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Mintiper's
Chapbook
Part
6: Trail of Mists
by Eric L. Boyd
Mintiper
Moonsilver is one of the legendary bards of the Forgotten Realms, and
tales of his adventures have long been recounted around hearthfires across
the North in musical, poetic, and narrative forms. Transcribed in Silverymoon's
Vault of the Sages by the Keeper of the Vault, Mintiper's Chapbook is
a compilation of the Lonely Harpist's ballads, poems, and tales. Selected
pages of this chapbook have been annotated and passed into this chronicler's
hands and shall be revealed here in a periodic column.

Trail
of Mists
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Ga
nomes went in, ga nomes went out,
Now
look at ga fields all about.
Ga
men of course get all ga lory,
Forgotten
again, same old story!
(CHORUS)
We
may be here, we may be there,
Like
men of course were everywhere!
We
may be fair, but so are elves,
Ga
People, see, are just themselves!
We
may be stout, but so are dwarves,
At
least were not afraid of wharves!
We
may be small, but so are hin,
At
least we have hair on our chin!
We
may be fierce, but so are orcs,
At
least we do not taste like pork!
We
may be here, we may be there,
Ga
misty trail runs everywhere!
Ga
nomes went in, ga nomes went out,
Now
look at ga trees all about.
Ga
elves of course get all ga lory,
Forgotten
again, same old story!
(CHORUS)
Ga
nomes went in, ga nomes went out,
Now
look at ga gems all about.
Ga
dwarves of course get all ga lory,
Forgotten
again, same old story!
(CHORUS)
Ga
nomes went in, ga nomes went out,
Now
look at ga pipes all about.
Ga
hin of course get half ga lory,
Forgotten
again, same old story!
(CHORUS)
Ga
nomes went in, ga nomes went out,
Now
look at nothing all about.
Ga
orcs of course get all ga ory,
Oops,
not our fault, and not our story!
(CHORUS)
gnome
drinking ditty entitled "Ga Nomes"
blamed
on Mintiper Moonsilver
Year
of the Boot (1343 DR)
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Keepers
Annotations
Have
you ever wondered how gnomes start bar brawls? This inspired bit of
doggerel is a favorite of drunken gnomes, particularly those who feel
slighted or overlooked. The listed verses are believed to be the original
work of the Lonely Harpist, although countless additional verses have
been created by various gnomes to offend just about any audience. Mintiper
Moonsilver is believed to have written this ditty during his fabled
trek through the High Forest, as Heverseer Windfeather, proprietor of
the Singing Sprite inn, claims to have heard its first performance in
the Year of the Moonfall (1344 DR) in the taproom of the Seven-Stringed
Harp tavern in the village of Secomber on a night that the Wood-Riders
of Turlang came to town.
The
Lonely Harpist may have written this little song as a way of thanking
the Forgotten Folk for their assistance in speeding his passage through
the High Forest. The reference to the "misty trail" in the
last line of the chorus suggests what form such aid may have taken:
The Trail of Mists is a little-known means of magical travel akin to
a series gate [1] and believed to date back
to the height of Netheril and Eaerlann. [2] Created
by gnome illusionists [3] working in concert with Eaerlanni
High Mages, the Trail of Mists served originally as a means of magical
transport by which gnomes who had escaped enslavement by the Netherese
could move about the northern and eastern High Forest without fear of
being recaptured. [4] The Trail of Mists linked several
score elven garrisons on the Eaerlanni-Netherese border with an elven
fortress in the heart of Eaerlann since rebuilt as the Citadel of Mists.
[5] From there the Trail of Mists led further south
and west, enabling gnomes to safely flee far from their former masters.
[6]
Gnomes
still dwelling in the High Forest [7] must have guided
Mintiper and his companions along at least part of the Trail of Mists
during their southward trek, and the Lonely Harpist apparently developed
an inkling of just how far-reaching this network of magical trails had
become. The Trail of Mists does indeed seem to connect most gnome communities
with each other and with major settlements of other races, functioning
as a hidden trading network and speeding travel between far-flung gnome
communities. [8]
The
Trail of Mists must lead at least as far south as Amn, for one branch
of the "misty trail" leads directly into the taproom of the
Threshing Flail. A rough-and-tumble tavern in the Amnian town of Purskul,
this favorite hangout for half-orc field hands is commonly known as
the Thrashing Flail for its frequent tavern brawls. Rowdy, drunken gnomes
apparently delight in "crashing" the Threshing Flail by way
of the Trail of Mists and then singing their favorite drinking ditty
to the crowd. If outmatched by the assembled porcine patrons in the
inevitably ensuing brawl, the Trail of Mists provides a simple and safe
means of egress by which to flee. [9]
Chroniclers
Footnotes
[1]
A series gate is a string of magical portals that connect
two or more destinations through a series of intermediate locales.
One example of such is the Lost Princess Road, which links the Purple
Hills of Tethyr with such diverse locales as northeastern Amn, the
mouth of the River Chionthar, the Bridge of Fallen Men, Silavenes
festhall in Waterdeep, and the confluence of the River Delimbiyr and
the Unicorn Run. Another series gate is used as a the slaving
route between the drow city of Karsoluthiyl in the Underdark off the
coast of Baldurs Gate and the drow outpost of Kyorlamshin in
the depths of Undermountain. Many other examples of series gates may
be found in Secrets of the Magister.
Although
it serves much the same function as a series gate, the Trail
of Mists is actually a series of fixed paths through the Border Ethereal.
One can only step onto the Trail of Mists at certain fixed points
across Faerûn, known as nexus points. A would-be "mistwalker"
must know the precise location of the nexus point, as both magic and
psionics have proven ineffective in pinpointing them, and move some
part of his physical form through it. To access the Trail of Mists,
the nexus point employed must also be wholly cloaked in some type
of three-dimensional magical illusion, such as that created by a phantasmal
force or improved phantasmal force spell. The exact nature
of the illusion created is irrelevant, although most spellcasters
create the illusion of some type of portal. Finally, a would-be mistwalker
must be carrying a specific type of gemstone, and the exact type required
varies from nexus point to nexus point.
Once
on the Trail of Mists, a mistwalker can travel along one of the trails
of thick mist linked to that nexus point until he reaches the next
nexus point. All nexus points have at least one trail leading away
through the Border Ethereal, and some have as many as a dozen alternatives.
Upon reaching a nexus point, a mistwalker is instantly shifted back
to the Prime Material Plane, and he must reenter the nexus point normally,
subject to all the conditions listed above, to resume movement along
the Trail of Mists.
While
walking along the Trail of Mists, a mistwalker can see objects in
the Prime Material Plane as if through a thick mist. The Trail of
Mists never seems to pass through physical objects on the Prime Material
Plane or rise off the ground. The Trail of Mists simply reroutes itself
(and anything on it) around any new physical impediments from the
Prime Material Plane that are moved in its apparent path. It is not
possible to move even one step backward along the Trail of Mists or
step off it in any way, nor is it possible to interact in any way
with the neighboring Border Ethereal. Likewise, creatures of the Ethereal
Plane cannot interact with mistwalkers in any way, although both can
see and hear each other if in close physical proximity. If two parties
are moving in opposite directions along the same branch of the Trail
of Mists, the branch automatically forks and then rejoins so that
the two groups appear to pass each other at a distance of 20 feet
or so. Mistwalkers can cover as many miles (relative to the Prime
Material Plane) per hour as they have points of Intelligence, although
it is possible to move more slowly if desired. Groups that wish to
stay together cannot move faster than the slowest being among them,
as it is not possible to carry or pull someone along the Trail of
Mists.
[2]
The first stages of the Trail of Mists were established circa -3150
DR, and the Forgotten Folk have expanded this network of ethereal
paths in fits and starts through the present day.
[3]
Eaerlanni elves taught promising candidates among the Forgotten
Folk the art of wizardry, much as they had instructed the humans of
Netheril in the Art centuries before. Most gnome apprentices demonstrated
a natural affinity for spells of illusion and phantasm, and, coupled
with their need to hide from the spells of the Netherese archwizards,
the Forgotten Folk developed the tradition of specializing in the
school of illusion and phantasm that continues through the present
day.
[4]
The Netherese enslaved the Forgotten Folk for centuries, despite
a series of failed revolts, employing them as craftsmen and inventors.
Small groups of gnomes regularly escaped captivity, but most were
quickly discovered and killed by the Netherese.
The
elves of Eaerlann began quietly assisting the small bands of gnome
refugees who arrived on their borders circa -3520 DR, a mere dozen
years after the discovery of the Nether Scrolls. The Forgotten
Folk were initially housed in subterranean chambers dug beneath elven
frontier garrisons, but, fearing the wrath of Netherese archwizards
hunting their escaped slaves, the Eaerlanni began shepherding the
Forgotten Folk through the High Forest towards the South, far from
the sphere of influence of Netheril.
After
many failed revolts, those Forgotten Folk who remained enslaved by
the Netherese eventually won their freedom during the Silver Age of
Netheril by refusing to work. Mind-controlling magic, while successful
at keeping the gnomes in line, proved ineffectual at producing quality
inventions, so the Netherese finally relented, thanks in part to the
diplomatic efforts of Eaerlanns ambassadors, and all of Netherils
gnome slaves were emancipated by 2387 DR.
[5]
The Citadel of the Mists, a slim triangle of three towers jutting
from two large buildings and an enclosed courtyard, is an isolated
castle on the northern fringes of the High Forest. The tallest tower
houses a pegasus aerie, well guarded by charmed air and fire
elementals and only accessible via an exposed internal staircase that
rises through a single large chamber.
The
Citadel is home to the enigmatic Mistmaster (CN hm C19Leira/Ill26),
a powerful, long-lived illusionist and lapsed priest of the Lady of
the Mists, who may have once been the highest-ranking priest of the
entire faith based in Milvarune. The Citadel is cloaked in an ancient
wardmist that predates the castles construction by millennia.
The Mistmaster has developed series of spells that allow him to trigger
the awakening of the wardmist in the same way that a magic
mouth spell is triggered, i.e. in almost all cases, by intrusions
or specific intruder actions. In addition, the Mistmaster can cloak
the entire Citadel in swirling mists at will. The former priest employs
the Sarbossa Ring of Undarl, a unique magical device
that enables him to shapechange (as the 9th level
wizard spell) at will and may have other powers as well.
The
Mistmasters household retainers and allies include Iltmul (LN
hm Mon11Helm), an elite member of the Everwatch Knights, Cherissa
Mintaeril (CG hf F9), who venerates the Luckmaiden and who gained
great fame in the service of Cormyr, and Azure (NG hf W(I)12), an
enigmatic wizard from Silverymoon. Each of the above-named allies
and retainers bears a ward token, enabling them to move about
the Citadel at will without triggering the wardmists
defenses.
The
Citadel is riddled with ancient dimension doors of elven construction,
that is invisible spots that whisk someone entering them in certain
ways to other invisible spots, elsewhere in the Citadel. Some of these
linkages work in the upper floors of the three Citadel towers despite
predating the construction of the present fortress, a conundrum that
only the Mistmaster has unraveled. The dimension doors are
in some way tied to the Trail of Mists, but it is not possible to
access the ethereal network of paths by employing them.
Built
in the Year of the Deep Moon (1294 DR) by agents of the Mistmaster,
the Citadel of the Mists lies atop the foundations of an ancient elven
fortress abandoned circa 4,300 DR at the end of the Seven Citadels
War. The ancient cellars and passageways beneath the Citadel of the
Mists were once one of five secret armories established by the gold
elf cambions of House Dlardrageth circa 4,500 DR. The Dlardrageth
armories, which may in turn have been built atop ruins of earlier
fortresses dating back to the height of Aryvandaar, were storehouses
of magical artifacts recovered from the ruins of the Vyshaantar Empire
and defended by bound demon guardians. Gold elf agents of Siluvanede
discovered four of the five Dlardrageth armories during the Seven
Citadels War, including the one that now lies beneath the Citadel
of the Mists, enabling the lesser houses of Siluvanede to wield the
terrible legacies of the Vyshaantar Empire they found within the armories
against their moon elven brethren in Eaerlann. (More information on
the current status of House Dlardrageth can be found in Cloak &
Dagger.)
After
the defeat of Siluvanede, the Fair Folk of Eaerlann discovered the
subterranean armory that now lies beneath the Citadel of Mists. Eaerlanni
archmages wrapped the armory in magical wards, so as to imprison those
evils that remained within the armorys deepest chambers. The
armory lay untouched for centuries, until its empty upper chambers
were given over to the Forgotten Folk circa 3150 DR to serve
as a clearing station for the Trail of Mists.
Circa
1700 DR, the gnomes were forced to erect additional wards around
the ancient armory and abruptly ceased using it as a central way station
of the Trail of Mists. One or more of the bound demons that had long
guarded the legacies of the Vyshaantar Empire had managed to escape
the former armorys lower catacombs, and only the desperate action
of a small band of forest gnome and moon elven adventurers managed
to keep the unbound demons from escaping the upper catacombs as well.
Today,
the upper catacombs of the Citadel of the Mists are still defended
by all manner of illusions, traps, and magical and monstrous guardians
laid by the gnomes, and they are home to one or more partially freed
demons as well. The tunnels and chambers contain well over three dozen
nexus points through which it is still possible to directly access
almost every nexus point found in the northern High Forest as well
as those that lie amidst the ruins of ancient elven garrisons along
the eastern edge of the Far Forest.
[6]
Most gnomes who escaped enslavement by the Netherese made their way
to southern lands, far beyond Netherils sphere of influence.
Travel through the North was facilitated by the Trail of Mists, which,
in those days, extended as far south as the waterway now known as
the River Chionthar and as far east as the mountain range now known
as the Stormhorns.
[7]
Over two dozen communities of forest gnomes remain within the
northern and eastern reaches of the High Forest, all in close proximity
to at least one nexus point of the Trail of Mists. Most such villages
have between 100 and 300 inhabitants, and the total population of
forest gnomes in the High Forest barely exceeds 5,000.
[8]
Today the Trail of Mists crisscrosses much of the northern High
Forest and links with gnome communities, the ruins of older gnome
settlements, and various cities of other races scattered across western
and northern Faerûn. It has been extended time and time again by gnome
illusionists, the most famous of whom was undoubtedly Fitzmilliyun
Sparkledrim, the legendary creator of the Castle of Illusion ere the
fall of Ascalhorn.
In
addition to those that lie within the depths of the High Forest, one
or more nexus points of the Trail of Mists lie within the ruins of
Dolblunde (north and east of Waterdeep), the ruins of Hellgate Keep
(dating back to the days of Ascalhorn), and the ruins of Myth Glaurach
(detailed in Mintipers Chapbook #4: Myth Glaurach),
as well as amidst the Castle of Illusion, the Trollbark Forest, the
Forgotten Forest, and the Trielta Hills. Another nexus is said to
lie amidst the long-lost Shinglefell Gnome Burrow, but the exact location
of Fitzmilliyuns birthplace has been lost even to the Forgotten
Folk, suggesting that at least one branch of the Trail of Mists is
no longer connected with the rest of the network of paths.
Gnome
settlements that encompass or lie near a nexus point of the Trail
of Mists include Anga Vled (west of Elturel), Beldenshyn (along the
Winding Water), Elbencort (east of Riatavin), Forharn (in the White
Peaks north of the Ride), the Friendly Arm (an inn on the trade road
from Baldurs Gate to Beregost), Hardbuckler (near the Trielta
Hills), Skultan (east of Daerlun), Stormpemhauder (in the depths of
the Spiderhaunt Woods), Tempuss Tears (at the crossroads of
the Skuldask Road and Thundars Ride), and countless other out-of-the-way
locales known only to the Forgotten Folk. Cities such as Baldurs
Gate, Elturel, Elversult, Evereska, Mithral Hall, Neverwinter, Scardale,
Silverymoon, Sundabar, Suzail, Thentia, and Waterdeep, also contain
one or more nexus points of the Trail of Mists.
[9]
The Threshing Flail has one additional attraction for gnomes largely
unknown outside their communities in the Trielta Hills. A lingering
wild magic effect from the Time of Troubles centered on the taverns
taproom renders full-blooded gnomes who shed blood in its confines
immune to the curse of lycanthropy until the next full moon. The Trielta
Hills have seen numerous incursions by weremoles since the Time of
Troubles, a plague attributed to Urdlen, the Crawler Below. As such,
gnome warriors from the Trielta Hills routinely visit the Threshing
Flail, and inciting a tavern brawl is simply a fun way of ensuring
a little blood is spilled.
References
Introduction
Trail
of Mists
-
From
the perspective of the longer-lived races, men (humans) are known
for chopping down forests for farmland and for breeding like rabbits.
Elves, also known as the Fair Folk, refer to themselves as TelQuessir,
an elvish term that means "the People." Non-elves are NTelQuess,
an elvish term that means "Not People." Dwarves, also known
as the Stout Folk, are generally not known as seafarers or swimmers,
with the Mad Dwarves being the only known exception. Halflings, also
known as the Small Folk, generally grow hair on the top of their feet
and not on their faces. Orcs, also known as the Fierce Folk, have
a well-known resemblance to boars (pigs). Gnomes, also known as the
Forgotten Folk, live in forests (if they are forest gnomes) or hilly
terrain (if they are rock gnomes). Gnomes are generally short, prize
their beards, and are known for their skills in gemcutting.
-
Halflings are referred to as "hin" in Empires of the
Shining Sea, p. 84, and in Demihuman Deities, p. 176.
-
The Seven-Stringed Harp tavern, the Singing Sprite inn, and the village
of Secomber are discussed in Volos Guide to the Sword Coast,
pp. 79-85, 212-213, 225-226, The North: Cities, pp.
63-64, and The North: The Wilderness, p. 76.
-
Mintipers membership in the Wood-Riders of Turlang, a bandit
gang active on the southern edge of the High Forest, is discussed
in Dragon #187, pp. 48-51, and FOR4 Code of
the Harpers, pp. 64-70.
-
The
teaching of magic by the Eaerlanni elves to the Netherese beginning
in the 3830s DR, the enslavement of rock and forest gnomes by
the Netherese, the role played by the Eaerlanni elves in helping gnome
escapees hide in elven frontier garrisons and in teaching individual
gnomes the art of illusionist magic, and the ultimate freeing of Netherils
gnome population in 2387 DR are all discussed in Cormanthyr:
Empire of Elves, pp. 11, 15, 24, 33-34, 38, Netheril:
The Winds of Netheril, p. 16, and Powers & Pantheons,
pp. 136-137.
-
The
Citadel of the Mists and the Mistmaster are discussed in FR5
The Savage Frontier, p. 51, The North: The
Wilderness, pp. 11-12, 52-53, Hellgate Keep, pp. 7, 13,
and Cloak & Dagger. The Everwatch Knights are briefly discussed
in Faiths & Avatars, p. 69.
-
House
Dlardrageth, Siluvanede, and the Seven Citadels War are discussed
in Cormanthyr: Empire of Elves, pp. 32-33, 83, Hellgate
Keep, pp. 9-12, 22-24, 32, Dragon #228, pp. 34-35, and
Cloak & Dagger.
-
Undarl
was Mage Royal of Athalantar. He was secretly a malaugrym, a shape-changing
race that would, centuries later, battle the Harpers during the Harpstar
Wars, masquerading as a yuan-ti masquerading as a human. See Elminster:
Making of a Mage (softcover), pp. 313-314, and Dragon #228,
p. 28. Sarbossa is a type of ornamental stone thought to extend shape
changing magics, as noted in Volos Guide to All Things Magical,
p. 49.
-
Wardmists
are detailed in Volos Guide to the North, pp. 226-229,
and Volos Guide to the Sword Coast, pp. 228-231.
-
The
Lost Princess Road is detailed in Dragon #268, pp. 88-91.
-
Karsoluthiyl and Kyorlamshin and the series gate that connects
them are detailed in Dragon #227, p. 17, and Drizzt DoUrdens
Guide to the Underdark, p. 120.
-
Gnome
settlements across the Realms, including many listed above, are detailed
in an upcoming issue of Dragon magazine as part of the New
Adventures of Volo column by Ed Greenwood. The ruins of Dolblunde
are discussed in Dragon #234, pp. 34-35, Cult of the Dragon,
pp. 44-45, and Drizzt DoUrdens Guide to the Underdark,
p. 47. The village of Stormpemhauder is detailed in The Secret
of Spiderhaunt, pp. 10-13. The village of Tempuss Tears
is detailed in Volos Guide to the Sword Coast, pp. 118-119,
211-212.
-
Fitzmilliyun
Sparkledrim (also spelled Fhzmilliyun Sparkledrim), Shinglefell Gnome
Burrow, and the Castle of Illusion are detailed in FR5
The Savage Frontier, p. 40, and The North: The Wilderness,
p. 45.
-
Weremoles
are detailed in Demihuman Deities, pp. 158-159.

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