recursal/Fanatic-Fandom huggingface dataset:
Athach

* 3e

**Athachs** were huge, hulking creatures sometimes found in the temperate, hilly regions of Faerûn.

## Description

The most unusual feature of these giant-sized, humanoid, bipedal creatures was the extra arm growing out of their chest. They had large, curved tusks on either side of a wide mouth, relatively small eyes and nose for the size of their head, and one ear that was significantly bigger than the other. An adult stood about eighteen feet (five and a half meters) tall and weighed about 4,500 pounds (2,000 kilograms). Their stench was quite strong, because they seldom bathed.

## Personality

Athachs loved to eat and collect gems and jewelry. They spent hours polishing the bracelets on their fingers, necklaces on their wrists, and other shiny acquisitions. They enjoyed smashing things with their crude morningstars and did not shy away from fights with creatures smaller than themselves. They feared giants and other creatures their size but had a particular hatred for hill giants, whom they attacked on sight if the odds were in their favor.

## Combat

Athachs preferred melee combat with multiple morningstars but would throw rocks if that was not a good option. They tended to go on the offensive immediately, wading in and swinging their weapons indiscriminately at anything in their long reach. Sometimes, they would rush through a heavily armored front line to get to the more squishy targets in the rear. Anyone who hurt an athach enough to get its attention was a prime candidate for a poisonous bite from its big mouth and tusks.

## Society

Athacs spoke a pidgin form of giantish, but they hated hill giants and feared the other species of giants. Athachs could be found living in tribes of up to a dozen members but also marauded in gangs of two to four or went solo.

## Notable Athachs

Around the Year of Wild Magic, 1372 DR, there were two atypical athachs, named Horokh and Beelbraeth, working at the Moonwyvern Inn near Silverymoon. They were loyal to the proprietress, Clarshee Taraghe, spoke Common, and loved to cook. They both had long, shaggy fur to protect them from the northern winters and three horns on their heads.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 21. ISBN 0-7869-2893-X.
2. ↑ Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). *Unapproachable East*. (Wizards of the Coast), p. 152. ISBN 0-7869-2881-6.
3. ↑ Ed Greenwood (October 2001). “Elminster's Guide to the Realms: The Moonwyvern Inn”. In Jesse Decker ed. *Dragon* #288 (Wizards of the Coast), p. 75.
Bay of Chessenta

The **Bay of Chessenta** was a large bay in the southern Sea of Fallen Stars.

It was the preferred means of travel in Chessenta as the Chessentan roads were poorly maintained in the late 15th century DR. Oar-powered Chessentan triremes plied the waters of the often windless bay and there were many small harbors for ships to pull into. In the years after the Spellplague, piracy became a problem and a band of pirates known as the Crimson Sea Maritime Priakos operated in the bay.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Brian R. James. "Backdrop: Chessenta" *Dungeon*  #178. Renton, WA: Wizards of the Coast, May, 2010.
Baharrokhbrur

**Baharrokhbrur** was the name of the opulent mansion (known locally as a klathlaaedin) belonging to the prominent Khaundrove family located in Khôltar, south Faerûn *circa* the Year of Wild Magic, 1372 DR.

## Location

Baharrokhbrur was one of two klathlaaedin that occupied the angle of land where the North Way intersected Hael Way at Farrgaunlar (the southern gate through the walls of Khôltar, the Iron City. Baharrokhbrur was the easterly estate that fronted the North Way, being the southernmost building on the west side of that street. The westerly estate that fronted Hael Way was called Anthormbrur and was owned by a rival family, the Horthanders.

## Structure

This mansion was a connected compound of buildings. There were three square towers topped with open-air belfries that formed one side of the triangular-shaped court. These were connected to the main tower, a huge elliptical structure, by a bridge that made a prime observation platform for viewing the courtyard below. Suspended between these towers was a musical sculpture; a sloping cascade of hundreds of small bells that chimed when touched by the wind. The back wall of the court, connected to the main tower like the root of a tree, were the stables, the servant's quarters, and the guest houses.

The architectural and artistic elements of this klathlaaedin were more subdued or restrained than most trophy-mansions in Khôltar. Instead, the ostentatious aspect was in the building materials. It was constructed from very expensive stone imported from the northeastern reaches of the Deep Realm and then covered with a facade of even more expensive cream-colored stone. The cost of this estate was easily more than twelve times the cost of a typical greatfist (large tower) elsewhere in the Iron City.

## Appendix

### 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. pp. {{#regex:68–69|%(,)(\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 Template:Cite web/Elminster Speaks/Part 54: Khôltar, Part 5, The Farrgaunlar
Baphitaur

* 3e

**Baphitaurs** were monstrous creatures that lived in the Labyrinth in the Underdark.

## Description

Baphitaurs were tall, broad creatures, about 6 feet (**Expression error: Unexpected < operator.** meters) tall. They most closely resembled minotaurs, with a bestial head and bull ears, as well as short, very sharp horns. Their bodies were covered in stringy hair and they possessed a long tail. Their feet were those of humanoids rather than hooves.

## Abilities

Like their minotaur relatives, baphitaurs had an innate sense of direction and understanding of mazes, and could not get lost while in one. Additionally, their demon blood provided resistance to cold, electricity, and fire. Baphitaurs possessed a keen sense of smell. Once each day, a baphitaur could create *darkness*. Additionally, all baphitaurs were capable of raging like a barbarian.

## Society

Baphitaurs were a nasty, brutish people of similar mindset as their demonic ancestors. Most baphitaurs trained as barbarians; however, clerics were also known. Baphitaurs worshiped the demon lord Baphomet.

## History

Baphitaurs were the product of ancient Netherese experiments that combined human, minotaur, and demon blood through awful sorcery. They were initially created at the school of magic at Andalbruin, but escaped centuries before Netheril fell to dwell in the Labyrinth.

## Appendix

### Notes

1. ↑ The source says about the same size and build as an orc warrior.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 James Wyatt (2002-09-04). “The Shadow Path: Baphitaur”. Perilous Gateways. Wizards of the Coast. Archived from the original on 2004-02-23. Retrieved on 2019-08-01.
2. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), pp. {{#regex:82–83|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3053-5.
Axe beak

* 5e
* 3e
* 1e

**Axe beaks** were tall and aggressive flightless birds.

## Description

Axe beaks got their name from their sharp wedge-shaped beaks. They had strong necks and powerful legs, which they used to sprint at high speeds.

## Behavior

Axe beaks were aggressive hunters and usually hunted during daytime. They were always prone to attack any unfamiliar creatures that approached them.

## Combat

The main natural weapon an axe beak used in combat was its heavy and sharp beak.

## Ecology

 File:Triboar attack-5e.jpg
Axe beaks were most commonly found in hills and grasslands, but they were also common to the jungles of Chult and the Snout of Omgar.

Flocks of axe beaks were also believed to be protective of their young, rushing to its aid in case of danger.

The tortles of Ahoyhoy sometimes captured wild axe beaks to sell them to visitors.

## Appendix

### Appearances

* *Storm King's Thunder*
* *Tomb of Annihilation*
* *The Tortle Package*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 7. ISBN 0-9356-9600-8.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 317. ISBN 978-0786965614.
3. ↑ 3.0 3.1 3.2 Eric Cagle, Jesse Decker, Jeff Quick, & James Wyatt (March, 2003). *Arms and Equipment Guide 3rd edition*. (Wizards of the Coast). ISBN 0-7869-2649-X.
4. ↑ Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). *Xanathar's Guide to Everything*. Edited by Kim Mohan. (Wizards of the Coast), pp. {{#regex:25–26,10,102|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6612-7.
5. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), pp. {{#regex:194,196|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6610-3.
6. ↑ Christopher Perkins, Jeremy Crawford (September 2017). *The Tortle Package*. (Wizards of the Coast), p. 5.
7. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 45. ISBN 978-0-7869-6610-3.
8. ↑ Christopher Perkins, Jeremy Crawford (September 2017). *The Tortle Package*. (Wizards of the Coast), p. 10.
Allis Lhyssich's Hand Crafted Weapons and Magical Weapons for Noble Causes

**This article or section is about elements from the**
* ***Savage Frontier* series of games.**

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

## Basic Information

### Owner(s)

Allis Lhyssich

**Allis Lhyssich's Hand Crafted Weapons and Magical Weapons for Noble Causes** was a specialist weapons store that also had standard gear for sale.

## Location

The shop was located close to the south gate of Neverwinter.

## Services

The master blacksmith, Allis Lhyssich, was one of the few smiths able to create magical weapons with meteorite ore. The crafting procedure took three days to make these highly enchanted meteorite weapons.

## Appendix

### Appearances

Video games
* *Gateway to the Savage Frontier*

### References

1. ↑ 1.0 1.1 1.2 Beyond Software, Inc. (1991). Designed by Don L. Daglow. *Gateway to the Savage Frontier*. Strategic Simulations, Inc.
Arn Forest

The **Arn Forest** was a forest on the edge of the Silver Marches.

## Description

The Arn Forest was an area of pine forests and swamps, which did not see many visitors. On the edge of the forest stood Graevelwood, a small hidden settlement of rock gnomes. The western area of the forest was very rainy and marshy, unlike the eastern side. It was infested by several bands of kobolds and various ruins could be found inside that dated back to the ancient empire of Netheril.

## Geography

It was located south of Ascore between Anauroch and the Nether Mountains.

## Flora

The eastern region of the forest had scrub pines.

## Notable locations

Settlements

* Graevelwood

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 8. ISBN 0-7869-2835-2.
2. ↑ Map included in Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast). ISBN 0-7869-2835-2.
Arkhen Falls

The **Arkhen Falls** were the largest and most beautiful waterfall in all of the Dalelands. It was formed by a spring shooting out from Mount Thalagbror, cascading down the southern face of the northern ridge of the Thunder Peaks. The rushing waters emptied out into the gorge of the Arkhen Vale and formed the River Arkhen.

There was a legend that pegasi would flutter around the falls. Followers of Chauntea and Mielikki would travel to the falls in hope of catching a glimpse of these majestic beasts.

The rocky cliffs behind the falls were rich with valuable minerals such as copper and gem stones.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 10. ISBN 0-7869-0406-2.
2. ↑ 2.0 2.1 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 11. ISBN 0-7869-0406-2.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 119. ISBN 0-7869-1836-5.
Amphail gray

* 3e

The **Amphail gray** was a breed of light horse exclusively bred in village of Amphail in the Sword Coast North.

## Description

They were known for being particularly loyal and hardy steeds. Aside from their namesake coloring, they were fairly average in appearance.

## Price

These horses fetched a fair price at market and typically sold for 225 gp a head.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 154. ISBN 0-7869-3697-5.
2. ↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 273. ISBN 0-7869-2893-X.
Alturiak 3

**3 Alturiak**, or **the 3rd of the Claw of Winter**, is the 34th day of the year in the Calendar of Harptos.

## On This Day

* In 1333 DR, Lord Balakh Eremantul penned a letter to his son Tarjtan, warning him of the trade war that ravaged Amn until the forming of the Council of Six.
* In 1370 DR, The banelich Faram attacked Fzoul Chembryl in the subterranean temple of Iyachtu Xvim located beneath Zhentil Keep. The dark priest killed the undead spellcaster with the *scepter of the Sorcerer Kings* destroying the temple in the resulting explosion.

## 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. 138. ISBN 978-0-7869-4731-7.
2. ↑ Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). *Cloak & Dagger*. (Wizards of the Coast), p. 13. ISBN 0-7869-1627-3.
Ahtahqugotak Sea

The **Ahtahqugotak Sea** was a body of water in Ibelgrak Valley in Angalpuk on the Great Glacier.

## Geography

The Ahtahqugotak Sea was the largest sea in Angalpuk, at almost 70 miles (112 kilometers) across at its widest point, but also quite shallow, being only 75 feet (23 meters) deep. In winter, it was covered in thick ice, and in spring this broke apart as platform ice. In summer, it was nearly ice-free. Its waters were clear and calm, while it shores were dense with white birches and lush evergreens, making it possibly the most picturesque sea on the Great Glacier.

Its waters were fertile with game fish, such as bloatfish, black burners, and polar cod. The surrounding area was almost free of predators and hunters, so caribou, musk oxen, and many kinds of birds were abundant.

## Legends

Despite the abundant game animals and fish, many Angulutiuns avoided the Ahtahqugotak, fearing the fever virus that had spread from the Ibelgrak Valley in the Year of Scorching Suns, 460 DR, to kill thousands. However, there was no evidence that the disease lurked in the Ahtahqugotak water or the local wildlife.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Rick Swan (1992). *The Great Glacier*. (TSR, Inc), p. 58–59. ISBN 1-56076-324-8.
Almraiven

**Almraiven** was a city on the shore of the Shining Sea. It was the only remaining human city in Calimshan around 1479 DR.

## History

Founded around −5521 DR, the city weathered countless natural and man-made disasters and was rebuilt many times.

The city was relatively unscathed by the Spellplague after 1385 DR and the city's mages were able to fend off genasi attacks during their rebellion.

## Description

Around 1372 DR, Almraiven was an important port city, hosting Calimshan's largest shipbuilding facility. The city was busy with mercantile and guild activity, and it had been the regional center for magical studies for over three thousand years.

## Government

The archmage Acham el Jhotos ruled Almraiven for many years and worked tirelessly to protect the city from djinn and efreet threats. Slavery was legal in Almraiven but el Jhotos was an abolitionist who sought to eventually free all slaves in Calimshan.

## Notable Locations

El Jhotos's Palace
This lavish palace was heavily warded and contained large gardens with trees similar to those that grew in the Forest of Mir prior to the Spellplague.
T'Emma's Bar
This dive located in a basement near the docks was run by a runt gnoll named T'Emma. It was a valuable source of information for those who dealt in seedier lines of work.
## Appendix

### Appearances

Novels

* *Sandstorm*

**Referenced only**

*The God Catcher*
### References

1. ↑ 1.0 1.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 156. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 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. 98. ISBN 978-0-7869-4924-3.
3. ↑ Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), p. 14. ISBN 978-0786912377.
4. ↑ 4.0 4.1 4.2 4.3 4.4 Christopher Rowe (March 2011). *Sandstorm*. (Wizards of the Coast). ISBN 978-0786957422.
Arundi River

The **Arundi River** was an important waterway found in the northeast region of the Hordelands known as the Plain of Horses.

## Geography

The Arundi River originated within the southwestern expanse of the Quoya Desert. It flowed northeast through the desert for hundreds of miles before turning northwest to pass the plains before reaching Yal Tengri near the Iceroot Forest.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Edward Bonny, Brian Cortijo, Laszlo Koller (November 2006). “The Horde: Barbarians of the Endless Waste”. In Erik Mona ed. *Dragon* #349 (Paizo Publishing, LLC), pp. {{#regex:46–64|%(,)(\S)%|$1 $2}}.
2. ↑ 2.0 2.1 Karen Wynn Fonstad (August 1990). *The Forgotten Realms Atlas*. (TSR, Inc), pp. {{#regex:14–15|%(,)(\S)%|$1 $2}}. ISBN 978-0880388573.
Bastian Thermandar

## Rules Information

* 5e

**Bastian Thermandar** was the second-in-command of the Cult of the Eternal Flame at the Temple of the Eternal Flame in Tyar-Besil in the late 1490s DR.

## Personality

Bastian was a very paranoid individual, not trusting anyone. He was also greatly ambitious, scheming to gain for himself Tinderstrike and supplant Vanifer.

## History

Bastian learned much of his elemental magic from Vanifer herself. In 1491 DR, Bastian was responsible for guarding the northern half of the temple.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 105. ISBN 978-0786965786.
2. ↑ 2.0 2.1 2.2 Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 202. ISBN 978-0786965786.
Animated object

* 5e
* 3e

An **animated object** was a simple construct created through magic such as the *animate objects* spell. The god of craftsmanship, Gond, created animated furniture to do his bidding and to communicate with his followers. Both Torm and Garl Glittergold sometimes used animated weapons in a similar manner, and Cyrrollalee also animated objects for divine purposes.

## Description

Nearly any lifeless object could be animated with magic, so to describe all of them broadly would be nearly impossible. Since they were not made of flesh, they often were more difficult to damage with weapons, but this of course depended on their material.

Typical animated objects included:

* Animated armor, empty suits of plate armor made of steel, used as guardians.
* Flying swords, graceful weapons that fought with confidence.
* Rugs of smothering, usually laid out as traps against burglars or disguised as *carpets of flying*.

## Abilities

Animated objects always had the ability to see in the darkness and in dim light. Like other constructs, they did not need to eat, breathe, or rest; only magic kept them alive. They were immune to any effects that affected the mind and also to such things as poison and disease.

What an animated object could do depended on what the object was. In general, most animated objects moved by lurching, rocking back and forth, or slithering. If the object had legs, such as a statue or table, it could walk or run. Objects with two legs tended to move more quickly than most humanoids; objects with four or more legs moved even faster than that. Objects with wheels could roll quickly, while objects that could float could also "swim". Animated ropes could climb much like a snake, and sheet-like objects could clumsily fly.

## Combat

Animated objects followed the will of their animator. If ordered to attack, most would slam themselves against their opponents. Different kinds of objects had other attacks available to them. For example, a rug or tapestry might wrap itself around a foe's head, effectively blinding her or him, or it might roll around a foe or group of foes and constrict. Larger animated objects could trample or crush enemies with their bulky frames.

## Appendix

### Appearances

* *Curse of Strahd*
* *Waterdeep: Dragon Heist*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. {{#regex:19–20|%(,)(\S)%|$1 $2}}. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:13–14|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
3. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. {{#regex:10–15|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
4. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 307. ISBN 0-7869-2893-X.
Adaerglast

**Adaerglast**, also known as **the Land of Mages**, was a coastal region in the west of the Border Kingdoms. Its coastline was sometimes known as the **Garden Coast** because it was one of the most fertile areas of farmland in Faerûn. "Adaernen" was the word used to describe inhabitants of Adaerglast.

## History

Some time ago (the exact year is not clear)[as of when?], two mages named Iraun and Srivven immigrated from Murghôm and built a castle in the city of Myrinjar. The castle became known as the Castle of Dark Dreams because the mages sent out magical dreams to the city's inhabitants that appeared to show them as the rightful rulers of Adaerglast. The mages adopted bodyguards and other servants to do their bidding and killed those who they deemed to be traitors. These traitors' lands were seized and their relatives sold into slavery.

An alliance of wizards and temples from the nearby town of Yallasch was supported by Halruaa and Waterdeep and stood guard against invasion by Iraun and Srivven. Various attempts were made to defeat the mages, but the Zhentarim, Red Wizards, and an emissary from Halruaa all failed. An unsuccessful attempt by the Calishites was made using magic to try to turn the mages against one another.

## Badge

The badge of Adaerglast was a wickerwork basket full of round red fruit (thought to be tomatoes) on a white circular field whose border was a purple ring of lightning bolts arcing out in all directions, on a green background. Apparently images of this badge do not exist.

## Appendix

### Further Reading

* Ed Greenwood (April 1999). “Elminster's Everwinking Eye: A Wayfarers Guide to the Forgotten Realms”. In Erik Mona ed. *Polyhedron* #135 (TSR, Inc.), p. 8–9.

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (2006-03-22). The Border Kingdoms: Adaerglast. The Border Kingdoms. Wizards of the Coast. Archived from the original on 2016-10-31. Retrieved on 2008-04-25.
2. ↑ Ed Greenwood, Eric L. Boyd (March 2006). *Power of Faerûn*. (Wizards of the Coast), p. 134. ISBN 0-7869-3910-9.

### Coonections

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
Alaor

**Alaor**, or sometimes **the Alaor**, was a pair of islands on the Alamber Sea an extension of the eastern Sea of Fallen Stars. For many years it was considered a tharch of Thay and served as a strategical naval stronghold for the magocratic nation.

## Description

The crag-covered landscape of Alaor was rough and next to no terrain that was suitable for farming.

Alaor's great harbor was located within an expansive cove that was protected by a natural sea-arch. The islands possessed no other suitable areas where ships could safely dock. The island was well-defended as they served Thay's first line of defense against the nearby nation of Aglarond.

### Armed Forces

While the island was under Thayan control it maintained the nation's great navy from its vast shipbuilding facilities and military docks. The dozen or so ships, ranging from swift dromonds to great galleys, patrolled the waters of the Alamber Sea and kept them free from savage aquatic creatures and marauding pirates.

## History

The Thayan shipyards of Alaor were greatly damaged during the Salamander War in the Year of the Prince, 1357 DR. A huge wave caused by a volcanic eruption wiped out much of the main island's population and Thay was force to surrender their authority for some time. Following this catastrophe, Mulhorand sought to control the island and regularly blockaded its ports.

However, the House of Holy Tides survived the great wave and went on to take power on Alaor and turned the main island into a free state for some time. By 1368 DR, both islands had been reclaimed by Thay and the Red Wizards.

## Notable Locations

* House of Holy Tides: This temple to Istishia was located on the southern shore of the island.

## Appendix

### Notes

1. ↑ The book Dreams of the Red Wizards refers to this island as *the Aldor* and is assumed to be a typo.

### Connections

Territories of Thay
Tharchs of the Magocracy of Thay
**Alaor** • Delhumide • Eltabbar • Gauros • Lapendrar • Priador • Pyarados • Surthay • Thaymount • Thazalhar • Tyraturos

## References

1. ↑ 1.0 1.1 1.2 1.3 Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. *Spellbound* (TSR, Inc.), p. 11. ISBN 978-0786901395.
2. ↑ 2.0 2.1 2.2 2.3 Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). *Unapproachable East*. (Wizards of the Coast), p. 151. ISBN 0-7869-2881-6.
3. ↑ 3.0 3.1 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. 181. ISBN 978-0-7869-4924-3.
4. ↑ 4.0 4.1 4.2 4.3 Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. *Spellbound* (TSR, Inc.), p. 17. ISBN 978-0786901395.
5. ↑ Steve Perrin (1988). *Dreams of the Red Wizards*. (TSR, Inc), p. 29. ISBN 0-88038-615-0.
6. ↑ Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). *Unapproachable East*. (Wizards of the Coast), p. 152. ISBN 0-7869-2881-6.
7. ↑ 7.0 7.1 7.2 Steven E. Schend (1999). *Sea of Fallen Stars*. (TSR, Inc), p. 13. ISBN 0-7869-1393-2.
Bambryn

**Bambryn** was a village in the Vast, lying on the crossroads of the Hlintar Ride, between Hlintar and Dark Hollow, and the Long Reach, between Sendrin and Orlimmin.

## History

During the early Time of Glorious Fools, after humans first settled the central Vast in the mid–7th century DR, the vengeful bandit Iljack of the Black Blade plagued the central Vast. He made Bambryn his base of operations.

Bambryn was a wealthy village by 1370 DR.

## Description

Bambryn was a way-village marked by its rural beauty and common hedgerows. There were many horse-ranches and farms. There were manor houses belonging to the wealthy merchants and adventurers who settled there; these houses were protected by hired guards and war-dogs.

## Economy

Thanks to its proximity to local trade-routes, Bambryn was popular with merchants and adventurers, particularly those who'd been successful but not fully retired. It was a wealthy village, but this was largely invested in agriculture. Bambryn produced quality horses and luxury crops, like flowers, truffles, and other exotic fungi. These plants were kept fresh with cantrips prior to export.

## Rumors & Legends

Iljack of the Black Blade was widely thought to have hidden his loot somewhere in Bambryn, but it was never located. Once, a tree fell over in a storm, revealed a stone marked with a black sword buried beneath. However, there was no treasure underneath, just another stone carrying the message "Moved it all. See me for your share." and another black sword symbol.

## References

1. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 145. ISBN 0-7869-1195-6.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 148. ISBN 0-7869-1195-6.
Azure Falls

**Azure Falls** was a waterfall in Calimshan.

## Description

The falls were located on Mount Ulaarn in the Alimir mountain range, where they tumbled down a deep crevice in the solid rock.

At the base of the falls was a deep pool, which was a favorite place for animals to drink. For this reason, hunters would often hide in small grottoes beside and behind the falls to shoot at game.

The falls were the beginning of the Maridflow river.

## History

The falls were created in −7687 DR during the Steam Clashes, a war that broke out between the djinni noble Calim and a rebel marid named Ajhuu. In one of the battles, two of Ajhuu's lieutenants, Haj and Luar were slain with such magical power that it created the rift in Mount Ulaarn that became the falls. The falls were originally named **Hajluar's Falls**, but over time, the name became corrupted into Azure Falls.

## Reference

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), p. 87. ISBN 978-0786912377.
2. ↑ 2.0 2.1 Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), pp. {{#regex:11–12, 40|%(,)(\S)%|$1 $2}}. ISBN 978-0786912377.
Aeglyl Dreadclaw

“
*"I need you," Joysil said gently. It had been a very long time since Aeflyl Dreadclaw had heard such a sentiment. He laid aside his wild schemes of escape and revenge in an instant to listen...*

”

**Aeglyl Dreadclaw** was a fang dragon.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), p. 337. ISBN 978-0786937684.
Alturiak 20

**20 Alturiak**, or **the 20th of the Claw of Winter**, is the 51st day of the year in the Calendar of Harptos.

## On This Day

* Worshipers of Waukeen observe Great Weave, a High Festival recognizing the making of textiles and weaving of tapestries.

## References

1. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 179. ISBN 978-0786903849.
2. ↑ Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 87. ISBN 0-7869-2759-3.
Ankylosaurus

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

An **ankylosaurus** (pronounced: /æŋkiloʊˈsɑːrʌs/ *ænk-ee-lo-SAR-us* about this audio file listen), sometimes called a **macetail behemoth**, was a type of dinosaur.

## Description

Ankylosaurs were quadruped herbivores. Their bodies were covered in a thick plate armor.

## Combat

If threatened, ankylosaurs used their knobbed tails to defend themselves against predators. Some varieties had spiked tails instead.

## Notable Ankylosaurs

* Grung Stomper, a racing ankylosaurus from Port Nyanzaru.

## Appendix

### External Links

* Ankylosaurus article at ***Wikipedia***, The Free Encyclopedia.

### References

1. ↑ 1.0 1.1 1.2 1.3 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 79. ISBN 978-0786965614.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 31. ISBN 978-0-7869-4852-9.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), pp. {{#regex:70–72|%(,)(\S)%|$1 $2}}. ISBN 07-8692-873-5.
4. ↑ Andy Collins, David Noonan, James Wyatt (2003). *D&D v.3.5 Accessory Update Booklet*. (Wizards of the Coast), p. 32.
5. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 54. ISBN 1-5607-6619-0.
6. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 24. ISBN 0-9356-9600-8.
7. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
8. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 32. ISBN 978-0-7869-6610-3.
Baliver's House of Horses

**Baliver's House of Horses** was a rental stable in Luskan.

## History

The stables consisted of a series of walled paddocks and sheds located at the south end of the Upstream Span.

## Inhabitants

The Arcane Brotherhood watched over the stables, which charged 4 gold pieces a night for each horse, and were known to use *tracer* spells on horses if they suspected they would need to track the owner.

## History

As of 1370 DR, it was the only rental stable in the city.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 129. ISBN 1-5607-6678-6.
Acid Aerie

The **Acid Aerie** was gorge located several days walk west of Blingdenstone.

## Description

The Acid Aerie was several hundred-foot-wide and filled with foul-smelling acid, the result of a wizard's experiment long ago[as of when?]. Several crisscrossing stone walkways of various widths allowed land-bound creatures to traverse the cavern and leave via the many tunnels that lined the walls, several of which lead into simple side-corridors or into the Wormwrithings.

## History

The 'Aerie' part of its name was gained from a flock of dire corbies that inhabited the area, which were killed by Drizzt Do'Urden, Belwar Dissengulp, Clacker, and the spirit wraith of Zaknafein Do'Urden.

## Appendix

### References

1. ↑ Eric L. Boyd (1999). *Drizzt Do'Urden's Guide to the Underdark*. (TSR, Inc), p. 41. ISBN 0-7869-1509-9.
Black Maw Bog

The **Black Maw Bog** was a wetlands surrounding the Huntinghorn Water, a stream out of the foothills of the Sword Mountains in the Dessarin Valley region of the Savage Frontier.

## Geography

The bog covered an area of about 8–10 square miles (21–26 square kilometers) mostly to the east of the Long Road. The stream disappeared into the bog, forming a landscape of thick mud that reached about 30 ft (9.1 m) at its deepest point, but averaged over 20 ft (6.1 m) deep across most of its sprawl. It was difficult to detect the edge of the muck without a sharp eye or some experience in the wilderness because it was covered with crabgrass and other small, hydrophilic plants, just like the more solid parts of the valley. Two or three strides into the bog was usually enough to reach the edge of the shallows where a medium-sized humanoid slowly sank hip- to chest-deep in heavy, sucking mud. Movement was slowed to a crawl and it took significant strength to pull someone out. If that creature moved any further into the Black Maw, or could not touch bottom for some reason, they began a slow descent to total immersion in roughly six minutes.

### Geographical Features

 File:HauntedBridge-BlackMawBog.jpg
The narrower, western end of the bog was crossed by Ilikur's Bridge (known as simply the "Haunted Bridge" by most folks in the region) which carried the Long Road connecting Westbridge and Triboar. The enormous megalith spanned the Huntinghorn Water and bog for 100 ft (30 m) with another 100 ft of ramps on either end. At 40 ft (12 m) wide and 30 ft (9.1 m) above the Black Maw, it was easily the most dominant feature in the region.

## History

As of the Year of Wild Magic, 1372 DR, Ilikur's Bridge had been standing for at least 800 years and was described as "old" in records that dated back that far, so Black Maw Bog was probably even older. Over the years, it shifted and expanded, mostly toward the east.

## Rumors & Legends

Rumors of treasure-laden merchant wagons and nobles' carriages submerged in the bog were enough to draw the brave, ingenious, or foolish to the vicinity of the Haunted Bridge in the hope to recover some of this lost wealth. Some well-equipped adventurers did find valuables on occasion, which served to perpetuate the stories, but most were lucky not to drown in the attempt.

## Inhabitants

The primary inhabitants of the region around the Black Maw Bog were bugbears, and they kept an eye on the bridge. Travelers from Triboar or Westbridge were often advised not to camp on the Haunted Bridge for superstitious reasons, but it was excellent advice for avoiding an almost certain bugbear raid.

## Appendix

### Notes

1. ↑ Size estimated from the map in *Princes of the Apocalypse*, page 32.

### References

1. ↑ 1.0 1.1 1.2 Template:Cite dragon/307/Elminster's Guide to the Realms: The Haunted Bridge
2. ↑ 2.0 2.1 2.2 Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 32. ISBN 978-0786965786.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Template:Cite dragon/307/Elminster's Guide to the Realms: The Haunted Bridge
Abyssal chicken

* 5e

**Abyssal chickens** were small fiends native to the Abyss.

## Description

Abyssal chickens were small creatures. They had leather wings but were not capable of sustained flight. Their wings were folded above them, giving them a tear-shaped appearance. They had a large mouth filled with fangs and a long tongue. Abyssal chickens' primary form of locomotion was their two large legs, which ended in feet resembling those of a regular chicken. Each foot had three large claws.

## Combat

Abyssal chickens used their claws and fangs to defend themselves or attack prey. They were fast runners and used their wings to increase their speed.

## Ecology

Native to the Abyss, abyssal chickens were found on Avernus. They were spawned fully-grown in the Spawning Trees. The trees held fleshy sacks on their branches, and when mature they fell to the ground, breaking open.

## Uses

Abyssal chickens were hunted and used as a food item. Their flesh had a taste identical to that of a fatty chicken. They were sometimes used as familiars.

## Notable Abyssal Chickens

* Earwax, an abyssal chicken that was secretly kept as the animal companion of the barbazu Krikendolt.

## Appendix

### Appearances

Adventures

* *Baldur's Gate: Descent into Avernus*

### External Links

* Abyssal Chicken - Baldur's Gate: Descent Into Avernus

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), p. 97. ISBN 0786966769.
2. ↑ 2.0 2.1 2.2 2.3 Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), p. 96. ISBN 0786966769.
Ape

* 5e
* 3e
* 1e

**Apes** were a type of animal found in tropical regions. They were usually quite shy, but would fight if threatened or cornered.

## History

Apes could be found in the jungles of Chult.

## Appendix

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

Adventures
*Tomb of Annihilation*
### References

1. ↑ 1.0 1.1 Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 268. ISBN 0-7869-1552-1.
2. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 317. ISBN 978-0786965614.
3. ↑ 3.0 3.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 7. ISBN 0-9356-9600-8.
4. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 196. ISBN 978-0-7869-6610-3.
Arrowhawk

* 3e

An **arrowhawk** was a creature from the Elemental Plane of Air.

## Description

Arrowhawks had four wings and four eyes (one pair on either side of its beak). They were covered in blue scales with the occasional tuft of yellow feathers. Adults (11–40 years old) were about 10 feet (3 meters) long with a wingspan of 15 feet (4.6 meters). Adults weighed about 100 lbs (45 kg).

## Ecology

Arrowhawks were able to fly as soon as they hatched and the majority spent their entire lives in the air without ever setting down. Their ability to levitate aided them in flight.

## Combat

An arrowhawk had the ability to fire an electricity ray at its enemies.

## Appendix

### Appearances

Novels

* *Annihilation*

### External Links

* File:Eberron logo.png Arrowhawk article at the ***Eberron Wiki***, a wiki for the *Eberron* campaign setting.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:19–20|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
Aladiam's Imports

**Aladiam's Imports** was a shop in Tegal's Mark that sold spices and silks imported from Sembia during the mid-14th century DR. The establishment was run by a retired Calishite adventurer named Aladiam. He was a known smuggler and fence that used his shop to look out for and recruit adventurers to move his contraband.

The shop was defended by some sort of invisible guardian. On one occasion it ripped through three Sembians who confronted Aladiam about some stolen goods.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 217. ISBN 0-7869-0406-2.
2. ↑ Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 52. ISBN 978-1560766674.
669 DR

669 DR
 MulhorandCalendar

## 669 DR in people

* The noted elf archmage and planewalker Abarat the Alabaster resigns his position as head of the Six Tyryl Towers wizard school in Myth Drannor. He announces his intention to construct a new tower in the Beast Lands (later Thar). He does just that, fashioning a magically strengthened ivory tower to defend against the local tribes and link the local elf nations as a hub of commerce and travel.

## 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. 96. ISBN 978-0-7869-4731-7.

de:669\_TZ\_T
Allyn's Anvil

**Allyn's Anvil** was an ancient stone circle situated high in the northern Alimir Mountains between Calimshan and the Lake of Steam. It lay east of St. Wityn's Hospice.

## Description

The site consisted of a semi-circle of stone boulders, all long-shattered as if by some titanic explosion, half-buried by grass and brambles. At the center was the Anvil itself: a pair of megaliths, one lying on top of the other, amidst patches of nettles. The upper stone was black and marbled all over with white stripes—this type of stone was unique, not found anywhere else in the Iltkazar Range.

## Legends

Legend told that uncounted artifacts were forged upon the Anvil. It was considered to a sacred site by those churches who valued justice, in particular the church of Tyr.

## History

Sometime in the 1st century DR, Tyr the Just God appeared at Allyn's Anvil and consecrated the *Demonsbane* shields.

In the Year of the Wrath Sword, 275 DR, on the night of the Feast of the Moon, many senior priests of the Church of Ilmater gathered at Allyn's Anvil, including Archsufferer Irmakul "Bloodthews", Revered Brother Filithan, and Exalted Servant Volshur the Crooked. Here, making impassioned prayers and howls of suffering, they enchanted the sword *Dornavver*, the Demonbane.

## References

1. ↑ 1.0 1.1 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 62. ISBN 0-7869-3697-5.
2. ↑ 2.0 2.1 2.2 Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), pp. {{#regex:98, map|%(,)(\S)%|$1 $2}}. ISBN 978-0786912377.
Alturiak 13

**13 Alturiak**, or **the 13th of the Claw of Winter**, is the 44th 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.
Abadda Moonglamaer

## Rules Information

* 2e

**Abadda Moonglamaer** was a prince of Phalorm, the Realm of Three Crowns.

## Description

In life, Abadda was a green elf who had the charisma and strong build of a true prince of Phalorm. In undeath, his skin and hair turned white, his eyes turned into sunken pools of darkness, and he hid his face with a skull mask.

## History

The Unicorn Prince, as he was sometimes known, died when the lich, Iniarv, flooded the kingdom of Uthtower and created the Mere of Dead Men during a battle with invading orc hordes in 615 DR. For reasons unknown to Abadda, he was touched by the lich's fell magic and arose as an undead abomination known as a curst. For nearly thirty years he wandered the swamp seeking his own final demise, but it was not to come.

In 646 DR, the elven curst was captured by the new ruler of the mere, Chardansearavitriol, and entombed beneath the Uthtower after the dragon tricked him into revealing the location of the fabled *unicorn blade*, which Abadda once wielded. There he remained until a Myrkulyte priest of the Ebondeath sect of the Cult of the Dragon released him in 1321 DR.

### The Doppelganger

The priests of Myrkul experimented on this newfound type of undead creature until the Uthtower and their temple sank below the waters of the Mere. They even went so far as to have a doppelganger eat the brain of the undead elf (which regenerated) and assume Adadda's former identity as a prince of Phalorm. The priests lost control of the doppelganger, however, and it fled to the area known as the Fallen Kingdom where Abadda once wandered. Once there it became a bandit leader. The false Abadda was later slain by Distyl of Nesme at the court of Silverymoon, where he recovered *the Silent Sword, Susk* in 1338 DR. Somehow the body was never identified as a doppelganger.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Eric L. Boyd (March/April 1999). “Eye of Myrkul”. In Christopher Perkins ed. *Dungeon* #73 (Wizards of the Coast), pp. {{#regex:45–46|%(,)(\S)%|$1 $2}}.