known coveys of hags (trios of one annis, one green hag, and one sea hag) in this region, and they dominate local life. It's rare indeed for them to fight each other openly (and they will in fact band together to battle formidable intruders like adventuring bands), but they carry on longstanding rivalries in which status is linked to performance in disputes with each other (i.e. getting your own way or besting the other covey is a small, bloodless victory, and those who "win" more often increase their influence). Werebats (lycanthropes whose non-bat form isn't drow, but rather several sorts of giants) are known to dwell in cliff-face caverns near the northern end of this shoreline; their presence prevents the lizardfolk from expanding south along the entire shore, and they are in turn prevented from expanding south by the presence of wild foulwings, who lair along the southern end of the shore.
Adventurers have found various sorts of constructs of ancient make (Netherese?) half-exposed in the crumbling cliffs, that move into action (usually attacking living things near them) once freed enough to break free of their rock prisons. Small parties of Gond-worshippers from Lantan make frequent explorative expeditions along the broken country, searching for constructs they can dissassemble and study; often they are forced to hire adventurers to protect them from monsters that stalk them (as food that's obligingly strolling within reach).
I'll leave the Troll Hills themselves for another day. As their name suggests, they are dominated by many, many trolls.
So saith Ed, whose habit of mentally strolling around his created world, "seeing" it in his head, is awesome to hear when he describes his imaginary surroundings. He makes great chip-dip, too.
love to all,
THO
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November 12, 2006: Hello again, fellow scribes. Ed herewith makes reply to MaskedOne's recent "semi-related questions," to whit: "What would probably have occurred if the Karsus Avatar spell had been permitted to reach completion rather than Mystril suiciding to counter-act it?
What did Mystryl believe would occur if the spell was permitted to go on?"
Dagnirion posted a suggestion, but Ed's reply differs:
Ascension to godhood under those circumstances would have stolen power from all of the gods (to achieve the ascension and make Karsus a god, and to give him divine power), in a surge that Mystryl was very much afraid (and probably rightly) that Karsus would have been unable to handle, mentally and physically, so he'd have promptly been ruined and the magic would have "surged" back and forth around Toril, doing great damage and spawning many wild magic "storms."
She was also afraid that if Karsus succeeded in any way (survived, no matter how damaged), all of the other Netherese archwizards would have tried it too - - and collectively torn the fabric of the Prime Material asunder, destroying Realmspace and everything in it, or at least twisting it beyond all recognition and smashing all life cycles and ecosystems, dooming uncounted millions of living things to slow extinction. And all so one demonstrably proud, foolish, and cruel madman could have the shining toy he wanted, but couldn't understand.
So saith Ed.
Who after all, knows more about all of this than anyone else.
love to all,
THO
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On November 12, 2006 THO said: Ed's original Blue Alley is longer and more eccentric - - and it includes Weave "feedback" areas in the dungeon that glow as they completely heal (and regenerate, and restore) PCs who touch them. The nature of publishing Ed's Realms has always involved shortening for print, I'm afraid, and the published Blue Alley is a mere shard of the original.
They left the dancing undead in, though. You haven't lived until you've slow danced with a hip-grinding skeleton.
love,
THO
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November 14, 2006: Hail once again, fellow scribes of the Realms. Ed this time tackles RodOdom's recent questions: "Dear Ed and Lady THO, I must apologize for not thanking you both for the last few answers. I never take for granted what a privilege it is to be able to ask the creator of the Realms any que