Wulfenote wrote:Question - why is there a Yuan-Ti trapped in there? O.o
Here is the full description for the Blade and Stars from
Volo's Guide to the Sword Coast (which Volo rates an average inn with an average price):
This inn is named for its enchanted signboard, looted from a ruined village in Amn after a long-ago trade war. It's a large black sign displaying a curved saber held by a delicate, long-fingered female human hand. The sign is enspelled so that stars wink and slowly drift around the blade over the dark surface. The inn itself is less exciting, but still a good, safe, clean, pleasant place to stay.
THE PLACE
The Blade is a long, tall building with attached stables and kitchens on one side and balconies opening out of upper rooms on the other. It rises four floors above the street, and its furnishings are clean and fairly new. There's a small lounge off the front lobby for guests to meet citizens in, but it lacks a table.
THE PROSPECT
Service in the Blade is curt but swift. Vigilant stairwatchers on staff keep track of guests' comings and goings, discouraging street thieves and even dopplegangers, who are a growing though unreported problem in cities all over Faerûn. Your stay is apt to be quiet and unremarkable, unless your demeanor makes it otherwise. Rowdy or reckless guests are firmly warned, once -- and if something else happens, firmly asked to leave.
THE PROVENDER
Meals are served in guest's rooms rather than in a dining room, so the fare is never better than lukewarm -- but as it's simple ale, bread, and fish, this is little loss. Bread can be ordered spread with herbed cheese or melted eggs (both surprisingly good). On cold nights, the proprietor, Aundegul Shawn, serves ruby cordial on request -- a sweet, syrupy concoction of cherries dissolved in sugared red wine. It's nice, once you're used to the rawness it leaves in the throat.
THE PRICES
Rooms, including bath, stabling and meals, are 3 gp per night. A guest can order three servings of food a day, but it's always the same repast. Cordial is 4 cp per goblet. Ale is 3 cp per tankard. One tankard of ale is free with each meal, and a guest can purchase two extra a day -- those requesting more will be told to find a tavern.
TRAVELERS' LORE
Local legend says a female yuan-ti is walled up in the inn, frozen in mid-battle by a desperate (and long-gone) wizard's spell. When he dies, she'll be released.
Wulfenote wrote:Ceci/Kain/Alexander/Karina had a question - Is prostitution illegal in Baldur's Gate?
For that matter, what ARE the major civil laws in BG?
Unfortunately, there is not much of a market in publishing extensive legal codes for fictional cities. As such, there are only a few sentences, here and there, in the sources that hint at Lore-based laws for Baldur's Gate.
The one I know off the top of my head is that no animals, except cats, are allowed inside Baldur's Gate (
Volo's Guide to the Sword Coast, 19).
That said, it is my understanding that the staff is attempting to put together a broad code of law for the Persistent World. Hopefully we will have a ruling on this in due time.
Sex is a sensitive subject on most severs (and for most game publishers, as well). If it is legal in Baldur's Gate, and it might be (which would also mean it is taxed), it is not a big part of the city's character.
ZStreeter wrote:In what year did Velsharoon ascend to Godhood?
Velsharoon apotheosizes at the end of 1368, with the help of Talos the Destroyer. I can expand if desired, but, as far as our timeline is concerned, Velsharoon is just some punk necromancer right now.
VanillaRose wrote:How is "Beregost" pronounced?
I tend to say "Bear-Ah-Gosst" (rhymes with "lost"), personally. But for bardic rhyming purposes, I figure I might need to find out what's correct.
I am with Sir Carnifex on this one: That is how I pronounce the word, as well.
I believe that is also how it is pronounced in the original
Baldur's Gate, but my memory is not quite
that good: so I am uncertain.
YourMoveHolyMan wrote:The Shadow Weave
What is it exactly? I know it deals with how HiPs works, and shadow mages? and darkness spells? I guess, I don't know, that's why I"m asking.
The Shadow Weave is badly misunderstood on this server. I will go ahead and type out its entire write-up from the
Forgotten Realms Campaign Setting:
"During the course of her eternal war with the goddess Selûne, the goddess Shar created the Shadow Weave in response to Selûne's creation of Mystra and the birth of the Weave. If the Weave is a loose mesh permeating reality, the Shadow Weave is the pattern formed by the negative space between the Weave's strands. It provides an alternative conduit and methodology for casting spells.
"Shar, being the goddess of secrets, has mostly kept the secret of the Shadow Weave to herself. Over the millennia some mortals, mainly her servants, have been allowed to discover the Shadow Weave or have stumbled across it in their researches.
"Shadow Weave users enjoy several advantages. First, they ignore disruptions in the Weave. A Shadow Weave effect works normally in a dead magic or wild magic zone. (An
antimagic field, which blocks the flow of magic, remains effective against Shadow Weave magic, as does spell resistance). Skilled Shadow Weave users are able to cast spells that are extraordinarily difficult for Weave users to perceive, counter, or dispel.
"Shadow Weave users also suffer some disadvantages. First, Shar has full control over the Shadow Weave and can isolate any creature from it or silence it entirely without any harm to herself. Second, the secrets of the Shadow Weave are disquieting and injurious to the mortal mind. Without assistance from Shar, a Shadow Weave user loses a bit of his or her mind. Third, while the Weave serves equally well for any kind of spell, the Shadow Weave is best for spells that sap life or muddle minds and senses, and is unsuited to spells that manipulate energy or matter -- and cannot support any spell that produces light.
"Finally, the more familiar a mortal becomes with the secrets of the Shadow Weave, the more divorced she becomes from the Weave. An accomplished Shadow Weave user can work spells that Weave users find difficult to detect, dispel, or counter, but the Shadow Weave user also becomes similarly unable to affect spells worked through the Weave."
The feat required to use Shadow Weave Magic is described thusly:
"Shadow Weave Magic [General]
"You have discovered the dark and dangerous secret of the Shadow Weave.
"Prerequisite: Wisdom 13+ or patron deity Shar.
"Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You also can activate magic items that use the Shadow Weave without taking damage.
"Add a +1 bonus to the DC for all saving throws of spells you cast from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor. You get a +1 bonus on caster level checks to overcome spell resistance for these schools and spells.
"The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of Evocation and Transmutation (except spells with the darkness descriptor) is reduced by one. (First-level Shadow Weave users cannot cast spells from these schools). The reduced caster level affects the spell's range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you.
"You can no longer cast spells with the light descriptor, no matter what your level is. Such spells automatically fail. Your ability to use magic items that produce light is also limited -- you cannot invoke an item's light power if the item's activation method is spell trigger or spell completion.
"Special: Knowledge of the Shadow Weave has a price. When you acquire this feat, your Wisdom score is immediately reduced by 2 points. If this loss or any future Wisdom loss reduces your Wisdom score to less than 13, you still have the feat. (This is an exception to the general rule governing feats with prerequisites).
"Restorative spells (such as
restoration or
greater restoration do not reverse the Wisdom loss. You can, however, strike a deal with Shar, the goddess who holds sway over the Shadow Weave, to regain your lost Wisdom. You must receive an
atonement spell from a cleric of Shar. Sharran clerics require the subject to complete a dangerous quest before receiving the
atonement, and afterward you must choose her as your patron. (The usual quest is to destroy a follower of Selûne whose level is at least as high as yours). If you later change your patron, you immediately suffer the Wisdom loss. If you take Shar back again as your patron deity, it is not regained."