recursal/Fanatic-Fandom huggingface dataset:
Blade and Stars

The **Blade and Stars** was an inn in Baldur's Gate on the Sword Coast of Faerûn.

## Structure

 File:AR1300.png  The long building was four stories high with an attached stable. The kitchens were on one side and the upper-room balconies were on the other. The rooms were tidy and clean. The front lobby hosted a small lounge where guests could meet citizens. Outside, the inn sign displayed a female hand clutching a lightly curved saber and several enchanted stars that twinkled softly. It was rumored the sign was plundered and purchased years ago from a raiding party in Amn.

## Atmosphere

The inn was fairly quiet and sold drinks at moderate prices. Meals were served in guests' rooms rather than a dining room and consisted of regular ale, bread, and fish. The bread could be ordered with cheese or melted eggs. On winter nights, the staff served ruby cordial, a sweet brew of cherries dissolved in sugared red wine.

## Staff

The innkeeper, Aundegul Shawn, hired several guards to turn away street rogues and thugs from entering the establishment. They were especially on the lookout for doppelgangers, which posed a growing problem in Baldur's Gate around 1367 DR.

About a century later, the Blade and Stars was run by the half-orc Aurayaun. After her sudden disappearance, it was taken over by her wife Lupin.

## Rumors

Local legend stated a female yuan-ti was trapped within the inn's walls, imprisoned while fighting a wizard. Rumors said she would finally be released upon his death.

## Prices

* Rooms (included bath, stabling, one free drink, and meals) for 3 gp per night.
* Cordial for 3 cp per goblet.
* Ale for 3 cp per tankard.

## History

**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.

As of the Year of the Banner, 1368 DR, regular patrons included G'axir the Seer and Elkart.

At some point during the 15th century DR, the magical sign of the Blade and Stars was stolen. One Baldurian begger claimed that the thief was Aurayaun, the former innkeeper who had just recently gone missing.

## Appendix

### Appearances

Games
*Baldur's Gate*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (1994). *Volo's Guide to the Sword Coast*. (TSR, Inc), p. 19. ISBN 1-5607-6940-1.
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. 187. ISBN 0786966769.
3. ↑ 3.0 3.1 Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 76. ISBN 0-8803-8828-5.
4. ↑ BioWare (December 1998). Designed by James Ohlen. *Baldur's Gate*. Black Isle Studios.

### External links

* File:Bg icon.png Blade and Stars article at the ***Baldur's Gate Wiki***, a wiki for the *Baldur's Gate* games.
Belphendor's

**Belphendor's** was a shop in Khôltar, south Faerûn, that sold plumbing supplies, pipes, valves, and fittings *circa* the Year of Wild Magic, 1372 DR.

## Location

Belphendor's was on the south side of Hael Way just to the west of Elduskryn's Fiery Creations and across the street from Anthormbrur, the fancy home of the Horthander family.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. p. 68. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
2. ↑ 2.0 2.1 Template:Cite web/Elminster Speaks/Part 54: Khôltar, Part 5, The Farrgaunlar
Bhaerlith

**Bhaerlith** was the name of a secret, manufactured oasis located in the Anauroch desert. During the mid-14th century DR it served as an outpost for the Zhentilar army. It was used as a major way point for Zhent caravans crossing the desert to trade goods to and from Zhentil Keep.

## Appendix

### References

1. ↑ 1.0 1.1 Kevin Melka and John Terra (April 1995). *Ruins of Zhentil Keep (Campaign Book)*. (TSR, Inc), p. 42. ISBN 0-7869-0109-8.
Bunyip

* 2e
* 1e

A **bunyip** was a large animal found in freshwater lakes and large rivers.

## Description

The bunyip resembled a cross between a shark and a seal. Instead of scales, it was covered in shaggy fur and had a mane of hair around the head.

## Behavior

The bunyip was a solitary animal. It was a very mischievous creature and would harass swimmers and small boats. It had telepathic abilities, and was able to detect the approach of humanoids from a distance. Despite its resemblance to a seal, it could not venture onto land. Bunyips were a nuisance to fishermen and trappers, as it was known to spring traps and steal bait.

## Combat

The bunyip would use its sharp teeth and powerful jaws as its primary weapon. It rarely attacked large creatures, but would attack small humanoids. It could detect blood in the water and would go into a feeding frenzy, a frenzy so intense that its ability to defend itself would be compromised.

## Ecology

Mating occurred once a year, and was the only time the animal would swim into salt water. Gestation would last 3 months, and the parents separated when the young was born. A bunyip over the age of six would be able to mate.

A bunyip was a predatory animal, and would feed primarily on fish, other aquatic animals, and birds.

## Hunting

The bunyips hide could be used to make leather. Its flesh was edible but was oily and produced a strong odor. Due to the low-quality meat and the difficulty in capturing, it was generally not sought out by hunters or trappers.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. 12. ISBN 0-88038-769-6.
2. ↑ Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 17. ISBN 0-9356-9621-0.
Citadel Yaunoroth

**Citadel Yaunoroth** was a dwarven city of Ammarindar, built during the Age of Humanity as a stalwart fortress to protect the kingdom from the growing orc hordes.

## Description

Built into the Greypeak Mountains that overlooked Naurogloth, this ancient dwarfhold extended under the peaks with a network of subterranean tunnels. A single, goblin-made burrow extended from the lower reaches of the tunnels to the Mines of Dekanter.

## History

The construction of Yaunoroth was completed in 1 DR, the same year humans of the Dalelands and elves of the Cormanthyr erected the Standing Stone.

When Wulgreth's demons from Ascalhorn ravaged the North in 882 DR, they fought the Ammarindar dwarves of Citadel Yaunoroth in a key battle for the kingdom. Queen Helmma and her sister Princess Olmma, led the defense of the fortress and sacrificed themselves in order that many dwarves of her realm could flee south to safety. The spirit of Olmma continued to command the ghosts of the dwarves that perished in defense of the city for centuries later.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 86. ISBN 0-7869-3654-1.
2. ↑ 2.0 2.1 2.2 Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 84. ISBN 0-7869-3654-1.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 118. ISBN 0-7869-1836-5.
4. ↑ Ed Greenwood (October 1990). *Dwarves Deep*. (TSR, Inc.), p. 52. ISBN 0-88038-880-3.

### 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
Adder

* 4e
* 3e
* 2e

The **adder** was a type of snake found in Faerûn.

## Species

### Puff Adder

The puff adder was found in the Duskwood where it preyed upon the badger mice. These serpents puff out their skin to appear more menacing toward attackers.

## Appendix

### References

1. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 240. 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. 280. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 3.2 3.3 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Explorer's Manual”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), p. 7. ISBN 1-5607-6917-3.
4. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 320. ISBN 1-5607-6619-0.
5. ↑ Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 147. ISBN 0-7869-3277-5.
Beaumaris River

The **Beaumaris River** flowed south from the Great Glacier, turned east and cut Vaasa in half, flowed through the Galena Mountains at Bloodstone Pass, and headed to the south into Damara. It was a meltwater river and was completely frozen during the winter. At other times it flowed very slowly and was shallow to such an extent that even small boats could not navigate its fords without being carried. The river had clean, refreshing cold water. In Vaasa it was frequented by goblinoids and the local people considered it dangerous to use for passage through the land.

## Vaasa

Dead Man's Walk, a road in Vaasa, ran adjacent to the river as it flowed through Vaasa. The ruins of Moortown stood on the river, and Nigel's Ford provided a crossing point.

## Damara

The river flowed south into Damara and continued along this course for many miles until it turned to the northeast, where it flowed to Goliad. At Goliad it merged with the Goliad River and continued south to Heliogabalus where it flowed into Lake Mogador.

## Appendix

### References

1. ↑ 1.0 1.1 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 32. ISBN 0-88038-771-8.
2. ↑ 2.0 2.1 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), pp. {{#regex:Fold–out map|%(,)(\S)%|$1 $2}}. ISBN 0-88038-771-8.
Beliard

**Beliard** was a small, trading village that was home to, as well as a meeting place for, the many cattle ranchers that drove their herds across the nearby hills.

## Geography

It was located at the crossroads where the Stone Trail intersected the Dessarin Road, just a bit a few miles east of Stone Bridge.

## History

Sometime around the Year of the Sword, 1365 DR, four merchants went missing in Beliard. The cause of this disappearance was a doppelganger that had assumed the form of one of Blasko Halamar's young apprentices, Hagarl.

Some time after the Ordning was abolished, around the Year of the Iron Dwarf's Vengeance, 1485 DR, groups of hill giants began to steal livestock from Beliard's animal pens.

## Notable locations

Shops

* Halamar's Horses: The stables were run by former adventurer Blasko Halamar and a dozen young assistants.
* Milshoun's Stronghouses: These three warehouses were owned by the Calishite man, Ahbaer Milshoun.

Inns & Taverns

* Watchful Knight: This cold and unwelcoming hostel was run by Arachar Calatharr who was pointedly *not* a retired adventurer.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 36. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 2.2 2.3 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 36. ISBN 0-7869-0391-0.
3. ↑ 3.0 3.1 Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 76. ISBN 978-0786966004.
4. ↑ Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 74. ISBN 978-0786966004.
5. ↑ 5.0 5.1 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 37. ISBN 1-5607-6678-6.
Bellcrest Spire

The **Bellcrest Spire** was a tower in Evereska. It was home to a group of high mages.

When Evereska was besieged by the phaerimm in the Year of Wild Magic, 1372 DR, the high mages of the Bellcrest Spire advised Lord Duirsar that, although the *mythal* would sustain the city, the plants would need water and light. The Moondark Circle warned Duirsar there were a dozen spells that would cut off these.

## Appendix

### References

1. ↑ Troy Denning (Mar 2001). *The Summoning*. (Wizards of the Coast). ISBN 07-8691-801-2.
Chandlerscross

**Chandlerscross** was a clean, fresh-looking town in Scardale located on the River Ashaba within the great canyon called the Scar. This town rose to prominence, and even served as its capital city, during the occupation of the dale by a coalition of foreign forces during the mid–14th century DR.

## History

While in 1356 DR the town was barely noticeable, by the late 1360s it had become a bustling center of trade, having evaded the chaos and destruction that was rampant in Scardale Town. Following that settlement's devastation during the Shaking Plague in 1370 DR, Chandlerscross was designated as the capital of Scardale.

Throughout the 1400s DR, Sembian merchants consolidated the nation's power over Scardale through a series of underhanded deals and betrayals. These actions culminated with Sembia's mercenary army marching on Chandlerscross and slaughtering many dalesfolk. After their bloody coup, the merchant nation re-established Scardale Town as the capital of the dale.

## Government

During the town's tenure as the capital of Scardale, Chandlerscross served as home to both the Provisional Governor, the inaugural incumbent of which was Khelvos Dermmen, and the Scardale Council.

The city watch was composed entirely of Scardalefolk, a point of pride for the dale after years of foreign occupation.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 136. ISBN 0-7869-1836-5.
2. ↑ Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 38. ISBN 978-1560766674.
3. ↑ 3.0 3.1 3.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 135. ISBN 0-7869-1836-5.
4. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 108. ISBN 978-0-7869-4924-3.
Brachiosaurus

* 2e
* 1e

**Brachiosauruses** were a type of large and incredibly heavy dinosaur, similar to a brontosaurus.

They were mostly herbivorous, but could pose a threat to adventurers by accidentally stepping on them.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. 21. ISBN 0-88038-769-6.
2. ↑ 2.0 2.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 24. ISBN 0-9356-9600-8.
Bloodstone Village

**Bloodstone Village** was the second largest settlement in Bloodstone Pass, the only real accessible link between the lands of Vaasa and Damara. It was within the Barony of Bloodstone before 1357 DR, but the baron of the time, Baron Tranth, had little power over the dominion.

## Geography

The village of Bloodstone layed on the shores of Lake Midai, where it joined with the Beaumaris River, which ran into the Galena Mountains.

## History

Before 1357 DR, Bloodstone Village was an important trade route. However, when a dragon turtle was slain in the seas to the south that terrorized shipping, a trade route by sea was opened in the Sea of Fallen Stars. The land trade route that ran through Bloodstone Village was less frequented and the village fell on hard times.

During this time, the Bloodstone Pass became cut off from the rest of the Kingdom of Damara due to the war with Vaasa to the north. Many settlements within the area were reduced to anarachy. In this anarchy came the Citadel of Assassins and their hold on the village. Bloodstone Village was forced to pay an annual tribute (two tendays after the annual harvest) in food, money, and slaves.

In 1359 DR, it became the home of the King of Damara, Gareth Dragonsbane.

## Notable locations

* Abbey of St. Sollars
* Lake Midai
* Palace Dragonsbane
* Tree-Gem of Bloodstone
* Inn of the Clowns

## Appendix

### References

1. ↑ Ed Greenwood (October 1990). *Dwarves Deep*. (TSR, Inc.), p. 61. ISBN 0-88038-880-3.
2. ↑ 2.0 2.1 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 26. ISBN 0-88038-771-8.
3. ↑ 3.0 3.1 3.2 3.3 Douglas Niles and Michael Dobson (1985). *Bloodstone Pass*. (TSR, Inc), pp. {{#regex:6,13|%(,)(\S)%|$1 $2}}. ISBN 978-0394548562.
Ches 27

**27 Ches**, or **the 27th of the Claw of Sunsets**, is the 88th day of the year in the Calendar of Harptos.

## On This Day

* In 1372 DR, a hathran witch made a grasp for power within the Wychlaran but was defeated by the bladesinger Taenaran and a druid from Cormyr named Marissa.

## 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. 152–153. ISBN 978-0-7869-4731-7.
Chahir

### Class

**Chahir** was a vampire sorcerer who resided in the crypts of Dordrien in the Dagger Hills.

## Description

Chahir sported thick black hair and a carefully trimmed beard and mustache. Despite a somewhat emaciated appearance, Chahir was noted as being particularly handsome and had almost beige-colored skin. Dressing in ancient finery, Chahir wore a fine silken robe, embroidered with gold thread and held together down the front by gem-studded buttons.

## Abilities

Whilst having the formidable array of powerful abilities afforded to most vampires, Chahir also utilized numerous sorcerous powers in conjunction with these to get the jump on interlopers. Often Chahir would turn himself invisible and seep out of his coffin undetected in his gaseous form before unleashing potent lightning bolts upon his foes.

## Possessions

During his many years of preying on tomb robbers, Chahir had amassed a sizable amount of silver and gold coins and even an emerald. He stored this treasure in his wife's vacant coffin. In addition, Chahir carried a number of magic items on his person, which included a *wand of magic missiles*, a *ring of protection*, a *cloak of resistance*, and some *bracers of armor*.

## Relationships

Chahir was married to another vampire who had been destroyed in Daggerdale some time before 1372 DR.

## History

Hailing from an ancient and obscure noble family, Chahir was in some way connected to the vampires that troubled Daggerdale in 796 DR. Interred with his wife, who was also a vampire, in a mausoleum within the Dordrien crypts, Chahir preyed on numerous travelers over the years. At some point, his wife was destroyed in Daggerdale and by 1372 DR Chahir instead shared his mausoleum with a pair of tomb robbers whom he had transformed into vampire spawn.

## Appendix

### Reference

1. ↑ James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 11. ISBN 0-7869-1212-X.
2. ↑ 2.0 2.1 2.2 2.3 James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 131. ISBN 0-7869-1212-X.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 13. ISBN 0-7869-1212-X.
4. ↑ 4.0 4.1 James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 12. ISBN 0-7869-1212-X.
5. ↑ James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 9. ISBN 0-7869-1212-X.
Ches 30

**30 Ches**, or **the 30th of the Claw of Sunsets**, is the 91st day of the year in the Calendar of Harptos.

## On This Day

* Worshipers of Waukeen observe High Coin (or Highcoin), a High Festival including a great feast and the gathering of offerings for the next festival, Spheres (10 Tarsakh)
* Waterdhavians celebrate the second day of the Fair Seas Festival, marking the end of Fleetswake, a tenday-long festival honoring maritime deities and trade.
* In 1369 DR, the Second Siege of Myratma ended with the Storm Siege, when the Loyalist Army of Queen Zaranda and King Haedrak III bombarded Myratma with lightning magic and breached its Eastgate.
* In 1369 DR, the city of Waterdeep repelled an attack from the sea led by Iakhovas the Ravager but the loss of ships and infrastructure disrupted trade with Maztica for almost a year.
* In 1373 DR, the siege of Menzoberranzan ended when the Scoured Legion faction withdrew from the battlefield.

## 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.
3. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 185. ISBN 978-0-7869-6625-7.
4. ↑ Ed Greenwood and Steven E. Schend (July 1994). “Adventurer's Guide to the City”. *City of Splendors* (TSR, Inc), pp. {{#regex:27–28|%(,)(\S)%|$1 $2}}. ISBN 0-5607-6868-1.
5. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book One: Tethyr*. (TSR, Inc.), p. 45. ISBN 0-7869-0697-9.
6. ↑ Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). *Cloak & Dagger*. (Wizards of the Coast), p. 9. ISBN 0-7869-1627-3.
7. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 153. ISBN 978-0-7869-4731-7.
Chwinga

* 5e

**Chwingas** (pronounced: /tʃɛˈwɪŋɑːz/ *cheh-WING-ahz*) were small, shy elemental spirits that lived in the rocks, plants, and rivers of Chult.

## Description

Chwingas stood 0.5–1.0 foot (15–30 centimeters) tall, resembling small animated dolls with masks for faces. No chwinga masks were alike, and they often took the form of animal faces. Their hair was wild and unkempt while their limbs were slender and lean. The presence of chwingas was foreshadowed by mild natural phenomena, such as the presence of harmless insects or pleasant flowery scents. Further indication could be found in cool breezes, and a lusher surrounding scenery.

## Personality

Incredibly shy in most aspects of their lives, chwingas were naturally curious and fascinated by humanoids, whose signs of civilization were alien to chwingas. Beings that wore armor, carried weapons, cooked food, and used tools were of great interest to them. Those that piqued a chwinga's interest enough could find themselves tailed by the diminutive elementals, and given minor magical boons. The features that drew chwinga to individuals seemed completely arbitrary, ranging from height and hairstyle to artistic talent or other strange abilities.

## Abilities

Chwinga had the power to bestow various supernatural aids on those who caught their curiosity and compassion. They were agile and hard to pin down, primarily due to their hiding skills. They possessed the ability to take shelter and hide inside their natural surroundings, like in rocks or trees, becoming totally impervious to danger. Like most elementals, chwingas did not eat, drink, or breathe, but unusually they did sleep. Dead chwingas became petals, pollen, a puddle, or a stone.

## Society

Chwinga lived and slept within natural objects like rivers and trees. They were incapable of speech and didn't have names.

## 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 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:216–217|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6610-3.
2. ↑ 2.0 2.1 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 82. ISBN 978-0-7869-6610-3.
Chavyondat

**Chavyondat** was a port city and the capital of Estagund. It was the largest city in that realm.

Chavyondat was formerly known as **Klionna**.

## Geography

Situated on the protective Bay of Kings on the southern coast of Estagund, Chavyondat was the first line of defense against raiders from Dambrath.

## History

Shou Lung was working intrigues to establish an enclave—a Shou Town—in Chavyondat in Estagund in the mid-1370s DR.

## Defenses

Chavyondat was guarded by a corps of skilled crossbowmen and powerful illusionists. Additionally, Chaka Seltarir supplied 10 fully-armed warships to supplement the 5 used by the city.

## Locations

* House of the Adama
* House of Chakas – The home of Estagund's bureaucracy.
* House of the Vanquisher – Training ground for the military.
* Marketplace - The largest ward in Chavyondat, where just about anything was for sale.
* Seltrarir Palace

## Appendix

### Gallery

Chavyondat-Market-Ralph-Horsley.jpgThe marketplace in Chavyondat.
### References

1. ↑ 1.0 1.1 1.2 1.3 Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 62. ISBN 1-56076-595-X.
2. ↑ 2.0 2.1 2.2 2.3 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 128. ISBN 978-0-7869-4924-3.
3. ↑ Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 53. ISBN 1-56076-595-X.
4. ↑ Eytan Bernstein (2007-05-09). Eastern Classes. Class Chronicles. Wizards of the Coast. Archived from the original on 2018-03-24. Retrieved on 2016-05-21.
Black unicorn

**This is a
Good Article!**

* 3e
* 2e

**Black unicorns** were unicorns who had been corrupted with the blood of demons and other fiends. They were known to live in Thay.

## Description

Black unicorns had coal-black fur and silky manes. Their eyes could be glossy black or burning red. Their distinctive spiraled horns were long and chased with silver. Unlike normal unicorns, they had the sharp teeth of a carnivore.

## Behavior

Black unicorns were crazed, hateful creatures that lived for violence. They delighted in causing pain and suffering and preferred to eat their meals alive.

## Abilities

Black unicorns, like their more peaceful kin, had multiple magical abilities. Like all unicorns, they could not be magically charmed or held and were immune to poison and to death spells. They continually radiated silence in a 15‑foot (**Expression error: Unexpected < operator.**‑meter) radius around them. Three times per day, they could turn invisible, or radiate darkness for 15 feet (**Expression error: Unexpected < operator.** meters) around them. Additionally, if they successfully attacked an opponent with their horn, they could inflict light wounds up to three times each day. Once per day, they could teleport themselves and their riders without risk, but could only teleport while in darkness or shadow.

Black unicorns were highly intelligent and could learn to speak Common. Because of this, it was rumored that Thayan wizards were trying to teach them to cast spells with only verbal components.

Additionally, black unicorns could see up to 300 feet (**Expression error: Unexpected < operator.** meters) in complete and even magical darkness. However, they disliked light.

The horn of a black unicorn was poisonous; anyone struck by it risked being paralyzed for as long as three days before dying of heart failure. The horn could be used to make an extremely potent and fast-acting poison that could kill or paralyze the victim.

## Ecology

Black unicorns were normally solitary but could also be found in small family units. They were unnatural carnivores that preferred to live in forests or plains. They were not territorial and wandered from place to place, often invisibly.

Black unicorns were created by wizards in Thay, where they were kept as pets and as mounts in elite cavalry units. However, black unicorns would allow themselves to be ridden by any drow or human female of evil morality. They particularly enjoyed serving blackguards.

## 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 James Wyatt and Rob Heinsoo (February 2001). *Monster Compendium: Monsters of Faerûn*. (Wizards of the Coast), pp. {{#regex:83–84|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1832-2.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 Michael John Wybo II (February 1993). “Unique Unicorns”. In Roger E. Moore ed. *Dragon* #190 (TSR, Inc.), pp. {{#regex:90–94|%(,)(\S)%|$1 $2}}.

de:Schwarze Einhörner
Blackfeather Barrens

**Blackfeather Barrens** was an area of badlands in southeast Faerûn. A kenku-dominated wasteland known for its hostility towards outsiders, it was feared even among the other inhabitants of the Beastlands in the late 14th century DR.

## Geography

It was a land of fractured plains and desolate canyons. It lay between the monster realms of the Beastlands.

## Locations

A rookery town of kenkus called Blackfeather was hidden somewhere in the Barrens.

## Relations

The kenkus of Blackfeather Barrens mercilessly attacked all trespassers.

## References

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. 97. ISBN 978-0-7869-4924-3.
Beast

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

A **beast** was any creature that behaved in a manner similar to that expected of common animals dwelling in the Prime Material Plane. However, while animals were generally beasts, many beasts were not animals and could have highly abnormal origins or features.

Physically, beasts tended to resemble animals or at the very least, other natural wildlife.

## Lists of Beasts

If you don't see a creature in the appropriate list, make sure that creature's page is in the correct categories.

* All beasts
* Natural beasts
* Magical beasts
* Demonic beasts
* Diabolic beasts
* Elemental beasts
* Bestial aberrations

## Appendix

### References

1. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 280. ISBN 978-0-7869-4852-9.
Brown bear

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

The **brown bear** was a forest-dwelling animal.

## Description

These creatures had brown fur. Brown bears on average were 9 ft (2.7 m) and weighed 1800 lb (816.5 kg).

## Behavior

These omnivore ursoids were very dangerous and territorial. Brown bears that had very aggressive dispositions were known as *grizzly* bears.

## History

An awakened brown bear lived on the Wyllowwood level of Undermountain.

## Appendix

### Appearances

Adventures

* *Waterdeep: Dungeon of the Mad Mage*

### Gallery

NwN Brown Bear.jpg*A brown bear in the* Neverwinter Nights *game editor.*Neverwinter Nights 2 - Creatures - Brown Bear.png*A brown bear in* Neverwinter Nights 2*.*
### External Links

* Brown bear article at ***Wikipedia***, The Free Encyclopedia.

### References

1. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 319. ISBN 978-0786965614.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 30. ISBN 978-0-7869-4852-9.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 269. ISBN 0-7869-2893-X.
4. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 17. ISBN 1-5607-6619-0.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 9. ISBN 0-9356-9600-8.
6. ↑ 6.0 6.1 6.2 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 9. ISBN 0-9356-9600-8.
7. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 72. ISBN 978-0-7869-6626-4.
Chasolné

**Chasolné** was a mysterious temple on the eastern border of Halruaa. It was formed of two stylized heads, carved into the cliffs facing the Great Sea, in the Bay of Pirates.

## Description

The two stone heads had exaggerated and stylized features, bearing grooves that resemble scaled skin.

At the top of the cliff, above and behind the stone heads, was an altar and the entrance to a cave of unknown depth. The altar was carved with bizarre sea life and odd-looking ocean vessels.

The tunnel behind the alter was connected with a domed chamber, in turn connected to a series of tunnels that led to an underground sarrukh laboratory. This laboratory was connected by portals with similar places in Ilimar and Okoth.

## History

Chalsoné was built by the sarrukh in the ancient past.

Around 1479 DR, the sarrukh were using this ancient laboratory once again. Because of their experiments many pirate ships were lost in the vicinity, and eventually the pirates began to avoid the place altogether.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 134. ISBN 0-7869-3492-1.
2. ↑ 2.0 2.1 2.2 2.3 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 137. ISBN 978-0-7869-4924-3.
Canisphinx

* 3e

Vicious hunters, **canisphinxes** often chased their prey across the desert sands for hours, waiting for the victim to drop from exhaustion.

## Combat

Canisphinxes prefered prey that was too weak to fight back, and they usually fled in the face of stronger opposition. When they decided to fight, they tried to pin their foes and finish them off with bite and rake attacks.

## Society

Though these creatures generally hunted alone, a mated pair occasionally ganged up on prey as a prelude to some sort of courting behavior.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (March 2005). *Sandstorm: Mastering the Perils of Fire and Sand*. (Wizards of the Coast), p. 186. ISBN 0-7869-3655-X.
2. ↑ 2.0 2.1 2.2 Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (March 2005). *Sandstorm: Mastering the Perils of Fire and Sand*. (Wizards of the Coast), p. 186. ISBN 0-7869-3655-X.
Ch'Chitl

**Thralls**:

Post-Spellplague Spellscarred Illithids

**Ch'Chitl** (pronounced: /tʃˈtʃɪtɪl/ *ch-CHIT-ill*) was a city of mind flayers located 18 mi (28.97 km) beneath the Sword Mountains.

## History

In 1154 DR, Ch'Chitl was founded by a cult of illithids that planned the settlement as an adjunct to Skullport. Around 1250 DR, a surprise githyanki attack led to the mortal wounding of the elder brain.

The town was ruled by a council of elders after the death of its elder brain. Ch'Chitl was devastated by the Spellplague in 1385 DR and many of the illithids were horribly spellscarred. Three of the elders were merged into one being which became the settlement's new elder brain. The remaining illithids acquired extraordinary psionic powers from their spellscars.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 134. ISBN 0-7869-3053-5.
2. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 136. ISBN 0-7869-3053-5.
3. ↑ 3.0 3.1 3.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 232. ISBN 978-0-7869-4924-3.
4. ↑ Adam Lee, Ben Petrisor, Matt Sernett (2016). *Tyrants of the Underdark Rulebook*. (Wizards of the Coast), p. 16. ISBN 978-1-9408-2585-4.
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. 122. ISBN 978-0-7869-4731-7.
6. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 135. ISBN 0-7869-3053-5.
7. ↑ 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.
Bok

**Bok** was a powerful flesh golem manufactured by Dendybar the Mottled, a wizard and the guardian of the northern spire in the Hosttower of the Arcane in the seaport city of Luskan.

In 1356 DR, Dendybar sent Bok alongside the wizard Sydney and the soldier Jierdan in search of Drizzt Do'Urden with the hopes of acquiring Crenshinibon. Bok was destroyed by Drizzt during a vicious fight near Mithral Hall. Dendybar teleported near the golem with the aim of recovering and reconstructing it, The spirit of Morkai the Red, a dead foe of Dendybar who was killed and enslaved as a spirit by the wizard, regained control of the remains of the golem and killed Dendybar.

## Appendix

### Notes

Coincidentally, "Bok" is also the name of an animated gargoyle in the *Doctor Who* serial "The Daemons".

### References

1. ↑ R.A. Salvatore (July 2005). *Streams of Silver*. (Wizards of the Coast). ISBN 0-7869-1606-0.
Blasingdell

**This article or section is about elements from adapted material from a different or generic setting.**
Although officially licensed, this information is not confirmed to be part of the greater *Forgotten Realms* continuity.

## Politics

### Mayor

Miles Berrick

**Blasingdell**, (pronounced: /ˈbleɪsɪŋdɛl/ *BLAY-sing-dell*), was a small village located northwest of Mirabar. It was the closest settlement to the secret dwarven stronghold of Khundrukar.

## Geography

Blasingdell was situated thirty miles south of the mountain known as The Stone Tooth, a forested peak of the southern Spine of the World range.

## Defenses

Blasingdell had a town watch of four men-at-arms. Their leader was a half-orc named Sergeant Grendar Kuln; he was assisted by Constable Dara Whitewood; under them were two full-time guardsmen. In times of strife, these four would supplement their numbers with a militia of up to one hundred local men and women.

## Notable Locations

Shops & Businesses
Tolm's Superior Outfitting and Dry Goods
Inns/Taverns
Griffon's Nest
## Appendix

### References

1. ↑ Alan Patrick. Hooks: The Forge of Fury (HTML). Tales From the Yawning Portal Adventure Hooks. D&D Adventurer's League. Retrieved on 30/05/2017.
2. ↑ 2.0 2.1 Template:Cite adventurers league/A Thousand Tiny Deaths
3. ↑ 3.0 3.1 Kim Mohan, Mike Mearls (April 2017). *Tales from the Yawning Portal*. (Wizards of the Coast), p. 34. ISBN 978-0786966097.
Ches 4

**4 Ches**, or **the 4th of the Claw of Sunsets**, is the 65th day of the year in the Calendar of Harptos.

## On This Day

* According to tradition, *circa* −6100 DR, the bodies of the djinni Calim and the efreeti Memnon are entrapped in the *Calimemnon Crystal* by the elven high mage Pharos, ending the Era of Skyfire and beginning the creation of the Calim Desert. Local Calishite legends call this night the Night of Binding.
* In 1374 DR, Dabron Sashenstar was enlisted to take down the Iron Throne, starting with Reiltar Anchev, a merchant from Sembia.

## References

1. ↑ Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), p. 79. ISBN 978-0786912377.
2. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 154–155. ISBN 978-0-7869-4731-7.
Beorunna's Well

**Beorunna's Well** was a large settlement of the barbarians of the Black Lion Tribe.

## Description

Members of the tribe lived in modest houses around the deep pit that once contained the ancestral mound. At the bottom of the pit dwelt Underdark monsters that the barbarians feared.

The Black Lion tribe forsook their nomadic habits and settled in a small, roughly built town surrounded by a stockade, where they traded timber, furs, and smoked meat. The Red Tigers held a different opinion about living like the southern folk and often resolved their disputes in duels to the death. Traders and merchants were welcome, though the journey there was full of dangers.

## Notable Inhabitants

* Andar Heartwood
* Patrevani Onehand
* Hask Bloodaxe
* Prudosk Goldhand
* Skelli Wildfoot

## Relationships

The town often traded with the dwarves of Citadel Felbarr, to whom they were connected by a trade route.

## History

Legend says that Beorunna, the father of Uthgar, defeated the demon Zukothoth at the ancestral mound, causing it to sink into the earth.

In 1372 DR, the Uthgardt tribes of Black Lion and Red Tiger both considered Beorunna's Well their ancestral mound.

## References

1. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 172. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast). ISBN 0-7869-2835-2. Cite error: Invalid `<ref>` tag; name "SM-p10" defined multiple times with different content
3. ↑ 3.0 3.1 3.2 {{#rreplace:Dale Henson/slade, Ed Greenwood, Julia Martin, Steven E. Schend, Jennell Jaquays/Paul Jaquays, Steve Perrin|([\w\.[:blank:]\[\]]+)\/([\w\.[:blank:]\[\]]+)|$1 (as $2)}} (April 1996). *The North: Guide to the Savage Frontier (The Wilderness)*. (TSR, Inc), p. 58. ISBN 0-7869-0391-0.
4. ↑ 4.0 4.1 4.2 Philip Athans (2008). *A Reader's Guide to R. A. Salvatore's the Legend of Drizzt*. (Wizards of the Coast), pp. {{#regex:138–139|%(,)(\S)%|$1 $2}}. ISBN 0-7869-4915-5.
5. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 1. ISBN 978-0786929801.
6. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 168. ISBN 0-7869-1836-5.
Ciraxis

**Ciraxis** was a great ice dragon that laired in the Sunset Mountains.

## Description

The large white dragon was a powerful creature that had a hoard consisting of a few great chests.

## Abilities

Ciraxis attacked with its frost breath, buffeted its wings, and stomped any foes in range.

## History

In 1374 DR, the Bruenghor Clan of the Sunset Mountains, were driven out of their mines by drow. Kolgrim, their leader, and members of his clan, made their way to the Burning Eye to light a signal fire. They had to do this to request help from their allies in Easting. However, they were attacked by Ciraxis on the peak of the mountain. During the battle, the dragon breathed its icy breath over several clan members, including the one holding the key to the mines.

Afterward, the heroes Vahn, Adrianna, and Kromlech ventured to the Sunset Mountains. They lit the signal fire, and gained the key, and then entered the mines. Here, they slew the drow leader, Ilivarra. The adventurers came across a dwarf, Brogan, who had been jailed by the dark elves. The dwarf Harper told them that an unknown group aimed to use a portal to enter Baldur's Gate. The guardian of this portal was Ciraxis. After slaying the dragon, the group successfully used the portal and were teleported to the Marsh of Chelimber.

## Appendix

### Appearances

Video games
* *Baldur's Gate: Dark Alliance*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Snowblind Studios (December 2001). Designed by Chris Avellone. *Baldur's Gate: Dark Alliance*. Black Isle Studios.
Caminus

**This article or section is about elements from the**
* ***Forgotten Realms: Demon Stone* game.**

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

## Dates

### Died

1373 DR approximately (Killed by Rannek, Zhai and Illius in Damara)

**Caminus** was a red dragon.

## History

The dragon took part in the orc attack on the Gemspark mine but obeyed Ygorl's orders after he was released from the *Demon Stone*.

### Death

Caminus was killed by Rannek, Zhai and Illius after Ygorl sent the trio to Caminus' lair somewhere in Damara.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Stormfront Studios (November 2004). Designed by J. Epps. *Forgotten Realms: Demon Stone*. Atari, Inc.
Bloodkiss beholder

* 4e

A **bloodkiss beholder** was a kind of undead vampiric beholder whose eyestalks had mutated into mouths that allowed it to drain the blood of its victims.

## Description

The flesh of a bloodkiss beholder's body had been twisted by necrotic energy until it barely resembled its living form. At the end of its stalks were toothed orifices it used to drain blood.

## Combat

Bloodkiss beholders could perform a banshee-like scream that disoriented their prey, and they would rush into a group of victims before screaming at them. Their thirst for blood drove them into a violent frenzy, attacking nearby prey with ferocity. The scent of bloodied prey drove them into a deeper frenzy, and they would hook their teeth into injured food and drain it to recover. If they could smell blood nearby but couldn't reach it, they would scream even harder in a fit of hunger to prevent prey from fleeing. Great injury would result in writhing and banshee-like screaming in distress. Despite their thirst for blood, they were still rational beings and would flee when a situation became too dangerous.

## Personality

Bloodkiss beholders were intelligent undead similar in behavior to their old selves despite their cravings for blood. They preferred to live alone, but could be forced into service by powerful necromancers.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Bruce R. Cordell, Eytan Bernstein, Brian R. James (January 2009). *Open Grave: Secrets of the Undead*. (Wizards of the Coast), p. 132. ISBN 0786950692.

### 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
Buftooroo's Dry Goods

**Buftooroo's Dry Goods** was a shop located in the Harbor District of Ravens Bluff during the late 14th century DR. It was somewhat hidden, tucked into the southwest corner of Fishleap Lane in the Silverscales neighborhood of the city. Buftooroo's specialized in selling everyday necessities.

## Appendix

### References

1. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 107. ISBN 0-7869-1195-6.
2. ↑ 2.0 2.1 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 106. ISBN 0-7869-1195-6.