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George Krashos
Master of Realmslore

Australia
6688 Posts

Posted - 24 Feb 2005 :  05:39:31  Show Profile Send George Krashos a Private Message  Reply with Quote
Yep, another soul-less offering from Robert Wiese. Why is this kind of non-campaign specific material being put up on the FR website and taking up space that could be given to stuff that actually has something to do with the Realms?? I've had enough with this article series - I'm grabbing this "Ruined Village" one and writing it up as an FR article. I'll post it here to see how it should be done.

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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George Krashos
Master of Realmslore

Australia
6688 Posts

Posted - 24 Feb 2005 :  06:47:46  Show Profile Send George Krashos a Private Message  Reply with Quote
My own feeble efforts which took all of 10 minutes.

The Ruined Village Square
By Robert Wiese & George Krashos

Since this adventure locale requires a nearby village, you can use a place with a sparse population of rural folk, such as the Shining Plains, the Greenfields, or the Western Heartlands. The area should have a history that goes back 600 to 1,000 years, but just about everywhere in the Realms fits this description. Locations in Mulhorand, in the Underdark, and on remote islands are not as appropriate. This adventure locale is suitable for player characters of any level.

As the day winds to a close, a breeze brings the smell of cooking food to you. Ahead of you on the road stands a tavern and inn, and light shines weakly through very small windows.

Inside, over piping-hot food and delicious drinks, the PCs. can hear a little about the village and about the ruins to the east.
Not far east of this village sits the site of the old village which was named Morlang’s Mill for one of its first settlers. That village was built centuries ago, or so the stories go, by settlers fleeing the fall of their realm. Some claim that the original settlers came from Ebenfar, others believe it to be Andlath, but it is known that once established, Morlang’s Mill lasted for quite a while. No one is sure how long, but local legend agrees that a war was fought in the area between soldiers and wizards fleeing the fall of the Shoon Imperium and the local settlers who had established themselves there. The subsequent fighting led to the destruction of the old village. All that remained was the village square and a few buildings that surrounded it. These buildings were in surprisingly good shape given the destruction wrought around them.

Decades or centuries later, the village, which had been moved away from the exact older village site for unknown reasons, started encompassing the ruins of the old one. By then, the name of Morlang’s Mill had been lost due to disuse as the surviving inhabitants began to call it Arith’s Keep for one of the heroes of that long-ago conflict. The old buildings were torn down one fair day, leaving the square open to the winds, and the villagers planned the construction of new structures.

The night after they had torn down these older structures, however, people reported hearing voices in the old square and seeing the old buildings sitting intact. In the morning, the ruined buildings were standing where they had been, and all signs of the new construction were gone. This went on for weeks, without explanation. Clerics, scholars, and sages came from as far away as Candlekeep and examined everything. One of them, Low Scrivener Peldrith of Deneir from the now-ruined Abbey of the Silent Quill outside of Beregost, reported hearing the voices, but saw no one. He and his fellow scholars saw the old buildings fade into ghostly, and then material, existence. The people became too spooked to live near the old ruins, and they moved the whole village to its present spot. But some say that at night you can still hear voices in the old village square. Also, a few of the more superstitious villagers have reported seeing ghostly forms in the square.

Further, three people from the village have gone to the old ruins at night and have not returned. Two were the children of the blacksmith Greelan “Blackfist” Imiltul, and one was Fronn o’ the Green, the ranger son of “Old” Darith, a local farmer. Though the villagers made careful searches of the entire area on the days following the disappearances, the missing people were never found. Because the searchers discovered no traces at all of the missing people, everyone has a pet theory about what happened. For instance, some suspect the children have simply run away, while others believe some evil force snatched the two. Similar theories abound about Fronn.

The Ruins
If the adventurers decide to check out the square, you can use the following description, broken up or paraphrased as necessary as the PCs explore.
The square itself is about 50 feet across, with an old dry fountain in the center. The fountain, which is about 10 feet across, has the remains of a statue of a human female in the center, and one small arch flows gracefully from the top of her pedestal to the rim of the fountain. The stone from the other arch lies scattered in the fountain basin. A large open expanse surrounds the fountain, and, at the north end, timbers that once supported a platform of some kind sink into the ground. The timbers are broken off at ground level, so they are not easy to see (Spot DC 17). Four broken stone benches stand around the fountain, but they are hardly usable now.
Walls of ruined buildings surround the square, and rubble remains of those walls that fell over. The stone walls that still stand once supported structures that are missing now, but one can see where the remaining walls would have been, and thus how large each structure was. By examining the remnants of the structures, you can see that five streets of varying widths came into the square.
DMs may want to ask for DC 15 Search checks (and allow dwarves to use stonecunning) to notice that while the ruins are indeed ruins, the destroyed stonework doesn't look weathered -- the destruction looks fresh.

During the day, nothing interesting happens here. The ruined walls can be torn down, the fountain destroyed, or the earth plowed up. However, anyone here at night sees a very strange sight. As the sun disappears below the horizon, a ghostly image of the ruins begins to appear. This image is not visible if the ruins are intact, but the image appears over any changes that have been made to the area. For example, if one of the walls is torn down, a ghostly wall appears in its place. If a tent is placed where the old wall was, the ghostly image forms in the tent.

As the night progresses, bodiless voices drift in the square. They are indistinct but sound like a large number of people talking in normal voices, with all the voices overlaid. Sometimes one even sees flickering ghostly forms moving around in the clearing, but these glimpses are brief. As the night progresses, the ghostly images of the ruins become more solid, and any changes or additions become more ghostly. By dawn, the ruins return to their original state and any modifications disappear. Objects in the same space as the returning ruins disappear. Any objects sitting in open space in the ruins remain where they are.

The Story Behind the Ruins
Dungeon Masters have a few choices regarding the story behind the odd happenings in this area. For those who want an opportunity to deal with time travel and have a few ideas regarding options for getting characters back to their home time (if that is desired), read A Twist in Time. Otherwise, DMs can use the option called A Malfunctioning Portal?

A Twist in Time
The secret to the strange stories in this area originates during the time the ruins were first created. As local rumor suggests, a battle raged in the area, but most of it happened a few miles away. However, a spillover skirmish between the powerful mages Rameez ybn Hamath el Dinnalyhr and Calember the Twice-Cloaked moved through this area. The resultant release of magic destroyed the village and caused an unexplained rift in time that connected the past to the present. The particular past is 461 DR, just after the time of the destruction of the village, and the people are assessing the damage and what to do next. If the voices could be made distinct, that is what a listener would hear: people discussing the battle and the devastation and what to do next. The strange magic opens the connection every night, bringing the ruins (but not living creatures) forward to the present, where they replace anything that is "in their way."

None of this explains what happened to the three people that are missing from the village, though. They were victims of a portal-like effect centered on the fountain. If one stands in the fountain at midnight on certain nights (perhaps during a certain moon phase that matches the one that existed at the time of the destruction of the village), one is transported back to the time of the voices and the overlap period. The creatures and any possessions they carry appear in the fountain in the distant past. The fountain is working at that time period (one of the few things to survive the destruction), so a bath is the first surprise that any travelers get. When they arrive, they see a few people still out talking, and these people view the newcomers with suspicion due to the magic used in the battle that destroyed their town. The villagers of the past are otherwise friendly or neutral in disposition.
The second big surprise is that getting back is very difficult. This is not a portal in the normal sense, and so the return trip must be done by exchange. Specifically, if someone from that fateful day is standing in the fountain at midnight, and if someone is standing in the fountain in the present at midnight during the appropriate phase of the moon, the two are exchanged in time. Other than figuring out this exchange, one would have to find a powerful wizard who could develop magic to breach time (a nearly impossible task), or exist long enough to catch up with one's former life.

A Malfunctioning Portal?
Back in the past (461 DR), an eccentric wizard named Shalantha Grimcrowns created a clever (and rather small) portal framed by the fountain's arching structure as a means to get around a bit faster. She had a tower, Grimcrowns Gard, being built nearby, and she didn't mind getting her feet wet for the time being. However, when the battle against the renegade Shoonites raged, Shalantha was called to fight, and she died while defending the area against another very powerful magic-user. The release of magic between the two dying spellcasters destroyed the village and affected the portal oddly -- it now acts as a malfunctioning portal (see page 61 in the Forgotten Realms Campaign Setting).

In addition to the now-faulty portal, other strange things started happening. People in the present who enter the area at the right time can hear the voices, which are actually people talking just after the time of the destruction of the village when the inhabitants are assessing the damage and figuring out what to do next. If the voices could be made distinct, that is what a listener would hear: people discussing the battle and the devastation and what to do next. The strange magic opens the connection every night, bringing the ruins (but not living creatures) forward to the present, where they replace anything that is "in their way."
None of this explains what happened to the three people that are missing from the village, though. They were victims of a portal-like effect centered on the fountain. If one stands in the fountain at midnight on certain nights (perhaps during a certain moon phase that matches the one that existed at the time of the destruction of the village), the malfunctioning portal affects those standing within 5 feet of the intact arch. When the portal has a normal result, creatures and any possessions they carry appear at the destination point (which the DM can choose so as to tailor the locale to her campaign). Otherwise, use Table 2-2 on page 61 of the Forgotten Realms Campaign Setting.

The Sole Inhabitant
The three people who were lost from the village died (either due to the passing of time or unlucky mishaps with the portal), but only “Old” Darith’s son became a ghost and started haunting the ruins. This ghost is the form that one occasionally glimpses in the square, and he is restlessly trying to find a way home. He may choose to interact with the PCs if they stay in the ruins area for at least 2 hours. His name is Fronn, and he came to realize how he was transported via the fountain; though he died, his spirit remained behind at the site of the portal. Because of this, he tries to keep other people out of the fountain during the times that the portal is active. The villagers have not encountered him because none of them come here at night anymore, nor do they stay very long even when they come during the day. Fronn materializes only near midnight, and only if creatures are in the ruins. Since his method of keeping people out of the fountain involves scaring them, he is likely to be perceived as an enemy at first. He defends himself if attacked, but he'd rather return to the Ethereal Plane than hurt someone.

Note: If the time option is chosen, Fronn could have started out as a farmer and gained his skills over time in the past. If he dies due to a portal malfunction, then he walked into the effect as a 9th-level ranger. Some tweaking of his personal history (including some back story as to why he became a ranger) may add some interest to the setting.

Fronn (against Material Plane Opponents): Male human ghost ranger 9; CR 9; Medium undead (incorporeal); HD 9d12; hp 58; Init +1; Spd 30 ft.; AC 14, touch 14, flat-footed 13; Base Atk +9; Grp --; Atk or Full Atk --; SA corrupting gaze, frightful moan, manifestation; SQ animal companion, evasion, favored enemy giants +4, favored enemy elves +2, incorporeal subtype, rejuvenation, swift tracker, turn resistance +4, undead traits, wild empathy +12, woodland stride; AL N; SV Fort +6, Ref +7, Will +3; Str 2, Dex 13, Con --, Int 8, Wis 11, Cha 17.
Skills and Feats: Climb +1, Hide +18, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Listen +17, Move Silently +10, Search +16, Spot +17, Survival +12; Dodge, Endurance[B], Improved Two-Weapon Fighting[B], Mobility, Point Blank Shot, Precise Shot, Track[B], Two-Weapon Defense, Two-Weapon Fighting[B].
Corrupting Gaze (Su): Fronn can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must succeed on a Fortitude save (DC 17) or take 2d10 points of damage and 1d4 points of permanent Charisma drain.
Frightful Moan (Su): Fronn can moan as a standard action. Every living creature within a 30-foot spread must succeed on a DC 17 Will save or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by Fronn's moan for one day.
Manifestation (Su): Fronn's ghost dwells on the Ethereal Plane, and as an ethereal creature, he cannot affect or be affected by anything in the material world. When a ghost manifests, he partly enters the Material Plane and becomes visible but incorporeal there. A manifested ghost can strike with his touch attack, a ghost touch weapon, or a manifested weapon. A manifested ghost also remains partially on the Ethereal Plane, where he is not incorporeal. He can be attacked by opponents on either the Material or Ethereal Plane. Fronn's incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane. When manifested, the ghost can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms and has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missiles, and attacks made with ghost touch weapons). When manifested, he can pass through solid objects (but not force effects) at will. His attacks ignore natural armor, armor, and shields, though deflection bonuses and force effects work normally. He always moves silently (cannot be heard with Listen checks unless desired).
Animal Companion: Fronn may have one or more animal companions, but he has none at this time.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Fronn takes no damage with a successful saving throw.
Favored Enemy (Ex): Fronn gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gains the same bonus on weapon damage.
Against elves, he gains a +2 bonus on these skill checks and on weapon damage rolls.
Incorporeal Subtype: Fronn can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities; immune to all nonmagical attack forms; 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missiles, and attacks made with ghost touch weapons); can pass through solid objects (but not force effects) at will; attacks ignore natural armor, armor, and shields (though deflection bonuses and force effects work normally); moves silently (cannot be heard with Listen checks unless desired).
Rejuvenation (Su): Fronn's ghost that would otherwise be destroyed returns to its old haunts in 2d4 days with a successful level check (1d20 + 9) against DC 16. To prevent him from rejuvenating, Fronn's physical remains must be found and buried in the village's cemetery. (If the DM chooses to make the portal a malfunctioning one, she is encouraged to pick out a likely spot that may have caused Fronn's quick death; keep in mind that he is a 9th-level ranger at the time of the portal malfunction if the time option is not chosen.)
Swift Tracker (Ex): Fronn can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the usual -20) when moving at up to twice normal speed while tracking.
Turn Resistance (Ex): Fronn is treated as a 13-HD undead for the purpose of turn, rebuke, command, or bolster attempts.
Undead Traits: Fronn is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
Woodland Stride: Fronn may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Ranger Spells Prepared (caster level 4th): 1st -- resist energy.
Fronn (against Ethereal Plane Opponents): Male human ghost ranger 9; CR 9; Medium undead; HD 9d12; hp 58; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +9; Grp +12; Atk +12 melee (1d8+5/19-20, +2 longsword) and +10 melee (1d61/19-20, short sword); Full Atk +12/+7 melee (1d8+5/19-20, +2 longsword) and +10/+5 melee (1d61/19-20, short sword); SA corrupting gaze, frightful moan, manifestation; SQ animal companion, evasion, favored enemy giants +4, favored enemy elves +2, rejuvenation, swift tracker, turn resistance +4, undead traits, wild empathy +12, woodland stride; AL N; SV Fort +6, Ref +7, Will +3; Str 16, Dex 13, Con -, Int 8, Wis 11, Cha 17.
Skills and Feats: Climb +8, Hide +18, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Listen +17, Move Silently +10, Search +16, Spot +17, Survival +12; Dodge, Endurance[B], Improved Two-Weapon Fighting[B], Mobility, Point Blank Shot, Precise Shot, Track[B], Two-Weapon Defense, Two-Weapon Fighting[B].
Corrupting Gaze (Su): Fronn can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must succeed on a Fortitude save (DC 17) or take 2d10 points of damage and 1d4 points of permanent Charisma drain.
Frightful Moan (Su): Fronn can moan as a standard action. Every living creature within a 30-foot spread must succeed on a DC 17 Will save or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by Fronn's moan for one day.
Manifestation (Su): Fronn's ghost dwells on the Ethereal Plane, and as an ethereal creature, he cannot affect or be affected by anything in the material world. When a ghost manifests, he partly enters the Material Plane and becomes visible but incorporeal there. A manifested ghost can strike with his touch attack, a ghost touch weapon, or a manifested weapon. A manifested ghost also remains partially on the Ethereal Plane, where he is not incorporeal. He can be attacked by opponents on either the Material or Ethereal Plane. Fronn's incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane. When manifested, the ghost can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms and has a 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missiles, and attacks made with ghost touch weapons). When manifested, he can pass through solid objects (but not force effects) at will. His attacks ignore natural armor, armor, and shields, though deflection bonuses and force effects work normally. He always moves silently (cannot be heard with Listen checks unless desired).
Animal Companion: Fronn may have one or more animal companions, but he has none at this time.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Fronn takes no damage with a successful saving throw.
Favored Enemy (Ex): Fronn gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gains the same bonus on weapon damage.
Against elves, he gains a +2 bonus on these skill checks and on weapon damage rolls.
Rejuvenation (Su): Fronn's ghost that would otherwise be destroyed returns to its old haunts in 2d4 days with a successful level check (1d20 + 9) against DC 16. To prevent him from rejuvenating, Fronn's physical remains must be found and buried in the village's cemetery. (If the DM chooses to make the portal a malfunctioning one, she is encouraged to pick out a likely spot that may have caused Fronn's quick death; keep in mind that he is a 9th-level ranger at the time of the portal malfunction if the time option is not chosen.)
Swift Tracker (Ex): Fronn can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the usual -20) when moving at up to twice normal speed while tracking.
Turn Resistance (Ex): Fronn is treated as a 13-HD undead for the purpose of turn, rebuke, command, or bolster attempts.
Undead Traits: Fronn is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing.
Woodland Stride: Fronn may move through natural thorns, briars, overgrown areas, and similar terrain at his normal speed without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Ranger Spells Prepared (caster level 4th): 1st -- resist energy.
Possessions: +2 longsword, short sword,spell component pouch, cameo.

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Alaundo
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Posted - 24 Feb 2005 :  08:21:52  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
Well met

Excellent George Splendid work, this is more like it! I wonder how we would stand at holding this material in the library proper? Hmmm

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tauster
Senior Scribe

Germany
399 Posts

Posted - 24 Feb 2005 :  09:44:49  Show Profile  Visit tauster's Homepage Send tauster a Private Message  Reply with Quote
...another alternative locale: Sessrendale.

"the dead dale" was destroyed by arkhendale about 140 years ago (in 1232, the year of the weeping wives). according to realmslore ("the dalelands" and "volos guide to the dalelands", idhtbifom) only a scattered people are living in the whole dale today.

minor adjustments must be made to the description, like scaling down the present village to a few farmsteads near the old town: perhaps some fields were not salted, or a kind druid restored some ground before (s)he was forced to stop (by forces who like the dale in it´s present state; arkhendale or the cult of the dragon (1) comes to mind), so only a very small number of fields is arable. or the people who live there don´t farm, they might be retired adventurers (2) or earn their living by means that require no land.

changes to the history:

the battle of course was the dales destruction. iirc, canon tells us that in addition to mundane troops, "mercenary wizards" were hired to support arkhendales troops, and among the defenders were one or a few (can´t remember atm) local (and powerful) mages, so "wizards duel" is likely to have occured.

(1) for the latter see adventure in tsr jam 1999, iirc.
(2) the typical "wizards demesne in the wilderness" - sessrendale would be ideal for that purpose. although the "retired adventurers"- idea brings up the question why those powerful folk did not investigated the events...


any suggestions?
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Wooly Rupert
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Posted - 24 Feb 2005 :  11:22:01  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

Yep, another soul-less offering from Robert Wiese. Why is this kind of non-campaign specific material being put up on the FR website and taking up space that could be given to stuff that actually has something to do with the Realms?? I've had enough with this article series - I'm grabbing this "Ruined Village" one and writing it up as an FR article. I'll post it here to see how it should be done.

-- George Krashos




Agreed. They're wasting electrons with these offerings... They should let a real Realms writer do this series. Imagine if Ed was writing it...

I like what you did to it, Krash. You gave it the flavor it should have had in the first place.

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Dargoth
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Posted - 24 Feb 2005 :  11:44:49  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message  Reply with Quote

Another place would be to put it in Raumathar

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SiriusBlack
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Posted - 23 Mar 2005 :  05:23:20  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
The Dragon's Skeleton is now posted.
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The Sage
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Australia
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Posted - 23 Mar 2005 :  05:48:30  Show Profile Send The Sage a Private Message  Reply with Quote
It reminds me a little of a site in the Beastlands I once detailed when I still visited the WotC message boards.

It's nice... but I'm still not finding them "Realms-ish" enough for my tastes... .

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Edited by - The Sage on 23 Mar 2005 05:52:27
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SiriusBlack
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Posted - 23 Mar 2005 :  05:50:57  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
quote:
Originally posted by The Sage
It's nice... but I'm still not finding them "Realmish" enough for my tastes... .



I understand those feelings. Has any scribe used one of these locales?
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The Sage
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Posted - 23 Mar 2005 :  05:58:29  Show Profile Send The Sage a Private Message  Reply with Quote
Well, aside from George's intriguing interpretation of The Ruined Village Square, I've used the 'island' article from January in my GH campaign (which I revised and presented on the GH forums to some minor acclaim). As for the other locales that have been posted in the past, without significant re-working, I can't see them having any potential for use in my campaigns.

But like Sirius, I'm curious about whether other scribes have found these locales particularly useful.

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Kuje
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Posted - 23 Mar 2005 :  08:53:14  Show Profile Send Kuje a Private Message  Reply with Quote
I've never used them and I tend to forget about them since they don't hold my interest. :)

For some of us, books are as important as almost anything else on earth. What a miracle it is that out of these small, flat, rigid squares of paper unfolds world after world, worlds that sing to you, comfort and quiet and excite you... Books are full of the things that you don't get in real life - wonderful, lyrical language, for instance, right off the bat. - Anne Lamott, Bird by Bird

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Wooly Rupert
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Posted - 23 Mar 2005 :  11:26:11  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by kuje31

I've never used them and I tend to forget about them since they don't hold my interest. :)



One or two of them has had some interesting bits, but that's about it.

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SiriusBlack
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Posted - 23 Mar 2005 :  17:36:02  Show Profile  Visit SiriusBlack's Homepage Send SiriusBlack a Private Message  Reply with Quote
I figure actual use would be low. But, I wanted to ask.

Am I correct that for those who replied, usage might be higher if the locales had more Realms flavor?
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Wooly Rupert
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Posted - 23 Mar 2005 :  22:44:58  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by SiriusBlack

I figure actual use would be low. But, I wanted to ask.

Am I correct that for those who replied, usage might be higher if the locales had more Realms flavor?



If I was DM'ing, and I had some good Realms locales to use, I'd use them. So far, though, the only Realms locales I have are ones from the sourcebooks and the magazines -- the online stuff certainly hasn't had any Realms flavor, and not even all that much interesting stuff.

I do like the idea of a city built in the ribcage of a gigantic dragon, but that single point was the only thing that stirred my interest in this article.

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The Hooded One
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Posted - 24 Mar 2005 :  00:13:49  Show Profile  Visit The Hooded One's Homepage Send The Hooded One a Private Message  Reply with Quote
Wait for Ed's cities to start appearing in DRAGON. As usual, he's already muttering about not having enough wordcount to include all he wants to. Sigh. We should all have such problems.
love,
THO
P.S. GREAT writeup, Krash! Now, if only Wizards would hire YOU. You could be their Oz bureau . . .

Edited by - The Hooded One on 24 Mar 2005 00:16:04
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George Krashos
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Australia
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Posted - 24 Mar 2005 :  01:03:41  Show Profile Send George Krashos a Private Message  Reply with Quote
Well, I could say that this one made me retch and blame the troglodytes, but I'd be lying.

The frontpiece spiel had me laughing (ruefully) and adding:

"In fact, this could be set in the Sunrise Mountains, the mountains near Halruua, all points around the Great Rift and along the majority of the Spine of the World. Come to think of it, this adventure would be easily set in the Pomarj, Crystalmist Mountains and near Ratik or Bone March. And on further reflection it would play very well in Silvanesti, on the outskirts of Xak Tharos and the borders of Solamnia. Further analysis reveals that this adventure locale is perfect for the Caverns of Krashos, the wild and wooly Hamsterlands and just outside Sage's front door."

Geez, I'm a cynical $#%@ sometimes.

And thanks THO, I'd love to get my hands on these "FR" releases and put some FR content into them before they get published. You could always use your 'powers of persuasion' on the powers at be at WotC on my behalf ...

-- George Krashos

"Because only we, contrary to the barbarians, never count the enemy in battle." -- Aeschylus
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Wooly Rupert
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Posted - 24 Mar 2005 :  02:15:40  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by George Krashos

Well, I could say that this one made me retch and blame the troglodytes, but I'd be lying.

The frontpiece spiel had me laughing (ruefully) and adding:

"In fact, this could be set in the Sunrise Mountains, the mountains near Halruua, all points around the Great Rift and along the majority of the Spine of the World. Come to think of it, this adventure would be easily set in the Pomarj, Crystalmist Mountains and near Ratik or Bone March. And on further reflection it would play very well in Silvanesti, on the outskirts of Xak Tharos and the borders of Solamnia. Further analysis reveals that this adventure locale is perfect for the Caverns of Krashos, the wild and wooly Hamsterlands and just outside Sage's front door."

Geez, I'm a cynical $#%@ sometimes.

And thanks THO, I'd love to get my hands on these "FR" releases and put some FR content into them before they get published. You could always use your 'powers of persuasion' on the powers at be at WotC on my behalf ...

-- George Krashos




The wild and wooly Hamsterlands... I like that one!

I should love to see Krash doing these articles... He's already proven he can produce some great Realmslore.

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Wooly Rupert
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Posted - 24 Mar 2005 :  02:19:13  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by The Hooded One

Wait for Ed's cities to start appearing in DRAGON. As usual, he's already muttering about not having enough wordcount to include all he wants to. Sigh. We should all have such problems.
love,
THO
P.S. GREAT writeup, Krash! Now, if only Wizards would hire YOU. You could be their Oz bureau . . .



Any idea when that will be, O Lovely Tease?

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The Sage
Procrastinator Most High

Australia
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Posted - 24 Mar 2005 :  04:18:20  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Am I correct that for those who replied, usage might be higher if the locales had more Realms flavor?
Absolutely. It doesn't have to be extensive Realmslore, just enough for the article to feel like it actually "has" a place in the Realms.

quote:
Originally posted by The Hooded One

Wait for Ed's cities to start appearing in DRAGON.
Indeed. I've decided I'm not re-subscribing to Dragon until his articles begin their run .

quote:
As usual, he's already muttering about not having enough wordcount to include all he wants to. Sigh. We should all have such problems.
I was concerned that would be the case. Still, something from Ed's quill is better than nothing at all .

quote:
P.S. GREAT writeup, Krash! Now, if only Wizards would hire YOU. You could be their Oz bureau . . .
And then Dargoth and I can start bothering him for every little tidbit of Realmslore imaginable... Not that we haven't tried already .

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Edited by - The Sage on 24 Mar 2005 04:19:14
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Dargoth
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Posted - 24 Mar 2005 :  04:29:14  Show Profile  Visit Dargoth's Homepage Send Dargoth a Private Message  Reply with Quote
WOTC already have offices in Australia

I dont know what they actually do out here though

It may just be a GSA

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Mumadar Ibn Huzal
Master of Realmslore

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Posted - 03 May 2005 :  20:18:05  Show Profile Send Mumadar Ibn Huzal a Private Message  Reply with Quote
quote:
Originally posted by SiriusBlack

[quote]Has any scribe used one of these locales?



The Twilight Dawn PbeM group will be facing a modified version of one of these FR-less FR adventures... Just because the situation didn't call for much realmslore and the product was interesting enough to use as a side-trek.

However, the George Krashos edit of The Ruined Village Square is a tantalizing item to use. Interestingly George and I must have been thinking on the same topics - regional history, Shoonite era - at roughly the same time... My Candlekeep Compendium article for Volume III or IV touches on very similar things although it had nothing to do with this particular adventure.

I might use more of the Vicious Venues, Aventure Locales etc. articles over time - likely with a good dose of editing, a prime example now available on how it can - and should be done.
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Fillow
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Posted - 08 Oct 2008 :  20:07:33  Show Profile  Visit Fillow's Homepage Send Fillow a Private Message  Reply with Quote
There is an inn which is described in one of these articles (despair on tap).
quote:
The Bird in Hand Inn exists anywhere on a road that people travel occasionally, but a remote spot in a forest is best for it. What happens at this place would not happen if the inn were too frequently patronized. This inn is a place to stop for the night -- one of many such places that dot the Realms. You can make it into a curiosity only, or use it to start an adventure. You may have to adjust some details to fit this into some locales.

But it is written one could place it where one wants.
I feel it's not a canon lore. Is it ? What is the way to understand the article ?

thanks for reading.

"Today is a good day to smile",
Fillow Big'n'Book Mahlemiut 'Lead-dog', Son of Garl, Wanderer of the Masked Leaf and Namer of Oghma.

- Fight in the arena and have fun ! :
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I am a French FR fan, so please forgive my lapses in English language and do not hesitate to correct me. Thanks a lot.
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Wooly Rupert
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Posted - 08 Oct 2008 :  21:55:38  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Fillow

There is an inn which is described in one of these articles (despair on tap).
quote:
The Bird in Hand Inn exists anywhere on a road that people travel occasionally, but a remote spot in a forest is best for it. What happens at this place would not happen if the inn were too frequently patronized. This inn is a place to stop for the night -- one of many such places that dot the Realms. You can make it into a curiosity only, or use it to start an adventure. You may have to adjust some details to fit this into some locales.

But it is written one could place it where one wants.
I feel it's not a canon lore. Is it ? What is the way to understand the article ?

thanks for reading.



As I recall, the Adventure Locale series had no set location for any of the articles -- so they could be dropped anywhere. I also seem to recall that most of them felt overly generic, as if they'd been written for no specific setting, and then had a Realms detail or two tossed in, so that they could be called Realms articles.

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Ashe Ravenheart
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Posted - 08 Oct 2008 :  22:14:19  Show Profile Send Ashe Ravenheart a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Fillow

There is an inn which is described in one of these articles (despair on tap).
quote:
The Bird in Hand Inn exists anywhere on a road that people travel occasionally, but a remote spot in a forest is best for it. What happens at this place would not happen if the inn were too frequently patronized. This inn is a place to stop for the night -- one of many such places that dot the Realms. You can make it into a curiosity only, or use it to start an adventure. You may have to adjust some details to fit this into some locales.

But it is written one could place it where one wants.
I feel it's not a canon lore. Is it ? What is the way to understand the article ?

thanks for reading.



As I recall, the Adventure Locale series had no set location for any of the articles -- so they could be dropped anywhere. I also seem to recall that most of them felt overly generic, as if they'd been written for no specific setting, and then had a Realms detail or two tossed in, so that they could be called Realms articles.



Interesting. Because, per the books themselves, the Expedition to Undermountain, Expedition to the Demonweb Pits, Expedition to the Ruins of Greyhawk and the Expedition to Castle Ravenloft were set up to be "put anywhere" and not just their respective settings. So, does that mean the details of Undermountain are NOT canon? (The overall effect of Halaster's death would be, since it's mentioned in GHotR.)

I actually DO know everything. I just have a very poor index of my knowledge.

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Alphabetized Index of Realms NPCs
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Wooly Rupert
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Posted - 09 Oct 2008 :  01:39:33  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Ashe Ravenheart

Interesting. Because, per the books themselves, the Expedition to Undermountain, Expedition to the Demonweb Pits, Expedition to the Ruins of Greyhawk and the Expedition to Castle Ravenloft were set up to be "put anywhere" and not just their respective settings. So, does that mean the details of Undermountain are NOT canon? (The overall effect of Halaster's death would be, since it's mentioned in GHotR.)



It is canon. It's one of those few odd products that don't have the FR imprint but are still considered canon -- like the original (REF5) Lords of Darkness, the Bloodstone modules, the Desert of Desolation modules or the original OA modules.

The "drop them anywhere" aspect was done to increase sales. There was a perception (right or wrong, I don't know) on WotC's part that some DMs avoid setting-specific material, either because they don't like the specific setting and/or because they prefer generic stuff for their homebrew settings. By marketing the modules as generic, they hoped to increase sales.

Expedition to Castle Ravenloft was a bit different; it was a return to the original, generic I6 Ravenloft module (considered one of the best ever), instead of a return to the setting that later spun off of the original module.

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The Sage
Procrastinator Most High

Australia
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Posted - 09 Oct 2008 :  02:03:44  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Ashe Ravenheart

Interesting. Because, per the books themselves, the Expedition to Undermountain, Expedition to the Demonweb Pits, Expedition to the Ruins of Greyhawk and the Expedition to Castle Ravenloft were set up to be "put anywhere" and not just their respective settings. So, does that mean the details of Undermountain are NOT canon? (The overall effect of Halaster's death would be, since it's mentioned in GHotR.)



It is canon. It's one of those few odd products that don't have the FR imprint but are still considered canon -- like the original (REF5) Lords of Darkness, the Bloodstone modules, the Desert of Desolation modules or the original OA modules.
It is indeed canon according to the Realmslore. As Halaster's death, previously referenced in the Expedition to Undermountain module, was noted in Grand History of the Realm. And Rich Baker also said this event was considered Realms canon before the publication of GHotR.

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Edited by - The Sage on 09 Oct 2008 02:04:40
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Fillow
Master of Realmslore

France
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Posted - 09 Oct 2008 :  05:26:15  Show Profile  Visit Fillow's Homepage Send Fillow a Private Message  Reply with Quote
I believed authors wrote something like that in their articles : "You can place this where you want in the Realms, but if you want, North of Westgate could be a perfect place". I think I read it a few days ago in a 4E Dragon article.
So a DM could know where is the canon place and he also can place it anywhere he wants.

It was not done in every article ?

"Today is a good day to smile",
Fillow Big'n'Book Mahlemiut 'Lead-dog', Son of Garl, Wanderer of the Masked Leaf and Namer of Oghma.

- Fight in the arena and have fun ! :
La brute.com
- Feel free to take part to these projects : Post-Spellplague bibliography ; 4E index project ; Taverns and inns of the Realms ; Dogs of the Realms ; Descriptions of places in the novels ; forums, RPG, FR Abbreviations and Acronyms
- Come and have a look at the already asked questions from the Forgotten Realms Trivia Challenge

I am a French FR fan, so please forgive my lapses in English language and do not hesitate to correct me. Thanks a lot.
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Wooly Rupert
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Posted - 09 Oct 2008 :  05:55:34  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Fillow

I believed authors wrote something like that in their articles : "You can place this where you want in the Realms, but if you want, North of Westgate could be a perfect place". I think I read it a few days ago in a 4E Dragon article.
So a DM could know where is the canon place and he also can place it anywhere he wants.

It was not done in every article ?



As I recall, it was done for most of them. But the articles were so overwhelmingly setting-neutral that it didn't matter where they suggested, it still didn't feel like it really belonged there.

Since these are just potential hooks for DMs, and the Realmslore in them is non-existent, then I'd not worry about them. With nothing tying them to any one spot, and none of them containing lore that was ever used elsewhere, the articles can safely be left out of any lists of canon material.

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Fillow
Master of Realmslore

France
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Posted - 09 Oct 2008 :  06:44:06  Show Profile  Visit Fillow's Homepage Send Fillow a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert


Since these are just potential hooks for DMs, and the Realmslore in them is non-existent, then I'd not worry about them. With nothing tying them to any one spot, and none of them containing lore that was ever used elsewhere, the articles can safely be left out of any lists of canon material.


Right.
Thanks Wooly.
Have a good day.

"Today is a good day to smile",
Fillow Big'n'Book Mahlemiut 'Lead-dog', Son of Garl, Wanderer of the Masked Leaf and Namer of Oghma.

- Fight in the arena and have fun ! :
La brute.com
- Feel free to take part to these projects : Post-Spellplague bibliography ; 4E index project ; Taverns and inns of the Realms ; Dogs of the Realms ; Descriptions of places in the novels ; forums, RPG, FR Abbreviations and Acronyms
- Come and have a look at the already asked questions from the Forgotten Realms Trivia Challenge

I am a French FR fan, so please forgive my lapses in English language and do not hesitate to correct me. Thanks a lot.
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Brimstone
Great Reader

USA
3290 Posts

Posted - 09 Oct 2008 :  22:42:11  Show Profile Send Brimstone a Private Message  Reply with Quote
-Wow! talk about thread Necromancy!


BRIMSTONE

"These things also I have observed: that knowledge of our world is
to be nurtured like a precious flower, for it is the most precious
thing we have. Wherefore guard the word written and heed
words unwritten and set them down ere they fade . . . Learn
then, well, the arts of reading, writing, and listening true, and they
will lead you to the greatest art of all: understanding."
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