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tauster
Senior Scribe

Germany
399 Posts

Posted - 22 Aug 2004 :  12:54:05  Show Profile  Visit tauster's Homepage Send tauster a Private Message  Reply with Quote  Delete Topic
i plan to accord my players a griffon, but had to find that only very few information about those aerial steeds is available (or i looked in the wrong places).

background information:

our campaign plays in mistledale (1370/71 DR), the party is around level 9. though the focus of the campaign is the underdark (the night below- campaign), i want to provide them with a means of faster travel. the two wizards will soon try to learn the teleport-spell, so i prefer something mundane that would enable not only those two to travel around; between the underdark-sessions, much time is used for procurement of equipment, and while mages are busy researching new spells ad lore, the non-wizards should be able to travel around faster than on horseback (without over-using faeruns many portals, which should stay a rare and wondrous thing).

in the coming session, some of the party plans a trip to waterdeep: one mage who is a member of a trading company wants to contact some of the company´s trading partners there, and three pc´s decided that a sightseeing-trip in the city of splendors is well worth the several hundred gp the trip is likely to cost, even in the midst of winter.
my plan is to give them the possibility to acquire a griffon in the city. waterdeep boasts a griffon-guard of about 20 steeds and several dozends privately owned griffons. after some days in the city (and after "someone" (haven´t decided yet who exactly it will be, possibily one of the npc from the list below) found out that they are a) trustworthy, b) have the funds and c) live in pastoral, untroubled mistledale, they will be approached by "someone" who offers them the following bargain:

they can buy a griffon, expertly trained as riding steed. Goldwing served for decades (centuries, truth be told) in waterdeeps griffon-guard and is accustomed to live around humans, non-humans and, very important, horses. he does not attack horses at sight, as wild griffons are apt do to. because of his advanced age, he has become quiter- some actually say dignified. he accepts not everyone as rider, but after one spends some time with him he will get used to his new "partner". that can provide for some very good roleplaying-opportunities, i believe.

Goldwing is too old to be used in battle, and has developed an aversion to thunderstorms and generally, bad (rainy) weather. he shouldn´t be ridden too long, as he becomes more and more shortwinded- a thing his pride would never allow to show, so on long voyages he would rather exhaust himself to the point of death than to demand a break. what´s more, Goldwing should be given a large and lofty nest (stable), not a small crate! [background: one of the wizards plans to build a tower at the farm the party´s two wizards acquired. a griffons nest on top of the tower should be quite impressive...]

i looked for information about griffons and found only the entries in the monstrous compendium (both 2nd and 3rd edition), which stated that a young griffon would cost about 5.000 gp, while a trainer charges another 1.500 gp. what would a fully-trained (but hampered due to old age) griffon (like Goldwing) cost?
i´d say, complete with saddle and tack, a proud steed with such an outstanding family tree (he sired about a third of the most excellent griffons in waterdeep)... 10.000 gp. ["...and that would be cutting my own throat!" -sorry, coulnd resist ]

the selling "someone" of course would demand that Goldwings accommodations are first class- "a fine and proud steed like him deserves nothing less!". from time to time, his old rider and friend will drop over (visiting from waterdeep, riding one of Goldwings offspring) to look after the griffon, just to remember the old times when both flew over the city. [again, potential for roleplaying, news-swapping and side-adventures...]

my questions:
- what would keeping a griffon cost?
- how much and what will he eat? one sheep per day is my guess...
- how old can griffons become? i read somewhere something about "several [human?] generations, but nothing more palpable.


i also have "the ecology of the griffon" from dragon #161. here is what else i found so far, primarily from "City of Splendors". can you provide other sources? everything would be appreciated!

Griffons in „City of Splendors“ ("City of Splendours" boxed set)

NR 193/ DR 1235: Waterdeep is besieged for nine months by the largest orc horde in recorded history. The city is spared when Ahghairon and his generals introduce griffons as flying steeds for the army, allowing them past the orcs to gain food and aid outside the walls.
P. 30 Campaign Book

Mount Waterdeep: The mountain is a bald, rough crag, topped by a lookout tower and griffon-steed eyrie; on its seaweed flanks are emplaced eleven gigantic triple-catapults
for hurling loads of rock and burning material out to sea against attacking ships. It is pierced by several seacaves, connected by tunnels of great antiquity whose creator is
unknown, and formerly used for smuggling - but now controlled (and guarded) by the city guard, and used by the Lords in secretive operations. The South Seacave, in particular, leads down to Skullport.
P. 46 Campaign Book

Mount Waterdeep: This large, lone peak protects Waterdeep from the worst of the seawinds and provides protection in the form of lookout towers for the city and its environs. There is an eyrie manned by the guard that stabeyond bles griffon steeds, providing Waterdeep with aerial protection from dragons and other flying menaces.
P. 5, Adventurer´s Guide

Warrior´s Monument (City Map Location CD5): This is a 60-foot-high impressive stone sculpture depicting a circle of three men and two women striking down trolls, orcs, hobgoblins, bugbears, and barbarians, all of whom are falling backward – outward - all around them. Seven years ago, the statue was renovated and magically altered to add
a griffon-rider flying above the other warriors and spearing a minion of Myrkul (to commemorate those warriors who perished against the onslaught of Myrkul´s invasion during the Godswar).
P. 57 CB

Family Name: BELABRANTA (BEL-ah-brahn-tah)
Prominent Members:
Patriarch: Huld Belabranta
Consort: Alith Belabranta
Heir: Moedt Belabranta
Trade & Interests: griffon breeding & taming, hunting
Arms: field: white
stream: light blue
netting: purple

Belabranta, Huld: (NE hm W16) Known as the “Dark Enchanter”, Lord Huld Belabranta is a powerful mage with a taste for power. Lord Huld uses anything from information to magic to steal power and wealth from others while he jealously hoards his own. Tavern tales say he was once a smiling, generous host years ago, but something dark now infests his home and his soul.Belabranta, Kerryn: (N hm T5) Second in line for the family legacy, Kerryn has been estranged from his father for years. Living in his own townhouse in Castle Ward, he is a friend of Arilos Amcathra and is the best griffon-tamer in the Stablemasters´ and Farriers´ Guild.Khaernos, Rycc: (CE hem W2; CHA 17) Though he seems as innocent as a child, Rycc uses Huld´s paranoia and his position as Huld´s apprentice to keep him at odds with his sons, hoping to inherit some money and power as a “more-worthy heir” of the Dark Enchanter. P. 11 Who is Who in Waterdeep


Family Name: GUNDWYND (GUND-wind)
Prominent Members:
Patriarch: Maurgosz Gundwynd
Consort: None
Heir: Jynnia Gundwynd
(eldest child)
Trade & Interests: the capture, training, and breeding of hippogriffs (and other aerial creatures, as steeds)
Arms: field: white
spiral winds: red (outer),
orange (inner)
sun: gold

Gundwynd, Jynnia: (LG hf F0) Jynnia is a muchcourted woman of nobility, but she rejects her suitors once she finds they are only attracted to her flame-red hair, beautiful features, and inheritance. She wishes to be respected for her intellect and an uncanny aptitude for spatial geometry. She is also a champion rider of hippogriffs,griffons, and horses.Gundwynd, Maurgosz: (LG hm F3) In his youth, Maurgosz was a fighter who spent time in Undermountain (his tales of adventure are what led his son Myrnd to form the Deep Delvers). With his family fortunes dwindling, he has spent the past few years attempting to get the Lords and the guard to accept hippogrifs as aerial steeds for Waterdeep, claiming they are easier to handle than griffons (and less threat to horses). His arguments are not falling on deaf ears, but city policies are slow to change. P. 15, Who is Who in Waterdeep

37. The Stablemasters´s & Farriers Guild
Master: Belihands MaskeróSenior Master (LG hm F0)
Headquarters: The Guild Paddock, Walltower Walk, Trades Ward (T34)
Livery: Deep blue hats with white plumes
Entrance: 15 gp
Dues: 3 sp/month
Contact: the Master

This guild represents all who breed, train, capture, tame, house, and tend horses and other riding animals, including aerial steeds (but not aquatic creatures, lizards, or great cats), and sets standards for such care. The guild also provides its members with veterinary aid, and cheap rates on feed by buying in bulk. The guild maintains a registry of pedigrees and brands to discourage theft and aid the watch in tracing animals if they are stolen. Prices for guild membersí mounts are given in the AD&DÆ 2nd Edition game rules. Such businesses do take exhausted mounts for a lesser, “trade-in” value.
Guild member Jhalathan Ilzoond is considered the finest griffon-tamer in the city, but owns only one such steed himself, which is housed at Castle Waterdeep and hired by the guard. The guard is the largest owner of griffons in the city; it stables over 20 in the eyrie on Mount Waterdeep, and another six (plus Jhalathanís beloved “Firebeak”) at the castle. There are perhaps three dozen known aerial
steeds regularly in Waterdeep in the private hands of residents, including pegasi, hippogriffs, and wind steeds. Members of this guild trained almost all of these.

P. 54, Who is Who in Waterdeep

Landmarks
The primary landmark within Castle Ward is, of course, Mount Waterdeep. The lone, high mountain shelters much of the city from the full wrath of the sea storms, though it protects the city from other dangers as well. The Mount is riddled with tunnels and caverns, the mysteries of which are imponderable to the average citizen and dangerous enough to tighten the throat of the doughtiest guardsman. It is rumored that, for this very reason, the city guard keeps a detachment within the Mount at all times, keeping civilians out of the mountain (and things from coming out into the city . . . ).
Castle Waterdeep, the Mountain Tower, and Peaktop Eyrie are the first and last defenses for the city, set high
above the city on the mountain. In these buildings, as well as in Mount Waterdeep, the city guard keeps armories, the city´s principal granaries, and stables its flights of griffon steeds. These caverns connect Castle Waterdeep and Peaktop Eyrie (the main landing and springing-aloft area for the griffons) - rumor has it that the tunnels also connect to Piergeiron´s Palace and Undermountain, the subterranean city-dungeon beneath Waterdeep.

P.18, Adventuer´s Guide


City Guardsman, Air Corps
Limitations: As standard guardsman.
Description: As standard guardsman, though these soldiers are the elite forces that ride the griffons and provide
aerial defense for the city.
Weapon Proficiencies: As above, though a horsemanís flail or mace or a spear are mandatory weapons needed to fight on griffonback.
Nonweapon Proficiencies: The only additional skill for these guardsmen is Riding, Airborne. This compulsory skill
is limited specifically to griffons, though riders can train on other flying animals later.
Equipment: As above, including all proficient weapons.
Races: Humans, elves, half-elves; all other races are too small or too big to be effective griffon-riders.

P. 32, Adventuer´s Guide



... and from http://www.geocities.com/TimesSquare/Castle/2566/waterdeep.htm "selected NPC´s of Waterdeep":


Belterym Vhost (NG HM F12/P4 of Lathander)
Knight-Champion of Lathander. Knight of the Golden Radiance, "The Morninglord's Mainstay." Belterym is the appointed champion of the Waterdhavian temple of Lathander, and he looks every bit the part. Tall and handsome, with golden hair and beard, and a dashing smile. He wields two items of the faith, the broadsword Azoulviir "Blade-of-Light" (an intelligent sunblade +3) and the golden mailcoat Suurndyn "Lord's Protector" (elven chainmail of spell-turning +2), and rides the griffon Lightwing. He is attended to by his two companions, the squire Ilimar Eltarthyn (NG HM Aris3/F2) and the herald Forndyke (NG GM B6).

Haelryn Hadzrimn (LG HM Exp5/F5)
A young civilar (captain) of the Guard. Haelryn was recently awarded command of a flight of griffon-riders, and is swiftly becoming known as an excellent trainer of the magical beasts as well. He has tamed and trained his own mount, Dancingdawn, well enough that the pair often delight crowds at the Field of Triumph with their aerial feats and acrobatics.

Jansezthryn (LG HF Exp1/F6)
An veteran armar (serjeant) of the Waterdhavian griffon corps. Rides the griffon Anthelmryn ("Wings-of- Light").
Jardwim (NG HM Ra17)

The Grey Walker, Elf-Friend, Far-Sighted. Leader of Force Grey. An intense, highly-focused individual, Jardwim is very prideful and competitive, and hates to lose or even to be fooled by anything. Originally trained as an acolyte of the god Torm, where, before the call of the wilderlands overtook him, he showed signs of promise. He still bears with him the precepts of honor, duty, and loyalty, and highly prizes these qualities in others. He is a strict taskmaster (as his squires and three sons can attest to), but is also often found at the forefront of any endeavor, leading by example. Jardwim maintains an estate, Silvern Ley, on the banks of the Dessarin (the unofficial gathering place for the Grey and the place where many of their initiates are trained). He commonly travels with the two trained blink dogs Koros and Valos, and owns a griffon steed, Nobleheart. Wielder of the spellblade, "Aten's Blade." [Source: City of Splendors - Campaign Guide, p.74. Name/Occupation given. Additional detail by me.]


Onthis Calamourn (LN HM Aris2/F6)
A minor noble of the Silmerhelve clan (by marriage to Faerûne Silmerhelve). A civilar (captain) of the Waterdhavian griffon corps. Rides the griffon Obsidian. Haughty and condescending, believes the griffonriders to be the paramount defenders of the city.


Edited by - tauster on 22 Aug 2004 13:05:14
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