recursal/Fanatic-Fandom huggingface dataset:
Crossed Quills House

"Shadow work" (false accounting, keeping two sets of books, creating false documents)

The **Crossed Quills House** was the guildhall for the Guild of Clerks and Scribes that operated within the city of Ravens Bluff in the mid–14th century DR. It was located on the corner of DeVillars Ride and Raven Way within the Altarside of the city's Temple District.

## Description

The doors of the Crossed Quills had archways that were adorned with sculptures of ravens holding onto open books. It was flanked by a number of long, narrow windows with relief carvings of crossed quills above them. The open book carvings were a source of curiosity and intrigue among the residents of Altarside.

It was local tradition for Ravenian children to climb up the archways to read what was written within the books, and the more agile rogues and adventurers in the city would scribe chalk messages to one another within their pages.

## Appendix

### References

1. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 87. ISBN 0-7869-1195-6.
2. ↑ 2.0 2.1 2.2 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 111. ISBN 0-7869-1195-6.
Cloak Wood

**Cloak Wood**, also stylized as **Cloakwood**, was an ancient, thickly grown forest in the Western Heartlands region on the south end of the Sword Coast.

## Description

Unlike the cliffs to the north, Cloak Wood's shoreline theoretically allowed a ship to moor and send a small boat to shore for water and supplies. In practice, only desperate mariners dared the wood's population of giant spiders, quicklings, satyrs, stirges, korreds, hangman trees, and other uncommon creatures.

The sages of nearby Candlekeep asserted that Cloak Wood contained portals to several other parts of the cosmos. As of 1479 DR, however, these portals were believed to be defunct.

## History

In 1376 DR, Cloak Wood was the base of operations of the Red Fang Marauders. It also housed their main base, Felldane Manor. Due to its sheer size, it was also the home to Zarad's Clocktower, the place where Ysuran Auondril learned his necromantic spells. It is also the place where Ysuran became a Shadow Adept after killing Zarad Duskmarrow.

## Inhabitants

Cloak Wood was known to be full of beasts, monsters, and vicious fey, causing most folks avoid the forest.

## Appendix

### Notes

**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.

 File:Bglp092.jpg
* In the game Baldur's Gate the player can visit Cloakwood. The large forest is split into 4 mapped areas, not including the Cloakwood Mines. Each different area has different quests and buildings of interest, including a huge spider's nest, a cave of wyverns and an ancient tree carved out to be a home.

### 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. 115. ISBN 978-0-7869-4731-7.
2. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 222. ISBN 0-7869-1836-5.
3. ↑ 3.0 3.1 Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 90. ISBN 1-5607-6617-4.
4. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 95. ISBN 978-0-7869-4924-3.
5. ↑ Black Isle Studios (January 2004). Designed by David Moldanado. *Baldur's Gate: Dark Alliance II*. Interplay.

### External links

* File:Bg icon.png Cloak Wood article at the ***Baldur's Gate Wiki***, a wiki for the *Baldur's Gate* games.
Dragon Beach

**Dragon Beach** was the original harbor in Luskan, and was an extremely lawless place.

## Structure

The harbor was usually crammed with small boats, cogs and caravels, and also pirate and merchant shipping.

## Inhabitants

The location was dangerous unless Luskanite soldiers kept discipline which only happened during times of war.

## References

1. ↑ 1.0 1.1 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 129. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), pp. {{#regex:129–130|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6678-6.
Dragonspine Mountains

The **Dragonspine Mountains** was a range of peaks to the west of the region of the Moonsea.

## History

Around 1372 DR, Zhentil Keep had mines in the western half of the range, while Melvaunt and Hillsfar had mines in the eastern half.

## Geography

The northern slopes of the western edge of the Dragonspine mountains were the location of the infamous Citadel of the Raven.

## Inhabitants

As of 1372 DR, red and white dragons were known to lair in the higher peaks, whilst goblins, orcs, and giants filled the lower areas and valleys.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 159. ISBN 0-7869-1836-5.
2. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 160. ISBN 0-7869-1836-5.

### Further reading

* Thomas M. Reid, Sean K. Reynolds, Darrin Drader, Wil Upchurch (June 2006). *Mysteries of the Moonsea*. (Wizards of the Coast). ISBN 0-7869-3915-X.
Djinnling

* 2e

**Djinnlings**, or **wind gen**, were gen native to the Elemental Plane of Air.

## Description

Wind gen usually had bluish skin and white hair. However, their appearance tended to change with their mood, remaining light blue when they were happy and turning as dark as storm clouds if they were angry or felt threatened. Their skin was almost transparent if viewed under bright light.

## Personality

Djinnlings were often aloof creatures who provided unwanted advice to their masters about how better to accomplish any given task. As materialistic creatures, they were impressed by wealth and trinkets.

## Appendix

### Notes

1. ↑ The wind gen's size is given as small in the source, but with one foot and less they are actually tiny.
2. ↑ Djinnings are called wind gen in the text, but **air gen** in the heading of the *Monstrous Compendium Al-Qadim Appendix* entry.

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Wolfgang Baur, Steve Kurtz (1992). *Monstrous Compendium Al-Qadim Appendix*. (TSR, Inc). ISBN l-56076-370-1.
2. ↑ Dean Poisso (January 2004). “The Return of the Sha'ir”. In Chris Thomasson ed. *Dragon* #315 (Paizo Publishing, LLC), p. 78–83.
3. ↑ Wolfgang Baur (November 1993). *Secrets of the Lamp. Genie Lore*. (TSR, Inc.), p. 52. ISBN 978-1560766476.

Genies
Dao • Djinn • Efreet • Jann • Marids • Qorrash
 **Tasked Genies**
Administrators • Artchitects • Artists • Deceivers • Guardians • Harim servants • Herdsmen • Messengers • Miners • Oathbinders • Slayers • Warmongers • Winemakers
 **Gen**
Daolani • **Djinnlings** • Efreetikin • Maridans
 **Related Races**
Great ghuls • Ghul-kin • Markeen
Dreamer's Rock

**Dreamer's Rock** was a hamlet in southeastern Cormyr on the Way of the Manticore, located between Wheloon to the west and Monksblade to the east.

## Geography

Dreamer's Rock was also the name of a long, flat hill that sheltered the hamlet from storms that came off the Lake of Dragons to the south. The hill ended in a southward-facing cliff.

## History

The hamlet and hill got their name from a long-ago elf mystic named Ilyndrathyl the Dreamer. He often *levitated* above the hill during a sea storm, facing its fury while apparently oblivious to it. While he did this, he sent his awareness throughout Faerûn and to more distant planes. One day during one of his meditations he simply vanished in a burst of flame. It was believed that some entity had realized the elf was observing it, and it destroyed him.

## Inhabitants

The people of Dreamer's Rock primarily herded sheep and grew vegetables. They surrounded their vegetable plots with ditches and stakes to discourage animals from grazing them.

They also did some copper mining by digging shallow caves into the hill, though most villagers lacked the ability to work the copper well enough to be able to sell it to passing merchants. Occasionally, these caves were used by animals and other beasts that the villagers then killed for food or to be rid of dangerous predators. The caves were also used by outlaws and smugglers, and travelers seeking shelter from bad weather. Smugglers often paid the locals for the private use of a cave, but those who were particularly ruthless sometimes killed those locals to silence them or prevent betrayal.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 78. ISBN 0-7869-0151-9.
2. ↑ Brian R. James (July 2008). “Backdrop: Cormyr” (PDF). In Chris Youngs ed. *Dragon* #365 (Wizards of the Coast), p. 45. Archived from the original on 2018-11-23. Retrieved on 2020-03-02.
Dreaming Dragon

The **Dreaming Dragon** was located near the Downriver Gate within Everlund.

## Inhabitants

Elves and halflings loved the establishment because every night a great story and ballad would be heard.

## Food and drink

The elverquisst at the Dragon was of a particularly fine quality.

## Appendix

### Appearances

#### Sourcebooks

* *The North: Guide to the Savage Frontier*
* *Volo's Guide to the North*

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 168. ISBN 1-5607-6678-6.
2. ↑ slade (April 1996). *The North: Guide to the Savage Frontier*. (TSR, Inc), p. **Cannot cite pages from this boxed set.** See {{Cite book/The North: Guide to the Savage Frontier}} for a list of citations that may be used.. ISBN 0-7869-0391-0.
Crystal dragon

* 3e
* 2e
* 1e

**Crystal dragons** were among the friendliest of the gem dragons and enjoyed conversing with other creatures. Dragons of this type who dwelt on the Prime Material Plane preferred to live atop high mountains. They sometimes came into conflict with White dragons and had been known to steal white dragon wyrmlings in order to raise them in a friendlier environment.

## Combat

Crystal dragons were non-aggressive and would rarely start a fight without a good reason. A Crystal dragon's breath weapon was a cone of white light which damaged and blinded an opponent.

## Known Crystal Dragons

* Saryndalaghlothtor
* Nolalothcaragascint

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 71. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 81. ISBN 07-8692-873-5.
3. ↑ Andy Collins, James Wyatt, and Skip Williams (November 2003). *Draconomicon: The Book of Dragons*. (Wizards of the Coast), p. 288. ISBN 0-7869-2884-0.
4. ↑ Bruce R. Cordell (April 2004). *Expanded Psionics Handbook*. (Wizards of the Coast), p. 183. ISBN 0-7869-3301-1.
5. ↑ 5.0 5.1 Arthur W. Collins (May 1980). “That's not in the Monster Manual!”. In Jake Jaquet ed. *Dragon* #37 (TSR, Inc.), pp. {{#regex:6–7, 35–36|%(,)(\S)%|$1 $2}}.
6. ↑ Scott Brocius & Mark A. Jindra (2003-01-24). The Legend of Sardior. The Mind's Eye. Wizards of the Coast. Retrieved on 2019-05-07.
7. ↑ Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 82. ISBN 07-8692-873-5.

### Connections

Dragonkind
The Family of Dragons

True dragons**Metallic dragons:** Gold • Silver • Bronze • Copper • Brass • Iron • Mercury • Platinum • Steel
**Chromatic dragons:** Red • Black • Blue • Green • White • Brown • Gray • Purple • Yellow
**Gem dragons:** Amethyst • Emerald • Sapphire • Topaz • **Crystal** • Obsidian
**Lung dragons**: Chiang lung • Li lung • Lung wang • Pan lung • Shen lung • T'ien lung • Tun mi lung • Yu lung
**Planar dragons**: Astral • Battle • Chaos • Ethereal • Faerie • Howling • Mirage • Oceanus • Pyroclastic • Radiant • Rust • Shadow • Styx • Tarterian
**Miscellaneous dragons:** Air • Ascendant • Brainstealer • Dzalmus • Force • Mist • Prismatic • Radiant • Rattelyr • Song • Vishap

**Lesser dragons**Dragon turtle • Hellfire wyrm • Pseudodragon • Rock wyrm • Scalamagdrion • Sea wyrm • Sunwyrm • Wyvern
**Drakes:** Guard • Portal • Smoke • Vulture

**Related creatures**Abishai • Dracon • Dracosphinx • Dragonborn • Dragonkin
**Dragonbloods:** Draconic creature • Dragonborn of Bahamut • Dragonspawn • Dragonwrought kobold • Drow-dragon (shadow) • Drow-dragon (deep) • Half-dragon • Kobold • Urd • Zar'ithra • Zekyl
**Undead dragons:** Dracolich • Vampiric
Crimmor

**Crimmor** was the Caravan Capital of Amn. Many caravans were sponsored and arranged in Athkatla, but the goods were loaded onto barges there and towed up the Alandor River by horses and mules on River Road until they reached their mustering point at Crimmor. Some folk said nearly every caravan in Faerûn passed through Crimmor in time.

## Apendix

### Further Reading

* Scott Haring (1988). *Empires of the Sands*. (TSR, Inc), p. 9. ISBN 0-8803-8539-1.
* Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), pp. {{#regex:48–50|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1626-5.

### References

1. ↑ 1.0 1.1 1.2 Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), pp. {{#regex:30–32|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0697-9.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (August 2005). “Cities of the Realms: Crimmor, City of Caravans”. In Erik Mona ed. *Dragon* #334 (Paizo Publishing, LLC), pp. {{#regex:22–34|%(,)(\S)%|$1 $2}}.
3. ↑ 3.0 3.1 3.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 93. ISBN 978-0-7869-4924-3.

de:Crimmor
Dilpur

**Dilpur** was an important Impilturian city found on the shores of the Easting Reach in the mid–14th century DR.

## Activities

Dilpur was a rather insignificant location until its population swelled with refugees. After the influx of citizens, plans were quickly made to construct new city walls and expand the docks.

## Inhabitants

Dilpur's population in 1357 DR was 15,000, many of whom were refugees from neighboring Sarshel when that city fell into decline after a drop-off in trade from Damara.

Dilpur's lords—Imbraun, Soargilm, and Sambrar—were concerned for the future of their city. They believed a renewal in trade, specifically for bloodstone, would benefit the city and Impiltur as a whole, but the renewed trade with Damara might also tempt many of Dilpur's citizens to return to Sarshel.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), pp. {{#regex:26–27|%(,)(\S)%|$1 $2}}. ISBN 0-88038-771-8.
2. ↑ 2.0 2.1 R.A. Salvatore (1989). *The Bloodstone Lands (Map)*. (TSR, Inc). ISBN 0-88038-771-8.
Drowning Flagon

The **Drowning Flagon** was an inn in Marsember, Cormyr owned by Polinar Kirin and was originally established by a noble.

## Structure

It was situated on its own island and comprised of several buildings including kitchens, stables, and a central hall featuring luxurious dancing chambers.

### Interior

This hall had three floors, the bottom two of which were used for dancing and the top floor for sleeping. It had two entrances: one for locals and one for visitors. It was used as a meeting place for gambling or for local organizations, but become expensive to stay in, attracting wealthier visitors to the city. Ever since a devastating fire, the kitchens were in their own separate building.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 51. ISBN 0-7869-0151-9.
2. ↑ 2.0 2.1 Eric Haddock (1994). *Cormyr*. (TSR, Inc), p. 15. ISBN 1-56076-818-5.
Dales pony

* 3e

The **Dales pony** was a breed of working equine that was commonly found throughout the ranches and farms of the Dalelands. They were also popular throughout northeast Faerûn, as a training pony kept by the wealthy upper class.

## Description

These ponies were exceptionally varied in appearance, due to the fact they had been bred with just about every stock of pony or horse from throughout the Realms.

Despite their diverse stock, the ponies of the Dales maintained a few key characteristics: a sure-footed stance, a powerful jump, and a strong sense of self-preservation.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 154. ISBN 0-7869-3697-5.
2. ↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 277. ISBN 0-7869-2893-X.
Dancing Dell

The **Dancing Dell** was a dell containing the Ladystone, a sacred stone touched by Eilistraee. The stone was very old, possibly dating back as far as the early settlements of Ardeep.

## Description

The dell was a smooth bowl-shaped valley filled with moss, ferns, and grasses, surrounded by a ring of raised earth.

## Defenses

The Ladystone's power guarded the dell and could strike out at intruders at the will of the goddess or her priestesses.

## Inhabitants

Qilue Veladorn sometimes lead worship at the Ladystone.

## History

It was said that Eilistraee had manifested in the dell more than once.

## Appendix

### Appearances

* *Forgotten Realms Campaign Setting 3rd edition*
* *Lost Empires of Faerûn*
* *Champions of Ruin*
* *Silverfall*
* *Sacrifice of the Widow*
* *Ascendancy of the Last*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 293. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 2.2 Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 143. ISBN 0-7869-3654-1.
3. ↑ Eric L. Boyd (2006-05-03). Environs of Waterdeep (Zipped PDF). Wizards of the Coast. Archived from the original on 2016-08-16. Retrieved on 2009-10-07.
4. ↑ 4.0 4.1 4.2 4.3 Ed Greenwood (April 2000). “The New Adventures of Volo: The Ardeep”. In Dave Gross ed. *Dragon* #270 (Wizards of the Coast), p. 95.
Cliffside Cranny

The **Cliffside Cranny** was a hole in Luskan's wall created by an earthquake that occurred around 1460 DR. The cranny was assessable by foot or boat and served as an unofficial city gate. In 1480 DR the cranny was guarded by Waterdavian guardsmen assigned to keep plague victims from leaving Luskan.

## References

1. ↑ Erik Scott de Bie (September 6, 2011). *Shadowbane* (Kindle ed.). (Wizards of the Coast), loc. 400. ISBN 0786958553.
2. ↑ Erik Scott de Bie (September 6, 2011). *Shadowbane* (Kindle ed.). (Wizards of the Coast), loc. 472. ISBN 0786958553.
Death knight

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

A **death knight** was a mighty undead warrior created by gods of death or other malevolent forces. They were most commonly created from evil humanoids who in life had been blackguards, fighters, rangers, barbarians, and even paladins fallen from grace.

## Description

A death knight appeared similar to how it appeared in life, but it had a decayed body with rotting flesh and pinpoints of light in place of eyes. A death knight often wore fine clothing and armor, especially capes, as a mark of importance. A death knight struck fear into the hearts of weaker creatures.

## Society

A death knight often rode a nightmare into battle and had a variety of undead servants, such as skeletons, wights, zombies. More powerful death knights had more servants.

## Appendix

### Appearances

Novels

* *Elminster Must Die*
* *Bury Elminster Deep*

Computer games

* *Neverwinter Nights 2*

### Gallery

DMG4e wp2 1280.jpg*Promotional wallpaper of a death knight leading an undead army.*
### Further Reading

* Matthew Sernett (October 2007). “The Ecology of the Death Knight”. In Chris Youngs ed. *Dragon* #360 (Wizards of the Coast), pp. {{#regex:34–38|%(,)(\S)%|$1 $2}}.

### 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. 47. ISBN 978-0786965614.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 50. ISBN 978-0-7869-4852-9.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), pp. {{#regex:207–209|%(,)(\S)%|$1 $2}}. ISBN 07-8692-873-5.
4. ↑ 4.0 4.1 4.2 4.3 4.4 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 52. ISBN 1-5607-6619-0.
5. ↑ Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 23. ISBN 0-9356-9621-0.
Deltagar Zelhund

### Class

**Deltagar Zelhund** was one of the Overwizards of the Arcane Brotherhood in the 1360s DR.

## Activities

*Circa* 1365 DR, Deltagar was growing a criminal network in southern countries like Lantan and Tashalar, and was planning to soon use his agents to fund all the Brotherhood's activities. He plotted to sack Chult and steal the best inventions from Lantan.

## History

In 1371 DR, after Eldeluc and Valkebar's coup against the Archmage Arcane, Arklem Greeth, Deltagar pledged his loyalty to the conspirators. When Greeth returned, now transformed into a lich and with some new devilish allies, Deltagar escaped to Hlondeth, where he was granted refuge.

## Personality

Deltagar was utterly fascinated by the yuan-ti. He was a master manipulator, disliking open hostility.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 125. ISBN 1-5607-6678-6.
2. ↑ Jason Carl, Sean K. Reynolds (October 2001). *Lords of Darkness*. Edited by Michele Carter. (Wizards of the Coast), pp. {{#regex:108–116|%(,)(\S)%|$1 $2}}. ISBN 07-8691-989-2.
Drover's Cup

## The Drover's Cup

**The Drover's Cup** was a tavern in the town of Llorkh in the 1360s DR.

## History

It opened some time after the Zhentarim takeover of Llorkh in 1357 DR. Townsfolk were pressed into the construction of two new but ugly taverns. The Drover's Cup was in business by 1366 DR and through 1370 DR.

## Description

The travelogue writer Volothamp Geddarm presumed it to be a pretty poor place, but hadn't been able to visit to judge.

## Appendix

### References

1. ↑ 1.0 1.1 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 61. ISBN 0-7869-0391-0.
2. ↑ 2.0 2.1 2.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), pp. {{#regex:213–214|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6678-6.
Deadstone Cleft

**Deadstone Cleft** was a dead-end canyon in the foothills of the Graypeak Mountains in the Savage Frontier. Populated by stone giants, they believed the canyon was sacred site to their god Skoraeus Stonebones. It was held an ancient temple to him and a a magical stalactite, the Steinfang.

## History

Deadstone Cleft's first thane was the stone giant known as the Skodkong, or "Fog King".

Some time after the War of the Silver Marches of 1485 DR, Deadstone Cleft was inhabited by the stone giant Thane Kayalithica and her clan. The giantess used the sacred site as her lair, launching raids to destroy various settlements and structures around the area in order to please her god. By this time, many stone giants avoided the cleft, believing it to be a haunted place. Kayalithica had also forged an alliance with the Blue Bear Tribe, and a number of the barbarians lived in caves in and around the cleft at this time.

### Statue of Skoraeus Stonebones

At the back wall of the canyon sat a 150-foot-tall statue of Skoraeus Stonebones, depicted as a muscular stone giant with spikes emerging from his head and shoulders.

## Inhabitants

* Thane Kayalithica, stone giant thane.
* Hydia Moonmusk, daughter of Kriga Moonmusk and chieftain of the Blue Bear Tribe in Deadstone Cleft.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. {{#regex:145–154|%(,)(\S)%|$1 $2}}. ISBN 978-0786966004.
Dread

* 3e
* 2e

**Dreads** were undead creatures in the form of a pair of skeletal arms from small- to medium-sized humanoids. There was also a variation known as a **vampiric dread** that gained some health from the damage it inflicted.

## Description

The arms looked like they came from a typical skeleton, even moving in the air as if they were still attached to the shoulders of an invisible skeleton.

## Behavior

Dreads had no intelligence and could only do what they were instructed to do. They had the ability to fly and to see in the dark and observe physical behavior, traits, and possessions if so instructed. They could also listen for passwords or other command words. They were typically used as guardians.

## Combat

The name of this creature came from its ability to strike apprehension and fear in the hearts of ordinary people and beginning adventurers, but sufficient wisdom helped overcome the frightful presence of this creature. Dreads used a claw attack, or they could wield a melee weapon appropriate for their size. They were tireless and pursued their target relentlessly. Dreads had the undead immunity to fatigue, exhaustion, ability drain, energy drain, sleep, charm and other mind affects, stun, paralysis, disease, and death magic, as well as *raise dead*. In an unusual twist, *resurrection* could be performed on a dread that wasn't attacking or instructed to prevent it.

Vampiric dread could also swim and in some instances follow a target through a *portal*. They gained temporary health above and beyond their normal quota by successfully striking an opponent. This extra health was used to mitigate damage it took in combat and faded very slowly over a period measured in tendays.

## Ecology

Dreads were created in a process similar to other typical undead by means of the *animate dead* spell. Additionally for dreads, a zendalure gemstone worth at least 1,000 gold pieces was required as part of the materials.

## Notable Dread

* The hub of the network of *portals* known as Lost Princess Road, located on Skarn Rock just off the Sword Coast, was guarded by vampiric dread. Using an incorrect activation word caused up to six of these creatures to rise out of the stone and attack.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 169. ISBN 0-7869-3654-1.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood (Februry 2000). “The New Adventures of Volo: Lost Princess Road”. In Dave Gross ed. *Dragon* #268 (Wizards of the Coast), p. 90.
Decapus

* 5e
* 2e

**Decapuses** were a species of tentacled carnivorous creatures that swung through the trees.

There were also marine variants.

## History

Decapuses could be found on the Snout of Omgar.

## Appendix

### Appearances

Adventures;
* *The Tortle Package*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 John Nephew, John Terra, Skip Williams, Teeuwynn Woodruff (1994). *Mystara Monstrous Compendium Appendix*. (TSR, Inc.), p. 24. ISBN 1-56076-875-4.
2. ↑ 2.0 2.1 2.2 2.3 Christopher Perkins, Jeremy Crawford (September 2017). *The Tortle Package*. (Wizards of the Coast), p. 1.
Cold Eyes

The **Cold Eyes** was an enigmatic carving of giant eyes that overlooked the River of Ice in Calimshan.

## Location

The carving was found on the eastern cliffside of the river, at the point where its two tributaries, the Two Falls River and Bakkal's Creek, came together.

## Description

The carving included two expressionless eyes and the top of a nose. Most assumed that the rest of a face was carved below the powerful currents of the rivers, but no one had ever proven this, as the task was exceptionally difficult. However, all of those who touched the visible portion of the carving agreed that it felt as cold as ice—hence the name—no matter what time of year it was.

## Rumors & Legends

The citizens of Manshaka and Schamedar each believed that the eyes were gazing towards their cities and that this showed the favor of their gods.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), pp. {{#regex:87–88|%(,)(\S)%|$1 $2}}. ISBN 978-0786912377.
Bayside

The **Bayside** was one of the districts of the city of Sambral.

## Geography

The Bayside was the second largest of the city, and included the docks. The temples of Valkur and Umberlee were located in this district.

## Inhabitants

The Bayside was home of the fishermen, pearl divers, sail makers, net weavers.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 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.
Dhadius

## Rules Information

* 5e

**Dhadius the Scarlet** was a human wizard of the late 15th century DR.

## Description

Dhadius was an older male with dark skin and brown eyes. He had a long grey hair where he had not gone bald, and sported a similarly grey beard and mustache. He wore a red robe with golden embroidery.

## Personality

Dhadius was an arrogant wizard, and considered all others to be below him in intellect. He spent much of his time searching for esoteric knowledge simply to know things that common people could not. Dhadius thought of himself as a legendary wizard.

## Possessions

Dhadius wielded a long wooden staff that had a large, round red gem set on top.

## History

Dhadius lived in Luskan, where he joined the Arcane Brotherhood in his later years. The other members did not take him as seriously as he thought he should be taken. He was determined to prove to them and the world that he should be respected and feared.

## Appendix

### Appearances

* *Betrayal at Baldur's Gate*
* *Idle Champions of the Forgotten Realms*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Codename Entertainment (September 2017). *Idle Champions of the Forgotten Realms*. Codename Entertainment.
Downshadow

*This article is about the location. For the novel, see Downshadow (novel).*
**Downshadow** was the name commonly used to refer to the upper levels of Undermountain in Waterdeep. As of 1479 DR, the top levels of Undermountain were mostly cleared of monsters although some creatures still roamed the halls and many magical traps remained active.

In the years after the Spellplague, the southernmost cavern in the upper levels turned into a sort of village inhabited by outcasts, criminals, and down-on-their-luck adventurers exploring the lower levels. The cavern even had crude taverns and merchants who sold questionable goods.

## References

1. ↑ 1.0 1.1 Erik Scott de Bie (April 2009). *Downshadow*. (Wizards of the Coast). ISBN 978-0-7869-5128-4.
Dagger Hills

The **Dagger Hills** were located south-east of Daggerdale.

## Description

In the mid–14th century DR, the sparse human settlements, mostly small farms, dwindled during the Zhent occupation of Daggerdale and the hills became covered with dense thickets and thorn fields, resistant to fire and human intrusion. Many monsters hunted in these hills: wolves, leucrottas, owlbears, lycanthropes, and even beholders.

After the Spellplague, the lycanthrope presence became prominent and by 1479 DR these hills were infested mainly by murderous lycanthropes and their thralls. Despite the threat of the lycanthropes, small villages, protected by stockades, and farms still existed in the Dagger Hills.

## Locations

In the south-western part of the Dagger Hills, not far from the River Ashaba, lay the ruins of Castle Daggerdale, the seat of the ruling family of Daggerdale, the Morns. During his heroic resistance against the Zhent occupation, Randal Morn often made camp here with his men. Rumors about the hidden treasure of the Morn family, hidden in a bricked tunnel in the cellar of Castle Daggerdale, abounded in Daggerdale.

In the middle of the Dagger Hills, about fifteen miles northeast of Castle Daggerdale, lay the ruined tower of White Crag, so ancient it was said to predate even elven presence in the area. It was rumored that under the tower, vast passages led to the Underdark.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 127. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 113. ISBN 978-0-7869-4924-3.
3. ↑ 3.0 3.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), pp. {{#regex:56–57|%(,)(\S)%|$1 $2}}. ISBN 978-1560766674.

### Further reading

* Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 127. ISBN 0-7869-1836-5.
* Richard Baker (1993). *The Dalelands*. (TSR, Inc). ISBN 978-1560766674.
* Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast). ISBN 978-0-7869-4924-3.
Dead Tree Hollow

**Dead Tree Hollow** was a village in the Vast, lying on the North Road between Dragon Falls and Swords Pool, where Blaern's Trail from Fallentree met the North Road.

## History

Long ago (but still within elven memory in 1370 DR), the flying carriage of Lady Alauthshaee was attacked by the spells of Ilthuryn, her scorned suitor. It supposedly crashed to earth within Dead Tree Hollow and Alauthshaee and her guards were subsequently buried alive. A side-effect of Ilthuryn's magic was to render the entire valley a dead-magic zone.

The valley was once a camping spot for travelers on the North Road as they crossed the High Country.

For many years, it was the site of an elderly, gnarled oak tree, so huge that its trunk was as wide as a regular cottage. It was also hollow and a druid once lived within, until a voracious dragon (thought to be Halarglautha) burned the tree and forced him out.

The tree was nothing but a rotting stump by 1370 DR, but the location had developed into the village known as Dead Tree Hollow.

## Description

Dead Tree Hollow was a small valley that contained a number of ponds and wooded areas. It contained a small and sleepy village.

It was famous for its fern-frond soup and fiddlehead soup (when it was in season), as well as its exotic mushrooms that gourmets all around the Dragon Reach clamored for.

However, the entire valley was a dead-magic zone, apparently a result of Ilthuryn's spells.

### Places

The Blue Stallion was an inn in Dead Tree Hollow. There was also a first-rate wagonworks.

A local landmark was the ancient and enormous oak tree; once it was a druid's home, but after being burned down, it was little more than a rotten stump.

## Local Legends

The flying carriage of Lady Alauthshaee, and the great treasures within, was thought to be buried or sunk in a pond somewhere in Dead Tree Hollow. It also possibly still contained the bodies of Alauthshaee and her guards. Adventurers occasionally came to search the valley for it.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 150. ISBN 0-7869-1195-6.
2. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 145. ISBN 0-7869-1195-6.
3. ↑ 3.0 3.1 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 147. ISBN 0-7869-1195-6.
Dove

*This article is about the bird. For the Chosen of Mystra and eldest of the Seven Sisters, see Dove Falconhand.*

A **dove** was a type of bird, a member of the *columbidae* family.[*citation needed*]

## Ilmater

The appearance of white doves could indicate the presence of Ilmater, the deity of suffering and martyrdom.

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

1. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 76. ISBN 978-0786903849.
Dire bear

* 4e
* 3e

A **dire bear** was a huge version of the typical bear.

## Description

Most dire bears were 12 feet (3.7 meters) long and weighed as much as 8,000 pounds (3.6 metric tons). While resembling bears, they also had bony brow ridges and extra-long claws, with a more feral aspect and cold piercing eyes.

## Combat

Dire bears ripped at opponents with their claws, grabbing hold of them, and they could also bite. When the prey was grabbed, the massive bear would maul the creature with its ursine strength.

## Behavior

Dire bears normally did not attack other creatures that did not bother them. However, they were aggressive in defending a food source or a kill. They were omnivorous, but would tear apart anything if they thought it had good inside. Dire bears were wild beasts, though, and would feast on human flesh as readily as any other game animal.

## Ecology

 File:Dire bear.jpg
Encountered alone or in pairs, they lived in small groups or preferred to be alone. Many humanoids would train dire bears to act as guards or pets, such as hill giants and ettins.

## Appendix

### Notes

1. ↑ It is possible that the dire bear is also known as a cave bear, because in the *Monstrous Manual* on page 17, the cave bear is twelve feet tall, which is the same height as the dire bear in the *Monster Manual 3.5*. On page 29 of the *Monster Manual 4th edition*, both a cave bear and a dire bear are represented, which would lead to the assumption they are two different creatures.

## Gallery

NwN Dire Bear.jpgA dire bear in the *Neverwinter Nights* game editor.Neverwinter Nights 2 - Creatures - Dire Bear.pngDire bear from *Neverwinter Nights 2*.
### References

1. ↑ 1.0 1.1 1.2 1.3 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 29. ISBN 978-0-7869-4852-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 63. ISBN 0-7869-2893-X.

### Connections

Dire animals
Dire bat • **Dire bear** • Dire boar • Dire hawk • Dire lion • Dire rat • Dire tiger • Dire weasel • Dire wolf • Mammoth • Tundra yeti
Coast Way

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

## Road

### Destination

Tethyr

The **Coast Way** was a long, well-traveled trade road along the west coast of Faerûn. The Coast Way was just a part of the much larger Trade Way that started at Calimport in the south and went along the coastline all the way north to Waterdeep. The section of road between Baldur's Gate and Tethyr was generally known as the Coast Way.

## References

* Eric L. Boyd (June 2005). *City of Splendors: Waterdeep*. (Wizards of the Coast), p. 15. ISBN 0-7869-3693-2.
Dolphin

* 5e
* 3e
* 1e

**Dolphins** were plentiful in the waters of Abeir-Toril.

They were the allies of the aquatic elves and particularly old and intelligent dolphins could be found living with them in Myth Nantar.[*citation needed*] Dolphins were sacred to the elven god Deep Sashelas and the deities Istishia and Valkur.

## Bay of Dancing Dolphins

They could be found in the Bay of Dancing Dolphins in Dambrath where they could be seen performing the Dance of the Dolphins every evening at dusk. This display would attract spectators from all around Faerûn. The locals thought the dolphins were responsible for the calm waters of the bay. They were allies of the triton that lived in a hidden underwater city.

## Appendix

### Further Reading

* James Wyatt (March 2000). “Animal Henchmen”. In Dave Gross ed. *Dragon* #269 (Wizards of the Coast), pp. {{#regex:29–30|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 Mike Mearls, *et al*. (November 2016). *Volo's Guide to Monsters*. Edited by Jeremy Crawford, *et al*. (Wizards of the Coast), p. 208. ISBN 978-0786966011.
2. ↑ 2.0 2.1 2.2 2.3 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 278. ISBN 0-7869-2893-X.
3. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 29. ISBN 0-9356-9600-8.
4. ↑ Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 2. ISBN 1-56076-595-X.
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.
6. ↑ Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 95. ISBN 0-7869-3492-1.
7. ↑ Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 96. ISBN 0-7869-3492-1.
Dambraii

* 3e

The **Dambraii** was a highly sought after horse from the nation of Dambrath, in the Shining South. They were the most prized breeds throughout all of Faerûn, known for their exceptional speed, reliability in combat, tough disposition, and ease of training.

These horses were bred for Dambrath's cavalry and were known to keep their riders astride until death. Purebred specimens could only be found within the nation's borders and Dambraii that were encountered outside Dambrath, while comparable with any other light warhorse, were just not of the same quality of stock.

Dambraii horses were smaller than typical warhorses, could move at least 25% faster, and took 1–4 weeks less training time for a trick or maneuver. A Dambraii horse was always spotted, usually white on black or black on white. Other spotted colors were rare.

## Trivia

It was believed that the excellence of the Dambraii was due, at least in part, to the arkas grass that grew within Dambrath. A long-kept Dambrathan secret held that horses who were fed arkas during the first years of their lives would grow into superior steeds.

A Dambraii would sell at market for upwards of 1,800 gp.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 155. ISBN 0-7869-3697-5.
2. ↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 274. ISBN 0-7869-2893-X.
3. ↑ Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 41. ISBN 1-56076-595-X.
Darklake

The **Darklake** was a series of connected bodies of water in the Underdark. They were formerly linked by waterfalls but later governed by locks created by dwarven engineers.

## Geography

On the shores of the Darklake were the settlements of Gracklstugh, Mantol-Derith, and Sloobludop.

The Darklake was located some 100 miles north and east of the Labyrinth. Dwarven tunnels carved over the Darklake connected Ammarindar to Menzoberranzan, a distance of some 250 miles.

## Description

The Darklake was located in a huge cavern more than 100 miles across. The cavern was up to 1,000 feet tall in some places, but very low in others. It could take more than two days to transverse the lake (from Mantol-Derith to Gracklstugh by boat.

The surface of the Darklake was broken with stalagmites, stalactites, and columns.

The duergar of Gracklstugh patrolled the Darklake.

## Inhabitants

The caverns were used as a relatively safe passage by duergar, although the place had its share of monsters (mainly freshwater trolls and a type of evil intelligent freshwater manta ray). There may have been a portal connecting the Darklake to one of the underground rivers servicing Skullport, which if discovered could greatly facilitate trade between the Underdark and the surface.

## Appendix

### Gallery

Darklake Ferrying.png*A depiction of a kuo-toa ferrying two dwarves across the Darklake, with Gracklstugh in the distance.*
### Appearances

Novels

* *Condemnation*

### References

1. ↑ 1.0 1.1 1.2 1.3 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 138. ISBN 0-7869-3053-5.
2. ↑ 2.0 2.1 2.2 Richard Baker (May 2003). *Condemnation*. (Wizards of the Coast), pp. {{#regex:91–92|%(,)(\S)%|$1 $2}}. ISBN 0786932023.
3. ↑ Christopher Perkins, Adam Lee, Richard Whitters (September 1, 2015). *Out of the Abyss*. Edited by Jeremy Crawford. (Wizards of the Coast), pp. {{#regex:19,95–115|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6581-6.
4. ↑ Christopher Perkins, Adam Lee, Richard Whitters (September 1, 2015). *Out of the Abyss*. Edited by Jeremy Crawford. (Wizards of the Coast), pp. {{#regex:19,132–142|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6581-6.
5. ↑ Christopher Perkins, Adam Lee, Richard Whitters (September 1, 2015). *Out of the Abyss*. Edited by Jeremy Crawford. (Wizards of the Coast), pp. {{#regex:19,39–49|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6581-6.
6. ↑ Richard Baker (May 2003). *Condemnation*. (Wizards of the Coast), p. 17. ISBN 0786932023.
7. ↑ Richard Baker (May 2003). *Condemnation*. (Wizards of the Coast), p. 215. ISBN 0786932023.
8. ↑ Richard Baker (May 2003). *Condemnation*. (Wizards of the Coast), p. 145. ISBN 0786932023.
9. ↑ Richard Baker (May 2003). *Condemnation*. (Wizards of the Coast), p. 78. ISBN 0786932023.
10. ↑ Cryptic Studios (June 2013). *Neverwinter*. Perfect World Entertainment.
Dran Draggore

**This article or section is about elements from the**
* ***Eye of the Beholder* series of games.**

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

## Dates

### Died

1358 DR

**Dran Draggore** was a red dragon and the high priest of the Darkmoon temple.

## History

Hundreds of years before 1358 DR, Dran had dark elves build the original Temple Darkmoon. They, however, ended up destroying themselves and Dran was greatly injured in the cataclysm. It took the dragon a long time to recover, and he later started rebuilding the temple. During this time, he met Xanathar, an evil beholder crime lord. They planned to rule Waterdeep together, but it turned out that he was used by Dran.

“
Your pain will be legendary! Your agony exquisite!
— Dran Draggore, to the Heroes of Waterdeep, after transforming into his true form.
”

By the time Xanathar was slain, Dran had amassed his legion of undead. He was ready to unleash his army and kill Khelben Arunsun, but was confronted by the Heroes of Waterdeep. After a mighty battle, Dran collapsed to the floor. However, he grinned and started to rise, transforming from a humanoid into a red dragon. Eventually, the dragon was slain by the heroes, and Temple Darkmoon was destroyed.

## Appendix

### Appearances

Video games
* *Eye of the Beholder II: The Legend of Darkmoon*

### Notes

1. ↑ Dran Draggore cannot be spelled without "red dragon"

### References

1. ↑ 1.0 1.1 1.2 Westwood Associates (December 1991). *Eye of the Beholder II: The Legend of Darkmoon*. Strategic Simulations, Inc.