recursal/Fanatic-Fandom huggingface dataset:
Bay of Azuth

The **Bay of Azuth** was a bay located in southeast Halruaa along the Great Sea.

## Description

The Bay of Azuth offered a natural barrier to towns a cities located in southeast Halruaa, protecting them from pirates and harsh weather rolling in from the Great Sea.

The bay was more enclosed than the Bay of Taertal, allowing for calm waters that could be easily fished by locals.

## Notable Locations

* Zalasuu
* Kilmaruu Swamp

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 9. ISBN 1-56076-595-X.
2. ↑ Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 3. ISBN 1-56076-595-X.
Barrelstone Inn

The **Barrelstone Inn** was a low-quality inn run by around twenty jovial gnomes in Marsember, Cormyr in 1367 DR.

## Location

The inn was situated on the island immediately south of Starwater Keep in the Cormyrian area.

## Structure

The leaky building was infested with vermin and offered poor quality food. The Barrelstone was always cold with mosses crawling around the damp bedchamber walls and mildew leaving a pungent smell throughout the inn. Luckily, the food did not taste like mildew, but it was wet, freezing, and generally disgusting.

## Inhabitants

The gnomes who ran the Barrelstone were a bright aspect of the crummy inn; always telling jokes and playing pranks on each other. In the rundown building, the staff was always dancing around and singing good music. The gnomes were also great story tellers and ballad makers, but even their bardic abilities were no match for the awfulness of the Barrelstone Inn.

## Appendix

### Appearances

* *Cormyr (sourcebook)*
* *Forgotten Realms Adventures*
* *Volo's Guide to Cormyr*

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), pp. {{#regex:50–51|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0151-9.
2. ↑ Eric Haddock (1994). *Cormyr*. (TSR, Inc), p. 15. ISBN 1-56076-818-5.
3. ↑ 3.0 3.1 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 50. ISBN 0-7869-0151-9.
4. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 92. ISBN 0-8803-8828-5.
5. ↑ Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 51. ISBN 0-7869-0151-9.
Annis

* 5e
* 3e

An **annis** (pronounced: /ˈænnɪs/ *ÆN-nis* about this audio file listen) was the most physically powerful of the hags.

## Appearance

An annis was a giant crone with blackened skin, stringy, black hair, fingers that ended in long talons, and sharpened teeth that looked like iron nails. They stood over eight feet tall and weighed 325 pounds. While an annis could assume a more attractive form, she could not change her size. Thus, they always assume the form of a gentle giantess or an extremely tall woman.

## Lair

An annis made her lair in a dark cave, burrow, or ruin, where she stalked and fed upon the unwary. Of all the hags, an annis delighted in tearing her victims to shreds with her bare hands, all while relishing in the screams of pain and terror.

## Notable annis hags

* Gremma, a powerful annis hag who controlled a group of ogres, and owned a magical cauldron.

## Appendix

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### Appearances

Adventures

* *Waterdeep: Dragon Heist*
* *Nymph's Reward*

Novels

* *Bladesinger*

### Further Reading

* F. Wesley Schneider (July 2006). “The Ecology of the Annis”. In Erik Mona ed. *Dragon* #345 (Paizo Publishing, LLC), pp. {{#regex:64–68|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 1.2 Mike Mearls, *et al*. (November 2016). *Volo's Guide to Monsters*. Edited by Jeremy Crawford, *et al*. (Wizards of the Coast), p. 159. ISBN 978-0786966011.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 143. ISBN 0-7869-2893-X.
3. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
4. ↑ Eric L. Boyd, Ed Greenwood, Christopher Lindsay, Sean K. Reynolds (June 2007). *Expedition to Undermountain*. (Wizards of the Coast), pp. {{#regex:176–177|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4157-5.

### Connections

Hags
**Annis** • Bheur • Green hag • Hagspawn • Hannya • Night hag • Sea hag
Al-Musammas River

**Al-Musammas River** was found in the far southeast corner of the Cities of the Pantheon in interior Zakhara in 1367 DR.

## Geography

Al-Musammas River originated in the center of the southern fork of Al-Sayaj Mountains. The river flowed south and emptied into the Crowded Sea. The great city of Mahabba was found along its western bank.

## 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.
Alturiak 9

**9 Alturiak**, or **the 9th of the Claw of Winter**, is the 40th day of the year in the Calendar of Harptos.

## On This Day

* Followers of Marthammor Duin call this day the Rebirth and celebrate the dwarven wanderers leaving their mountain homes once again.

## References

1. ↑ Eric L. Boyd (1998). *Demihuman Deities*. (Wizards of the Coast), p. 76. ISBN 0-7869-1239-1.
Archfey

**Archfey** were fey beings who gained nearly god-like powers and established a position of preeminence among fey-kind. Each archfey had a unique appearance and set of abilities, most controlled a portion of the Feywild and had self-proclaimed titles.

Some of them were powerful fey of many races, others were the awakened spirits of natural places such as forests or rivers, others the sentient incarnations of different types of animals, and others were noble eladrin so old and powerful they transcended the bounds of mortality.

Some archfey were regarded as deities and granted divine abilities to their worshipers. Archfey could be contacted by a willing warlock to form a fey pact.

## Notable archfey

* Aurilandür, the Frost Sprite Queen
* Hyrsam, the Prince of Fools
* Lurue the Unicorn Queen
* Neifion, the Lord of Bats
* Oberon, the Green Lord
* The Prince of Frost
* Queen of Air and Darkness
* Relkath of the Infinite Branches
* Sarula Iliene the Nixie Queen
* Titania, the Queen of the Summer Court
* Verenestra the Oak Princess
* Kannoth, the Vampire Lord of Cendriane

## Appendix

### References

1. ↑ 1.0 1.1 Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). *Manual of the Planes 4th edition*. (Wizards of the Coast), p. 36. ISBN 978-0-7869-5002-7.
2. ↑ Bruce R. Cordell (2009). *City of Torment*. (Wizards of the Coast), pp. {{#regex:76–80|%(,)(\S)%|$1 $2}}. ISBN 978-07869-5184-0.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Brian R. James (June 2009). “Realmslore: Sarifal”. In Chris Youngs ed. *Dragon* #376 (Wizards of the Coast), pp. {{#regex:59–65|%(,)(\S)%|$1 $2}}.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Kim Mohan ed. (2015). *Sword Coast Adventurer's Guide*. (Wizards of the Coast), p. 138. ISBN 978-0786965809.
5. ↑ Bruce R. Cordell (2009). *City of Torment*. (Wizards of the Coast), p. 219. ISBN 978-07869-5184-0.
6. ↑ Bruce R. Cordell (2009). *City of Torment*. (Wizards of the Coast), p. 79. ISBN 978-07869-5184-0.
7. ↑ *Various* (June 2011). *Untold Adventures*. (Wizards of the Coast), p. 214. ISBN 0786958375.
Achazar's Throne

**Achazar's Throne** was a mountain located in the Nightmare's Hoof mountain range, near the city of Sambral, one of the Windrise Ports of Laerakond.

## Background

The mountain had a depression in its southern face beneath its peak. Legends claimed this mountain was used by the primordial Achazar as a throne.

## Appendix

### Reference

1. ↑ 1.0 1.1 1.2 Eric E. Menge (2009-09-11). The Burning Scent of Perfumed Swords (MINI1-02) (ZIP/PDF). Living Forgotten Realms. Wizards of the Coast. pp. {{#regex:50–52|%(,)(\S)%|$1 $2}}. Retrieved on 2017-07-18.
Ashabenford Arms

The **Ashabenford Arms** inn was a time-honored establishment found in Ashabenford in the late 14th century DR. They provided the absolute best services in the Dalelands but were seen as more ostentatious than other, more informal inns, like the White Hart. They were so well-regarded that they drew in merchants who would rather go out of their way to be pampered at the Ashabenford Arms and take a longer overland route than get to their destination in a prompt manner.

## Services

Each guest was serviced by an attractive and discreet attendant to guide them to the dining hall, see to all their culinary needs, and subtly clean up behind them as needed. Services included food and drink brought to the client's room, personal bathing, and being put in bed, wrapped with linens. It had to be noted however, they did not provide the *more personal* services that could normally be found in a festhall.

### Prices

The cost for a room for one night ranged from 16 sp in 1367 DR, to 1 gp 6 sp in 1372 DR.

## Appendix

### References

1. ↑ 1.0 1.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 35. ISBN 978-1560766674.
2. ↑ 2.0 2.1 2.2 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 187. ISBN 0-7869-0406-2.
3. ↑ 3.0 3.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 133. ISBN 0-7869-1836-5.
Arch Wood

**Arch Wood** was a forest on the northern border of Archendale.

## Geography

Throughout history, the majority of the forest was never been logged. The Arch Wood was a dark, dense forest full of oak, ash, elm, shadowtop and duskwood trees.

## Inhabitants

* Owlbears
* People of the Black Blood
* Quamara Keleidsa

## Notable locations

The Arch Wood had ruins in it including the remains of an old elven school of wizardry.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 10. ISBN 0-7869-0406-2.
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.
3. ↑ 3.0 3.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 59. ISBN 978-1560766674.
4. ↑ Dave Gross (August 2007). *Black Wolf*. (Wizards of the Coast). ISBN 978-0-7869-4283-1.
5. ↑ Skip Williams (April 2005). “Secrets of the Arch Wood”. *Dungeon* #121 (Paizo Publishing, LLC), p. 67.

### Connections

Dalelands
Archendale • Scardale • Tasseldale • Deepingdale • Harrowdale • Battledale
 Daggerdale • Featherdale • High Dale • Mistledale • Shadowdale
 Moondale • Sessrendale • Tarkhaldale • Teshendale
 **Forests**
 **Arch Wood** • Cormanthor • Darkwatch • Spiderhaunt Wood • Velarswood • Yevenwood
 **Bodies of Water**
River Arkhen • River Ashaba • Feather Falls • Dragon Reach • Lake Eredruie • Glaemril
 **Elevations**
 Dun Hills • Thunder Peaks • Wyvernfang
**Features**
Barrowfields • Cold Field • Druid's Grove • Glaun Bog • Hidden Vale • The Scar
Barrowfield

## Barrowfields

The **Barrowfield** was a large, misty glade within Mistledale that had over a dozen mounds dotting its landscape. The origin of the Barrowfield was a mystery, but it was speculated to be the burial grounds for Dalesmen who lived before the signing of the Dales Compact. Local rumors suggested the area was haunted.

The Barrowfield was located about 30 mi (48.2 km) east of Peldan's Helm.

## Appendix

### References

1. ↑ 1.0 1.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 37. ISBN 978-1560766674.
Athkatla/Grave District

**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.

## Geography

### Region

Athkatla, Zehoarastria

The **Grave District** of Athkatla was the city's southernmost ward and essentially a vast graveyard, full of ornately designed mortuaries and crypts. Beneath the stone walkways of the ward were a series of multi-leveled tombs, interconnected by trapped passageways.

Located in the southernmost section of the city, the grave district was walled off from the other wards, though it could be entered via the Cold Dolor. The Sparandar Gate led south, out of the city.

## Activities

The mausoleums within the grave district were often used for secret meetings and clandestine rendezvous. It was not uncommon for Athkatlans to have day-time meals between the tomb-markers and headstones.

At night, the district was heavily patrolled by city guards to stop unlawfulness, such as vagrant Athkatlans from setting up shanty communities in tents and lean-tos.

## Inhabitants

In the 1360s DR, the grave district was "haunted" by the spirit of a halfling boy named Wellyn.

## History

In 1369 DR, the vampire Bodhi and her clan hid within the subterranean tomb complex after she stole a portion of the soul of the Bhaalspawn Imoen.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 9. ISBN 0-7869-1626-5.
2. ↑ 2.0 2.1 2.2 BioWare (September 2000). Designed by James Ohlen, Kevin Martens. *Baldur's Gate II: Shadows of Amn*. Black Isle Studios.
3. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 6. ISBN 0-7869-1626-5.
4. ↑ Beamdog (November 2013). Designed by Philip Daigle, et al. *Baldur's Gate II: Enhanced Edition*. Beamdog.
Ascal's Horn

**Ascal's Horn** was a jutting natural peak in the northeastern edge of High Forest, in an area known as the Upvale.

## Geography

Ascal's Horn laid along a bend in the Ascal Stream, later known as Skull Stream, the westernmost source river of the more prominent Delimbiyr River.

## History

Around the year -4500 DR, when Ascal's Horn was merely a volcanic crag, the seven remaining members of the demon-corrupted House Dlardrageth took shelter within its series of caves. A dozen High Mages from Arcorar, alongside the heirs of Rystall Wood and Jhyrennstar, had managed to track them down. A battle ensued, leading to the death of four of House Dlardrageth's members. The High Mages used stasis magic to seal the rest of the survivors within these caves.

In the Year of Owls' Watching, −372 DR, the Eaerlanni elves founded the fortress town of Ascal's Horn, which would later come to be known as Hellgate Keep, from which the peak's name was eventually derived. Though some claimed that the peak was already named Ascal's Horn prior to this and that the settlement had derived its name from the peak itself.

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## References

1. ↑ 1.0 1.1 1.2 Steven E. Schend (March 1998). *Hellgate Keep*. (TSR, Inc), pp. {{#regex:4, 8|%(,)(\S)%|$1 $2}}. ISBN 978-0786907861.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), pp. {{#regex:210–212|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6678-6.
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. 26. ISBN 978-0-7869-4731-7.
4. ↑ Steven E. Schend (March 1998). *Hellgate Keep*. (TSR, Inc), p. 10. ISBN 978-0786907861.
5. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), pp. {{#regex:84, 90|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3654-1.
Barthen's Provisions

**Barthen's Provisions** was Phandalin's largest trading house *circa* 1491 DR.

## Location

The trading hub was located to the north of Phandalin, and to the west of owner Elmar Barthen's house. It was the first shop that would be seen when entering Phandalin from the Triboar Trail.

## Services

The store provided jobs for three people, which were the proprietor and two clerks. The workers would unload and load carts of goods and resources that came into, or were to go out of, Phandalin via wagon. They would also trade wares, such as adventuring gear, though this was often left to the owner. Barthen's Provisions also sold rations and other simple goods. However, the post did not sell weapons and armor; these were instead sold at the Lionshield Coster.

## History

In 1491 DR, a group of novice adventurers were promised 10 gp to transfer a wagon full of goods from Neverwinter to Barthen's store. The adventurers had been hired by Gundren Rockseeker, a dwarf explorer, who went ahead before them. However, he was waylaid by goblin bandits, and never made it to the trading post. At this time, the owner, Barthen, had two employees, Ander and Thistle.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Wizards RPG Team (2014). “Lost Mine of Phandelver”. *Dungeons & Dragons Starter Set* (Wizards of the Coast), pp. {{#regex:4,6–7,12,14,16|%(,)(\S)%|$1 $2}}. ISBN 0786965592.
Athkatla/River District

## River District of Athkatla

The **River District** was one of the poorest and least reputable districts of Athkatla, encompassing the docks on the northern shore of the Alandor River west of the city's bridge. It was a crime-ridden and repellent section of the city, full of its poor and elderly, its destitute and criminals.

The streets of the district had a rank and foul odor.

## Activities

The docks of the river district was among the locations where ships would recruit sailors for their voyages, and drop them off to take shore leave, which typically included drinking, fighting, and seeking companionship.

Athkatlan barges would intercept ships that either couldn't, or refused to, dock at the river district and bring their cargo into the harbor. Others would haul garbage away from the docks and the city.

## Notable Locations

* Copper Coronet: A filthy dive bar full of smugglers and pirates.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 8. ISBN 0-7869-1626-5.
2. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 6. ISBN 0-7869-1626-5.
3. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 20. ISBN 0-7869-1626-5.
4. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 10. ISBN 0-7869-1626-5.
Ataaz Kahakla

## Ataaza Kahakla

**Ataaza Kahakla**, meaning **Gorge of Death** in the Chultan language, was a canyon on the River Tath in Chult.

## Description

Ranging in height from 50 to 200 feet (15 to 60 meters), the cliff face was lined with many rows of coral. Although dead, the coral kept its colors, making for a multicolored display that seemed as if the cliff was underwater. Amidst the coral were also whole skeletons of sea creatures, including giant sharks and plesiosaurs. It was an awe-inspiring sight.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 41. ISBN 978-0-7869-6610-3.
Al-Jama River

**Al-Jama River**, also called the **Gathered Water**, was a split river found in the southern region of the Cities of the Pantheon in interior Zakhara in 1367 DR.

## Geography

Two necks formed Al-Jama River. The eastern neck originated in the southern foothills of Al-Sayaj Mountains, flowing southwest. The western neck originated in the southwest corner of the Cities of the Pantheon, flowing eastward. The city of Hudid was located where the two necks converged just inland from the shore of the Crowded Sea.

## 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.
Ant

The **ant** is found in many places and variations in the *Forgotten Realms*.

## Species

Abyss ant
Found on many layers of the Abyss, and occasionally on the Prime Material Plane if summoned by spellcasters or other magic.
Piranha ant
An inch-long (2.5 cm) ant that can group together in thousands in order to strip flesh from living beings.
Red ant
The red ant can be found in the rimwood area of the forest of Cormanthor.
## References

1. ↑ Randy Maxwell (May 1993). “The Dragon's Bestiary: They came from the Outer Planes!”. In Roger E. Moore ed. *Dragon* #193 (TSR, Inc.), p. 97.
2. ↑ Johnathan M. Richards (1998). “The Dragon's Bestiary: Urban Pests”. In Dave Gross ed. *Dragon Annual #3* (TSR, Inc.), p. 108.
3. ↑ James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), p. 10. ISBN 1-5607-6917-3.
Andora

*This article is about the town in the Spine of the World. For the Zakharan dancer, see Andorra.*

**This article or section is about elements from the**
* ***Icewind Dale* series of games.**

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

## Geography

### Region

Spine of the World, northwest Faerûn

**Andora** was a village of Auril-worshiping rangers and druids. It was protected by a magical gate.

## References

1. ↑ Black Isle Studios (August 2002). Designed by J.E. Sawyer. *Icewind Dale II*. Interplay.
Abyssal language

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

*This article is about the language of demons. For other uses, see Abyssal (disambiguation).*

## Abyssal

### Spoken by

Demons

The **abyssal language** was the language of demons.

## History

It was a form of the Primordial language warped and twisted by the evil of the Abyss.

## Sound

Lower-ranking demons spoke using sounds like the barking of canines, while the speech of more refined demons sounded like softly droning ocean waves mingled with the violence of a swarm of angry hornets. As with everything involving the tanar'ri, however, their speech was unpredictable, and sometimes an elite balor's words were rougher or a lowly bar-lgura's words smoother.

## Script

Abyssal used the Infernal language's script or the Barazhad alphabet.

## See also

* Abyssal dictionary
* Dark Speech

## References

1. ↑ 1.0 1.1 1.2 Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), p. 123. ISBN 978-0-7869-6560-1.
2. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook 3.5 edition*. (Wizards of the Coast), p. 33. ISBN 0-7869-2886-7.
3. ↑ James Wyatt (June 2008). *Dungeon Master's Guide 4th edition*. (Wizards of the Coast), p. 171. ISBN 978-0-7869-4880-2.
4. ↑ Colin McComb (September 1997). *Faces of Evil: The Fiends*. Edited by Ray Vallese. (Wizards of the Coast), p. 55. ISBN 0-7869-3430-1.
5. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook 3.5 edition*. (Wizards of the Coast), p. 82. ISBN 0-7869-2886-7.
6. ↑ Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). *Forgotten Realms Player's Guide*. (Wizards of the Coast), p. 156. ISBN 978-0-7869-4929-8.
Alturiak 4

**4 Alturiak**, or **the 4th of the Claw of Winter**, is the 35th day of the year in the Calendar of Harptos.

## On This Day

* In 450 DR, the dragon Iryklathagra plundered Shoonach and vowed never to use Tethyrian land as a hunting ground.

## References

1. ↑ Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), p. 32. ISBN 978-0786912377.
Assur

**Assur** was a small port city in Durpar. The city was destroyed by giants from the Beastlands but was rebuilt as a fortress city with a large garrison. The city had a deep harbor and a large market.

## 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. 118. ISBN 978-0-7869-4924-3.
Atomie

* 2e
* 1e

**Atomies** (pronounced: /ˈɑːtəmi/ *AHT-uh-mee*) were a kind of tiny sprite.

## Description

Atomies were tiny creatures that resembled elves with green-tinted skin and four dragonfly-like wings. They were only about 1 foot (**Expression error: Unexpected < operator.** meters) tall.

## Personality

Atomies were whimsical, lighthearted fey who avoided creatures that they considered too serious.

## Abilities

Atomies had infravision with a range of 90 feet (**Expression error: Unexpected < operator.** meters). They were known to speak Sylvan, the language of the fey; some reports said they spoke their own unique language as well. Atomies could also speak to plants and animals. As fey, atomies possessed several innate magical powers and could replicate the effects of *blink*, *invisibility*, *pass plant*, *speak with animals*, and *summon insects* at will.

In combat, atomies preferred to attack in groups and by diving at opponents, although they preferred to scare off intruders with magical and mundane tricks. They wielded appropriately sized crossbows, spears, and swords.

## Society

Avoiding the company of outsiders and creatures they deemed "too serious", atomies lived in small tribes in temperate forests. Each family in the tribe would claim a large, hardwood tree and hollow out a series of rooms to use as a house. The trees were then connected with a network of balconies, bridges, and landings. Although atomies had no concept of pets, some had "mushroom friends" growing in their houses.

Atomies were herbivorous, favoring nuts, and they considered honey a delicacy.

Atomies had a loose leadership system based upon storytelling and singing ability.

## 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 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), pp. {{#regex:328, 330|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6619-0.
2. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 11. ISBN 0-88038-031-4.
3. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
Abraxus

An **abraxus** was a magical creation similar to a golem or automaton.

## History

The abraxus were created by Chondathan mages to defend Sembia's Chondathan borders.

An abraxus was responsible for an assassination attempt on King Pryntaler Obarskyr of Cormyr in 1188 DR but it was disabled and the threat was removed.

An abraxus was the center of the abraxus affair in 1369 DR when King Azoun IV of Cormyr was struck down by the creature.

## Appendix

### References

1. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), p. 51. ISBN ISBN 0-7869-0710-X.
2. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), pp. {{#regex:365–366|%(,)(\S)%|$1 $2}}. ISBN ISBN 0-7869-0710-X.
3. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), pp. {{#regex:362–364|%(,)(\S)%|$1 $2}}. ISBN ISBN 0-7869-0710-X.
4. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), pp. {{#regex:20–27|%(,)(\S)%|$1 $2}}. ISBN ISBN 0-7869-0710-X.
Alrue Crownshield

**Alrue Crownshield** was an adult female song dragon posing as a young human woman from Calimshan in Silverymoon *circa* the Year of Wild Magic, 1372 DR. She worked as a maid and shop girl at the Wyrmworks on Many Cats Lane.

## Description

In her human form, Alrue appeared as a tall, slender young woman with the dusky complexion of those native to Calimshan. She had long, dark hair and typically wore earrings, bracelets, and a necklace.

## Personality

Alrue was observant of her surroundings and the people who came into the shop. She was protective of her two employers, Roryk and Delgrath, but wasn't afraid to speak sharply to them or anyone that, in her view, was acting foolish.

## Abilities

She was a competent artist and cartographer, able to use different styles, inks, and materials to produce maps that appeared to come from various sources. She also was an expert in the preservation and treatment of dragon parts, which was the shop's specialty.

## Possessions

She always carried a stainless-steel flask that contained a *potion of invisibility* that she was instructed to use if she ever witnessed a burglary or a theft. If this occurred, she was to follow the perpetrators and attempt to identify them or ascertain their location and report back to her bosses as soon as possible.

## Activities

Alrue swept the floors, attended customers, and assisted in preparing the bits of dragons that were sold in the shop. She loved her employers, whom she called "the Old Boys", but she also attempted to reduce the destruction of her dragon kin by creating erroneous maps to dragon lairs and selling them to merchants or adventurers that would eventually sell them to her employers to be resold in their shop. Her maps usually led adventurers on a fruitless, possibly dangerous quest or left out important details like traps and warnings.

Whenever she got restless or needed a break from the shop and the Old Boys, she would go to a secluded spot and transform back into her natural form. Sometimes, she would dive at her employers to give them a little scare and something to talk about for days. Once, she pretended that she witnessed a theft and "investigated", when actually she just strolled about town listening to gossip, watching people go about their lives, and browsing shops for the latest fashions and wares.

## Appendix

### Notes

1. ↑ Some descriptions are based on the artist's rendering.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (August 2004). “Elminster's Guide to the Realms: The Wyrmworks”. In Matthew Sernett ed. *Dragon* #322 (Paizo Publishing, LLC), p. 85.
2. ↑ Ed Greenwood (August 2004). “Elminster's Guide to the Realms: The Wyrmworks”. In Matthew Sernett ed. *Dragon* #322 (Paizo Publishing, LLC), p. 87.
Amnwater

**Amnwater** was a small city on the Eshpurta Road between Crimmor and Keczulla, in Amn. Until 1107 DR, Amnwater was simply a tavern. After this time, it became a village of farmers and caravan drovers.

As of 1368 DR, the population was about 7,500 permanent residents, although this number increased to 15,000 in the summer, and to 26,000 when harvests and caravan runs took place.

As of 1368 DR, the town was spread out and surrounded by low stone walls, with large gates to control trade traffic, and smaller gates for pedestrians.

## Notable locations

The Gilded Spur
The largest inn in Amnwater as of 1368 DR, owned and operated by the Yhliivast family.
The Lake Spirits
A three storey inn and bathhouse with luxurious beds, owned and run by Tehrinna.
The Prayer Stone
A large granite slab that acts as a multi-faith temple for the town.
## References

1. ↑ 1.0 1.1 1.2 1.3 Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 27. ISBN 0-7869-0697-9.
2. ↑ Scott Haring (1988). *Empires of the Sands*. (TSR, Inc), p. 8. ISBN 0-8803-8539-1.
3. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 21. ISBN 0-7869-0697-9.
4. ↑ 4.0 4.1 4.2 4.3 Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 28. ISBN 0-7869-0697-9.
Alaron

**Alaron** was an island in the Moonshae Isles. Although not the largest of the Moonshae Isles, it was considered the most powerful prior to the Spellplague. In the 14th century DR, the Isles were collectively ruled from the capital city of Caer Callidyrr by High Queen Alicia Kendrick. By 1479 DR, the acting ruler of Alaron was a descendant of Alicia, Derid Kendrick.[*citation needed*]

While the capital was a port on the eastern side of Alaron, the castle from which the Kendrick family ruled was actually built by the first High King of Moonshae, Cymrych Hugh.

Alaron was House Kendrick's last bastion of a once great empire among the Isles.[*citation needed*]

## Notable Locations

Caer Callidyrr

This city on the northern edge of Dernall Forest was the home of High King Derid.
Dernall Forest

This forest teemed with goblins and evil fey. Druids loyal to King Derid waged war with the humanoids.
Fairheight Mountains

This mountain range separated the traditional lands of the Northlanders and the Ffolk, who lived in the lowlands of the island. The mountains were home to the dwarven clans Rustfire and Rookoath, who were at war with the dark fey and a shadow dragon.
Kythyss

This small city of fishermen and woodcutters was a hotbed of intrigue. When the High King was unable to protect the residents they hired mercenaries. The mercenaries were in league with Amn and, as of 1479 DR, the Amnians had effective control over the city.
## Appendix

### Appearances

Comics
* *A Darkened Wish* #1

### Gallery

Alaron.jpgAlaron on the 3rd-edition campaign setting map.
### 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. 152. ISBN 978-0-7869-4924-3.
2. ↑ Douglas Niles (1987). *Moonshae*. (TSR, Inc), p. 32. ISBN 0-88038-494-8.
3. ↑ Douglas Niles (1987). *Moonshae*. (TSR, Inc), p. 5. ISBN 0-88038-494-8.
4. ↑ 4.0 4.1 4.2 4.3 Shawn Merwin (November 2011). “Backdrop: Moonshae Isles”. In Steve Winter ed. *Dungeon* #196 (Wizards of the Coast), pp. {{#regex:11–28|%(,)(\S)%|$1 $2}}.

### Sources

* Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 149. ISBN 0-7869-1836-5.
Animated armor

* 5e

An **animated armor** was a suit of armor that was crafted with magic to follow the command of its creators.

## Notable Armors

* Klank, one of the bouncers for the Elfsong Tavern

## Appendix

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### Appearances

Adventures

* *Baldur's Gate: Descent into Avernus*
* *Storm King's Thunder*
* *Tomb of Annihilation*
* *Curse of Strahd*

### References

1. ↑ 1.0 1.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 19. ISBN 978-0786965614.
2. ↑ Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), p. 16. ISBN 0786966769.
Aragath Taltar

## History

Aragath was a priest of Talos in the smugglers' city of Jathrin's Jump. He was planning to become an undead when his temple was destroyed by followers of Lathander. Somehow he returned from death as a wraith-like lich leading some stone golems.

Around 1310 DR, a thief recovered Aragath's diary and sold it to the Uluuthin family, who died later during an adventure.

Around 1370 DR, Aragath killed an adventurer.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Jim Butler (1996). *The Vilhon Reach (Dungeon Master's Guide)*. (TSR, Inc), pp. {{#regex:39–40|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0400-3.
Caller in darkness

* 3e

A **caller in darkness** was a ghostly collection of the minds of a large group of victims who died in terror at the same time.

## Description

Callers in darkness appeared as large, incorporeal masses of cloud, fog, or mist within which one could observe the faces of victims screaming silently in fear. So terrifying were callers in darkness that even animals fled from their unnatural presences, and intelligent creatures dreaded being drawn into the shared misery of the undead entity.

Thankfully, callers in darkness had no power in sunlight.

## Abilities

The collective of minds had several psionic powers, in addition to the dreaded ability to steal the essences of dead, sleeping, or otherwise incapacitated beings from within as far as ten yards (nine meters) away. When a caller stole the essence of another creature, it grew temporarily more powerful, and a new face appeared amongst the others writhing in horror.

## Behavior

A caller in darkness roamed about, seeking to draw new victims into its nightmarish collective of suffering minds.

## History

When the empire of Jhaamdath was destroyed in −255 DR by a great tidal wave sent by the elves, they inadvertently created a caller in darkness within the phantom city of Dhinnilith. This caller was of immense size and was composed of the minds of thousands of Jhaamdathans.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Bruce R. Cordell (April 2004). *Expanded Psionics Handbook*. (Wizards of the Coast), p. 191. ISBN 0-7869-3301-1.
2. ↑ 2.0 2.1 2.2 2.3 Bruce R. Cordell (April 2004). *Expanded Psionics Handbook*. (Wizards of the Coast), p. 192. ISBN 0-7869-3301-1.
3. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 115. ISBN 0-7869-3654-1.
4. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 120. ISBN 0-7869-3654-1.
Ankhwood

**Ankhwood** (once part of the Winterwood) was a forest whose insect, animal and plant populations become mutated. There were once wild magic and dead magic areas orbiting one another in the forest, but by 1374 DR this effect had subsided and the elves living in the area were investigating the cause of the mutations.

## Appendix

### References

1. ↑ Rand Sharpsword (2001-11-14). More Lake of Steam and Dragon Coast!. Rand's Travelogue. Wizards of the Coast. Retrieved on 2010-10-13.
Baboon

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

**Baboons** were a species of herbivorous monkey that lived in groups. They were known for being territorial.

## History

Baboons could be located in the jungles of Chult.

## Appendix

### Appearances

Adventures

* *Tomb of Annihilation*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 David "Zeb" Cook *et al.* (1989). *Monstrous Compendium Volume One*. (TSR, Inc), p. 20. ISBN 0-8803-8738-6.
2. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 318. ISBN 978-0786965614.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 268. ISBN 0-7869-2893-X.
4. ↑ 4.0 4.1 4.2 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 8. ISBN 0-9356-9600-8.
5. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 196. ISBN 978-0-7869-6610-3.
Air elemental

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

## Appearance

### Average height

4‒40 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)

### Average weight

1‒12 lb (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** kg)

## History

### First appearance

Monster Manual 1st edition

An **air elemental** was a being made up of wind and living air. It appeared as a shapeless cloud that moved rapidly in any direction, even against the wind.

## History

A beserk air elemental was one of the creatures that dwelled on the Dungeon Level of Undermountain.

## Appendix

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

Adventures

* *The Pipes of Doom*
* *Princes of the Apocalypse*
* *Waterdeep: Dungeon of the Mad Mage*

Computer Games

* *Al-Qadim: The Genie's Curse*
* *Baldur's Gate II: Shadows of Amn*
* *Neverwinter Nights*
* *Neverwinter Nights 2*

### Gallery

BGII - Creature - Air Elemental.jpgAn air elemental attacking in *Baldur's Gate II: Shadows of Amn*.BGII - Creature - Lesser Air Elemental.jpgA lesser air elemental attempting an attack in *Baldur's Gate II: Shadows of Amn*.BGII - Creature - Greater Air Elemental.jpgA greater air elemental in *Baldur's Gate II: Shadows of Amn*.NwN Air Elemental.jpgAn air elemental from the game editor of *Neverwinter Nights*.
### References

1. ↑ 1.0 1.1 1.2 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 124. ISBN 978-0786965614.
2. ↑ Mike Mearls, Greg Bilsland and Robert J. Schwalb (June 15, 2010). *Monster Manual 3 4th edition*. (Wizards of the Coast), p. 80. ISBN 0786954902.
3. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:95–96|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
4. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 99. ISBN 1-5607-6619-0.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 37. ISBN 0-9356-9600-8.
6. ↑ Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 81. ISBN 0-7869-1552-1.
7. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 95. ISBN 0-7869-2893-X.
8. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 23. ISBN 978-0-7869-6626-4.
Astral dreadnought

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

**Astral dreadnoughts** were gargantuan outsiders.

## Ecology

The secretion of an astral dreadnought was one of the material components for the powerful spell *Waethra's warm welcome*, protecting an area against magical travel.

## History

Astral dreadnoughts were originally created by Tharizdun, with the objective of hunting down travelers who searched for portals into the Outer Planes. Setting the ageless creatures loose with their insatiable appetites, Tharizdun hoped to prevent mortals traveling in the Astral Plane from gleaning the secrets of godhood.

## Appendix

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### Gallery

Manual of the Planes 1E.jpg*The cover of the 1st-edition *Manual of the Planes*, which introduced the monster.*1024x768MoP 3.jpg*Promotional wallpaper: Astral Dreadnought.*MotP - Howard Lyon.jpg*The dreadnought once again graces the cover of a *Manual of the Planes*, this one 4th edition.*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Richard Baker (October 1995). *Monstrous Compendium Planescape Appendix II*. Edited by Karen S. Boomgarden. (TSR, Inc.), pp. {{#regex:12–13|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0173-X.
2. ↑ 2.0 2.1 2.2 Mike Mearls, Jeremy Crawford (May 29, 2018). *Mordenkainen's Tome of Foes*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. {{#regex:117–118|%(,)(\S)%|$1 $2}}. ISBN 978-0786966240.
3. ↑ 3.0 3.1 3.2 Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). *Manual of the Planes 4th edition*. (Wizards of the Coast), p. 115. ISBN 978-0-7869-5002-7.
4. ↑ 4.0 4.1 4.2 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), p. 159. ISBN 0-7869-1850-8.
5. ↑ Ed Greenwood, Eric L. Boyd (1996). *Volo's Guide to All Things Magical*. (TSR, Inc), p. 77. ISBN 0-7869-0446-1.
Athkatla/Bridge District

## Bridge District of Athkatla

The **Bridge District** of Athkatla was one of the city's poorer quarters, situated on the southern reach of the Alandor River, just south of the bridge that spanned its waters.

It was home to a fair number of low-end businesses, tiny hole-in-the-wall shops selling second-hand or illegal wares. Many of these catered to the merchants and travelers who made their living along the caravan routes.

## Description

The district had narrow, winding streets lined with rowhouses of some of the poorer Athkatlan citizens. Among these were the city's laborers, street-side cart vendors, shop assistants and the like.

## Notable locations

* Bordryn's Bucket: The tavern of choice for the locals of the district
* Delosar's Inn
* Mithrest Inn

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 8. ISBN 0-7869-1626-5.
2. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 6. ISBN 0-7869-1626-5.
3. ↑ BioWare (September 2000). Designed by James Ohlen, Kevin Martens. *Baldur's Gate II: Shadows of Amn*. Black Isle Studios.
4. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. ?. ISBN 0-7869-0697-9.
Argentor

**Argentor** was a village of earthsoul genasi located in southern Tethyr within the Mir Spires.

## Description

The village's dwellings were hollowed out from the spires by the genasi using their innate ability to shape rock.

## History

In 1479 DR, Argentor was attacked by minotaurs sent by the ruler of Calimport to abduct his long lost son, Cephas, who was traveling with a circus giving a performance at the village.

## References

1. ↑ 1.0 1.1 1.2 Christopher Rowe (March 2011). *Sandstorm*. (Wizards of the Coast). ISBN 978-0786957422.
Bandit camp (Mere of Dead Men)

**This article or section is about elements from the**
* ***Neverwinter Nights* series of games.**

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

## Basic Information

### Services provided

Armor, weapons, drinks

This **unnamed bandit camp** was a camp located at the southern end of the Mere of Dead Men along the Sword Coast.

## Location

The bandit camp was located near Fort Locke.

## Structure

The camp was composed of tents and a small building, where the bandit leader lived. The camp was surrounded by wooden walls, while the building was built from straw, wood and stone.

## Interior

The building was composed of several rooms and halls where experienced bandits lived. There were many weapons and valuables stored inside it.

## History

The camp was inhabited with bandits, who captured the refugees. The Kalach-Cha could've learned the location from Neeshka and go there to rescue the refugees, then deal with the leader.

## Appendix

### Gallery

Bandit camp map exterior.jpgMap of bandit camp exterior
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Obsidian Entertainment (October 2006). Designed by Ferret Baudoin, J.E. Sawyer. *Neverwinter Nights 2*. Atari.
Bay Town

**Bay Town** was a small settlement found along Traders Bay and the Bluefang Water near the Uplands of Impiltur.

As of the mid-14th century DR, Bay Town's population was 1,750.

## Inhabitants

Bay Town was a haven for thieves, pirates and a slew of other unfavorable types. Among the major thieves' guilds were the Silent Poniards and the Red Masks.

Aware that these seedy types of citizens will always find a way to carve their niche somewhere, the Lords of Imphras II preferred to at least have them all in one spot which also happened to be a rather insignificant location.

Visitors to Bay Town often quickly found themselves shackled into slavery.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 26. ISBN 0-88038-771-8.
2. ↑ R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), pp. {{#regex:Fold–out map|%(,)(\S)%|$1 $2}}. ISBN 0-88038-771-8.
3. ↑ 3.0 3.1 George Krashos (August 2006). “Impiltur: The Forgotten Kingdom”. In Erik Mona ed. *Dragon* #346 (Paizo Publishing, LLC), pp. {{#regex:56–71|%(,)(\S)%|$1 $2}}.
Abbey of the Sword

The **Abbey of the Sword** was a large temple to Tempus in Battledale, which was built atop a network of caverns leading to *portals* to the Underdark.

## Leadership

The abbey's founder, Eldan Ambrose led the abbey until his death during a battle with drow. After Ambrose's death, the abbey was led by Priest-General Gorym Harndrekker who commanded two companies of fifty warriors each. Each company was led by a First Sword.

## History

The temple was founded by an Amnian priest named Eldan Ambrose shortly after the Time of Troubles. Ambrose followed a vision of Tempus to a long abandoned castle five miles southwest of Essembra. He rebuilt the castle and established the abbey on the site. Over the next decade the abbey established an alliance with Battledale and worked to clear the surrounding area of its monstrous inhabitants. During this period they discovered portals to the Underdark.

In 1371 DR a force of drow slipped through an unknown portal and attacked the abbey. Eldan Ambrose was killed in the attack but the portal was destroyed.

## References

1. ↑ Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 153. ISBN 0-7869-2759-3.
2. ↑ Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 18. ISBN 978-1560766674.
3. ↑ 3.0 3.1 Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 152. ISBN 0-7869-2759-3.