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    Dead undead? 

  • Is Sofina actually dead? The last we saw of her, she got ragdolled by Doric as an Owl-Bear, and then crushed by debris. But, as an undead like the Thayian warriors Xenk fought, shouldn’t she be able to regenerate? Granted, she was wearing a bracelet that prevents magic, but does that cancel her undeath, especially considering she didn’t crumble or die from getting the bracelet put on her in the first place?
    • There are a large number of different types of undead; the combat ones like the Thayian warriors often have some type of regeneration or fast healing, but the more scholarly types tend to be more squishy. Unless she's a full-on lich, which seems unlikely, she's probably only moderately tougher than a living human and got a big boost to spell power instead.

    Cartoon Cast 

  • Does the presence of the Dungeons and Dragons cartoon cast here mean that the children never got home? They all look to be in their twenties, approaching thirties now.
    • According to the final episode script included with the box set, they defeat Venger and learn to accept never going home. They decide to keep wandering and helping people.
    • On the other hand, they appeared in a Forgotten Realms one-shot comic, also as adults (little Bobby the Barbarian has grown to be a huge Conan type!). They crack jokes that are references to 90's-era pop culture, meaning they must have gone home at some point, and returned to Faerun.
    • Here’s a better question: considering the last we see them is in the middle of the arena, at ground zero - wouldn't they have ended up some of the only people to actually get taken by the Beckoning Death?
    • There is plenty of time for them to leave, if they believe the Honour Among Thieves team, before the big meltdown. The "safety" cage isn't even locked. They are smart, and quick, so they have plenty of escape time if they decide to run and try and work something out.
    • Further, wasn't it named the Cage of Protection? Perhaps it actually had some protective magic, possibly the one safe spot in the middle of all that mist.
    • Bobby is a Barbarian, a Strength-based class, and Presto could cast Teleport even in the cartoon days. Even if Presto were cuffed like Doric and Simon, all they would have to do is have Bobby break Presto's cuff with a Strength check and Presto could Teleport the group elsewhere.
    • Sofina wouldn't kill the Young Adventurers, lest she end up with Venger being totally pissed at her.

    Killing a lich 

  • If Sofina is a Lich then does that mean destroying her physical body isn't enough to kill her?
    • The Beckoning Death spell doesn't seem to create liches, as that requires a specific ritual and a phylactery, just some unspecified undead creature probably enthralled to the caster but still having their own free will.
    • Szass Tam probably has her phylactery, and is not known for forgiving big mistakes.
    • Szass Tam is also not the type to like underlings that might match him for power one day, so he'd probably prefer weaker undead under his control to a lich who might get ideas.

    Undead Politicians? 

  • When Sofina first unleashes the Beckoning Death spell it overwhelms the politicians and wealthy betting on the games. We don't see or hear anything about them afterwards despite them dying on screen. If the spell killed them but didn't resurrect them because Sofina interrupted it after seeing the people leave, that leaves power vacuums at several other cities, and if it did turn them undead now you've got powerful members of several city-states enthralled to Thay and Szass Tam.
    • If they were turned then they were likely destroyed shortly after the heroes were done with Sofina. A dozen or so zombies aren't going to be a big deal, especially without direction.
    • As for power vacuums those were not the rulers of Baldur's Gate and Waterdeep, just wealthy citizens. Further they were wealthy citizens willing to travel over half a continent to gamble on bloodsports so frankly the broadly good-aligned leadership of those two cities can probably manage without them.

    Sofina's Plan 

  • So her plan is to unleash the Beckoning Death first among the elite in their skybox, then have it very slowly spread to the crowds below and turn them undead. Did she forget when her master did it in Thay, he had her and a whole bunch of other cronies magically prevent people from escaping? Instead here everyone easily leaves the arena once they see the riches being tossed out, with no sign they'd have any extra difficulty escaping once the danger became clear.
    • If things had gone as planned it's likely nobody would have noticed the spell and tried to flee until it was already almost too late. Sure some would have escaped but she still would have caught thousands.
    • Of course, this doesn't really make a lot of sense, since Edgin and company could see the sky darkening and the tendrils of darkness coming down from out in the bay. Perhaps they thought it was All Part of the Show... or maybe the guards who were stationed to prevent their escape went chasing after the treasure themselves.
    • The big exciting show would probably be enough of a distraction to keep them from looking up long enough to infect enough people to make it worth the effort. Once some of them are infected they can chase after those that escaped and drag them back into the spell.
    • The Games clearly involve a great deal of magic and spectacle already. An audience that'd never heard a description of the Beckoning Death or seen an artist's depiction of it would probably think the weird display in the sky was All Part of the Show. Possibly even the unspecified "gift" they'd been promised.
    • It was the unspecified "gift" they'd been promised!

    Doric's Dislike of Humans 
  • Doric's dislike of humans appears to extend to part-human characters such as half-elves. But as a tiefling, isn't she part human too? The fact that both of her parents were human seems to imply the nature of tieflings has been retconned somehow in this version, but that makes her dislike of all humans even more puzzling, since it makes her akin to a human with a birth defect.
    • This isn't actually that uncommon. Alternatively, Simon looks much more human than elf (the only indication that he isn't fully human are his ears, which is an easy thing to miss compared to Doric's horns and tail) and so Doric subconsciously categorizes him as "human" even if she logically knows that that isn't entirely true.
    • It's a fairly common (and even canon) backstory for Tieflings to be appear in otherwise fully human families, and to be discriminated against because of their appearance. Even with human ancestry they're still considered something different in D&D, so she isn't "akin to a human with a birth defect" in universe.
    • Half-elves don't have to deal with being discriminated against or even abandoned as children for being "cursed" or "tainted with evil". At worst they have to deal with racist jerks who don't like them because of their human/elf half, and even then it's far easier for a half-elf to pass themselves off as a pure human/elf than it is for the average tiefling to hide their distinctly fiendish features.
    • Tieflings are plane-touched humans: somewhere in their bloodline is an outsider (i.e. non-elemental being) from one of the fiendish planes, but that ancestry doesn't always show up in every descendant. So one can have two human parents and still end up a tiefling, the same way someone can have red hair even if their parents are brunettes.
    • Notably Doric is actually significantly further from human than Simon, metaphysically speaking. Half-elves are still "humanoids" in terms of classification while Tieflings are classed as "native outsiders." Meaning she's not only a different species from her parents but a different species group.

    Where are all the Clerics? 
  • I'll admit it's possible I missed some throwaway line, but why does Edgin specifically need the Tablet of Resurrection to try and bring back his wife instead of amassing 1,000 gp in diamonds to have a cleric cast resurrection on Zia's remains? And that is assuming that the Red Wizards' blades preclude the use of raise dead (500 gp in diamonds) on people who have been killed by such a blade.
    • There is a throwaway line that says clerics can't bring people back who are killed by a Red Wizard's blade. It's implied that healing magic doesn't work either. The Tablet is supposed to be powerful enough to fully resurrect anyone so the Red Wizard blade effect doesn't apply to it - it's probably an artifact, not just a magic item per se.
    • There's a reason true resurrection exists, there's a number of ways to make a standard raise dead impossible. And 9th level spells are probably a little out of reach of this party. note 

    Where's the Helm of Disjunction? 
  • While it might be fair to say that at a meta-level the Helm was removed from the narrative by the Dungeon Master of the D&D game, or reserved for a sequel of some sort by movie execs, in-universe the Helm is never seen after the party is captured. Where is it? Did it get piled in the treasure and dropped from the balloon? Surely not, or else it would have been used to dramatic effect during the final fight. The same issue arises if we think that Sofina recognized it and took it.
    • Sofina wouldn't want a device that could nullify the Beckoning Death ritual in range of the arena, and she wouldn't let Forge skip town with something that powerful. It's probably locked up in Castle Never, maybe even in the same vault that the heroes went to so much trouble to break into in the first place.
    • Also, the official supplement including the magic items from the movie explains that the helm takes 1d4 days to recharge, so Sofina had no reason to keep it with her during the ceremony. It was probably hidden away where she could use it later after it recharged.
    • That's if she even realized they had it; Simon's bag is probably a bag of holding or at least a handy haversack, and as such it'd be impossible to detect the Helm's presence inside it.

    Edgin's distrust of Xenk 
  • Why did Edgin not trust Xenk at first? Was it because he was partially caught in the Beckoning Death spell as a child?
    • Xenk is Thayan and visibly has some of the same markings as the red wizards. Edgin automatically associates this with the ones that killed his wife. Notably the distrust goes away once it becomes apparent that Xenk is everything he appears and is demonstrably not working with the Red Wizards.
    • Xenk is also a Harper,note  and Edgin still has a lot of bitterness towards his former order.

    Wanted poster 
  • When Forge revealed his true colors at the beginning to Edgin and Holga, he held up a wanted poster showing their two faces, indicating that they were basically fugitives from the law. But after the two eventually escape, how does no other citizen try to take them in? The mere existence of the poster could imply that it was distributed publicly.
    • Even assuming that any of the people they meet had seen the wanted poster (not necessarily all that likely, since they mostly seemed to visit rural areas and smaller settlements) and recognized them, the average citizens would probably know better than to try to apprehend two seasoned adventurers/dangerous criminals by themselves. This means that Edgin and Holga only had to be cautious and lucky enough to avoid the local guards and whatever bounty hunters/other adventuring parties might be interested in them, which wouldn't necessarily be all that difficult, since they were on the move a lot.
    • They were recognized, albeit not by the Wanted poster, but by a member of the Absolution Council who met them personally, and she did sic the local law enforcement on them, so their luck might have run out sooner or later. It might be easier to hide in plain sight in the D&D world, where humans are merely a majority/plurality compared to very eclectic population of sapient creatures.
    • Another potential explanation is that Forge, being insanely greedy, wants the bounty purely for himself and is therefore not about to risk someone else getting hold of Edgin and Holga and collecting the bounty instead, and Sofina wants them dead. Thus, between them, the two might have actively removed what Wanted posters there were to minimize outside interference in their respective plans for Edgin and Holga.
    • Considering Forge was planning to discrediting Edgin to his daughter, it's possible that the wanted poster was a fake that Forge already had on hand with him, to help paint Edgin and Holga as criminals and liars.
    • Given that they had only just escaped, it is possible that the wanted posters haven't been properly circulated yet. Keep in mind someone would have to physically deliver them once they are made. As the local lord, the posters could of been sent directly to Forge and he was tasked with dispersing them through his territory. Given his plan to discredited Edgin and Holga and collect their bounty, he wouldn't have bothered to have them put up.

    Initial betrayal 
  • Why did Forge and Sofina betray the party in the backstory? They could have gotten out with the goods (including the Tablet, it's not like either of them wanted it), let the others go their separate ways, and pulled the Neverwinter scam without Edgin, Holga, and Simon ever feeling the need to get involved. Even then, once Edgin and Holga returned from prison, his insistence on keeping both Kira and the Tablet pretty much guaranteed their involvement against him. Sure, he figured that his guards would take care of them, but it's still a fair amount of risk for no gain.
    • Forge likely would have been motivated by simple greed, as it was the score of the lifetime; fewer shares to split meant more for him. And since Forge was the one providing the setup that Sofina needed, satisfying whatever whims and desires he had was likely part of Sofina's job at that point. Given that Sofina is utterly evil and shown to have a cruel streak, she wouldn't have a problem with assisting with the betrayal. And three co-conspirators that are either dead or imprisoned would seem preferable to three disinterested, but morally decent co-conspirators.
    • Why leave multiple loose ends (all of whom have moral compasses far stronger than Forge's) if you don't have to? All it takes is for one of them to catch Sofina not wearing her glamour or rolling a Knowledge Arcana check to realize what it is that she's stealing, or even just enforce their "no hurting innocents" rule in some way, and the whole plan falls apart. As for refusing Edgin both Kira and the tablet: he's a greedy bastard. Having the Tablet means he has a treasure that no one else has; having Kira means he gets a 24/7 power trip from manipulating her.
    • You're supposed to view Forge as the conman he is: Betraying people who trust in him is an end in itself, not just the means. Why is he lying to Kira about Edgin despite no real gain to it? Because he enjoys doing so.

     Chuck Drales into the lava 
  • Xenk might not have had anything on hand with which to finish off the undead Thay assassins (which is a bit of an oversight in itself, seeing Drales taunts make it sound that he's something of a recurring nemesis for him), but he fought them not too far off from a convenient lava river. Since Xenk knew the assassins would be regenerating after a short delay, why not try to toss the bodies into the lava before they came back to life? I don't think the paladin's oath prohibits finishing off undead abominations.
    • He may have considered it simply less practical than running away in that moment. Dragging a body thirty or so feet to toss over the edge could be a dangerous prospect when it's a ruthless assassin that could come back to life at any second.
    • Using the hither-thither staff, they could of simply chucked the bodies through the portal and dumped them in the lava that way.
    • Not before at least one came back to life.

     Selective disjunction 
  • Isn't it quite convenient how the disjunction activated by the helm shuts off all magic in the vicinity, except for the hither-thither portal and the sending stones?
    • The Helm doesn't affect the items of its user and only disables magical items for a minute. It also has a range and anything outside that range is safe. So Simon's items are safe since he's the one using it and everyone else was likely far enough away to be unaffected and even if they weren't the stones would be functioning again in a minute.
    • But Holga and Simon were still caught by the spell trap in the empty vault, which should have been dispelled by the helmet.
    • If the trap was just a spell it would be dispelled but if it was a triggered enchanted item that was used as a trap then it would have come back after a minute.

     Homogenous Uthgardt tribe 
  • Holga's tribe is established to be very insular, given how she was exiled for falling in love with an outsider. During the "speak with dead" scene, we see Holga's ancestors and they're all fair-skinned. A group such as theirs would end up being very racially homogenous since they don't accept any new blood into their tribe, so why is Holga's skin clearly darker than her ancestors'?
    • Perhaps the problem was that Holga's ex wasn't willing to become an insider — maybe they'll let people join their tribe but once you're in, whether by joining or by birth, you can't leave.
    • She felt for a halfling homebody who probably didn't want and couldn't share their lifestyle — probably that's why her tribe saw it as mésalliance.
    • It's almost certainly because he's not human, particularly being a halfling. Racism in Faerun tends to be more speciesism with most intraracial conflict being cultural or religious. Utgardt tend to be a bit xenophobic in general, and their cultural ability to flex and bend in that regard tends to be based is usually related to practicality or honor, and cuts both ways. A halfling seems small and weak to them, even before accounting for the fact that as something of a homebody there's not much he offers to the tribe. Also, he's a halfling so, unlike an orc or elf or even a planetouched being like a tiefling, he and Holga literally couldn't have children without reasonably powerful magical or divine intervention; this might seem petty but to the Utgardt, the continuation of their tribe and culture does have a lot of meaning to them, particularly since by their way of thinking a kid Holga would have would be potentially/likely to be another strong warrior to stand alongside their own children in the future. Any of these things would be a strike against the relationship, and having them all together pretty much leaves no room for their usual culturally and socially permissible exceptions.
    • The battle-flashbacks were from quite a long while back. Possibly in the generations between that fight and Holga's day, her tribe merged with another tribe whose complexions happened to be darker, and/or overran a region where darker-skinned folk predominated. Historically, the Mongols didn't look East Asian until they conquered China and their warriors started hauling home five or six Chinese wives apiece.
    • This is quite likely and possibly not from conquest; there are multiple tribes of Uthgardt and the different tribes do look different but consider each other brethren so intermarriage with anther tribe is quite likely.

     No "turn undead"? 
  • We know Xenk is a paladin with an Oath of Devotion, so why don't we see him use "turn undead"? He's clearly a high enough level for it and it would make a lot of stuff involving the Red Wizards (like the battle in the Underdark) that much easier.
    • His player is the kind of Paladin who greatly favors Smite over Turn.
    • Turn undead can be resisted with a Wisdom save. Maybe Xenk knows from experience that these guys tend to pass said save.
    • It wasn't explained very well in the movie, but all of the heroes are supposed to be bad examples of how to play their class according to writer interviews.

     Gold versus Self-Preservation 
  • Edgin's plan to empty the arena was to flood the outside of it with gold. But why was this even necessary? If the citizens of Neverwinter could thwart Sofina simply by leaving, surely they would have done so when the evil tendrils and red clouds starting filling up the sky.
    • Only if they realized that the tendrils and clouds in question weren't just another scripted menace to the poor suckers in the arena.

    Moving the portal 

  • The portal was dragged along during the carriage scene, so why can't the party just reach through it to push the painting off the ground after it's offloaded? The painting can't be that heavy, so they probably wouldn't have needed much leverage.
    • They had no leverage. Just pressing on the stone on the other side of the portal imparted no kinetic energy to the painting, because they were standing in a completely different room. Edgin tries to get a knife blade under the edge and pry, but there's no clearance. Doric had to carve out the stone floor to get enough room to squiggle through as an earthworm, the portal was flush to the floor with no significant gap.

    Why not just forget the money? 

  • Much of the film is dedicated to the party trying to find a way into Forge's vault, either through the Helm of Disjunction or the Hither-Thither Staff — yet three of the four party members are explicitly involved in the heist for reasons other than treasure. (Edgin and Holga want to rescue Kira, Doric wants to stop Forge's attacks on the Emerald Enclave.) Why didn't they just forget about the vault and make a plan to kill Forge/free Kira instead?
    • Forge loves his money. Taking it hurts him personally and his means to pay for more soldiers attacking Doric's home.
    • In addition to wanting the Tablet of Reawakening (which is in the vault), they are a group of thieves: this is basically their salary.
    • None of them are really focused on getting money anyway (even Doric only cares because it'll limit Forge's ability to hurt her people). Edgin and Holga want the tablet, both to bring back Edgin's wife and to prove they were telling the truth. Killing Forge is within their power but that won't make Kira believe them and in fact would only hurt their cause.
    • They're thieves, not assassins. Edgin, Holga, and Simon have been in the thieving business for a long time, but there are implications that they won't hurt people any more than they need to in order to get the job done (both for moral reasons and because, let's face it, adding murder to the list of crimes on your wanted poster is going to make people a lot more eager to stop you from continuing your crime sprees). Edgin and Holga might want to give Forge a thorough ass-kicking for his betrayal, but as mentioned above it would make the situation with Kira harder to resolve in their favor. As for Doric, killing Forge would likely only escalate the conflict between Neverwinter and the Emerald Enclave since, you know, a member of the Enclave just murdered the city's ruler.

    Identity of the man in the Helmet of Disjunction 
  • Why is there confusion as to who the guy is that Simon talks to when attempting to attune to the helmet? I've seen multiple statements on the main page that say he's Elminster Aumar, but he never identifies himself as such. All he says is "My name is Aumar too" and Simon assumes he's Elminster. Then when Simon finally attunes to the thing, the old guy clearly de-ages into Simon and Simon explicitly says "I guess it was just me holding me back." Why, then, is there still the assumption that he's Elminster Aumar?
    • Well, so as not to give away that spoiler I would imagine. It is the first name we come to associate with the character, so we end up keeping with it even when proven wrong.
    • Simply put, that was Elminster Aumar's appearance because his famous ancestry is a big part of Simon's insecurity. The helm showed him something, his famous ancestor, that played to his insecurities to see if he would overcome it and earn the right to attune. Then when he did it metaphorically held up a mirror to remind Simon that it's not actually his ancestors holding him back but his own insecurity so that hopefully the lesson would stick. But some people aren't going to get that the first time around leaving them confused.
    • Because Simon identifies him as his great-great-grandfather, who was already stated to be Elminster Aumar. And he doesn't just de-age later, he becomes a different person. That's explicitly Simon's self-doubt manifesting Elminster.
    • Wrinkle here; Simon states his ancestor is dead, Elminster isn't. He's lost much of his power but he's not dead.
    • Simon's ancestor also doesn't look anything like him in official art, but almost appears as to be in the image the helmet conjures during the film. Simon probably doesn't know any better.

    Everyone is bad at their job 
  • So according to script writer interviews, everyone in the party was supposed to be bad at their job. As someone who's knowledge of Dungeons & Dragons comes exclusively from friends who played it, online articles making fun of it and The Order of The Stick webcomic I can almost see it. A bard who seemingly can't do any magic (seems to be a good bard in the traditional sense, but Dungeons & Dragons bards are supposed to have some mystical abilities right?), a druid who can barely do any magic (though the druid seems outstanding at the one magic trick she does know), a paladin who seemingly can't do any magic (though he seems more competent than Leeroy Jenkins at least), and most damming, a sorcerer who can barely do any magic (unlike the druid he has many tricks but sucks at them all). The one hang up here is the barbarian. She can't do magic like the rest of the party, but according to The Order of the Stick she has the one job that doesn't involve magic tricks. I was under the impression her job was "rogue" or "ranger", she seemed like a pretty terrible rogue or ranger, but she seems to be doing "barbarian" just fine.
    • Part of it is simplifying and streamlining the narrative for those unfamiliar with D&D. Sorcerers, Druids, Bards, and Paladins all cast spells, but without explaining how spell lists, spell preparation, and spellcasting work in D&D, the casual audience will be confused why the group needs Simon at all. The D&D fans will know that they all have access to different spells and cast different numbers of them per day, but even then, Simon's difficulty with casting means the party would be better served leaving him behind if Edgin, Doric, and Xenk used their spells well. And then, one of the major character arcs of the film is gone. As for Holga, Barbarians aren't normally spellcasters, though subclass choices or multiclassing can make them spellcasters. But their key feature, Barbarian Rage, precludes spellcasting in most circumstances, so spells don't synergize well with the usual Barbarian playstyle. Moreover, while Holga is a good Barbarian, a front-line fighter able to take and deal damage, this is a heist movie. Barbarians can be okay Rogue stand-ins with the right choices (Unarmored Defense and most of their abilities requiring medium armor at most means they likely aren't suffering Stealth penalties for heavier armor, and have an incentive to boost their Dexterity for better Armor Class, which boosts Stealth and use of Thieves Tools), but they aren't as good at the Rogue job as an actual Rogue. Really, I suspect the "bad at their jobs" comment reflects both the bad luck the crew constantly encounter, as well as letting hard-core D&D fans know this isn't a party who picked optimized race-class combinations for an adventuring party, and didn't build their characters with an eye towards being maximally effective within a specific role. In short, it's a group of borderline Loonie Role-Players, not a group of Real Men Munchkins.

    Fantasy Gun Control? 
  • Everything about this film screams Medieval European Fantasy setting. Everything except the potatoes! The closest European relative to the potato is a berry bush. If the potato has become a common commodity here then that means the flintlock and musket should be as well, yet none of the soldiers have firearms. Granted, the theory of gravity seems to be widely accepted too, but that can be excused by magic. Gravity is a fundamental force, it makes sense people trying to violate the laws of physics would smack their heads right on it. The potato is the toxic tuber of a plant that had to be selectively bread in specific locations for hundreds of years by the Inca to become fit for human consumption. A marvel of ingenuity by one specific empire not represented here in any way. Wizards on another continent aren't just going to stumble on something like that. Certainly not before stumbling on musket balls.
    • Firearms exist in the Forgotten Realms setting but they are uncommon and expensive because gunpowder as manufactured in the real world doesn't function like in our reality and firearms require "smoke powder", which is an expensive substance manufactured by alchemists. Arrows also retain their popularity in part because they can be enchanted.
    • That's part and parcel of D&D, and most fantasy settings. All the way back in Lord of the Rings, with everyone using tobacco, which was also not discovered until the American continents (legend has it that when one of those explorers strolled into a royal court demonstrating this new discovery, someone took his prototype cigarette for him being on fire and doused him with water). DMs either don't know or don't care what is and isn't native to assorted timeframes in real history, so put "anachronistic" things like potatoes, tomatoes, tobacco, and so on where they shouldn't be in a pure medieval Europe. But also... D&D isn't historical fiction, it's historical fantasy. The Forgotten Realms are not in any way related to Earth, nor is Greyhawk, Eberron, Ravenloft, or any other world your campaign might be set in. Potatoes may well be native to the Sword Coast, or close by, because it's not anywhere close to Earth and not reflective of Earth history or geography.
      • Actually, the Forgotten Realms do have connections to Earth, which explains why many of their cultures are analogous to those of Earth. The worlds were once connected but have since drifted apart. For instance, it's canon that Egyptian and Babylonian gods and god kings from Earth moved to Faerun thousands of years ago.
    • As to guns they do exist in the setting but are quite new, hard to make, hard to find ammo and gunpowder for and haven't spread much from Lantan where they were invented, since the fairly prevalent use of magic makes them less of a game changer than they were on Earth. Only really the Church of Gond, god of invention, has really invested in them and then only because Gondsman like to find ways to do things without magic more or less for the challenge of doing so.
    • It's also a case of The Road Less Taken. When you have magic and somewhat easy access to it, firearms aren't gonna be all that impresssive by comparison, even in such a limited capacity as in the setting of the Sword Coast. After all, guns can't put someone to sleep safely, or take down a stone statue without specialized ammunition, or have the bullets home in while also having a triple-shot at the same time. Especially not when you're idling back at Matchlock Arquebus or Flintlock Musket technological levels in terms of how far the technology has advanced.
    • New World-style potatoes were introduced to Faerun back in the 2e era. They're offered for sale in Aurora's Whole Realms Catalog as recent imports from Maztica. Presumably the Payit domesticated the crop many centuries before the Amnians turned up, same as the Inca bred our own world's potatoes.

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