recursal/Fanatic-Fandom huggingface dataset:
Anthormbrur

**Anthormbrur** was the name of the klathlaaedin (ornately carved stone mansion) belonging to the elite Horthander family located in Khôltar, south Faerûn *circa* the Year of Wild Magic, 1372 DR.

## Location

This elegant compound was located on the northeast side of Hael Way on the point of land between Hael Way and the North Way. It backed up against Baharrokhbrur, the klathlaaedin belonging to the rival Khaundrove family, which faced North Way to the east. Southwest across the street was Harth Trithketh's House of Welcome. To the southeast was the huge expanse of the intersection of Hael Way and North Way, which both ended at Farrgaunlar, the southern gate through the double walls of Khôltar.

## Structure

The eye-catching feature of this klathlaaedin was the central five-story needle-tower with its outer surface covered with leaping flames, human faces with watchful eyes, and many beasts, both mundane and monstrous, all carved into the stone. A squat, two-story attachment with a large, round window facing the courtyard connected the tower with the two wings. Both wings were sturdy three-floor rectangular buildings with sharply peaked roofs that formed a wide angle embracing the courtyard and gardens. The once-extensive enclosed gardens were mostly converted to stables as the Horthander passion for racing horses grew.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 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 Template:Cite web/Elminster Speaks/Part 54: Khôltar, Part 5, The Farrgaunlar
3. ↑ Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. {{#regex:67–68|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
4. ↑ Template:Cite web/Elminster Speaks/Part 53: Khôltar, Part 4, Our Tour Begins
Arakhor

* 3e

An **arakhor** (plural: **arakhora**) was a mighty tree-like creature, of which the most well-known and perhaps only example in the Realms was the great Grandfather Tree. The name was Elven and loosely translated as "tree warden" or "one who protects the forest". Arakhora were possibly an elder form of treant, or even ancestors of that race.

## Abilities

Similar to elementals in certain aspects, arakhora absorbed energy, life, and even intelligence from the forests that they lived in and in exchange served as caretakers and guardians of the land.

## History

In −12,500 DR, an arakhor was summoned by the elves of Aryvandaar to guard the location of the Hall of Mists in the High Forest, for fear of the evil inside. Over the following millennia, it grew and became known as the Grandfather Tree, still standing over the site. Records made by the church of Labelas Enoreth at this time postulated arakhora were elder treants.

By the mid–14th century DR, the Grandfather Tree and a cutting at Stone Stand were the last surviving arakhora known to exist in Faerûn.

## Appendix

### Notes

1. ↑ *Serpent Kingdoms* advises to treat an arakhor as an advanced elder treant from *Epic Level Handbook*, and those stats are used for this article, but it is not necessarily the case that an arakhor is an elder treant.

### References

1. ↑ 1.0 1.1 Andy Collins, Bruce R. Cordell (July 2002). *Epic Level Handbook*. (Wizards of the Coast), p. 223. ISBN 0-7869-2658-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 97. ISBN 0-7869-3277-5.
3. ↑ 3.0 3.1 Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 12. ISBN 978-0-7869-4731-7.
Arcata

The duchy of **Arcata** was found in Damara.

## History

The start of the Bloodstone Wars was marked by a conflict between Arcata and the neighbouring Barony of Bloodstone, in which Duke William Horgath attempted to seize bloodstone mines in the barony's territory. The attack was ill-prepared and hundreds of Arcatans died, before peace was instated by Gareth Dragonsbane in what became known as Gareth's Gamble.

The resolution of the conflict and the concentration of both armies on the threats to the south have led many of the Arcatan people to favour unification with the Barony of Bloodstone under Gareth Dragonsbane's rule. Rumours are rife that the Ducal Guard in Valls are loyal to the barony instead of their duke.

## Government

As of 1358 DR, it is ruled by Duke William Horgath and has a population of around 15,000. Its capital is the town of Valls. The duchy is mainly made up of farmers, although there are some mines harvesting iron and silver. The Arcatan people are known for their hard work ethic and being self-sufficient.

## Settlements

With a population of 1300, Valls is the largest settlement in Arcata and the capital. Tomrav is a mining and farming settlement in the Earthspur Mountains. Sudrav is a village on the shores of Lake Icemelt, in the Earthwood.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 9. ISBN 0-88038-771-8.
2. ↑ 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.

### Connections

Territories of Damara
Baronies & Duchies of the Kingdom of Damara
**Supply Provinces**
Duchy of **Arcata** • Barony of Bloodstone • Duchy of Brandiar • Duchy of Carmathan • Duchy of Soravia
**City Provinces**
Barony of Morov • Barony of Ostel • Barony of Polten
80 DR

80 DR
 MulhorandCalendar

## 80 DR in conflicts

* Horse barbarians invade Kara-Tur, but are routed in the Battle of the Silver Grasslands by fifth Emperor Chin of the Kao Dynasty and an army mostly recruited from T'u Lung.

## 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. 61. ISBN 978-0-7869-4731-7.

de:80\_TZ\_TZ
Alturiak 27

**27 Alturiak**, or **the 27th of the Claw of Winter**, is the 58th day of the year in the Calendar of Harptos.

## On This Day

* In 1374 DR, Daelegoth Orndeir leads elite members of his Brotherhood of the Glorious Sun against an encampment of shadovar exploring the ruins of Karse. Brennus Tanthul is badly wounded and forced to flee.

## References

1. ↑ Ed Greenwood, Eric L. Boyd (March 2006). *Power of Faerûn*. (Wizards of the Coast), p. 61. ISBN 0-7869-3910-9.
Ashakar's Accessories

**Ashakar's Accessories** was a showroom-style shop in the city of Ravens Bluff that sold all manner of small trinkets, accessories, and other unique aquatic tchotchkes during the late 14th century DR. It specialized in items found from the depths of the Sea of Fallen Stars and offered many items that created by the underwater merfolk.

The shop was located on the southern end of the Front, within the Silverscales neighborhood of Ravens Bluff's Harbor District.

## Description

The proprietor of the shop, a rather strikingly-handsome mage named Ashkar, catered to discerning travelers from throughout Faerûn and maintained steep prices for his wares. The showroom itself featured quality decor and dim lighting.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 107. ISBN 0-7869-1195-6.
2. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 106. ISBN 0-7869-1195-6.
Archtassel

**Archtassel** was an unwalled "tassel" (outsiders would call it a village) of Tasseldale.

## Trade

Woodcutting and trapping were the usual trades in Archtassel. Brethyl fur—fox fur studded with "drops" of clear rock crystal—was produced here and sold in Sembia. The carvers here were famous for their relief-cut doors and wall panels.

## References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 203–204. ISBN 0-7869-0406-2.
Alask's Arrow

**Alask's Arrow** was an inn and tavern located in Daerlun, Sembia, *circa* the Year of Shadows, 1358 DR. It was owned and operated by Alask "Eagle-eyes" who, before he retired, held the reputation as the best archer in the lands around the Dragon Reach.

## Services

The typical price for room and board was 1 gp per person per night. Guests could expect to be charged twice or thrice this much if they caused damage or got violent.

## Appendix

### References

1. ↑ 1.0 1.1 Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 82. ISBN 0-8803-8828-5.
Arnise Hold

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

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

## Basic Information

### Services provided

Room and board

The **Arnise Hold** was the familial keep and homestead of the noble Arnise family of Amn. It was a well-kept, if rather plain, stronghold that offered a few amenities to visitors and farmers in the region. The Arnise family possessed a great deal of hospitality, a trait well-appreciated by their vassals.

## Description

The Arnise keep was a small, two-story stronghold with a small courtyard and spacious cellar.

Cellar
Beneath the keep were a number of long hallways, which connected to a small, subterranean cavern down one path and the Arnise family tomb in the opposite direction.
Courtyard
Outside the main keep, but within the outer walls, was the hold's courtyard where Lord Arnise kept his dogs.
Ground floor
The grand hall was the central feature of the ground floor of the keep. Surrounding the hall were storage rooms, servants' quarters, the keep's kitchens, and a forge.
Second floor
The top floor of the keep contained the keep's library and a columned chamber where a portion of the Arnise family treasure was held. The chests in this hall were protected by a cadre of golems.
### Services

Outside the keep were spacious stables, with room and feed for plenty of mounts and pack animals (though livestock were forbidden). Use of the stables cost 4 sp per animal.

There was an adjoining guest house that was available for rent for a mere 2 sp a head per night. Patrons staying in there were given comfy fur blankets to keep the cold away. Meals provided by the skilled cooks of the Arnise kitchen were exceptionally delicious and well-prepared. They included delights such as boar dumplings and fried hack, a plate of smoked fish and bacon; both of which were served with a dish made of barley and mushrooms.

Drunks were not allowed to stay at the guest house and were relocated to the horse stables.

## Inhabitants

Arnise family

* Lord Arnise: Ruler of the hold and patriarch of the Arnise family
* Delcia Arnise
* Nalia de'Arnise

Staff and servants

* Captain Arat
* Daleson
* Glacias

## History

Sometime around 1368 DR, the Arnise keep was invaded by a band of yuan-ti and trolls, led by Torgal.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 BioWare (September 2000). Designed by James Ohlen, Kevin Martens. *Baldur's Gate II: Shadows of Amn*. Black Isle Studios.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 48. ISBN 0-7869-1626-5.

### Notes

1. ↑ In *Baldur's Gate II: Shadows of Amn*, the keep was referred to as "De'Arnise Hold".
Alturiak 17

**17 Alturiak**, or **the 17th of the Claw of Winter**, is the 48th day of the year in the Calendar of Harptos.

## On This Day

* In 1374 DR, armies of House Dlardrageth attacked shades inhabiting the ruins of Karse in the High Forest.

## 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. 154. ISBN 978-0-7869-4731-7.
Ariella Kulmina

**Ariella Kulmina** was a Windsoul genasi swordmage from Airspur. In 1479 DR she travelled with a delegation from Akanûl to Almraiven. While in Almraiven she became friends with the Earthsoul genasi Cephas and taught him how to manifest as a Windsoul.

## Appearance

Like many Windsouls, Ariella has silver skin.

## References

1. ↑ Christopher Rowe (March 2011). *Sandstorm*. (Wizards of the Coast). ISBN 978-0786957422.
All Faiths Altar

The **All Faiths Altar** was a shrine in the city of Loudwater in the Delimbiyr Vale. It was open to worshipers of all non-evil faiths.

Poor travelers sometimes slept in the shrine's forechancel, usually when the weather was bad.

## Appendix

### References

1. ↑ Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 191. ISBN 1-5607-6678-6.
2. ↑ slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 62. ISBN 0-7869-0391-0.
Abomination

* 4e
* 3e

**Abominations** were a loosely organized group of creatures of varying origin left over from the Dawn War between the gods and their primordial adversaries. Many abominations were either weapons forged for the purpose of destruction or creatures created out of the ashes of the war. Some were created purposefully by gods, others by primordials, and others were complete accidents, created inadvertently. All were of either immortal or elemental origin and some shared aspects of both.

## Description

As either intentional or accidental creations of deities, abominations had a spark of divinity within them. They aged extremely slowly and required very little sustenance. They possessed a variety of horrid, misshapen forms, but all shared a common hatred for their creators and all creatures whose existence was natural.

### Types of Abominations

* Anaxim
* Astral stalker
* Atropal
* Blood fiend
* Chichimec
* Discord incarnate
* Dream larva
* Hecatoncheires
* Infernal
* Phaethon
* Phane
* Rotvine defiler
* Tarrasque
* Xixecal

## History

Some abominations occasionally broke free from their imprisonment or were found and brought to the Prime Material plane and to Toril in particular. In the late 15th century DR, the lich Acererak brought an atropal he had found in the Negative Energy plane to Chult and attempted to nourish it with necromantic energy by feeding it the souls of the Torilian dead.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), pp. {{#regex:10–13|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4852-9.
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 Andy Collins, Bruce R. Cordell (July 2002). *Epic Level Handbook*. (Wizards of the Coast), pp. {{#regex:157–169|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2658-9.
3. ↑ 3.0 3.1 Bruce R. Cordell, Eytan Bernstein, Brian R. James (January 2009). *Open Grave: Secrets of the Undead*. (Wizards of the Coast), pp. {{#regex:130–131|%(,)(\S)%|$1 $2}}. ISBN 0786950692.
4. ↑ 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:125–126|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6610-3.

### Connections

**Abominations**
{{#dpl: namespace =

```

```

}}
Abbey of Tharynd

The **Abbey of Tharynd**, or simply **Tharynd**, was an abbey dedicated to the goddess Selûne, the Moonmaiden, in the Tashalar in southwest Faerûn.

## Location

The abbey lay underground, in a vast natural cavern in the mountains between the Tashan Gap and the Dolphingulf.

## Interior

At the very center of the cavern, the roof was pierced by a huge natural shaft, called the Moonshaft, that led to the open sky above. Directly beneath it was the Moonshaft Pool, also called the Pool of Tharynd, filled with tranquil water. The water was believed to have many magical traits; if taken from the pool, it functioned as moondraught for a day or more. In the early 14th century DR, the sacred ring Enthandas, part of the *Moonweb*, was kept here, in a crystal bowl floating upon the still water.

Away from the abbey, side tunnels descended into the Underdark; on occasion, monsters crept out to threaten the Selûnites.

## History

In the Year of Moonfall, 1344 DR, following attacks on Selûnites and the disappearance of the *Moonweb* rings since the month of Mirtul, hundreds of panicking priestesses of Selûne begged her for guidance. They were instructed to closely guard the last ring, Enthandas, which was then kept secure in the Tharynd abbey. However, on that same night, a flock of darkenbeasts, feywings, and gargoyles descended through the Moonshaft, and Enthandas disappeared in the ensuing chaos. It wasn't until the autumn that Selûne manifested to followers in every holy place, explaining that the rings were not meant to be kept safe in temples and on the hands of high priests, but to wander the Realms and thus spreading the Moonmaiden's faith.

## Activities

Pilgrims from Sammaresh, a city dedicated to Selûne in neighboring Lapaliiya, regularly journeyed to the Abbey of Tharynd and back. Although popular, the journey along the mountain paths was dangerous and required a border crossing. The Selûnites therefore constructed a series of waystations along the trail; pilgrims could pass for free, while regular travelers were charged a small toll. Just beyond the abbey, the trail went south into the Black Jungles, along the River Tharynd, but it was guarded only by the Se'Sehen yuan-ti.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood and Doug Stewart (1997). *Prayers from the Faithful*. (Wizards of the Coast), p. 65. ISBN 0-7869-0682-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), pp. {{#regex:125–126|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3277-5.
3. ↑ Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 101. ISBN 0-7869-3277-5.
4. ↑ Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 120. ISBN 0-7869-3277-5.
Arkhen Vale

The **Arkhen Vale** was a long valley within Archendale, created by the River Arkhen. Either side of the gorge was beset by steep cliffs leading down into the swift current of the Arkhen.

The Dawnpost road came into the vale from Ordulin, running alongside the River Arkhen until crossing it at the Arkhen Bridge just north of the city of Archenbridge, before extending further south to Daerlun. On the other end of the valley was a road leading north from White Ford, leading to Highmoon.

## Description

The valley floor was rich with lush flora such as ferns, mosses and full of small ponds and waterfalls.

## Notable locations

* Archenbridge
* White Ford

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 119. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 10. ISBN 0-7869-0406-2.
3. ↑ Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 12. ISBN 978-1560766674.
Bakkal's Creek

**Bakkal's Creek** was a tributary of the River of Ice in Calimshan.

## Geography

This icy-cold stream flowed calmly from the foothills of the Marching Mountains until it joined with Two Falls River from the west at the Cold Eyes to form the River of Ice. As the creek traveled south, it carved a deep canyon along its banks.

## History

Until the Third Age of Calimshan, a temple once stood on the banks of this creek, dedicated to a dark god whose name is now lost to history. The bakkals, the ancient theocratic rulers of the nation of Coramshan and of Calimshan's First and Second Ages, used to ceremonially bathe in the stream after performing symbolic rituals at the temple as part of their coronations. The temple was destroyed by beholders during the Orb Marches.

## References

1. ↑ 1.0 1.1 1.2 1.3 Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), p. 87. ISBN 978-0786912377.
2. ↑ Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), p. 88. ISBN 978-0786912377.
Aranghthal

**Aranghthal** was a dragonborn settlement in Relmaur, Laerakond.

## Background

Aranghthal was one of the two "mobile" settlements the Relmorn dragonborn always maintained near the city of Rokthorl. Every time the location of Rokthorl changed, the dragonborn also moved Aranghthal to a western cavern near the capital's current location.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 211. ISBN 978-0-7869-4924-3.
Aumvor's castle

**Aumvor's castle** was the personal stronghold of the Netherese sorcerer-turned-lich, Aumvor the Undying. It was located in the middle of the Lonely Moor in northwest Faerûn, in a patch of land that seemingly devoid of all life.

## Inhabitants

Several types of living corpses walked the castle grounds, including zombified jackals.

## Description

The black basalt castle had five spires, which stuck out from the ground in the appearance of a hand reaching to the skies. The front gate of the castle was shaped into the muzzle and head of a hyena. Although the keep was built in the middle of moorlands, the rock from which its bricks were made was carved from a mountain some 10' (3 m) underneath the soil. This unique construction caused sand to constantly form around the entrance and castle grounds.

The front courtyard had a staircase that led into the main keep. The main dining hall featured massive stone pillars, carved into the shape of arched skeletons, reaching towards and supporting the vaulted ceiling. While crafted by a master mason, the overall decor was notably macabre.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood *et al.* (1989). *Lords of Darkness*. (TSR, Inc), p. 10. ISBN 0-88038-622-3.
2. ↑ Ed Greenwood *et al.* (1989). *Lords of Darkness*. (TSR, Inc), p. 11. ISBN 0-88038-622-3.
Allfaiths Shrine

The **Allfaiths Shrine** was a non-denominational, wayside shrine in the village of Red Larch.

## Location

The shrine was situated on the western side of the Long Road, south of the Swinging Sword Inn.

## Structure

The shrine was constructed of stone and said to resemble a grand mansion. At its entrance were two wide wooden doors, each painted with the holy symbols of numerous gods.

## Interior

The interior of the shrine was rather plain and had a simple stone altar. In the back of the shrine were two rooms for visiting priests to sleep in.

## Activities

The temples in Waterdeep regularly arranged for priests of two different faiths to commute to the shrine for month-long stays, who would bring their own vestments and holy items with them. The most typical temple pairings were Sune and Selune, Tymora and Lathander, and Tempus and Oghma.

## Inhabitants

In 1491 DR, Imdarr Relvaunder a priest of Tempus and Lymmura Auldarhk an acolyte of Sune were serving at the shrine. The latter was a regular at the shrine for many decades, officiating countless marriages and becoming beloved by the locals.

Around that same time, a priestess from the Shrine of Luck named Garaele decided to become an intendent at the shrine after having received some visions.

## Appendix

### Appearances

Adventures
* *Princes of the Apocalypse*
* *Storm King's Thunder*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 22. ISBN 978-0786965786.
2. ↑ Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 106. ISBN 978-0786966004.
3. ↑ Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 17. ISBN 978-0786965786.
Amphail (village)

*This article is about the village. For the warlord, see Amphail the Just.*

## Amphail

**Amphail** was a village on the Long Road between Waterdeep and Red Larch.

## Population

It had a population of 600, supporting 250 more in outlying farms. The population was mostly humans, but there were a few half-elves, dwarves, halflings, and other races.

## History

Amphail was named after one of Waterdeep's early warlords, Amphail the Just, who had estates here.

## Geography

 File:WaterdeepEnvirons2.png
The village was three days' ride north of Waterdeep.

## Trade

Its main trade was growing food for Waterdeep, but it was also known for its outstanding horses (Amphail Grays and glossy black chargers), and due to this it suffered from the stench of horse manure during the warmer months.

The wealthier inhabitants or landowners of Amphail were generally the ones who bred horses. The largest horse breeder was the Roaringhorn family of Waterdeep, but others included Amcathra, Ilzimmer, Jhansczil, and Tarm, as well as individual breeders Rorth Baldasker, Ohm Oglyntyr, and Elraghona Selember. Although not breeders, the Eagleshield family made tack for the horses and operated a farm for the treatment of sick animals.

## Defense

The village had no standing militia of its own, but benefited from Waterdhavian guards who patrolled from Rassalantar.

## Legends

The spirit of Amphail the Just, called the "Ghost of Amphail," was said to patrol the streets.

## Notable Inhabitants

The village was led by Lord Warder Briiathor Alougarr, a muscular Tethyrian loyal to Piergeiron the Paladinson. Also notable were the 8-ft-tall (244 cm) Dlara, a Chultan wrestler; Mother Gothal who ran Mother Gothal's, a festhall; and Krivvin Shamblestar, the proprietor of the Stag-Horned Flagon.

## Notable Locations

### Inns, Festhalls and Taverns

* Golaund Sester's
* Hagala's Manyturrets
* Mother Gothal's
* The Stag-Horned Flagon
* The Stone Stallion

### Shops

* Ammakyl Flowers and Foods
* Blodhlar's Wares
* Eagleshield Fine Horse Leathers
* Elboar's Finest
* Elraghona Selember's Ranch
* Halana Shauluth's
* Imbryl's Cloaks
* Laughing Bandit
* Maerlbar Eggs & Fresh Fowl
* The Middens
* Pelost Galathaer
* Shrunedalar's Secrets
* Ulvinhand Smithy

## Appendix

### References

1. ↑ Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 17. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 2.2 2.3 Eric L. Boyd (2006-05-03). Environs of Waterdeep (Zipped PDF). Wizards of the Coast. p. 8. Archived from the original on 2016-08-16. Retrieved on 2009-10-07.
3. ↑ 3.0 3.1 3.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 13. ISBN 1-5607-6678-6.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 4. ISBN 0-7869-0391-0.
5. ↑ Eric L. Boyd (2006-05-03). Environs of Waterdeep (Zipped PDF). Wizards of the Coast. p. 8. Archived from the original on 2016-08-16. Retrieved on 2009-10-07.
Bat's Roost

The **Bat's Roost** was a tavern in the Central Port of Skullport.

## Geography

The tavern was located in the northwest corner of the Central Port near the Pierced Navel and Gentleman's Groggery.

## Description

The tavern was fair condition with damp wood and aged stone walls. The place was said to have smelled strongly of bat excrement. A wired obstacle-course arena was positioned near the main taproom, which was used to host bat fighting contests.

## Services

The Roost was well known as a place for trained bat fights. Based on size and power, patrons would bet on which bat was knocked to the ground or drew the first blood.

## History

Around 1366 DR, Schiropts won the Bat's Roost tavern after his bat familiar won a fighting tournament.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Joseph C. Wolf (1999). *Skullport*. (TSR, Inc), p. 51. ISBN 0-7869-1348-7.
2. ↑ 2.0 2.1 2.2 2.3 Joseph C. Wolf (1999). *Skullport*. (TSR, Inc), p. 50. ISBN 0-7869-1348-7.
3. ↑ Joseph C. Wolf (1999). *Skullport*. (TSR, Inc), p. 52. ISBN 0-7869-1348-7.
Agatha's Grove

**Agatha's Grove** was the lair of the *Ghost of Neverwinter Wood*, Agatha.

## Geography

The grove was northwest of the Conyberry area at the end of a path whose entrance was marked by a group of birch trees in the Neverwinter Wood in northwest Faerûn.

## Structure

The banshee's home was constructed out of a dome of branches with a single hole for an entrance, where individuals had to get on hands and feet to crawl through the opening. Once inside the structure, Agatha placed a mirror on the far wall to help create illusions of herself. The final room in her tree cave was the treasure room.

## Defenses

“
*A home of sorts is sheltered within the dome of woven branches. It is sparsely furnished with chests, shelves, a table, and a reclined couch, all of it old and of elven craft.*
— *The Lost Mines of Phandelver*
”

Agatha's lair used to be guarded by a *magic mirror* spell, which hid her exact location for intruders and give her time to hurl spells. After the robbery of her mask, Agatha built new defenses around her home. Her spells enabled her to charm owlbears and she convinced the villagers of Conyberry to dig pitfall traps around her grove. These townsfolk had also been seen guarding her lair. In addition, Agatha wedged wands into trees throughout her haunt and aimed them toward the path to her grove.

## History

“
*Evil brooded here, and if either he or Wulfgar had any doubts about the legend of the banshee, they knew better now.*
— R.A. Salvatore, *The Halfling's Gem*
”

In 1356 DR, Companions of the Hall Drizzt Do'Urden and Wulfgar stole a magical mask from Agatha's treasure hoard. After this event, Agatha took up looting the Dessarin area to rebuild her hoard. Around 1370 DR, Agatha added new defenses to her grove.

## Appendix

### Appearances

* *The Halfling's Gem*
* *The Lost Mines of Phandelver*

### References

1. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 176. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 2.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 41. ISBN 1-5607-6678-6.
3. ↑ 3.0 3.1 R.A. Salvatore (January 1990). *The Halfling's Gem*. (TSR, Inc), pp. {{#regex:42–46|%(,)(\S)%|$1 $2}}. ISBN 0-88038-901-X.
4. ↑ 4.0 4.1 4.2 4.3 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 10. ISBN 0-7869-0391-0.
5. ↑ R.A. Salvatore (February 2001). *The Icewind Dale Trilogy Collector's Edition*. (Wizards of the Coast), pp. {{#regex:750–752|%(,)(\S)%|$1 $2}}. ISBN 978-0786918119.
6. ↑ Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 42. ISBN 1-5607-6678-6.
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. 140. ISBN 978-0-7869-4731-7.
Atorrnash

**Atorrnash** was an ancient city of dark elves in the southern parts of Faerûn. It existed in the Dawn Age and was ruled by an Iythiiri-archmage. The City was on a peninsula surrounded by the sea on three sides. The whole City was made of dark stone drawn from the earth itself in the form of finished buildings. Gemstones formed elaborate mosaics and patterns on walls or paved the walkways. A wall of black rock surrounded the city. Atorrnash was destroyed during the changes and earthquakes following the First Sundering.

## Inhabitants

It was the city of Ilythiiri, dark elves and ancestors of the drow. But it was also a place of merchants and many of other folk came as visitors or lived there as minor classes. Some of the strangest creatures may have been created by magical meanings as slaves for the dark elves.

## Religion

The ruler of the city, the archmage Ka'Narlist was a worshiper of Ghaunadaur but there were also worshipers of Vhaeraun at that time.

## Notable location

### Ka'Narlist's Keep

Atorrnash was dominated by a huge estate, surrounded by a high wall. It was a single expanse of solid rock. It was the home of the archmage Ka'Narlist who ruled over Atorrnash.

### The Bay of the Banshee

The waters around Atorrnash were too turbulent for the sheltered place. In the night blew hot and dry winds from the south and the sea shrieked like a lost, demented soul. The Ilythiiri called it for that reason The Bay of the Banshee. There were rumors that many elves died, when the rocks of the city were magically drawn from the earth and more died when the waters rushed in and filled the void.

## References

1. ↑ Elaine Cunningham (1999). *Evermeet: Island of Elves*. (Wizards of the Coast), p. 112. ISBN 0-7869-1354-1.
2. ↑ Elaine Cunningham (1999). *Evermeet: Island of Elves*. (Wizards of the Coast), p. 174. ISBN 0-7869-1354-1.
3. ↑ Elaine Cunningham (1999). *Evermeet: Island of Elves*. (Wizards of the Coast), pp. {{#regex:113–114|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1354-1.
4. ↑ Elaine Cunningham (1999). *Evermeet: Island of Elves*. (Wizards of the Coast), pp. {{#regex:116–117|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1354-1.
5. ↑ 5.0 5.1 Elaine Cunningham (1999). *Evermeet: Island of Elves*. (Wizards of the Coast), pp. {{#regex:112–113|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1354-1.

de:Atorrnash
Aearee-Krocaa

The **Aearee-Krocaa** was an aearee culture and one of the Aearee Empires during the Days of Thunder.

## History

Around −31,000 DR, on Mount Havraquoar somewhere in the west of Faerûn, the Aearee-Krocaa founded Viakoo, a grand aerie and home-nest that was to be the capital of their nation.

Around −30,700 DR, a thousand Aearee-Krocaa were slain by a much smaller force of lammasu. The Aearee-Krocaa later experimented on domesticated landwyrms to create the first winged wyrms, or wyverns as the aearee named them. They supported their forces with wyvern armies, rapidly expanding the Aearee-Krocaa empire.

Finally, around −30,000 DR, dragons all around Faerûn swarmed, forming the first Flight of Dragons. They assaulted the aearee everywhere, in the skies, on the land, and even underground. Descending on Viakoo from the skies, they completed razed it. This marked the fall of the Aearee Empires, the rise of the Time of Dragons, and the beginning of the Dawn Ages.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 8. ISBN 978-0-7869-4731-7.
Al-Hadi River

**Al-Hadi River**, also called the **River of Inspiration**, was a small winding river found in the northern region of the Cities of the Pantheon in interior Zakhara in 1367 DR.

## Geography

Al-Hadi River originated in Al-Sayaj Mountains. It flowed west down from the mountains before emptying into the southern reaches of the Golden Gulf at the site of I'tiraf.

## Notable Locations

* I'tiraf
* Burj

## Appendix

### Notes

1. ↑ Canon material does not provide dating for the Al-Qadim campaign setting. For the purposes of this wiki only, the current date for Al-Qadim products is assumed to be 1367 DR.

### References

1. ↑ 1.0 1.1 1.2 Jeff Grubb (August 1992). *Land of Fate (Maps)*. (TSR, Inc). ISBN 978-1560763291.
2. ↑ Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 99. ISBN 978-1560763291.
Arvien's Home

**Arvien's home** in Ashabenford was a building on the north side of town from which the town's tinsmith and pewterer, Arvien Blackhair, ran her business in the 14th century DR.

## Services

She worked out of the back rooms of her house and created high-quality items for a hefty price. Arvien specialized in crafting a large number of the same, identical items, a feat which required no small amount of skill. For example, she made dozens of matching beer steins all engraved with the coat-or-arms of the establishment for which they were ordered.

The parlor of Arvien's home was used to showcase her work and would attract many passersby to stop, enter, and admire her works. She would offer them tea and/or wine while they examined the masterfully crafted goblets, dishes, bells, spice dishes and other finished goods she had on display.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 183. ISBN 0-7869-0406-2.
Aleax

* 3e
* 2e
* 1e

An **aleax** (pl. **aleaxi**) was a physical manifestation of a deity's vengeance. Its purpose was to punish a follower for straying from their alignment, failure to pay tribute, or committing some other slight towards their patron.

## Description

To the recipient of its divine retribution, an aleax looked like an identical copy of themself, bathed in shimmering light, varying in color depending on its deity's alignment: gold (lawful good), bright yellow (neutral good), alternating rose and blue (chaotic good), vibrant green (lawful neutral), silver (true neutral), kaleidoscopic colors (chaotic neutral), deep purple (lawful evil), royal blue (neutral evil), or shifting scarlet and indigo (chaotic evil). The aleax was sometimes described as having glowing eyes in one of these colors.

Those not subject to the aleax's wrath perceived it as someone of the target's race, though indistinct in appearance.

## Personality

An aleax was single-minded in its purpose, only saying a few words in its deity's language stating the target's transgression and its intention to dole out punishment, after which it attacked. It did not engage in conversation.

## Combat

An aleax fought using the same abilities and equipment as its target, and disregarded any other assailants, shrugging off any damage not originating from its victim.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 David "Zeb" Cook (1994). *Planescape Campaign Setting, Monstrous Supplement*. Edited by David Wise. (TSR, Inc), pp. {{#regex:2–3|%(,)(\S)%|$1 $2}}. ISBN 978-1560768340.
2. ↑ 2.0 2.1 2.2 2.3 2.4 James Wyatt, Darrin Drader, Christopher Perkins (October 2003). *Book of Exalted Deeds*. (TSR, Inc), pp. {{#regex:158–159|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3136-1.
3. ↑ Mat Smith (2003-09-14). Previews: Mat Smith reveals what's "In the Works" for fall.. Wizards of the Coast. pp. {{#regex:1–40|%(,)(\S)%|$1 $2}}. Retrieved on 2020-01-24.
4. ↑ 4.0 4.1 4.2 4.3 4.4 Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 11. ISBN 0-9356-9621-0.
664 DR

664 DR
 MulhorandCalendar

## 664 DR in politics

* In Myth Drannor, House Starym covertly assassinate Coronal Aravae Irithyl and her personal guards. The Srinshee and the mages of High Court insist on continuing the mourning period of the previous coronal, Eltargrim Irithyl, and add on the funeral of Aravae Irithyl. Meanwhile, they work to prevent a war of succession between the nobles of Cormanthyr.

## 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. 94. ISBN 978-0-7869-4731-7.

de:664\_TZ\_T
Aerie of the Snow Eagles

The **Aerie of the Snow Eagles** was the only known large settlement of the avariel left on Toril. Located on the eastern edge of the Great Glacier, the Aerie was a palace made of crystal built atop the sheared peak of Mount Sundabar.

## History

Before the First Flowering, the avariel, who had left Faerie before many of the rest of their elf kin, found themselves the frequent victims of dragon attacks. The dragons, who favored avariel flesh, eventually drove the avariel to the brink of extinction, forcing the survivors to live squalid lives as destitute nomads, unable to take flight for fear of being eaten. They slowly traveled east, hoping that their draconic foes would not find them.

Millennia passed and eventually a group of avariel braved the climb up a remote and sheer mountain on the eastern fringe of Pelvuria. Curiously, the peak of the mountain was gone and instead they found a plateau. Assuming that the plateau was made by a Netherese arcanist to create one of their enclaves, the avariel decided to settle. Thankfully for the elves, the family of white dragons that had lived in the range had all been killed by a clan of dwarves not long previous. Safe from their ancient foes and isolated from those far below them on the ground, the winged elves managed to prosper.

In fact, so isolated were they that when the Retreat came in 1344 DR the Snow Eagle avariel failed to hear it. After a couple of decades though, Queen Amlaruil Moonflower heard of them and decided to send emissaries to the Aerie, hoping to inform her winged cousins of their potential new home.

## Appendix

### References

1. ↑ Reynolds, Forbeck, Jacobs, Boyd (March 2003). *Races of Faerûn*. (Wizards of the Coast), p. 31–34. ISBN 0-7869-2875-1.
651 DR

651 DR
 MulhorandCalendar

*This article is initially from the page **651 DR** in the **Forgotten Realms Wikia**.*

## Births in 651 DR

* Brinnaq I, future ruler of Amn, is born.

## 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. 74. ISBN 978-0-7869-4731-7.

de:651\_TZ\_T
Arathane

**Queen Arathane** was a stormsoul genasi and the ruler of Akanûl in 1479 DR.

## Appearance

Arathane was a stunningly beautiful genasi with lavender skin. Unlike other Abeiran genasi, her *szuldar* were almost non-existent.

## History

She was considered a fair and just ruler by her subjects. At least until her mid-forties, she remained unmarried and was besieged by would-be suitors. Arathane was in no hurry to bear a successor, as both her mother and grandmother bore children late in life.

In 1479 DR, Aoth Fezim of the Brotherhood of the Griffon sought out Queen Arathane to convince her to not give her support to Tchazzar in the invasion of Tymanther, however he was unable to convince Queen Arathane to not attack the dragonborn. She changed her opinion later, when Aoth and members of the Fire Cabal killed the gray dragon Vairshekellabex.

## Appendix

### Appearances

* *The Spectral Blaze*
* *Sword of the Gods*

### References

1. ↑ 1.0 1.1 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. 90. ISBN 978-0-7869-4924-3.
2. ↑ 2.0 2.1 Bruce R. Cordell (April 2011). *Sword of the Gods*. (Wizards of the Coast), pp. {{#regex:156–157|%(,)(\S)%|$1 $2}}. ISBN 978-0786957392.
3. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), p. 85. ISBN 0786957980.
4. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), pp. {{#regex:85–89|%(,)(\S)%|$1 $2}}. ISBN 0786957980.
5. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), pp. {{#regex:236–240|%(,)(\S)%|$1 $2}}. ISBN 0786957980.
Badger mouse

A **badger mouse** was a mouse-like rodent roughly the size of a badger. They were native to the Duskwood and were most abundant during the spring, when ash wheat was in good supply. Badger mice were preyed upon by puff adders.

## Appendix

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

1. ↑ 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.
Banelar naga

* 3e
* 2e

**Banelar nagas** (also simply called **banelars**) were evil, spell-wielding nagas with large, humanoid heads.

## Description

Their eyes had a green tint to them, and their scales were a greenish purple, but they had brown tails tipped with stingers. Around their mouths were weak yet agile tentacles. They could breathe in either air or water.

Their voices had a hissing aspect to them, and they spoke Common, Orcish, and Draconic languages.

## Combat

 File:Banelar1.jpg
Banelar nagas' tails had venomous stingers on them, with the poison causing a target's skin to turn blue. In addition to this natural weapon, they favored fighting with spells, mainly from the evil, water, and magic domains. They also used a variety of magical items to complement this, sometimes holding them with their tiny tentacles.

## Society

Banelar nagas followed Bane, with Cyric being a less-favored god whose priests they worked with from 1358 DR until 1372 DR, at which point the majority, but not all, returned to their previous ways. The ones who remained with this new path worked with the Zhentarim or stayed with one of two temples: Twin Towers of the Eternal Eclipse in Amn and the House of Cyric in Skullport. Besides Bane and Cyric, some banelar also became servants of the duergar deities Deep Duerra and Laduguer.

## Appendix

### Further Reading

* Ed Greenwood (September 1993). “The Dragon's Bestiary: It's not a petting zoo”. In Roger E. Moore ed. *Dragon* #197 (TSR, Inc.), pp. {{#regex:37–40|%(,)(\S)%|$1 $2}}.

### Notes

1. ↑ Banelars originally were listed as magical beasts, but this was changed with the publication of *Serpent Kingdoms*. They have also been given three separate challenge ratings—5 in *Monster Compendium: Monsters of Faerûn*, 7 in the "Monster Update" web enhancement to *Player's Guide to Faerûn*, and finally 8 in *Serpent Kingdoms*.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 David Wise ed. (December 1994). *Monstrous Compendium Annual Volume One*. (TSR, Inc). ISBN 156076838X.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 James Wyatt and Rob Heinsoo (February 2001). *Monster Compendium: Monsters of Faerûn*. (Wizards of the Coast), p. 18. ISBN 0-7869-1832-2.
3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), pp. {{#regex:72–73|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3277-5.
4. ↑ 4.0 4.1 Richard Baker and James Wyatt (2004-03-13). Monster Update (Zipped PDF). Wizards of the Coast. p. 3. Archived from the original on 2016-11-01. Retrieved on 2018-09-10.
5. ↑ 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.
Avoral

* 3e
* 2e

**Avorals** were eagle-like guardinals that lived in Elysium and the House of Nature. Of all the guardinals, they were the most likely to leave their homeplane, as they possessed a strong wanderlust.

Avorals looked mostly humanoid, but possessed wings instead of arms, feathered bird-like legs, and feathers on their heads in place of hair. The wings did have a small hand at the midpoint, so that it could function as an arm when folded. Their keen eyes were bright golden. Avorals stood about 6 and a half feet to 7 ft (**Expression error: Unexpected < operator.** m) tall and had a 20 ft (**Expression error: Unexpected < operator.** m) wingspan, but due to their hollow bones only weighed about 120 lb (**Expression error: Unexpected < operator.** g). They could carry up to 300 lb (**Expression error: Unexpected < operator.** g) while flying.

The ruler of the avorals was Sathia, the Sky Duchess, but avorals were also known to serve Aerdrie Faenya and Mystra.

## Appendix

### Further Reading

* Tedd Crapper (September 2001). “When Celestials Attack”. In Dave Gross ed. *Dragon* #287 (Wizards of the Coast), pp. {{#regex:40–41|%(,)(\S)%|$1 $2}}.
* Chris Thomasson (September 2001). “Vs. Celestials”. In Dave Gross ed. *Dragon* #287 (Wizards of the Coast), p. 43.

### References

1. ↑ 1.0 1.1 1.2 Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), pp. {{#regex:29, 32|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1552-1.
2. ↑ 2.0 2.1 2.2 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:141–142|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 3.2 Richard Baker (October 1995). *Monstrous Compendium Planescape Appendix II*. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 44. ISBN 0-7869-0173-X.
4. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 158. ISBN 0-7869-3134-5.
5. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. {{#regex:10, 13|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.

### Connections

Guardinals
Celestial Beings of Goodness and Nature
**Avoral** • Cervidal • Equinal • Leonal • Lupinal • Musteval • Ursinal