recursal/Fanatic-Fandom huggingface dataset:
Drow language

*This article is initially from the page **Drow language** in the **Forgotten Realms Wikia**.*

## Drow

### Spoken by

Drow

The **Drow language** was the most common native language of the drow.

## Deep Drow

Deep Drow, also known as Low Drow or Drowic, was the normal language of the drow. Each isolated community had its own variant with a distinct accent. Deep Drow was read right to left in single-word columns with little punctuation.

## High Drow

High Drow was a more complex language than Deep Drow and had a larger, runic alphabet. This language was primarily used by priestesses in their rituals and by nobles who wished not to be understood by lower-born drow and slaves.

## Drow Sign Language

Drow Sign Language was a silent hand code used to communicate in the Underdark. Unlike other languages that must be heard to be comprehended, Drow Sign must be seen to gather meaning. It had no alphabet or written form. Humans and other goodly races often confused the language's motions as spell conjurations. Drow Sign Language was commonly known by drow, who found it particularly useful on patrols and in other instances when silence was expedient. It was a very expressive language, able to convey tone and emotions.

Signing drow sometimes disguised their signing with what was called a "visual code of silence": holding up part of one's cloak with one hand in order to shield the signing hand.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 13. ISBN 0-7869-1836-5.
2. ↑ R.A. Salvatore (August 1994). *Starless Night*. (TSR, Inc), p. 170. ISBN 1-56076-880-0.
3. ↑ 3.0 3.1 Philip Athans (2008). *A Reader's Guide to R. A. Salvatore's the Legend of Drizzt*. (Wizards of the Coast), pp. {{#regex:164–165|%(,)(\S)%|$1 $2}}. ISBN 0-7869-4915-5.
4. ↑ Elaine Cunningham (November 2003). *Rite of Blood (The Best of the Realms)*. (Wizards of the Coast). ISBN 0-7869-3024-1.
5. ↑ **Warning:** edition not specified for Sojourn
6. ↑ R.A. Salvatore (August 2012). *Charon's Claw*. (Wizards of the Coast), p. ??. ISBN 0-7869-6223-2.
7. ↑ R.A. Salvatore (August 2012). *Charon's Claw*. (Wizards of the Coast), p. 5. ISBN 0-7869-6223-2.
Deeping

The **Deeping** was a stream in the Cormanthor forest.

## Wildlife

The waters of the Deeping ran clear and was home to a large number of bass and catfish. In the western section of the Deeping, Deeping shrimp spawned and were fished by halflings who used special trawling nets of tightly woven mesh combined with wooden boards that floated on the surface.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), p. 7. ISBN 1-5607-6917-3.
Dargentum

**Dargentum the Darksteel Drake** was a silver great wyrm who resided in the abandoned realm of Clan Ironstar inside Firstpeak, above the River Surbrin.

## References

1. ↑ 1.0 1.1 1.2 1.3 Eric L. Boyd (1999). *Drizzt Do'Urden's Guide to the Underdark*. (TSR, Inc), p. 35. ISBN 0-7869-1509-9.
2. ↑ Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 26. ISBN 0-7869-2835-2.
Dark Shrine

The **Dark Shrine** was a temple that was the seat of orthodox worship of Bane in Zhentil Keep.

## History

In 1268 DR, Fzoul Chembryl took control of the Dark Shrine of Bane and the Black Altar.

Around 1357 DR, the establishment broke from the Black Altar and Ginali took control. In 1367 DR, the Dark Shrine was destroyed by Xeno Mirrormane and his Cyric followers.

## Inhabitants

When the temple was run by the human cleric Ginali, his congregation consisted of thirty-four clerics and ninety-six followers.

## Appendix

### References

1. ↑ 1.0 1.1 Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 120. ISBN 0-8803-8828-5.
2. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 128. ISBN 978-0-7869-4731-7.
3. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 70. ISBN 1-5607-6617-4.
Cromm's Hold

**Cromm's Hold** was a keep near the northeastern region of the Lizard Marsh, in the Delimbiyr Vale. Baroness Wynne Cromm served as the lady of the hold.

## Location

Cromm's Hold was located about 15 miles (24.1 kilometers) from Daggerford.

## Structure

The stone keep was rather short and squat. It was encircled by a wall.

## History

Around the Year of the Prince, 1357 DR, Cromm's Hold was assaulted by the Blue Feather band of lizardfolk. During the raid they killed the son of Baron Cromm. The baron marched into the Lizard Marsh seeking revenge, but was ultimately slain.

Sometime after the War of the Silver Marches of 1485 DR, Baroness Cromm conspired with the succubus Pencheska to usurp the Duchess of Daggerford, Lady Morwen Daggerford, and eventually take the Duchess' place. To this end, she kept the Duchess imprisoned within her keep.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 96. ISBN 978-0786966004.
2. ↑ Steve Perrin (1987). *Under Illefarn*. (TSR, Inc), p. 24. ISBN 0-88038-489-1.
3. ↑ Steve Perrin (1987). *Under Illefarn*. (TSR, Inc), p. 25. ISBN 0-88038-489-1.
Cricket

A **cricket** was a type of insect.

## Species

### Horse

Horse crickets were known for seeking shade by hopping into the mouths of bluetail snakes and then being swallowed. Lyra Sunrose listed them as examples of how Cormanthor had the world's dumbest insects.

## Locations

The cricket was known to inhabit the following areas:

* Cormanthor (horse cricket)

## Appendix

### References

1. ↑ 1.0 1.1 1.2 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), p. 22. ISBN 1-5607-6917-3.

### External links

* Cricket (insect) article at ***Wikipedia***, The Free Encyclopedia.
Dark Dominion

The **Dark Dominion** referred to the tunnels within a 5 miles (**Expression error: Unexpected < operator.** meters) radius of Menzoberranzan.

## Activities

Drow patrols were a constant presence in the region, searching for banned creatures, monsters and surface elves and challenging them once spotted. A few guard outposts could also be found in these tunnels. At least ten of the tunnels that started here lead to the surface, including one that lead straight past Blingdenstone and into Mithral Hall and another that lead to the High Forest.

## Appendix

### References

1. ↑ 1.0 1.1 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 164. ISBN 0-7869-3053-5.
Dragonbones

The **Dragonbones** was a seemingly bottomless gulf located in Fimbrul, where all dragons in Laerakond went to die.

## History

It was believed that dying dragons went to Dragonbones and killed themselves by crashing against the gulf, mingling their bones with those of long-dead dragons. When dragons were found dead in other regions of Laerakond, people would often pick up one of its scales and go to Dragonbones to cast it down for good luck.

## History

As of 1479 DR, no spellcaster had been able to use up the powerful arcane energies that suffused the Dragonbones.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 209. ISBN 978-0-7869-4924-3.
Cities of the Pantheon

Several cities along the east coast of the Golden Gulf and the adjacent coast of the Crowded Sea formed the loose political organization of the **League of the Pantheon**, also called the **Pantheist League**. What bound them together was a similar outlook on religious and social matters: They restricted their belief to five gods: the Great Gods Hajama, Kor, Najm, Selan as well as Jauhar, which only the Pantheists considered equal to the others. Faiths of other gods were forbidden and often persecuted. Citizens of the Cities of the Pantheon valued conservativism in their actions, outwardly reflected by their choice of clothes covering the body from head to toe. Their rigid values also lead to less destitution than in the Pearl Cities.

## Government

The Cities of the Pantheon were also united in their loyalty to the Grand Caliph in Huzuz. Their governing body in overarching matters was the League Conclave, based in I'tiraf.

## Trade

The Pantheist League did engage in trade, but much of that trade may have needed to be done through intermediaries. Among the products that attracted outside attention are the crystal and glassware available in I'tiraf, glass lenses, telescopes, and books found in Hudid, and the fine medical knowledge to be had in Talab.

## Notable locations

The members of the League of the Pantheon were:

### Settlements

* Fahhas
* Hilm
* Hudid
* I'tiraf
* Mahabba
* Talab

## Appendix

### References

1. ↑ Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 95. ISBN 978-1560763291.
2. ↑ Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 94. ISBN 978-1560763291.
3. ↑ Jeff Grubb (August 1992). *Land of Fate (Maps)*. (TSR, Inc). ISBN 978-1560763291.

* Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), pp. {{#regex:94–103|%(,)(\S)%|$1 $2}}. ISBN 978-1560763291.

### Further reading

* Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 27. ISBN 978-1560763291.

### Connections

**Cities of the Pantheon**
The Pantheist League
Fahhas • Hilm • Hudid • I'tiraf • Mahabba • Talab
**Other Settlements**
Burj • Dakan • Fanus

Zakharan regions
**Cultural regions**
 Cities of the Heart • Free Cities • Pearl Cities • **Cities of the Pantheon** • Cities of the Ancients
High Desert • Haunted Lands • Crowded Sea • Land of the Yak-Men

**Geographical regions**
 Northwest • North • Northeast • West • Interior • East • Southwest • South • Southeast
Deepearth

**Deepearth** was a city and the surroundings areas in the Underdark under the Galena Mountains in the Bloodstone Lands.

## History

Deepearth was originally settled by deep gnomes. In the surrounding caverns lived some clans of duergar. The duergar occasionally skirmished with the gnomes in order to gain food, cattle, and sometimes slaves, but with few successes. At last, a great deep gnome army devastated the duergar territories, stopping the raids.

However, one night, a solitary duergar infiltrated Deepearth and inside an abandoned gnome mine discovered a pool of mercury (in truth, a *gate* to the Abyss). He touched the liquid and was quickly possessed by the demon lord Orcus. With Orcus as their leader, the duergar managed to seize Deepearth.

In 1357 DR, however, Gareth Dragonsbane's party arrived in Deepearth and fought the duergar and the minions of Orcus.

In 1359 DR, the gnomes had regained control of the city and worked with the dwarves of the Orothiar Clan in order to exploit Bloodstone Mines.

## References

1. ↑ 1.0 1.1 1.2 Douglas Niles and Michael Dobson (1986). *The Mines of Bloodstone*. (TSR, Inc), pp. {{#regex:20–21|%(,)(\S)%|$1 $2}}. ISBN 0-8803-8312-7.
2. ↑ Douglas Niles and Michael Dobson (1986). *The Mines of Bloodstone*. (TSR, Inc), p. 22. ISBN 0-8803-8312-7.
3. ↑ R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 36. ISBN 0-88038-771-8.
Dragon Coast

The **Dragon Coast** region was located on the southern shore of the Dragonmere, and at the western extent of the Sea of Fallen Stars.

## Geographical features

### Coasts

* Castaway Coast
* The Skeleton Shore

### Lakes

* Dragonmere
* The Lake of the Snake

### Plains

* The Horse Prairie
* Bleached Bones Flats

### Rivers

* River Reddan
* River Thunn

### Trade routes

* The Overmoor Trail
* Snake Road
* Trader's Road
* The Plunge
* Turnstone Road
* The Grand Ride

## Notable locations

### Settlements

* Cedarspoke
* Elversult
* Ilipur
* Nathlekh
* Priapurl
* Proskur
* Reddansyr
* Smuggler's Bank
* Starmantle
* Teziir
* Westgate
* Wyrm's Hamlet

## Appendix

### Further reading

* Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), pp. {{#regex:141–145|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1836-5.
* Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. {{#regex:116–117|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
* Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). *Forgotten Realms Player's Guide*. (Wizards of the Coast), pp. {{#regex:92–93|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4929-8.
* Rand Sharpsword (2001-11-14). More Lake of Steam and Dragon Coast!. Rand's Travelogue. Wizards of the Coast. Retrieved on 2010-10-13.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 141. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 142. ISBN 0-7869-1836-5.
3. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 81. ISBN 1-5607-6617-4.
4. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 117. ISBN 0-8803-8828-5.
5. ↑ Karen Wynn Fonstad (August 1990). *The Forgotten Realms Atlas*. (TSR, Inc), p. 125. ISBN 978-0880388573.
6. ↑ 6.0 6.1 Rand Sharpsword (2001-11-14). More Lake of Steam and Dragon Coast!. Rand's Travelogue. Wizards of the Coast. Retrieved on 2010-10-13.
7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 143. ISBN 0-7869-1836-5.

de:Drachenküste
pl:Smocze Wybrzeże
Clearlight

The **Clearlight** temple was a run-down temple of Tymora in Luskan. The temple took its name from the large stained glass window in the roof which, as of 1480 DR, was the only know glass window remaining in Luskan. The temple was used as the headquarters of the Coin Spinners gang and was heavily reinforced so that it resembled a fortress and the complex was heavily guarded. Most of the statuary had been removed but the idol of Tymora near the altar was more or less intact and the coin-shaped altar remained. The room leading to the inner sanctum occupied by Eden of the Clearlight was heavily trapped.

## References

1. ↑ Erik Scott de Bie (September 6, 2011). *Shadowbane* (Kindle ed.). (Wizards of the Coast), loc. 3721. ISBN 0786958553.
2. ↑ Erik Scott de Bie (September 6, 2011). *Shadowbane* (Kindle ed.). (Wizards of the Coast), loc. 3625. ISBN 0786958553.
3. ↑ Erik Scott de Bie (September 6, 2011). *Shadowbane* (Kindle ed.). (Wizards of the Coast), loc. 3649. ISBN 0786958553.
4. ↑ Erik Scott de Bie (September 6, 2011). *Shadowbane* (Kindle ed.). (Wizards of the Coast), loc. 3697. ISBN 0786958553.
Dancing Goat

The **Dancing Goat** was a bawdy tavern in Silverymoon.

## Location

The Dancing Goat was found on the right side of the Moonway in Northbank, just after one crossed the Moonbridge from the southern half of the city.

## Interior

The tavern had a revelry-filled dance floor. The rest of the establishment contained dimly lit hallways and upstairs rooms.

### Atmosphere

The Dancing Goat was busy, noisy, and full of raucous entertainment twenty-four-ten. It was *not* a place for peace and quiet. It catered to single folk hoping to flirt or find a partner, and professional escorts often went there too. Unfortunately, it also tended to attract pickpockets and other rogues.

## Services

The tavern had a surprisingly good selection of beverages, with literally hundreds of vintages stored in its cellar.

## History

The Dancing Goat had been in business since at least 1358 DR. At some point after 1372 DR, the tavern burned to the ground in a fire. A new tavern, the **Son of the Goat**, was rebuilt in its place and carried its predecessor's traditions of bawdiness.

## Rumors

A secret door somewhere in the tavern was said to connect with a network of subterranean passageways beneath the Silverglen and leading ultimately to Harper Hall.

## References

1. ↑ 1.0 1.1 Jennell Jaquays (1988). *The Savage Frontier*. (TSR, Inc), p. 32. ISBN 0-88038-593-6.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 177. ISBN 1-5607-6678-6.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 56. ISBN 0-7869-2835-2.
4. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 147. ISBN 978-0-7869-4924-3.
5. ↑ Ed Greenwood (1993). *The Code of the Harpers*. (TSR, Inc), p. 87. ISBN 1-56076-644-1.
Derval's Bright Blade

**Derval's Bright Blade** was a weapon-smithy in Daggerford on the Sword Coast in the late 1360s DR, owned by the dwarf master smith Derval Ironeater.

## Reputation

Of the smithies in town, Derval's was the best and largest, and certainly better than Cromach and Wayfel. His work was much sought after by fighters, and considered the best anywhere between Baldur's Gate and Waterdeep. Derval would say so himself.

## Location

It lay in Daggerford's Money Quarter on the High Road, between Kryptgarden Scrolls and Cromach's house, and behind the Jeweller's Congress.

## Structure

It was a large building, with pale-brown walls and roof tiles and gabled dormers on the attic level.

The backyard of the smithy was full of tools that Ironeater dwarves had created and used for stone construction projects around Daggerford over the years.

## Services

At the smithy, Derval focused on weaponry, forging swords, axes, and spear heads. His prices were high compared to other weaponsmiths.

## History

Derval's Bright Blade was well established by 1367 DR, and still going strong through 1370 DR.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (1994). *Volo's Guide to the Sword Coast*. (TSR, Inc), p. 35. ISBN 1-5607-6940-1.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 slade (April 1996). *The North: Guide to the Savage Frontier (Daggerford)*. (TSR, Inc), p. 20. ISBN 0-7869-0391-0.
3. ↑ 3.0 3.1 Template:Cite book/The North: Guide to the Savage Frontier/Map-Daggerford
Constable's Tower

**Constable's Tower** was an imposing keep with a tall tower, standing high over the town of Dagger Falls.

## Location

The tower stood at the highest point in town within the walls, on the north side, opposite the Forest Gate.

## Description

Constable's Tower was a fortified keep with a tall, crenelated round tower. Its already daunting height made all the more impressive as it sat 100ft above, a top a hill known as the Spur. It was noted as the largest of its sort between the Citadel of the Raven and Cormyr. Crowning the central keep are once-deadly ballistae and mangonels.

Protruding to the east and west of the tower were two wooden gallery wings, each covered with slate shingle and metal plates to ensure they are protected from fires. At the end of these wings are balconies.

Beneath the Tower are numerous cellars and dungeons, some of which even have secret passages connecting to the tomb of Colderan Morn and eventually the Underdark.

After the death of its last owner, Ilthond, the stronghlold had been affected by some strange persistent magical effect that made the tower unlivable; blasts of elemental energy occurred randomly and the resulting damage was subsequently repaired by another recurring magical effect in a never-ending cycle.

## History

Rebuilt many times over the centuries, this once-isolated keep belonged to Colderan Morn in the times before Zhent rule.

The tower became known as the Constable's Tower during the period of Zhentish occupation under Constable Tren Noemfor after 1353 DR. However, in 1369 DR,, the wizard Ilthond claimed the tower as his own and during a magical battle with the demi-shade, Gothyl, he was killed. Since then the tower was subjected to bizarre cycles of magic.

As of 1372 DR, Lord Randal Morn was interested in taking over the tower as his seat of power. To this end he offered 5,000 gold pieces, land, and title to anyone who could make the keep habitable once more.

## Rumors & Legends

Supposedly, at least half a dozen potent archmages have attempted to investigate Constable's tower but have either fled or died from the tower's wild magic. Among these was said to include Vangerdahast Aeiulvana of Cormyr.

## Notable Inhabitants

* Colderan Morn
* Ilthond
* Tren Noemfor

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 83. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 Jim Butler (1995). *The Return of Randal Morn*. (TSR, Inc), p. 12. ISBN 0-7869-0170-5.
3. ↑ 3.0 3.1 3.2 3.3 Wolfgang Baur (October 1993). *Doom of Daggerdale*. (TSR, Inc.), p. 25. ISBN 978-1560766544.
4. ↑ Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 83. ISBN 0-7869-0406-2.
5. ↑ 5.0 5.1 5.2 5.3 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 83. ISBN 0-7869-0406-2.
6. ↑ Wolfgang Baur (October 1993). *Doom of Daggerdale*. (TSR, Inc.), pp. {{#regex:24–25|%(,)(\S)%|$1 $2}}. ISBN 978-1560766544.
7. ↑ Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 84. ISBN 0-7869-0406-2.
Direhelm

* 4e

A **direhelm** was an undead creature created using the foul rituals found in the *Codex of Araunt*. They were bound to serve their creators, the Eminence of Araunt.

## Description

Direhelms resembled the upper part of a set of plate armor. Even though they were made of metal, they were extremely silent.

## Useage

Direhelms were created by raising the spirits of fallen warriors, using the unique rituals of the Eminence. The only purpose of their existence was to serve the goals of the Eminence.

Direhelms were mostly found protecting tombs and mausoleums across Laerakond, or in the *deathways*.

## Appendix

### Further reading

* Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. {{#regex:252–253|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. {{#regex:252–253|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
Constulgrael

**Constulgrael** was a great wyrm black dragon and the only true dragon to become Magister. He reigned from 983 DR to 986 DR.

## History

In 983 DR, Constulgrael went on a hunt, intending to slay all other male black dragons he encountered, to slay dragons of other kind if it was possible without danger, and to find a female black dragon for a mate. Sleeping in a swamp, he encountered Malune Nalonkrivar, the reigning Magister, who landed atop his back. Constulgrael surprised Malune and easily killed him, but was teleported by a *contingency* spell to a hilltop cairn where Malune stored a cache of healing magic. Tearing his way out of the wizard's cairn, the power of the Magister entered into Constulgrael. Bewildered, the dragon asked Mystra for answers and soon Azuth appeared to explain. They made a bargain, Azuth provided the dragon with Malune's spells, and Constulgrael promised to spread magic in the Realms.

In time, he come to enjoy his position, though he caused destruction in some cities in Thay when fighting with wizards challenging him. Eventually, a party of Red Wizards of Thay decided to hunt him down, greatly weakening him before Constulgrael met his doom in the Howling Caverns by Meldryn Jalensifer.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (January 2000). *Secrets of the Magister*. (Wizards of the Coast), p. 60. ISBN 978-0786914302.
Cloudtop Tower

**Cloudtop Tower** was a tower in the elf city of Evereska. It was home to the High Magi of the Cloudtop Circle, advisers to the Council of Hill Elders and commanders of the Spell Guard.

It was the second highest spire within the city of Evereska. It was built from white marble and made to resemble a stand of blueleaf trees.[*citation needed*]

## Appendix

### References

1. ↑ Troy Denning (Mar 2001). *The Summoning*. (Wizards of the Coast), p. ?. ISBN 07-8691-801-2.
2. ↑ Troy Denning (Dec 2001). *The Siege*. (Wizards of the Coast), p. ?. ISBN 0-7869-1905-1.
Dark Hollow

**Dark Hollow** was a village in the Vast, lying on the crossroads of the Hlintar Ride and Feldar's Trail, between Bambryn, Fallentree, Dragon Falls, and Highbank Forest, in the Fire River uplands.

## Description

Dark Hollow was a small village named for the valley it sat in, which was shaded by many trees.

## Inhabitants

It had a reputation as a strange and hazardous place, where faerie dragons played, intruders were the victims of practical jokes by brownies and other forest folk, and common animals were the familiars of crazed wizards. These wizards were said by other folk to make their homes in rundown cabins in the forest, and to be conducting dangerous experiments with new spells that would let them one day take over the world.

There were many hedge-wizards in Dark Hollow, of all kinds and practices. With magic being an expensive practice, most of their wealth was tied up in magic items and supplies. They kept their valuables cleverly hidden, well-guarded and trapped. A few built wands into their desk to fire at those in front of them. Some had their small familiars carry these items piece by piece to otherwise-inaccessible locations. On occasion, taking advantage of Dark Hollow's fearsome reputation, thieves buried their loot in the village, only to have a familiar find it and their wizard claim it and spend it.

For all their magic, these hedge-wizards were often broke, and lived day-to-day on potion sales. "Magic merchants" of Ravens Bluff and Hlintar did well buying these and selling them spell components and pieces of broken magic items and artifacts in exchange. Thieves and bandits preyed on the trade, so guarding them was also a steady job. The Citadel of Protection temple of Helm in Ravens Bluff also ran escort services along the road to Dark Hollow among other destinations.

## Leadership

Dark Hollow was ruled by Lord Malaph Serpentshield, one of the wealthiest petty lords in the area.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 149–150. ISBN 0-7869-1195-6.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 146. ISBN 0-7869-1195-6.
3. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 145. ISBN 0-7869-1195-6.
4. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 28. ISBN 0-7869-1195-6.
Crookspar Parlor

**Crookspar Parlor** was a gambling den located in the Crown, the highest section of Skullport. The lower floor was open to anyone with coin while the upper floor was divided into private rooms in which high stake games of chance were played. The establishment was considered neutral turf by Skullport's gangs and leaders of the town's gangs often gambled in the private rooms.

## References

1. ↑ 1.0 1.1 Matt Goetz"Backdrop: Skullport" *Dungeon*  #200. Renton, WA: Wizards of the Coast, March, 2012.
Darklight

* 2e

A **darklight** was an undead creature of the Quasi-Elemental Plane of Radiance.

Mortal spirits that departed their bodies at death, but did not become petitioners and then became lost on their way to its final rest, might arrive at the Plane of Radiance. Here, they were filled with radiant energy and became free-willed undead beings, called darklights.

They appeared as humanoid-shaped specters of blackness with bright, shining eyes of ever-changing colors.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Monte Cook, ed. (1998). *Monstrous Compendium Planescape Appendix III*. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), pp. {{#regex:28–29|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0751-7.
Cold Wood

The **Cold Wood** was a forest on the edge of the Silver Marches. By about 1460 DR, the Moonwood had grown together with the Cold Wood and the larger forest was known as the **Glimmerwood**.

## Geography

It was located between the Spine of the World, Rauvin Mountains, and Ice Mountains. A wild place, the Cold Wood was largely untouched by civilization; most woodcutters and homesteaders avoided it.

## Flora

The forest was full of pine, birch, and spruce trees. In the winter time the snow was so deep the trees were often bent down.

## Inhabitants

Red tigers, orcs, ettins, and a bebilith have been known to roam the Cold Wood. The Uthgardt barbarians hunted in the area, but would not cut any living tree and kept fires to a minimum to protect the forest. The Red Tiger Tribe considered the southern part of the wood their territory. Several bands of outcasts from Uthgardt society were known to live around the area as well.

In the years following 1486 DR, fire giants began moving through the eastern woods from Ironslag, using their fire and greatswords to clear wide swaths of the forest for expedited overland travel.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 172. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 8. ISBN 0-7869-2835-2.
3. ↑ R.A. Salvatore (October 2007). *The Orc King*. (Wizards of the Coast), p. ??. ISBN 0-7869-4340-8.
4. ↑ Map included in Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast). ISBN 0-7869-2835-2.
5. ↑ 5.0 5.1 Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 86. ISBN 978-0786966004.
6. ↑ Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 9. ISBN 0-7869-2835-2.
Dark naga

* 4e
* 3e
* 2e

A **dark naga** was a naga subspecies that looked like a large purple snake or eel with a barbed stinger at the end of its tail and a human face. Dark nagas could speak Common and Infernal. They liked to plot with other sinister creatures so that they could gather wealth more easily.

## Description

Dark nagas measured approximately 12 feet long and weighed about 300 pounds. Their scales were dark blue or purple, often with black frills or scale patterns. The body of a dark naga was more similar to that of an eel rather than a snake. Its tail ended in a poisonous stinger.[*citation needed*]

Their veins contained an oily black gore.

## Society

Dark nagas craved power and wealth. They loved using their magical powers and the treasures they found in ancient ruins to rule those who were weaker than themselves.[*citation needed*]

## Combat

Dark nagas would attempt to use high terrain to their advantage to stay out of the reach of their enemies.

## Abilities

They could cast sorcerer spells and their stings carried a poison that could induce a nightmarish sleep. They were resistant to all charm effects and had the permanent ability to *detect thoughts*. Similarly, their own thoughts could not be read.

## Allies

The Zhentarim were known to use dark nagas as mentors and leaders for bands of orcs. Dark nagas also worked as divine servants of the duergar goddess Deep Duerra.

## Notable Dark Nagas

* Ebarnaje, King of Najara
* Jarant

## Appendix

### Gallery

DarkNaga2E.JPG*A dark naga.*Nagas - Jorge Molina.jpg*From left to right, a dark naga, a guardian naga, a primordial naga, and a bone naga.*Ghost naga.jpg*The lich Druth Daern deceiving four dark nagas with an illusion of the god Ssharstrune as a ghost.*Ebarnaje.jpg*Ebarnaje, King of Najara, and his guardian, Terpenzi.*
### Further Reading

* Johnathan M. Richards (July 1999). “The Ecology of the Dark naga”. In Dave Gross ed. *Dragon* #261 (TSR, Inc.), pp. {{#regex:66–71|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 1.2 1.3 Greenwood, Martin, Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), Monstrous Compendium*. (TSR, Inc). ISBN 1-5607-6617-4.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 194. ISBN 978-0-7869-4852-9.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 191. ISBN 0-7869-2893-X.
4. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), p. 116. ISBN ISBN 0-7869-0710-X.
5. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), p. 115. ISBN ISBN 0-7869-0710-X.
6. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. p. 11. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
Dawn Pass Trail

The **Dawn Pass Trail** ran between the Savage Frontier and Anauroch in northwest Faerûn.

The westernmost point of the Dawn Pass Trail was the town of Loudwater. Going east through the Gray Vale, it followed the River Grayflow, north of the Southwood. It passed through the town of Llorkh, and then entered the Graypeak Mountains, where it ran through Dawn Pass, for which it was named. Emerging from the mountains, it met the village of Parnast, then went south of Weathercote Wood and ended at the Lonely Moor, its easternmost point. There it was joined to the Black Road, which crossed the desert of Anauroch.

## References

1. ↑ 1.0 1.1 1.2 1.3 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 61. ISBN 0-7869-0391-0.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 174. ISBN 0-7869-1836-5.
3. ↑ Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). *Cloak & Dagger*. (Wizards of the Coast), p. 28. ISBN 0-7869-1627-3.
Crystal ooze

* 2e
* 1e

A **crystal ooze** was an offshoot of a gray ooze that had adapted to living in water.

## Description

These cousins to the gray oozes were very hard to spot when in water. Their translucent bodies were as clear as glass, but sometimes featured swirls of white. In order to conceal themselves even more, they usually chose dark, murky pools of water, instead of clear water.

Unlike other oozes, they were proficient at swimming and wading through liquids. These rare oozes had animal-level intelligence.

## Combat

Crystal oozes were generally more difficult to fight than other oozes. Although they could not corrode metal, they directly poisoned cloth, flesh, and wood. They struck out at their opponents, much like snakes, and then tried to submerge or smother their foes. If the oozes directly touched any part of a typical living being, the being would find itself paralyzed and quickly consumed.

Such oozes had a variety of immunities. They could not be harmed by acid, fire, heat, or cold-based attacks. Only magical and electrical energy seemed to harm the beings, except for raw damage from metal weapons.

## Ecology

Despite being used to existing in water, they were also able to survive outside it for many hours, where they could hunt for prey. The oozes also scavenged almost anything for food, but nothing made of metal. Thus, lairs of crystal oozes could contain metal weapons and pieces of armor.

As with gray oozes, they reproduced by budding (crystal) pods, which took up to ten days to hatch into newly formed gray oozes. If food was scarce, the oozes ate their offspring, but otherwise did not, and might live alongside them.

They were known to dwell in various places throughout Undermountain.

## Appendix

### Appearances

Adventures
* *Dungeon* #30: "... And a Dozen Eggs"

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), pp. {{#regex:278–279|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6619-0.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 David "Zeb" Cook, *et al.* (1989). *Monstrous Compendium Volume Two*. (TSR, Inc). ISBN 0-8803-8753-X.
3. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 27. ISBN 0-88038-031-4.
4. ↑ Jean Rabe, Norm Ritchie (Feburary 1994). *The Ruins of Undermountain II: The Deep Levels (Campaign Guide)*. (TSR, Inc). ISBN 1-5607-6821-5.

### Connections

Oozes
Aballin • Acid blob • Black pudding • Blood amniote • Bloodbloater • Brown pudding • **Crystal ooze** • Dense pudding • Dun pudding • Ethereal ooze • Fission slime • Flareater • Flotsam ooze • Gelatinous cube • Gray ooze • Gray pudding • Living muck • Mustard jelly • Oblex • Ochre jelly • Olive slime • Reekmurk • Shadow slime • Slithering hoard • Slithering tracker • Stone pudding • Venom ooze • White pudding
Dire hawk

* 3e

A **dire hawk** was a much larger and more powerful version of a hawk.

## Description

Dire hawks were swift, having a huge wingspan that allowed them to soar through the air. For this reason, they were often used in mounted combat. The Moonsea skysentinels employed such creatures as aerial scouts, and were made part of their military tactics, such as swooping in, attacking foes, and then flying away at a quick pace.

They were incredibly strong, dexterous, and robust. In the daylight, dire hawks were very perceptive at spotting other creatures and objects.

## Behavior

Dire hawks were loyal to their masters, carrying them in combat or fighting side-by side. With more experience, these dire animals became stronger and better naturally armored. Some of them had close relationships with druids, such as Joatra Stelmar.

## Ecology

They were known to nest in large groups, close to the Dragonspine Mountains.

## Combat

The exceptionally strong creatures had no trouble taking down their enemies, raking with their sharp talons and biting them. They were incredibly quick, capable of moving an average of 80 ft (24.4 m) in 6 seconds. To avoid enemies, these alert dire animals could execute a wingover, swiftly changing directions.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), pp. {{#regex:117–122|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3697-5.

### Connections

Dire animals
Dire bat • Dire bear • Dire boar • **Dire hawk** • Dire lion • Dire rat • Dire tiger • Dire weasel • Dire wolf • Mammoth • Tundra yeti
Diatryma

* 5e
* 1e

The **diatryma** (pronounced: /diɑːˈtraɪmɑː/ *dee-ah-TRY-mah*) was a large, flightless bird native to the Underdark.

## Description

The gigantic bird was about 8 ft (2.4 m) - 12 ft tall.(3.7 m) Its short wings rendered it flightless. It had a thick neck and a deadly powerful hooked beak.

## Ecology

The drow used their hugely plumed feathers for decoration. The mercenary Jarlaxle sported one of these on his wide brimmed hat, as both an ornamental and a functional magical item known as a *feather of diatryma summoning*. By blowing into the feather, Jarlaxle was able to summon a diatryma bird.

## Appendix

### Notes

1. ↑ The 1st edition statistics for the phororhacos were used instead of the axe beak, since the *Dragon* article proposes it as a better approximation due to its height.

### Appearances

Adventure modules

* *Waterdeep: Dragon Heist*

Novels

* *The Legacy* (mentioned only)
* *Servant of the Shard*
* *Promise of the Witch-King*
* *Road of the Patriarch*

### References

1. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 317. ISBN 978-0786965614.
2. ↑ 2.0 2.1 David Howery (September 1988). “Into the Age of Mammals”. In Roger E. Moore ed. *Dragon* #137 (TSR, Inc.), p. 45.
3. ↑ 3.0 3.1 3.2 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 191. ISBN 978-0-7869-6625-7.
4. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 54. ISBN 0-88038-031-4.
5. ↑ 5.0 5.1 5.2 R.A. Salvatore (November 2005). *The Legacy (reissued)*. (Wizards of the Coast), p. 15. ISBN 0-7869-3984-2.
6. ↑ 6.0 6.1 6.2 **Warning:** edition not specified for Promise of the Witch-King
7. ↑ 7.0 7.1 7.2 7.3 **Warning:** edition not specified for Road of the Patriarch
8. ↑ R.A. Salvatore, Michael Leger, Douglas Niles (1992). *Menzoberranzan (The Houses)*. Edited by Karen S. Boomgarden. (TSR, Inc), p. 64. ISBN 1-5607-6460-0.
9. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 206. ISBN 978-0-7869-6625-7.
10. ↑ R.A. Salvatore (June 2005). *Servant of the Shard*. (Wizards of the Coast). ISBN 0-7869-3950-8.
Crippled Mountain

The **Crippled Mountain**, originally known as the **Celestial Mountain**, was a volcano located in Skelkor, Laerakond.

## History

The Celestial Mountain was the lair of the red dragon Rhodrolytharnestrix, the most powerful of the dragon tyrants of Abeir. To kill Rhodrolytharnestrix, the dragonborn rebels Iskdara, Shurideh, Reshvemi, and Thuchir went to the interior of the volcano during the Battle of the Crippled Mountain, and using a powerful artifact known as the Eye of Blazing Rorn, triggered a powerful eruption that destroyed the mountain. Since then, the mountain became known as the Crippled Mountain.

## Legacy

The ash from the eruption fell for forty days, and the dragonborn began to call themselves the "*vayemniri*" (Ash-Marked Ones, in draconic), so that they would always remember the way they gained their freedom. Likewise, Clan Verthisathurgiesh, one of the most powerful clans of Tymanther, was named after the Crippled Mountain.

## References

1. ↑ 1.0 1.1 1.2 1.3 Erin M. Evans (December 2015). *Ashes of the Tyrant*. (Wizards of the Coast), pp. {{#regex:311–312|%(,)(\S)%|$1 $2}}. ISBN 978-0786965731.
Cloister of St. Uzurr

The **Cloister of St. Uzurr** was a monastery of Ilmater that lay at the heart of city of Uzurr in Lapaliiya and was home to the Order of St. Uzurr.

## History

It was founded during the time of the Shoon Imperium (27–450 DR), when Ilmatari missionaries of the Order of St. Uzurr traveled from Calimshan to Lapaliiya. On a hilltop west of the Lapal Way, they constructed a walled monastery with a cloister, named the Cloister of St. Uzurr after their patron saint. In the following centuries, a city grew up around the monastery, which became known simply as "Uzurr".

A member of the Order was a spy working for the yuan-ti House Eselemas and reported on Kadar's research into curing tainted ones and broodguards. In response, yuan-ti purebloods began infiltrating Uzurr on Eleasias 1, the Year of Rogue Dragons, 1373 DR, with the aim of assassinating Kadar.

## Organization

Both the monastery and the city were governed by the Abbot of St. Uzurr. *Circa* 1373 DR, this was Abbot Kadar al Ilmater.

## Activities

The Order, Cloister, and city cultivated, produced and exported olives, wines, and assorted spices to support themselves.

## References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 102. ISBN 0-7869-3277-5.
2. ↑ 2.0 2.1 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 104. ISBN 0-7869-3277-5.
3. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 153. ISBN 978-0-7869-4731-7.
Dire ape

* 3e
* 1e

**Dire apes**, also known as **carnivorous apes**, were a type of unusually large and aggressive ape. They had a particular liking for human flesh, and were known to be quite intelligent. Tundra yetis were dire apes adapted to cold climates.

### Appearances

Novels
* *Prince of Lies*

### References

1. ↑ 1.0 1.1 1.2 1.3 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 7. ISBN 0-9356-9600-8.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 62. ISBN 0-7869-2893-X.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 108. ISBN 0-7869-1836-5.
Deep scion

* 5e

**Deep scions** were people who'd surrendered their bodies and souls to an evil aquatic power (usually a kraken) in exchange for their lives. Upon surrendering, they were transformed by an ancient, painful, and uncertain ritual, into amphibious shapechangers, in service to their masters.

## Description

Deep scions had two forms: the original form before their transformation and a human–piscine hybrid form. The hybrid form possessed fangs and claws, along with numerous fish-like features, but it was slower on land.

## Combat

The dark ritual that deep scions underwent made them incredibly dangerous, both physically and mentally. Regardless of its form, a deep scion was astonishingly strong, capable of efficiently wielding battleaxes and other large weapons, and it could see in complete darkness. Switching between forms was a simple task that took no more than a few seconds.

A deep scion's hybrid form was amphibious, capable of living both underwater and on land, although its piscine gait reduced its land speed. Hybrid forms were armed with lamprey-like maws and sharp claws, and were fully capable of fighting off enemies without a weapon at hand.

When in danger, in its hybrid form, the deep scion could emit a psychic screech capable of stunning creatures hundreds of feet away. Using this scream underwater had the additional effect of transmitting the last 24 hours of a deep scion's life to its master, so long as they were in the same body of water. This could allow for last-minute communication between the two if the deep scion was in serious danger.

If killed in hybrid form, the dark magic would be dispelled and a deep scion's corpse would revert to its natural form, as it was before its transformation.

## Personality

Deep scions believed that their true form was the one they assumed when they returned to the sea. They were devious in their ability to imitate their original selves, although they were perfectly capable of donning new identities if need be. Through a combination of magic and training deep scions were stripped of all emotional attachments, and would betray those who trusted them without a second thought, although their ability to mimic emotions ranging from righteous indignation to deep infatuation was unhampered.

## Society

A newly transformed deep scion would usually return to its former home while appearing to be the person it used to be, but might also take a new identity. However the manner of its return to the surface, the deep scion's only purpose was to infiltrate humanoid society in order to carry out its master's wishes. They were trained by their masters to forsake all emotion, aided by the ritual that prompted their creation.

Deep scions typically knew Common, Aquan, and thieves' cant.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Mike Mearls, *et al*. (November 2016). *Volo's Guide to Monsters*. Edited by Jeremy Crawford, *et al*. (Wizards of the Coast), p. 135. ISBN 978-0786966011.