Been working on stuff I cant share, but it has been too long between art posts. Here are some doodles back when I was working on Tomb of Annihilation. River of gibbering mouthers is still my favorite thing I have yet to use. #dnd pic.twitter.com/VTLzRHKj7L
— Shawn G. Wood (@thesgw) July 26, 2018
tomb of annihilation
Our fearless crew be settin’ sail from Waterdeep for Port Nyanzaru, how long would the journey take?
Our fearless crew be settin’ sail from Waterdeep for Port Nyanzaru. What are we taking in trade, what are we bringing back, where would the trade winds have us stop along the way, and how long would the journey take? Many thanks! #dnd #noteleporting 1/4): Finished ironmongery (nails, bolts, hooks, hasps, hinges, pots, pans) and good boots always popular cargoes from the Deep to Chult area. Food, spices, herbs for medicines always popular in the other direction.
— Ed Greenwood (@TheEdVerse) July 1, 2018
2/4): Sword Coast prevailing winds and currents let you stop just about anywhere up and down the coast that’s good anchorage (and doing so to sell and buy small amounts of cargo, and reprovision with fresh water and crew food, is the norm.
— Ed Greenwood (@TheEdVerse) July 1, 2018
3/4): Tharsult is the “crossroads neutral ground” port of call where prices are lowest because competition highest). Time of journey depends entirely on weather, time of year, but provision for the worst case: two tendays.
— Ed Greenwood (@TheEdVerse) July 1, 2018
4/4): That allows time to remast and repair after being caught in a bad storm. The trip can be done in almost half that time if EVERYTHING goes your way (strong, steady favorable winds, no fog or pirates or sea monsters, etc.). Safe voyage!
— Ed Greenwood (@TheEdVerse) July 1, 2018
Wafflecrew leaving Chult like …
#Wafflecrew leaving Chult like … pic.twitter.com/A9HzqjhULu
— Christopher Perkins (@ChrisPerkinsDnD) May 8, 2018
Do people in Chult use dinosaurs for construction like in the Flinstones?
@ChrisPerkinsDnD do people in Chult use dinosaurs for construction like in the Flinstones?
— Scott Pell (@svederik) May 20, 2018
Chultans put 🦖 🦕 to use in a variety of ways. The dinosaurs are well treated, as they are the Children of Ubtao #wotcstaff https://t.co/l091vhfC2F
— Christopher Perkins (@ChrisPerkinsDnD) May 20, 2018
Chult: What lies on the close-by islands of Mother-of-Mists? pt1
I've got a question
Since the release of "Tomb of Annihilation"
every time I've looked at the map, I've gotten
more and more curious what lies on the
close-by islands of Dawn Warrior, the Ssan,
and the Mother-of-Mists#DungeonsAndDragons@ChrisPerkinsDnD@TheEdVerse#DnD5E#DnD pic.twitter.com/ZWnfuApMKd— MadHatterHimself (@Madhatterhim) February 1, 2018
Looking around, there doesn't really seem to be many
sources speaking on these islands, mostly just Lantan.
Any insights on what any or all of these islands host?#DungeonsAndDragons@ChrisPerkinsDnD@TheEdVerse#DnD5E#DnD— MadHatterHimself (@Madhatterhim) February 1, 2018
I have notes, but they're NDA from the TSR days. @ChrisPerkinsDnD, okay if I spill a few beans?
— Ed Greenwood (@TheEdVerse) February 2, 2018
.@TheEdVerse Please do! I eat spilled beans for breakfast. #wotcstaff https://t.co/6uywgatRrd
— Christopher Perkins (@ChrisPerkinsDnD) February 2, 2018
Right, here we go, circa 1357 overview:
M1) Mother-of-Mists:
This volcanic island rises in two central peaks joined by a ridge, all cloaked in thick jungle. There are serviceable anchorages on the northwest (Trey’s to some, Ulouor to others and Ssard to yet others)…— Ed Greenwood (@TheEdVerse) February 2, 2018
M2)…and northeastern coasts (Arthlights to some, Ildrood to others), and the northeastern has a beach (Oothren, or just “Ooth”) suitable for careening and often used for repairs by pirates). The central southern shore has a superb harbor,…
— Ed Greenwood (@TheEdVerse) February 2, 2018
M4)…inhabited only by squawking seabird colonies). “The Mother” was formerly home to a small tribe of ophidians, eradicated through frequent pirate visits and settlement by well-armed gnomes and dwarves. The latter stayed to make forge-use of the volcanic rifts found in caverns
— Ed Greenwood (@TheEdVerse) February 2, 2018
M5)…all over the island; poisonous vapors and smokes leaking from them and mixing with the cold sea winds give rise to the nigh-constant mists that wreathe it and the Ssan, and give the Mother its name. The isle still yields (inferior) masts and timbers to those in need, and…
— Ed Greenwood (@TheEdVerse) February 2, 2018
M6)…is a source of iron and (a little) tin, but no gems or finemetals. The ophidians made cavern homes, but so few dwarves and gnomes dwell in them now that many lie abandoned, and are explored from time to time by adventurers (who seldom find anything, but are lured…
— Ed Greenwood (@TheEdVerse) February 2, 2018
M7)…by old treasure tales the dwarves in particular encourage because adventuring delves scour out the monsters who seem to come out of nowhere to repeatedly repopulate the disused caverns).
— Ed Greenwood (@TheEdVerse) February 2, 2018
M8) Many, many shipwrecks lie in the waters all around the Mother, and treasure may definitely be found beneath the waves—if searchers survive lurking sharks and worse.
— Ed Greenwood (@TheEdVerse) February 2, 2018
M9/last) Some of the deepest “hot rifts” have faded over the years, magma receding, and there are said to be “dark ways” descending to the Underdark, whence come some of the monsters found in the Mother’s dark places.
— Ed Greenwood (@TheEdVerse) February 2, 2018
Chult: What lies on the close-by island of The Dawn Warrior? pt3
I've got a question
Since the release of "Tomb of Annihilation"
every time I've looked at the map, I've gotten
more and more curious what lies on the
close-by islands of Dawn Warrior, the Ssan,
and the Mother-of-Mists#DungeonsAndDragons@ChrisPerkinsDnD@TheEdVerse#DnD5E#DnD pic.twitter.com/ZWnfuApMKd— MadHatterHimself (@Madhatterhim) February 1, 2018
In the notes that follow, recall: Chult was a peninsula until the Sundering, hence “mainland.”
D1) The Dawn Warrior (older local names include Eoubral, Iryth/Eerith, and Ssalmur) is a low, gently-rolling thick-jungle-clad island rising to Iylya/ “the Eye,” a peak at its…— Ed Greenwood (@TheEdVerse) February 2, 2018
D2)…northeastern tip that is a sea-mark for many sailors. Its most popular name comes from its morning appearance from the mainland coast to the south; its white-rock shores (in contrast to the iron-rich red rocks of the Mother and the Ssan) catch the morning sun and glow pink…
— Ed Greenwood (@TheEdVerse) February 2, 2018
D3)…and the shape of the isle, viewed from afar across the waves, looks uncannily like a conical-helmed head and shoulders holding a raised-to-shoulder axe (the Eye). The Dawn Warrior has been colonized many times by various humans from the 700s DR onward, by everyone from…
— Ed Greenwood (@TheEdVerse) February 2, 2018
D4)…sects and cults wanting to found a favored home to pirates. None of their settlements has lasted long, in part because of pirate raids and at least one determined yuan-ti “cleansing,” and in part because of the Dragon Brood: several related green dragons have used the…
— Ed Greenwood (@TheEdVerse) February 2, 2018
D5)…island as a nursery for their hatchlings to grow, dining on everything at hand and learning about foes, flying over strong-wind seas, and so on. There are careening-suitable beaches and anchorages all around the Warrior, though it offers poor shelter when storms turn fierce.
— Ed Greenwood (@TheEdVerse) February 2, 2018
D6) More recently, it seems someone or something who/that commands transformative magics is dwelling on the Dawn Warrior and using their arts to change creatures into horrific monsters, or breed beasts, or both. Or perhaps a portal has been opened that links to somewhere…
— Ed Greenwood (@TheEdVerse) February 2, 2018
D7/last)…that has abundant wild creatures. Wherever they’re coming from, they are many, and the Warrior is now a dangerous place to make landfall; sailors beware.
— Ed Greenwood (@TheEdVerse) February 2, 2018
And the Dawn Warrior is indeed part of my original Realms, sent to TSR back in the day and on my original maps. You can see it in the maps in Karen Wynn Fonstad's FR Atlas.
— Ed Greenwood (@TheEdVerse) February 2, 2018
From what you’ve written, it very much seems that way, yes.
Particularly the Mother and Daughters seem like places
people mostly go to “disappear.” Yes! (So a DM can take nigh any monster/magic item/ idea-element they want to include in play, and site in on one of these islands.) The Lantanna are crazy inventors, but also pragmatists; they don't to tangle with dragons. Experiment, yes, borrow trouble with, no. ;}— Ed Greenwood (@TheEdVerse) February 2, 2018
Don’t you mean “Chult was a peninsula until the Spellplague”
and “Became a peninsula again upon the Second Sundering”?Yes, I was being brief because Twitter. ;}— Ed Greenwood (@TheEdVerse) February 2, 2018
Tomb of Annihilation why was the statue in Camp Righteous, built?
@ChrisPerkinsDnD pertaining to "Tomb of Annihilation" why was the statue in camp righteous, built? Was it to commemorate the story of the man and the crocodile? (I have a player that wants to know EVERYTHING about everything. And it doesn't mention it in the campaign
— xTimmyx on Twitch (@TTVsTimmy) February 13, 2018
Yes, the statue was built to remind Chultans of the cautionary tale of Man and Crocodile. #WOTCStaff https://t.co/iUld0guXeZ
— Christopher Perkins (@ChrisPerkinsDnD) February 13, 2018