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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 27 May 2003 :  07:59:28  Show Profile Send The Sage a Private Message  Reply with Quote  Delete Topic
Well, after a lot of hard work and study, I am finally putting the finishing touches to the first book of my 'Travelogue' for the Realms. It's official title is The Sage's Travelogue - Book I - Being a scholarly study of the lesser known areas of the Realms, unusual creatures, bizarre customs, rare magical items, and other things.

The first book details lesser known realms, hamlets, towns, and waystops that are usually not marked on the many maps that proliferate the Realms.

Over the coming months I have decided to post several small previews of what will be contained within the Travelogue's three main books - the first preview being a hamlet from the first book.

Please be aware that the preview presented here is draft in format, and details may change prior to formal release. And also, due to it's length, I have decided to post it in the next post below so you don't get overwhelmed.

Enjoy




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Edited by - The Sage on 16 Feb 2004 12:13:38

The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 27 May 2003 :  08:01:12  Show Profile Send The Sage a Private Message  Reply with Quote
Wood's Edge
Located south, and just outside the ancient overgrown forest named Cloak Wood, the hamlet of Wood's Edge is a small port-fishing and agricultural community of approximately 30 buildings and houses that thrives mostly on the infrequent travellers and adventurers who sometimes pass through this trading waystop before entering the wood. The hamlet has a low wooden log palisade and studry iron gate-house protecting it's northern reaches towards the forest, but little else surrounding the community. The rest of the hamlet is spread across the rich farmland in a haphazard fashion. The need for buildings and industry mostly being determined wherever the land is profitable.

Although the land is good for farming and some domestication, little of the produce is exported outside of the town, mostly because the hamlet produces only a very limited amount above it's own needs to feed it's own people. A portion of what little overflow of produce is grown is sent via trade caravan to the small tent-community of Tymoran priests stationed just outside the east portion of Wood's Edge proper. The tent-community houses at any one time, at least 5-6 lvl 3 priests led by a lvl 5 'high' priest. The small dome tents surround a finely crafted stone shrine to Tymora, which serves the priests immediate needs. The priests themselves were sent as a temporary military force attached to the community by Baldur's Gate mostly for the community's protection against the gremlins, satyrs, and other less common varieties of monsters that inhabit the wood.

As well as farming and domestication, some trade by sea is allowed, but only by those mariners who wish to combat the difficult terrain of the lower Sword Coast, and a small population of sea beasts, monsters, and other various creatures. Also, the amount of produce grown will also determine the need for trade by sea. Because of these deterents, the small port and moorings are rarely used and little maintained by the community as ships will stop here at this port only on infrequent occassions. Wood's Edge has only a small standing fleet of fishing ships, but no trade boats, relying entirely on what visits the port.

Wood's Edge has no standing militia or military force, simply because the population of the community does not have enough residents to compensate for the absence of a regularly trained militia. Instead when adventurers and travellers who make their trade in battle and tactics pass through the community, they are encouraged by the community leader, and his ruling council to stay in the hamlet for several days to train some of the members of the community that can be spared, for example some of the elderly, or the young, in basic battle skills and tactics. They are not expected to work for free and every adventurer who helps to train a few residents can expect free basic provisions for their journey north to Baldur's Gate and also a free stay at the only inn located in the hamlet as well as free meals and mugs of ale at the inn's tavern. Once the training is completed the adventurers are allowed to continue, and the hamlet is left with a number of residents skilled in the basic arts of attack and defense. The remaining portion of overflow produce is stored away in warehouses and granaries for exactly this purpose.

As well as basic training received by passing adventurers, the priests of Tymora are also teaching several younger members of the community, the basic tenets and beliefs of the Tymoran faith, with the intention of them becoming initiates when their basic training is complete.

The town itself has little history beyond what it's oldest residents can remember, and several records from different periods kept in the community meeting hall. Nearly every resident is so tied in with the actual workings of the community from young children, to the elderly, that their is little time to produce written histories, and books of knowledge on the day-to-day life of the hamlet. Instead, the priests try to instill in their biding young initiates the true value of knowledge, and the benefits it can provide for the community.

What little history has been recorded, either orally or in written format tells of several skirmishes with the creatures of the Cloak Wood, the wooden palisade being the end result of the first of these attacks. The iron gate-house was erected soon after the priests arrived ten years ago, citing that it would improve the town's defenses, and aid in protection of the community. A plague brought by an afflicted halfling from the south, which struck the village several years ago nearly brought an end to the community, fortunately the priests of Tymora arrived in time to prevent a complete village wide epidemic. Last year saw a large stampede of forest dwelling creatures from Cloak Wood flee the forest rampaging through the north and east portions of the town, damaging several important buildings. The reason for the stampede was later to be revealed as the explosive collapse of the gate, which scarred a large region in the center of the forest. At present both the priests of Tymora, and visiting Loremasters, have been unable to divine why the gate collapsed, or what caused the large swath of destruction. The town council is considering employing a number of druids to try and restore the pristine nature of the wood.

The hamlet is lead by an open-minded half-elf of fifty-five winters by the name of Gregery Val'toth, a semi-retired blacksmith from Baldur's Gate, who assumed the position after his father died during the plague several years ago. Val'toth heads a council of six representatives of the local community, business and industry concerns housed inside the village. Council meetings are held once every month, pending any major threat to the community. The council meets inside a great hollowed out great oak that stands in the center of the hamlet, a small chamber being built inside the base of the great tree. The position that Val'toth holds, that of community leader, is a life position, or should he choose to retire, the title then passes to one of the community representatives of the council, normally the elder of the two and a new member from the community selected to replace his/her now vacant position. Val'toth deemed that only a community representative should be chosen as successor because he fears what may happen to the local population should either a member for business or industry be chosen.

The local buildings of the community hold very little other than what is necessary for day-to-day operations of the hamlet. A warehouse sits alongside the council chamber, while several small granaries have been built both before and behind the warehouse. A blacksmith, operated by Val'toth and two apprentices serves the immediate needs of the community, while the local inn and tavern The Tipsy Dragon is run by the two members for business on the council. The members for industry are responsible for all the other operations of the hamlet, such as food production, building, and so on. The housing districts for the town's inhabits, crowd around hard-packed gravel roads that meander through the hamlet in a warped spider's web pattern, and are the responsibility of the community representatives on the council.

The hamlet has two shrines, plus the shrine to Tymora held in the priests semi-enclave. A shrine to Umberlee sits just outside the west portion of the hamlet near the port overlooking the Sword Coast. It is maintain only when those wishing to use the port pass by, and is otherwise forgotten. The second shrine sits before the great oak of the council chambers and represents the faithful of Eldath. Over the last several years, the shrine has been visited by a female halfling druid named Elisaar, from somewhere in the south. It is not known why she visits the shrine, as she speaks little when she arrives, and rarely does anyone notice when she departs. It is believed by some of the elderly or rather those in the know, and agreed upon by the priests of Tymora, that the shrine may represent a site sacred to the faithful of Eldath. However a search by the priests in the libraries of Candlekeep has revealed very little.



The information written here represents careful studies of both the 2e Grand Tour of the Realms, and the 3e Forgotten Realms Campaign setting.



I welcome all criticism, both positive and negative, suggestions for improvement, or anything else you think I need to know about this work. I appreciate any comments made, because in the end, it all helps to craft a greater piece of work.




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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 28 May 2003 :  08:12:24  Show Profile Send The Sage a Private Message  Reply with Quote
I have another preview coming soon - some sample NPC stats blocks for the priests, the druid Elisaar, and a few adventurers who regularly travel to Wood's Edge. As well as these I have some stats for monsters native to the Cloak Wood region.




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Lord Rad
Great Reader

United Kingdom
2080 Posts

Posted - 28 May 2003 :  08:34:28  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
Excellent, Sage! I love this Ive always needed a good supply of villages and hamlets to slot into the wilderness where they are too small and insignificant to be shown on published FR maps. This is going to be a very useful shelf within the library Thanks

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 28 May 2003 :  08:52:17  Show Profile Send The Sage a Private Message  Reply with Quote
Thanks Rad.

After a few days, I was beginning to wonder whether anybody was going to reply.

Anyway I hope to contribute semi-regularly to this scroll, posting some of the entries from my 'Travelogue' to help those like you, who as you said, need these types of locales, but for some reason or another, can't create them.

So I'll try my hardest to keep the contributions semi-regular to in-frequent.

Gee... , with running the Magic Shop and writing a 'Travelogue', one begins to wonder how I find time to do anything else .

Good learning...



- The Sage of Perth: For all your Realms Lore needs


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Lord Rad
Great Reader

United Kingdom
2080 Posts

Posted - 28 May 2003 :  12:11:24  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
I wouldnt take it to heart, Sage. I myself never replied or gave input to your Magic Shop, but thats not to say that I didnt find it very interesting and useful In fact, ive got it all pasted in a word document

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 28 May 2003 :  12:39:53  Show Profile Send The Sage a Private Message  Reply with Quote


This humble old sage is actually speechless (nearly).

That's good to hear Rad. I appreciate that people make use of my work. Make sure you keep these scrolls handy because I've got more stuff on the way.



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Targon Moonrise
Learned Scribe

163 Posts

Posted - 29 May 2003 :  00:47:02  Show Profile  Visit Targon Moonrise's Homepage Send Targon Moonrise a Private Message  Reply with Quote
Hey! Where is the recollection of my story? Didn't you say it would be in your Travelogue or will it just come later? I like what you have so far.

May Melkor smile upon every spell you cast.
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Edain Shadowstar
Senior Scribe

USA
455 Posts

Posted - 29 May 2003 :  01:57:18  Show Profile  Visit Edain Shadowstar's Homepage Send Edain Shadowstar a Private Message  Reply with Quote
Now, I know I say this a lot about your work Sage of Perth, but you do great work. This hamlet is very well done and will be a useful addition to my collection. Keep up the fantastic work Sage.

Edain Shadowstar
Archwizard of Rel Astra and Waterdeep


"Mmm…pie…"
- Gaius Solarian, Captain General
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Brynweir
Senior Scribe

USA
436 Posts

Posted - 29 May 2003 :  01:59:20  Show Profile Send Brynweir a Private Message  Reply with Quote
As you said, Sage of Perth, how do you find the time?

Excellent work. I have also been pasting several of your writings into Word documents. They are excellent resources (even though I don't DM). Please, keep 'em coming.

Anyone who likes to read something that's really dark and gritty and completely awesome ought to read The Night Angel Trilogy by Brent Weeks. You can check out a little taste at www.BrentWeeks.com I should probably warn you, though, that it is definitely not PG-13 :-D

He also started a new Trilogy with Black Prism, which may even surpass the Night Angel Trilogy in its awesomeness.

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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  08:16:22  Show Profile Send The Sage a Private Message  Reply with Quote
I am simply overwhelmed by the great comments people have been making about my work. I appreciate them all, thank you. I didn't realise so many fellow sages and scribes here, were taking note of this old sage's works.

Anyway, onto business -

Targon I have your story on file, I am currently working it into a tale about the City of Kathil, home to the Order of the Shining Star, a group of paladins in service to Selune. Your story will be reposted here in the Travelogue, but I wish to run my own tale alongside it since your work was what inspired my own tale. I intend to do this as a tribute to your story, and to show how it inspired mine. If you have any problems with this, please let me know Targon, and I won't post your entry if you feel it is innapropriate.

Thank you again,




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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  08:19:14  Show Profile Send The Sage a Private Message  Reply with Quote
Anyway heres another draft entry, remember everything I said about the first entry applies to this one as well - nothing is final until the PDF is released.

And again due to it's length, the entry will start in the next post.




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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  08:22:45  Show Profile Send The Sage a Private Message  Reply with Quote
Braszov
The village of Braszov was until very recently, a trading waystop for caravans travelling north along the Trade Way from Scornubel to Soubar, and then back south again. The village sits inside a small bend of the Trade Way, almost midpoint between the the town of Soubar and the Caravan City of Scornubel in the south. The present reality of Braszov is very different from that of the peaceful town of 20 buildings - including an inn and tavern - that it was before the takeover by the Black Network. Now the town is simply a front for the Zhentarim to conduct their particular brand of trade, - mainly slaves, coerced creatures such as the local goblinoids who inhabit portions of the Reaching Woods, and other illegal contraband. The town also serves as a temporary military base for garrisons out of Darkhold.

The Black Network has complete control over every business and operation conducted within the town proper. The local inn and tavern operate solely for the purposes of the Zhentarim officers stationed here, and the recently built barracks outside the city, functions as housing for the Zhentilar troops.

For all intents and purposes, the only true population the town has to speak of are the slaves who are responsible for keeping the businesses and industry of the town in operation. The six housing blocks built along the main road through the town were burnt to the ground, to make room for the Zhentarim training facility for the troops stationed at the barracks. Most of the local population were instantly regarded as slaves by the Zhentarim leaders, and shipped off to various holdings within the Black Network's sphere of influence. This dispersion solved two problems. It prevented the Network from having to deal with a rebellious or nuisance population, and provided a quick workforce to operate most of the industry of the village, such as the local blacksmith, a building force for the barracks, and women for the 'entertainment' of the Captains of the Zhentilar.

A Shrine to Cyric dominates the center of town, erected soon after three clerics of Cyric from Darkhold arrived to take up residence to provide aid to the Zhentilar troops who occupy the town. The clerics are both of 3rd level, and are supported in their duties by five initiates (0 level). The clerics operate the Temple to Cyric that has been built under the surface of the Council Hall, by slaves and laborer Hill Giants under enchantment.

The command of the town's Zhentilar garrisons falls to the highest ranking Zhentilar officers of the units currently stationed in the town, and is normally a Captain (LE human, Ftr6). The Captain in turn is supported by 1 lieutenant (LE half-orc Ftr4), and an elite guard consisting of 4 soldiers (LE, humans, orcs Ftr2). At any one time there can be as many as three garrison units stationed in the town with enough food and water to support them for 10 days. The food is shipped in by caravan, and supplemented by the four farms operated by the Zhentarim and worked by slaves, on the outskirts of the town. Overall command of the town is held solely by a human wizard of Cyric by the name of Evis Taronne (LE human, Wiz8). He resides in the town Council Hall, located at the entry to the town, and has a host of slaves tending to his every need. He is arrogant, stubborn, and very sure of himself. He has no guards, or protection of any kind other than his own magic, as he strongly believes there is very little that can threaten him here.

The town began as a retired caravan masters dream 20 winters ago. The ailing caravan master wanted to settle down with all his hard earned wealth, and so he commissioned a petition with the local council of Soubar to begin construction of a small waystop for caravans and travellers on their way north to the Savage Frontier. Relgard Braszov, the merchantman, as he was known, profited a great deal from trade and shippments made along the Trade Way, and so he decided to build his town along the Way, midpoint between the two surrounding trade points. Construction began the following year, and soon immigrants attracted by the potential for wealth soon arrived on the burgeoning town's doorsteps. Within 5 years of it's inital beginnings as an inn and a tavern, the population of the town was now reaching 2,000, and had a blacksmith, granaries, a refurbished inn, and a council chamber, as well as all the other necessary amenities associated with the numerous other trading waystops across the Realms. The town prospered under Relgard's prosperous leadership for 13 years. Then in 1365DR, a series of raids conducted by the goblinoids hidden in the Reaching Woods, forced Relgard to hire mercenaries and a group of adventurers who were passing through to help halt the advances being made by the goblins. Unbeknownst to Relgard, and the towns inhabitants, the goblinoids were actually in the employ of the Zhentarim, hired to harass the town so they would call for help.

The next day as Relgard, and the mercenaries prepared for the defense of the town, the adventurers who had been in the town when the attack began mysteriously disappeared. Relgard unsure of what to make of this, quickly asked the mercenaries to arm some of the townspeople to compensate for the adventurers apparent abandonment. It was then that the reason for the disappearance of the adventurers became clear. Relgard watched in horror as the adventurers returned to the village at the head of the goblin horde. Scanning his mind to devise strategies as the combined goblin and adventurer force rampaged through the outskirts of his town, Relgard turned to the head of the mercenary force to devise a plan. He was met with a sword in his gut. The mercenaries - also in the employ of the Zhentarim - had quickly and quietly seized control of all the major points of the town during the chaos of the first stages of the attack. Relgard died, and the rest of the town council were quickly executed as the Zhentarim took complete military occupation of the town and it's surrounding environs. To this day, any trade caravan not sponsored by the Black Network, that passes near the town, is attacked and captured, it's supplies given over to the needs of the town. No lawful force as yet has made a move against the town of Braszov.

The Zhentarim regularly send out patrols to keep the surrounding regions of their dominion firmly under their control. For Zhentarim encounters in the area, please use the Zhentarim Sample Encounter Groups listing on pg. 99 of the supplement Lords of Darkness.



This text was compiled from information researched from several sources - 2e Grand Tour of the Realms, 3e Forgotten Realms Campaign Setting, and the 3e Lords of Darkness.



As always, I wish to hear any comments, criticisms, or suggestions you may have.




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Lord Rad
Great Reader

United Kingdom
2080 Posts

Posted - 29 May 2003 :  08:38:56  Show Profile  Visit Lord Rad's Homepage Send Lord Rad a Private Message  Reply with Quote
Woooo hoooo, this just gets better I love Zhentarim locations and this will fit beautifully into my current Campaign

Like the name too, reminds me of Brasov, the capital of Transylvania which I once visited.....also a very cool place!

Thanks Sage!

Lord Rad

"What? No, I wasn't reading your module. I was just looking at the pictures"
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  08:44:00  Show Profile Send The Sage a Private Message  Reply with Quote
Thanks Rad, I appreciate it.

Actually it's funny that you should mention Transylvania, because as it happens, I was reading the Guide to Transylvania from the Masque of the Red Death campaign setting, when I originally thought up the name and a few particulars of the town.

Curious the way the world works, eh?.




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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  08:45:47  Show Profile Send The Sage a Private Message  Reply with Quote
Anyway I forgot to mention, I should have some new previews by the end of next week, so as always keep this scroll handy.



May your learning be free and unfettered


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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  12:49:00  Show Profile Send The Sage a Private Message  Reply with Quote
Part of the Travelogue's purpose is to collect interesting tales about interesting people of the Realms. Targon Moonrise wrote a tale many months ago about an adventurer named Targon. As part of the discussions I had with him, I had said that once my Travelogue was up on the forum, I would include his grand tale. So without further delay, he is Targon Moonrise's great work -

It is reprinted here now with Targon's permission and for posterity's sake.

Well not here, it's in the next post .


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Edited by - The Sage on 29 May 2003 12:54:22
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The Sage
Procrastinator Most High

Australia
31774 Posts

Posted - 29 May 2003 :  12:52:59  Show Profile Send The Sage a Private Message  Reply with Quote
Targon's Story



Many shady figures leaped from shadow to shadow. All that could be seen was the dull white of their hair and evil glint in their eyes. They were hunting not an animal but the village of moon elves.

“Come on Targon, join in the dance!” a female voice called from the fire in the center of the village.

“I’ll come mom, don’t worry!” a young moon elf called back as he scanned the shadows then turned toward the fire.

A shadow lunged, his sword straight at the young elf’s back, but was turned aside as the young elf whirled about and delivered a vicious back slash to the Drow’s throat. More forms seemed to materialize out of the shadows. At the front of them stood a well-built Drow with a long, black sword in his hand and a sneer on his face.

“Elgg lil darthiir che’el!” the warrior screamed in the Drow language, the throng of Drow surging forward.

“To arms!” Targon yelled as he bolted past the fire and the mob of Moon elves around it.

The elves shattered as they ran to their homes to retrieve their weapons. Targon stopped next to a wise-looking female elf. The elf had long, lustrous silver hair and wore soft robes but had a blade belted at her side.

“Mom, our attackers are Drow!” Targon spit as he ran away from the woman to help another elf would have been skewered on a Drow’s pike.

Targon’s mom, leader of the village, slid her blade out of its sheath. It glowed with a faint blue tint. Six runes adorned the flat of the blade as Targon’s mom, Eilafel Moonrise, flew forward into the fray, her Moonblade striking death in its wake.

Targon ripped his sword from the throat of the Drow he had just stopped. Blood flew and landed on Targon’s face, only heightening his look of extreme hatred for the Drow.

Eilafel glided along, her robes flying behind her as her Moonblade slide through a Drow’s thigh and into another’s abdomen. The second Drow brought his sword to parry the Moonblade but it came too late as the Moonblade exploded through his back, spraying the Drow behind him with the dieing Drow’s blood.

The warrior easily parried an attack from an elven Kensai then delivered a vicious backslash that sent the elf’s head rolling off its neck. The warrior slid behind Eilafel and tried to end her life there but his sword was sent wide and his hands sent a numbing blow as Eilafel’s Moonblade drove the warrior’s sword aside.

“You fight well, moon elf. I bet you don’t remember me. Let me refresh your memory. We met 74 years ago!” the warrior laughed as he ducked a swing of the Moonblade.

“May your body rot and your soul be tortured for all eternity by the goddess you believe in!” Eilafel yelled as she doubled her effort.

“The name’s Tathlyn Everhate of Menzoberranzan!” the warrior snarled back as he struck aside Eilafel’s Moonblade and backslashed her, opening a gash in her chest.

“May you rot in the Nine Hells!” Eilafel gasped as her body lost its function and she fell to the ground.

“You murderer! You’ll die by my hand, dad!” Targon screamed as he ran from his latest kill, straight toward his dad.

Targon fainted right then rocked left and slashed at his dad’s open left side, ripping a hole in his dad’s Piwafai and chain mail.

Tathlyn stopped his son’s blade before it hit skin then tried to backslash him like Tathlyn had did to his mom, but his blade was sent wide by the dagger that appeared in his son’s open hand.

“I am Targon Moonrise, son of Eilafel Moonrise, leader of Foresthaven. You raped my mom then left her to die. Well, your carelessness will be your death!” Targon roared as he slashed from both sides, his dagger sent flying from his hand by his dad’s sword but his sword carving a deep gouge in his father’s side.

Tathlyn gasped his sword in both hands then slammed his sword as hard as he could into his son’s blade, sending his son’s sword flying into the dark and jarring his own sword from the numbing force of the blow.

“You die now!” Targon roared like a mighty lion as he sent his fist flying into his father’s face, feeling his father’s jaw crumple with the force.

Tathlyn kicked with all his strength, sending Targon flying away, to land next to his dead mom.

“No young whelp can defeat me, Tathlyn Everhate, Weaponmaster of House Everhate!” Tathlyn roared in defiance of his son’s statement.

Targon got to his feet, a mask of hatred plastered on his face. He suddenly bolted toward Tathlyn, scooping up the glowing blade that had belonged to his mother. He swept the blade in an upward arch, severing Tathlyn’s right leg at the knee and arm at the shoulder.

“You die at my hands!” Targon stated forcefully, one word at a time.

Targon brought the blade up then brought the sword down, cutting the hand from the Drow that was trying to sneak up from behind him.

Targon whirled around and beheaded the surprised Drow before the shock of losing his hand registered in his mind. Targon slowly turned back to his dad, who was lying on the ground, not able to get up.

Targon slowly raised the blade then brought it down into his father’s throat. Tathlyn gave a few gargled breaths then was silenced forever.

The fighting lasted for another thirty minutes before the band of twenty Drow were brought to their deaths. The village had suffered worst than the small band, losing fifty able-bodied villagers.

Targon walked up to his dad’s corpse and looked him over for any items that Targon could use. Targon slid a simple gold ring with a single small ruby embedded in it off his dad’s hand and slid it onto his right index finger. He also took the dagger that was sheathed at his dad’s waist.

Targon kneeled over his mom, looking into her lifeless eyes when two villagers came up behind him.

“Targon, what should we do? We have only 25 people left in the village, 15 of them are still child. That is not enough to keep us living through the winter,” a wise looking elf pleaded with the new leader of the village.

“We leave the village. All may go where they want. But before we leave, we must bury our dead and trust in the goddess, Sehanine Moonbow, to take them to Arvander.” Targon replied grimly as he stood up, after take the Moonblade’s sheath from his mother’s waist and affixed it on his belt.

The villagers were told the plans and they set to work giving their loved ones honorable funerals. After all were buried, the survivors gathered in front of Targon’s hut.

“You all fought bravely against the Drow. I wish all of you safety in your travels. May the goddess watch and guard you all on your journeys,” Targon solemnly announced as he took up his travel pack and handed to the north while the rest scattered to the four directions.







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The Sage
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Posted - 29 May 2003 :  12:56:59  Show Profile Send The Sage a Private Message  Reply with Quote
Shortly I will be taking contributions for the Travelogue, so if you have stories or great tales that you wish to remain on the forum, and not be lost forever, I'll let you know when you can post them.




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Targon Moonrise
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Posted - 29 May 2003 :  14:39:57  Show Profile  Visit Targon Moonrise's Homepage Send Targon Moonrise a Private Message  Reply with Quote
Mighty Sage, you have done an honor to me. My stories are seldom read but you have bound this one in your travelogue. I am honored for this privilege. I hope Sehanine Moonbow watch over you, mighty sage.

May Melkor smile upon every spell you cast.
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The Sage
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Posted - 30 May 2003 :  07:41:42  Show Profile Send The Sage a Private Message  Reply with Quote
Thank you Targon. I just felt that your story was so good, that when I read it the first time, it was the main reason why I created a "Tales" section to my 'Travelogue'.




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The Sage
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Posted - 31 May 2003 :  07:22:33  Show Profile Send The Sage a Private Message  Reply with Quote
Like the CRPG's I like to create 'tomes of knowledge', that the adventurers sometimes find in old tombs, or dungeons, or purchase in the city. Several of the text portions of these tome's I will reprint here, as part of my Tales of Faerun section of the 'Travelogue'.

For most of the entries that I will post over the next few weeks, a large number are homebrew material, history that I crafted for my version of the FR campaign, but some my still like to hear them.

So here's the first entry for this week, starting in the next post -

Enjoy




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The Sage
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Posted - 31 May 2003 :  07:24:47  Show Profile Send The Sage a Private Message  Reply with Quote
Tales from the Ancient Eras of Faerun

The Legend of Anaskar Ral

Several millenia after the passing of the great wyrms and many centuries after the formation of the grand Elven realms to the North, an isolated clan of newly arrived human barbarians in the deep south of Faerun grew exponentially in numbers and influence, under the dominion of a young, intimidating barbarian war-chief, Anaskar Ral. He was a considerable warrior of size and power, and sensing a weakness in the other clan elders of the tribe, proclaimed leadership of the clan for himself. To fortify his position as Great Warlord he tortured and killed all those of the tribe he deemed lesser clan as well as the other tribal elders who had ruled.

As leader of the tribe, Anaskar then lead his newly formed barbarian armies out of the south to travel north across Faerun. For many years the armies wandered through the entire eastern realms, sometimes entering the Western Heartlands as well, ravaging the perimeters of Cormanthor, and Semberholme, and laying waste to scattered villages of other races populating the northern Realms. None can truly say what amount of destruction the rampaging host of barbarians visited upon the Realms, not even those High Elves old enough to remember those times will speak of it, but when the armies returned to the south, the entire face of the Realms had been changed forever. One of the greatest changes was to the Great Warlord himself. It was said that an aura of some dark power radiated out from the barbarian lord, and fires of godly-power shone in his eyes. His armor was crafted from a strange metal that shone a luminescent orange, smouldering with the fires of Abyssal Chaos. The mighty War-Sword that Anaskar carried cried for blood every time it was unsheathed, and could cleave through a fortification with a single powerful blow.

When the tribe had settled, happy with the slaves and spoils they had taken, Anaskar gathered his horde around his capital and then, proceeded to the top of his mountain capital. He spoke to his people from his capital atop the skull-encrusted Mountain of Unearthly Blood, near what would later become the Border Kingdoms surrounding the Lake of Steam. He spoke of the past battles which had been swift and bloody, of the scores of warriors who had fallen before the mighty warhost, and most importantly, of the future, of the conquests the tribe would make now that the army was a force of battle-hardened warriors. The Elves, the Dwarves, all the races of the North would soon fall beneath their swords, and a grand city of conquest would be built upon the bones of the fallen Elven city of Myth Drannor.

Having proven his worth, as a mighty leader, Anaskar called for the other races that inhabited the south - goblins, orcs, drow, and the giants - to join with his warhost, or suffer destruction at the hands of his mighty barbarian-warriors. He even had the shamans and tribal sorcerers of his host summon forth powerful Tanar'ri and Baatezu, binding them directly to the power of Anaskar himself.

It was then that it soon became clear that Anaskar was indeed being supported by some dark chaotic power, for even the Gods of the Realms seemed to take note of this barbarian, so great was his power. It was then atop the Mountain above Anaskar that the Warlord's powerful support was finally revealed. A long ripple appeared within the air above Anaskar, a seething roiling portal opened, raining blood and dripping heated magma down upon the mountain. A great horned beast appeared in the center of the ripple, glowing with fire and vile energies. It called itself Nazzargoth - the Great God of Chaos (actually a Tanar'ri Demonlord of considerable power).

The clan then stood united, under the Chaos banner of Nazzargoth, and his Chosen - Anaskar.

Anaskar then lead the forces of the clan - Chaos Unleashed - on a series of conquests against neighbouring cities and realms, slaying great warrior-leaders and powerful priests-kings alike, forming a dominion under his frightful presence. As news of this great power spread, and whole lands fell under the sway of Anaskar and Nazzargoth the forces of the Elves, the Dwarves, those humans who had been terrorized by the horde, as well as all the other goodly races convened a meeting in the White Tower of Cormanthyr, to discuss strategies, fully aware that with eaching passing moment, the forces of chaos inched closer and closer.






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The Sage
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Posted - 31 May 2003 :  07:26:39  Show Profile Send The Sage a Private Message  Reply with Quote
Well, that's the entry for today. New stuff for the 'Travelogue' will appear next week.

As always, keep this scroll handy.



May your learning be free and unfettered


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Brynweir
Senior Scribe

USA
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Posted - 01 Jun 2003 :  00:26:06  Show Profile Send Brynweir a Private Message  Reply with Quote
Dark and bloody chaos. Way cool! I can't wait to read the next one.

Anyone who likes to read something that's really dark and gritty and completely awesome ought to read The Night Angel Trilogy by Brent Weeks. You can check out a little taste at www.BrentWeeks.com I should probably warn you, though, that it is definitely not PG-13 :-D

He also started a new Trilogy with Black Prism, which may even surpass the Night Angel Trilogy in its awesomeness.

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The Sage
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Posted - 01 Jun 2003 :  08:44:32  Show Profile Send The Sage a Private Message  Reply with Quote
Thanks Brynweir.

This particular tale ended up becoming an 'Arcane Age Adventure', back when the Arcane Age of the Forgotten Realms was the big 'thing'. I used nearly everything FR resource detailing some aspect of the ancient Realms to put that adventure together, from novels to sourcebooks and then to game modules. It turned out to be a fantastic adventure. Although a lot of homebrew background material was created to fill in alot of the gaps, and the sources I used to create that material varied greatly, from my imagination, to other campaign settings, and finally the Tolkien Encyclopedia, which helped me a great deal.

Anyway, I'll try and post the rest of that tale soon, maybe along with the 'Travelogue' entry for this week.



May your learning be free and unfettered


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The Sage
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Posted - 05 Jun 2003 :  08:24:11  Show Profile Send The Sage a Private Message  Reply with Quote
Okay I have some new entries for the 'Travelogue'. I am just finishing up the spelling checks and final drafts now. They should be posted soon.

Also due to the length of the entry, it will start in the next post.

Enjoy,




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Edited by - The Sage on 05 Jun 2003 08:25:40
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The Sage
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Posted - 05 Jun 2003 :  08:29:08  Show Profile Send The Sage a Private Message  Reply with Quote
Meldengard
Meldengard is not really a town at all, but rather a ruined and ramshackle collection of rotting orckin, and goblinoid camps lying around a poorly built crumbling stone wizard-tower. Located high in the North away from the region of Damara, Meldengard sits upon the shores of the frozen tundra sandwiched between where the Galena Snake and the Icelace River met. The Tower itself, can be said to have been built many years ago during the war between Damara and it's northern neighbour, Vaasa. The war began over 15 years ago when a Vaasan military force - sent by the Witch-King of Vaasa - invaded the southern realm of Damara. The war itself lasted for 10 years, and at it's end the Vaasan army defeated the armies of King Virdin of Damara, claiming much of the northern regions of the kingdom for themselves.

During the closing years of the war, the kingdom of Damara began to lose several key engagements, allowing the Vaasan army to strike deeper and deeper in Damaran terrority. King Virdin desperate to resolve the issue hastily commissioned his High Wizard, named Melden Val'iloth (LG, human, Wiz 12) to head north - with a small force of clerics, several enchanters and a highly mobile force of laborers- into the deepest cold lands and recruit an army comprised primarily from the various orc and goblin tribes that populated the northern regions. Melden was permitted to use whatever means necessary to force the goblins and orcs compliance, even offering a large portion of the countries treasury, should the realm survive. This, more than the spells of enchanters and clerics, motivated the goblins and orcs to 'assist' the southern neighbours.

Melden sent word south, to the capital that he had succeeded in gaining help of the tribes, detailing the pact the two forces had agreed to and what it would cost the Kingdom. Melden never received any word back from the King, so began the next phase of the plan outlined by Virdun's military strategists. Melden set the laborers, and those orcs and goblins willing to profit from the exercise, to work on the foundations of the tower he would conduct the armies to battle from. The workforce went day and night with little rest and little food, the humans motivated mostly by the fact that this venture could hopefully save their homeland and their families. The goblins and orcs, were motivated simply by the promises of wealth and conquest, and the occassional treasure caravans that the wizard would have transported to the orc and goblin leaders for their continued service and support.

Whatever the motivation, the efforts of the laborers and orcs and goblins paid off. The stone tower was contructed with a week, and was soon populated by the strategtists and military commanders sent from the capital upon word of the towers completion, and Melden himself. As a final directive, Melden then ordered the construction of a small village-style collection of tents, camps, two blacksmiths, a wooden barracks and horse husbandry facilities to house, arm and train the humans, orcs and goblins, awaiting the word to strike from the King. Melden also organised the food shipments and the construction of a small temple to Torm (for the clerics and built into a small hullock overlooking the village of the Tower) sent from the capital to feed the troops and keep the morale situation from collapsing.

Several weeks passed, Melden and the military commanders scheduled training routines for the orcs and goblins (when they would co-operate), those laborers who offereed their services, and the ten-thousand strong army sent north from Damaran. However Melden became increasingly concerned when some of the most recent reports he had sent south, to the capital were not being responded to. Finally, word from the capital seemed to halt completely. Melden sent riders and messengers south to discover the problem. Only one ever returned. The messenger told the wizard that the entire kingdom had been overun by the Vaasan forces, and that the capital was in ruins. The kings palace had been razed, and the various governmental structures burnt to the gound. The first thing Melden asked after the initial shock of what had happened, had worn off, was the status of the underground Kingdom treasury. The messenger told Melden, that the treasury had been cleared out and the contents within had been shipped to the Vaasan occupation zones.

Needless to say, that when the orc and goblin leaders learned of this turn of events, they quickly withdrew their support, immediately turning upon the wizard and his human army, and the collected townsfolk. The battle was short, and brutal, Melden himself receiving mortal wounds that would eventually take his life. The fighting between the two forces lasted 5 hours. Although the orcs and goblins struck quickly to begin with, rallying against the humans, the humans were more expertly trained and eventually managed to drive the orcs and goblins not slaughtered in the first few hours of battle off into the northern lands. When the battle was done, more than 6,000 of the human army lay dead or dying, almost the same number of orc and goblin bodies also littered the area. The real damage however was to the makeshift willage itself and to it's laborers and those villages sent north from the capital to poulate the town. Entire tents and dome-camps had been burnt or torn down, the blacksmiths shattered under the onslaught of orc-shaman spells, the other facilities of the village struck by goblin sorcerers looking for loot and other things they could take from the battlefield. The bodies of those human caught in the crossfire littered the dirt paths through and around the camps. Gravely injured, and seeing no alternative Melden slowly ordered those troops remaining around him, 123 in total, into the tower. The rest of the army fought valiantly against the combined orc and goblin force. By the time the inhabitants of the tower reached the inner chambers, Melden was dead. The retreat proved ineffective however. As a parting shot before they fled, the orc-shamans and goblin sorcerers mustered their combined magical might and launched a viscious spell volley of lightning bolts and fireballs at the stone tower. Under the assault, the top of the tower collapsed in upon itself, crashing all those inside, as the top fell down into the innards of the tower proper.

With the orcs and goblins driven off, their town destroyed, it's leader gone and their homeland conquered, the remaining villagers and soldiers collected together around the now crumbling wizard tower. They buried the dead, and gathered together what supplies that remained. The clerics of the temple of Torm also lay dead, caught completely by surprise in the attack. The remaining former inhabitants abandoned Meldengard, and headed off into the wilderness, praying to Tymora, that luck would fall upon their weary shoulders.






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The Sage
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Posted - 05 Jun 2003 :  08:32:18  Show Profile Send The Sage a Private Message  Reply with Quote
Here's the next entry, it's a tale used in an old campaign of the Upper North of Faerun I used once.

Enjoy -



The Tale of Marcus Rale
Marcus Rale was the High Priest of the Temple of Helm in Calaunt. He held the position for 10 years until his prestigious position was usurped and himself imprisoned. He fled imprisonment in 1353DR for personal reasons of his commitment to his faith.

Rale had unsuccessfully tried for many years to prevent the city of Calaunt from becoming the place of twisted dreams, and dark ambitions that it is today. It occured to Rale that the clergy of the Church of Helm in Calaunt seemed more interested in keeping themselves true to the word of their god than in actually helping the citizens of the city. When Rale saw what was happening he urged the Church to change it's ways citing that their true duty was to be ever watchful and protective of the city and it's people, lest it fall into a refuge for the lawless and the immoral. Shortly thereafter, Rale was forcefully removed from his position as High Priest of the Church, by his peers and locked away, forever to be forgotten, in the great underground sewer prisons the local authorities had built to control those it disliked.

During Rale's time in prison, Calaunt fell into the current state it stands today. It is said that shortly after Rale was imprisoned, a thieves guild known as, the Night Cloaks set up shop in Calaunt, but what had really shocked Rale, was the knowledge that the town's Merchant Dukes seemed to have a connection with the guild and were discreetly permitting them to operate within the city.

The story of Rale's heroic escape from Calaunt is not well known outside of Helmite circles. What is known is that Rale languished in the depths of the pit-sewers of Calaunt for 5 long years. During this time, he fell into deep troughs of despair and was nearly inconsulable with the fact of how the city had turned against his cries for Reformation. His only solace was his daily prayers to Helm for guidance, which staved off the deeper feelings of depression he was sometimes nearly overwhelmed by.

However Rale did not spend the entire time in despair, he spent many days and months revising the systematic beliefs of the church based upon the accepted teachings of Helm. Rale believed that to truly see his God's vision of protection for all and the true aspect of the guardian to be realised, he would need to create his own town and set down in it's code of laws the basic principles and tenets of Helmite philosophy. While he was composing these ideas, he prayed to Helm for guidance for his plans, seeking the acceptance of the God he had devoted his life to, yet the town of his birth had simply ignored.

Rale received an answer to his prayers for guidance, when a large series of explosions ripped apart the outer walls of his portion of the pit-sewers. The blast from the unco-ordinated release of a fireball spell from a mage-duel above the pits, had weakened the outer walls enough for Rale to push through. He mustered his courage and found a burst of strength from his firm belief that this was indeed a sign from his God, and burst through the outer walls, the stone crumbling under the impact. Rale had exploited this rare opportunity of total confusion and chaos on the streets of Calaunt to escape his prison and flee the city heading into the southern wilderness.

From there no one knows how Rale arrived at the gates of the city of Tantras, but he approached the walls, exhausted, hungry and nearly incoherent. He was allowed immediate entry as he approached the gatehouse when a guard stationed on the ramparts surrounding Tantras recognised the symbol of Helm underneath the collection of grime and filth that had accumulated on Rale's priestly robes.

He was quickly ushered to the Temple of Torm were he was adminstered aid by the local clergy. Several days later, Rale -nearly completey healed and recharged met with the High Priest of Torm in the city, telling the priest of his tale. He did not mention one word of his plans for his grand city to Helm, that he planned to create.

More coming soon...






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The Sage
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Posted - 05 Jun 2003 :  08:34:11  Show Profile Send The Sage a Private Message  Reply with Quote
Here's the last entry for today. It is another town located somewhere in the deep Realms for use in your campaigns. Again due to it's length, I will begin the entry in the next post for easier reading.




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The Sage
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Posted - 05 Jun 2003 :  08:36:48  Show Profile Send The Sage a Private Message  Reply with Quote
Ironbane's Rest
This grassland village is located at the junction of the trade road east out of the city of Tantras, and the road heading south for the city of Procampur, just north of the small mountain range - the Earthfast Mountains - that seperates Raven's Bluff and Procampur. The town itself is laid around the junction and is only protected by a wooden palisade built along the portions of the village not surrounding the junction, at about the time the town was first settled. It has only two stone watch towers constructed on both sides of the east trade road heading into town that are mainly used for defense. They are only manned however, when the town itself is under threat.

The town is home to some 5,000 immigrants from across the face of the collected Realms. The town began around a vast temple of Lathnader built in 1345DR under the watchful eye of a Cleric of Lanthander named Malleus Lightbringer (LG, human, Clr 10). He organised the construction of a vast temple to Lathander he intended to build at the junction. No one knows why Malleus decided to build a temple in an area so far outside the realms of civilised towns, and when he had been asked, Malleus would only reply that he had been directed by a vision from Lathander himself to erect a temple facing the east.

The town itself seemed to grow up around the temple. It began in 1353DR shortly after a stout and bald dwarven merchant named Dunthar Ironbane (LN, dwarf, Ftr2), who had been using the trade route, travelled past the recently contructed temple, and took notice of the amount of caravan traffic heading south from the northern realms. Seeing the potential for profit, Ironbane quickly gave up his job as proprietor of the 'Olaf Trading Coster' in High Haspur, closing up shop and relocating to the area surrounding the temple. Ironbane consulted the cleric before hand, but received no reply, so he went ahead with his plans for building a small town, with all the amenities he would require for his business. Once construction began on a number of warehouses, and blacksmiths Ironbane decided he would need to populate his town with some basic services for those visitors wishing to stay in town. So he contacted an old Dwarven friend from his early trading days in the Great Rift, to come to his town and run the tavern and inn Ironbane was planning to construct. His friend agreed and told Ironbane he would be in town by the end of the month.

As the village grew around the temple, more and more immigrants seemed to flock to this locale drawn mostly by a sense of peace and prosperity represented by the often-silent temple in the town's midst. Agriculture also made a fresh beginning here. Clerics from the temple, eager to try new and innovative techniques of farming, and land usage quickly began the process of setting aside large tracts of land within the hinterlands of the town, specifically for farming and grazing.

With the population passing two thousand, Ironbane put out a call for local merchants and business owners to visit his home near the temple. Inside, Ironbane and the merchants began the slow process of creating a governing body for the town based on the sound laws of dwarven codes of conduct, and business operations. For the most part, the multi-racial residents of the town didn't seem to mind the dwarven structured town body, just so long as members of different races were allowed to sit the council. Ironbane readily agreed and the town council was formed, with Ironbane as mayor.

The population of the village quickly climbed, and soon all the basic needs of the poulation were being met, by opportunistic merchants and proprietors hoping to set up shop in town. In fact the influx of merchants and potential businesses, became some great that Ironbane and the ruling council had to put a temporary ban on immigration, as competition between the merchants of the town and their businesses became soon intense, that several riots broke out in the streets when prices for local services sky-rocketed. This was a result mainly of the intensive methods of competition the merchants employed, and was slowly eroding away the foundations of the community.

Business in town has prospered since those early days, and Ironbane's Rest now rivals some of the more famous merchant cities of the Realms, all by itself. The presence of a powerful temple has deterred many types of monstrous creatures from assaulting the town, and the presence of powerful merchants and their hired guards has kept trouble within the town to a minimum. The only major event in the recent past has been the passing of Ironbane, who died in 1369DR from failing health and an old wound received from his early days as a caravan guard. Leadership of the town and council passed to the most prosperous merchant and business owner of the time, a human merchant named Fatius Melborn (CN, human, Sor 2). Melborn's rule has been fair and just, however he seems to rule on decisions more with his bank accounts and money-purse than with reason and logic. In fact some residents have called him cold and calculating, more in love with wealth and power than anything else. Only time will tell whether this will cause problems later.

The only other event of note, occured last year when Malleus left the temple for the first time in three years, collecting his adventuring gear and heading out towards the east, alone. He spoke to no one before he left, and none of the clerics knew why he was leaving. The only thing they told the council was that for several months before he leftr, Malleus had been in constant deep meditions, often muttering incoherent babble why in his trance. Rumors persist among the townsfolk, that Malleus had communion with his god, who had given him another vision, to this dday, no one knows why Malleus abandoned the temple and left Ironbane's Rest.





I should have some new drafts by next week or maybe the week after, until then, let me know what you think of these latest works.

May your learning be free and unfettered


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Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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