Elminster
Speaks
(Part #5)
The
Sage of Shadowdale has something to say about pretty
much everything. Despite having pages in Dragon Magazine,
Dungeon Adventures, and Polyhedron Newszine, the Old
Mage still has more to speak of the Realms. Not wanting
to anger an archmage, we decided it would be best
to give him a weekly column from which to discuss
the finer points.
Listen well, young one.
The
Moods of Voonlar
Zhentarim
desire to encourage trade--rather than losing caravans
to Hillsfar, Sembia, and more southerly Dale routes--has
led them to pressure Buorstag to curb traditional
open local hostility to nonhumans. Simply put, Voonlarrans
hate and fear anyone who doesnt look human.
Elves,
half-elves, dwarves, halflings, gnomes, and even half-orcs
(if openly armed) can expect to be tolerated, so long
as they keep to inns, taverns, holy areas, and major
shops. Hard stares, shouted jests and slurs, and thrown
stones will constantly remind them of the underlying
local hatred of anyone not outwardly human, however.
The Brons silent, impassive deputies stop public
beatings of, and thefts from, such dogheads,
but do little more unless offered ready coin.
Voonlarrans
tolerate Buorstags brutal rule because the Bron
keeps the peace, encourages trade, taxes equally,
and hires mercenaries to diligently patrol the streets
and outlying farms. The Bron is respected for scouring
the land for thieves, outlaws, and troublemakers,
like Harpers and poachers from the Dales.
Most Voonlarrans regard Dalesmen as sly, thieving
rogues--dishonest by nature-- given to night raids
and highway robbery unless firmly curbed by strong
and ready blades. Voonlarran mercenaries often skirmish
with Shadowdale patrols, and Voonlarrans remember
well the "burning and butchery" done by
the Knights of Myth Drannor to Banite clergy and temple
guards.
Gormstadd,
head of the local temple of Cyric, offers a standing
reward of 10,000 gp for the capture of Mourngrym Amcathra,
dead or alive. Considered the leading terrorist and
thug of the lawless Dales, the elf-lover and self-styled
Lord of Shadowdale, Gormstadd lets everyone
know that Mourngrym is a fugitive from justice in
distant Waterdeep.
Voonlarrans
fear and respect Zhents, despise Dalesfolk, hate people
from Hillsfar and Cormyr (regarded as a kingdom
of shining-armored idiots), and envy the rich
folk of Sembia. To a Voonlarran, theres no such
thing as a poor Sembian.
Dark
Schemes In A Dark Tower
After
the Bron, Dark Patriarch Gormstadd is the most influential
man dwelling in Voonlar. He and Buorstag are firm
friends, and they dine together at least two evenings
a week, playing chess and scheming to enrich themselves
and govern Voonlar the best way they see fit.
They
both hate Lady Shrae, matriarch of the local temple
of Chauntea, and constantly try to find some pretext
to attack her or her temple without arousing the ire
of the locals, who see Shrae as a friend who eagerly
tends them without asking for payment when theyre
sick.
Several
past attempts to openly strike at the temple were
disrupted by rifts opening in the earth, blinding
spontaneous showers of fruit and tree boughs, and
other manifestations of Chaunteas wrath. Its
now clear to both men that the Great Mother watches
over Lady Shrae. Theyve reluctantly concluded
that they must wait for Shrae to stray from her calling
and lose Chaunteas favor, or that of the townsfolk.
Thus far, shes shown no sign of doing either.
So
the two men growl darkly in her direction, and occupy
themselves in the meantime with plots against the
spies, poachers, and raiders who skulk from Hillsfar
and Shadowdale to assail fair Voonlar.
Gormstadd,
Strifeleader of Voonlar; 10th-level
human male specialty priest of Cyric: AC 2 (plate
mail of blending, +3, shield +2); hp 64; THAC0 12
(magical weapon); #AT 1; Dmg 1d8+2 (long sword
+2, nine lives stealer [7]); S 14; D 11; C 15;
I 14; W 18; Ch 13. SA: +1 on saves vs. illusion or
phantasm, can cast black talon once/day, can
summon an aerial servant that will fight for
him, can create a dark aura or skull of
secrets once/day, can cast phantasmal killer
once/tenday. Spells: 6/6/4/4/2: 1st-curse,
command, cure light wounds, darkness, detect good,
faerie fire; 2nd-aid, chant, hold
person (x2), flame blade, spiritual hammer;
3rd-dispel magic, prayer, pyrotechnics,
speak with dead; 4th-abjure, cure
serious wounds, dark aura, free action; 5th-flame
strike, insect plague.