Monday, December 7, 2009

Re: greytalk Digest 24 Nov 2009 04:14:43 -0000 Issue 1134

Re: greytalk Digest 24 Nov 2009 04:14:43 -0000 Issue 1134
Monday, November 23, 2009 11:18 PM
From: "Brian McRae"
To: greytalk-digest-help@canonfire.com
Cc: greytalk@canonfire.com

Reminds me of something that a scholarly wizard did in my campaign. The wizard chronicled his adventures through the Forgotten Temple of Tharizdun in great detail, and had 200 hand-scribed copies made at great expense. He was amazed at how quickly the copies sold. After a visit from representatives of some very powerful and influential religions and arch-mages. He kind of understood that the books were likely being studied by top men. Top men.

As to printing, wood block print would work well, and even simple movable type(wood letter blocks in a frame) is doable. However, with spells like copy(a dirt cheap 1st level spell from the 2e "Wizard's Handbook") in existence, if it does exist in a particular DM's campaign, circulating even books becomes much more simple. Now, with regards to movable type, it would take even less time and expense to just have a spell caster cast a spell that changes the shape of the wood block stamp to be embossed with reverse images of the required type/images, and then you just print as much as you want to. Simple tech more easily implemented by the simple application of magic.

On Mon, Nov 23, 2009 at 8:14 PM, wrote:

greytalk Digest 24 Nov 2009 04:14:43 -0000 Issue 1134
Topics (messages 13419 through 13422):
Re: Greyhawk Grumbler
13419 by: ukegreg
13420 by: Kent Goertzen
13421 by: Chris Anderson
13422 by: Tracy Johnson

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----------------------------------------------------------------------

---------- Forwarded message ----------
From: "ukegreg"
To: "'greytalk'"
Date: Mon, 23 Nov 2009 09:50:27 -0800
Subject: RE: [greytalk] Greyhawk Grumbler

If you want historical precedent for printing I recommend “woodblock prints”. You take a block of wood and carve it into a huge ink stamp basically. The effort it takes to create a set of hardwood plates for one ‘book’ is enormous though. Only major religions and/or countries would bother, and then only for super important books.

I agree with the others that an easily modifiable mass-produced newspaper is probably beyond the scope of the setting. Ideally technology should advance to prevent a setting from stagnating, but if you aren’t careful you might ruin the atmosphere. It’s also worth noting that there are some VERY smart villains in the campaign setting who would feel threatened by a printing press and try to subvert or destroy it immediately. If you’ve got PC’s running it they might get in serious trouble for printing the wrong thing. Imagine the party bard composing some super-motivational “Anti-Iuz” article and then spreading two hundred thousand copies throughout the Flanaess…

“Master, you need to have a look at this…”
“WHERE THE HELL DID THIS COME FROM!?”
“I guess there’s some guy in Greyhawk City making them.”
“HOW LONG HAS THIS BEEN GOING ON!?”
“Couple of months I guess. He’s got this really talented bard doing the illustrations.”
“ILLUSTRATIONS!?”
“Yep. There’s a naked tri-fold drawing of your mom on page 17. Apparently Iggwilv made scantily-clad-sorceress of the month. They’re calling her ‘Miss Fireseek’. We’ve seen them pinned-up in every barracks in Furyo-”
“FIIIIIIND HIIIIIIIIIIIM!!!!”

From: Vest III, Robert W [mailto:rvest@ius.edu]
Sent: Sunday, November 15, 2009 12:15 PM
To: 'greytalk'
Subject: RE: [greytalk] Greyhawk Grumbler

There is actually a canonical precedent for having printing presses in the Flanaess. See the Age of Worms backdrop article on Alhaster (Dungeon 131), which mentions an underground broadsheet in Alhaster called The Sinchaser Report.

From: CJ MacLean [mailto:icar@shaw.ca]
Sent: Sunday, November 15, 2009 3:04 PM
To: 'greytalk'
Subject: RE: [greytalk] Greyhawk Grumbler

From: Wade Nolen [mailto:icarusatb@yahoo.com]

"I’m beginning to think that people aren’t listening to points being made, because all three of these have been refuted, over and over."

Me too. The kind of broadsheet designed to be read by thousands of people didn't happen until the mechanized printing press. Commoners didn't have access to newspapers until the 19th century, even now in unindustrialized nations newspapers can be hard to find because paper isn't a commodity that is easy to get or make without industrialization/motorization.

The examples that you keep pulling out to defend your arguments are edicts or proclamations that were read by an official and then posted in a public place, NOT given to every commoner to read. Even the later broadsheets were for merchants and the upper class not for lower caste society.

In game terms paper is costly, depending on where you look a single sheet is 1gp or more. To circulate a paper of 5000 copies (a reasonable amount given Greyhawks size) and sell it for a copper piece would mean a massive loss per issue. This cost doesn't reflect the cost of the machine/spell/scribes/time/ink/retailers that would also be needed to make the newspaper exist. No one could afford to take this loss, and no powerful businessman would lose this cash when they can hire a bard, beggar, crier, or rumormonger to get the information out at a fraction of the cost.

A newspaper doesn't make business sense, It would most likely be suppressed by the government, and while it may be historically possible to create a broadsheet, it isn't historically possible to have the circulation it would need to reach a debatably literate peasant population.

CJ

---------- Forwarded message ----------
From: Kent Goertzen
To:
Date: Mon, 23 Nov 2009 13:46:49 -0600
Subject: RE: [greytalk] Greyhawk Grumbler

Time, effort (woodblock prints for example), and cost (paper really wouldn't be cheap in that period), would really prohibit it.

As far as a setting precedent, Forgotten Realms right before the switch to 4e Chapbooks filtering around Water deep weren't uncommon. But only those who were wealthy were really able to afford to produce them. Not sure what time period you've moved forward to. Living Greyhawk would probably be a 200-400 years behind where Forgotten Realms was in terms of technological advancement. Where FR is closer to 15th-17th century and GH closer to 13th-14th imo.

Kent Goertzen

From: ukegreg@yahoo.com

“Master, you need to have a look at this…”
“WHERE THE HELL DID THIS COME FROM!?”
“I guess there’s some guy in Greyhawk City making them.”
“HOW LONG HAS THIS BEEN GOING ON!?”
“Couple of months I guess. He’s got this really talented bard doing the illustrations.”
“ILLUSTRATIONS!?”
“Yep. There’s a naked tri-fold drawing of your mom on page 17. Apparently Iggwilv made scantily-clad-sorceress of the month. They’re calling her ‘Miss Fireseek’. We’ve seen them pinned-up in every barracks in Furyo-”
“FIIIIIIND HIIIIIIIIIIIM!!!!”
______________________________________________________________________________________________________________________________________

Lol, :D

Bing brings you maps, menus, and reviews organized in one place. Try it now.

---------- Forwarded message ----------
From: Chris Anderson
To: Kent Goertzen
Date: Mon, 23 Nov 2009 17:34:38 -0800
Subject: Re: [greytalk] Greyhawk Grumbler

Paper costs are not a problem. They are based on historical western European paper costs... so you would think that they are accurate, but they're not.

Western Europeans lost access to cheap writing paper when the Mediterranean was blockaded by the Arabs in the 700's. Papyrus is extremely cheap to make, lasts a long time, and is able to be printed on. However, when Islam took away Egypt and northern Africa, and conquered Spain, western Europe lost access to papyrus.

As a result, they turned to vellum/parchment... which is a processed animal hide. Making vellum is expensive in time, materials, and skills. So much so, that vellum was traditionally reused by scraping it clean of ink.

Rag paper was a closely guarded secret that traveled from China. Those who knew how to make it forced you to pay dearly for it... they could do this because there was no cheaper alternative. Prices for rag paper were relatively low in the middle east, because it had to compete with papyrus. They were higher in western Europe because the only competition was vellum/parchment.

So, without the Arab blockade of the Mediterranean, prices for paper in western Europe would not have been high.

You can tell this because costs of paper in Roman times were low... because trade flowed freely to Egypt. However, costs of paper in Italy during the middle ages was high, because there was no trade to Egypt.

Now, in Greyhawk, there is no Arab blockade. Trade flows freely (with some local exceptions). There is no need for high paper prices due to artificial shortages.

Woodblocks are not costly to make compared to copyists, and there is a really, really good reason to use them instead of copyists: reducing mistakes.

Copyists produced many grammar and subject matter mistakes due to the process. During Carolingian times, this was such a problem that new fonts, grammar, and punctuation were introduced in an effort to reduce copyist mistakes.

Woodblocks, once they're correct, are perfect time and again until the wood is pressed down over time and it has to be created again.

Now for rapidly changing news, I would agree that carving a woodblock over the course of a day to tell the day's news won't happen. But for news that needs to be reproduced exactly, or for holy books, or for items which must not have mistakes, it's a perfect solution.

-- Chris

On Mon, Nov 23, 2009 at 11:46 AM, Kent Goertzen wrote:

Time, effort (woodblock prints for example), and cost (paper really wouldn't be cheap in that period), would really prohibit it.

As far as a setting precedent, Forgotten Realms right before the switch to 4e Chapbooks filtering around Water deep weren't uncommon. But only those who were wealthy were really able to afford to produce them. Not sure what time period you've moved forward to. Living Greyhawk would probably be a 200-400 years behind where Forgotten Realms was in terms of technological advancement. Where FR is closer to 15th-17th century and GH closer to 13th-14th imo.

Kent Goertzen

From: ukegreg@yahoo.com

“Master, you need to have a look at this…”
“WHERE THE HELL DID THIS COME FROM!?”
“I guess there’s some guy in Greyhawk City making them.”
“HOW LONG HAS THIS BEEN GOING ON!?”
“Couple of months I guess. He’s got this really talented bard doing the illustrations.”
“ILLUSTRATIONS!?”
“Yep. There’s a naked tri-fold drawing of your mom on page 17. Apparently Iggwilv made scantily-clad-sorceress of the month. They’re calling her ‘Miss Fireseek’. We’ve seen them pinned-up in every barracks in Furyo-”
“FIIIIIIND HIIIIIIIIIIIM!!!!”

______________________________________________________________________________________________________________________________________

Lol, :D

Bing brings you maps, menus, and reviews organized in one place. Try it now.


---------- Forwarded message ----------
From: Tracy Johnson
To: greytalk list
Date: Mon, 23 Nov 2009 21:38:30 -0500
Subject: Re: [greytalk] Greyhawk Grumbler
On Mon, 2009-11-23 at 17:34 -0800, Chris Anderson wrote:
> Paper costs are not a problem. They are based on historical western
> European paper costs... so you would think that they are accurate, but
> they're not.
>

I don't think it matters as far as a Fantasy setting is concerned. The
overuse of magic bypassed the use of paper. I compare this to the
ubiquitous rise of today's Internet. Because of it, the traditional
newspaper is failing, because they cannot find a business model that
will support paper. (Similar to game companies that publish paper are
going under.)

Much in the same way, the all-pervasive use of scrying, seeking,
clairvoyant, clairaudience type of magic doesn't not allow a newspaper
business model to develop, because the opportunity was bypassed.
Besides, there are easier ways to find news in Greyhawk!

As was noticed on by an intern looking over the shoulder of Otiluke in
standing before one of the numerous Palantir's at the Greyhawk school of
magic library:







...

--
BT
Tracy Johnson
Old telnet games at 198.212.189.111

NNNN

RttKotB review

Subject: [GREYTALK] RttKotB review
Date: Tue, 8 Jun 1999 22:41:50 EDT
From: "Nathan E. Irving>"
Reply-To: The GREYtalk Discussion List

OK, I didn't want to comment on Return to the Keep on the Borderlands until I'd read it. Here goes.

Overall - 9 out of 10. I think this is a great adventure.

Canon Greyhawk - 2 out of 10. In my recollection, the World of Greyhawk was mentioned five times. One reference to the Sea of Dust, one to the Yeomanry, one to Wee Jas, one to St. Cuthbert, and one to the Lendore Isles. These were far outnumbered by references to Nergal, Erishkigal, Hispis, Apep, Cathos City, etc., etc..

Adventure Hooks & Opportunities (for adventuring above & beyond the scope of the module) - 8 out of 10. Far better than Star Cairns or Crypt of Lyzandred, equal to or slightly better than Doomgrinder.

OK, explanations. It seems as though this adventure was first written for Mystara -- logical, since B2 was a basic D&D adventure, and the basic D&D world became Mystara. This would explain the bhut (a monster), the D'Amberville, and the inclusion of Cathos City (which is purportedly a location in/on Mystara). Conversion to the World of Greyhawk was unquestionably haphazard and poorly done. I'm not sure if this is originally an editing failure or authorial failure, but it certainly should've been
caught by the editor (Duane Maxwell, if people are curious).

The first section of RttKotB is devoted to the Keep on the Borderlands (actually Kendall Keep). My biggest issue with this section, and the history of the Keep, is that the author seems to have confused the "lordless land" of the Yeomanry with a lawless land. Despite that, this is a great "rest & regroup" area for a party of characters. Every NPC is detailed and named (and unlike other listmembers, I had no problem with the names). Most have some kind of background hook or secret that could lead to further adventures for a party of characters that becomes well acquainted with them.

The second section is a rough overview of the wilderness surrounding the Keep, and a number of encounters a wandering band of PCs could have thereabouts. My main problem with this section is carried over from the original module, and that's the close confines of the "wilderness". Many of the encounters are within a mile and a half of the Keep. Having grown up "in the country", I know from experience that a kid can easily cover a mile and a half just for fun, let alone what a ground a serious hunter or scout could cover. the current scale of the map is 1" = 500 yrds; I think 1" = 1 mile is more realistic.

The encounters are varied in nature and tone. Several are potentially fatal to entire parties, others are exercises in roleplaying (and could result in allies for the PCs). The Shy Tower is particularly...interesting. :-)

Finally, the Caves. They've undergone a number of changes in the 20+ years since the original adventure. I won't go into details, but I do believe the adventure hangs together well. While none (or almost none) of the monsters exist in a vacuum, they aren't particularly inclined to come to each other's aid, either, allowing adventurerers to tackle one cave without involving the rest of them. One of the greatest features of this adventure is Rateliff's detailing of the consequences of a party's actions -- if the creatures of Cave X are wiped out, those of Cave Y move in, splitting their forces and affecting the inhabitants of Cave Z.

This is NOT an adventure the PCs can simply walk into and expect to walk out of. Numerous opportunities exist for the death of one or more party members, but none are unreasonable, and nearly all are avoidable with foresight, planning, and quick reactions. The deadliest encounters are mostly confined to one area, allowing PCs the opportunity to run away.

More later...
:-)
Nell.

Re: FW: Ivid the Undying

Subject: Re: [GREYTALK] FW: Ivid the Undying
Date: Fri, 30 Apr 1999 23:12:13 -0400
From: The Watcher
Reply-To: The GREYtalk Discussion List

Haile and Fair Greetings All,

Ken writes:
>No No No. Please don't listen to him TSR. I would pay a fortune to
>have the books printed, and the same for the supplements. Yes I like
>the electronic supplements, and they help my game, but I still prefer
>to have the book on my shelf and be able to read it
>with out worrying about the refresh rate on my monitor.

First off, folks, don't lose sight of the fact that I was musing over an effort long expended. I was merely relating in mock exasperation the process I once went through in attempts to see the work to print. It would be marginally naive to think that with all the revision and supplementary materials I managed into the pages of DRAGON, DUNGEON, and to the lists that I should "suddenly" have this idea now, without ever having pursued it. Apart from that, each gamer's views are their own, of course.

>>From Kent:
>> While not every gamer has access to the 'net, I think that MOST do
>(more so every year) And, although I know there are people out there
>who would buy a copy anyhow, I have to say that (speaking strictly for
>myself), you people are just WEIRD. :-)

Fair enough. But let me be the first to break to you that you assumption seems not to be borne out by what information has been available. By comparing the figures of sales (and I don't want to debate the actual figures or how I got them) v. numbers of members on various lists recognized by TSR, there appears to be a quite small segment signed on (a vocal minority, if you will). Certainly, materials are further
disseminated after they are downloaded, but those numbers can only be guessed at -- not even estimated. As it currently stands, the WotC doesn't have evidence to definitively indicate any particular bulk of its consumer base is actively on-line at its doors.

>> Why fork out $40 for a product that is free? Sure, the binding
>might be better (the map of course would be - sorry I didn't do a
>better job - maybe some day I'll do up an Acrobat version), but $40
>for a glued spine and some metallic ink to decorate the
>> borders? I can't see the attraction - it's no more usable (in fact,
>sometimes less so - the upcoming GH modules are listed as "perfect
>bound", which don't look so perfect after you have to nearly crack the
>spine to get them to lay flat).

First of all, the manuscript was not free. Everyone who was involved in it got paid. In fact, it took quite some effort to get the manuscript posted on the TSR site. As well, the product I mused did not contain solely the _Ivid_ manuscript, but additional materials including a "current" update of the region c. 591 CY -- a completely separate work which would eventually be done and distributed at some point, anyway. Think of it as similar to the like of the _Return to..._ series, which includes reproductions of the originals within; only this reproduction will also be properly edited.
Secondly, I find it somewhat short-sighted that one would look upon one's own resources and, upon finding them sufficient, declare the rest may eat cake -- which may be misrepresented here. Kent makes an excellent case for why he should not purchase such a compilation, citing spartan preferences. But, I don't think he means to say that because of any personal indifference to bindings and graphic elements, the art department of gaming companies should be out of work.
Lastly, in his own reverse-psychology way, Kent makes yet another excellent point in that most folks don't know how to actually own/use books. As we all know (we all know, right?), one is not supposed to "crack" the spine of a perfect-bound book as is typical of stitch bindery. What we all know is that with this kind of binding, one should place a straight-edge (a ruler is a good tool) along the gripper line of the spine and fold back the cover and a number of pages at a time along
this line; the process repeated on the other cover, in the reverse direction. This "breaks in" the book properly and preserves the binding. But, I figure everyone already knows this, so forgive me for stating the obvious.

>> I'd much encourage TSR go in the OTHER direction - release their
>supplements and modules electronically - cheaper, faster, and
>customizable to my campaign- I can cut, paste and print up tidbits as
>player information (and stop yanking the books out of the
>> hands of some of my nosier players).

This is a good idea. For those who do not wish to pay the exceptional costs of hard copies -- particularly our oft-out-of-mind brethren beyond the US, where cost are *significantly* higher (!) -- there should be the option of visiting the TSR-online site and purchasing a (possibly) reduced cost electronic copy (sans extraneous graphical elements). This way, those who don't care for the "needless" parts or those where no stores seem ever to have the products have a viable option. For those in Canada and beyond, it's merely a question of exchange rates on the US$ (versus foreign production or distribution, tariffs, etc.).
Of course, this leaves out those who well have the money but prefer not to possess credit cards (like myself). This would include the youthful gamer the industry desires to restore to the ranks of players, but this are reasons enough (along with the computer issues: hardware and access costs, user-illiteracy, etc.), certainly not only the maps, for the hard copy to survive for now.

Soft Winter and Sweet Flowers,
Watcher

P.S.: Oh, and one more thing. I just took some quotes today on perfect200 +/- pages of 8.5 X 11 sheet in runs under 50 copies. The "median" quote was $150 for set-up and $1.50 per copy bound. Imagine how little per copy it is in runs of thousands.

DMD: The Dragons Rest [Pocket Guide to Verbobonc]

Date sent: Sat, 25 Apr 1998 15:56:25 -0400
Send reply to: The GREYtalk Discussion List
From: Noel Graham
Subject: [GREYTALK] DMD: The Dragons Rest [Pocket Guide to Verbobonc]
Originally to: greyhawk@MPGN.COM
To: GREYTALK@MITVMA.MIT.EDU

----Begin forwarded message -----
From: Vision.at.Work
Subject: Greyhawk's Inns, Taverns, and Shops

As always, this looks a might better dressed up in the bells and whistles of WordPerfect 7.0. I've also had to insert the footnotes [ ] near the text in order for them to translate. “Cariel” is, of course, Cariel Mansharn of the GH MTU, the man responsible for developing the Pocket Guides (as you know from my longbill post); “Sparius Ersitan” is one of Cariel's trusted itinerant merchants whose travels make him quite knowledgeable concerning Verbobonc.
Incidentally, the Yeoman Knight, Sir Bastromel, is NOT a member of a Yeomanry order of knighthood (as I didn't intend they have any), but rather an indication of his espoused origins.

Water/Noel

The Dragons Rest
Tavern/Inn

This well-known innhouse stands a brisk walk up from the Bailey Gate. Some of you know it as the Inn of the Sleeping Dragon or Green Meadows Inn, but be assured it's still a place of familiar faces, the lettering now reunited with the signboard.
It's easy to find so locals, who well make up half the taproom business, often meet with travelers here or each other[1]. The draconic tokens which are the inn's heritage draw as many gawkers as earnest guests. On some nights it's difficult to be heard the length of your table and almost impossible to leave it, although overly roisterous patrons are encourages to go elsewhere.

[1]Sparius Ersitan: Nearly any Gent'lman of the Watch this side of the Lords District can direct ye there if ye've trouble finding it.

What to Expect
The Rest is built from creeper-sieged quarry stone and timber with distinctive decklo woodwork: portals, wingswept shutters, scaled shinglry, and the like. Rounded lamps with frosted glaziery are mounted abreast the signboard and entry, whose hinge and band work are vaguely claw-shaped works of aged brass. A fieldstone wall along the inn's rears encloses the Damaris family's semi-private garden.
Inside, lighting is supplied by three candle wheels suspended from the pleasantly high rafters. A large stone hearth a perfect backdrop for tale tellings and minstrels stands opposite the counter (not a bar!). Perched high above the mantle, twinned dragon ribs almost from over an empty hanger that once cradled the mighty battleaxe[2] charged with their capture, long gone.
Alas, the bone-handled tableware and flagons are far between too, so don't come expecting to toss back ales from a hollowed dragon tooth. No doubt a few pieces proved the tales of less valourous men or fueled the magicks of arch-sorcerers. The remainder are now served up so infrequently that curious attentions make them less likely to regrow legs and wander off unseen.

[2][For more information on Toblin's axe, see Appendix II of this guide]

The host, Senan Demaris, is a tall and amicable enough presence in the taproom, unless he's called upon to be otherwise. Patrons have pointed out a collection of tapping mallets he keeps close to hand and remark at his aim, should trouble brew anywhere in the crowd. Take heed those who'd remark too loudly or too often on the similarity to a certain less reputable locale of the Free City[3].

[3]Cariel: While presenting herein, it seems the subject of Senan's familiar surname is rarely delved. Though, given his skill at negotiation and the jawset scowl he received, Sparus could offer only a hasty “M'haps ye should ask of Ricard.” In its stead, he was able to share a curious observation.
Patrons of suspicious airs tend to receive a piece of dragon ware with their drink or meal. Whether those who attempt to strike up conversations do so at Senan's behest, Sparys couldn't say, but the reactions are often telling.

His charming wife, Jessra, oversees the kitchens and the results are more than palatable. Scales branded into fare lists have been affixed to walls about the taproom. A copy has been rendered herein to show its eccentricities. Meals are generously portioned and can be taken there or carried up nearby stairs to lodgings above, as can complimentary pitchers of brandymint water.
Sauces available range from a spicing of crushed peppercorn and herb left to roast in the catch pan and ladled over afore serving to a broth of crushed Keoish firefingers. The latter is best reserved for the strong of constitution.
Together, the proprietors direct a staff of three kitchenfolk, six innhands (who also service the taproom), and two ostlers. This includes their youthful son, Arik, and fostered daughter, Tresea.

The Dragons Platter[4]

For the Feast

Roast Game (basted with spiced wine broth):
Hare 6 cp
Hen 4 cp
Fine Fowl (when available) 9 cp
Lances
(your meat and garden choices) 1 sp
Venison (slow simmered in garlic red stock) 2 sp
Roast chops (done to taste):
Mutton (with our crème sauce) 2 sp
Dragon (aged and seasoned) 6 sp
Lairs, Great and Small
Meat and Garden 4 cp 8 cp
Liver and Kidney 3 cp 5 cp
gravyed mild or with piper sauce
Garden and Grains
Three of: hand loaf, greens, tubers, cheese, and sauces for the feast order two-fold as a feast!) 5 cp
Yarpick Loaf 6 cp
Shielf Loaf 8 cp

By Your Command

Soup (garden broth) 2 cp
Soup (meat and garden) 4 cp
Whitebroth Stew
(spiced fish and garden) 3 cp
Grilled Fish and Other Freshwater Fare (from the Velverdyva)
3-10 cp
Kettle Roast (meat, leaks, greenstalks, and red tubers) 7 cp
Eggs, Pan-Freyed (or as you like)
Hen 2 cp
Fine Fowl 5 cp
For the Trail (most items packed cold in decklo leaves) 2 cp

For Merryment
By the Flagon or Globeglass, Also By the Bottle or Hang Keg

Ale (common) 3 cp 12 cp
Stout 7 cp 3 sp
Toblin's Taste 4 cp --
Mead 6 cp 25 cp
Wine & Hard Cyder 1 sp 4 sp
Silaurey 8 cp 3 sp
Gauglathiir 3 gp 21 gp
Brandy (by the quaff):
Galda-fruit 3 sp 2 gp
Keoish 8 sp 8 gp
Ulek Elixir 5 gp 27 gp
Raritys & Exotics 1 gp and up
Sweet Cyder 2 cp 1 sp

[4]Fine fowl is, as ye must know, goose, duck, grouse, quail, or other game bird. The smaller one come spitted in pairs, but can be had of half the cost fer one. Lances are small pikes impaled as ye like, caught in wyrm's breath, to tell, and eaten asizzle. An' while good turn on the inn's fame, to truth a dragon chop means more a maw-size cut of steer – us'aly. Dragon-kin are known to the nearby wilderlands, after all.
Small lairs are pies sized to fit in a full grasp, with the great'ns bein' full-grown pies. Shield Loaf is freyed and battled in frothe wedges of loaf grilled 'til crisp and moist within. Try it at dawnfeast with crème butter and olven sweet sauce.
Toblin's Taste is a bitten but tasty ale p'culiar fer its ruddish cast, guarded recipe, and the practice of serving it fresh from the cold cellar. Mind ye, locals call it Redhand and mark outlanders by that. Of wines there's that olven wintagreen, Greyhawk's cinnamoned Silaurey, and of times Furyondian apple wine, Voll Shamarit, and more. Ask when ye get there.
A quaff is what we'd call a gill. A globeglass is likened to a goblet without the stem. Exotics is, m'haps, Samberra or that baklunish brewed kaffet.

Charges have increased only slightly with the past few moons. A cozy room with twinned beds, wash basin, low table, and stout lock[5] is 7 sp from one suncrest to the next. Each of two “master rooms” adds a small hearth, comfortable chairs, locking trunk, and bathing chamber use – a real luxury for the road weary (and 15 cp for others). These cost 12 sp/day, though both charges vary according to business, if stays at length are arranged, and the like.

[5]Sparus: Afore ye scoff, the Rest may look of just a piled stone, but test yer eye. Thick walls are bane to thieves and spell-throwers, and to here it, the cover-all moss counts to proof ag'inst visits from the ethers. Aye, the Rest offers up safety enough fer its coin.

Fear not a night of tossing due to noise from below. The floors have been cleverly rendered proof against such nuisance. Extra coverlets or bed warming (3 cp) are also available for colder nights.
Bunk space in a common room is 1 sheridan/night and includes a flagon of ale or soup and a handloaf of (day old) bread on the dawnsbreak. Lastly, stall fees are 1 sheridan/day per steed. A green coiled wyrm sigil has long been used to mark linens, furnishings, and oddments against pilferage. For the most recent seasons of visitors, however, this seems only to have increased their value as keepsakes. To curb losses, the sigil-branded platters and hand size paste-wood scales[6] are being offered for purchase at 3 sheridans and 5 (copper) commons, respectively.

[6]The scales bring coin as trinkets and pass on the Rest's fame in the bargain. In Baranford, whole sets were made to talis decks of paint'n their backsides.

Legends & Lore
There's much to tell here. The Rest was constructed on the whim of the Yeomen mercenary, Toblin “Redhand”, after a successful season of dragon hunting in the Gnarley Wood. As the tale goes, Toblin, once known as “Axehand” for his favored weapon, and a band of compatriots took up the hunt and, though reduced in numbers, emerged victorious a sennight later.
Though doubters have tried to cast Toblin's tales as tall indeed, it's hard to argue with proof. Several items, the scales and hide-bound faldstools for starters, have been authenticated through the years by a variety of scholars. It's also clear he wanted for little for the remainder of his days, lending some to conclude Toblin made a secret cache of the dragon's horde.
Once every few seasons he'd make a foray into those forests, taking a different course each time. Noone ever claimed knowledge of his destination and when questioned, he'd only giver a wide grin and say his children would profit from his ventures.
Fortune seekers far afield still flock to the Rest with each new rumor of a lost map[7]. The stay of a Yeoman knight, one Sir Bastromel, a few seasons back started tongues wagging anew. Was he, as some thought, retained as part of a recovery party or the heirs of Toblin's surviving partner, come for his share[8]? Whatever the case, Senan appears disinterested, but is known to have short shrift with gossip-mongers (or mongrels, as he puts it) and those who'd press him on such points.

[7]Senan: Don't you believe any of this. The Freeholders were set upon by a green alright, but it was by mercy of the gods he survived. The attack left him with lasting red splotches and a chronic cough from the beast's fell breath. He built the inn from coin of selling the hide and such. Look to his name, man, his days as a freesword were over!
There's no map nor treasure, though I'm sure he looked ever for it. His profits come from good business sense, tall tales and rumors together.

[8]Sparus: The last tale's gained the widest hold, since the knight report'ly regaled lis'ners with stories, first of being set upon in the Gnarleys by a green and next a fellow trav'ler. Some say this was done to test Damaris' reaction.
That Sir Bastromel awoke to thieves few nights later and was forced to draw steel fer his life...was judged a hap of bad fortune. Now, these same sources crook finger at past tries to name changes as proof the inn had something to hide—and Damaris hadn't found it yet!

Summer will see the expansion of the Rest. Many have wondered aloud at whether this could be from a new-found source of wealth or if the fell of hammer blows will reveal what was once thought lost.

Appendix I:
Folk of Verbobonc
JESSRA DAMARIS (CG hf P0; DEX 14, WIS 13, CHA 13). Brown-flecked bright blue eyes and a slim build mark her ancestry to Toblin and his half-elven lady companion. Jessra is patient (lending calm to Senan), caring, but not easily fooled. Her quiet reverence of Hanali Celanil seems reflected in the vitality of her gardens and family. One of a collection of dragon bone figurines is of the Power, to which she makes offerings of fresh-made potpourri.

SENAN DAMARIS (NG hm F3; DEX 16, CHA 12). Senan is 6', 200 lbs. Or so, and patronly for his 41 winters; has brown eyes, hair, and thick sidebars, the latter two now streaking with gray. He's a thoughtful and pragmatic man whose obvious concerns are his family and the prosperity of the Rest. Of course, if beset, his temper is quick and hot (and +2 to hit with mallets in the taproom), the result of recurring incidents connected with the inn's fame.

TRESEA is a quick-witted lass of some sixteen winters with short-bobbed sandy hair. From her years prior to the Damaris family she learned to tread softly and conceal her presence. Tresea's since stolen a lesson or two at the blade, from which it's clear there's warrior spirit in her. She's also heard her share of tales while working the taproom and is slowly growing infatuated with the wandering life.

Appendix II:
Pars Arcanum

Magical Items
Toblin's Axe
While this battleaxe predates Toblin, its origins and true name have been lost. The axe bears a +1 enchantment, emits a flickering light (equal to torchlight) which seems to arc like heat lightning throught the head when so willed, and can discharge a 6d6 lightning bolt upon utterance of an unknown command word, twice per month. Its present whereabouts is uncertain, but one story puts it in the possession of a Pomarj orog chieftain.
----End forwarded message-----

Tuesday, November 17, 2009

Re: Infamy of Iuz (was 20 most well - known deities.)

Date: Sun, 6 Feb 2000 14:57:45 -0800
From: Marc Tizoc Gonzalez
Subject: Re: Infamy of Iuz (was 20 most well - known deities.)

MM invited:
> I would actually like my argument refuted here. Please reason well

IMC, the peasants of and low-level PCs in northwestern Furyondy referred to the leader of Iuz as the Old One. For the peasants, this being had ruled the lands beyond the Whyestil since before their grandparents' youth. For the PCs, this was the name that they were taught. Iuz was the name of the land that the Old One ruled. After a couple of levels, when a fool-hardy set of the PCs attempted to infiltrate the armies massing across the Veng river (in early 583 CY), then they learned from a particularly vicious man that he was a priest of the _god_, Iuz the Old. The PCs did _not_ know that Iuz was the Old One or a god before they listened to that priest's diatribe. IMO, Such specificity of information represents special knowledge.

Before the Invasion of Iuz, most Furyondians, Rovers of the Barrens, Shield Landers, or Wolf Nomads had heard that something named the Old One had once ruled the land called bounded by Whyestil Lake and the Howling Hills. Yet even by 576 CY, the fact that this Old One was the demonic "god" Iuz was _not_ popular knowledge. (Some folk tales from the beginning of the sixth Common century may have even included both characters in the same story.) It took the efforts of heroes in the service of the Wise to learn this secret, and the knowledge that Iuz was a cambion of Grazz'zt (sp?) and the witch-queen Igwiilv was known by even fewer people, such as the Circle of Eight or the individuals responsible for the sundering of the Old One's
imprisonment. We should remember that Iuz was only freed in 570 CY, so even by the eve of the GH Wars (582 CY), there are only a dozen years for the infamy of Iuz to be spread. The Flanaess lacks the Internet!

Of course, some people in the CoG learned about the power and identity of Iuz just before the war due to the activity of his Spurned Cult, but even in the Gem of the Flanaess, this knowledge is not known by every last beggar, bard, or apprentice.

The post-war situation is drastically different. At every Godsday sermon the churches of Heironeous, Mayaheine, St. Cuthbert, and Trithereon harangue against that powerful demonic despot of the north, Iuz. These declamations are especially intense just before (and during) the Great Northern Crusade. This is partially due to the subtle influence (strategy) of the churches of Rao and Delleb (or the Church of Voll), which decided that the public naming of Iuz (the Old) as a powerful demon was important to limit his power and the hysterical fear that his name could cause.

Similarly, the shamans of the Rovers or Wolf Nomads have named Iuz a powerful demon, one of a long line of bestial gods that dominate the legends of the north (a la Rip Van Wormer's Madlander gods). Of course, if we obey canon, then the remnant of Rovers may well believe that Iuz represents their teleology.

In the Empire of Iuz, the clergy have constantly proselytized the power of their god. Thus by 591 CY even on the eastern periphery of the empire, in the Bandit Kingdoms or occupied Tenha, almost everyone has repeatedly heard that Iuz the Old is a demon-god walking the Flanaess and seated at his throne in Dorakaa and seen demonstrations of the god's brutal power.

His priests have had at least twenty-one years since his freedom to establish their churches and cults. I say "at least" because I wonder whether there were priests devoted to Iuz during his imprisonment, such as High Priests Patch or Althea. When did he become a true demi-god? Was the faith of some cult partially responsible for his apotheosis? Did their sacrifices penetrate the demon-dreams of the Old One's imprisonment?

Marc Tizoc

RE: Greyhawk Grumblers (was Re: Details of City of greyhawk in the 590s?)

RE: [greytalk] Greyhawk Grumblers (was Re: Details of City of greyhawk in the 590s?)Friday, November 13, 2009 2:03 PM
From: "CJ MacLean" Add sender to Contacts
To: "'greytalk'"

Here it is pg.70 Greyhawk Gem of the Flanaess

" But the bards serve a serious role as well, particularly in chronicling the day-to day life, and the grander historical march, of the Free City and its people."

I win!

CJ

From: kruch7@cox.net [mailto:kruch7@cox.net]
Sent: Friday, November 13, 2009 10:49 AM
To: greytalk
Subject: RE: [greytalk] Greyhawk Grumblers (was Re: Details of City of greyhawk in the 590s?)

What do you mean previously written, I see nothing previously written that says Greyhawk wouldn't have a new paper, and I know of no evidence of an army of bards roaming the city either as for town criers we do know they are in the city. If there is a reference some where that states there no possibility of a news sheet with all the scribes they have and magic users I will believe you. have to reread my gord the rogue books and see if there is a reference in them

Ken
Gygax is to Gaming What Kirby was to comics
Alas poor Elric I was a thousand times more evil then you
WWBYD What would Brigham Young do

Monday, November 16, 2009

Re: "Of Iuz and the Northern Reaches"

Subject: Re: [GREYTALK] "Of Iuz and the Northern Reaches"
Date: Thu, 24 Jun 1999 08:04:40 EDT
From: "Gary L. Holian"
Reply-To: The GREYtalk Discussion List

>On Tue, 22 Jun 1999, Gary R Welsh wrote:
>
>> I tend to agree that a blunder was made with regards to Iuz and the date of his rise....though it was an easy one to make since it didn't appear to contradict any other historical facts. Clearly
>> the year 479 CY was meant to be the date in which he expanded his empire, not the year he came onto the scene in the first place.
>
>Yep. That's what I thought too. And of your scenarios for the dating of Iuz' realm, I think only (1) is possible. According to S4, Iggwilv began her campaign of conquest "nearly a century ago," and subjugated the Marches of Perrenland for a decade (S4, p. 2). That would mean she
>disappeared at 486 at the absolute earliest -- probably later -- in any case after 479. That rules out scenario (2).

Ah, well that depends on numerous assumptions which are not clear cut:
1) The dating of the module S4
2) The dating of the WoG Guide (83)
3) The vagaries of history, and terms such as "nearly a century".

A common misconception about the booklets of the 83 boxed set is that their contents are generally dated to the year 576 CY, the year they were completed by the Savant-Sage in the Free City of Greyhawk. However, its apparent that they are only current to the year 573 CY...and while the sage completed the seven volume set 3 years later, the material is not current to that date, but only to the year of the disappearance of the Prince of Furyondy and the emergence of the Scarlet Brotherhood.
This is not uncommon in histories, where there is a lag between what is current and when it is published.

S4 could have been set anytime in the 570's, realistically speaking, though we know it must have predated the events in Isle of the Ape which are generally dated somewhere between 576-579. Using all of this leeway, its possible to contruct a history whereby Iggwilv's empire fell and Iuz emerged in the north nearly simultaneously. However, I agree that scenario 1) is far more likely since we know that Iggwilv's magic was instrumental in Iuz's rise. It was probably the intention of Iggwilv and Iuz to expand their realm, and with the witch's magic, the cambion emerged from the Howling Hills a force and took Dorakaa. Apparently, they had some falling out and Graz'zt was loosed, forcing Iggwilv into a battle which reduced her powers dramatically, banished the Demon Lord for a century, and ended her
realm.

>> I think it is pretty obvious that his name is due in no small part to his decrepit
>> appearance whilst
Of course, people might call him old because he *looks* old. But I think that he really *is* old -- ancient even. I gave the reasons in an earlier post (i.e. the quotes from the Guide and AoE which clearly establish Iuz as "centuries old").

Well, we don't know how old...but we do know that he looks old, ancient even. I sympathize with your desire to restore Iuz to his original depiction, but I think if we're going to be Monatic* about things, we're stuck with the fact that he didn't rule in the north for centuries, whatever his true age...and quotes from the guide notwithstanding (the puffery of an old sage. ;-) Clearly, it was not known why Iuz pulled back in 505 CY and the fact that the land was ruled in his name by a proto-Bonehart is not distinguishable, his evil festered (indeed his Spurned Cult received power and spread across the Flanaess over the intervening decades.) There only appeared to be an ebb in the expansion of his empire, which resumed anew when the master was back in residence. To assert he only ruled 32 years would be a quibble without teeth, since his status wouldn't have been commonly known...roads were still being paved in skulls apace.

*Monaism asserts the primacy of canon and exhorts its practioners to find the most consistent and ingenious method to satisfy all sources. Not to be coonfused with "Hep Monatics", sufferers of a rare jungle disease involving burrowing insects.

-GLH