recursal/Fanatic-Fandom huggingface dataset:
Alturiak 1

**1 Alturiak**, or **the 1st of the Claw of Winter**, is the 32nd day of the year in the Calendar of Harptos.

## On This Day

* Worshipers of the halfling deity Cyrrollalee celebrate Hearthday.
* Followers of Tyr perform the ritual of Seeing Justice, at which a giant warhammer appears above the congregation glowing white hot.

## References

1. ↑ Eric L. Boyd (1998). *Demihuman Deities*. (Wizards of the Coast), p. 170. ISBN 0-7869-1239-1.
2. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 170. ISBN 978-0786903849.
3. ↑ Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 80. ISBN 0-7869-2759-3.
830 DR

830 DR
 MulhorandCalendar

*This article is initially from the page **830 DR** in the **Forgotten Realms Wikia**.*

## 830 DR in conflicts

* The city of Shantil in Dambrath is besieged by drow, while King Reinhar IX and his forces are trapped on the peninsula south of the city.

## 830 DR in people

* Kartak Spellseer is arrested at Castle Spulzeer and tried and convicted of several foul murders, ruining his family's name. He is sentenced to hang. Kartak manages to escape his fate when a wizard named Rysellan the Dark and several associates break Kartak and fifteen other convicts out of jail with a *ring of the ram*.

## 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. 105. ISBN 978-0-7869-4731-7.
2. ↑ Doug Stewart (November 1997). *Castle Spulzeer*. (TSR, Inc), p. 6. ISBN 978-0786906697.

de:830\_TZ\_T
Athkatla/Center District

## Center District of Athkatla

The **Center District** of Athkatla was the city's mercantile heart. In this sprawling ward, on the southern shores of the Alandor River, gold would always flow. The Center District was constantly abuzz with the hustle and bustle of trades being made and deals being brokered.

While downtown Athkatla was home to a great number of wealthy taverns, inns and halls, its most famous landmark was the great open-air marketplace, the shopping stadium known as Waukeen's Promenade.

## Notable locations

* Daranthur's Hall: One of the district's shared-roof markets

* Silverale Hall

* Waukeen's Promenade: The magnificent and famous market of Athkatla, full of shops, stalls, tents with merchants from all over Faerûn

## Inhabitants

* Jerlia: An ore merchant with a stall in the promenade

## Appendix

### Notes

1. ↑ Daranthur's Hall is described as being found in "downtown Athkatla", this would most likely correspond to the *Center District*.

### References

1. ↑ 1.0 1.1 1.2 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. 9. ISBN 0-7869-1626-5.
4. ↑ Ed Greenwood (January 2012). “Eye on the Realms: A Surprising Vintage”. In Steve Winter ed. *Dragon* #407 (Wizards of the Coast), pp. {{#regex:44,45|%(,)(\S)%|$1 $2}}.
5. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. ?. ISBN 0-7869-0697-9.
6. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 29. ISBN 0-7869-0697-9.
7. ↑ BioWare (September 2000). Designed by James Ohlen, Kevin Martens. *Baldur's Gate II: Shadows of Amn*. Black Isle Studios.
Bartholomew Blackdagger

**This article or section is about elements from the**
* ***Neverwinter* game.**

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

## Basic Information

### Occupation

Pirate

**Bartholomew Blackdagger** was an undead pirate in service to Garrundar in the Pirates' Skyhold north of Neverwinter.

## History

Bartholomew led a very powerful band of sky pirates.

Bartholomew Blackdagger and his sky pirates once tried to capture Garrundar but they failed spectacularly and the black dragon pursued them back to their hideout. Garrundar took control of the lizardfolk that lived there and he weaved a powerful spell that cursed the pirates into undeath and bound them. In 1484 DR, Company Yargo, needing a base and more sky ships, sent an adventurer to clear out the area. The adventurer killed Bartholomew before coming to the dragon.

## Appendix

### External links

* Bartholomew Blackdagger article at the ***Neverwinter Wiki***, a wiki for the *Dungeons and Dragons: Neverwinter* MMORPG.

### References

1. ↑ 1.0 1.1 1.2 1.3 Cryptic Studios (June 2013). *Neverwinter*. Perfect World Entertainment.
2. ↑ Cryptic Studios (June 2013). *Neverwinter*. Perfect World Entertainment.
Arlho's Fine Flasks

**Arlho's Fine Flasks** was an exceptional brewery and winery located in Ashabenford.

## Location

Situated on the north of the Moonsea Ride as it passed through Ashabenford, Arlho's Fine Flasks was one of many shops dotting the route.

## Services

Selling ales and wines of quality rivalling those found in Cormyr, Sembia or The Vast, Arlho's drinks were quickly snatched up by many travelling merchants. However he was known to manage the production of his goods so that local Mistrans were never without drink. Of particular note was Arlho's Ashaben Ale and the proudly recommended Black Boot Stout or the green grape wine, Pearls of the Moon.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 182. ISBN 0-7869-0406-2.
2. ↑ Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 180. ISBN 0-7869-0406-2.
Alphar

**Alphar** was an island in the Pirate Isles.

## Geography

There were several harbours on the island and the westernmost harbour was neutral, allowing any ships to dock.

## History

Immurk created his first pirate hold here.

## Inhabitants

The island was populated with around 3,000 pirates.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Steven E. Schend (1999). *Sea of Fallen Stars*. (TSR, Inc), p. 12. ISBN 0-7869-1393-2.
Athkatla/Guards District

## Guards District of Athkatla

The **Guards District** of Athkatla was a district on the east end of the city, that served as the home for many of the *city of coin's* guards and mercenaries, as well as a haven for its adventurers.

Most Athkatlans did not have a favorable view of adventurers, and didn't consider it a genuine trade. As such, those who lived the adventuring lifestyle were not welcome in most parts of the city, unless they were to spend an extravagant amount of coin. In this regard, the *guards district* became the home of the Athkatlan adventurer.

The guards district was located on the southern bank of the Alandor River, just east of the bridge. Leading out the city further was the *Heroes' Gate*.

## Notable locations

* Den of the Seven Vales: This combination inn/festhall was considered quite clean and very popular

* Five Flagons tavern: A well-liked tavern that was established some time around 1370 DR

## 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. ↑ 2.0 2.1 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 6. ISBN 0-7869-1626-5.
Ardeep River

The **Ardeep River** was a river in the Sword Coast North region, a few miles southeast of Waterdeep, between the River Dessarin and the River Delimbiyr.

## Geography

The river originated in the Ardeep Forest and flowed westward to the Sea of Swords, where it forked into three branches forming a small delta. The northern branch was considered a continuation of the Ardeep River, while the central branch was a creek known as the Selpir and the southernmost branch was known as the South Ardeep River.

## Settlements

The fortified village of Nightstone was located on a fenced island on the Ardeep River, a few miles south of the Ardeep Forest. The river served as a moat to the village, and the area was rich with trout.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Eric L. Boyd (2006-05-03). Environs of Waterdeep (Zipped PDF). Wizards of the Coast. p. 3. Archived from the original on 2016-08-16. Retrieved on 2009-10-07.
2. ↑ Eric L. Boyd (2006-05-03). Environs of Waterdeep (Zipped PDF). Wizards of the Coast. p. 13. Archived from the original on 2016-08-16. Retrieved on 2009-10-07.
3. ↑ Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. {{#regex:19–20|%(,)(\S)%|$1 $2}}. ISBN 978-0786966004.
Alturiak 22

**22 Alturiak**, or **the 22nd of the Claw of Winter**, is the 53rd day of the year in the Calendar of Harptos.

## On This Day

* Worshipers of Tyr perform the ritual of the Blinding at which an illusion of a giant pair of eyes appears above the congregation and then sheds flaming tears until they drain away to nothing.

## References

1. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 170. ISBN 978-0786903849.
Alignment

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

The **alignment** system is a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos. Those characters that fall on one of the extremes are "good" or "evil", "lawful" or "chaotic"; in addition, there is a middle ground of "neutrality" on both axes, describing characters that are indifferent, committed to balance, or conflicted about the struggle between good and evil (or law and chaos). By combining the two axes, any given character has one of nine possible alignments.

Certain classes are restricted in the sorts of alignment they can take. A paladin traditionally must be of lawful good alignment; rogues and barbarians are seldom lawful in alignment. Clerics and other priests must typically uphold the alignments favoured by their deities. Druids must be wholly or partially neutral in their allegiances. Assassins are usually evil. These restrictions have been somewhat relaxed in the 3rd and 5th editions of the *Dungeons & Dragons* game, although a character's alignment may shift if he acts in marked variance from his declared alignment.

In the 4th edition of the game, this axis was simplified to only five sets of moral principles, shown below. Besides, the "neutral" axis was removed and the class restriction was dropped completely, except for members of divine classes. For example, clerics should have an alignment close to their god unless they or their god is unaligned, and paladins must be of aligned exactly as their patron deity.

* Lawful good
* Good
* Unaligned
* Evil
* Chaotic evil

The original two-axis alignment system was restored in the 5th edition of the game.

## References

1. ↑ Bruce Cordell. Excerpts: Alignment. 4th Edition Player's Handbook. "Being unaligned is *not* the neutral alignment of previous editions."
2. ↑ Rob Heinsoo, Andy Collins, James Wyatt (June 2008). *Player's Handbook 4th edition*. (Wizards of the Coast), p. 19. ISBN 0-7869-4867-1.
3. ↑ Rob Heinsoo, Andy Collins, James Wyatt (June 2008). *Player's Handbook 4th edition*. (Wizards of the Coast), pp. {{#regex:61–2|%(,)(\S)%|$1 $2}}. ISBN 0-7869-4867-1.
4. ↑ Rob Heinsoo, Andy Collins, James Wyatt (June 2008). *Player's Handbook 4th edition*. (Wizards of the Coast), pp. {{#regex:90–1|%(,)(\S)%|$1 $2}}. ISBN 0-7869-4867-1.
5. ↑ Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), p. 122. ISBN 978-0-7869-6560-1.

Alignment
**1st, 2nd, 3.x, and 5th editions**

Lawful Good • Neutral Good • Chaotic Good

Lawful Neutral • (True) Neutral • Chaotic Neutral

Lawful Evil • Neutral Evil • Chaotic Evil

**4th edition**

Lawful good • Good • Unaligned • Evil • Chaotic evil
Adbar Road

The **Adbar Road** was a road connecting Citadel Adbar with the Fork Road.

## Geography

The road passed through the relatively flat land between the Rauvin Mountains and the Vordrorn Forest.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 16. ISBN 0-7869-2835-2.
2. ↑ slade (April 1996). *The North: Guide to the Savage Frontier (Map of Interior, Silverymoon, Longsaddle, Yartar)*. (TSR, Inc). ISBN 0-7869-0391-0.
Amiq rasol

* 2e

**Amiq rasol**, also called **Deep men** or **Dark men**, were corsairs from Zakhara who rose from the dead after being lost at sea, marooned, or murdered. Amiq rasol could also be corsairs who rejected the Enlightened gods and died at sea.

## Description

These creatures appeared as pale corsairs, except for their eyes which glowed green. Use of a *true seeing* spell or a hakima’s special ability revealed these creatures as undead.

## Combat

Amiq rasol could attack with their claws and teeth, as well as any weapons they carried. Their bite absorbed the life force of their target, causing permanent loss of abilities.

They were able to cast a powerful *charm* spell that was used to draw living creatures within striking distance. On rare occasions Amiq rasol would use this ability to coerce adventurers to travel to the site of their deaths and perform proper death rites so they could transcend to the afterlife.

Amiq rasol found at the site of their death were immune to being turned. They were immune to all *sleep*, *charm* and *hold* spells. Magical weapons were needed to harm them. Casting a *raise dead* spell on them would kill them instantly. They were susceptible to holy water. Amiq rasol killed by any other method would form another body and return to their previous state after one day.

## Habitat/Society

These undead did not wander far from the site of their deaths. If they perished while at sea, they were typically found wandering the nearest island or coast. If they traveled more than 100 miles (161 km) from the site of their death, they would fade away and reappear at the site. They consumed energy absorbed from living creatures. Amiq rasol would transform into wraiths if several years passed without feeding. They were intelligent and would attempt to join a group of humanoids to assure a steady food source.

## Ecology

Amiq rasol had no impact on the ecosystems of their habitats.

## 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 Nicky Rea (1994). *Corsairs of the Great Sea (Monstrous Compendium Pages)*. (TSR, Inc). ISBN 978-1560768678.
Baronies of Wind

The **Baronies of Wind** were a territory of the Kingdom of Hartsvale.

The Baronies were located north of the Lake Fiefs and west of the Frozen Moors.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Troy Denning (September 1995). *The Titan of Twilight*. (TSR, Inc.), p. vi. ISBN 0-7869-3798-X.
2. ↑ Ray Winninger (September 1995). *Giantcraft*. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 80. ISBN 0-7869-0163-2.
3. ↑ Troy Denning (February 1995). *The Giant Among Us*. (TSR, Inc.), p. map. ISBN 0786900989.
Al-Anwahr

**Al-Anwahr** was an ancient ruin found along the northern reaches of the Haunted Lands in a region known as the Burning Lands in Zakhara in 1367 DR.

## Geography

Al-Anwahr was found wedged between the blistering Great Anvil and the Sea of Salt.

## History

Al-Anwahr was a powerful city-state during the 5th century DR. At that time the lands surrounding the city were quite fertile, allowing the city to flourish in the surrounding harsh environment of interior Zakhara.

Azaltin ibn Issad was the ruler of the city during this time of prosperity. Much of Al-Anwahr was destroyed during a civil war between Azaltin and his brother, Amakim.

## Rumors & Legends

The rulers of Muluk, the City of Kings, could trace their lineage back to Al-Anwahr.

## 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 1.3 1.4 Steve Kurtz (1993). *A Dozen and One Adventures (Campaign Book)*. (TSR, Inc), pp. {{#regex:6–7|%(,)(\S)%|$1 $2}}. ISBN 1-56076-622-0.
2. ↑ 2.0 2.1 Template:Cite book/A Dozen and One Adventures/Cardsheets
Al Qahara

**Al Qahara** was a hidden elven town located in a cavern in the southern Raurin desert. The settlement was isolated but did some trade with oasis settlements in the desert.

## Description

The entrance to the town was located in the face of a ravine. Beyond the entrance was a large plaza lit by oil lamps.

## 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. 170. ISBN 978-0-7869-4924-3.
Aberration

**Aberrations** were creatures that were unnatural and had unconventional morphologies.

## Description

These creatures did not fit into the natural world. Though some believed aberrations originated from the Far Realm, this was not true for all aberrations. Driders, for example, were unnatural crosses between drow and spiders. Created by the twisted goddess Lolth, the drow had their bodies aberrantly transformed, and thus were classed as aberrations.

Around the tumultuous time between the Spellplague and the Second Sundering, it was thought that aberrations were from, or touched, by the Far Realm. This made these creatures seem utterly alien to the Prime Material Plane, the fundamental planes, the parallel planes, or any other regions of the local cosmology.

## Abilities

Aberrations generally all had bizarre anatomies, strange abilities, alien mindsets, or any combination thereof. Most aberrations had darkvision out to 60 ft (**Expression error: Unexpected < operator.** m), but as a group, they had no other special abilities or immunities.

## Appendix

### See Also

* List of creatures classified as aberrations

### References

1. ↑ 1.0 1.1 Wizards RPG Team (2014). “Lost Mine of Phandelver”. *Dungeons & Dragons Starter Set* (Wizards of the Coast), p. 54. ISBN 0786965592.
2. ↑ 2.0 2.1 James Wyatt and Rob Heinsoo (February 2001). *Monster Compendium: Monsters of Faerûn*. (Wizards of the Coast), p. 3. ISBN 0-7869-1832-2.
3. ↑ 3.0 3.1 Rob Heinsoo, Stephen Schubert (May 2009). *Monster Manual II (4th edition)*. (Wizards of the Coast). ISBN 978-0786951017.
4. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:89–90|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
5. ↑ Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). *Manual of the Planes 4th edition*. (Wizards of the Coast), p. 30. ISBN 978-0-7869-5002-7.
Akarav's Bay

**Akarav's Bay** was the northernmost bay of Lake Esmel in Amn.

## Description

The bay contained Lake Esmel's largest concentration of mineral springs, which kept the waters warm and provided health benefits to those bathing within.

## Geography

In addition to many springs, Akarav's Bay was fed by the Splendarrllur.

## History

The bay was named after a priest of Waukeen who discovered the springs and founded the first resort to take advantage of the waters, located at the Scimitar.

## References

1. ↑ 1.0 1.1 1.2 1.3 Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 45. ISBN 0-7869-0697-9.
2. ↑ Doug Stewart (November 1997). *Castle Spulzeer*. (TSR, Inc), p. 24. ISBN 978-0786906697.
3. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 47. ISBN 0-7869-0697-9.
Angel of vengeance

* 4e

An **angel of vengeance** was an angel sent to punish those who defied or angered the gods, or to test a mortal who was in danger of falling from the path a deity set for them.

## Combat

When in battle, these immortals wore plate mail and fought with dual longswords.

## Society

Influential clergy members were known to use a powerful ritual to call forth one of these angels to deal out their deity's wrath.

## Appendix

### Appearances

Novels

* *Sword of the Gods: Spinner of Lies* (mentioned)

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 17. ISBN 978-0-7869-4852-9.
Bariya

**Bariya**, also known as **the Wild Isle**, was a very large island in the southeast region of the Crowded Sea. It did not possess any unified government.

## Trade

Bariya exported feathers, teak and spices.

## Appendix

### References

1. ↑ Jeff Grubb (August 1992). *Land of Fate (Maps)*. (TSR, Inc). ISBN 978-1560763291.
2. ↑ 2.0 2.1 David Cook (October 1992). *Golden Voyages (Map Booklet)*. (TSR, Inc). ISBN 978-1560763314.
3. ↑ 3.0 3.1 David Cook (October 1992). *Golden Voyages (Nada al-Hazan)*. (TSR, Inc), p. 4. ISBN 978-1560763314.
4. ↑ Jeff Grubb and Andria Hayday (April 1992). *Arabian Adventures*. (TSR, Inc), p. 13. ISBN 978-1560763581.
5. ↑ Jeff Grubb and Andria Hayday (April 1992). *Arabian Adventures*. (TSR, Inc), pp. {{#regex:12–13|%(,)(\S)%|$1 $2}}. ISBN 978-1560763581.
Arush Vayem

**Arush Vayem** was a small, isolated walled village located on the frontier of Tymanther, in an unmapped region of the Smoking Mountains.

## History

Arush Vayem was a remote village unknown to the most people. It was home for misfits, exiles and outcasts, and had a number of tieflings among its population. It also had one of the few "natural" portals that connected the worlds of Toril and Abeir.

## Notable Resident

* Farideh
* Havilar
* Mehen

## Appendix

### References

1. ↑ 1.0 1.1 Erin M. Evans (November 2011). *Brimstone Angels* (Kindle ed.). (Wizards of the Coast), locs. {{#regex:13–29|%(,)(\S)%|$1 $2}}. ASIN B004ZZKRPE.
2. ↑ Erin M. Evans (October 4th, 2016). *The Devil You Know*. (Wizards of the Coast), p. 185. ISBN 978-0786965946.
3. ↑ Erin M. Evans (October 4th, 2016). *The Devil You Know*. (Wizards of the Coast), p. 358. ISBN 978-0786965946.
Androsphinx

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

**Androsphinxes** (pronounced: /ˈændroʊsfɪŋks/ *ÆN-dro-sfinks* about this audio file listen) were the males of the sphinx species. They were physically powerful creatures with inherent magical powers and a terrifying roar. While they tended to be short-tempered and terse, androsphinxes possessed good-natured ideals and always attempted to do the right thing.

Androsphinxes were favored by the elven deities Aerdrie Faenya and Solonor Thelandira, the dwarven god Vergadain, the Mulhorandi god Horus-Re, and the god Nobanion. They would sometimes send them as messengers to her followers.

## Appendix

### Further reading

* Johnathan M. Richards (February 1998). “The Ecology of the Sphinx”. In Dave Gross ed. *Dragon* #244 (TSR, Inc.), pp. {{#regex:84–89|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 1.2 1.3 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. {{#regex:280–281|%(,)(\S)%|$1 $2}}. ISBN 978-0786965614.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 245. ISBN 978-0-7869-4852-9.
3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:232–233|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
4. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 324. ISBN 1-5607-6619-0.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 89. ISBN 0-9356-9600-8.
6. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
7. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. {{#regex:8,10,12–14|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.

### Connections

Sphinxes
**Males:** **Androsphinx** • Criosphinx • Hieracosphinx
**Females:**  Gynosphinx
**Related Creatures**
Dracosphinx
Alturiak 11

**11 Alturiak**, or **the 11th of the Claw of Winter**, is the 42nd day of the year in the Calendar of Harptos.

## On This Day

* In 1373 DR, Erevis Cale and the members of House Uskevren became trapped in the Land of Stormweather.

## 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. 153. ISBN 978-0-7869-4731-7.
Alyssim

**Alyssim** was a tiny elven village located about fifty miles to the east of Essemore on the banks of the Elvenflow.

## Society

The people of Alyssim frowned upon half-elves and punished any elves who procreated with other species. Females were looked down upon in Alyssim society. The villagers worshiped Rillifane Rallathil, and recognizing other deities was also frowned upon.

## Inhabitants

Alyssim's most notable former inhabitant was Lyra Sunrose, a half-elf who was shunned in the village and later became friends with Elminster.

## History

As of 1367 DR, the village no longer existed and its former site was overrun with stinkweeds, although the exact date and cause of its demise were not known.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), pp. {{#regex:1–2|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6917-3.
Aelinthaldaar

**Aelinthaldaar** was the capital of Illefarn, an ancient elven civilization in northwest Faerûn. The city was located where Waterdeep would later stand.

## History

The elves destroyed their own city in −1100 DR when they retreated to Evermeet, leaving very little behind.

A magical effect, or mythal known as the Melairshield, that prevented the plateau from collapsing, regardless of activities below the surface, remained in effect. Crypts remained intact below the Pantheon Temple of the Seldarine in Waterdeep.[*citation needed*]

## Appendix

### References

1. ↑ 1.0 1.1 Eric L. Boyd (June 2005). *City of Splendors: Waterdeep*. (Wizards of the Coast), p. 6. ISBN 0-7869-3693-2.
2. ↑ Eric L. Boyd (June 2005). *City of Splendors: Waterdeep*. (Wizards of the Coast), p. 20. ISBN 0-7869-3693-2.
Athkatla/Trades District

## Trades District of Athkatla

The **Trades District** of Athkatla served as the home to a great number of the city's merchants. It was located in the northeast section of the city, north of the Alandor River, next to the Temple, Gem, and River Districts. Leading out of the city was the Meirtyn Gate.

## Notable Locations

* Dunstul's Pump: This literal watering hole was a popular meeting place for Athkatlans.
* Black Frog: A popular local tavern.

## 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. 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.
670 DR

670 DR
 MulhorandCalendar

## 670 DR in conflicts

* Southern barbarians invade Shou Lung and overrun Kahgang Su and the We'peng garrison. The clan militias and mercenary forces that gather to resist them outnumber those of the Emperor for the first time in Shou Lung's history. However, the invasion is suddenly abandoned and the barbarians depart, perhaps for the death or disappearance of their leader. Nevertheless, the local military forces stay in place.

## Miscellaneous

* Following an incursion of drow in north-west Cormanthor, Spell-Major Paeris Haladar enters the Vault of Ages in Myth Drannor, the first time years that anyone has stepped foot inside. But Paeris finds the vault empty, all the great and ancient treasures of Cormanthyr missing.

## References

1. ↑ 1.0 1.1 Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 96. ISBN 978-0-7869-4731-7.

de:670\_TZ\_T
Adhe Wood

**Adhe Wood** was a forest located in the Vast, lying south of the Earthfast Mountains, between the North Road and the Tsurlar Forest, north-east of the hamlet of Sevenecho. It was infested with arachnid monsters.

## Description

The forest was old, dense and overgrown, and the trunks of its trees stood very close together. Most of these were duskwoods and shadowtops, while felsuls and oaks were found on the southern edge. The tallest trees grew over 80 feet (24 meters) tall. As a result, the depths of Adhe Wood were kept in eternal darkness.

## Inhabitants

 File:AdheWood.jpg
Deep in Adhe Wood were found large numbers of ettercaps and spiders. These spiders could be of any size or variety, and most possessed bizarre magical powers and mutations, such as hooked, slashing claws or stinging tails. They were exceedingly vicious and constantly hunted both each other and those who ventured into the forest.

## Legends

The many mutant spiders were thought to be the result of some magical force active in the heart of Adhe Wood, likely ancient and evil. One possibility was an artifact that mutated the wildlife, another was an insane mage experimenting on the spiders. The sage Alither believed it was a diseased or magically altered deepspawn named "the Father of Spiders". On the other hand, the sage Othla Multar thought drow were to blame, theorizing that they bred and released the spiders to guard their passage to the local Underdark, from which they occasionally emerged and crossed into the Tsurlar Forest to trade with pirate vessels.

By 1370 DR, no adventurer had successfully determined the true cause of the mutant spiders. Folk in the city of Tsurlagol warned of the many web-shrouded, bloodless corpses of adventurers lying throughout the forest.

Other Tsurlagoli legends said that an old temple lay in Adhe Wood and could be just glimpsed from the North Road. It was said to be draped in spider-webs but decorated with statues of rearing snakes with huge emeralds for eyes. It was rumored to be full of gems, but the Tsurlagoli legends disagreed on exactly which deity the temple honored. Oddly, though Sevenecho was much closer, its people maintained that they'd never heard anything about it. They wisely never went near Adhe Wood anyway.

## Appendix

### See also

* Spiderhaunt Wood, which also had an arachnid problem.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 148. ISBN 0-7869-1195-6.
2. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 145. ISBN 0-7869-1195-6.
Auseriel

**Auseriel** was the secret elven haven established by Lamruil Moonflower, Prince of Evermeet, the late King Zaor's youngest son.

## History

After the nearly successful conquest of Evermeet by Kymil Nimesin was thwarted, Queen Amlaruil gave the *Tree of Souls* to Lamruil and, at her urging, agreed to take the tree and establish an elven haven on the mainland. He indicated he would establish this location far into the northern reaches and departed both with elves formerly of Evermeet and displaced elves lured from other realms and his betrothed, Maura Silverhand.

They would establish the hidden city of Auseriel.

In the Year of Rogue Dragons, 1373 DR, Auseriel was attacked by a group of white dragons led by Harashnalthyn. At the insistence of Maura, Lamruil fled to Evermeet with the *Tree of Souls*. Maura stayed to provide a rearguard and ensured the unhindered escape of the *Tree of Souls*. Two days later, Lamruil returned with a force of knights to find the city abandoned. His force found no trace of the rearguard aside from the corpses of several white wyrms. There was no sign of his wife; Lamruil vowed to rebuild and continue his search for Princess Maura Silverhand.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 151. ISBN 978-0-7869-4731-7.
2. ↑ Elaine Cunningham (1999). *Evermeet: Island of Elves*. (Wizards of the Coast). ISBN 0-7869-1354-1.
3. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), pp. {{#regex:154, 159|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4731-7.
Al-Naqus River

**Al-Naqus River**, also called the **River of Peril**, was a waterway found in the northwest region of the Cities of the Pantheon in Zakhara in 1367 DR.

## Geography

The river originated in the foothills of Al-Sayaj Mountains. It flowed west then northwest before meeting the Golden Gulf. The city of Fahhas was founded along its western bank on the gulf.

## 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.
Almaes the Alchemist's shop

**Almaes the Alchemist's Shop** was the shop of the gnomish alchemist Almaestaddamir Auldcastle found in Ashabenford, Mistledale, in the late 1300s DR. Within his lab, he produced and sold a variety of alchemical reagents and completed mixtures. Among these were smokepowder, tanglefoot bags, sunrods, and various acids and anti-toxins.

On one occasion, Almaestaddamir made an offer to High Councilor Haresk Malorn to build a machine capable of flinging kegs of smokepowder at drow raiders in order to better defend the dale. The latter politely declined the proposal.

## 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. 134. ISBN 0-7869-1836-5.
Ajayib

**Ajayib**, also called the "**City of Wonders**", was the youngest of Zakhara's Pearl Cities, and its most westerly. Beyond it lay the wilderness of al-Suqut Mountains.

## Trade

The source of Ajayib's wealth was cultivated on the steep hills which rose above the city. Though famous for their splendid coffee, Ajayib also exported fruits, frankincense, aromatic gums. The productions of bright dyes was also a major portion of their trade dealings.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 86. ISBN 978-1560763291.

### Further Reading

* Jeff Grubb (August 1992). *Land of Fate (Fortunes and Fates)*. (TSR, Inc), p. 33. ISBN 978-1560763291.

### Connections

Cities of the Pearl
The Pearl Cities
**Ajayib** • Gana • Jumlat • Sikak • Tajar
**Other Settlements**
Intibah • Qaybar • Safaq • Samak • Ta'am • Turab • Zaym
Ash zombie

* 5e
* 4e

An **ash zombie** was a special type of undead created by the powerful energies released in the wake of the eruption of Mount Hotenow, in 1451 DR. People also called them **scrabblers** and **dustwalkers**.

## Abilities

Ash zombies were normal undead warped and mutated by the powerful energies released by the eruption of Mount Hotenow.

Ash zombies were capable of creating unnatural ashes from their bodies and using them as a weapon. When attacked, a puff of this ash might erupt from the ash zombie.

## History

Ash zombies first appeared after the eruption of Mount Hotenow.

When the Red Wizards of Thay discovered them, around 1463 DR, they began to research ways to create ash zombies artificially. They also discovered that ash zombies developed a taste for younger victims.

Around 1479 DR, ash zombies were common in the abandoned parts of Neverwinter, and in Thundertree.

## Appendix

### Appearances

Novels

* *The Neverwinter Saga*
	+ *Gauntlgrym*
* *Cold Steel and Secrets*

Games

* *Neverwinter*

Adventures

* *The Lost Mine of Phandelver*

### References

1. ↑ 1.0 1.1 Wizards RPG Team (2014). “Lost Mine of Phandelver”. *Dungeons & Dragons Starter Set* (Wizards of the Coast), pp. {{#regex:31,63|%(,)(\S)%|$1 $2}}. ISBN 0786965592.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 109. ISBN 0-7869-5814-6.
3. ↑ 3.0 3.1 R.A. Salvatore (October 2010). *Gauntlgrym*. (Wizards of the Coast). ISBN 978-0786955008.
4. ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 9. ISBN 0-7869-5814-6.

### Connections

Zombies
**Ash zombie** • Beholder zombie • Juju zombie • Tyrantfog zombie • Tyrannosaurus zombie
Bat

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

**Bats** were a group of wild, flying animals of generally small size that fed on other small mammals, insects, reptiles, or fruit. Although the majority of bats were small, a few larger varieties existed. Bats were almost all nocturnal.

## Description

Most bats were roughly the size of a small bird although larger bats existed. All bats were adept at perceiving their surroundings in the dark though the precise mechanics differed by species, with most bats using a form of blindsight, or darkvision in the case of shadowhunter bats.

## Ecology

### Species

There were many varieties of unusual bat species, some of which are listed below:

Deep bats

Dangerous bats native to the Underdark.
Dire bat

Enormous bats with a wingspan of roughly eight to nine feet.
Fire bat

An unusually large bat native to the elemental planes.
Shadowhunter bat

A type of large, predatory bat touched with the power of the Shadowfell.
Wykeen

Sea bats native to the underground port at Skullport.
## Appendix

### Appearances

Adventures
*Curse of Strahd* • *Baldur's Gate: Descent into Avernus*
### Gallery

Neverwinter Nights 2 - Creatures - Bat.png*A bat from the game editor of* Neverwinter Nights 2*.*
### External Links

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

### 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. 318. ISBN 978-0786965614.
2. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:268–269|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 15. ISBN 1-5607-6619-0.
4. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 15. ISBN 0-88038-031-4.
5. ↑ 5.0 5.1 5.2 5.3 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 27. ISBN 978-0-7869-4852-9.
6. ↑ 6.0 6.1 Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 192. ISBN 0-7869-1552-1.
7. ↑ Elaine Cunningham (July 2003). *Daughter of the Drow (Mass Market Paperback)*. (Wizards of the Coast), p. 157. ISBN 978-0786929290.
8. ↑ **Warning:** edition not specified for Tangled Webs
Angel of decay

* 4e
* 3e

An **angel of decay** (or **rot harbinger**[*citation needed*]) was an undead monstrosity that was the very essence of decay.

## Description

Standing 9 feet tall and weighing 500–700 lbs with wings and claws, their putrid bodies constantly decomposed, and pools of filth dribbled around their feet.

When they spoke they did so with a slurred, muddy voice.

## Abilities

When a creature died, decayed, and finally liquefied, it released a gaseous essence that an angel of decay could draw strength from.

## History

The angels of decay were created as a mockery of, and possibly from, the legion of true angels sent against the demon lord Orcus at a time when he traveled the layers of the Abyss. Many of the creatures who escaped his service kept alive their lust for misery.

## Combat

In battle, they were ferocious, using their ogre-like size and strength to pummel opponents who had not already succumbed to their aura of corruption.

## Notable Angels of Decay

An angel of decay named Shex was a field commander for an army of undead.

## Appendix

### References

1. ↑ 1.0 1.1 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 223. ISBN 978-0-7869-4852-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Andy Collins, Bruce R. Cordell (October 2004). *Libris Mortis: The Book of Undead*. (Wizards of the Coast), pp. {{#regex:83–84|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3433-6.
3. ↑ 3.0 3.1 Richard Lee Byers (April 2007). *Unclean*. (Wizards of the Coast), p. 82. ISBN 978-0-7869-4258-9.
Aurochs

* 5e
* 1e

**Aurochs** were powerful wild beasts sometimes revered and used as war mounts by some orc tribes, in particular those that worshiped Bahgtru.

## Notable aurochs

It was told in legends that Bahgtru tamed an aurochs with his bare hands and brought it to Nishrek under Gruumsh's rule. He named it Kazaht (the Orc word for bull) and rode it into combat, occasionally leaping over its head to land upon his enemies.

## Appendix

### External links

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

### 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. 207. ISBN 978-0786966011.
2. ↑ David Howery (September 1988). “Into the Age of Mammals”. In Roger E. Moore ed. *Dragon* #137 (TSR, Inc.), pp. {{#regex:42–52|%(,)(\S)%|$1 $2}}.
Athalantar

**Athalantar** (also known as the **Realm of the Stag**) whose capital, Hastarl, stood on the site of the settlement of Secomber, was a small human kingdom in the North.

## Geography

The Unicorn Run made its path through the middle of Athalantar, creating rich farmlands on its way to the Delimbiyr in the south where, the capital, Hastarl stood. The northern border of Athalantar was defined by the edge of the High Forest that was slowly expanded by dilligent foresters over the years.

## History

Founded in 183 DR by Uthgrael Aumar, the "Stag King", Athalantar occupied the area just south of what is now the High Forest. The kingdom helped to unite the leaderless farming communities of the area and was well on its way to greatness until the Stag King died in 216 DR. Eventually after much in-fighting between the princes of the realm the eldest prince, Belaur Aumar, took the throne in 218 DR with the help of powerful wizards (later known as Magelords).

In 224 DR, it became apparent that these wizards were the true power behind the throne and once all the other potential claiments to the throne had either been killed or driven from the lands only one prince remained, the youngest, Elminster Aumar. Eventually Undarl arrived in Athalantar with his dragon and destroyed the village of Heldon along with Elminster Aumar's parents.

Unbeknownst to the magelords Elminster had survived the destruction of Heldon and in 228 DR was hiding as an outlaw in the Horn Hills.

During 229 DR, Eladar the Dark was active in Hastarl.

By 240 DR, Elminster returned, now 28, to the capital whereupon he slew both Belaur and the Mage Royal Undarl (who turned out to be a Malaugrym in disguise). Elminster handed rulership over to the outlaw Helm Stoneblade and left on a journey for Cormanthor.

Unfortunately Athalantar was destroyed a century later in 342 DR by an orc horde. However some of its inhabitants eventually merged with the Blue Bear Tribe, with some of their bloodline later breaking off to form the Tree Ghost Tribe, whilst others settled in the area where Baldur's Gate now resides.

## 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. 88. ISBN 0-7869-3654-1. Cite error: Invalid `<ref>` tag; name "LEoF-p88" defined multiple times with different content
2. ↑ 2.0 2.1 2.2 Ed Greenwood (April 1996). “The Athalantan Campaign”. In Pierce Watters ed. *Dragon* #228 (TSR, Inc.), p. 32.
3. ↑ Ed Greenwood (April 1996). “The Athalantan Campaign”. In Pierce Watters ed. *Dragon* #228 (TSR, Inc.), p. 31.
4. ↑ 4.0 4.1 4.2 Ed Greenwood (April 1996). “The Athalantan Campaign”. In Pierce Watters ed. *Dragon* #228 (TSR, Inc.), p. 33.
5. ↑ Reynolds, Forbeck, Jacobs, Boyd (March 2003). *Races of Faerûn*. (Wizards of the Coast), p. 93. ISBN 0-7869-2875-1.
6. ↑ Ed Greenwood (April 1996). “The Athalantan Campaign”. In Pierce Watters ed. *Dragon* #228 (TSR, Inc.), p. 26.
Adbar Run

**Adbar Run** was a large valley of the Silver Marches.

## Geography

Adbar Run was the part of the region of Old Delzoun that lay north of the Rauvin Mountains. Its western portion was known as the Cold Vale. In the east, the valley joined with Sundabar Vale at the Fork.

## Description

Adbar Run was a wilderness in the truest sense of the word. It contained no permanent settlements between the Cold Vale and the Fork.

## Inhabitants

Orcs and goblins from the nearby mountains could sometimes be found here. There was also a chance of running into a rare patrol from either the Red Tiger or Sky Pony Uthgardt tribes.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 15. ISBN 0-7869-2835-2.
2. ↑ Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), pp. {{#regex:43–44|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2835-2.
3. ↑ Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 9. ISBN 0-7869-2835-2.
Adder Swamp

The **Adder Swamp** was a dangerous expanse of lycanthrope-infested marshland that surrounded the Adder River delta in Chessenta.

## Inhabitants

The swamp was home to both werecrocodiles and wererats, which were in frequent conflict with each other.

The native werecrocodiles had a half-sunken settlement somewhere on the seaward edge of the swamp.

The chaotic halfling barony of Ursuma was founded within the swamp sometime before 1372 DR.

## Environment

Like the Adder River, the Adder Swamp was also known for its large snake population. It was also one of the few rare places along the entire coast of Chessenta where sailors would not moor their boats.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 183. ISBN 0-7869-1836-5.
2. ↑ Halflings in Chessenta: The Bard of Adder Swamp. Wizards of the Coast. (2004). Retrieved on 2013-09-30.
3. ↑ Curtis Scott (March 1992). *Pirates of the Fallen Stars*. (TSR, Inc), p. 46. ISBN 978-1560763208.
Akhlaur's Tower

**Akhlaur's tower** was created by the eponymous wizard in 12th-century DR.

The tower resided in the middle of the swamp that bore the spellcaster's name and had long since been abandoned since he called it home. As the waters of the swamp grew, the tower sunk, and became partially submerged. In the Year of Wild Magic the tower stood out enough to still be entered and explored.

Considering how powerful a wizard Akhlaur was, there was likely a wealth of magical items and arcane secrets inside.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 77. ISBN 0-7869-3492-1.
2. ↑ Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 11. ISBN 1-56076-595-X.