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Showing posts with label Thoughts. Show all posts
Showing posts with label Thoughts. Show all posts

Monday, March 6, 2023

Community Spotlight: The Sembian Revival by Longwinded One

This is first in a series of short articles I will be writing to showcase some of the great fan-made Forgotten Realms content out there. Considering I am a fan and the community here is rather small, I still find it is helpful to have some sort of camaraderie with other members in the Realms fandom.


So first and foremost, I want to highlight a fun podcast by the Longwinded One, website here (YouTube if you prefer). Specifically, the fourth season which is titled The Sembian Revival. It is a sort of audio drama about Sembia in 1491 DR, a sort of follow-up to the Erevis Cale novels, particularly the last one, The Godborn. It was released in short episodes, originally based off the events of a campaign played around a table before being messed with to create a story in podcast form. The whole thing can be listened to on platforoms where podcasts are hosted, such as Spotify and Apple Podcasts. Each episode can also be listened to on YouTube. There is a final episode, number 200, which is all of them combined to make a more than five-hour long experience somewhat like a short novel.

This is a story that will take you on a tour of Sembia and even some close locations like Battlerise, Cormyr. It is very well researched and put together. Fans of epic campaigns will not be disappointed. 

The one thing left out of the final episode are all the interviews the host, Jared, was able to put together throughout, including talking with Realms names like Ed Greenwood, Philip Athans, Richard Lee Byers, Dave Gross, John Pruden and Clayton Emery. There are also interviews with the cast, so you can get to know them. Of all the content I have watched in recent years, this just might be the most underrated. Almost no one knows about this show, and I think many Realms fans would enjoy it considering the dearth of novels and other lore heavy materials today.

I know that there was a follow up campaign in Cormyr, and maybe someday we will get a similar audio drama in podcast form going over those events. I would be ecstatic if that happens, but for now, go and check out The Sembian Revival from Longwinded One.

It is also worth noting, that it was my conversations with Jared that led to this blog being created. I was reading many Forgotten Realms novels as I was rocking my newborn daughter and in conversation with him on Twitter. That was almost three years ago, to the day, I created this blog.

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You can track my current progress here.

Monday, December 19, 2022

Genesis: The First Stories of the Forgotten Realms

Hail, and well met! Many know that Ed Greenwood created the Forgotten Realms several years before the creation of Dungeons & Dragons. It would become the premier setting for the game in 1987, but was introduced to readers of Dragon Magazine in the early 80s. We have previously reviewed the first D&D novel in Quag Keep, but we have not talked about the beginnings of the Forgotten Realms. 

According to Greenwood, by 1974 the Forgotten Realms already had sixteen published stories and a gazetteer, and that number was at twenty-two in 1975.

The first story ever penned by Greenwood was "One Comes, Unheralded, To Zirta", written in fragements in 1965 and finished in 1966, at the ripe young age of six. I made a whole video about this story on my YouTube channel, but to help you out here. It's a sword & sorcery tale about meetings of many famous Realms characters in a tavern in Zirta, south of Scornubel. Character's such as Mirt, Durnan, Alustriel and Storm, Elminster, and Filfaeril Obarskyr meet and make their first appearances. It's a really short yarn, one I heard about from the Jeff Grubb's foreword to Realms of Valor (1993). I later discovered it was later found and published in The Best of the Realms II: The Stories of Ed Greenwood (2005).

Recently, Greenwood listed some of these stories. Of the sixteen published before D&D's conception, he lists twelve, and ten of those have Mirt as the main character:

These were published in small magazines or chapbooks. I do not know the names of these small publications, but Greenwood did assure me there are copies still out there. Someday, I would deeply like to read them. The genesis of the Forgotten Realms is very important, as Greenwood took his influences, such as Sword & Sorcery fiction, and took part in mythopoeia to create one of fantasy's most lasting worlds.

Greenwood's List (Just in case Twitter explodes sometime in the future):
The Box of Dreams (1966)
Vultus Triumphant (1966)
Too Old a Wolf (1967)
The Bringer of Doom (1967)
Hazanth’s Trifling Error (1967) 
The Sword That Sang (1967) *
How Silent the Spectre (1968) *
How Vrackmulkyn Learned The Truth (1968) 
Mirt and the Dragon Inexorable (1969) 
Too Many Ghostly Knights (1969) 
The Last Mistake of Voroon Ouz (1969) 
Nine Swords Unaccounted For (1969) 

*Not a Mirt story

Hemvar Crostiful
18 Nightal
Year of the Scroll
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You can track my current progress here.

Monday, August 2, 2021

Taking a Look at Magic the Gathering’s Adventures in the Forgotten Realms

 I haven’t played Magic the Gathering (shortened to just Magic or abbreviated to MTG) in years, I don’t plan to change that. I did decide to get some packs of the new set that features the Forgotten Realms, called Adventures in the Forgotten Realms. 

Goin in, I was mostly interested in cameos of named characters. I have mixed feelings on what we got. Fans of Drizzt will likely be satisfied, as well as fans of the comics, but novel fans will mostly be disappointed with little exception. 

I was overall happy with the themes of dungeon crawling, and the class cards are interesting. I appreciated all the spells from the game thrown in, and the classic monsters as well: dragons, beholders, rust monster, etc.


Right off the bat, Drizzt, Bruenor, and Farideh do appear. We also have cards for characters from some comics, such as Minsc and Krydle. There was also a party of four introduced for the set, Ellywick Tumblestrum, Hama Pashar, Nadaar, and Varis. Something I see as making sense since the lore mess that is fifth edition leaves us, we also get some Greyhawk characters such as Mordenkainen and Acererak. 

No Elminster, no Mirt, or any of the Seven Sisters, or Myrmeen, no characters from any classic Realms work really besides Drizzt and Bruenor. It’s sad what state Wizards of the Coast has left the Realms, at this point I rather they sell the setting so it can be treated properly, instead of the flesh golem setting they have now with a world mixed with Forgotten Realms, Dragonlance, Greyhawk, and Spelljammer.

So MTG may be for you. If you are really into the lore (if you can call it that) of Fifth Edition, which would be almost exclusive to the published adventures, then this may be cool. If you're like me, and love the classic Realms, then you'll think this was poorly named. That being said, not all is lame, seeing as the cards that are present are mostly cool. Next time maybe they won't commit such a big offense and leave out Elminster again.

I realize Hasbro is in the business of making money, and I’m sure they’re excelling. I just wish it wasn’t at the detriment of lore. Until next time. 

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You can track my current progress here.

Friday, July 16, 2021

Saga of Old City - My First Experience with Greyhawk

Saga of Old City was the first official novel for the Greyhawk setting. Other works, such as Quag Keep, had been set in an early version of the Greyhawk world. Gary Gygax, who created the World of Greyhawk and wrote Saga of Old City, decided to write the Gord the Rogue novels, of which Saga of Old City is the first, after the success of Weis and Hickman’s Dragonlance books showcasing the Dragonlance setting. 

Original cover by Clyde Caldwell
Young Gord the Gutless is our protagonist. He is poor and well established in pauperhood when we meet him. He has two coins, and they are not even copper, just iron. The start is reminiscent of other tales I’ve read of young orphans that steal and live in the streets, barely surviving and not even truly living. I was surprised how much Gygax’s prose was actually fine, I was expecting worse. 

From the streets, to jail, to the hands of the Beggarmaster, Gord goes swiftly. From the first page you know this is not a kids book. Dragonlance was pretty gentle, and maybe could pass for younger audiences, though it was definitely adult as well, comparatively Saga of Old City is gruesome and harsh; though not gross or disturbing. It’s definitely a coming of age to start, rather than a grand epic.

While I found Dragonlance more epic than your average Forgotten Realms tale, The World of Grehawk is less epic. It is essentially a Sword & Sorcery setting. It's rather low in fantasy, and full of decaying civilization of humanity. One example I think illustrates
this well is that the Thieves Guild of Greyhawk is a legal venture, assuming no one gets caught and pays the tithe from stolen coin and goods to the City Council.

Gord’s coming of age somewhat reminds me of Elminster’s, though it’s really just reminiscent of the trope in general. Chapters often skip a few years and shortly we have a young adult Gord getting into trouble. Don't worry, more than half of the story Gord is an adult.

It was great fun getting to explore a little of the Flanaess, basically the Faerûn equivalent being a portion of the continent of Oerik. We experience the world through the eyes of Gord who is seeing the places for the first time. Our character Gord is exactly as described: a rogue. He’s a thief, though not really evil, he serves himself. The plot kind of follows this random going-ons of his life, which is to say its all over the place.

The rogues in this are awesome, and I particularly love their impersonation skills. It’s nice because they just need to execute the act extremely well, and don’t need to bypass a ton of magic as there is low amounts of magic and even lowish amounts of people not human. 

2008 republished version

We do have some other characters in this, my favorites being Chert and Gellor. And while relative a story of human affairs, we do see a sea serpent, a demon, and a wolfwere.

When a large group fight breaks out near the end of the book, you really can see Gygax’s wargaming experience come through in stratagem and all the particular names for weapons of all sorts, along with the specific types of armor being worn. 

Overall, this is such a fun adventure of one small thief from Old City. The story is often told in such a way that the narrator tells of the next leg of the journey at the start of a chapter before then describing how Gord got there, and then continuing with what came after he was in the predicament. It is also extremely 1e AD&D with thief ranks, bards and what not. 

“A bard has something to do with druidical studies?” 

The last couple chapters really bring the story full circle and it ends very nicely. While the plot is kind of a mystery with this novel, I do believe some things seen here will show up for the rest of the series of Gord the Rogue. It was a fun ride, and I’d recommend just going with it, let Gord take you on the adventures of his young life. There are six more books after this one and I do plan on reading them all at some point.

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You can track my current progress here.

Friday, July 9, 2021

Dragons of Autumn Twilight - My First Experience with Dragonlance


Dragons of Autumn Twilight is likely the most popular piece of Dungeons & Dragons literary fiction out there, even more so than The Crystal Shard. It is a classic novel published in 1984 by TSR, written in such a way to introduce the new setting by authors Margaret Weis and Tracy Hickman. In short, this story was very entertaining, and I am excited to continue. It was also very different than Realms' novels: more heroic, more catastrophic, more derivative of Tolkien, and so forth.


The book is divided into two parts called “books”. The first part introduces a group of friends coming back together after five years apart. They already all know each other except for a duo introduced early on in the tree top town of Solace.


A little slow at first, it always held promise to be an interesting story. The writing itself is good, and the worldbuilding is set up very nicely, giving us a feeling of a lost state for the world, where the gods are silent after a global catastrophe. The final chapters of part one had amazing endings where cities fell, gods spoke, and people were reborn. This was a grand journey, from point a to b to c, I was excited to dive right into the second part of the book.


The second “book” starts off similarly to the first, a sort of echo, which was fun. The story takes an interesting turn and we also get a couple more members added to the party, both of whom are awesome for different reasons. The intrigue that is introduced was also really fun to read since the limited views inside the characters’ heads made it difficult to guess. The plethora of characters makes it even tougher. That is one thing I liked, so many people in the party. I also forgot some on occasion. At its largest size the party has as many as twelve people! Fizban intrigued me the most, and Tanis was probably my favorite, along with Goldmoon.


I appreciated that the enemy was unique compared to typical D&D fare. Plus the gully dwarves were a nice and cute variation on the stout folk.


It was odd not taking many notes, and not being able to make connections to larger lore (not that it’s not there, I just don’t know it). Most of my notes were ideas for my own personal D&D campaigns. I’m also more interested now in Dragonlance as a setting than I have been before. I find the history of 300 years before the events of the book fascinating and those who know me know that I am a sucker for such lore and history: I need to learn more! I have question, the least of which is who is that old man?


After reading this, I definitely plan to read the rest of the trilogy, and likely some more Dragonlance novels, especially the ones that are in series with a Forgotten Realms novels. I also think I will share other D&D books I read, though I’m not going to read and rate all like I am for Forgotten Realms. I will keep track of this reading on the spreadsheet, so make sure to keep an eye out.


Have you read the Dragonlance books? How many have you read? 

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You can track my current progress here.

Monday, June 21, 2021

What was the first Dungeons & Dragons novel?

For over four decades fantastic Dungeon & Dragons novels have been published for the publics reading pleasure. For over thirty years, we’ve had novels set in the Forgotten Realms, but before the Realms became the flagship setting, there were novels for other settings, such as Dragonlance and Greyhawk.

To explore the origins of the D&D novel line, we should first touch on the campaign settings that constitute the published fantasy worlds of D&D today. The first official setting was Blackmoor in 1971, three years before OD&D was released. This was David Arneson’s world for his wargames and early D&D games. One year later, in 1972, Greyhawk started taking shape. Beyond creating these original settings, Arneson and Gygax are the co-creators of D&D as a whole. 

So back in 1978, D&D was rather young, and Advanced Dungeons & Dragons --the more direct ancestor to the current fifth edition-- was not quite a thing. While some fiction, particularly a novella published in pieces in the first editions of Dragon Magazine, had already been released, 1978 was the chosen year for the first full length novel. The author would be none other than Andre Norton, winner of a Gandalf Grand Master award, SFWA Grand Master award, and an inductee of Science Fiction and Fantasy Hall of Fame. Norton was also featured in Gygax’s famous Appendix N found in the original Dungeon Masters Gyide, which lists the speculative fiction that influenced his D&D works.This novel would be Quag Keep. It came about after Norton played a single session of D&D with Gary Gygax. The novel takes place in Greyhawk, but seeing as The World of Greyhawk wasn’t released until 1980, this is really proto-Greyhawk. 

Before its official setting release in 1980, Greyhawk had been featured in a number of adventures, such as S1 Tomb Of Horrors, S2 White Plume Mountain, and T1 The Village of Hommlet. In 1975 there was also an additional rule set released for Original Dungeons & Dragons by Gygax and Rob Kuntz titled Supplement I: Greyhawk, though it only actually makes two references to Greyhawk.

So Quag Keep, apart from being set in the still forming world of Oerth (the planet of Greyhawk, as Toril is for the Forgotten Realms), was also quite different from subsequent D&D novels. It’s an odd sort of portal fantasy, a type of fantasy with the most popular example being CS Lewis’s Chronicles of Narnia. People from our world are somehow, in a magical way, transported to fantasy-land. The plot here is really interesting, as in Quag Keep, instead of coming to Greyhawk just as normal mundane persons from Earth, in this case they take the place of the fictional D&D characters, specifically ones designed by a new miniature company. Somehow this company transports the players into this fictional world for real. The novel actually features dice, attached to an un-removable brace on each of the seven characters. These dice roll during key moments of fate. The players/characters are bound by geas to complete their quest, this geas bringing the unlikely companions together. There is also an interesting take on alignment, which involves certain smells that go with people of chaos or law.


It's an odd mix of science and fantasy, and the blurb on the back even describes it as so; along with calling D&D a wargame, which may seem odd to those who know it as "the world's greatest role-playing game" (See Jon Peterson's The Elusive Shift: How Role-Playing Games Forged Their Identity for more on this). At the end of the novel, many questions are left unanswered, though there is a sequel where some could be answered: Return to Quag Keep was released in 2006 by Andre Norton posthumously and Jean Rabe.

Being the fist novel for D&D marks Quag Keep as a special book. Its success for the medium paved ways for Weis and Hickman's premier Dragonlance novel Dragons of Autumn Twilight, in 1984 and the first Forgotten Realms novel by Douglas Niles in 1987: Darkwalker on Moonshae.

I read Quag Keep in my off time from posting in the last few months after finding it for $2 at a used bookstore. I have yet to read the sequel, but I would like to eventually, and I'm interested to see if it continues along in the proto-Greyhawk world, or in the later more fleshed out and final version.

What was your first D&D novel? Have you read Quag Keep? Let me know! My next article I hope to explore some of the lore and other things that can be had in the upcoming release of the video game Dungeons & Dragons: Dark Alliance. I would also like to take a moment to notify any readers that I will now be posting on the first and third Mondays of every month to put less of a burden on my already busy schedule. I may also throw in bonus posts every now and then, so keep an eye out.
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You can track my current progress here.

Wednesday, April 7, 2021

Where to Start? Reading Forgotten Realms' Novels

 I often have people ask me about my goal of reading all Forgotten Realms novels, and when they discover that it’s 294 books (292 + 1 Ravenloft and 1 Spelljammer book) I want to read, they ask me where they should start if they wanted to read some. Here are some suggestions to the unsullied of Faerûn. If you would like some ideas on where to acquire any of these novels, you can read my recently posted buying guide here. As of writing this, I have read over fifty novels set in the Forgotten Realms, and I will likely update this as I read more.

a portion of my Forgotten Realms novels


Ed Greenwood Presents Waterdeep
is a great series of standalone novels set in the City of Splendors along the Sword Coast: Waterdeep. While these are Fourth Edition novels (known for large changes in lore), the enjoyment of this series has aged well compared to some other lore from the time. Each story tells a different tale generally focused around a certain section of the city: Blackstaff Tower being largely about the tower of the famed archmages, the Blackstaff of Waterdeep; City of the Dead being about the city's cemetery and its hauntings; and so forth. There are no recurring characters or plot-lines, making each story standalone if you decide not to read all six. You can read my full thoughts on the series here.

Sembia: Gateway to the Realms was marketed as an entry point to the Forgotten Realms novel line that has espoused hundreds of novels. It succeeds in being accessible while giving a large array of stories set mostly in and around Selgaunt, Sembia. The first book is an anthology of short stories introducing each character the books are about, which may help you decide which characters you are interested in. This has been one of my favorite series, and you can read my full thoughts here.

The Finder’s Stone trilogy is a classic adventure featuring a dinosaur-like bipedal paladin and an artificial human fighter crafted by an evil cult, a dark god, and a nameless bard. The second novel in the series is more of a murder mystery than the high adventures of the first and third novels, but they are all great fun. Read my complete thoughts here.

The Erevis Cale trilogy is great for fans of dark fantasy. Erevis Cale is a butler for a noble house in the merchant nation of Sembia. He is also a rogue who is a priest of the God of Thieves, Mask. While his origins as a priest are explored in the second book the the Sembia series, Shadow's Witness, you can easily start with the first book of the trilogy, Twilight Falling. If you enjoy it, there is even a sequel trilogy that I'm currently reading, and enjoying more than the first. Read my thoughts here.

Elminster: The Making of a Mage has an easy learning curve to follow, since you can basically ignore the vast majority of proper nouns thrown out as it takes place over a thousand years before almost every other novel. There are sequel novels I have yet to read, but this is a nice origin story to Merlin/Gandalf of the Realms, and classic by the creator of the setting himself. Read my full thoughts here.

Venom in Her Veins is easy because it is a standalone, and is kind of leaning towards being a young adult novel, as a sword & sorcery coming of age. It's a quick tarry into the Underdark, and deals with denizens of the Far Realm, a merchant house of Delzimmer, and has some good yuan-ti and dragonborn characters. Read my full thoughts here.

Where are you going to start? What novels do you recommend to beginners? What have you read that you've enjoyed?

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You can track my current progress here.

Sunday, March 14, 2021

Thorass' Missing Dental Fricative Character

The most common alphabet in the Forgotten Realms once had a letter for "th"; now it doesn't, what happened to it? Alae, and well met! This is the Forgotten Realms Lyceum where we study all things Toril and Faerûn.

First Edition scripts, including the missing "th"

English uses an alphabet that manages to represent all the sounds of the language, while not having a letter for each sound. For example, English uses the digraph "th" to make the voiceless fricative (θ, as in thorn), voiced fricative (ð, as in father), and sometimes --"foll[ies] without warrant"-- just "t" (though actually sometimes for etymological reasons, such as the name Thomas). During the Old English period, English had a separate letter to represent where we now use the diprah "th". There were actually two, and they both could represent either the voiced or voiceless dental fricative; they were eth and thorn, written as ð and þ (both are still used in Icelandic).

In the Forgotten Realms, Thorass is a langauge, a langauge family, and an alphabet. The language, Thorass, was also known as Old/Auld Common, and is the pidgin common tongue's direct ancestor. It was a mix of Alzhedo and the ancient tongue of Jhaamdath. The language family therefore included Thorass, Common, as-well as Chondathan. 

Fifth Edition


The Thorass script is analogous to the Latin/English, as there are only twenty six letters like the modern English alphabet. While in Faerûn, Thorass was the common script for most human tongues, including Turmic, Chessentan, Illuskan, Durpari, etc. The script itself was derived from the Untheric runic syllabary, which we do not have any examples of.

"Hwæt, we Gar-Dena in gear-dagum,

þeod-cyninga þrym gefrunon,

hu ða æþelingas ellen fremedon." (Beowulf lines 1-3)

Third Edition
In reality there are twenty six letters now in the current Fifth Edition Sword Coast Adventurer's Guide. In the First Edition campaign setting "Grey Box", there were in fact twenty seven. These twenty seven are also present in the Second Edition box sets. It is when we get to Third Edition that the letter representing "th" was dropped. There are other things, mostly forgotten with time, since back in the Advanced Dungeons & Dragon days only a handful of languages were written, and most were just spoken languages.

A piece I made for fun, which utilizes the old "th" character,
 transliterate as you wil
l

Espruar (the elven script) and Thorass were also changed drastically in Third Edition, and with the returning to roots of Fifth Edition, Thorass and Espruar went back to their AD&D versions minus, the "th" letter for Thorass. Sadly this will likely not return, as it is harder for English speakers to recognize and understand. Welladay, as a student of language, I appreciate the original work put into making a script that was not a complete copy of the English. Vlandranna, someday we will get the missing character back.

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You can track my current progress here.

Saturday, January 30, 2021

Faerûn and Immersion Through Rechristening

High Librarian Hemvar Crostiful, of the Master's Library, sent from the Reading Room, Earthfast Mountains, thirtieth of Hammer, Midwinter's Eve, The Year of the Wrathful Eye (or 30 January 2021 CE/AD on Earth)

Just as New York was once New Amsterdam, and Istanbul was known as Constantinople once upon a time, there is a long timeline of history to Faerûn of the Forgotten Realms. Today I just want to briefly touch on some of the people, places, and things that once had a different moniker than we might be presently used to. This is important because rechristening gives a sense of depth and reality to this constructed world of the imagination. Just as someone can be a Middle-earth scholar (as opposed to a Tolkien scholar), there are students and disciples that study the ancient lore of the Forgotten Realms.

I would like to especially thank the scholars and sages of Candlekeep for some of the information brought to light when I was compiling this treatise.

Since the creation of Abeir-Toril many things have changed. The Days of Thunder are gone and the world sundered. The Cradle of life, the translation of Abeir-Toril from the language that is an archaic predecessor to Aragrakh. That world created so long ago is split and we now live in just Toril, "cradle, home, dwelling-place, welcoming arms, cauldron"; a fitting name as it is.The Dawn Age is past and almost lost to antiquity. Many things have changed, beyond just words and names, but the land itself. I will not bore you with how Merrouroboros was the land that now constitutes Faerûn, Zakhara, Kara-tur, Maztica, Laerekond and all the lands of Abeir and Toril in their present shapes. Long has time ran since the Crown Wars and the tel-quessir split from one body.

To things more obviously relevant in our day, things more easily comprehensible and not so distant in the annals of weird are some certain rechristenings. Let me touch on a few:

House Do'Urden of the execrable, Araumycosian city of the Northdark, Menzoberranzan is a primary example. My information, presumably holding true, has this house being destroyed in the savage wars among the drow in the Year of the Weeping Moon, 1339 DR. Before their destruction, centuries of history exist. As this house was likely founded almost four thousand years prior to our current reckoning systems instatement, shortly after the cities founding. Do'Urden's ancient name is Daermon N'a'shezbaernon.

Erevis Cale, Chosen of Mask, keeping with the same relative theme, once was known by a different name, say sources from the Dragon Coast. Vasen Coriver was an assassin and member of the Night Masks guild of cutpurses and cutthroats. I also hear, interestingly, that he is also a learned linguist, trained by one Theevis. Regardless, when he fled his position and role in Westgate, he made way to Sembia and changed his name before working for the underworld Night Knives and the noble House Uskevren.

While on Sembia, the current protectorate of Netheril, there are some similarly intriguing renamings. 

Selgaunt, a city administrated by the Hulorn and his Proxy, is a metropolitan merchant city ran by the wealthy houses of the Old Chauncel. This group is what gave the city it's former name of Chauncelgaunt. Selgar was a wise merchant-leader of Sembia. He helped the country grow in its infancy and prosper with trade. Upon Selgar's death, he was buried in Chauncelguant and the city was renamed in his honor.

Saerloon has a similar tale to Selgaunt's. The city was once Chondathan, named for the first humans who came from Chondath of the Vilhon Reach to displace the elven inhabitants. Saer was another sagacious merchant-king, and Saerloon was renamed in his honor, just as the smaller settlement Saerb was named for him as well.

Ordulin is as old as the Dalelands, and this is because it was once part of the Dales known as Moondale. Rauthauvy’s Road’s southern terminus was Moondale at its construction in the Year of the Watching Raven, 913 DR. By the Year of the Minotaur Paladin, 1067 DR, it was annexed by Sembia and renamed Ordulin.

Staying near the Sea of Fallen Stars we continue with-

-The Moonsea, of which great cities such as Zhentil Keep, Hillsfar, Phlan, Mulmaster, and Melvaunt find their home was once known as The Dragon Sea. This is little written on this particular older name for the Moonsea, though it may have likely been named so for the Dragonspine Mountains to the north and west of the body of water. It may have been renamed sometime after 112 so as not to be confused with the Dragonmere.

Daggerdale was formed in 569 DR, the Year of Tumbled Bones from Hlontar, itself from the ruins of the nation of Teshar which had been a refuge of the surviving Netherese states of Anauria, Asram, and Hlondath and was called Merrydale. With the rise of the Morn family, In 796 DR, the Year of Grey Mists, the family renamed the land Daggerdale, after its traditional dwarven name. 

Zhentil Keep was founded as an impermanent encampment around the Year of the Fanged Beast, 640 DR, to facilitate trade with the dwarves of Tethyamar at a reasonable distance away from Thar (where Zhentil Keep received its moniker Thargate). In the Year of Stagnant Water, 747 DR, a permanent settlement was established by Orlephar Flostren out of the previously discussed Chauncelgaunt. The site became known as Flostren's Hold. A scant few years later, in the Year of Strife, 753 DR, after the death of the supposed hero, the banite Zhentar, the hold was renamed to Zhentil Keep.

Inner Sea map from Cormyrean cartographers by commission of House Mindosel of Teshar

Helgabal, capital of Damara, until the Year of the Serpent, 1359 DR, was once known as Heliogabalus.

Lyrabar, the de jure capital of Impiltur, was founded in the Year of Old Beginnings, -135 DR, by Impil Mirandor, atop the ancient dwarven hold of Felimar. At its founding it was named Impil's Tor, until in the Year of Elven Delights, 118 DR, Impil's son Ornrath renamed it Lyrabar.

New Sarshel was known as Sarshel until a few years ago when the Spellplague changed our world.

Procampur, city-state of the Vast was founded as Proeskampalar, but by the Year of Trials Arcane, 523 DR, was known by Procampur.

Tsurlagol has been sacked, burned, and utterly destroyed on many occasions, though the original settlement was almost as old as Procampur. At its founding it was known as Chessagol.

Calaunt, Vastar city-state at the mouth of the River Vesper was known as Vespermouth when it was still a village.

Veltalar, port of Aglarond, was founded in the Year of the Leaning Post, 756 DR, and at the time it was known as Velprin. During the reign of King Brindor Olósynne, the founder of his dynasty, renamed the city Velprintalar. In recent years it became known as Veltalar.

Undumor was originally an Aglarondan fortress found at the mouth of the River Umber, and was primarily a deterrent to Theskan raiders. While in the hands of Aglarond it was hight Emmech, thought it has recently been conquered by Thay and gained its current designation.

Bezantur was originally a bustling Raumviran port known as Kensten. It was taking over by the Red Wizards of Thay in the 900s DR and renamed.

Chavyondat, capital of Estagund, was known as Klionna in older annals.

The Snakewood of eastern Amn has many names. Sometimes referred by the once elven kingdom of Arundath, or the Quiet Wood. At Arundath's founding the forest was known as the Wyrmwood since its separation by dragon fire from the greater Shantel Othreier.

Cairnheim was renamed as such after the giant Dodkong re-founded Nedeheim.

West toward the Sword Coast we have

Luskan, the City of Sails, has a complicated history, but suffice it to say it was originally founded by Ruathen sailors, but was for a large amount of its history it was an orcish city named Illusk. For a brief time around the Year of the Kraken, 151 DR, it was known as Argrock when another orc horde held the city for a brief period. 

Neverwinter was settled by the people of Ruathym of the Moonshaes around Castle Never in the Year of Hoar Frost, 87 DR. Eigersstor was its name, an Illuskan word, and a century later in the Year of the Twisted Tree it was renamed with its Chondathan translation, Neverwinter. 

Waterdeep, the City of Splendors is in the precise spot of Illefarn capital of Aelinthaldaar. It is also over the netherese Sargauth Enclave, presently known as Skullport. In the Year of of Scattered Stars, 168 DR, Halastar Blackcloak established Halaster's Hold northwest of an unamed Illuskan farming community, though it was later abandoned by his apprentices flight into Undermountain. In the Year of the Blighted Vine, 482 a Tethyrian warlord established Bloodhand Hold. The Bloodhand tribe was eventually conquered by Nimoar the Reaver in the Year of the Moonbar Crest, 872 DR, who renamed the settlement to Nimoar's Hold. In 940 DR the settlement was commonly called Waterdeep, and after Ahghairon's victory in the Trollwars in 952 DR he later would become the first Open Lord of the Free City of Waterdeep, as opposed to the War Lords who once ruled.

Amphail, now known for its cattle was once known as Rowan Hold. It was established as an outlying settlement to Bloodhand Hold by Raulbaera Bloodhand in the Year of the Splendid Stag, 734 DR, after poor harvests and fierce summer fires.

Sword Coast circa -626 DR

Baldur's Gate was originally a haven for scavengers and pirates, and may still be depending on who you ask. It was called Gray Harbor by those first settlers. Later it was renamed after the famous explorer of Anchorome, Balduran, whom after returning to Gray Harbor with great riches left again never to return. Because of this, his treasure was used to build the walls around "Old Town". The harbor at Baldur's Gate is to this day still called Gray Harbor, and it spans all six districts of the Lower City.

Darromar, the sprawling capital of Tethyr, was originally a Calishite frontier town named Calimaronn. It was eventually sacked and Chieftain Mong Ithal who had the settlement renamed to Ithmong. This was later changed to Darromar, mayhap to avoid confusion with the city Ithmong of the Lapal League (itself being destroyed approximately six years past during the Blue Breath of Change).

Now onto some famous Elven instances of rechristening.

Myth Adofhaer, a Siluvanedenn city with the curious situation of being stuck in stasis rather than being run to ruin with time. Before the sun elves established a mythal in the city, it was simply known as Adofhaeranede.

Myth Drannor, the City of Song, of many a famous ballad, was once simply known as Cormanthor before its mythal was established. This helped in some ways seeing as the empire was named Cormanthyr and the forest for which it resided was Cormanthor.

Myth Ondath, the once known City of Peace is now in ruins on the edge of Tortured Lands, The Ride, the Border Forest, and the White Peaks. At its founding by the sylvan elves it was known as Yrlaancel. In the Year of the Dancing Deer, 351 DR it became Ondathel. With the erection of its mythal in the Year of the Dances Perilous, 555 DR, it was finally named Myth Ondath.

Cormanthor, the forest in which Myth Drannor is found, was once connected to the Border Forest and known as Arcorar or the Great King Forest.

The Border Forest itself was called Rystall Wood when Myth Ondath stood. With the rise of Netheril, it became known as the Eastern Forest until later becoming the Border Forest of today.

Glaurachyndaar was an Eaerlanni city in the Nether Mountains built over the ruins of an Aryvandaaran city. Unlike previous entries, this city was once known as Myth Glaurach, the City of Scrolls, until the loss of its mythal resulted in its changed name.

These surely are not all the examples that could be called forth, but this should be a sufficient exercise to show the level of history present in the Forgotten Realms. Just as Tolkien crafted Middle-earth and put stories into it, we can put our stories into this world of magic, evil, elves, gods, and a long timeline of history that was created originally by Ed Greenwood and many others hence.

Yours under Deneir,
High Librarian Hemvar Crostiful,
Master's Library



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Friday, October 30, 2020

Comparing Salvatore's Streams of Silver with Tolkien's The Lord of the Rings and The Hobbit

Epic fantasy in our modern age is one of the most popular genres and we can largely credit John Ronald Reuel Tolkien with bringing the appropriate literary pieces together in his magnum opus, The Lord of the Rings, essentially creating the genre in a form recognizable to us today. Since its release in the 1950s geekdom has never been the same. Couple this with Dungeons & Dragons, with initial versions coming about in the 1970s, both have become cultural phenomena. It won't surprise anyone familiar with both, that the base of D&D is inspired in part from Tolkien's works. This leaks over to similar stories as well. Today I want to specifically compare R.A. Salvatore's Streams of Silver with J.R.R. Tolkien's The Lord of the Rings and The Hobbit.

Tolkien's magnum opus
Original cover for Streams of Silver


There are quite a few comparisons that can be made beyond the obvious both involving fantastical elements such as a fantasy world and fairy creatures. All three works involve groups of warriors on an ultimate quest against evil; and in the case of Streams of Silver and The Hobbit, to reclaim a lost homeland. Specifically these homelands are dwarven and were lost about a century in the past to dragons. 

The Companions of the Hall, the party in Streams of Silver, is made up of Bruenor Battlehammer, heir to Clan Battlehammer; Drizzt Do'Urden, outcast dark elf living on the surface; Wulfgar, barbarian of the northern tundra of Icewind Dale and adopted son of Bruenor; Regis, reluctant halfling friend; and Cattie-Brie, warrior and adopted human daughter of Bruenor.

The Companions of the Hall

Thorin and Company of The Hobbit is comprised of twelve dwarves led by Thorin Oakenshield, leader of Durin's Folk; Bilbo Baggins, a burglar hobbit (same as a halfling) of the Shire; and Gandalf the wizard.

The Fellowship of the Ring, or Nine Walkers of The Lord of the Rings (volume 1 being the only part the fellowship isn't broken and scattered) is comprised of Gandalf the wizard; Aragorn, ranger and heir to Gondor and Arnor; Boromir, general and son of the Steward in Minas Tirith; Legolas, son of Thranduil of Mirkwood; Gimli, son of Gloin from Thorin's Company; Frodo, the hobbit ring-bearer; and Sam, Merry, and Pippin as Frodo's retainers.

The Hobbit is a fairy-tale for children. Streams of Silver, while somewhat juvenile, is not meant for children but would probably be appropriate for adolescences. It is also the second book in the Icewind Dale trilogy, and so the party is already established. The Lord of the Rings is an adult book, but clean enough for any age if they can understand the somewhat archaic prose. The Fellowship is established halfway through the first volume, and it's "breaking" happens at the end of the same volume. The Companions of the Hall is the only party of the three going beyond their respective work; both of Tolkien's don't last.

Thorin and Company

To start with The Hobbit and Streams of Silver, both tales involved homelands lost to a dragon. Erebor and Mithral Hall are ancient dwarven kingdoms. Erebor stands in the bowels of the Lonely Mountain, while Mithral Hall, the home of Clan Battlehammer, is beneath Fourthpeak in the Frost Hills. Erebor is taken by Smaug, a fire drake from the Withered Heath. Mithral Hall is conquered by Haerinvureem, better known as Shimmergloom, whom is a shadow dragon. Shimmergloom sleeps most days and is attended on by many minions, duergar to be specific. Smaug sleeps most of the time but does not have any minions.

You may have already noticed how reminiscent Durin’s Bane in Moria is of Shimmergloom. Shimmergloom was disturbed from his place in the Underdark when the the dwarves of Clan Battlehammer delved too deep, the same thing occurred when Durin’s Folk disturbed Durin's Bane in the deep of Khazad-dûm. Durin's Bane is the only known surviving balrog (a demon of sorts) to have served Morgoth. Likewise Shimmergloom was also the lone survivor of Clan Jaezred. Both are also creatures of shadow and fire and cohabitate their homes with lesser beings. They are the enemies of the party. The balrog spells apparent doom for Gandalf, while Shimmergloom spells apparent doom for Bruenor. Bruenor's supposed death is comparable to both Thorin and Gandalf. Thorin is the leader of a clan of dwarves known as the Longbeards, or Durin's Folk. He leads the quest to reclaim his homeland, just as Bruenor. Thorin dies defending it from an army of goblins and other creatures, and along with his kin Fili and Kili, his nephews, are the only members of the party to perish. Contrast this with Gandalf who does indeed fall with the balrog when his leg is caught by the its whip. He kills the balrog and dies, but as many know he later comes back reborn. Both of these are echoed in Bruenor's fall. He is the heir and falls with the dragon, dealing the death blow to the creature in the process. He is thought lost but survives the flames by magical means, and later rejoins his companions.

In the case of Erebor and Mithral Hall, both have secret entrances and Moria’s door is somewhat secret as well. No one alive has been to Moria but it doesn’t feel mysterious as much as it feels suspenseful and severely dangerous: Moria is not a place to habitat. A couple of Thorin’s company had been to Erebor before Smaug conquered it. Though Bruenor lived his youth in Mithral Hall, he only has vague memories of it and they act as keys to a mystery, something not present in Tolkien’s work; the esoteric ways of Durin’s Door and West Gate of Moria kind of fall into their lap from the deus ex machina Gandalf (and Elrond/Frodo). 

After Erebor is reclaimed, dwarven kin from the Iron Hills come to aid in its rebuilding and protection. Likewise do the dwarves from Citadel Adbar help Bruenor in Mithral Hall.

Other quick notes: I will point out that both Tolkien parties are missing a female, Cattie-Brie plays her part of the story well, and is a strong character. Another thing is in Streams of Silver, Artemis Entreri is hunting the party, or specifically Regis, while nothing pursues Thorin’s Company, but the emissaries of Sauron pursue the Fellowship.

Tolkien's illustration of Smaug

Now let us get to comparing characters; Bruenor is both Thorin and Gimli, and Aragorn. He is the heir like Thorin, but he is Bruenor, in the sense that he is not in charge of the group, everyone is equal. Gimli in the fellowship is not the leader either, but is knowledgeable of Moria like Bruenor is of Mithral Hall. Similarly to Thorin, Aragorn is an uncrowned king and is confident in taking his destined place with a crown on his head.

Drizzt can act as Legolas in reflexes and elven blood. I believe he is more akin to Bilbo in being an outsider. Bilbo is not from the heroic world, he is ignorant and unenlightened and cares only for the comforts of his rather modern home. Drizzt is not from the surface world, that under the sun, and is an outsider from people that would describe themselves as civil and good. He is persecuted by those outside his companions for his skin color which marks him as such. Bilbo is ridiculed by those of the Company for his culture.

Regis is also comparable to Bilbo, but more so to Frodo; a captive of his own destiny and dragged along on weary feet. Frodo does his duty, and is a hero, but he could not stay in the comfort of his home. Likewise Regis is chased by Artemis Entreri, the assassin, for the magical pendant he has, itself a piece of jewelry comparable to Frodo's possession of the One Ring.

Wulfgar is a tougher character to place. If anyone from Rohan had been with either of Tolkien’s parties, then he might be an echo; Rohan being derived from horse riding Anglo-Saxons, and Wulfgar perhaps coming from the homonymous Wulfgar in Beowulf of Germanic legend. In the end Wulfgar may fit with any stubborn comrade of the Tolkien groups, though likely he is based off of the non-Tolkien Conan the Barbarian.

Durin's Bane by Ted Nasmith
One character is the un-analogous Cattie-Brie. It is a known fact that Tolkien has important female characters, but not as main characters. While Cattie-Brie is of sort in a duo with Wulfgar, it is not in a submissive way. At times Cattie-Brie seems the most effective of the companions because of her skill with the magical bow, Taumaril. At that, for utility, she could be compared to Legolas.
The 5e look of a shadow dragon

So we can see that there are many similarities, and a few from other books I didn't mention; such as Cryshal Tirith meaning "Crytal Tower" from the first book of Salvatore's Icewind Dale trilogy. This is something obviously inspired by Minas Tirith "Tower of Guard", though Tirith in the latter means "guard", and Minas "tower". Some people try to hide from Tolkien influence, he has left a long shadow over the fantasy genre and it can be tough to make your own light. I believe R.A. Salvatore decided to wear that inspiration on his sleeve and it is evident in the exemplum of Streams of Silver which strongly shows Tolkien influence. What we have are three great quests with three great foes, and luckily we get to enjoy them all. 

To see my thoughts on the Icewind Dale trilogy, look here. Are there any similarities you spot that I didn't point out?

Lastly (and best) we can actually compare poems, something most modern fantasy can't, sadly. I will let you locate the differences as you enjoy them. I think I can leave it unsaid whom is the better poet. Here are the first two verses of each:


Mithral Hall Song from Streams of Silver by R.A. Salvatore

“We've dug our holes and hallowed caves

Put goblin foes in shallow graves

This day our work is just begun

In the mines where silver rivers run


Beneath the stone the metal gleams

Torches shine on silver streams

Beyond the eyes of the spying sun

In the mines where silver rivers run



"Far Over the Misty Mountains Cold" from The Hobbit by J.R.R. Tolkien

Far over the misty mountains cold

To dungeons deep and caverns old

We must away ere break of day

To seek the pale enchanted gold.


The dwarves of yore made mighty spells,

While hammers fell like ringing bells

In places deep, where dark things sleep,

In hollow halls beneath the fells.

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Monday, July 27, 2020

Review: Ravenloft - Vampire of the Mists

Vampire of the Mists is the first Ravenloft novel, but one with connections to the Forgotten Realms, hence why it is here. It was released in 1991 and is written by Christie Golden. The story is of a Gold Elf turned vampire, Jander Sunstar. Some of you may recognize this name if you have played a certain recent adventure for Fifth Edition. I decided to do this bonus review since I was itching for some gothic horror, and Vampire of the Mists did not disappoint. It took me only a few days to finish. This review will be rather spoiler heavy.
Image result for vampire of the mists


The prologue takes place either before the von Zarovich’s rule, or right at its start. Noticeably this Most High Priest of Barovia does not worship the Morninglord Lathander.
1072 DR Jander meets Anna at an insane asylum in Waterdeep. He continues to visit her every night for several decades until her death.
The Village of Barovia, overseen by Burgomaster Boris Federovich Kartov, is the scene Jander enters seeking his revenge. Strahd’s wolves terrorize the villagers. Though this is combated by Janders own power over wolves, he can even take the form of one, apparently a vampiric trait.

We encounter Maruschka, who has the sight, and is basically younger Madame Eva, though she is present as well. Her brother is Petya, who Jander saves early on from the Burgomasters intended hanging though he’s innocent. He was messing around with his daughter, Anastasia.

At this point Jander has been undead for 5 centuries while apparently Strahd is “barely past [his] first”. 
Melancholy is always present for the once happy creature turned into an evil and tormented vampire. Jander is extremely easy to pity, especially near the end when you know more of his background.

Jander is in Barovia for about 25 years. It’s during this time that the only survivor of a group of travelers from Toril, a boy named Martyn Pelkar, starts a church of Lathander in the Village of Barovia. He thinks Jander is the Morninglord because of his gold skin and because he stopped Strahd and his servants from killing him. I would not be surprised if this is where the worship of Lathander gets introduced into Barovia.

See the source image
The original Ravenloft module.

Throughout the story we learn a little of Janders past. That he was slave to the vampire that turned him, that he was part of adventuring group called the Silver Six apparently slayed a dragon in Merrydale(the old name of Daggerdale). A vampire started making spawn of the towns people and his party, during which scores of people are lost and they even ironically split the party. Before forming the Silver Six, Gideon and Jander were even Hellriders, which is something that may sound familiar if you've played Baldur's Gate: Descent Into Avernus.

“Cults come and go. Lathander will die with his cleric. You, Count Strahd, are certain to outlast any daylight deity.”

This book's main enemy is Strahd, and Golden displays his madness beautifully. He is truly a maniac, and some of the later chapters are from his point of view. His tragic love and torture of Tatyana, and his plotting to always have her. Honestly there was one thing with Katrina, one of Strahd's pets, that actually fooled me, and I was shocked I did not see it coming beforehand.

The 5e retelling of the original adventure of Ravenloft.

This is a must read novel in my opinion for fans of Curse of Strahd, I6 Ravenloft, or even 3e's Expedition to Castle Ravenloft.

Heavy spoilers: we learn that Jander’s love, Anna, was a fragmented piece of Tatyana’s soul. That piece lived on while Tatyana died, and her reincarnated being Marina was missing that piece, as well as Olya who died simultaneously with Anna. Tatyana died in 351 (Barovia calendar), while Ireena Kolyana is Tatyana reincarnated during Curse of Strahd/i6 Ravenloft in 735. Apparently another reincarnation of her is Queen Kristiana von Zarovich in the Prime Material version of Barovia (from Roots of Evil adventure which takes place in 740 BC).
This is a little confusing, because if everything matches up then when Curse of Strahd takes place it would be 1354 DR, which would probably fit for I6 Ravenloft but is hard to place for 5e, unless things repeated more precisely than normal in the 1480s/1490s DR.

Another oddity is Madame Eva is dead by the end of the book. Supposedly she is the half-sister of Strahd so she is probably reincarnated also because of his curse.

The beautiful, assumed death of Jander at the end is sadly not so. I cannot believe for a second that Golden had Jander doing anything else but dying, for he was denying Strahd and the Dark Powers; but he was in Barovia where the powers (Wizards of the Coast) have ultimate power, sadly. Jander apparently later rejoined the Hellriders and invaded Avernus with Zariel. He's a tortured soul you can encounter in Baldur's Gate: Descent Into Avernus, and this makes him easily the most pitiable character I have encounted from Dungeons & Dragons. I beg any of you, please do what you can to free his soul if you play DIA.

End Spoilers

The main character Jander Sunstar is a tragic and ironic character. By being a vampire he is denied his name, the Sun, and the joy of basking in it as a gold elf. He keeps some of his old alignment, and refrains from his chaotic, vampiric nature for the most part. He is a character unlike most in all the novels I have read for Dungeons & Dragons, and his story is heartbreaking, redemptive, horrific, and triumphant. Vampire of the Mists is easily Amazing.
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