recursal/Fanatic-Fandom huggingface dataset:
Black Banner Inn

The **Black Banner Inn** was a popular establishment in Daerlun, interior Faerûn, *circa* the Year of Wild Magic, 1372 DR.

## Location

This building was located on the west side of Daerlun near the Sunset Gate. Its main entrance was on the north side of the Street of the Dragon which connected the gate to the Westmarket and beyond.

## Structure

From above, the building looked like a giant gauntlet laying on its side with the fingers curling around the central courtyard and the wrist/forearm part jutting off to the northeast.

## Interior

The rooms at the Black Banner were luxurious and most walls were paneled with exquisite wood.

### Atmosphere

The lighting was muted throughout most of the establishment, making it fairly private but gloomy. Community dining and revelry was discouraged—guests were almost exclusively served food and drink in their rooms.

## Services

The only exception was the grand lounge where businessfolk could meet and gambling tables were available. There, the clientele could enjoy fine vintages from the well-stocked wine cellar.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 82. ISBN 0-8803-8828-5.
2. ↑ 2.0 2.1 2.2 Template:Cite dragon/287/Elminster's Guide to the Realms: Shadowdark House
Beldargan

**Beldargan** was a small town in the southern Border Kingdoms in the mid–14th century DR. It was an independent city-state completely surrounded by the Barony of Blacksaddle.

## Geography

The town was located on the northern edge of the Shaar, in the southwest section of the Border Kingdoms. The town was built on the slopes of Beldargan's Mount, a hill that rose 300 ft (**Expression error: Unexpected < operator.** m) out of the surrounding grasslands. Geothermal springs were found on Beldargan's Mount, and a network of caverns was found underneath, some deep enough to connect to the Underdark.

## Government

The town was governed by all landowners in the town, as a council. They held council in the town's keep, Beldarg's Folly, a single square tower located on the summit of the Mount.

## Trade

Beldargan maintained many orchids of green apples, which provided the town with several export items. Wine and a potent cider were made from the apples, and an apple sauce was sold locally. Roughly 300 of the town's residents lived in the Horn Meadows, the grasslands surrounding the town. They lived on farms and many were sheepherders.

There was a single inn located in the town, The Drowned Witch, found on the eastern side of Beldargan's Mount. It was owned and run by Enderl Dalvin and served as not only the town's inn, but as a barn for the town's mounts and a rooming house for hired mercenaries.

## Defenses

The town was surrounded by a thick, tall ring of thorny hedge maze, with three gates that allowed access to the town. These gates were heavily fortified, with drop spikes and arbalests. In exchange for tax forgiveness, a militia was maintained by up to forty of the town's households. During periods of increased raids from the Shaar, or when Blacksaddle harassed the townsfolk, mercenaries were hired.

## Inhabitants

* Alamar Skunder, a cleric of Chauntea originally from Tethyr.
* Astarandra Yl Mahrauda, aka Taranda of the Hooks, a mage originally from Calimshan.
* Enderl Dalvin, owner of the town's single inn, The Drowned Witch.

## Appendix

### Further Reading

* Template:Cite polyhedron/115/Elminster's Everwinking Eye: The Sage of Shadowdale returns!

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Template:Cite web/The Border Kingdoms/Beldargan

### Connections

Border Kingdoms
**Regions**

Adaerglast • Bedorn • Barony of Blacksaddle • Burntbridges • High Emmerock • Barony of Great Oak • Hawkgarth • Land of Two Princes • Nether Mukshar • Middle Mukshar • High Mukshar • Ondeeme • Owlhold • Realm of the Mount • Realm of the Ready Sword • Shandolphyn's Reach • Grand Duchy of Shantal • Realm of the Smoking Star • Suldamma • Swordpoint Streams • Talduth Vale • Thuntar

**Settlements**

Alamontyr • Arnglar • Arthyn • **Beldargan** • Blackalblade • Blackbarn • Bloutar • Dapplegate • Derlusk • Dunbridges • Emrys • Felshroun • Gallard • Irl • Luthbaern • Manywaters • Myrinjar • Oeble • Oparl • Rymdyl • Selpt • Sorndorn • Splondar • Syrnt • Taermbold • Telcharn • Themasulter • Theymarsh • Thur • Thort • Urspreth • Waernd • Yallasch • Ythtym
Citadel Firequench

**Citadel Firequench** was the headquarters of the Firequench Order, a cabal of spellcasters that operated out of Tarmalune, one of the Windrise Ports of Laerakond.

## Background

Citadel Firequench was a massive basalt citadel west of the Raging Flame's location, surrounded by the ruins of buildings destroyed by the fires of the Raging Flame.

Citadel Firequench was originally the property of a pirate baron and the previous city's jail before the Firequench Order was founded.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (February 2009). “Backdrop: Tarmalune”. In Chris Youngs ed. *Dragon* #372 (Wizards of the Coast), p. 53.
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), pp. {{#regex:216–217|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
3. ↑ 3.0 3.1 Chris Tulach (June 2009). “Adventurers of the Realms: Tarmalune and the Windrise Ports”. In Chris Youngs ed. *Dragon* #376 (Wizards of the Coast), p. 46.
Bwimb

* 2e

**Bwimb**, called the "Baron of Ooze", was the evil archomental of ooze.

## History

Bwimb was considered a great general of the planes in ages past. He was apparently summoned to the world of Oerth at least once.

Bwimb was one of several powerful planar entities slain by Tenebrous. In a mistaken belief that Bwimb was in possession of the *Wand of Orcus*, the undead demon prince gladly slew Bwimb, whom he had nothing but disdain for when the archomental allegedly did nothing but beg for his life during interrogation. He was succeeded by his daughter Bwimb II.

## Relationships

In life, Bwimb was an ally of Ghaunadaur and fought for the Queen of Chaos during her war with the Wind Dukes of Aaqa. His daughter was thought to have formed from his remains after his murder.

## References

1. ↑ 1.0 1.1 1.2 Monte Cook and William W. Connors (December 7, 1998). *The Inner Planes*. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), p. 84. ISBN 0-7869-0736-3.
2. ↑ 2.0 2.1 Template:Cite dungeon/129
3. ↑ Jesse Decker ed. (February 2003). *Dragon* #304 (Paizo Publishing, LLC), p. 90.
4. ↑ Monte Cook (December 2, 1997). *Dead Gods*. (Wizards of the Coast), p. 36. ISBN 978-0786907113.
5. ↑ Eric L. Boyd (1998). *Demihuman Deities*. (Wizards of the Coast), p. 18. ISBN 0-7869-1239-1.
Beluar's Hunt

*For other uses, see Beluar (disambiguation).*

**Beluar's Hunt**, or simply **the Hunt**, was a series of hills found in the north of the Vast, lying west of the North Road between Kurth and Maskyr's Eye, and extending southwest of Kurth.

## Geography

Beluar's Hunt was a series of rolling, drumlin hills. They were rugged and grassy, described as a wasteland. Wild horses wandered the hills.

## History

In the Year of the Bloody Crown, 649 DR, as hordes of orcs engulfed the dwarven kingdom of Roldilar, the elven warrior Beluar and his forces pursued an orc army routed at Viperstongue Ford into these hills, and won another battle against them there. The hills became known as Beluar's Hunt to commemorate the victory.

Sometime around 1350 DR, the Cult of the Dragon launched an expedition into Beluar's Hunt. They excavated a hill around some likely ruins of old pillars, apparently took away some treasures, and discovered an ancient tomb, which they then opened. Then a powerful lich with the antlers of a stag upon its skull emerged to slaughter them with its magic, rending their bodies with phantom claws. The lich then went on a rampage around the surrounding countryside, killing every living creature it came across. Finally, it returned to its tomb, and used spells to bury it once more. The only surviving witnesses were mages in Kurth and Tavilar using scrying spells. The lich remained in its lair.

## Activities

A bandit gang occasionally prowled the Hunt by 1370 DR, but it was otherwise uninhabited. The Hunt Trail ran through the hills.

## Legends

According to local folklore, some hills in the Hunt concealed ancient barrow-tombs, such as the one that housed the stag-horned lich, who was thought to guard some powerful magic. There were also said to be a number of shallow graves of warriors, dating back to the earliest days of human rule in the Vast after the fall of Roldilar. These were said to contained buried treasure, but the presence of the lich scared many adventurers off of searching.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), pp. {{#regex:147, 148|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1195-6.
2. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 144. ISBN 0-7869-1195-6.
3. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), pp. {{#regex:74, 77|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6617-4.
4. ↑ Map included in Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised)*. (TSR, Inc). ISBN 1-5607-6617-4.
Calabastasingavor

**Calabastasingavor** was a blue dragon who lived in Threskel. He was a servant of Alasklerbanbastos.

## History

Calabastasingavor took part on Alasklerbanbastos's invasion to Soolabax, but was killed by Tchazzar at the start of the campaign.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Richard Lee Byers (2010). *Whisper of Venom*. (Wizards of the Coast), p. 274. ISBN 0786955619.
Broadleaf Manor

**Broadleaf Manor** was the expansive mansion of the famed adventurer, Elvira Broadleaf, located in the Temple District of Ravens Bluff during the late 14th century DR. It was located on Rhabie Promenade in the Swordspoint neighborhood, a short ways away from the Fiddlers' Green city park.

## Appendix

### References

1. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 117. ISBN 0-7869-1195-6.
Chardansearavitriol

**Chardansearavitriol**, known as **Ebondeath**, was a black dragon who became a dracolich.

## History

In 631 DR, Ebondeath was the first dragon to settle in the Mere of Dead Men in the Sword Coast North, making his home in Uthtower and ruling all of the surrounding area.

Ebondeath disappeared in 922 DR, becoming a dracolich at the behest of Strongor Bonebag, a priest of Myrkul and member of the Cult of the Dragon. The Ebondeath Sect of the Cult of the Dragon began worshiping him at the Mausoleum of the Ebondeath created at the Uthtower.

In 1202 DR, under the Eye of Myrkul, Ebondeath's body disintegrated into dust due to the god Myrkul's influence, although his spirit was still tethered to his remains. Worshipers from the Ebondeath Sect traveled to the Mere of Dead Men to see the remains and the sect grew. However, the Ebondeath Sect collapsed around 300 years later in 1358 DR when Myrkul was destroyed. The location of Ebondeath's remains was subsequently lost.

## Appendix

### Appearances

#### Magazines

* *Dungeon* #73 ("Eye of Myrkul")
* *Dragon* #258 ("Voaraghamanthar, 'the Black Death'")

#### Sourcebooks

* *The North: Guide to the Savage Frontier*
* *Dragons of Faerûn*
* *Lost Empires of Faerûn*
* *The Grand History of the Realms*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Eric L. Boyd, Eytan Bernstein (August 2006). *Dragons of Faerûn*. (Wizards of the Coast), p. 148. ISBN 0-7869-3923-0.
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. 93. ISBN 978-0-7869-4731-7.
3. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 140. ISBN 0-7869-3654-1.
4. ↑ 4.0 4.1 4.2 Ed Greenwood and Sean K. Reynolds (May 1999). “Wyrms of the North: Voaraghamanthar, "the Black Death"”. In Dave Gross ed. *Dragon* #258 (TSR, Inc.).
5. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 124. ISBN 978-0-7869-4731-7.
6. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 144. ISBN 978-0-7869-4731-7.
7. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 142. ISBN 0-7869-3654-1.
8. ↑ {{#rreplace:Dale Henson/slade, Ed Greenwood, Julia Martin, Steven E. Schend, Jennell Jaquays/Paul Jaquays, Steve Perrin|([\w\.[:blank:]\[\]]+)\/([\w\.[:blank:]\[\]]+)|$1 (as $2)}} (April 1996). *The North: Guide to the Savage Frontier (The Wilderness)*. (TSR, Inc), p. 36. ISBN 0-7869-0391-0.
Ches 1

**1 Ches**, or **the 1st of the Claw of Sunsets**, is the 62nd day of the year in the Calendar of Harptos.

## On This Day

* Worshipers of the halfling deity Cyrrollalee celebrate Hearthday.
* Followers of Tyr perform the ritual of Seeing Justice, at which a giant warhammer appears above the congregation glowing white hot.
* At dawn on this day in 717 DR, the boy prophet Rhyester miraculously receives his sight. In honor of this event, Waterdhavians celebrate the holiday of Rhyestertide by covering one eye until the next dawn.
* In 1374 DR, newly freed daemonfey recruited an army of orcs and ogres from Myth Glaurach and sought revenge on the descendants of the elves who imprisoned them.

## References

1. ↑ Eric L. Boyd (1998). *Demihuman Deities*. (Wizards of the Coast), p. 170. ISBN 0-7869-1239-1.
2. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 170. ISBN 978-0786903849.
3. ↑ slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 48. ISBN 0-7869-0391-0.
4. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 184. ISBN 978-0-7869-6625-7.
5. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 154. ISBN 978-0-7869-4731-7.
Bristar

**Bristar** was a village of moon elves in Deepingdale, and one of the largest community of elves in Cormanthor during the late 14th century DR. They had a strong alliance with the Dalesmen, lending their archers to the dale's militia in their shared fight against the drow.

## Activities

The elves of Bristar were particularly protective of Lake Eredruie, a sacred pool of water whose waters had healing properties to elves and half-elves.

## History

Following the great Retreat of the elves to the island nation of Evermeet, the elves of Bristar that chose to stay on the mainland allied themselves with Deepingdale over the Elven Court–aligned settlement of Semberholme. This decision added to the community's strength and prosperity in the wake of an overall decreased elven population.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 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. 128. ISBN 978-0-7869-4924-3.
Blink dog

* 5e
* 3e
* 2e
* 1e

A **blink dog** was a mysterious, intelligent canine creature. Most blink dogs had yellow-brown fur and large ears. They were well known for their ability to *blink*—a supernatural teleportation ability.

## Abilities

Blink dogs had an average intelligence. They had powerful senses, including the ability to see in low light and see in the dark, as well as possessing acute scent detection and tracking.

A blink dog's most well-known ability was its ability to *blink*, as well as use *dimension door*.

Blink dogs occasionally served as manifestations of the deities Baravar Cloakshadow, Marthammor Duin, and Urogalan.

## Society

Blink dogs spoke their own language. They had a long hatred of displacer beasts, and would attack them on sight.

## Further Reading=

* James Wyatt (March 2000). “Animal Henchmen”. In Dave Gross ed. *Dragon* #269 (Wizards of the Coast), p. 29.

### References

1. ↑ 1.0 1.1 1.2 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 318. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 28. ISBN 0-7869-2893-X.
3. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 57. ISBN 1-5607-6619-0.
4. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 10. ISBN 0-9356-9600-8.
5. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. p. 10. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
6. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. p. 13. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
7. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. p. 15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
Ches 13

**13 Ches**, or **the 13th of the Claw of Sunsets**, is the 74th day of the year in the Calendar of Harptos.

## On This Day

* Worshipers of Garl Glittergold celebrate the Communion of Laughter with various activities
* Worshipers of Tyr perform the ritual of the Maiming at which a giant gauntleted hand appears above the congregation and then disappears in an illusion of flaming blood

## References

1. ↑ Eric L. Boyd (1998). *Demihuman Deities*. (Wizards of the Coast), p. 152. ISBN 0-7869-1239-1.
2. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 170. ISBN 978-0786903849.
Chaotic Neutral

*This article is initially from the page **Chaotic Neutral** in the **Forgotten Realms Wikia**.*

 File:Simbul.jpg
The **chaotic neutral** alignment was freedom from both society's restrictions and the zeal of morality.

These characters followed their whims on an individualistic accord. They avoided authority, shook off societal restraints and challenge the status quo throughout their lives. These people often believed there was no order to anything, and used that as a guiding principle for their actions.

Chaotic neutral characters could be somewhat unpredictable, but their behavior was not totally random, or guided by undoing the work of others. While they valued their own liberty, they did not strive to protect, or inhibit, the freedom of others. On the other hand, they wouldn't intentionally disrupt organizations as part of a campaign of anarchy. To do either of these, they would had to have been motivated either by good, and desired to liberate the downtrodden, or by evil, and taken joy in making others suffer.

A wandering rogue who lived both by work for hire and petty theft was an example of a chaotic neutral character.

Opposing alignment

A chaotic neutral character disliked laws and regarded them as restrictions on their freedom. Lawful neutral characters were obsessed with guidelines and restrictions, and followed these codes to the letter. These two alignments were opposites.

## Appendix

### See also

* Creatures of chaotic neutral alignment
* Inhabitants of chaotic neutral alignment
* Chaotic neutral deities

### Notes

1. ↑ In 4th edition mechanics for *Dungeons & Dragons* chaotic neutral is found under the umbrella of the unaligned alignment.

### References

1. ↑ 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (August 2000). *Player's Handbook 3rd edition*. (Wizards of the Coast), p. 89. ISBN 0-7869-1551-4.
2. ↑ David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 66. ISBN 0-88038-716-5.
3. ↑ Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), p. 122. ISBN 978-0-7869-6560-1.
4. ↑ Jonathan Tweet, Monte Cook, Skip Williams (August 2000). *Player's Handbook 3rd edition*. (Wizards of the Coast), p. 88. ISBN 0-7869-1551-4.

Alignment
**1st, 2nd, 3.x, and 5th editions**

Lawful Good • Neutral Good • Chaotic Good

Lawful Neutral • (True) Neutral • **Chaotic Neutral**

Lawful Evil • Neutral Evil • Chaotic Evil

**4th edition**

Lawful good • Good • Unaligned • Evil • Chaotic evil
Bowshot

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

## Commerce

### Exports

Timber

**Bowshot** sits aside the Trade Way north of the Way Inn and south of Liam's Hold. It was name for its location, being a "bowshot" from the Misty Forest when the village was founded. The woods are now considerably farther away as the years of logging have taken their toll.

Recently caverns have been discovered at the western edge of the hamlet. The caves maybe connected to the upper Underdark and a large vein of silver.

## References

1. ↑ Ed Greenwood (1994). *Volo's Guide to the Sword Coast*. (TSR, Inc), p. 31. ISBN 1-5607-6940-1.
Calathanorgoth

**Calathanorgoth**, also known as **The Old One**, was a powerful black dragon dracolich who lived in the High Moor in 1370 DR.

## Relationships

The dracolich lived in the ruins of Orogoth with his offspring: the venerable mated pair Wastirek and Vilholin, their son the adult Woklef and the young Aswidorg, and the mature adult female Cheleen.

## Appendix

### Notes

1. ↑ Calathanorgoth is described as female in *Cult of the Dragon* (p. 54), as well as in the list of dragons in *Dragons of Faerûn* (p. 148). However, *Dragons of Faerûn* repeatedly refers to Calathanorgoth as male in prose (p. 94–97). This article adheres to the most widespread usage in the most recently published work, and treats Calathanorgoth as male.

### References

1. ↑ 1.0 1.1 1.2 1.3 Eric L. Boyd, Eytan Bernstein (August 2006). *Dragons of Faerûn*. (Wizards of the Coast), p. 148. ISBN 0-7869-3923-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Dale Donovan (January 1998). *Cult of the Dragon*. (TSR, Inc), p. 54. ISBN 0-7869-0709-6.
Ches 21

**21 Ches**, or **the 21st of the Claw of Sunsets**, is the 82nd day of the year in the Calendar of Harptos.

## On This Day

* Waterdhavians celebrate the beginning of Fleetswake, a tenday-long festival honoring maritime deities and trade.

## References

1. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 185. ISBN 978-0-7869-6625-7.
Brotha

**Brotha** was a small agricultural village found within the Barony of Ostel in Damara southwest of Heliogabalus.

## Activities

The farmland surrounding Brotha was quite productive, helping Ostel maintain their independence from the larger baronies of Damara.

Most of the people of Brotha harbored harsh feelings toward Baroness Sylvia, the ruler of Ostel. They were close allies with the people of Brandiar, who also wished to dethrone their ruler (also a close ally of Sylvia).

## Inhabitants

Tom Haystacks was the mayor of Brotha and her 400 inhabitants in 1357 DR.

## Rumors & Legends

It was rumored that Mayor Haystacks attempted to contact the Twilight Riders to secure their aid in overthrowing Baroness Sylvia.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 26. ISBN 0-88038-771-8.
2. ↑ R.A. Salvatore (1989). *The Bloodstone Lands (Map)*. (TSR, Inc). ISBN 0-88038-771-8.
3. ↑ Template:Cite book/The Bloodstone Lands/Cover sheet
Branta

* 3e

**Brantas** were herbivorous ungulates common to the North.

## Description

A branta had a horse-like body but with a longer, thick-muscled neck. Its hooves were surrounded by large folds of skin that spread out its weight for walking atop deep snow and for increasing its traction on slippery ice, making its feet appear like clubs in shape. The animal's snout was covered in a massive ridge of bone, which ended in two stubby nose horns.

## Behavior

Brantas were timid creatures who usually bolted when faced with danger. They use their long necks for browsing for food among the high pine boughs and their nose horns for uprooting plants. They prefer to eat in places where they can scout for danger with their long necks.

## Combat

If cornered, a branta could be dangerous. Rearing and turning with a skid, it could suddenly charge at its attacker, attempting to butt with its horns and fling its attacker into the air after vigorously shaking.

## Ecology

They lived in many terrains except for the most rocky and forest-covered. Brantas were immune to harm from the cold, so adapted they were to their environment. In contrast, they were especially sensitive to fire and heat.

 File:Branta-p120-Richard Sardinha.jpg
Like many animals, brantas had a highly developed sense of smell.

A group of branta was known as a *hala*. They also could be spotted in pairs or alone.

## Uses

Branta seemed impossible to truly tame, but branta *halas* were sometimes walled-in by orcs or even dragons in mountain valleys. Branta meat was light-colored and tough but very nourishing.

## Appendix

### Trivia

In the real world, *hala* is a word for "clan" for the Manchu people.

### 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 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), pp. {{#regex:120–121|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2835-2.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 W. Baur, J. Jacobs, G. Strayton (September 2004). *Frostburn*. (Wizards of the Coast), p. 113. ISBN 0-7869-2896-4.
3. ↑ 3.0 3.1 3.2 Richard Baker and James Wyatt (2004-03-13). Monster Update (Zipped PDF). Wizards of the Coast. p. 7. Archived from the original on 2016-11-01. Retrieved on 2018-09-10.
Captains' Court

The **Captains' Court** was the main government building in Luskan.

## Location

The palace was located one block ahead of the south wall of Luskan, specifically on Aldever's Street, opposite the Hall of Warriors.

## Interior

Several offices and assembly chambers were housed within the Captains' Court, not only for the High Captains of Luskan, but for their assistants as well.

## Activities

The High Captains governed Luskan from within here. As such, all laws (after approval by the mages of the Host Tower of the Arcane) were pronounced here.

## Defenses

Sets of guards and officers protected the hall from any intruders. At least thirty members of Luskan's militia guarded this single building, in and out. During assemblies of the High Captains, around a hundred soldiers could be on guard.

## Appendix

### Appearances

Novels
* *The Pirate King*

Video games
* *Gateway to the Savage Frontier*
* *Treasures of the Savage Frontier*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 117. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Beyond Software, Inc. (1991). Designed by Don L. Daglow. *Gateway to the Savage Frontier*. Strategic Simulations, Inc.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Stormfront Studios (1992). Designed by Mark Buchignani, Don L. Daglow. *Treasures of the Savage Frontier*. Strategic Simulations, Inc.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 23. ISBN 0-7869-0391-0.
5. ↑ Jennell Jaquays (1988). *The Savage Frontier*. (TSR, Inc), p. 31. ISBN 0-88038-593-6.
Chatulio

**Chatulio** was a copper dragon who helped Dorn Graybrook during the Rage of Dragons of 1373 DR.

## History

In 1373 DR, when the gold dragon king Lareth ordered all metallic dragons to hide in order to avoid the Rage, Chatulio was among those who disagreed, instead believing in searching for a cure. He joined his friend, the song dragon Karasendrieth, in investigating Northkeep on the trail of Sammaster.

Chatulio later helped defend the Monastery of the Yellow Rose against an attack by chromatic dragons allied with the Cult of the Dragon. Afterward, he and Kara began to search through the monastery's extensive archives for lore about the *Dracorage mythal*.

Chatulio eventually left the monastery, sensing he would soon succumb to the Rage. Using his powerful illusion magic to disguise himself as a black dragon, Chatulio infiltrated the chromatic dragons besieging the monastery and instigated a fight between their leader - the red dragon Malazan - and the green dragon Ishenalyr, who was one of the draconic mystics known as the hidecarved. After Malazan killed the green, Chatulio succumbed to the urges of the Rage and began laughing uncontrollably, exposing himself to the assembled dragons, who immediately killed and devoured him.

## Appendix

### Appearances

* *The Year of Rogue Dragons*
	+ *The Rage*
	+ *The Rite*

### References

1. ↑ 1.0 1.1 Richard Lee Byers (April 2004). *The Rage*. (Wizards of the Coast). ISBN 0-7869-3187-6.
2. ↑ Richard Lee Byers (January 2005). *The Rite*. (Wizards of the Coast). ISBN 978-0786935819.
Beholder zombie

* 5e
* 3e
* 2e

**Beholder zombies** were powerful zombies created from the reanimated corpses of dead beholders with the use of necromantic magic. Unlike the despotic death tyrants, they were mindless servants and retained no memory of their living selves.

## Description

Beholder zombies were decrepit and decayed, rotting corpses that barely resembled their original form. They could still hover but many of their eye rays were non-functional.

## Combat

Like normal zombies, beholder zombies were hard to keep down, mindlessly attacking anything in sight. Those who created them could give them simple orders to make them harder to face, but without these commands their attacks were entirely random. Their orders would need to be in Deep Speech or Undercommon so that they could be understood. The only rays still functional were paralysis, disintegration, enervation, and fear. It could use any of these at random, or attempt to bite living beings.

## Notable Beholder Zombies

In the late 15th century DR, the Xanathar's Thieves' Guild employed a beholder zombie to perform raid missions in Waterdeep.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. {{#regex:315–316|%(,)(\S)%|$1 $2}}. ISBN 978-0786965614.
2. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:26,265–267|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
3. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 21. ISBN 1-5607-6619-0.
4. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 34. ISBN 978-0-7869-6625-7.

### Connections

Beholders
Elder orb • Eye of flame • Eye of frost • Hive mother • Mindwitness
**Beholderkin**
Death kiss • Director • Eye of the deep • Gauth • Gazer • Gouger • Observer • Overseer • Spectator
**Undead beholders**
**Beholder zombie** • Bloodkiss beholder • Death tyrant

Zombies
Ash zombie • **Beholder zombie** • Juju zombie • Tyrantfog zombie • Tyrannosaurus zombie
Bluespawn stormlizard

* 3e

**Bluespawn stormlizards** were burly, horse-sized dragonspawn that sometimes acted as mounts for other spawn.

## Description

Bluespawn stormlizards were large creatures that resembled bulky, wingless blue dragons. They normally stood about 6 feet (**Expression error: Unexpected < operator.** meters) tall at the shoulder and weighed about 4,000 pounds (**Expression error: Unexpected < operator.** kilograms). Older stormlizards had darker scales.

## Ecology

Bluespawn stormlizards preferred to live in warm, dry regions. They naturally formed packs of four or eight, with an equal number of males and females in each group.

Bluespawn stormlizards were naturally immune to electricity, and could release electrical surges between them. They could also confer this immunity to other dragonspawn within 5 feet (**Expression error: Unexpected < operator.** meters) of them.

Bluespawn stormlizards reproduced on their own. Each stormlizard egg had two hatchlings in it, always producing same-sex twins. The twins would be inseparable from birth, and would grow listless and despondent if separated. If one twin died, the other would go on a mindless killing spree until it, too, died.

Bluespawn stormlizard pairs naturally sought out an opposite-sex pair for mating, but did not mate for life: within a pack, mates were known to change. The pairs used the same lair for their eggs, and twin fathers raised their sons together, and twin mothers raised their daughters together.

Bluespawn stormlizards recognized other dragonspawn as kindred creatures and refused to attack them. They could be domesticated if raised from the egg and trained as mounts, although the twins could not leave sight of each other.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Gwendolyn F.M. Kestrel (July 2006). *Monster Manual IV*. (Wizards of the Coast), pp. {{#regex:142–143|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3920-6.

### Connections

Dragonspawn of Tiamat
**Redspawn:** Birther • Devastator • Firebelcher
**Blackspawn:** Corrupter • Stalker
**Bluespawn:** Ambusher • Burrower • Godslayer • Stoneglider • **Stormlizard**
**Greenspawn:** Leaper • Razorfiend • Sneak • Zealot
**Whitespawn:** Hordeling • Hunter • Iceskidder
**Other Dragonspawn**
Brownspawn marauder • Felljaw • Grayspawn fleshtearer • Haraevor • Purplespawn nightmare
Black Raven River

The **Black Raven River** in the North was a tributary feeding into the River Mirar.

## Geography

Situated in a canyon near this river was the Raven Rock.

## Appendix

### References

1. ↑ 1.0 1.1 Black Isle Studios (August 2002). Designed by J.E. Sawyer. *Icewind Dale II*. Interplay.
2. ↑ {{#rreplace:Dale Henson/slade, Ed Greenwood, Julia Martin, Steven E. Schend, Jennell Jaquays/Paul Jaquays, Steve Perrin|([\w\.[:blank:]\[\]]+)\/([\w\.[:blank:]\[\]]+)|$1 (as $2)}} (April 1996). *The North: Guide to the Savage Frontier (The Wilderness)*. (TSR, Inc), p. 42. ISBN 0-7869-0391-0.
Blacklake Sewers

The **Blacklake Sewers** were the sewer system beneath the Blacklake District of Neverwinter.

## Geography

Most of the sewer system of Neverwinter was destroyed during the Ruining of 1451 DR, as many buildings collapsed over their foundations, leaving a maze of precarious wreckage and treacherous tunnels. The Blacklake Sewers survived the Ruining mostly unscathed, however. Despite this, much of the Blacklake Sewers were drowned by the waters of Blacklake.

## History

Around 1479 DR, the Dead Rats cell of Neverwinter had taken control of most of the sewer system of the Blacklake District.

## Appendix

### Appearances

Adventures

* *Lost Crown of Neverwinter*

Games

* *Neverwinter*

### External links

* Blacklake Sewers article at the ***Official Neverwinter Wiki***, a wiki for the *Dungeons and Dragons: Neverwinter* MMORPG.
* Blacklake Sewers (Instance) article at the ***Neverwinter Wiki***, a wiki for the *Dungeons and Dragons: Neverwinter* MMORPG.

### References

1. ↑ 1.0 1.1 1.2 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 164. ISBN 0-7869-5814-6.
2. ↑ 2.0 2.1 Cryptic Studios (June 2013). *Neverwinter*. Perfect World Entertainment.
3. ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 163. ISBN 0-7869-5814-6.
4. ↑ Erik Scott de Bie (2011). *Lost Crown of Neverwinter*. (Wizards of the Coast), pp. {{#regex:36–41|%(,)(\S)%|$1 $2}}.
Bluespawn burrower

* 3e

### Average length

8‒10 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)

### Average weight

4,000 lb (**Expression error: Unexpected < operator.** kg)

**Bluespawn burrowers** were large dragonspawn that lived in burrows in the deepest parts of deserts.

## Description

Bluespawn burrowers were large creatures that stood 5 ft (**Expression error: Unexpected < operator.** m) tall and were about 8‒10 feet (2.4‒3.0 meters) long. The front claws were massive, to aid in digging, and the tail had numerous spikes on it. Bluespawn burrowers weighed about 4,000 lb (**Expression error: Unexpected < operator.** kg). Their scales were normally a pearlescent deep blue, although the young were a dusky gray color.

## Combat

Bluespawn burrowers preferred to ambush their victims, bursting out of the sand and quickly attacking with their tail and electric blast. Bluespawn burrowers had a strong affinity for lightning, so much so that it coursed through their body constantly.

## Ecology

Bluespawn burrowers were not the most intelligent spawn of Tiamat, but they were often employed by other dragonspawn to dig out fortifications and monuments to the goddess. Using their lightning abilities, bluespawn burrowers could even craft glass at the direction of more intelligent dragonspawn.

Bluespawn burrowers preferred to live in the deepest parts of deserts near oases. However, servants of Tiamat would bring burrowers with them for building and fighting, so finding one far from a desert was not impossible.

Bluespawn burrowers were carnivores who hunted in small groups. They did not require much water and could go weeks without food. They preferred to remain near oases for the steady food supply; once a pack had exhausted the area's food supply, they moved on.

True to their name, bluespawn burrowers lived in burrows that were maintained by smaller pack members. Larger pack members acted as hunters.

It was not known if bluespawn burrowers were capable of reproducing like bluespawn ambushers, or if they were hatched in a different way like some other dragonspawn.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Gwendolyn F.M. Kestrel (July 2006). *Monster Manual IV*. (Wizards of the Coast), pp. {{#regex:138–139|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3920-6.

### Connections

Dragonspawn of Tiamat
**Redspawn:** Birther • Devastator • Firebelcher
**Blackspawn:** Corrupter • Stalker
**Bluespawn:** Ambusher • **Burrower** • Godslayer • Stoneglider • Stormlizard
**Greenspawn:** Leaper • Razorfiend • Sneak • Zealot
**Whitespawn:** Hordeling • Hunter • Iceskidder
**Other Dragonspawn**
Brownspawn marauder • Felljaw • Grayspawn fleshtearer • Haraevor • Purplespawn nightmare
Brecca Seathorne

* Profile
* Portrait

## History

### Early life

Having been forced out of his home after the arrest and summary execution of his parents and older siblings, Sir Brecca managed to escape the destruction of his ancestral home with some of his families prized heirlooms.
Haunted by his inability to save his loved ones, and burning with desire for revenge, he now wanders the realm as a sellsword hedge knight, saving his coin in hopes of hiring an army to reconquer his lands and fulfill his ambitions of revenge.
Unbeknownst to him some of these items were cursed and caused I'll fated turn after another.

### Lastest

His latest job was to guard a 'priest', although a unsettling feeling about the person who hired him and the priest he is looking after, the money was good.
Canary

The **canary** was a bird found in Faerûn. It was bright yellow in color and sang.

## Species

### Duathamper canary

This canary nested in the butternut trees on the River Duathamper in Cormanthor. It had yellow feathers and a green throat. It was notable for being regarded as Rillifane Rallathil's favorite creature, according to Makk Fireseed and the elves of the Tangled Trees. They believed the canary's yellow feathers were symbolic of the sun, and that its green throat represented the leaves of trees.

## Uses

Many dwarven miners of northern Faerûn, such as those of Earthfast, took caged canaries with them into the mines. If the air turned bad, then the canary died first. They adopted this practice as a certain glowing fungus, which changed color in bad air and was used by southern dwarves, tended to die in cold northern climates.

Ironlord Torg mac Cei of Earthfast developed a liking for them, and kept several as pets. He often carried a fine golden cage about with him, even on campaign and in battle.

## References

1. ↑ 1.0 1.1 1.2 James Lowder (January 1991). *Crusade*. (TSR, Inc), p. 140–141. ISBN 0-8803-8908-7.
2. ↑ James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), p. 4. ISBN 1-5607-6917-3.
3. ↑ 3.0 3.1 Ed Greenwood (October 1990). *Dwarves Deep*. (TSR, Inc.), p. 61–62. ISBN 0-88038-880-3.
Ches 25

**25 Ches**, or **the 25th of the Claw of Sunsets**, is the 86th day of the year in the Calendar of Harptos.

## On This Day

* Zakharans honored their ancestors, both living and dead, with the Feast of the Ancestors on the 25th day of Magarib.

## References

1. ↑ Tim Beach, Tom Prusa and Steve Kurtz (1993). *Al-Qadim: City of Delights (Golden Huzuz)*. (TSR, Inc), pp. {{#regex:18–19|%(,)(\S)%|$1 $2}}. ISBN 1-56076-589-5.
Blue slaad

* 5e
* 4e
* 3e
* 2e
* 1e

**Blue slaadi** were a type of slaad.

## Description

Blue slaadi had bone hooks protruding from the backs of their hands. If a humanoid was hit by one of these hooks, it could become infected with a disease known as chaos phage.

If allowed to run its course, chaos phage would drain the life of the humanoid within days. If a sufficiently powerful spellcaster was killed by chaos phage, he or she was instantly transformed into a green slaad. Otherwise, the disease produced a red slaad. In either case, the creature retained all its memories. The only way to revert this transformation once it was completed was through the use of a *wish* spell.

Blue slaadi matured from slaad tadpoles that were born from eggs laid by red slaadi in humanoids.

## Appendix

### Appearances

* *Waterdeep: Dungeon of the Mad Mage*
* *Dark Pyramid of Sorcerer's Isle*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), pp. {{#regex:274–276|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6560-1.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 238. ISBN 978-0-7869-4852-9.
3. ↑ Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 229. ISBN 0-7869-1552-1.
4. ↑ Allen Varney, ed. (June 1994). *Planescape Monstrous Compendium Appendix*. (TSR, Inc.), p. 88. ISBN 978-1560768623.
5. ↑ Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 80. ISBN 0-9356-9621-0.
6. ↑ 6.0 6.1 Claire Hoffman (2015-03-01). *Dark Pyramid of Sorcerer's Isle* (DDEX1-11) (PDF). D&D Adventurers League: Tyranny of Dragons (Wizards of the Coast), pp. {{#regex:19,28–33|%(,)(\S)%|$1 $2}}.
Cape Velen

**Cape Velen** was a lightly-populated duchy in Tethyr ruled in 1369 DR by Duke Llachior Blackthorn.

## Geography

Cape Velen encompassed the Dragon's Neck Peninsula, which was also called the Velen Peninsula or the Tethyr Peninsula. Most of the settled land was on the coast; the interior of the peninsula was forested and connected to the Forest of Tethir to the east.

This duchy contained the counties of Firedrake, Fyraven, and Greenshores.

## Government

Duke Llachior Blackthorn ruled the Cape from castle Tordraken.

## History

The founding clans of Tethyr originated in this part of the country.

The coast of Cape Velen was struck by an immense tidal wave on Midsummer Night in the Year of Silent Screams, −133 DR. The flooding killed a large percentage of the population of the peninsula, including all the members of Clan Tarseth, and destroyed the city of Velen.

## Rumors

Cape Velen was said to have been infested with ghosts. The people living there, however, did not seem much bothered by this.

By 1369 DR, the Twisted Rune had placed a magical gate in the area to allow for instantaneous movement to other locations.

## Appendix

### References

1. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book One: Tethyr*. (TSR, Inc.), p. 1. ISBN 0-7869-0697-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Steven E. Schend (1997). *Lands of Intrigue: Book One: Tethyr*. (TSR, Inc.), p. 57. ISBN 0-7869-0697-9.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 157. ISBN 0-7869-1836-5.
4. ↑ Scott Haring (1988). *Empires of the Sands*. (TSR, Inc), p. 40. ISBN 0-8803-8539-1.
5. ↑ 5.0 5.1 Steven E. Schend (1997). *Lands of Intrigue: Book One: Tethyr (back cover)*. (TSR, Inc.). ISBN 0-7869-0697-9.
6. ↑ 6.0 6.1 6.2 Steven E. Schend (1997). *Lands of Intrigue: Book One: Tethyr*. (TSR, Inc.), p. 27. ISBN 0-7869-0697-9.
7. ↑ 7.0 7.1 7.2 Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), pp. {{#regex:21–22|%(,)(\S)%|$1 $2}}. ISBN 978-0786912377.
8. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book Three: Erlkazar & Folk of Intrigue*. (TSR, Inc), p. 24. ISBN 0-7869-0697-9.

### Connections

Territories of Tethyr
Counties, Duchies, & Principalities of the Kingdom of Tethyr
**Principality of the Corsairs' Sea**
***Duchy of Cape Velen***: Firedrake • Fyraven • Greenshores **~** *Duchy Noromath* **~** *Duchy Durmista*

**Principality of Ankramir**
*Duchy Kamlann*: Starspur • Uluran **~** *The Purple Marches*: Vintor • Bardshyr • Elemetar **~** *Duchy Ankaram*: Calimmon • Monteshi

**The Crown Lands**
Ithmonn • Rivershire • Varyth • Spellshire

**Principality of the Iltkazar Highlands**
*The Golden Marches*: Valashar • Hazamarch • Morninggold **~** *Duchy of Suretmarch*: Alonmarch • The Mir Protectorate • Surkazar
Charthraxis

**This article or section is about elements from the**
* ***Neverwinter* game.**

Video games are considered **canon** *unless* they contradict content in some other *Forgotten Realms* publication.

## Basic Information

### Race

Green dragon

**Charthraxis** was a green dragon that was working with the Cult of the Dragon in Neverwinter's Neverdeath Graveyard.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Cryptic Studios (June 2013). *Neverwinter*. Perfect World Entertainment.
Blazon

## The Blazon

The **Blazon** was a small, wood-framed, tavern and inn located within the village of Deadsnows during the 14th century DR. It was considered one of the best taverns in the bar, thanks to the efforts of its proprietor, a shrewd businessman named Lonnor.

## Description

A wooden sign adorned the front of the tavern, emblazoned with a painting of a large shield with simple heraldry. It featured a green field, with a broad white band across its center. Despite its common appearance, the origins of its meaning were unknown to Lonnor since he bought the Blazon.

## Patrons

Before the gold rush, the Blazon primarily catered to local lumberers, merchants, or herders from the upland pastures. After the influx of travelers into Deadsnows, the regulars came in for some refuge from the constant hustle and bustle of new travelers looking to strike it rich. They were less-than-cordial to strangers, but mainly kept to themselves.

## Services

The blazon had three rooms for rent, each of which could accommodate six people in relative comfort. Following Deadsnows' boom in population after the region's gold rush in 1372 DR, Lonnor raised the price of a room to 5 gp a night.

The kitchen offered visitors a plate of roast meat, either beef or mutton, with a side of boiled potatoes and vegetables for 5 sp a plate.

## History

Like the rest of Deadsnows, the Blazon was destroyed by the Spellplague in 1385 DR.[*citation needed*][speculation]

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 141. ISBN 0-7869-2835-2.
2. ↑ 2.0 2.1 2.2 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 139. ISBN 0-7869-2835-2.
3. ↑ Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 74. ISBN 0-7869-2835-2.