My players are poised to reach the Elturel part of HotDQ and I'm fretting about how to describe such a Iconic City... not to mention Baldure's gate or Waterdeep... gulp!
Still I'm fretting so I humbly ask your sage advice, what important points do you think I should be getting across to do justice to Elturel? and More Specifically, Elturel is a Theocracy of Torm so I'm thinking religious laws might be appropriate though I'm unsure what those might be any suggestions?
Thanks for Any Advice Thoughts input
edit Theocracy of "Torm" Oh Boy I see some divine judgement on my horizon
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
I don't know much about Elturel as I usually homebrew stuff but I find a good idea is to establishing a certain amount of awe when you first introduce a city such as Elturel. It mentions having bright lights so have them come across it at night. The road is completely black and then horizon is illuminated. Contrast is a great way to emphasis somethings features.
The walls can be an interesting thing to describe. They are like the skin of the city and so give you an idea of what lies within. When it comes to the streets I like to compare them to a river or a living creature if it is a busy place. It gives a sense of life to it all.
The next thing you need to consider is the the temperament of the city. Are people happy, is money plentiful or is the powers that be crushing everyone beneath their boot. A large city would most likely have some kind of guard on the gate. Their reaction to the players will give them some kind of idea what it is like in the city. 'Welcome stranger' gives the idea that things are going well where as a bit of resistance 'no you can't come in after curfew' will suggest unrest.
The next thing is to hit them with everyday life. Are the streets bustling, even though it is night. Is it empty? Are the alley ways long and dark or are there more wide streets that people meander along? The very first things your players notice about the city is what your players will perceive it as unless something dramatic happens to change it.
With religious laws, perhaps look to what we have in real life. It depends on how strict things are. It could be just specific times for worship when everything is closed. It could be very strict where you have to be a certain way. This leads us on to crime. Is it fairly lawless or does everything seem to be under control. Why is this?
I'm not sure if this is what you wanted but I hope it helps.
tl;dr I tend to describe cities largely in the way the people act more than specific architectural details
In my FR (where DitA had more of an impact on game lore particularly regarding Elturel) Elturel is basically "holier than thou". There's a sanctimony to the way they go about interacting with its neighbors, and a sanctimony which it also uses to justify expansionism. If you dig around the lore, you'll find most of the lands and communities that make up Elturgard were done so because Elturel saw reason to "protect" them. Really it's a protection racket of sorts, at best Elturel has armed forces in places outside of Elturel basically for the protection of Elturel.
Elturel premier military order, the Hellriders, in the lore spoken of in in Elturgard and the Sword Coast at large have a rep for being a crack military unit with an epic history.
This is old story by now and in DM's only so not going to spoil tag it: In reality Elturel's is corrupt at its highest levels, the protection they think they're receiving from Torm is actual the consequence of a literal deal with the devil, a deal that's in part the legacy of the Hellriders not actually having the superhuman courage they claim to have had in their stories. This isn't explicit until DitA but it seems to be fairly foreshadowed if you read the prior FR works for 5e where Elturel comes up. I'd portray Elturel as a arrogant at best, clearly hypocritical society, especially in terms of its relationship between the holy city and the rest of Elturgard. Elturgardians in my game are very quick to judge ... people who are not from Elturgard. It's like they take Torm's portfolio and see themselves as Torm's chosen people, chosen to be in position of judgement of all around them, and none pass their measure (of course, with a massive blind eye toward themselves).
Naive characters may come to Elturel expecting a Vatican Disneyland, to be disappointed to find themselves in the setting of The Da Vinci Code (fun plot twist, maybe there's actually "encoding" in Elturel of its true history and eventual fate). Characters more accustomed to being in circle of political power will expect and shrug off the sanctimony.
There's an encounter DDB did on the ramp up to DitA set in Elturel, that might give you some food for thought too.
Elturel is so steeped in lore, intrigue and such a pivotal location in the 5E FR (Forgotten Realms) DitA (Decent into Avernis) which is rather why I'm fretting about getting it right for my players, In HotDQ the players are only briefly in Elturel before heading down river to Baldur's Gate but they do get some time there which seems perfect for foreshadowing the events that will come to pass in 14 years as described in DitA.
In my HotDQ I have Leosin Erlanthar traveling with the players from Greenest to Elturel so I have the chance to use him as lore source on Elturel while they travel there
Specifically I'm thinking bringing up the lore on the hellriders, the events of 1444 DR - Year of the Seductive Cambion, the appearance of the second sun (the Companion) as an answer to the prayers of Elturians under the direction of Thavius Kreeg the recent sealing of Fort Morninglord and inquisitions by Thavius Kreeg, the presence of flagellant procession in the city
Asfor examples of harsh Theocratic laws regarding swearing, unruly behavior, separation of Inn's and taverns (drinking & sleeping), requirement to wear a white piece of clothing unless given special dispensation ban on wearing only white clothing unless given special dispensation, high taxes on goods going down river to Baldur's gate
Thanks again for your input thoughts advice
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“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
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My players are poised to reach the Elturel part of HotDQ and I'm fretting about how to describe such a Iconic City... not to mention Baldure's gate or Waterdeep... gulp!
There is such a rich wealth of info/guides - forgottenrealms fandom - hackslashmaster - the other weeks DDB's How to bring your D&D Cities to Life - just to mention a few
Still I'm fretting so I humbly ask your sage advice, what important points do you think I should be getting across to do justice to Elturel?
and
More Specifically, Elturel is a Theocracy of Torm so I'm thinking religious laws might be appropriate though I'm unsure what those might be any suggestions?
Thanks for Any Advice Thoughts input
edit Theocracy of "Torm" Oh Boy I see some divine judgement on my horizon
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
I don't know much about Elturel as I usually homebrew stuff but I find a good idea is to establishing a certain amount of awe when you first introduce a city such as Elturel. It mentions having bright lights so have them come across it at night. The road is completely black and then horizon is illuminated. Contrast is a great way to emphasis somethings features.
The walls can be an interesting thing to describe. They are like the skin of the city and so give you an idea of what lies within. When it comes to the streets I like to compare them to a river or a living creature if it is a busy place. It gives a sense of life to it all.
The next thing you need to consider is the the temperament of the city. Are people happy, is money plentiful or is the powers that be crushing everyone beneath their boot. A large city would most likely have some kind of guard on the gate. Their reaction to the players will give them some kind of idea what it is like in the city. 'Welcome stranger' gives the idea that things are going well where as a bit of resistance 'no you can't come in after curfew' will suggest unrest.
The next thing is to hit them with everyday life. Are the streets bustling, even though it is night. Is it empty? Are the alley ways long and dark or are there more wide streets that people meander along? The very first things your players notice about the city is what your players will perceive it as unless something dramatic happens to change it.
With religious laws, perhaps look to what we have in real life. It depends on how strict things are. It could be just specific times for worship when everything is closed. It could be very strict where you have to be a certain way. This leads us on to crime. Is it fairly lawless or does everything seem to be under control. Why is this?
I'm not sure if this is what you wanted but I hope it helps.
tl;dr I tend to describe cities largely in the way the people act more than specific architectural details
In my FR (where DitA had more of an impact on game lore particularly regarding Elturel) Elturel is basically "holier than thou". There's a sanctimony to the way they go about interacting with its neighbors, and a sanctimony which it also uses to justify expansionism. If you dig around the lore, you'll find most of the lands and communities that make up Elturgard were done so because Elturel saw reason to "protect" them. Really it's a protection racket of sorts, at best Elturel has armed forces in places outside of Elturel basically for the protection of Elturel.
Elturel premier military order, the Hellriders, in the lore spoken of in in Elturgard and the Sword Coast at large have a rep for being a crack military unit with an epic history.
This is old story by now and in DM's only so not going to spoil tag it: In reality Elturel's is corrupt at its highest levels, the protection they think they're receiving from Torm is actual the consequence of a literal deal with the devil, a deal that's in part the legacy of the Hellriders not actually having the superhuman courage they claim to have had in their stories. This isn't explicit until DitA but it seems to be fairly foreshadowed if you read the prior FR works for 5e where Elturel comes up. I'd portray Elturel as a arrogant at best, clearly hypocritical society, especially in terms of its relationship between the holy city and the rest of Elturgard. Elturgardians in my game are very quick to judge ... people who are not from Elturgard. It's like they take Torm's portfolio and see themselves as Torm's chosen people, chosen to be in position of judgement of all around them, and none pass their measure (of course, with a massive blind eye toward themselves).
Naive characters may come to Elturel expecting a Vatican Disneyland, to be disappointed to find themselves in the setting of The Da Vinci Code (fun plot twist, maybe there's actually "encoding" in Elturel of its true history and eventual fate). Characters more accustomed to being in circle of political power will expect and shrug off the sanctimony.
There's an encounter DDB did on the ramp up to DitA set in Elturel, that might give you some food for thought too.
Jander Sunstar is the thinking person's Drizzt, fight me.
Thank you TheOneWhoHasNoIdeaForAName, MidnightPlat and Lyxen for your replies it really helps
Elturel is so steeped in lore, intrigue and such a pivotal location in the 5E FR (Forgotten Realms) DitA (Decent into Avernis) which is rather why I'm fretting about getting it right for my players, In HotDQ the players are only briefly in Elturel before heading down river to Baldur's Gate but they do get some time there which seems perfect for foreshadowing the events that will come to pass in 14 years as described in DitA.
In my HotDQ I have Leosin Erlanthar traveling with the players from Greenest to Elturel so I have the chance to use him as lore source on Elturel while they travel there
Specifically I'm thinking bringing up
the lore on the hellriders,
the events of 1444 DR - Year of the Seductive Cambion,
the appearance of the second sun (the Companion) as an answer to the prayers of Elturians under the direction of Thavius Kreeg
the recent sealing of Fort Morninglord and inquisitions by Thavius Kreeg,
the presence of flagellant procession in the city
Asfor examples of harsh Theocratic laws regarding
swearing,
unruly behavior,
separation of Inn's and taverns (drinking & sleeping),
requirement to wear a white piece of clothing unless given special dispensation
ban on wearing only white clothing unless given special dispensation,
high taxes on goods going down river to Baldur's gate
Thanks again for your input thoughts advice
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again