recursal/Fanatic-Fandom huggingface dataset:
Crag cat

* 5e

**Crag cats** were predators that were well adapted to almost all terrains.

## Description

Crag cats were grey during most of the year, but they turned white during the winter to better hide in the snow.

## Behavior

The cry of a crag cat resembled a scream of terror in order to attract humans.

## Combat

Crag cats had extraordinary resistance to magic, and were capable of reflecting spells back to their casters.

## Ecology

Crag cats were well adapted to any terrain, except for dense forests. They were often solitary, but could also be found in packs and family groups with their cubs. These packs were particularly dangerous during harsh winters.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 240. ISBN 978-0786966004.
Devourer

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

**Devourers** were fiends who acted in the service of Orcus. They were used to create armies of undead by consuming the bodies and souls of humanoids. Lesser demons could be promoted to devourers by proving themselves to Orcus.

A devourer created new undead by bringing a humanoid creature to the brink of death, and then trapping its victim inside its ribcage. While there, the devourer tortured its victim's soul with telepathic noise until death, after which an undead would come out in its service.

## Appendix

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### Further Reading

* Owen K.C. Stephens (May 2007). “The Ecology of the Devourer”. In Erik Mona ed. *Dragon* #355 (Paizo Publishing, LLC), pp. {{#regex:58–63|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, *et al*. (November 2016). *Volo's Guide to Monsters*. Edited by Jeremy Crawford, *et al*. (Wizards of the Coast), p. 138. ISBN 978-0786966011.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 68. ISBN 978-0-7869-4852-9.
3. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 58. ISBN 0-7869-2893-X.
4. ↑ Monte Cook, ed. (1998). *Monstrous Compendium Planescape Appendix III*. Edited by Michele Carter and Ray Vallese. (TSR, Inc.), p. 32. ISBN 0-7869-0751-7.
Drunken Lion

The **Drunken Lion** was an alehouse in Archenbridge, Archendale as of 1369 DR. It was predominantly patroned by local loggers, trappers and Ridesmen.

## Prices

A draft of beer cost 4 cp and a flagon of wine was 2 sp.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 14. ISBN 978-1560766674.
Driftwood Tavern

The **Driftwood Tavern** was a fine inn and tavern, which also doubled as a museum, located in the Blacklake District of Neverwinter.

## Description

The Driftwood Tavern was decorated with curios and relics of Neverwinter before its fall. Old statutes decorated its corners, ornate doors pulled from the wreckage doubled as fine tables, and unbroken panes of stained glass hung overhead as chandeliers. The patrons of the Driftwood Tavern believed this was a proper way to honor the past of the City of Skilled Hands.

## Services

Drinks, meals, and rooms were quite expensive in the Driftwood Tavern, catering to a richer clientele than other similar establishments in Neverwinter. For the (expensive) price of a drink or two, customers could also learn about old Neverwinter from Madame Rosene, the owner.

## History

The Driftwood Tavern was built years before 1385 DR, and it survived both the Spellplague and the eruption of Mount Hotenow nearly unscathed. During the years before Dagult Neverember reclaimed Neverwinter, the Driftwood Tavern acted as a city hall of sorts.

During the rule of Neverember, the Driftwood Tavern was a meeting place for members of the Graycloaks.

## Appendix

### External links

* Driftwood Tavern article at the ***Official Neverwinter Wiki***, a wiki for the *Dungeons and Dragons: Neverwinter* MMORPG.
* Driftwood Tavern article at the ***Neverwinter Wiki***, a wiki for the *Dungeons and Dragons: Neverwinter* MMORPG.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 154. ISBN 0-7869-5814-6.
Darkvision

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

*This article is about a creature ability. For the novel, see Darkvision (novel).*
**Darkvision** referred to the ability to see in the dark by allowing a creature to discern forms, as in normal daylight vision, only in shades of greys. Monsters with this ability could only see in the dark up to a certain radius.

It was similar to low-light vision, a trait more commonly found among surface races. Underground creatures often had darkvision, including drow, illithids, and minotaurs.

## Appendix

### References

1. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast). ISBN 978-0786965614.
Dread wolf

* 2e

A **dread wolf** was a magically animated undead wolf that was controlled by a mage.

## Description

Dread wolves were very rare, and generally resembled normal wolves. They acted as conduits to evil mages who could see and hear all that the dread wolves could. Thus, the undead creatures were used as scouts that were under direct control of their magical masters.

The wolves certainly resembled their undead state; they had rotted fur and reeked of death.

## Combat

These wolves fought as ordinary wolves usually would: with their claws and ferocious bites. However, their creators could order many dread wolves to attack together, and employ advanced group tactics. However, the mage must have been within 50 miles (80 kilometers) in order to maintain control. As well as their evolved combat strategies, dread wolves could quickly regenerate, similar to trolls. In addition to this similarity, the undead wolves were only able to be permanently damaged by acid or fire. They were immune to many spells, such as *charm* and *hold*, and all cold-based attacks. They were also resistant to electricity damage.

Dread wolves caused their foes to becoming infected by a vile, rotting disease. The disease drained the infected creatures of health until they died, or were cured.

## Ecology

These wretched wolves could only be created by evil wizards. The wizards must have had access to four to twelve dead wolves, a variety of spells, and access to magic of the Negative Energy plane. The spells required were *summon shadow*, *animate dead*, and *dismissal*. The necromantic ritual took an hour, and must have been carried out without distraction, otherwise the mage would be blasted by energy from the Plane of Death.

## History

These undead beings were originally created by a renegade mage on Krynn, named Galen Dracos. Their method of creation became known to the mages of other worlds across the Prime Material plane.

## Appendix

### Further Reading

* Tim Malto (October 1991). “Cry Wolf!”. In Roger E. Moore ed. *Dragon* #174 (TSR, Inc.), p. 23–27.

### Appearances

Video games
* *Baldur's Gate*
* *Neverwinter Nights*

### 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 1.14 1.15 David Wise ed. (December 1994). *Monstrous Compendium Annual Volume One*. (TSR, Inc). ISBN 156076838X.
2. ↑ 2.0 2.1 Tim Malto (October 1991). “Cry Wolf!”. In Roger E. Moore ed. *Dragon* #174 (TSR, Inc.), p. 23–27.
Den of the Seven Vales

**This article or section is about elements from the**
* ***Baldur's Gate* series of games.**

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

## Basic Information

### Staff

1 bartender
 1 security guard (who was also the financial advisor)

### Services provided

Drinks
Rooms for rent

The **Den of the Seven Vales** was a tavern, frequented by peasants in the Guards District of Athkatla. Owing to the tendency of the original owner, Richard, to hire belly dancers, it was originally called the **Den of the Seven *Veils***, due to the veils worn by such dancers. After he passed away, his wife, Patricia, fired the dancers and renamed the tavern to The Seven *Vales*.

## Interior

The front bar-room contained a small service table, as well as many other tables and chairs. The back room was unmanned, but was filled with food and bottles of wine. It was fairly well lit for the societal class it appealed to. The upper floor contained a medium-sized room, containing a few beds and storage chests. Adventuring groups often preferred to stay on this floor.

## Services

The den offered a small, and cheap, selection of brews. The main bar was manned by the misandrist bartender, Patricia. She would often refuse to talk to male patrons, and would not give up much information to them. However, she would serve them and put them up for the night.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 8. ISBN 0-7869-1626-5.
2. ↑ 2.0 2.1 2.2 BioWare (September 2000). Designed by James Ohlen, Kevin Martens. *Baldur's Gate II: Shadows of Amn*. Black Isle Studios.
Dulbiir's

**Dulbiir's** was an unusual, but popular, shop in Arabel, Cormyr, as of 1368 DR. Urtos Dulbiir, the owner of the shop, lent his name to the building.

## Activities

Dulbiir's cornered the market on renting out costumes to their clientele. These costumes ranged anywhere from simple slave rags to elaborate clerical garments and everything in between. Clients could even rent costumed escorts, also provided by Urtos, to accompany them to the ballrooms or other festivals in Arabel.

Many of Urtos's clients came to his shop specifically to witness the "playacting", either as active participants or to view the spectacles anonymously from behind magical shadow-screened rooms. Playacting consisted of roleplaying by the costumed clients and could be quite entertaining for all. Urtos charged 5 gold pieces per hour, plus the cost of drinks, for voyeurs to watch others perform this spectacle.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), pp. {{#regex:73–74|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0151-9.
Dominion of the Burned

The **Dominion of the Burned** was a small and isolated tribe of savage firesoul genasi who lived in the ruined fortress of Glaur.

## History

Genasi members of the Burned believed themselves the original strain of their race, created by the primordial Nehushta long ago to serve as her slaves. Genasi from other regions believed the Burned to be a degraded strain instead, one that could not survive without the use of the Birthing Furnace. Although the Burned were composed only by genasi of the firesoul manifestation, it was rumored that in the distant past the tribe have had members of all manifestations.

Regardless of the truth, the members of the Dominion of the Burned had lived in the fortress of Glaur for thousands of years before the Spellplague sent Laerakond to Toril. In 1469 DR, Brindol became the leader of the few Burned who survived an anaxim invasion. Under his leadership, the Burned were able to conquer the small section of Glaur known as the "Dominion of the Burned".

## Membership

The Burned was composed only of genasi of the firesoul manifestation. This was due all members of the Burned were sterile, unable to replenish their numbers normally. To survive, the Burned depended on the use of the artifact known as the Birthing Furnace.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Bruce R. Cordell (May 2009). “Gontal: Dominions of Nehu”. In Chris Youngs ed. *Dragon* #375 (Wizards of the Coast), p. 79.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Bruce R. Cordell (May 2009). “Gontal: Dominions of Nehu”. In Chris Youngs ed. *Dragon* #375 (Wizards of the Coast), p. 78.
Dalagar's Dagger

**Dalagar's Dagger** was the highest peak in the northeast section of the Nether Mountains.

## History

The Dagger was named after Dalagar the dwarf who tried to climb the mountain around 372 DR and fell to his death. Over the years many dying blue, green, and black dragons have committed suicide by impaling themselves on the knifelike pinnacle. Their bones were scattered all around the peak and among them there were gems and jewelry that covered their scales with in life. This treasure remained mostly untouched since the Moruemes (who have never dared to touch a single coin) tenaciously defended the place against any approaching creatures. The dragons of the Morueme clan seemed to be aware when someone was trying to reach the hoard. On two different occasions they ripped two young dragons to pieces who came there to plunder the riches. It was discovered later that one of these two young dragons was a mage under the effects of transformation spell. Members of the Morueme clan would later find out the mage's residence and publicly return his remains there as warning to other equally ambitious wizards.

## References

1. ↑ 1.0 1.1 1.2 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 12. ISBN 0-7869-2835-2.
Demonflesh golem

* 3e

**Demonflesh golems** were similar to flesh golems, but were created from the remains of demons. Many of them were found in the Nine Hells, built with the remains of fiends slain during the Blood War.

## History

The earliest known example of a demonflesh golem was built from the remains of a demon named Llargash, who was defeated in the Blood War by a powerful devil named Maligothez. Maligothez stripped the flesh from Llargash's corpse, and, after some alchemical experimentation, grafted the flesh to the skeleton of a troll and reanimated the resulting monstrosity. Maligothez was ultimately slain by rival devils, but his creation outlived him, and managed to take revenge against many of its masters attackers. Since that time, the creation of demonflesh golems had become something of a perverse sport amongst many inhabitants of the Nine Hells.

## Appendix

### Appearances

Computer games

* *Neverwinter Nights: Hordes of the Underdark*

### References

1. ↑ 1.0 1.1 1.2 Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, and James Wyatt (April 2003). *Fiend Folio*. (Wizards of the Coast), pp. {{#regex:86–88|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2780-1.
2. ↑ BioWare (December 2003). Designed by Brent Knowles. *Neverwinter Nights: Hordes of the Underdark*. Atari.

### Connections

Golems
**Flesh golems**
 Brain golem • **Demonflesh golem** • Nyraala golem
 **Miscellaneous Golems**
 Adamantine golem • Burning man • Clay golem • Crystal golem • Gloom golem • Half-golem • Iron golem • Magic golem • Necrophidius • Sand golem • Scarecrow • Spiderstone golem • Stained glass golem • Stone golem • Stone guardian • Stone juggernaut
Doomspire

**Doomspire** was a hobgoblin village guarding Morueme's Cave in the Nether Mountains.

## Notable Inhabitants

* Haurstagh
* Magalvahg
* Burgrum
* Vaughak

## References

1. ↑ 1.0 1.1 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), pp. {{#regex:13–14|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2835-2.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 14. ISBN 0-7869-2835-2.
Dire tiger

## Saber-Toothed Tiger

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

“
*This immense, monstrous feline is almost as tall at the shoulder as a human. It has a long body with bold stripes and paws the size of bucklers.*
”

**Dire tigers**, also called **smilodons**, were giant cats with a pair of huge fangs jutting from their powerful jaws. Due to these teeth, they were often referred to as **saber-toothed tigers**.[*citation needed*] Dire tigers preyed on just about anything that moved, patiently stalking a potential meal, and striking whenever the creature let down its guard.

## Physical description

Dire tigers grew to be over 12 feet long and could weigh up to 6,000 pounds.

## Combat

A dire tiger attacked by running at prey, leaping, and clawing and biting as it raked with its rear claws.

## Appendix

*Our community needs more information on this page! Can you help out? Click here to add more.*
### Gallery

NwN Dire Tiger.jpg*A dire tiger from* Neverwinter Nights*.*
### Appearances

Computer games

* *Neverwinter Nights*

### References

1. ↑ 1.0 1.1 David "Zeb" Cook *et al.* (1989). *Monstrous Compendium Volume One*. (TSR, Inc), pp. {{#regex:20–21|%(,)(\S)%|$1 $2}}. ISBN 0-8803-8738-6.
2. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 336. ISBN 978-0786965614.
3. ↑ Rob Heinsoo, Stephen Schubert (May 19, 2009). *Monster Manual 2 4th edition*. (Wizards of the Coast), p. 199. ISBN 0786995101.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 65. ISBN 0-7869-2893-X.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 94. ISBN 0-9356-9600-8.

### Connections

Dire animals
Dire bat • Dire bear • Dire boar • Dire hawk • Dire lion • Dire rat • **Dire tiger** • Dire weasel • Dire wolf • Mammoth • Tundra yeti
Dark Sun (temple)

## The Dark Sun

**The Dark Sun** was a temple to Cyric in the town of Llorkh in the 1360s DR. It was led by the high priest Mythkar Leng.

It was constructed by Zhentilar soldiers to reinforce Zhentarim power over the town, which had been conquered by them before 1357 DR. It was built and thriving by 1367 DR, and was still operating through 1370 DR.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 214. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), pp. {{#regex:113–114|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6617-4.
3. ↑ 3.0 3.1 Warning: book within boxed set not specified for Ruins of Zhentil Keep
4. ↑ 4.0 4.1 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 61. ISBN 0-7869-0391-0.
Curious Past

The **Curious Past** was the antiquities store of Bronwyn Caradoon in the Castle Ward of Waterdeep.

## Services

The shop dealt in exotic items of fairly dubious legality while also being a front for Harper activity.

## Inhabitants

* Alice Tinker
* Bronwyn Caradoon

## Appendix

### References

1. ↑ Eric L. Boyd (June 2005). *City of Splendors: Waterdeep*. (Wizards of the Coast), pp. {{#regex:98–99|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3693-2.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Eric L. Boyd (June 2005). *City of Splendors: Waterdeep*. (Wizards of the Coast), p. 74. ISBN 0-7869-3693-2.
3. ↑ 3.0 3.1 Eric L. Boyd (June 2005). *City of Splendors: Waterdeep*. (Wizards of the Coast), p. 73. ISBN 0-7869-3693-2.
Darvoro's Plates

**Darvoro's Plates** was a successful plate stamping and engraving business in Khôltar, south Faerûn, *circa* the Year of Wild Magic, 1372 DR. This location was formerly owned by the **House of the Lions** trading coster.

## Location

Darvoro's Plates was located just inside Farrgaunlar, the southern gate through the walls around Khôltar, at the southeast corner of the North Way and Raelrur's Run. It was the first building on the right (east) after entering Farrgaunlar from the south. On Darvoro's right was an unnamed lane that circumnavigated the city, mainly used by the garthraun (police) because it connected all the guard towers on the inner wall. On the left was Raelrur's Run running eastward. Across Raelrur's Run to the north was Pauntraal, the garthraun headquarters and duty house for Farrgaunlar. Across the wide, courtyard-like intersection of North Way and Hael Way, on the other side of the gate, was Harth Trithketh's House of Welcome.

## Structure

This stone building resembled a fortress tower or keep, with walls that rose above the traffic, narrowing as it went, and then flaring out again with an exaggerated crenelated crown. The merlons of the decorative battlements were stone-carved lions that looked down on the streets with challenging roars.

## Services

Darvoro's Plates manufactured a wide variety of metal plates: lowly kickplates, lock-guard plates around keyholes, doorplates to display names or addresses, engraved plaques, and even heraldic blazons, escutcheons, and coats-of-arms as big as a human door. Shipping to most any civilized place in Faerûn was available as long as Darvoro received payment first. Many merchants that traveled for a living bought blank plates from Darvoro's and resold them elsewhere. Darvoro had a special counter set up (just inside the door with easy access to the street) to service these speculators who were responsible for more than half of his sales.

## History

Before Darvoro bought the building, it was home to the House of the Lions coster. They specialized in fast-moving caravans that ran between Khôltar and Var the Golden, but were not able to sustain the business.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. {{#regex:69–70|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Template:Cite web/Elminster Speaks/Part 55: Khôltar, Part 6, Looking Around the Farrgaunlar
3. ↑ Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. p. 67. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
4. ↑ Template:Cite web/Elminster Speaks/Part 53: Khôltar, Part 4, Our Tour Begins
Crescent Moon (inn)

## Crescent Moon

The **Crescent Moon** was an inn found in the Temple District of Ravens Bluff during the 14th century DR. It was favored among, and catered specifically to, the halflings living in and traveling through the city.

## Description

Quite modest in size, which was a blessing for the inn's regular clientele, the Crescent Moon's taproom featured a monstrous stone fireplace that erupted out the center of the bar floor. It was covered in several warming shelves, with thin staircases that allowed patrons to climb up for warmth and comfort.

Most of the furniture within the inn was scaled for its halfling clientele. However, there were several tables and chairs in the back for visiting "big folk" (as they were so referred).

## Clients and activities

The Moon was extremely popular among the city's halfling community and served as a home-away-from-home for many Hin travelers. The inn had strong ties with both the Minstrelwish noble family and the Silent Network. The Moon's proprietor, Harold Pierre, married Lady Kassandra, who served as deputy guildmaster of the network of informants and was heir apparent to the fortunes of the halfling noble house. While Lady Kassandra took up residence with her new husband in the inn, her family practically joined them, considering all the time they spent enjoying its rustic comfort. Furthermore, the Silent Network used the inn as a sort of *de facto* guildhall in the late 1300s DR, thanks to the influence of Lady Kassandra.

## References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 117. ISBN 0-7869-1195-6.
2. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 56. ISBN 0-7869-1195-6.
Delhalls

**Delhalls** was a dwarven mine in the land of Vaasa.

By the 14th century DR, it had long been frozen under the Ice Run glacier, but was estimated to remain rich with deposits of bloodstone, emerald, and ruby, and to still hold workable veins of copper and iron.

Around 1372 DR, melting at the edge of the glacier exposed Delhalls and the neighboring mine of Talagbar.

## Appendix

### References

1. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 110. ISBN 0-7869-1836-5.
Dragon's Codpiece

## The Dragon's Codpiece

The **Dragon's Codpiece** was a tavern in Carradoon.

## Services

The inn had a few rooms on the top floor, and was often rented out by those of the surrounding areas, such as the priests of the Edificant Library. Night Masks and those in the worship of Talona would also stay here. Alcohol and food were served here, and the Harrimans were more than happy to take such food to the patron's rooms.

A large hearth area for socializing with other patrons was located on the ground floor. The modest innkeeper allowed some patrons to sleep here.

## History

The famed scholar, Cadderly Bonaduce, made the inn a temporary home after his choice to leave the Edificant Library. Here he studied the *Tome of Universal Harmony*, giving him great insights into clerical magic. In the months of staying at the Dragon's Codpiece, he became attuned to the song of Deneir's holy tome. Here, he acquired the ability to detect how others were feeling by observing "shadows" on their shoulders, the power to magically command others, and many other skills.

Due to Cadderly taking up residence here, the Night Masks attacked the Dragon's Codpiece through deception and pure force. Several parts of the building were destroyed, and the Edificant Library's headmaster, Avery, as well as the innkeeper's son, Brennan were killed. Here, Cadderly was able to communicate with both the spirits of Avery and Brennan. The scholar was able to bring his friend, Brennan, back to life. He found the spirit of Avery at rest with his deity, Deneir.

## Inhabitants

As well as the standard patrons, some of the more well-known residents were:

* Cadderly, a powerful cleric of Deneir
* Danica, a discipline and monk of Grandmaster Penpahg D'Ahn
* Ivan, a dwarf fighter
* Pikel, a dwarf druid and fighter
* Avery, a headmaster of the Edificant Library
* Bogo Rath, wizard of Talona and apprentice to Aballister Bonaduce
* Ghost, an assassin of the Night Masks
* Kierkan Rufo, priest of the Edificant Library

## Appendix

### Appearances

Novels
* *Night Masks*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 R.A. Salvatore (May 2000). *Night Masks*. (Wizards of the Coast). ISBN 978-0786916061.
Construct

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

**Constructs** are either animated objects or any type of artificially constructed creatures. Most constructs are non-intelligent automotons with neither a soul nor a purpose beyond the service of their creator. Because few constructs are truly alive, usually operated only by a "spark" of life, most constructs are immune to attacks that target the living. These "dead" constructs possess low-light vision and darkvision and are immune to mind-altering, poison, sleep, paralysis, stunning, disease-related, and death effects. Neither do these constructs require sleep or take part in any metabolic activities, such as eating or breathing.

The major exception to this rule are living constructs, which include warforged.

## Types of Constructs

### Crawling Claws

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These constructs are masses of amputated left humanoid hands.

### Golem

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These constructs are an amalgam of several types of magically created combatants with incredible defenses.

### Helmed Horror

**Script error: The function "main" does not exist.**

These constructs are animated suits of plate mail armor.

### Homunculus

**Script error: The function "main" does not exist.**

These small constructs are created to aid spellcasters.

### Inevitables

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These constructs come from Dweomerheart.

### Shield Guardian

**Script error: The function "main" does not exist.**

These large constructs serve to protect wizards.

### Tomb Tappers

**Script error: The function "main" does not exist.**

These constructs were long ago creations of Netheril.

## References

1. ↑ 1.0 1.1 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 281. ISBN 978-0-7869-4852-9.
Doomsept

* 4e

A **doomsept** was a wraith-like 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

Doomsepts resembled humanoid warriors. They wielded wraith-like weapons.

## Background

Doomsepts were created by fusing seven different spirits into one being. Each spirit provided a unique characteristic or ability to a given doomsept.

According to some legends, if the name of one of the spirits that composed a doomsept was said loud, the doomsept stopped all activity and the called spirit was compelled to answer the caller, as if under the effect of a *speak with dead* spell. After all answers were given, the doomsept resumed its attack, this time more viciously.

Doomsepts 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), p. 253. ISBN 978-0-7869-4924-3.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 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. 253. ISBN 978-0-7869-4924-3.
Displacer serpent

* 3e

A **displacer serpent** was a magical beast, a snake-like with a *displacement*-like ability.

## Description

A displacer serpent resembled a snake some 8 feet (2.4 meters) in length and 200 pounds (90 kilograms) in weight. It had a soft scaly hide a deep blue-black in color. Down its flanks ran two bright, glowing violet stripes, which appeared almost to hover away some distance from the beast's body. Its eyes were glowing green color.

## Behavior

The displacer serpent was sentient, though not very intelligent, and had a furtive manner, attacking if hungry or bored and fleeing if threatened. They were ravenous carnivores, however, able to eat any living creature. They preferred small prey but were not shy of hunting large creatures. They normally dwelt in warm forests and made nests of hair and detritus.

They spoke Draconic, but not well, and with a hissing tone. Some might be taught to say other words.

## Abilities

The displacer serpent's key ability was its *displacement*-like power: it was permanently shrouded in a glamer than bent light and made it appear always to be in a slightly different location. It was thus very difficult to target or attack a displacer serpent, without a *true seeing* spell or effect.

The serpent was a skilled climber and swimmer.

## Combat

Displacer serpents were unimaginative in battle, simply attacking directly and fleeing when injured or scared.

## History

A nest of displacer serpents inhabited the old ruins of a citadel north of Wheloon in Cormyr. When clerics of Shar came to construct a false Temple of Mystra on the site in the Year of Lightning Storms, 1374 DR, they confronted the beasts, but the serpents bowed their heads and offered to serve. The displacer serpents' coloring matched the symbol of their goddess, so the clerics saw this as a sign from Shar, and accepted. Thereafter, three displacer serpents occupied the altar room, feeding on the flesh of dead petitioners. They learned to say the goddess's name, as "Sharsssss".

## 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 1.12 1.13 Mike Donais, Skaff Elias, Rob Heinsoo, and Jonathan Tweet (October 2003). *Miniatures Handbook*. (Wizards of the Coast), pp. {{#regex:60–61|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3281-3.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), pp. {{#regex:32–33|%(,)(\S)%|$1 $2}}. ISBN 07-8694-119-7.
3. ↑ 3.0 3.1 Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), p. 19. ISBN 07-8694-119-7.
Director

* 3e
* 2e

**Directors** were beholder abominations that served as hive shock troops.

## Description

The director was extremely large, being around 9 ft (2.7 m) in diameter. Its central eye was proportionately smaller than that of a true beholder. Directors possessed only six eyestalks atop their bodies and three clawed tentacles located on their undersides. They used these tentacles to ride their mounts.

## Society

A director's primary function was as a cavalry fighter. They possessed a mind-link with specialized riding animals.

## Appendix

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### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Jeff Grubb (1990). *Monstrous Compendium Spelljammer Appendix 1*. Edited by Mike Breault. (TSR, Inc.), p. 10. ISBN 0-88038-871-4.
2. ↑ 2.0 2.1 2.2 Richard Baker, James Jacobs, and Steve Winter (April 2005). *Lords of Madness: The Book of Aberrations*. (Wizards of the Coast), pp. {{#regex:137–138|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3657-6.
3. ↑ Arron Allston (1996). *I, Tyrant*. (TSR, Inc.), p. 26. ISBN 0-7869-0404-6.

### 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
Darian Stables

**Darian Stables** was the primary source of horses for traders, adventurers in or locals of Highmoon in the late 14th century DR. Their steeds and draft horses were fostered by Alamus Darian, a horse breeder from Impiltur. In addition to the standard variety of horses, the stables also offered tack and harnesses and sporadically made available a selection of trained warhorses.

## Appendix

### References

1. ↑ 1.0 1.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 25. ISBN 978-1560766674.
Dracolisk

* 3e
* 2e
* 1e

## Appearance

### Average length

15‒20 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)

### Typical build

Reptilian

A **dracolisk** was a crossbreed between a dragon and a basilisk.

## Description

Dracolisks were extremely rare. They resembled a mixture of (black) dragons and basilisks, especially in regards to how they attacked foes. Dracolisks were dark brown, six-legged creatures.

Generally, these crossbreeds were not as smart as their draconic counterparts, but were more intelligent than greater basilisks. They were able to fly as fast as they could run.

## Combat

These dragon-basilisks were very stealthy, and could lie in wait for the right time to initiate combat.

Dracolisks made very tough foes. They made use of both the breath weapon of a dragon and the petrifying gaze of a basilisk. Dracolisks could also lash out with their strong arms, claws, and ferocious teeth. Their acidic breath had a range of 30 ft (**Expression error: Unexpected < operator.** m) and they could gaze at their foes from up to 20 ft (**Expression error: Unexpected < operator.** m) away.

## History

It was written in ancient texts that dracolisks were a distinct species and potentially more common at such a time.

Though very rare, a fiendish male dracolisk (half–black dragon/half–basilisk) stalked the Underdark of Toril *circa* the 14th century DR. The powerful and bad-tempered being survived alone in the Underdark for decades, and preyed on rothé and drow. It also had the ability to smite good-aligned creatures, and was immune to acid, being put to sleep, or being paralyzed.

A few taverns and inns around Faerûn were named after the deadly dragon-like creatures, such as the Dracolisk's Head in Calaunt, and the Dancing Dracolisk in Arabel, Cormyr.

## Appendix

### Appearances

Video games
* *Pools of Darkness*

### 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). ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 James Wyatt (2002-09-07). Underdark Campaigns (Zipped PDF). Wizards of the Coast. p. 4. Archived from the original on 2017-10-28. Retrieved on 2009-10-07.
3. ↑ 3.0 3.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:23–24,70–72,146–147|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 55. ISBN 0-88038-031-4.
5. ↑ Eric Haddock (1994). *Cormyr*. (TSR, Inc), pp. {{#regex:32–33|%(,)(\S)%|$1 $2}}. ISBN 1-56076-818-5.
6. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 80. ISBN 0-8803-8828-5.
Destrachan

* 4e
* 3e

**Destrachans** were evil, crafty, and sadistic aberrations that dwelled underground. They typically attacked with a powerful sonic blast emitted from their tubular mouths.

## Appendix

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### Appearances

Novels

* *Crypt of the Moaning Diamond*

### References

1. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 59. ISBN 978-0-7869-4852-9.
2. ↑ 2.0 2.1 2.2 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 49. ISBN 0-7869-2893-X.
Daustable's Morrum

**Daustable's Morrum** was a small valley just off the Trader's Way in southeast Faerûn *circa* the Year of Wild Magic, 1372 DR. It was bordered on its eastern edge by three large standing stones and was the third such landmark north of Delzimmer on the Trader's Way after Harboot's Tooth and the Knife.

## Description

The Morrum was a favored camping ground for travelers because there was a small spring that flowed out of the center of the valley and crossed the Way in a shallow stream over muddy bedrock that was easily fordable at a depth barely above a horse's hoof. The rocks on the valley floor were mostly covered with lichens and wiry grasses that were edible if boiled. The lichen had a citrus taste reminiscent of the orauth of Var the Golden and the grass had a flavor similar to bittermur grass, a reddish plant found in the highlands of Halruaa.

The three standing stones were stoutly round and tall, like giant ale tankards. They stood at the east end of the hollow in an arc and could be climbed with ease. They were known collectively as the Authraukh, and each monolith also had a name. The smallest one was to the south and named Ilthkrist; the middle-sized one was to the north and named Raulvo; and the central one was the largest, named Nimburr. Raulvo had two small, single-room caves that could be used as hiding places or tight shelters if one didn't mind the bone-strewn floors. One was accessible from the east face of Raulvo and the other chamber was entered from the top. All three monuments were home to many birds, depending on the season.

## Rumors & Legends

The legend of the Authraukh stated that Nimburr, Raulvo, and Ilthkrist were the names of three humans that were turned to stone by a stone giant mage back at the dawn of human civilization. More recently, it was said that in the 11th century (Dalereckoning) trade with the races of the Underdark took place via a magically concealed door in Nimburr that led to many underground passages. There were also common and persistent rumors that the three standing stones held various hidden treasures, but after centuries of being scoured by treasure hunters, it was very unlikely the Authraukh contained anything of value.

## Appendix

### Notes

1. ↑ These plants had flavors, respectively, like the lemons and endive of Earth.

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. p. 59. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
2. ↑ 2.0 2.1 2.2 2.3 Template:Cite web/Elminster Speaks/Part 48: The Road to Khôltar, Part 1
Cryohydra

* 3e
* 1e

The **cryohydra** was a relative of the standard hydra that was able to breathe frost from its heads.

## Ecology

Cryohydras were known to inhabit the Umber Marshes in Aglarond.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:156–157|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
2. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), pp. {{#regex:53–54|%(,)(\S)%|$1 $2}}. ISBN 0-9356-9600-8.
3. ↑ Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). *Unapproachable East*. (Wizards of the Coast), p. 94. ISBN 0-7869-2881-6.
Drik Hargunen

**Slaves**:

**Drik Hargunen** was a duergar city in the Underdark region of Faerûn.

## Geography

The city was built around a natural rock chimney and iron stairways connected the various levels.

## Inhabitants

The duergar of Drik Hargunen appeared to be more tolerant than many of their kin and allowed some human slavers and traders to live in the city.

## History

In 1480 DR, the duergar of Drik Hargunen devised a rune magic ritual that infected the dwarven god Moradin's River of Gold, his tangible link to Toril, and caused the Stoneplague.

## Notable locations

Hall of Laduguer's Graving
Temple dedicated to the god Laduguer
## Appendix

### Appearances

Novels

* The Gilded Rune

### References

1. ↑ 1.0 1.1 1.2 1.3 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 143. ISBN 0-7869-3053-5.
2. ↑ 2.0 2.1 Lisa Smedman (July 2012). *The Gilded Rune* (Kindle ed.). (Wizards of the Coast), loc. 3364. ISBN 0786960302.
3. ↑ 3.0 3.1 3.2 Lisa Smedman (July 2012). *The Gilded Rune* (Kindle ed.). (Wizards of the Coast), loc. 3553. ISBN 0786960302.
4. ↑ Lisa Smedman (July 2012). *The Gilded Rune* (Kindle ed.). (Wizards of the Coast), loc. 4155. ISBN 0786960302.

### Connections

Dwarven Cities and Fortresses
Citadel Adbar • Citadel Felbarr • **Drik Hargunen** • Dunspeirrin
 Dwarven Valley • Eartheart • Earthfast • Far Hills
 Gracklstugh • Iltkazar • Ironmaster • Mithral Hall • Underwatch
**Former Cities**
Alatorin • Ascore • Citadel Sundbarr • Citadel Yaunoroth • Gauntlgrym • Halls of the Hammer
 Hrakhamar • Sarbreen • Splendarrmornn • Underhome • Tyar-Besil • Tzindylspar
**Fallen Realms**
Ammarindar • Besilmer • Bhaerynden • Dareth •
Deep Kingdom • Delzoun
 Gharraghaur • Haunghdannar • Hollowbold • Ironstar • Oghrann • Roldilar • Sarphil
 Shanatar (Barakuir • Ultoksamrin • Xothaerin) • Thunderholme
Dolblunde

**Dolblunde** was founded in 232 DR by several rock and deep gnome clans led by Olbrent Handstone.

## Geography

Dolblunde was located in the Upper Northdark under the hills northeast of Waterdeep. It could be accessed by tunnels from Maiden's Tomb Tor and Undermountain. There was also a water- and mud-filled tunnel at the bottom of the River Dessarin that the dracolich, Daurgothoth, used to enter and leave Dolblunde unobserved.

## History

Dolblunde joined the kingdom of Phalorm when it was formed in 523 DR but was sacked and pillaged by the Everhorde in 614 DR. The survivors allied themselves with Delimbiyran the following year. In 698 DR, the city was attacked yet again by priests and worshipers of Urdlen; their human allies would not come to their aid since they were too busy fighting a civil war and repelling orc raiders. With no help forthcoming, the remaining gnomes abandoned the city and the Northlands for a safer home. In 1253 DR the city became the lair of the dracolich Daurgothoth.

## Appendix

### References

1. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 67. ISBN 978-0-7869-4731-7.
2. ↑ 2.0 2.1 Eric L. Boyd (1999). *Drizzt Do'Urden's Guide to the Underdark*. (TSR, Inc), p. 47. ISBN 0-7869-1509-9.
3. ↑ Ed Greenwood (March 2000). “The New Adventures of Volo: Hin Nobody Knows”. In Dave Gross ed. *Dragon* #269 (Wizards of the Coast), p. 87.
4. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 90. ISBN 978-0-7869-4731-7.
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. 92. 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. 97. ISBN 978-0-7869-4731-7.
7. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 143. ISBN 0-7869-3053-5.
8. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 126. ISBN 978-0-7869-4731-7.
Crags

The **Crags** were a series of hills and broken mounds south of Mirabar.

## History

In the past many mines were located in this area. The mines are dead and worked out and now home to various creatures. The kingdom of Grimmantle was also located here.

## Inhabitants

* Goblins
* Hobgoblins
* Bugbears
* Gnolls
* Orcs
* The Uthgardt barbarian Sky Pony tribe were known to wander in this area. and the Thunderbeast tribe ancestral mound Morgur's Mound could also be found here.

## References

1. ↑ 1.0 1.1 1.2 1.3 {{#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. 38. ISBN 0-7869-0391-0.
2. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 294. ISBN 0-7869-1836-5.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Jennell Jaquays (1988). *The Savage Frontier*. (TSR, Inc), p. 45. ISBN 0-88038-593-6.
4. ↑ 4.0 4.1 R.A. Salvatore (July 2005). *Streams of Silver*. (Wizards of the Coast), p. 88. ISBN 0-7869-1606-0.
5. ↑ 5.0 5.1 5.2 R.A. Salvatore (July 2005). *Streams of Silver*. (Wizards of the Coast), p. 76. ISBN 0-7869-1606-0.
6. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 146. ISBN 0-7869-3654-1.
7. ↑ R.A. Salvatore (July 2005). *Streams of Silver*. (Wizards of the Coast), p. 78. ISBN 0-7869-1606-0.