Archive for the ‘Writing’ Category

Music and Writing

Monday, April 29th, 2013

I’ve spoken on this topic at length before, but basically, I listen to a lot of sometimes very eclectic (but often rock of some kind) music as I write.

Different series/books/settings require different sorts of music. For instance, my Shadowbane books are written with a mixture of Tool, AFI, and Stone Sour with a little 3 Days Grace, Metric, and European metal (mostly female singers) in the background. Meanwhile Ghostwalker owed a lot of musical inspiration to A Perfect Circle and 3 Doors Down. (Also, how perfectly does the Stone Sour song “Your God” fit the ghostwalker? I mean yeah.)

I once observed that Twilight in Depths of Madness basically was Amy Lee from Evanescence. (And interestingly, when I write about her more mature incarnation a century later, I associate her more with Evanescence’s more recent, matured music.) And even some Kelly Clarkson (shh, don’t tell anyone).

I recently wrote a scifi novel (which should be hitting the shelves soonish–watch for an announcement!) which was almost entirely written to a soundtrack of NIN, How to Destroy Angels, Massive Attack, and Daft Punk. A lot more instrumental when I’m writing about spaceships.

When I first dreamed up Justice-Vengeance, I was listening extensively to Disturbed’s Indestructible album, so that’s the musical reference material I head to when I’m working in that universe.

My YA urban fantasy series is mostly fueled by Paramore, the Yeah Yeah Yeahs, Death Cab for Cutie, and Fun. Which are bands I associate with the four primary characters. (I’d say you should guess, but you haven’t read the book, so that wouldn’t be fair!)

And that’s another way it manifests: As I write, I sometimes associate specific songs with my characters, which helps put me in the mindset. I listen to the song and I think of that character, every time.

For instance, Regel–one of the leads in SHADOW OF THE WINTER KING–is really closely associated with three songs: “Snuff” by Slipknot, “Say You’ll Haunt Me” by Stone Sour, and “Hand of Sorrow” by Within Temptation. My other principal character, Ovelia, is closely connected with the songs “Where Is The Edge” by Within Temptation, “The Change” by Evanescence, and “Made of Stone” by Evanescence. (So clearly there’s some overlap there!)

For me, music is just an intrinsic part of the writing process. I can write to almost any sort of music, but there are specific styles, bands, and sometimes even specific songs that fit certain stories particularly well.

Cheers

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“The Lesser Evil,” a Star Wars short by Erik Scott de Bie

Monday, April 8th, 2013

You read that right. This is a piece I wrote up for a Star Wars campaign I played in as part of the backstory for my character. Why did I write it? Because it was fun.

The chronology is a little wonky, as our campaign was actually designed as retconning the prequels (so we’d have players running Obi-Wan Kenobi, Anakin Skywalker, etc), and this originally took place between our Episode 1: Balance of the Force and Episode 2: Rise of the Empire, about 23-5 Before the Battle of Yavin (BBY).

Our Coruscant is a little bit different from the planet at the time, as the Supreme Chancellor has already outlawed the Jedi, who aren’t nearly as organized as they were in the movies (or the EU), and his antipathy toward aliens has already caused him to outlaw non-humans on Coruscant. Prominent races are appointed extremely corrupt human “ambassadors,” who are basically in the pocket of the Chancellor.

I purposefully did not date this story, and if you want to fit it into canon, it could occur anywhere from the end of Phantom Menace to shortly after Order 66 is issued in Revenge of the Sith.

And my character from the campaign is clearly the MAIN character of the story. :)

Without further ado: 

“The Lesser Evil”

By Erik Scott de Bie

            Bathed in the howling wind, the assassin perched atop the pinnacle of the blinking tower and surveyed the city a hundred stories below. Every inch of Coruscant was city, and all of it filled to the brim with humans: hot-blooded, sweaty, foul-smelling humans. The assassin wore sleek black armor, polished and new and far better than anything the masses could afford.

            The assassin had business with one of the humans this night.

            A light flashed blue on the assassin’s arm-mounted datapad, then winked out when touched. The signal was returned, and a transport—an unmarked black Lambda class shuttle, nearly invisible against the night sky—took flight, wings unfolding as it went. All its landing codes were legitimate, if illegally obtained, and generous bribes would keep anyone from asking questions. Such was the course of dealing with criminals.

            Behind the black helmet, the targeting computer whirred, sculpting a green lattice of the surrounding buildings. The assassin’s mark kept apartments near the palace itself, in a highly-defended area swarming with clone troopers. But when he sneaked out to meet with one of his hired escorts, he took only a personal defense team. Sure enough, he was currently riding the turbolift along with a detail of four men and one smaller life-sign: a woman.

            The assassin leaped off the building, arms spread wide in the whipping wind.

            The computer tracked them heading to the floor where the meet was to take place. Near about the sixtieth floor, the assassin’s datapad flashed, and the tether responded. The descent slowed over the next 30 meters until finally the assassin swayed to a gentle halt just above a window on the fifty-second floor. The assassin crawled along between windows, searching for the right one. Once there, the assassin attached the tether line for added security, then peered through the window.

            Comfortable couches and bed filled the room, along with a sidebar of exotic, bright-colored liquor opposite gleaming holocaster equipment. It was, without exception, illegally purchased with stolen credits. This was one of their high class love nests, but it still stank of crime: filthy money and indulgence.

            No one was in the apartment yet, but that would change soon. Hanging upside down, the assassin drew out a device the size of a man’s hand from a zipped pack and attached it to the wall next to the window sensor. Once activated, the scrambler tapped into the scanner and followed it through into the security features of the room itself. The assassin did not mean to deactivate the security scanner—not yet, anyway—but rather to take control of the room with the device.

            After a moment, the scrambler beeped, complete. The assassin detached the scrambler, which was now a remote control for the room, just as the inner door opened.

            Three Republic soldiers fanned through the suite, clearing the main room as well as the small attachment rooms with military precision. They wore hoods, but the assassin recognized their faces: they were all the same clone trooper face. They had eschewed their tell-tale armor so as not to attract attention, but wore blast vests under their thick robes.

            Once they had secured the suite, they spoke into their comm.-links. The assassin heard the transmissions through the scrambler. “Clear,” each said, in the same voice.

            “Finally.” A human in noble robes stepped into the room: Doriel Lassar, the Senate-appointed Falleen ambassador. Aliens were not, of course, welcome on Coruscant under the Supreme Chancellor. He looked around, stroked his exquisite goatee, and nodded. “This will do. Lieutenant, tell Jerun to bring the girl.”

            The lead clone trooper nodded. He dispatched one of his men back into the hall.

            Lassar was the mark.

            The assassin took a thermal detonator from the zipped pouch. The scrambler would open the window at the flick of a button, the detonator would go tumbling in, and everyone would die. Three seconds would be more than enough time to drop it through the window and be gone.

            Then the assassin sensed something and froze in place. “No.”

            A human in plain black robes appeared, this one not a clone but a light-haired man with a scar across his face. Ahead of him, he pushed a shivering young Falleen woman. She could not be much more than a child by the looks of her, addled with deathstick addiction, and her pheromones reeked of fear and desperation. There was defiance in her, however. The girl was a slave, freshly taken, but with no illusions about the treatment that awaited her.

            Teeth gritted, the assassin deactivated the thermal detonator and stowed it back in the pack. Using that would kill the hostage too. This would have to be personal. But the window wouldn’t open fast enough to take them by surprise.

            The assassin drew out a small black rod and pressed a button near one end. The device started buzzing.

            “What’s that?” the nearest trooper said over his comm.-link.

            The assassin raised the device out into the night and whispered an apology. “Forgive me, mother.”

            A blade unfolded from the hilt in the assassin’s hand, glowing faintly purple, and began vibrating. The assassin brought it across twice with a shick sound to draw an X in the window. Then the assassin kicked off the wall, swung out, and crashed through into the room.

            Chunks of glass shattered in every direction, startling the clone troopers, who had reached for their service weapons as the assassin rolled into a crouch. The vibroblade cut the first one down in a burst of blood, and he collapsed with a gurgling cry of pain. The assassin kept moving.

            “Blast him!” the lieutenant shouted over the comm.-link.

            Laser bolts exploded into the wall behind the dodging assassin and out the broken window into the night. One clipped the black armor, and an ablative layer disintegrated to absorb the shock.

            The assassin charged the second clone trooper and feinted to the left so his shots went wide. It bought half a second, which was all that the assassin needed to leap behind him, snake the vibroblade around his throat, and pull him to face his commander. Red blasts burned into the man, who grunted and slumped in the assassin’s arms, stunned by friendly fire.

            The lieutenant corrected his aim, but the assassin hurled a knife that sank into his unarmored neck, right over the collar of his blast jacket. The lieutenant gasped at the wound, spoiling his aim. The assassin seized the blaster rifle from the dead trooper, took aim, and blasted the lieutenant full in the chest. His torso burst into flame, and he crumpled against the far wall, stinking of burning flesh.

            “Clumsy weapon.” Contemptuously, the assassin tossed the rifle to the floor.

            Eyes on the stricken Lassar, the assassin finished the captive trooper with the vibroblade, then let the weapon shake itself free of blood. That done, the assassin rose and faced him. No words were necessary: by the fear rising from Lassar like smoke, he knew what would happen next. He shook so badly he could not even try to flee.

            He staggered back and collapsed on the bed. “Je-Jerun!” he stammered.

            The blond man stepped between them, his scarred but handsome face turned toward the assassin.

            “This does not concern you.” The assassin raised the vibroblade.

            The man smiled. Then a yellow glow filled the room as he ignited his lightsaber.

            An illegal Jedi. Damn.

            Jerun moved so fast it was all the assassin could do to dodge the first, high slash. Jerun came on, slipping inside and around the threshing blade of yellow light. The assassin deflected one strike with the vibroblade—a glancing blow that made the metal shriek and smoke. If Jerun struck it directly, he’d easily cut the vibroblade in half.

            Jerun calmly extended a hand, and a massive force sent the assassin hurtling back against the wall. The holocaster equipment shattered and the assassin lay groaning on the floor. The assassin groped for the fallen vibroblade, but the Jedi was not finished. He moved his hand and hurled the assassin across the room to crash into the opposite wall so hard the metal dented under the impact. The assassin hung there suspended.

            Jerun extinguished his yellow lightsaber and walked toward the assassin, looking very calm. His left hand was raised idly, as though using such power took no effort. The Jedi smiled silently, like a man looking forward to a pleasant meal laid out before him.

            “Don’t—don’t you want to know who sent me?” the assassin asked in a distorted voice.

            “Not particularly,” Lassar said. “Jerun?”

            The Jedi held up his hand and squeezed his fingers together. The assassin choked for air.

            “That’s better,” Lassar said. “If there’s one thing I can’t stand, it’s when they talk.”

            The assassin managed to palm a knife and hurl it at the Jedi. Jerun raised his other hand, and the blade stopped half a meter from his face. Then it reversed and shot back to plunge into the assassin’s left arm, propelled with such force it ripped through the black body armor. The assassin could only murmur at the pain.

            “Why are you waiting, Jerun?” asked Lassar. “Kill him already and be done with it.”

            The Jedi glanced at his employer, a flicker of irritation crossing his face. He gestured, and the force wrenched the assassin from the wall toward the window. The assassin caught at the sill, palms stabbed with shards of glass, but the force was too great. Jerun held the assassin aloft, choking, over a fifty-storey drop. The wiry body shook involuntarily, dying but unwilling to show fear.

            Then a blaster fired, and Jerun staggered toward the window. He fell to one knee, revealing a burn mark on his back. Behind him, the Falleen girl stood, one of the clone trooper’s weapons in her hands. Her black eyes burned with hatred. She fired again, but the Jedi ignited his lightsaber and deflected the bolt into the floor.

            The Force abruptly vanished, and the assassin reached out to grasp at the window ledge. Somehow, even though it was too far, the shaking black hands caught on the windowsill. The assassin slammed into the side of the building, then scrambled up, gasping.

            Despite the shards of glass, the breathless wheezing, and a stabbed arm that screamed in pain, the assassin nonetheless managed to climb back into the apartment. The Jedi was stalking toward the Falleen girl, easily parrying her blaster shots. She fired desperately, but he casually swept the bolts aside. Lassar was watching, not paying attention to the would-be assassin.

            Good hand shaking, the assassin reached down and unhooked a flash grenade, then rolled it toward Jerun.

            The Jedi sensed the attack coming early enough to shield his eyes, but the assassin only needed a second to spring on him with a cry and grapple for the lightsaber. They wrestled, punching and heaving. He struck the assassin’s injured arm, and the assassin howled and gouged at his wrist. There was no skill to their fight—no grace or art—only the fierce fury of two animals desperate to survive.

            Then yellow light flashed, blood sprayed, and the two staggered apart. The lightsaber fell to the floor between them.

            The assassin looked up at Jerun. He smiled and made a little humph sound.

            Then his body fell to the ground and split apart into two pieces.

            The assassin collapsed, chest heaving for air. Finally, one shaking black hand reached out and took the inactive lightsaber. Such an elegant thing, and so deadly.

            A blaster rifle clicked, and the assassin dimly saw Lassar pointing the rifle. “Die, you—”

            A blaster bolt struck him in the chest and he tumbled backwards to sprawl across the bed, dead.

            The Falleen girl dropped the rifle from shaking hands and stared at the corpse, her face devoid of emotion. Good. That was the proper way for a Falleen: to control herself and not reveal her true feelings.

            The assassin sat for a time, watching the girl, then finally spoke. “What is your name?”

            The girl was staring at the dead Lassar, but she blinked and looked up. “Xora.”

            “And I am Zythe.” The assassin sat up and took off her helmet, freeing her long black hair.

            “You . . . you are a Falleen.”

            “Yes,” Zythe said. “It will be all right.”

            Her words mattered less than the reassurance she sent toward the girl. Xora inhaled Zythe’s pheromones and her breathing eased. A human wouldn’t have seen anything pass between them, but for a Falleen, Zythe might as well be hugging the girl to her breast.

            The girl nodded. They sat together for a moment, communicating with their pheromones: Xora speaking of panic and rage, and Zythe soothing her, tempering that anger into a sharper blade.

            “When you remember this,” Zythe said. “Do not think of the horror or the fear. Think only of what must be done for our world. For Falleen.”

            Again, Xora nodded. “I murdered him.”

            “He was an evil man.” Zythe nodded.

            “And I murdered him,” Xora said. “Is that not evil?”

            “We do what we must for our people.” Zythe sent a communication to her shuttle, setting the rendezvous, and attached her tether to herself and the girl. She put her helmet on. “How can that be evil?”

            Xora nodded and put her arms around her savior.

            Cradling the girl, Zythe leaped out the window.

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Fan Letter from the Distant Past

Thursday, November 15th, 2012

Recently, I fielded a letter from a reader that was originally sent to me (care of WotC) in 2010, but misplaced in their office until just two weeks ago. It came from a high school student living in the Southwest at the time (not sure if he’s still there), and was so positive it made me happy during a very difficult time, with my grandmother dying and some rough writing time. 

I mailed back my reply (his letter included a self-addressed, stamped envelope!), with extra postage for the updated fee of two years, but thought I’d repost my reply here (identifying details redacted!). Enjoy!

NOTE: The letter is about GHOSTWALKER, and there are some spoiler details ahead. Only read on if you haven’t read the novel or don’t mind MAJOR spoilers.

Dear K,

 A thousand apologies for the tardiness of this reply to your letter. It would appear that Wizards misplaced your letter upon receipt and just recently discovered it in some folder hidden in a filing cabinet at the end of a disused basement corridor marked “Beware of the Leopard.” Just one of those things that happens, I suppose. As such, my reply is an embarrassing two years late, but late is better than never, no?

 I’m glad you enjoyed Ghostwalker! I would be very happy to answer your questions. If you have more, or would like to ask me about anything else, try emailing me at erikscottdebie@yahoo.com, or check out my website http://erikscottdebie.com. I also have accounts on Facebook (Erik Scott de Bie) and Twitter (@erikscottdebie).

 1)     Was there a source for your ideas or something that triggered them?

Ghostwalker sprang out of a number of things I was seeing, listening to, and thinking at the time. I had just watched a number of Westerns, ranging from the classic (High Plains Drifter) to the fantastic (Desperado). Something about those stories just clicked with me: the lone, mysterious avenger on a quest to take down injustice on the frontier.

The action (particularly when the ghostwalker sees one of his old enemies and starts fighting with that cold focus) draws a good deal on the Matrix and Kill Bill. I use music a lot when I write, and the whole novel has a soundtrack of Stone Sour and A Perfect Circle: dark, moody, and exciting.

2)   Were any of the characters based on yourself or friends?

Heh. Well, officially, all fiction novels are work of fiction, and any resemblance any character holds to any person, living or dead, is entirely coincidental. That said, yes, every writer brings aspects of real people into their characters and story. That’s how writers write, after all: by channeling their life experience into their work.

To answer your question directly, none of the characters in Ghostwalker are specifically inspired by people I know. But that’s just MY opinion on the subject. To this day, one of my good friends insists that the main character is me, which makes some of the romantic scenes really awkward for him to read. One of the best things about fiction is that we can see aspects of real people and situations reflected on the page.

3)   Did Lord Greyt know he was killing his son when he killed Rhyn?

Good question. Books mean different things to different readers, and the meaning of a book is only half there when I, the writer, write it. It’s up to you to fill that in. Perhaps the better question is, is the tragedy greater if Greyt only figured it out at the end of his life, or if he knew going into it? What do you think?

Great chatting with you, and again, I apologize for the delay. Hit me up online!

Cheers,

Erik Scott de Bie
erikscottdebie@yahoo.com

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Why haven’t YOU bought Shadowbane?

Thursday, October 11th, 2012

I’ve gone through a period of being really serious online and it’s time for a little more joviality. So I’ve started this baldly self-promotional post (I swear, those answers are absolutely not biased! And I’m totally not lying!), and I encourage folks to have fun with it. :D

(Do NOT take this post seriously. Though the books are pretty darn good . . . he said without bias.)

Some Facts!
The Shadowbane series, for those who don’t know, is the ongoing saga of one of my signature characters, Kalen “Shadowbane” Dren, the last true paladin of Helm, God of Guardians. A former thief inspired to become a divine warrior, Kalen takes up Vindicator, a sword sacred to Helm’s faith, and carries the fight to the forces of shadow and darkness that beset his world. The Realms need a Guardian, and Shadowbane is that man, for better or worse.

The story begins in “The Last Legend of Gedrin Shadowbane”, sees its first novel treatment in the Waterdeep-based urban adventure Downshadow (which is also part of the Ed Greenwood Presents Waterdeep series), continues through my free e-novella “Chosen of the Sword” (seriously–85 pages for free), then makes its way to Luskan (city of Kalen’s birth) for Shadowbane, then (most recently) heads to Westgate and its many intrigues for Shadowbane: Eye of Justice, which came out just a month ago.

Some More Facts!
The story is small-scale, rather than based on a Realms Shaking Event (RSE), which is a blanket term for stories that shake up and alter the setting. The stakes are huge for the characters (particularly in regard to Kalen and his friend/ally/eventual romantic interest Myrin, an amnesiac wizard and heir to tremendous power), but they don’t mess with significant powerbases in the Realms. I don’t go blowing up the moon, but instead focus on my characters and their quest.

The last two novels are ebook only at the moment, but pending more sales, we may very well see print versions. Also, here is a link to free apps that will work on your computer, phone, or any other device: Free Kindle Apps or Free Nook Apps

Also, there has historically been an issue with international distribution of e-books, but WotC recently broke through on a deal to get international distribution going. If you tried unsuccessfully to download one of my books a few months ago, you might give it another shot.

The Question!
So. Knowing all about my awesome series (and having all those free downloads to pique your interest) as I just told you, and supporting small-scale/personal stories as you do, why haven’t you bought my books?

Cheers

Some suggested reasons:

1. I didn’t know about them! I’m clicking on those links right now.

2. I don’t have an e-reader! I’m downloading a free App!

3. I couldn’t download it because I’m international. I’m trying again!

4. I thought Shadowbane was a flash in the pan and didn’t realize there was so much story there! Wow!

5. I’ve been living under a rock! Seriously–my internet reception is the suck. But they sound awesome!

6. I didn’t realize supporting this series would support the WotC novel department’s course change!

7. Shadowbane’s not an elf/dwarf/halfling/shade/genasi/vampire, which I love. (But those are in there!)

8. I don’t like the 4e for XXXX reasons which you are clearly working to fix. :)

9. I don’t like awesome fantasy stories! Or the Realms! Or you! (Except that I totally would!)

10. I <3 Fox-at-Twilight and want her back! … (Wait, she’s in these novels? SOLD!!!)

11. I want adventure! Passion! Derring-do! Kickass ladies! Humor! Fashion! Treachery! (All there? SOLD!)

12. Fool! I *have* bought Shadowbane. Now stop posting online and write the next one!

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“Heir of Shadowbane” webstory

Thursday, September 6th, 2012

A (free!) short story that ties in with my recent novel Shadowbane: Eye of Justice has now been posted for your reading pleasure:

Heir of Shadowbane,” a Shadowbane tale

This is a companion story in my tradition of writing companion stories for all my novels, so don’t worry about spoilers. You can read it before, after, or during the novel, and the time you pick will just subtly alter the information you get from it.

Chronologically, it happens between the prologue and the bulk of the novel–7 years after the prologue, 3 years before the novel itself.

My editor hails this story as featuring one of the best fight sequences I’ve ever written. :)

It introduces a character (Levia Shadewalker) who is also introduced in the prologue of the novel, and mentions several people who show up there as well (particularly the organization of the Eye of Justice).

And it features an appearance by Cellica, Kalen’s adopted sister, who hasn’t been seen since Downshadow!

And it’s completely free. No DDI subscription required!

What are you waiting for? Go read it! :)

Cheers

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Candlekeep Presents: 25 Years of the Forgotten Realms (Seminar 2012 Summary)

Tuesday, August 21st, 2012

And now, my long-awaited summary of the events of the Candlekeep Seminar at GenCon 2012. Please excuse the delay—I couldn’t very well write a document of this length from the Con itself, and I’ve only just got back and started the process of paying off a 12 hour sleep debt. Also, I wanted to run this past some of the other panelists for their input. Also, if I leave anything out, I hope and expect that folks will chime in to correct me.

Scheduling Details

The event took place on Thursday, August 16, 2012, and went on from 8 p.m. (during the WotC Keynote address) to 12:30 a.m. (when security finally kicked us out). It was purposefully timed to overlap with the Keynote, to provide Realms fans a chance to receive the announcements and then have a place to go to talk about them.

We had about 80 Realms fans in attendance throughout the evening, some of whom had tickets and some who did not. It filled up the room pretty well.

Because the event overlapped the Keynote, people trickled in gradually.

In attendance at the start (8 p.m.) were myself (Erik Scott de Bie, author of the Shadowbane series and Neverwinter Campaign Setting designer) and the illustrious Jim Lowder, former Realms editor and guru and author of several novels in the setting such as Ring of Winter, Prince of Lies, and others. Dave Gross (some of the Sembia series and currently lots of Paizo novels) was there briefly at the beginning but had to skip out.

Eric Boyd (classic designer and Realms legend) and Jaleigh Johnson (author of Mistshore and the Unbroken Chain series) tried to sneak in the back but were identified by yours truly.

Around 9:00, the James Brothers showed up (Brian and Matt, Grand History of the Realms and numerous history-loving, lore-heavy DDI articles).

The fourth host, Brian Cortijo (Cormyr expert), showed up around 10:15, and numerous Realms heavy-weights appeared over the next hour, following their participation in the Keynote: Ed Greenwood (creator and Elminster author), Paul Kemp (Erevis Cale series), Erin Evans (God Catcher and Brimstone Angels series), Troy Denning (Waterdeep, Return of the Archwizards).

Note: Once Ed showed up, he and Jim Lowder basically owned the show. The two have more charisma between them than I could imagine. :)

Starting at around 11:00, we also had official WotC support in the form of James Wyatt (book department head), Mike Mearls (story lead and head designer), and Jeremy Crawford (head developer). Note these aren’t official titles, but rather a concept of what they do at WotC.

IMPORTANT NOTE: The comments and opinions expressed herein are mine and mine alone, and should not be taken as anything else. I am not now nor have I ever been an employee or spokesperson for WotC or TSR, nor am I a designated voice for any of the authors or designers mentioned herein. After this point, I will rarely ascribe specific announcements to particular individuals, but rather just convey the information as presented.

Forgotten Realms: A History

I started off the panel saying I was unarmed and to please not strangle me—I would announce things as I was able, and not before. Fortunately, this was enough to keep me alive, so we delved into it. :)

The first hour and a half or so of the Candlekeep seminar was mostly yours truly offering a summary of the foundation of the Realms, from its humble beginnings in the mind of a pre-adolescent Ed Greenwood to its sale to TSR and flourishing into the diverse panorama it is today. I punctuated the panel with occasional twitter-readings of what was being announced at the Keynote, which I attribute to my flair for the dramatic and because I didn’t want to steal their thunder and announce things before their time.

Special focus was placed upon the early novels that shaped its course, from Darkwalker on Moonshae to Spellfire to Elfshadow to (of course) The Crystal Shard. Jim chimed in from the audience (and was eventually promoted to an official panelist) about the Harpers series, which he had originally helped create and push. The concept was to avoid the mistakes made with the well-intentioned milestone Avatar series (specifically, having such a huge scope that reshaped the Realms and kicked off the escalation of RSEs). The Harpers books would tell small-scale, locally important, personal stories that were driven by the author’s vision, not the metaplot of the setting.

We discussed the continuing growth of the setting, until we reached a point where the powers that be decided that the Realms needed a rebirth to allow for a new generation of gamers/readers to join the world without the hurdle of hundreds or even thousands of books of canon lore to plough through. Thus the Spellplague was devised (to reshape the world), along with a hundred year time-skip (to give your campaign plenty of space to end as well as offer the DM plenty of elbow room to say “this is where such-and-such came from”). The analogy I used was that of a run-away truck ramp: your campaign pulls off the highway and just ploughs into the ramp until it’s done, then you can hop out and get on with the next adventure.

The problems with this approach were discussed as well. A show of hands was taken, and the majority view was that the 100 year jump was the more egregious problem with the transition into 4e. The Spellplague itself has issues, but the time-skip was what turned off most old guard fans, who wanted a continuous train of Realmslore. The massive culling of gods was discussed as well, and the loss of many iconic characters.

It was then that more folks started showing up, and the announcements started coming. Some of this borrows from The Sundering panels over the next days, but I’ll include it here to have all the info in one place.

(Also note that what follows is subject to some flux. One should not take this as gospel—it needs to be fleshed out and has some room for development.)

The Sundering: Lore

(Note that the following lore/explanation is the work of many designers and authors. Much of it comes from Eric Boyd and Ed Greenwood in conjunction with James Wyatt, but the efforts of Brian James, Brian Cortijo, George Krashos, and myself are all included herein.)

When the Elves carried out their Sundering thousands of years ago, it frayed time in both directions and allowed some fortunate (or cursed few) to glimpse the past and present of Realmspace. One of the mages who witnessed the event had a vision of two other Sunderings, massive in scope and far mightier than what the Elves accomplished. One stretched far into the past, while another waited in the future.

Far back in ancient history, the creator races of Faerun were engaged in great battle that threatened to destroy all of Abeir-Toril. Powerful creatures called Primordials rose, each attempting to conquer the fledgling world for themselves, and the gods met their challenge. The battle became so fierce and the consequences so destructive that it got to the point that the Primordial Asgoroth the World Shaper threw an ice moon at the world, claiming that if he could not rule it, then no one could. This cataclysm (known as the Tearfall) caused massive damage to Abeir-Toril and is recorded in history to this day.

At this point, AO stepped in and worked a great Sundering, the first of its kind. He twinned the world and split it into two: Abeir for the Primordials, and Toril for the gods. Each world would hold onto the vestigial name of the other, but it was primarily a point of sagely academic research. Part of this Sundering was the creation of the Tablets of Fate, wherein AO inscribed divine reality as it existed in both worlds: in Toril, the tablets list the names and purposes of the Gods in Toril as well as the Primordials in Abeir.

For all intents and purposes, the worlds were separate, and allowed to evolve on their own. Under the aegis of the Gods, Toril saw the fall of the batrachi and the sarrukh, the rise and fall of the dragons, elves, Netherese, and finally the spread of human and demihuman kingdoms. Abeir saw a far more chaotic history involving unpredictable elemental magic, rule by the powerful and destructive Primordials, and the emergence of potent races of beings such as the genasi and dragonborn. These creatures existed in limited quantities in Toril (the consequence of planar travel or the occasional cross of genies and dragons respectively with humans), but in Abeir they flourished and built kingdoms all their own.

Then came to pass an event in Toril known alternately as the Avatar Crisis, Godswar, or the Time of Troubles. Bane, Bhaal, and Myrkul (three of the younger gods who had not ascended when AO sundered the worlds) stole the Tablets of Fate, thinking them key to great power, perhaps even control over the Overgod himself. Their schemes were eventually thwarted, all three slain, and the Tablets returned to AO. The Overgod decreed that the Tablets clearly meant nothing to the gods, and so he destroyed them and left the deities to their own devices in the chaos that would soon ensue. This began the unraveling of AO’s great Sundering through the time called the Era of Upheaval.

This era (lasting from 1357 through 1486) was marked by extreme turbulence, from the invasion of the Great Kahan to the fall of Cormyr’s King Azoun IV, from the rise of Cyric and the rebirth of Bane to the silence and empowerment of Lolth, to the Rage of Dragons and the Reclamation of Myth Drannor, and finally to the death and merging of gods and the unraveling of the Weave of Magic. This last event touched off a great mystical curse upon the world called the Spellplague, which would reshape the world. The Sundering fell apart with the Weave, and pieces of Abeir merged with pieces of Toril and vice versa. The world was truly in peril and in need of great heroes to save it.

Then, as the 15th century came to a close, the third and final Sundering envisioned by the elven prophet so many years ago would come to pass. AO would once again forge the Tablets of Fate, inscribing the names and purposes of the gods he chose to serve in a new, inclusive divine reality, free of the petty schemes of unchecked gods. The worlds Abeir and Toril would be split from one another once more, though both would carry echoes and marks of the experience. Many of the gods lost to the ravages of time would return, reawakened to fulfill their inscribed purpose. AO would end the Era of Upheaval and reforge Toril as it had existed before the series of cataclysms brought on by the actions of the Gods. A new world, true to the old and moving ever forward, would dawn, and heroes would once more be called to prevent such a cataclysm from occurring ever again.

The Sundering: Six Novel Series

The Sundering is an event in which AO is reforging the Tablets of Fate to once again break apart the worlds Abeir and Toril, this time hopefully for good. It is a RSE, yes, and at the end of it we should see the Realms stitched back together into the setting they have always been, free of continuing shake-ups. After that, we shouldn’t see RSEs in novels for a good long time.

The Sundering will take place over six novels (The Companions by Salvatore, The Godborn by Kemp, The Adversary by Evans, The Reaver by Byers, The Sentinel by Denning, and The Herald by Greenwood), by the end of which we will see the end of the Era of Upheaval that has gripped the Realms since the Time of Troubles. The six authors had a story planning summit in November at which they hammered out their plans, and we will see an awesome series. The release dates (subject to a little fudging if necessary) are planned for August 2013, then one novel every two months thereafter through July 2014.

I don’t want to spoil any of the novels, but I’ll include a little about each one (what was announced) to tease you:

The Companions will feature Bob’s classic heroes, Drizzt and his companions. Who exactly do I mean? You’ll have to read it and see. It is the book Bob was planning to write before the discussion of the Sundering happened, and so he could just stand up and say “this is what I’m doing,” and WotC gave the thumb’s up.

The Godborn is Paul’s long-awaited novel about Vasen, the son of Erevis Cale, forging his way in a new, rapidly-changing world. The events of the Sundering only make Paul’s planned novel cooler, and he’s so stoked about the book.

The Adversary continues Erin’s series about the Brimstone Angels sisters, and particularly deals with her tiefling warlock Farideh, one of the best female characters in the Realms (coming from someone who loves writing female characters!).

The Reaver picks up the story of Anton Marivaldi, a pirate turned adventurer. If he bears any connection to Richard’s Brotherhood of the Griffon series is unknown at this time. (Perhaps Richard will comment on that at some point!)

The Sentinel tells the story of a knight whose family worships the dead god Helm. No, he’s not Shadowbane—Troy and I sat down a long time ago and made sure our characters don’t cross. There may be a reference to Shadowbane, however, seeing as he’d be pretty famous by 1486.

And finally, Ed will wrap up everything with The Herald, a tale about Elminster furiously training his replacements so that he can finally lay down his burden and rest.

The Sundering will take us into a new era of the Realms that will bring together all the best things we know and love about the setting, bring back slain deities, and re-build what has been broken.

Forgotten Realms: Novels

Going forward, the Realms will focus on smaller, character-driven stories that don’t reshape the world every six months. We need to break the “bigger = more exciting” bias that we have. There will be stories about iconic characters–you better believe Drizzt is alive and well–they just won’t be saving the world every book.

The Harpers series analogy (brought up by Jim Lowder) is a really good one. That’s where WotC is aiming as we move forward: small-scale, exciting, personal, character-driven novels. We don’t have to blow up the world every few months to sell novels and tell good stories. (Or, at least, we shouldn’t.)

This prompted some discussion. The opinion was advanced (not mine) that the cycle of ever-escalating RSEs seems to have been sales-motivated, the thought being that everyone who participated in the Realms HAD to read these novels, to know what was going on. Another perspective cast it as a kind of one-upmanship, where each series tried to blow the Realms up more completely than what had come before. And of course the problem with the cycle of RSEs is that you’re constantly rewriting your setting after every book, and it gets wearisome for the fans. (This is not to suggest that we won’t see novels about powerful characters or movers and shakers—we will. We just won’t see them take things apart and reshape the Realms, so you have to scramble to adapt if you want to “keep up” with the canon.)

Novels will also (presumably) still be canon, but they will be way, WAY less intrusive. They will have little bearing on the course of world-wide events, but rather merely concern that small group of people in that small area. You won’t be faced with the option to ignore them or not, but rather the option to incorporate them or not. This small-scale focus draws inspiration from the Harpers line, the stand-alone novels like the Fighters, Wizards, Dungeons in 3e, and many of the novels released in 4e, particularly the Ed Greenwood Presents series.

We want to put the fate of the Realms in your hands: the players, running through campaigns. WotC is going to the plan of “collect feedback from DMs about what happened in a set of *specific* campaigns, and incorporate that going forward.” Did the majority of people playing this adventure in Sundabar assassinate the king? Then it happened. Did such-and-such thieves’ guild get destroyed in the course of an adventure in Baldur’s Gate? Then it happened in the lore. Shared-experience events will be canonized.

These won’t just be your campaigns—they will be specific set campaigns that WotC puts out. There are currently plans for two such adventures (one by Bob Salvatore, one by Ed Greenwood), and after those come out, DMs will be able to submit “what happened” in their games, which will be reflected in the changing Realms. The designers will allow a certain margin for changes and won’t be bound by any particular campaign—the idea is just to give you a say in how things happen in the world. This is similar to how LFR was set up back in the day, with actual player actions sculpting actual canon.

Don’t worry about “a bunch of people destroying popular places.” If such places are popular, odds are they aren’t being destroyed in campaigns. And as I implied before, the designers are going to control what is open for change. The days of blowing up and rebuilding the Realms are over.

Forgotten Realms: The Big Idea

There is no retcon. No reboot. No restructuring. The Realms is the Realms. WotC is not going to invalidate the work of any designer working in any era, but is going to respect and honor it.

This is not to say things aren’t happening. The Spellplague, for instance, is being addressed—ended, for lack of a better term. No doubt there will remain pockets of Spellplague, but at that point it will join Wild Magic, Dead Magic, Spellfire, etc., as just another magical quirk that can be used in your campaign at your will, or safely ignored if you don’t like it. The world is no longer defined (seemingly or in actuality) by the Spellplague.

But there’s a difference between undoing the effects of an event that has gone before, and pretending the event never happened. WotC isn’t pulling a Dragonlance and going back in time to revise who becomes a god, whether a certain cataclysm happens, etc. No. The Realms is the Realms is the Realms, and it all exists, it all happened, warts and scars and beauty marks and all.

Forgotten Realms: Eras of Play

Moving forward from the Sundering, we’re looking at a new dawn of the Realms. The Era of Upheaval has ended. The Realms can finally return to the way it was before the Time of Troubles, a land of infinite impossibility and buried secrets and ancient evils awaiting heroes to counter them. If you play in the 1480s world, you should be finding yourself in a land not unlike that of the original OGB, without all kinds of crazy world-shaking events happening. The Realms is yours to sculpt.

But this isn’t to suggest you should be playing in the 1480s Realms. WotC’s current slate of products (Menzoberranzan, Ed Greenwood’s Forgotten Realms) are era-neutral—they contain information that applies to all manner of eras and is useful regardless of where/when you choose to set your game.

WotC is reprinting all of its old material (1e, 2e, 3/3.5e, etc), some of which (probably) will be updated into “director’s cut” versions. Ed Greenwood called down an example of adding some 30-40 pages back into the Haunted Halls of Eveningstar. Eric Boyd recently took the classic Under Illefarn and adapted it into a 300-page (3.5) campaign setting to run for his kids—that’s the sort of thing WotC is hoping to release, probably with lore adaptations for multiple editions.

Basically, if you want to play OGB games, there is product support for that. If you want to play in the Time of Troubles or the era after (2e), there is support for that. Same goes for 3e or 4e. DnD-Next is going to be a game that supports play with all different edition styles, from throughout the history of D&D, but you don’t have to use 5e for your games. Break out your favorite mechanical system, your favorite Realms product, and go nuts. What WotC cares about is that you’re playing in the Realms, not what edition of the game you’re playing.

Also, and this is key: you are ENCOURAGED to prevent/ignore/retcon events that you don’t like. You should have plenty of material to run a game where the Time of Troubles never happened or the Spellplague happened in a different way (or not at all).

Forgotten Realms: Gods

After the Sundering, Gods are coming back. Which ones? Whichever ones you want. Some of them. All of them.

The Gods are going to take on a much less surface role in FR Next. They will recede into the background, continuing to grant spells but interfering far less in the affairs of mortals. At that point, who’s to say if you’re getting spells from Helm or Torm or Tyr? You might be praying specifically to Helm, but one of the other gods receives your devotion and grants you the spells. It’s up to your DM what gods are actually there, however powerful they are, and what they do.

This is not to suggest churches aren’t going to be significant, because they are. The people who serve the gods are just as prevalent and effective as ever, and there might be hundreds of cults to deities you have never heard of in your game. Such deities may exist or not, and it’s not particularly relevant whether they do. The focus falls upon the mortals—their schemes, actions, and choices. That’s where we get the morally significant stories.

Forgotten Realms: Progressive Themes

At the Candlekeep Seminar, it was noted that Realms fiction has a tendency to be masculine, ethnocentric, and hetero-normative; basically, it needs to get past that and open up to exploring gender, diversity, and GLBT issues. We’re no longer writing in an industry that’s all about teenage white men. Female heroes need to be that: female (not men with breasts) and heroes (not feminist stereotypes). We want characters of different skin tones and backgrounds, so that not all our heroes are clearly “white people.” We want actual gay, lesbian, bisexual, transsexual characters who show up and are treated responsibly, rather than through stereotypes. We don’t want tokenism, of course—we want good writing that is pushing in a progressive direction.

One example of doing it wrong is from the 4e FR guide, re: the Royal Family of Cormyr. We’ve had a long history of powerful women calling the shots there (particularly Filfaeril, Alusair, and Caladnei—who isn’t a white person, either!). Then in 4e, all of a sudden all the women are gone, and all the rulers we have listed in Cormyr are stodgy white guys: Foril, Erzoured, Irvel. Brian Cortijo did a great job with the Cormyr Royale article in bringing back some female power and making it shine (particularly Raedra), and he has a Cormyr novel concept in the works that takes it the next level. (Author’s note: Really hope that gets published!)

Flatteringly, my work was called down as an example of doing it well. My Shadowbane series has already dealt with GLBT stuff in a minor way, but in my next novel I want to have an openly gay male character (no spoilers!). I think ethnic diversity is important too (my heroine Myrin is basically half Egyptian, quarter white human, quarter something else!) The argument was made that we’re at a point (particularly in the much-more-open Realms) where we shouldn’t be pretending that alternative sexualities don’t exist or the only views that matter are those of straight white guys.

Closing

We had Candlekeep 2012 pins, free for attendants, to commemorate the historic event.

Thanks to all who attended or have expressed their support and best wishes online. The event was a rousing success, and we plan to do a Candlekeep event next year. 2013 pin designs are already being discussed.  :)

Cheers,

Erik

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Welcome to erikscottdebie.com!

Tuesday, August 14th, 2012

My next/most recent novel is Shadowbane: Eye of Justice, which is due out on ebook in September.

Here’s a link to my bibliography, where you can find all my books.

Click here to check out an orientation to my blog.

Cheers and Well Met!

~ Erik Scott de Bie

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Character Profile: Lady Ilira Nathalan, the “Fox-at-Twilight”

Saturday, August 11th, 2012

Prompted by a question on Facebook, I wrote up this character profile for one of my most enduring characters, Lady Ilira Nathalan, also known as the Fox-at-Twilight. Herein, I discuss the philosophies behind her design, her complex history, her abilities, and some hints about her next appearance, in my forthcoming novel Shadowbane: Eye of Justice!

Ilira takes no nonsense from nobody!

Character Concept

“First rule, brightblade,” she said without looking. “No questions about me.”
“But–”
“Second rule: No questions about the rules.”
“Any more?”
She held up two fingers. “No stabbing me in the back, and I won’t return the favor.”
“And four?”
Her lips quirked. “No falling in love with me.”

~Paraphrased excerpt from Depths of Madness, by Erik Scott de Bie

Twilight traces her origins in part from a D&D character I played in my teen years (upon whom she is loosely based), my enjoyment of comic books (Catwoman + Black Cat + Black Widow? Duh!), my enthusiasm for fencing (particularly awesome female fencers, like my then girlfriend, now wife), and partly out of a sincere love of bad-ass female sword and sorcery heroes.

Rippling muscle-men and “I will fight harder!” types are all well and good, but I find them a little bit boring after a while.

Female fantasy characters are, to me, so much more interesting than the men: they bring more to the table. They (almost always) have more to deal with and persevere against. They have an impediment already built into their stories just on the basis of their gender, whether it’s in the novel world or just in the real world, when the reader experiences the book.

With Twilight, I set out to craft a compelling, deep, complex, female character who wasn’t eye-candy, a plot device, or window-dressing. Her appearances make it very clear that while some people find her “beautiful,” not everyone shares this opinion. Sure, she’s sexy, but not because I *describe* her that way, but because she proves herself to be, time and again. She exists on her own terms, working toward her own goals (whether or not they overlap with those of her allies), but has a strong moral compass and loyal core. She loves people, travel, and adventure. She suffers physically, mentally, and emotionally, but she perseveres.

I want her to be 90% hero, 10% villain, 100% real character.

Fun fact: The name “Twilight” has nothing to do with the ridiculously popular urban fantasy/paranormal romance series of the same name (which had not hit by the time I started creating the character, back in 2005). Incorporating the word “Twilight” actually comes from the editor of Realms of the Elves, Phil Athans, who suggested it instead of “shadow” or “shade” or something of that sort. Afterward, turning it into “Fox-at-Twilight” was all me.

What do we know about Twilight?

“You have the advantage of me, Lady Darkdance. You know my given name, but I do not know yours.”
A smile quirked at the edge of her lips, and Myrin thought knowing less than someone was not a common experience for Ilira to have.

~Excerpt from Shadowbane: Eye of Justice, by Erik Scott de Bie

The enigmatic moon elf heroine known as the Fox-at-Twilight is just that: enigmatic. She wears deception like armor and weaves a web of lies to keep would-be friends and lovers at bay. No one gets in close, and no one gets to know more secrets than she tells to serve her own ends. Sometimes, though, truths slip out, despite her best attempts to keep them hidden.

We know that Ilira* (maybe not her birth-name) was born in 1297 on Evermeet, though she has occasionally claimed to be older or younger to suit her purposes. Marked by Erevan Ilesere as one of his favored servants, Ilira had an unrivaled capacity for mischief and getting into peril. She ran away from home at an early age and embraced a life on the road. How she came by the infamous designation “Fox-at-Twilight” is unclear, but she asserts that it is a title, rather than a name. The only other reference to the name comes from an old Uthgardt story, telling of a silver-skinned warrior queen who led the barbarians to several key victories in their homeland.

(* Note: Though most humans call her “ill-ira,” the proper elven pronunciation of her name is “eel-erah,” which means “the mists of dusk.”)

Under her adopted mantle, the Fox-at-Twilight operated as an adventurer from a very young age, mostly across the North, the Heartlands, and especially Westgate, where she arrived in the mid 1350s. At some point, Ilira learned swordplay and a mystical technique called “shadow-dancing” from a half-elf she calls Neveren, and encountered a mysterious man she calls her “Uncle Nemesis.” Little is known about these men, though both have been linked romantically to Ilira, and this rivalry led to a disastrous showdown between them in 1358, the Year of Shadows. Ilira fled Westgate and took refuge in the Shining South for a number of years before returning to adventuring in the 1360s, about which the historical record is spotty.

Ilira first appeared in "The Greater Treasure," in REALMS OF THE ELVES

In 1362, Ilira gained some notoriety as a divine seeker when she assisted in the recovery of the legendary Bracer of Coronel Ynloeth, alongside Yldar and Cythara Nathalan (“The Greater Treasure,” Realms of the Elves). She spent at least part of the early 1370s infiltrating first Zhentil Keep, then the returned city of Shade (where she augmented her shadow-dancing abilities), until she was eventually exposed as a spy in 1374. She resurfaced again in 1375, emerging from the Anauroch desert in the company of the goliath Gargan Vathkelke (which means “dispossessed” in Gol-kaa). Ilira disappeared in the wake of the Spellplague in 1385, presumed dead in its wake.

The Depths of Madness, one of Ilira's darkest adventures!

She reappeared only decades later, wearing the name “Lady Nathalan” and operating a series of fashion boutiques called the Menagerie. She routinely wore only black attire and had a tattoo of Gargan’s name across her breastbone. Tragically (especially for the sensual Ilira), she had been spellscarred in the Spellplague in such a way as to make her incapable of touching anyone: her skin unravels flesh and kills living things at the faintest touch. She took great pains to conceal her “curse,” wearing black velvet gloves and never letting anyone touch her skin. By the late 1470s, she had ensconced herself among the nobility and merchants of Waterdeep, but scandal and tragedy struck in 1479. In part motivated by the hand of her sworn foe, Fayne, Ilira was accused of operating during her “lost” years as the Netherese assassin “Shadowfox,” and she was hounded from the city (Downshadow). Her current whereabouts are unknown, but it is rumored that she has returned to her adopted home of Westgate.

Abilities and Resources

“I was hoping,” Ilira said, “that we could finish the conversation we began with those significant glances.”
He tried to choke out a reply, but the shadow’s hold wouldn’t permit him enough air.
“Oh, no,” Ilira said. “I’ll talk. You just listen.”

~Excerpt from Shadowbane: Eye of Justice, by Erik Scott de Bie

Ilira has wielded numerous supernatural and extraordinary abilities over the course of her career, not the least of which come from her own rigorous physical training. A natural athlete, tumbler, and fencer, she has perfected an acrobatic, constantly-shifting fighting style that takes even the most capable opponents by surprise. She fights dirty, and she fights to win. She is a trained thief and cat burglar, able to pick locks, scale walls, and blend into darkness as though born to it. She is an accomplished liar, schooling her face and reactions to blend truth and falsehood with no hint as to her intentions, and she is equally adept at telling when people are lying to her.

From her tutelage under the shadowdancer Neveren Darkdance, Ilira learned how to teleport through and manipulate shadows. She can see in pitch blackness, pull the shadows around herself for protection, and shape shadow into short-lived illusions. She can also animate her own shadow, which then fights beside her. (In her later appearances, this shadow does not resemble her, but rather a large muscular man many speculate is the shadow of Gargan Vathkelke, her former companion and friend. It seems to have a mind of its own, reflecting her emotions and acting independently of her at times.)

As a divine seeker, Ilira could draw upon the divine grace of Erevan Ilesere, the Seldarine god of mischief and tricksters. Aside from making her particularly adept at diffusing magical traps, she could cloak herself in his power to make wary guards look the other way at just the right moment to let her slip past, or enhance her natural abilities with deception to talk a dragon out of its hoard. She could also call on his intervention in times of extreme danger, miraculously surviving seemingly mortal wounds. Whether Ilira still possesses these powers is unknown.

After the Spellplague, Ilira manifested a spellscar that voraciously consumes living flesh. The touch of her skin burns like a heated poker, and prolonged contact causes living things to unravel and die, as though burned by acid. The ability leaves horrendous scars that look like rotted flesh. Ilira hates her spellscar and takes great pains to conceal it, wearing black gloves at all times and claiming she does not like to be touched. Tragically, this “curse” is the worst thing that could happen to such a sensual person as Ilira, who now cannot touch anything without killing it. She abhors using her spellscar as an offensive weapon, and will only do so at great need.

During her adventuring career and now, in her semi-retirement, Ilira makes use of a wide array of magical treasures. First among these is her sword, Betrayal, a hizaghuur rapier enchanted to deliver withering harm when striking with surprise. As an adventurer, she wore a star-sapphire pendant called Erevan’s Shroud, which has the effect of making her immune to divination magic of all sorts and protected her against being followed by her enemies. (In later appearances, she wears this amulet as a bracelet.) She boasted an earring that would translate any language and a pair of boots that enhanced her speed and strength for jumping and climbing. She made extensive use of poisons, particularly the paralytic “locklimb,” which is derived from the venom of the nar’talas centipede native to Evermeet. Ilira is immune to this poison and has built up a tolerance to all manner of venoms.

Ilira dueling Kalen Dren in Shadowbane: Eye of Justice

Statblocks

“You will fall this night,” the warrior assured her. “I will put you down.”
Darkness pooled in Ilira’s gold eyes, turning them jet black. “You will try,” she said.

~Excerpt from Shadowbane: Eye of Justice, by Erik Scott de Bie

I’ve crafted several mechanical expressions of Ilira for use in my games.

A 3.5 version (pre-Spellplague) can be found on Candlekeep:

Fox-at-Twilight 3.5e statblock

Here is a 4e version (post-Spellplague). Note that she is halfway between an elite and a standard monster—what I like to call a NPC monster type. She even has healing surges, though the only way she can spend them is if someone grants her healing (or the DM lets her spend take a second wind). The idea is to make her roughly comparable with a PC:

Lady Ilira “Fox-at-Twilight” Nathalan (Level 15 Skirmisher) 4e statblock

Want more?

Check out Shadowbane: Eye of Justice, on e-readers everywhere September 2012!

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Cobalt City: Double Feature releases today!

Tuesday, July 10th, 2012

“You’re married? Like to a woman?”

“You sound surprised.”

“Sorry, I saw the skin-tight, blue power suit and just assumed.”

Stardust couldn’t imagine what she meant.

#

Today marks the release of Cobalt City Double Feature, a full-length book featuring two superhero-themed novellas–”The Place Between,” by the ever-so-talented Minerva Zimmerman, and the other, “Eye for an Eye,” by yours truly. Here’s some linkage, for buying it direct from Timid Pirate (the best deal, as you get the Kindle, Nook, and PDF all in one go: http://www.timidpirate.com/books-booty/cobalt-city-double-features/)

Also check out a stellar review from the wonderful Jaleigh Johnson, author of Mistshore, Unbroken Chain, and other feats of fantastic literariness: http://allwritesreserved.wordpress.com/2012/07/09/cobalt-city-double-feature-eye-for-an-eye/

I’m planning to talk more about the novella later as part of an actual interview (which may or may not be done in Stardust’s outstanding dulcet tones), but for now I’ll say this:

Vivienne Cain a.k.a. Lady Vengeance a.k.a. Queen of Fear and Taking No Sh*t from Nobody tends to find herself in the middle of acres of crazy whenever she shows up in print. “Vengeance on the Layover” saw her stomping a misogynist jerk of a mad scientist, even while jetlagged and drunk, and this time the stakes are higher, what with her old friend/partner/lover/ultimate nemesis The Raven after her. Oh, and power drainer and the seeping gut wound. And when Jaccob Stevens a.k.a. Stardust a.k.a. The Shining Hero in Electric Blue Hotpants (literally) comes to save the day, will he prove her ally or an even worse enemy?

Crazy will be done. Property will be massively damaged. People will be hit with buildings. Love will be tested against hate. Whiskey will be swigged by the gallon. And in the end, the world might just be saved. Or doomed. Either way, really.

Hope you enjoy, and hit me up with some comments/reactions!

Cheers

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GenCon Indy 2012

Sunday, May 20th, 2012

Hail and Well Met!

Herein, you will find information regarding the 25 Years of the Forgotten Realms event I’m running at GenCon 2012, as well as general information about finding me at the Con, including my schedule!

Candlekeep Presents: 25 Years of the Forgotten Realms

The panoramic Forgotten Realms world is one of the greatest, most popular fantasy settings of all time. Join the authors, designers, and scribes to glean a few secrets and hear some infamous stories!

The James Brothers and I are hosting this seminar, which will feature a number of writers, designers, and wizardly people from the history and present of the Forgotten Realms, to talk about creating the world, designing it from then until now, and also the bright (or shadowy) future of our beloved setting. We will also do what Candlekeep does best: discuss Realmslore and debate! The presenter list will be updated as the event nears, so keep your eyes peeled!

The particulars of the event are as follows:

Game ID: SEM1232627

Game Type: Seminar

Date/Time: Thursday, August 16, 8 p.m. – 10 p.m. (We might go longer!)

Location: Crowne Plaza : Victoria Stn A/B

The event is free for everyone, but you can “purchase” (free) a ticket from the GenCon registration system if you want. The event has an upper limit of 150 people, and it can’t hurt to check the event number at www.gencon.com to make sure there’s still plenty of room.

Where Can I Find Erik at the Con?

I may be announcing more events as time passes (particularly if there are WotC specific events that I may or may not be attached to!), but my current schedule is as follows. I will also be signing books and handing out book marks all weekend. Come find me!

Thursday

Perfect Plotting                1pm-2pm

Read & Critique                6pm – 8 pm

Candlekeep Seminar      8pm – 10 pm

Friday

This Means War!              8am-9am

Mano-a-mano   9am-10am

Keeping it Real: Medieval and Ancient Combat  10am-11am

Saturday

Fantasy Tropes 8am-9am

Breaking into the RPG Fiction Market     9am-10am

Writing RPG Fiction         10am-11am

Author’s Avenue              12pm-1pm

Sunday

Author’s Avenue              11am-12pm

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