The Old Days

Glancing through the Cyclopedia of the Realms (the 1e campaign setting) I was struck again by the difference between the original setting and the modern Realms.  Manshoon is only 16th level, Elminster is only 26th.  The Knights of Myth Drannor, responsible for much derring-do in the Heartlands, are mostly around levels 4-9.  Waterdeep has around 100k residents instead of 10 times that amount.  Dragons are “the most dangerous creatures of the Known Realms.”

I’m not complaining about the development that’s taken place.  We have a whole lot more monsters to play with now, and more spells, and more NPCs, and more more more.  Cool.  I’m just saying those were the good ol’ days, and they have a certain powerful appeal.

And I think part of this appeal is consistent with the Points of Light philosophy; the 1e Realms was more consistent with this idea than later versions have been.  Back then, meaning 1357 DR, “civilization is still a novelty in much of this world.”  What a difference 15 years made.  Three (and a half) rewrites of the game rules inexplicably meant that the world had to be rewritten multiple times.  Part of it was unavoidable… as you crank up the power level of the Light, you need more powerful Darkness in-between.  But it didn’t stop there.

1e: This is the Forgotten Realms. (and there was much rejoicing.)

2e: This is the Forgotten Realms on crack… any questions?

3e: This is the Forgotten Realms on mushrooms… see our cool new maps?

4e: Mushrooms were clearly not enough WiNNiNG!  We’ve come up with (oh, after extensively polling customer opinions, of course, oh yes) a mixture of uh… some stuff, and… well, frankly we have no idea what it is.  But we’re calling it the Forgotten Realms because people buy FR products, and because it’s so badass!  Give us more money!  So we can invent new drugs!  5e will be freakin amazing!

Edit: Just 26 days after I wrote this, 5e was announced, with the accompanying request for player feedback, etc. *sigh*

I’m not criticizing the 4e rules.  Just the changes to the Realms.  Partly because the rules do seem to be decent.  Moreso because I’ve watched a couple of Encounters sessions (Dark Sun, not Realms) but I haven’t played or even completely read the 4e rules.  4e is different enough from the previous versions of the game to warrant having a different name, but I understand wanting to preserve the D&D label.  I’m also not criticizing the writers, who I’m sure were just doing the best they could with the orders they got.  No, this is aimed clearly at the head honchos.  The dolts in charge of turning the Realms into a steaming pile of [expletive deleted].

I don’t know what the creative process at WotC/Hasbro entails, and I don’t really care.  Here’s how it should work, in an easy 1-2-3.  The reality of it can’t resemble the following outline very closely, or we wouldn’t be having these problems.

1. Whoever is in charge of (makes all executive decisions regarding) D&D products at Hasbro plays and likes D&D.  Whoever is in charge of the FR brand (same meaning) is a player and appreciator of lore-heavy settings, because that’s what this setting is.  You don’t put a bike-hater in charge of selling bikes. Did you put a Realms-hater in charge of the 4e Realms? I think you did.

2. The Creative Dept, or R&D, or whatever you want to call it, keeps all ten fingers on the pulse of what Realms Fans want, through participation in forums like Candlekeep and the FR mailing list as well as polls conducted both online and on paper.  “Meet the Creative Dept” events at every Con where WotC makes an appearance, which should be a lot of Cons if you want to sell stuff, are a great time to conduct polls.  By Realms Fans I mean people who spend more than 50% of their game time in the Realms and feel strongly invested in the past, present, and future of the Realms.  Importantly, Ed Greenwood, the guy who wrote the first incarnation of the setting, needs to be part of the Creative Dept, or at least cordially and sincerely invited to participate in as many of their meetings with Authors as he cares to be involved in. Set the man up with his own private jet, or some good videoconferencing equipment; your choice. I get that you bought the Realms and you own the trademarks now… however, that does not change the fact that our loyalty is to him, not to you, and you’d be doing yourself a favor if you stopped publishing things he doesn’t like… because he has a knack for writing what we’re going to like… and you clearly do not.

3. When designing a new product, three forces come together in two stages.  First, the Hasbro guy/gal meets with the Creative Dept.  They arrive at a concensus regarding the type and scope of the product; hard/soft cover, pagecount, and which facet(s) of the Realms the product is going to cover.  Then the Creative Dept meets with the Author(s) and the Hasbro guy/gal butts out; they’ve had their say and their services are no longer required.  The Creative Dept presents the Author(s) with the guidelines (hardcover, 157 pages, about Waterdeep, for instance) and the polling data indicating what Realms fans like and dislike.  Together, they then iron out the details of what goes in the book.  Then the Creative Dept shuts up and lets the Author(s) discuss ideas to everyone’s satisfaction.  Quickly, the meetings end, and the Author(s) go to do what only Author(s) should be doing… writing.

I know, I said 1-2-3, but here’s a bonus.

4. When a new system of rules changes the game to the point where it’s basically a whole new game –like 4e– you don’t muck up an existing campaign setting, particularly a lore-rich one.  Worldshaking events in a lore-rich world are guaranteed to piss everybody off and guess what… justifiably so.  We’re right to be pissed off, and you are wrong.  You want to blow everything up?  Make a new world for it.  Worst case, if your finances are so screwed up that you can’t pay a designer to spend 30 minutes inventing a new world for you, then muck up something you haven’t touched in years.  Like Ravenloft, or Spelljammer, or Blackmoor.  Then watch in amazement as the people who really like your new rules and appreciate this revitalizing Kaboom you just dropped on an old setting start flocking to the new product line.  Meanwhile the players who are invested in the lore-heavy settings and enjoy them for what they are can continue to enjoy new products written for their setting.  This works best if you stop filling Setting products with ruleset-specific junk.  Note: those who love the new rules can and will modify your lore-heavy settings to use the new rules, and write fanfic and netbooks which you could theoretically license for a nominal royalties fee.  Everybody wins.

Specifically, with regard to the Realms, the following decisions were criminally misguided: the success of the plot to murder Mystra, the elimination of many other powers, the destruction of various nations and individuals across Faerun, the return of Netheril and Myth Drannor, and… I’ll undoubtedly expand this list as I read more of what used to be the Realms.  If you really want to glom Abeir and Toril back together again (the original cloning/separation and now the reunification are arguably also misguided) then have them meld on one of the previously unexplored continents, thus opening up new lore instead of killing existing plotlines.

I’m not condemning change itself.  There’s nothing wrong with innovation.  Creativity is good.  The 4e rules are innovative.  The 4e changes in the Realms —speaking as someone who’s played primarily within the Realms since the release of the gray box— are horristupidbad.

Departures

I think it’s a scientific fact, or it could one day be, that I can’t write anything without deviating from what’s already been written about the subject.  I’ve been known to disagree with things on first glance, and the longer I look at something the more the chance of divergence rises.  So.  Not only is this blog not representative of any official direction for the Realms, even within the context of the pre-4e Realms, but it’s likely to flat-out change things.  Unapologetically.  This post is going to be a list of specific points upon which the Xaeyruudh campaign’s vision of the Realms is significantly different than the published one.

  1. Imaskar is older in my world… something like 7,000 years older.  The fall occurs around the same time; this just means that they were here longer.  Also, Imaskar’s domination spread a little further in my version.  Certain events in the timeline have been dramatically recast… the god-blocking shield and the giant portals that summoned millions of people come to mind. Oh, and there was no crossover —of humans or deities— from Earth to Toril.
  2. The current year is 1365 DR, and the Time of Troubles didn’t happen. In this campaign, Ao has control over individual Powers’ access to the Realms, rather than over the Powers themselves. So if I were to acknowledge the Time of Troubles it would look more like Ao locking the cosmic “door” granting godlike beings access to the Realms. It’s worth noting that some non-deific entities (Gargauth, etc) have found ways to “sneak” into the Realms in passive defiance of Ao. Powers who wish to be active in the Realms following the ToT could indicate this desire by sending an avatar to Toril and searching for the symbolic Tablets of Fate. The “door” will be reopened when the Tablets are returned, and those who aided in the search or at least were present on Toril may be part of the post-ToT pantheon. Those who elect not to be involved will have similarly made their desires clear. But I’m killing the ToT completely, so none of that is an issue.
  3. The God-Kings of Mulhorand and Unther are native to the Realms (as opposed to powers like Mystra who “reside” outside the Prime Material). Therefore, the God-Kings would be unaffected by the ToT, even if the ToT were to happen in my game, which it is not. They are not governed by Ao’s rules for the Faerunian pantheon. Also, while we’re on the subject of the God-Kings, they will not be leaving the Realms en masse as they do in the official timeline.
  4. The 3e map is garbage. The only redeeming features of this map are that (1) it was blown up (in Dragon Magazine) onto four glossy-ish poster maps, and (2) the mountains and oceans are better than previous maps. The hills are crap, though. My point here is that you don’t cut sections out of a map just to save a few pennies by crunching a 2-poster map down to one sheet of paper. You simply don’t. It’s a mutilation of the game world, which is always a bad thing. It’s also a cardinal sin as far as cartography is concerned. Even if you ignore those facts, it foments arguments over which maps to use in each campaign, which means it’s negative rather than positive for DMs and players. Even from a corporate point of view, the monetary motive is completely transparent, and anything that makes you look greedy is a stupid decision. Players and DMs made a stink about it as soon as we saw it but since profit was priority #1, obviously no corrected map was forthcoming in 3e. 4e made things even worse, and there’s no reason to believe that 5e will take us back to the original map. The Xaeyruudh campaign will rely on 1e/2e maps.
  5. Shade will not return to Faerûn in this campaign. If it did, it would be destroyed, all lifeforms enslaved and the city itself shattering into rubble and raining down from the sky. This would occur both due to the story of the campaign calling for it and because I think it would be a pleasant contrast to the way the shadovar were handled in the official Realms. That’s not to say the shades won’t be around in my campaign… they will. However, the city/empire of Shade will not be. The shades cannot be successful in rebuilding Netheril as suggested in published 3e/4e, partly because the phaerimm aren’t idiots in this campaign, and also because there are unforgivable sins in the Realms and Karsus’ Folly was one.  On the other hand, their imperialistic nature and callous cruelty and subversive techniques also probably lay the foundation for the most effective argument for bringing the shades back… they add to the darkness, rather than being a point of light.  Another large threat for the PCs to face.
  6. Speaking of the phaerimm… they’re not idiots in this campaign. The Sharnwall remains in place, though there are rumors that holes have been poked in it, the attack described in that one trilogy didn’t happen, and they remain the horrible nightmare that most folks don’t even know about. They’re also involved in the plot, so… not many details will be spilled just yet.
  7. Unless otherwise noted, all 4e changes to the Realms are tossed out. This won’t have much impact since the campaign is set 114 years before the 4e timeline starts up, but it means that the future has not already been written. Something relevant to the foretold “blue fire” will most likely occur at the appropriate time, but it won’t be the lunacy that heralds 4e.

That’s all I can think of, for now… I’m sure this post will get edited again in the future…

Weapon Proficiencies

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

I’m making a few changes to weapon proficiencies, for the Xaeyruudh campaign.  They shall appear here because this blog is here partially for players in said campaign.  Also, I’m open to thoughts and feedback from anyone on this subject and most others.

This is still a work-in-progress; additions and clarifications are needed.

Changes

  • Bows are simple weapons.
  • Crossbows are martial weapons.
  • Sap is an exotic weapon; only rogues and halflings are automatically proficient.
  • Scythe is an exotic weapon.
  • Various weapons traced to particular cultures on Earth are exotic weapons outside corresponding cultures in the game world. This category includes: kama, kukri, nunchaku, sai, shuriken, and siangham.
  • Staff is split into two proficiencies; a Simple proficiency for single-weapon use and an Exotic proficiency for use as a double weapon.  All classes can use it as a single weapon; only Monks start with the double weapon proficiency.
  • Expanding on the idea of bastard swords, there are 1.5h axes, clubs, flails, hammers, khopesh, maces, picks, and spears.  The clubs, maces, and spears are simple if used 2h and martial if used 1h.  The axes, flails, hammers, picks, and swords are martial if used 2h and exotic if used 1h.
  • There are double hammers and double khopesh.  All double weapons are exotic.
  • The khopesh and all derivatives are exotic weapon proficiencies for all characters who don’t select one of the Mulhorand-specific regions at character creation.  Unther isn’t close enough; Untheric forces use straight-bladed swords.

By Class

Barbarians: no change in proficiencies; still all simple and martial weapons. [refer to PH 25]

Bards keep proficiency with crossbows; they lose proficiency with whips. [refer to PH 28]

Clerics keep proficiency with crossbows.  Clerics who choose the War domain gain proficiency with their patron deity’s “favored weapon” (and the associated Weapon Focus feat) regardless of whether the weapon is Simple/Martial/Exotic. [refer to PH 31]

Druids gain proficiency with bows and falchions. [refer to PH 34]

On a related note, the prohibition against druids utilizing metal armor and shields is lifted; letting them use metal weapons but not metal armor is inconsistent.  They cannot use wildshape while wearing any full suit of armor, but that was probably already true.

Fighters: no change in proficiencies; still all simple and martial weapons. [refer to PH 38]

Monks gain proficiency with bows, scythes, sickles, and whips; they lose proficiency with crossbows. [refer to PH 40]

Paladins: no change in proficiencies; still all simple and martial weapons. [refer to PH 44]

Rangers: no change in proficiencies; still all simple and martial weapons. [refer to PH 47]

Rogues keep/gain proficiency with all crossbows (including repeating crossbows). [refer to PH 50]

Sorcerers: no change in proficiencies; still all simple weapons. [refer to PH 54]

Wizards gain proficiency with slings; they lose proficiency with crossbows. [refer to PH 56]

By Race

I’m adding this consideration, to expand/modify various notes such as “gnomes treat hooked hammers as martial weapons.” In each case, all members of these races have proficiency with the noted weapons, regardless of their class.

Dwarves are proficient with all axes and hammers.
Elves are proficient with all bows and swords.
Gnomes are proficient with all picks and hammers.
Halflings are proficient with all crossbows, net, sap, and sling.

Summary

Simple Weapons
1h and 2h clubs, maces, and spears
1.5h simple weapons used as 2h weapons
bows, dagger, dart, javelin, morningstar, sling, and staff (used as a single weapon)
kama, kukri, nunchaku, sai, shuriken, and siangham (in appropriate cultures)

Martial Weapons
1h and 2h axes, flails, hammers, picks, and swords
1.5h simple weapons used as 1h weapons
1.5h martial weapons used as 2h weapons
crossbows (except repeating crossbows), polearms

Exotic Weapons
1.5h martial weapons used as 1h weapons
double weapons (including staff)
repeating crossbows, sap, scythe, sickle, whip
kama, kukri, nunchaku, sai, shuriken, and siangham (outside appropriate cultures)

Questions for the Ages

Why would anyone think a bard should automatically be competent in whip use?  I mean, sure, some of them are undoubtedly kinky, but… every single first-level bard?  That thought puts a whole new spin on the taproom.

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Monster HWP, Part 1: Humanoids

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Lots of humanoid-shaped monsters have some notes on how tall they are and how much they weigh… this is awesome. However, some of the weights are way off. Titans are essentially gigantic humans. They look like humans; it seems logical that they should be made of the same flesh and bone as humans, but they’re described as 25 feet tall and 14,000 lbs. This is the same height-weight proportionality as an average (5 ft 9 inch tall) human male who weighs a decidedly above-average 800 lbs. Elder titans, as described in the ELH, must be made of incredibly dense stuff… they’re proportional to an average-height human male who weighs 2560 lbs. In contrast, several types of mephit are supposedly 4 feet tall and 2 lbs, which makes them proportional to an average man who weighs 4 lbs.


Introduction

So what follows is a list of more-legitimate average weights for various monsters. These numbers will give you creatures who have basically the same build as their counterparts in nature (if such exist) or which are consistent with more realistic figures found elsewhere for similar races. Monsters which resemble humans, for example, should approximate a man who is 5 ft 9 in tall and 160 lbs, or a woman who is 5 ft 4 in tall and 115 lbs.


Humans

I’m going to use humans as a baseline. Other races will be compared to humans in terms of physique, the comparison will be translated to factors to plug into the formulas, and then estimated weights will be determined. If the monster in question doesn’t look human (gelatinous cube, for instance) then it doesn’t fit the formula and we’ll figure its weight in a different way (in another post).

In D&D, average humans are defined as 5’9″ males weighing 175 lbs and 5’4″ females weighing 140 lbs, varying slightly according to subrace. I’m not going to argue with the heights, but I am going to point out that medical science argues for slightly lower weights.

BMI, or Body Mass Index, is a widely used method of describing relative height-weight proportion. Healthy proportions for an adult human are in the 18-24 range; the upper end of that range for males and the lower end for females. If your BMI dips below 18 your doctor may start saying things like “severely underweight” and “malnourished.” If it’s over 25, the word is “overweight” and if it reaches 30 you should expect to hear the dreaded thunderbolt “obese.”

The average numbers derived from Table 6-6 of the (3.5) Player’s Handbook translate to a BMI of 26 for males and 24 for females; these numbers are not ridiculously high, but for females in particular it’s significantly higher than optimal. Given that adventurers are the most physically active specimens of their races, it seems reasonable to assume that their hwp will be near-optimal. With that in mind, I’m refining the numbers as follows.

Average humans are defined here as 5’9″ males weighing 160 lbs and 5’4″ females weighing 115 lbs, varying slightly according to subrace. This translates (if we disregard rounding) to a BMI of 24 for males and 20 for females… well within the range of healthy body mass.


Models

As noted, humans are the baseline. Other races will be described in comparison to humans.

Aarakocra — on the outside, aarakocra basically resemble humans-with-wings. However, like birds, they’re much lighter than other creatures. Arbitrarily, I decide that their mass will be 30% lower than that of humans. I’m not going to list the calculated BMI for all the races, but as an example, this 30% drop means a BMI of 16.8 for adult males and 14.0 for females. The weight of each individual will depend on height; averages are listed below.

Baboon — baboons are not precisely humanoid, but they’re close and I was able to calculate baboon BMI from looking them up on wikipedia, so I can include baboon-based creatures (like the julajimus) on this list.

Dwarf — dwarves actually get a few categories based on subrace. Arctic and wild dwarves have about 50% more mass than humans, duergar 60% more, shield dwarves 75% more, gold dwarves twice as much… and urdunnir have 2.25x the mass of humans.

Elves — likewise elves vary a bit. I put half-elves and aquatic elves at 95% of the mass of humans. Moon, sun, wild, and wood elves have 90% of the mass of humans, and drow do as well but their male-female ratios are reversed. Avariel are a special case; they’re based on other elves (90%) but like aarakocra they’re avian and so their mass is reduced by a further 30%. The “honor” of lowest BMI on the list goes to air mephits (11 for females) but avariel (12.6) are a close second. Also, the males’ base BMI is reduced to 22; they’re just not as broad-shouldered as human males.

Genasi — fire and water genasi have the same mass as humans, but air genasi are 25% lighter and earth genasi are 25% heavier.

Gith — githyanki and githzerai are gaunt in comparison to humans; I arbitrarily equate this with a 12.5% reduction in mass. Also, the males’ base BMI is reduced to 22; they’re just not as broad-shouldered as human males.

Giants — most giants are built very much like other races. The exception is stone giants, who outwardly resemble human proportions but their bodies are much more dense; I arbitrarily give them a 22.5% increase in mass; just slightly less than the 25% given to earth genasi.

Hags — hags look deceptively frail and weak, belying their freakish strength; I give them a 25% reduction in mass; the opposite of the 25% increase given to orcs.

Lizardfolk — lizardfolk are more bulky than humans, but less bulky than orcs… however, they have tails. In my math, it balances out to a 25% increase in mass.

Medusae — medusae are the same shape and size as human females, but they have denser skin and tissues plus a headful of snakes. I call it a 10% increase in mass.

Mephits — due to their wings and the need to be able to use them, I assign all mephits a 25% reduction in mass. Air mephits get a further 25% reduction (56.25% of human mass) due to their affiliation with elemental air, and earth mephits get a 25% increase (93.75% of human mass).

Minotaurs — minotaurs are massive; I call it 50% more mass than humans. Greathorn minotaurs are even more dense, so I give them a further 25% increase.

Orcs — orcs are quite a bit more bulky than humans; I call it 25% more mass. Also, the females’ base BMI is increased to 22; they’re more broad-shouldered than human females.

Skulks — skulks are a bit skinny compared to humans; I call it 10% less mass.

Special Cases — finally there are special cases, like the rakka. These will be estimated on an individual basis.


The List

  • Aarakocra females average 4 ft 8 in tall and 60 lbs. Males average 5 ft tall and 85 lbs.
  • Aasimar females average 5 ft 4 in tall and 115 lbs. Males average 5 ft 9 in tall and 160 lbs. An aasimar is proportional to a human.
  • Air genasi females average 5 ft 4 in tall and 85 lbs. Males average 5 ft 9 in tall and 120 lbs.
  • Air mephit females average 2 ft 9 in tall and 17 lbs. Males average 3 ft tall and 26 lbs.
  • Alaghi females average 5 ft 6 in tall and 190 lbs. Males average 6 ft tall and 270 lbs. An alaghi is proportional to a minotaur.
  • Annis hags average 8 ft 4 in tall and 210 lbs. An annis hag is proportional to a hag.
  • Aquatic elf females average 5 ft 4 in tall and 110 lbs. Males average 5 ft 9 in tall and 140 lbs.
  • Arctic dwarf females average 2 ft 9 in tall and 46 lbs. Males average 3 ft 1 in tall and 70 lbs.
  • Ash mephit females average 3 ft 1 in tall and 29 lbs. Males average 3 ft 4 in tall and 41 lbs. An ash mephit is proportional to a fire mephit.
  • Avariel females average 5 ft 4 in tall and 75 lbs. Males average 5 ft 9 in tall and 95 lbs.
  • Bheur hags average 6 ft 4 in tall and 125 lbs. A bheur hag is proportional to a hag.
  • Bog giant females average 9 ft tall and 325 lbs. Males average 9 ft 6 in tall and 450 lbs. A bog giant is proportional to a human.
  • Bugbear females average 6 ft 6 in tall and 240 lbs. Males average 7 ft 2 in tall and 325 lbs. A bugbear is proportional to an orc.
  • Chaond females average 5 ft 4 in tall and 115 lbs. Males average 5 ft 9 in tall and 160 lbs. A chaond is proportional to a human.
  • Chitine females average 3 ft 8 in tall and 55 lbs. Males average 4 ft tall and 80 lbs. A chitine is proportional to a human.
  • Cloud giant females average 17 ft tall and 1200 lbs. Males average 18 ft tall and 1600 lbs. A cloud giant is proportional to a human.
  • Death giant females average 15 ft tall and 900 lbs. Males average 16 ft tall and 1250 lbs. A death giant is proportional to a human.
  • Dekanter goblin females average 4 ft 8 in tall and 160 lbs. Males average 5 ft tall and 220 lbs. A dekanter goblin is proportional to a shield dwarf.
  • Doppelgangers average 5 ft 6 in tall and 150 lbs. A doppelganger is proportional to a human.
  • Drow females average 5 ft 2 in tall and 110 lbs. Males average 4 ft 9 in tall and 85 lbs.
  • Duergar females average 4 ft tall and 105 lbs. Males average 4 ft 2 in tall and 135 lbs.
  • Dust mephit females average 2 ft 9 in tall and 29 lbs. Males average 3 ft tall and 41 lbs. A dust mephit is proportional to an earth mephit.
  • Earth genasi females average 5 ft 4 in tall and 145 lbs. Males average 5 ft 9 in tall and 200 lbs.
  • Earth mephit females average 2 ft 9 in tall and 29 lbs. Males average 3 ft tall and 41 lbs.
  • Elder titan females average 70 ft tall and 20000 lbs. Males average 75 ft tall and 27500 lbs. An elder titan is proportional to a human.
  • Eldritch giant females average 23 ft 6 in tall and 2300 lbs. Males average 25 ft tall and 3100 lbs. An eldritch giant is proportional to a human.
  • Ettin females average 12 ft 3 in tall and 600 lbs. Males average 13 ft tall and 850 lbs. An ettin is proportional to a human.
  • Fensir females average 8 ft tall and 260 lbs. Males average 8 ft 6 in tall and 350 lbs. A fensir is proportional to a human.
  • Fensir rakkas average 20 ft tall and 6000 lbs.
  • Firbolg females average 9 ft 6 in tall and 375 lbs. Males average 10 ft tall and 500 lbs. A firbolg is proportional to a human.
  • Fire genasi females average 5 ft 10 in tall and 140 lbs. Males average 6 ft 4 in tall and 200 lbs. A fire genasi is proportional to a human.
  • Fire giant females average 11 ft 3 in tall and 1050 lbs. Males average 12 ft tall and 1400 lbs. A fire giant is proportional to a gold dwarf.
  • Fire mephit females average 3 ft 1 in tall and 29 lbs. Males average 3 ft 4 in tall and 41 lbs.
  • Fog giant females average 22 ft 3 in tall and 2000 lbs. Males average 24 ft tall and 2800 lbs. A fog giant is proportional to a human.
  • Fomorian females average 16 ft tall and 1450 lbs. Males average 17 ft tall and 1800 lbs. A fomorian is proportional to an orc.
  • Forest giant females average 18 ft tall and 1200 lbs. Males average 19 ft tall and 1500 lbs. A forest giant is proportional to a wood elf.
  • Frost giant females average 14 ft tall and 800 lbs. Males average 15 ft tall and 1100 lbs. A frost giant is proportional to a human.
  • Gibberling females average 3 ft 8 in tall and 75 lbs. Males average 4 ft tall and 100 lbs. A gibberling is proportional to an orc.
  • Githyanki females average 6 ft tall and 130 lbs. Males average 6 ft 4 in tall and 160 lbs. A githyanki is proportional to a gith.
  • Githzerai females average 5 ft 9 in tall and 120 lbs. Males average 6 ft 2 in tall and 150 lbs. A githzerai is proportional to a gith.
  • Gnoll females average 7 ft tall and 280 lbs. Males average 7 ft 6 in tall and 350 lbs. A gnoll is proportional to an orc.
  • Goblin females average 3 ft 6 in tall and 50 lbs. Males average 3 ft 9 in tall and 70 lbs. A goblin is proportional to a human.
  • Gold dwarf females average 4 ft tall and 130 lbs. Males average 4 ft 2 in tall and 170 lbs.
  • Greathorn minotaur females average 9 ft 6 in tall and 700 lbs. Males average 10 ft tall and 900 lbs.
  • Green hags average 5 ft 4 in tall and 85 lbs. A green hag is proportional to a hag.
  • Hagspawns average 6 ft tall and 220 lbs. A hagspawn is proportional to an orc.
  • Half-elf females average 5 ft 4 in tall and 110 lbs. Males average 5 ft 9 in tall and 140 lbs.
  • Half-ogre females average 7 ft 6 in tall and 325 lbs. Males average 8 ft tall and 400 lbs. A half-ogre is proportional to an orc.
  • Hill giant females average 10 ft 3 in tall and 600 lbs. Males average 11 ft tall and 750 lbs. A hill giant is proportional to an orc.
  • Hobgoblin females average 6 ft 2 in tall and 210 lbs. Males average 6 ft 8 in tall and 270 lbs. A hobgoblin is proportional to an orc.
  • Human females average 5 ft 4 in tall and 115 lbs. Males average 5 ft 9 in tall and 160 lbs.
  • Ice mephit females average 2 ft 6 in tall and 14 lbs. Males average 2 ft 8 in tall and 20 lbs. An ice mephit is proportional to an air mephit.
  • Island giant females average 16 ft 8 in tall and 1575 lbs. Males average 18 ft tall and 2000 lbs. An island giant is proportional to an orc.
  • Joystealers average 5 ft tall and 90 lbs. A joystealer is proportional to a gith.
  • Julajimus females average 17 ft tall and 1400 lbs. Males average 18 ft 4 in tall and 1900 lbs. A julajimus is proportional to a baboon.
  • Kobold females average 2 ft 3 in tall and 21 lbs. Males average 2 ft 6 in tall and 31 lbs. A kobold is proportional to a human.
  • Lightning mephit females average 2 ft 9 in tall and 17 lbs. Males average 3 ft tall and 26 lbs. A lightning mephit is proportional to an air mephit.
  • Lizardfolk females average 6 ft 6 in tall and 220 lbs. Males average 7 ft tall and 300 lbs.
  • Lunar ravager females average 8 ft 9 in tall and 240 lbs. Males average 9 ft 3 in tall and 325 lbs. A lunar ravager is proportional to an air genasi.
  • Magma mephit females average 3 ft 1 in tall and 37 lbs. Males average 3 ft 4 in tall and 50 lbs. A magma mephit is proportional to an earth mephit.
  • Meazel females average 4 ft 8 in tall and 90 lbs. Males average 5 ft tall and 125 lbs. A meazel is proportional to a human.
  • Medusae average 5 ft 4 in tall and 130 lbs.
  • Mercane females average 11 ft tall and 425 lbs. Males average 12 ft tall and 550 lbs. A mercane is proportional to a gith.
  • Mind flayers average 5 ft 9 in tall and 160 lbs. A mind flayer is proportional to a human.
  • Mineral mephit females average 2 ft 9 in tall and 29 lbs. Males average 3 ft tall and 41 lbs. A mineral mephit is proportional to an earth mephit.
  • Minotaur females average 8 ft 6 in tall and 450 lbs. Males average 9 ft tall and 600 lbs.
  • Mongrelfolk females average 4 ft 10 in tall and 125 lbs. Males average 5 ft tall and 150 lbs. A mongrelfolk is proportional to an orc.
  • Moon elf females average 5 ft 4 in tall and 105 lbs. Males average 5 ft 9 in tall and 135 lbs.
  • Mountain giant females average 42 ft tall and 7250 lbs. Males average 45 ft tall and 10000 lbs. A mountain giant is proportional to a human.
  • Night hags average 5 ft 4 in tall and 85 lbs. A night hag is proportional to a hag.
  • Nymphs average 5 ft 4 in tall and 105 lbs. A nymph is proportional to a wild elf.
  • Ocean giant females average 16 ft tall and 1050 lbs. Males average 17 ft tall and 1400 lbs. An ocean giant is proportional to a human.
  • Ocean strider females average 19 ft tall and 1500 lbs. Males average 20 ft tall and 2000 lbs. An ocean strider is proportional to a human.
  • Ogre females average 9 ft tall and 450 lbs. Males average 9 ft 6 in tall and 550 lbs. An ogre is proportional to an orc.
  • Ogre giant females average 18 ft 6 in tall and 1925 lbs. Males average 20 ft tall and 2450 lbs. An ogre giant is proportional to an orc.
  • Ogre mage females average 10 ft 2 in tall and 600 lbs. Males average 10 ft 8 in tall and 700 lbs. An ogre mage is proportional to an orc.
  • Ooze mephit females average 2 ft 6 in tall and 24 lbs. Males average 2 ft 8 in tall and 33 lbs. An ooze mephit is proportional to an earth mephit.
  • Orc females average 5 ft 9 in tall and 190 lbs. Males average 6 ft 4 in tall and 250 lbs.
  • Owlbear females average 7 ft 6 in tall and 350 lbs. Males average 8 ft tall and 475 lbs. An owlbear is proportional to a minotaur.
  • Phaerlin giant females average 19 ft tall and 1800 lbs. Males average 20 ft tall and 2400 lbs. A phaerlin giant is proportional to a stone giant.
  • Quaggoth females average 6 ft 6 in tall and 260 lbs. Males average 7 ft tall and 350 lbs. A quaggoth is proportional to a minotaur.
  • Radiance mephit females average 3 ft 1 in tall and 29 lbs. Males average 3 ft 4 in tall and 41 lbs. A radiance mephit is proportional to a fire mephit.
  • Salt mephit females average 2 ft 6 in tall and 19 lbs. Males average 2 ft 8 in tall and 26 lbs. A salt mephit is proportional to a fire mephit.
  • Sand giant females average 12 ft 6 in tall and 750 lbs. Males average 12 ft tall and 700 lbs. A sand giant is proportional to a human.
  • Sea hags average 5 ft 4 in tall and 85 lbs. A sea hag is proportional to a hag.
  • Sea kin females average 5 ft 4 in tall and 115 lbs. Males average 5 ft 9 in tall and 160 lbs. A sea kin is proportional to a human.
  • Shadow giant females average 19 ft tall and 1300 lbs. Males average 20 ft tall and 1600 lbs. A shadow giant is proportional to a gith.
  • Shalarin females average 5 ft 6 in tall and 110 lbs. Males average 6 ft tall and 140 lbs. A shalarin is proportional to a gith.
  • Sharakim females average 5 ft 9 in tall and 190 lbs. Males average 6 ft 4 in tall and 250 lbs. A sharakim is proportional to an orc.
  • Shield dwarf females average 4 ft 5 in tall and 140 lbs. Males average 4 ft 8 in tall and 190 lbs.
  • Shrieking hags average 7 ft 4 in tall and 170 lbs. A shrieking hag is proportional to a hag.
  • Siv females average 4 ft 10 in tall and 85 lbs. Males average 5 ft 2 in tall and 105 lbs. A siv is proportional to a gith.
  • Skulk females average 5 ft 4 in tall and 105 lbs. Males average 5 ft 9 in tall and 150 lbs.
  • Smoke mephit females average 3 ft 1 in tall and 21 lbs. Males average 3 ft 4 in tall and 32 lbs. A smoke mephit is proportional to an air mephit.
  • Steam mephit females average 2 ft 6 in tall and 19 lbs. Males average 2 ft 8 in tall and 26 lbs. A steam mephit is proportional to a fire mephit.
  • Stone giant females average 12 ft tall and 700 lbs. Males average 13 ft tall and 1000 lbs.
  • Storm giant females average 20 ft 9 in tall and 1800 lbs. Males average 22 ft tall and 2400 lbs. A storm giant is proportional to a human.
  • Sun elf females average 5 ft 4 in tall and 105 lbs. Males average 5 ft 9 in tall and 135 lbs.
  • Sun giant females average 16 ft tall and 1050 lbs. Males average 17 ft tall and 1400 lbs. A sun giant is proportional to a human.
  • Sylphs average 3 ft 9 in tall and 43 lbs. A sylph is proportional to an air genasi.
  • Tiefling females average 5 ft 4 in tall and 115 lbs. Males average 5 ft 9 in tall and 160 lbs. A tiefling is proportional to a human.
  • Titan females average 27 ft tall and 3000 lbs. Males average 30 ft tall and 4400 lbs. A titan is proportional to a human.
  • Troll females average 9 ft 6 in tall and 450 lbs. Males average 9 ft tall and 400 lbs. A troll is proportional to a human.
  • Underfolk females average 4 ft 10 in tall and 85 lbs. Males average 5 ft tall and 100 lbs. An underfolk is proportional to a gith.
  • Urdunnir females average 4 ft 5 in tall and 180 lbs. Males average 4 ft 7 in tall and 230 lbs.
  • Void mephit females average 2 ft 9 in tall and 17 lbs. Males average 3 ft tall and 26 lbs. A void mephit is proportional to an air mephit.
  • Water genasi females average 4 ft 10 in tall and 95 lbs. Males average 5 ft 2 in tall and 130 lbs. A water genasi is proportional to a human.
  • Water mephit females average 2 ft 6 in tall and 19 lbs. Males average 2 ft 8 in tall and 26 lbs. A water mephit is proportional to a fire mephit.
  • Wild dwarf females average 2 ft 11 in tall and 50 lbs. Males average 3 ft 1 in tall and 70 lbs.
  • Wild elf females average 5 ft 4 in tall and 105 lbs. Males average 5 ft 9 in tall and 135 lbs.
  • Wood elf females average 5 ft 4 in tall and 105 lbs. Males average 5 ft 9 in tall and 135 lbs.
  • Zenythri females average 5 ft 4 in tall and 115 lbs. Males average 5 ft 9 in tall and 160 lbs. A zenythri is proportional to a human.

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Year 0

This is a persistent and paradoxical phenomenon, and I feel a need to clear it up, at least with respect to my own campaigns.

Calendars are centered on events.  The day on which that event occurs, and the 364 days following the event, are Year 1.  The 365 days preceding the event are Year -1.  The only way there could be a Year 0 is if the event on which the calendar is based took up a whole 365 days… and in such a case we would choose the beginning of the event, the end of the event, or some intermediary part of the event and make that day the 0 of the calendar, and you still wouldn’t get a Year 0.

There is no Year 0.

There.  I feel much better now, don’t you?  You should.

You might ask: why does it matter?  It matters because sloppy math results in incorrect accounts of history.  To most, it doesn’t matter whether the first Pharaoh ascended in -981 DR or -980 DR… but it might be more important to those folks that their children learn that King Azoun IV took the throne of Cormyr in 1336.  Because that’s somehow important, even if the other isn’t. It was -981 (1).

And that’s the long and short answer.  It matters because it matters.  To someone.  Because truth matters, and that means accuracy matters.

Khazmahk the Mighty

In the beginning… what?

Oh.  Too far back.  Right.

Well, there are a lot of systems for tracking the years in Faerun, and we need to be able… now what?

If we’re going to compare the events in one country with those in any other — for example, who ruled the nations of the South when Jhaamdath fell?  Or the North, for that matter.  That could tell us where the survivors may have fled to, and thus where to look for remnants of that culture.  Or for something perhaps more interesting to you… what was going on in Imaskar during the time of Netheril?  Yes they existed concurrently… it was the year 1237 in Netheril when Imaskar fell.  There were at least three flying cities in the sky by that time… (2)

Of course it matters, Captain Snarkypants.  Do you suppose that no far-wandering arcanists from one of them ever happened to stumble into the other?  Of course they did.  Was there an exchange of spells?  Isn’t it possible that some Imaskari were visiting friends (or enemies, we don’t judge) in the north when the kingdom of Raurin came to a fiery end?  Yes?  Good answer.  We know at least three were. (3)

In those cases, a difference of a single year might not seem important.  In other situations, a year makes a big difference.  Suppose you’re taught that some famous swordswinger or axethrower… what?  Yes, Khazmahk the Mighty works fine.  Yes, the strongest half-orc who ever lived, I’ve heard the tales too.  Suppose the bards are all saying he was slain by the Phalabuti tribe in 1214 DR… the Phalabuti?  They were kobolds.  Yes, well, kobolds are sneaky little buggers, and a mighty half-orc wouldn’t be expecting them to be a threat and so would severely underestimate them.

Moving on.  Suppose the bards are wrong?  The Phalabuti’s victory was complete… there were no survivors outside of the kobolds themselves, and they recorded their success in their own method of timekeeping, which tragically died with them when the entire tribe fell victim to a certain red dragon we call Klauth.  A bard, stumbling some time later upon fragments of charred hide, accidentally discovered the kobolds’ crude symbols thereon and eventually recognized them as a timeline of the tribe’s victories… but he didn’t pay adequate attention to his addition and subtraction.  He had heard, of course, of mighty Khazmahk… now he knew the half-orc’s end.  And as he traveled the orc-hating portion of the Realms, for the remainder of his days, he often told of the legendary half-orc hero who fell to the legendless anything-but-heroic kobolds.

Yes, I was wondering when you were going to ask me that.  It’s important because the Phalabuti actually killed Khazmahk in 1213 DR.  Which creates a problem because it was in the following year, watched by a dozen humans and dwarves, that Khazmahk split that tree in half with a thrown axe and earned himself the title of strongest half-orc who ever lived.  So… where does that leave us?

Ah, the sound of silence.  So refreshing.  So relaxing.  That leaves us with legends that are untrue, being told the length of the Sword Coast.  It also leaves us with Khazmahk killed by kobolds, and another half-orc… who was clearly *not* Khazmahk, but took Khazmahk’s name for some reason, earning his title at Arningad and crafting a rather fearsome reputation over the remainder of his life. (4)

When it comes down to it, a year can always become a larger error, because translating between systems of timekeeping often entails going from one calendar to another, and then a third, and then a fourth.  Mistakes compound, particularly when the original scribe wasn’t sure of the exact dates, or when the writing has been worn or dampened.

No, I’m not grasping at straws, but I can assure you that if I were, the fireball I would subsequently send rumbling up your trousers would be truly inspiring.  Now get out, before I affix an orc’s mouth to your forehead that asks you insipid questions.  Accompanied, if your scrolls are incomplete again tomorrow, by a suitable slaver of drool that runs down your face carrying the odor of a much-used oubliette!

~ Auvo’s Hero, as performed at a fireside by Tammenni of the Tongues


1 – According to the succession of Pharaohs written for my “home” campaign.

2 – Adjusted slightly from official sources.  In my campaign, the cataclysm that ruined the kingdom of Raurin was in -2623 DR… the more commonly cited -2488 DR was when the rest of the world found out about it, from the first trickle of bards who were lucky enough to stagger out of the devastation after being unlucky enough to teleport into it.  More on this later.

3 – According to journals compiled recently, forthcoming uh… when I compile them.  Hilather/Halaster was not one of these; not in my campaign anyway.

4 – Arningad was more of a camp than a town, located where the Shining Creek joins the Goblintide, south of Lurkwood and west of the Trollmoors.  One of many unsuccessful and short-lived efforts by half-orcs to find some acceptance from both sides of their ancestry, as well as the grudging-if-necessary respect of dwarves and elves.  Hey, half-orcs are ambitious.  No official sources; I made it up.  Khazmahk and the Phalabuti, in case it wasn’t obvious, are also unofficial, as well as Tammenni and her impetuous brother Auvo.

Conversions

Dalereckoning to Mulhorand Calendar
after 1 DR: add 2135 to convert from DR to MC
before 1 DR: add 2136 to convert from DR to MC

Mulhorand Calendar to Dalereckoning
after 1 MC: subtract 2136 to convert from MC to DR
before 1 MC: subtract 2135 to convert from MC to DR

Dalereckoning to Netheril Year
after 1 DR: add 3859 to convert from DR to NY
before 1 DR: add 3860 to convert from DR to NY

Netheril Year to Dalereckoning
after 1 NY: subtract 3860 to convert from NY to DR
before 1 NY: subtract 3859 to convert from NY to DR

Dalereckoning to Imaskar Calendar — this conflicts with official/published material, and is only valid for material which might appear in this blog; it’s included mostly so that I don’t have to make another post like this later.
after 1 DR: add 15383 to convert from DR to IC
before 1 DR: add 15384 to convert from DR to IC

Imaskar Calendar to Dalereckoning — see notes above.
after 1 IC: subtract 15384 to convert from DR to IC
before 1 IC: subtract 15383 to convert from DR to IC

The Dragon’s Bane

Nothing really jumps out as a vital topic for the first-post-after-the-first-post.  So I give you an afternoon’s daydream based on a few words from a classic work of Realmslore: Old Empires [TSR 9274].

The Xaeyruudh Campaign

The Dragon’s Bane was an adventuring company, active in Chessenta from 3115-3133 MC (980-998 DR).  In the early years, the name of their band was just ambitious bravado, but in time they grew strong and hastened the demise of several violent young dragons.  The company gathered in Cimbar in 3132, in what proved to be their final campaign, with the goal of destroying the more powerful long-term threats in the lands around Chessenta.  They succeeded in defeating a few of their greatest foes, and their fame reached new heights when they donated the hoards to the coffers of cities which agreed to give citizenship to immigrant demihumans and giants who wished to live peacefully among humans.  Sadly, the Dragon’s Bane met their end in the following year when they faced the last and most powerful of the dragons, an old red wyrm named Guyanothaz.

Gahadunaddim, a stone giant of Fuirgar, founded and led the Dragon’s Bane.  Sharan Poennus, a half-elven priestess of Sehanine Moonbow, was one of the giant’s first and truest friends in the lands of the “little people” as he called non-giants, and it was no secret that the two shared an affection that went far beyond mercenary comaraderie.  The dwarf Khal Mulad was recruited for his expertise in finding and disarming traps, but he was also skilled with his axe and crossbow.  Faleius Hestius and Percero were Chessentan mercenaries, retained over the course of many adventures due to both their fighting prowess and their honor when the time came to divide up the spoils.

The tale of their doom is still told in Cimbar, and among sages who track the rise and fall of dragons.  Guyanothaz was a rapacious raider in those days, by far the most arrogant of the dragons in the Old Empires, and less than wise when it came to concealing his comings and goings.  The Dragon’s Bane stalked him without difficulty, waited for him to raid the fields outside Cimbar, and removed most of his hoard from the lair to prevent it from being damaged when they fought him later.  Guyanothaz returned that night to find his hoard plundered and armored adventurers waiting to attack him.  He immediately launched himself into melee with them without acknowledging the possibility that they might be able to hurt him.  After several minutes of fighting, the Dragon’s Bane was wounded but not in disarray.  Gahadunaddim kept the dragon’s attention focused on him by virtue of his great size and brightly glowing greatsword.  Sharan fervently channeled her goddess’ healing power into the giant, and the others focused on staying out of the dragon’s breath and attempting to exploit his vulnerabilities.

The battle might have turned in the adventurers’ favor when Khal Mulad’s bolt of dragon slaying pierced the dragon’s right eye, but Guyanothaz survived the bolt’s powerful curse.  Half-blinded and shrieking in agony, the dragon threw himself against the walls of the cavern to crush his attackers.  The adventurers nimbly avoided the dragon’s charges, but his wrath began to collapse the cavern around them and Gahadunaddim ordered them to retreat.  Each member had already sustained life-threatening injuries, and they had not yet managed to mortally wound the dragon.  The giant deemed it wise to live and return to the dragon’s lair after resting and recuperating from their wounds, and perhaps gathering some additional reinforcements.  The dwarf and the Chessentan men obediently ran for the exit, but Sharan could not turn her back on her love and continued healing his wounds.  As fiery death filled the cavern, Gahadunaddim’s greatsword plunged into Guyanothaz’s left eye, fully blinding the dragon.  Guyanothaz twisted and writhed, and withdrew into a deeper cavern, his roars and thrashing tail collapsing the tunnel behind him.  Gahadunaddim turned to push his companions out of the cavern, and found them all dead.  The men had almost escaped the cavern with their lives, but Sharan, the friend whose love sustained him and whose spells had saved his life uncounted times, was within touching distance of him as always.

Amid the dragon’s echoing roars and the falling stones, Gahadunaddim carefully scooped up what remained of his companions and carried them outside.  He buried the men in the center of a grassy field at the base of the dragon’s mountain, respectfully reciting prayers to Moradin and Tempus to honor his companions’ loyalty and bravery.  To this day the weathered cairn still stands, and the plain which once turned to yellow and brown in the dry summer now remains lush and erupts in bright wildflowers.  Gahadunaddim gave the entirety of the dragon’s treasure to the families of his fallen comrades in Cimbar, then sailed to Laothkund and was not seen again in human lands.

He carried Sharan’s bones into the Yuirwood, to lay her to rest among her elven ancestors.  Unfortunately, the stone giant’s presence attracted the hostile attentions of the forest’s wardens —paranoid at the best of times and recently more vigilant due to incursions by giantkin from Laothkund hired by the other coastal cities to extend the reach of human loggers— and he was struck down by spells and arrows before he was able to explain his mission.

The half-elves recovered Sharan’s remains, and when the truth was divined they honored both her and the giant according to their customs, but something —perhaps a fragment of Sharan’s spirit— remains in Guyanothaz’s lair.  Adventurers who have entered the dragon’s lair in the intervening years, and lived to tell the tale, have reported hearing the faint echoes of a woman’s song in the rubble-strewn antechambers.

DM’s Notes

At first glance Gahadunaddim’s fate may seem cruel, but after learning the giant’s name and intention in stepping into the Yuirwood a priest among the elves attempted to resurrect him and the giant’s spirit declined the opportunity to return to Faerûn.  He was embarking on his next mission: a march to Arvandor, to find his love.

Sharan’s soul was swiftly claimed by the Seldarine, as she was singing the praises of Sehanine in the very moment that her life was snuffed out.  However, she is not completely content; she frequently becomes restless and seeks to discover the fate of her mortal love.  On these occasions the haunt will do more than intone the glory of Sehanine, for adventurers who happen to lure Guyanothaz into the antechamber.  So far, none have, and so Sharan has remained unseen.  When Guyanothaz (or any evil dragon, if another eventually takes this lair) approaches within a hundred feet of the place where she died, against a certain pillar deep inside the first cavern, Sharan’s spirit will abruptly blaze with white light, becoming quite visible and healing those who strive to kill the dragon.  Her ethereal song will fill the cavern then, effectively bestowing fast healing 10 and fire resist 10, both of which stack with other similar effects the PCs might have, and immunity to fear.

Her voice may also distract the dragon.  He remembers her, the frustratingly elusive elfblooded one who healed the worst enemies he’s known in all his centuries, and although he’s loath to admit it, he would have greatly enjoyed the beauty of her song under different circumstances, so hearing her voice again will stir simultaneously his love for music, his mighty wrath at all adventurers and particularly at this unwelcome memory, and a significant twinge of fear at the realization of the half-elf’s immortality.  The game-effects, if any, are up to the DM.  Sharan’s spirit is invulnerable to all forms of damage, unresponsive to all forms of communication, and will provide her blessings for as long as anyone faces the dragon.  If/when Guyanothaz is slain (she will appear at the moment of his death, even if it’s somehow far from this cavern), the spirit will sigh and fade into nothing.  As the last of her song fades, the victorious adventurers will be healed of whatever ails them at that point, provided it’s curable by anything up to a miracle spell.

Some bards suggest that Percero’s spirit lingers in Faerûn as well, citing the swashbuckler’s penchant for wooing attractive ladies with a double fistful of wildflowers accompanied by his ever-present impish grin and silken words.  Bards are a sentimental lot, though, and the perennial proliferation of wildflowers surrounding the cairn outside the dragon’s lair could be nothing more than remarkable coincidence.  Still, the sentiment is enough that the field is known in Chessenta as Percero’s Tears, and young men who are inclined to romance and softening the hearts of women still come to gather wildflowers and bend a knee before the cairn to ask for the old rogue’s blessing.

Source

  • Old Empires [FR10/9274] page 41 names the Dragon’s Bane as the adventurers who blinded Guyanothaz and stole most of its hoard
  • Guyanothaz is also mentioned in Dragons of Faerûn
  • Other details were written for the Xaeyruudh campaign

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.