recursal/Fanatic-Fandom huggingface dataset:
Drider vampire

* 3e

**Drider vampires** were undead driders that had been infected with vampirism.

## Description

Appearing similar to their once-living selves, drider vampires had clawed hands and venomous fangs that protruded from their mouths.

## Abilities

Drider vampires combined the abilities of both a drider and the more common vampire, in that they could drain blood much like other vampires, though a few differences existed. Their bite was much more dangerous than an ordinary vampire, as they had little need to engage in grappling their victim but rather could drain their target with a single strike. A drider vampire would latch on to their opponent after successfully biting them and began draining their blood immediately. However, this attachment left the drider vampire vulnerable and unable to dodge other attacks.

Furthermore, upon being struck by a drider vampire's claws, the victim would have their life force drained. This energy could be used to accelerate the healing of a drider vampire.

In contrast to ordinary vampires, drider vampires could only exert mental control over spiderkind creatures. Although unintelligent creatures could not resist this compulsion, more intelligent spiderkind creatures could potentially resist a drider vampire's commands for a short while.

Drider vampires were able to take on the shape of a spider of equal or smaller size and could remain in this form until the next sunrise.

## Personality

Drider vampires were creatures with a great loathing and hatred for all living creatures.

## Society

Outcasts by virtue of their status as driders and for their vampirism, drider vampires were generally solitary entities.

## Appendix

### Gallery

CotSQ3 1024x768.jpg*Promotional wallpaper 3*
### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), pp. {{#regex:118–119|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1212-X.

### Connections

Spiderkind
Spiders and creatures that resembled spiders
Aranea • Bebilith • Chitine • Choldrith • Chwidencha • Drider (**Drider vampire**) • Ettercap • Gee'aantu • Giant spider • Goblin spider • Hairy spider • Monstrous spider • Myrlochar • Neogi • Pedipalp • Phase spider • Retriever • Spellgaunt • Steeder • Subterranean spider • Susurrus • Sword spider • Velsharess Orbb • Vortex spider • Wraith spider • Yochlol
Counting House

The **Counting House** was the center of trade and business in Baldur's Gate, serving as both a bank and establishment that facilitated the exchange of various currencies.

It was located on the waterfront of The Steeps, overlooking Gray Harbor.

## Description

The Counting House was a fortress-like building with dense walls. Its top two floors were entirely windowless.

The seemingly impenetrable structure descended deep beneath the streets of Baldur's Gate. Its subterranean, cylindrical floors served as vaults that stored the shared wealth of many Baldurian patriar families. Stone golems that served as sentries
and guardians for these riches, patrolling the Counting House's deepest corridors.

## Appendix

### References

1. ↑ Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). “Campaign Guide”. In Dawn J. Geluso ed. *Murder in Baldur's Gate* (Wizards of the Coast), p. 54. ISBN 0-7869-6463-4.
2. ↑ 2.0 2.1 2.2 Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), p. 188. ISBN 0786966769.
3. ↑ Dungeon Master's screen included in Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). *Murder in Baldur's Gate*. Edited by Dawn J. Geluso. (Wizards of the Coast). ISBN 0-7869-6463-4.
Delthuntle

**Delthuntle** was a commercial center and port in Aglarond.

## Trade

The city primarily made a profit through trade with the genasi nation of Akanûl, especially its capital, Airpur.

Some of Delthuntle's specialties include oysters and pink pearls, as supplied by Morada Topolino.

The city suffered from some difficulty with pirates that patrol the coastline.

## Demographics

The city's trade with Akanûl helped give it one of the highest non-native genasi populations throughout Faerûn.

There was a large halfling community in Delthuntle that was not seen as second class.

## Notable locations

* **Morada Topolino**, mansion belonging to Pericolo Topolino.
* **The Lazy Fisher**, the inn closest to the water, run by Shasta Furfoot and later home to Eiverbreen Parrafin.

## Notable inhabitants

* Spider Parrafin (the reincarnated Regis), halfling lad adopted by Pericolo Topolino.
* Eiverbreen Parrafin, Spider's father.
* Jolie Parrafin, Spider's mother.
* Shasta Furfoot, halfling proprietor of the Lazy Fisher.
* Pericolo Topolino, the wealthy "Grandfather of Assassins."
* Donnola Topolino, granddaughter of Pericolo and Spider's lover.
* Wigglefingers, mage and advisor to Pericolo.
* Bregnan Prus, leader of a boy's gang in 1472 DR.
* Pater, member of a boy's gang in 1472 DR.

## Appearances

### Gallery

Aglarond 2e.jpg*Delthuntle and the surrounding area* circa *1358 DR.*
## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). *Forgotten Realms Player's Guide*. (Wizards of the Coast), p. 76. ISBN 978-0-7869-4929-8.
2. ↑ Steven E. Schend (1999). *Sea of Fallen Stars*. (TSR, Inc), p. 5. ISBN 0-7869-1393-2.
3. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 169. ISBN 0-7869-6371-9.
4. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 211. ISBN 0-7869-6371-9.
5. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 135. ISBN 0-7869-6371-9.
6. ↑ 6.0 6.1 R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 121. ISBN 0-7869-6371-9.
7. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 125. ISBN 0-7869-6371-9.
8. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 168. ISBN 0-7869-6371-9.
9. ↑ 9.0 9.1 R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 90. ISBN 0-7869-6371-9.
10. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 123. ISBN 0-7869-6371-9.
11. ↑ 11.0 11.1 R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 167. ISBN 0-7869-6371-9.
12. ↑ R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 213. ISBN 0-7869-6371-9.
13. ↑ 13.0 13.1 R.A. Salvatore (August 6, 2013). *The Companions*. (Wizards of the Coast), p. 85. ISBN 0-7869-6371-9.
Dire boar

* 4e
* 3e

**Dire boars** were omnivores and spent much of their time searching for food. Unlike ordinary pigs, dire boars were vicious and would attack any creature that approached.[*citation needed*] Dire boars were favored by the deity Bahgtru.

## Combat

In combat, dire boars attempted to charge their opponent and gore it with their tusks.

## Appendix

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### Gallery

NwN Dire Boar.jpgA dire boar in the Neverwinter Nights game editor.Neverwinter Nights 2 - Creatures - Dire Boar.pngA dire boar from Neverwinter Nights 2.
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 63. ISBN 0-7869-2893-X.
2. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. p. 10. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.

### Connections

Dire animals
Dire bat • Dire bear • **Dire boar** • Dire hawk • Dire lion • Dire rat • Dire tiger • Dire weasel • Dire wolf • Mammoth • Tundra yeti
Dock Ice House

The **Dock Ice House** was a cold-storage business located on the docks of Ravens Bluff within the city's Harbor District, during the 14th century DR. Its operation was critically important to the local fisheries and seafood vendors, as they allowed their goods to be safely transported throughout the city and beyond.

The Ice House was centrally located within the neighborhood's docks, just a ways north of Gulp Lane in the Silverscales neighborhood.

## Appendix

### References

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

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

A **crocodile** was a large carnivorous beast that resided in swamps, rivers, lakes, and other wetlands. Crocodiles could be found in Chult.

## Ecology

### Variants

* Giant crocodile, more commonly found in salt water.
* Feymire crocodile, typically found in marshes in the Feywild.

## Appendix

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### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 49. ISBN 1-5607-6619-0.
2. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 320. ISBN 978-0786965614.
3. ↑ 3.0 3.1 3.2 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 45. ISBN 978-0-7869-4852-9.
4. ↑ 4.0 4.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:268,271|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 15. ISBN 0-9356-9600-8.
6. ↑ 6.0 6.1 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 194. ISBN 978-0-7869-6610-3.
7. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). *Dungeon Master's Guide 5th edition*. (Wizards of the Coast), pp. {{#regex:304–305|%(,)(\S)%|$1 $2}}. ISBN 978-0786965622.
8. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 197. ISBN 978-0-7869-6610-3.
9. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 324. ISBN 978-0786965614.
Dream vestige

* 3e

A **dream vestige** was an entity, somewhat similar to a huge mass of fog with tormented faces appearing on it.

## Description

These swirling gray mists had several faces embedded within. These faces would stretch, twist, and dissolve back into the vapor. Such creatures were able to pass between the Prime Material plane and the demiplane of dreams.

The faces that appeared within dream vestiges were actually those of souls. As well as their warping faces, these vestiges were accompanied by a chorus of faint voices, some seemingly laughing, whilst others were distressed.

Dream vestiges were always hungry, and grabbed living creatures with their long tentacles. However, undead beings such as zombies, skeletons, and mindless beings, such as golems could endure their touch.

These entities formed by gathering hundreds of nightmares, combining them, and infusing them with necromantic energies.

## Combat

In order to combat dream vestiges, the emotions that made it up had to be exploited. One able to control emotions could defeat these entities by invoking their wrath and self hatred. After much torment, they were overcome and the entities dissolved, ceasing the exist.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Andy Collins, Bruce R. Cordell (October 2004). *Libris Mortis: The Book of Undead*. (Wizards of the Coast), pp. {{#regex:96–97|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3433-6.
2. ↑ 2.0 2.1 Richard Lee Byers (March 2008). *Undead*. (Wizards of the Coast), p. 265. ISBN 978-0-7869-4783-6.
3. ↑ 3.0 3.1 3.2 3.3 Richard Lee Byers (March 2008). *Undead*. (Wizards of the Coast), pp. {{#regex:255–256|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4783-6.
4. ↑ Richard Lee Byers (March 2008). *Undead*. (Wizards of the Coast), p. 331. ISBN 978-0-7869-4783-6.
5. ↑ Richard Lee Byers (March 2008). *Undead*. (Wizards of the Coast), p. 333. ISBN 978-0-7869-4783-6.
Deep Wastes

The **Deep Wastes** formed a small domain part of the vast Underdark hidden away underneath the surface of the Dalelands and the Moonsea.

## Geography

Stretching from the Earthspur Mountains with few entrances from the surface, a large portion of the Deep Wastes remained unexplored by travelers of the more adventurous type.

## Inhabitants

The region was sparsely populated due to the collapse of the drow city of Maerimydra which once held Shadowdale as a conquered surface land. Around 1372 DR, the abandoned drow city was in ruins.

## Important locations

### Settlements

* Blessed Seahaven
* Brikklext
* Durgg-Gontag
* Kuragolomsh
* Maerimydra

### Other locations

* House of Dark Consumption
* Multum

## Appendix

### Gallery

Deep Wastes.jpg*Deep Wastes superimposed over surface world*
### 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. 123. ISBN 0-7869-3053-5.
2. ↑ 2.0 2.1 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 160. ISBN 0-7869-3053-5.
3. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 127. ISBN 0-7869-3053-5.
4. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 131. ISBN 0-7869-3053-5.
5. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 147. ISBN 0-7869-3053-5.
6. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 158. ISBN 0-7869-3053-5.
7. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 185. ISBN 0-7869-3053-5.
8. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 186. ISBN 0-7869-3053-5.

### Sources

* Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. {{#regex:220–221|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
Dread warrior

* 4e

A **dread warrior** was a special type of undead created by necromancer Red Wizards of Thay.

## Abilities

Dread warriors were more durable and powerful than normal undead. They were also intelligent and capable of speech and thinking for themselves.

## Activities

 File:DreadWarrior.jpg
In the 15th century DR, dread warriors were common soldiers among the armies of Thay. They were usually commander officers of the armies of more common undead.

## History

Dread warriors were created by Thayan necromancers after Szass Tam ascended to power, in the years following the Spellplague of 1385 DR.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 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. 274. ISBN 978-0-7869-4924-3.
2. ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 215. ISBN 0-7869-5814-6.
Dimetrodon

* 5e
* 1e

A **dimetrodon** (pronounced: /dɪˈmɛtroʊdɑːn/ *di-ME-tro-dan*) was a carnivorous reptile which lived alongside various dinosaurs, commonly found in the jungles of Chult.

## Description

The dimetrodon was common to areas where other dinosaurs lived. Its most distinctive trait was its sail-back.

## Behavior

Dimetrodons typically hunted in shallow waters or shores, similarly to crocodiles.

## Notable dimetrodons

* Mountain Thunder, a racing dimetrodon from Port Nyanzaru.
* The dwarf Kyer Wyrmheart was known to keep pet dimetrodons.

## Appendix

### External Links

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

### References

1. ↑ 1.0 1.1 1.2 1.3 Mike Mearls, *et al*. (November 2016). *Volo's Guide to Monsters*. Edited by Jeremy Crawford, *et al*. (Wizards of the Coast), p. 139. ISBN 978-0786966011.
2. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 52. ISBN 0-88038-031-4.
3. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 26.
4. ↑ James Lowder, Jean Rabe (1993). *The Jungles of Chult*. (TSR, Inc), p. 9. ISBN 1-5607-6605-0.
5. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 32. ISBN 978-0-7869-6610-3.
6. ↑ James Lowder, Jean Rabe (1993). *The Jungles of Chult*. (TSR, Inc), p. 27. ISBN 1-5607-6605-0.
Dragon Falls (waterfall)

*This article is about the waterfall. For the village, see Dragon Falls (village).*

## Geography

### Region

the Vast

**Dragon Falls** was a waterfall in the Vast, lying on the Fire River. It gave its name to the nearby village of Dragon Falls.

## Description

The Dragon Falls began at a spring and cascaded over a bluff alongside the North Road, before joining the Fire River.

## History

Local legend says the falls were once home to a powerful red dragon, Halarglautha Firewings, who once rampaged across the Vast and gave both Fire River and Dragon Falls their names. Halarglautha's reign of terror finally ended when she was slain by the spells of a band of human adventurers, and her lair was destroyed, along with much of her treasure.

However, plenty of treasure remained and the survivors took possession of the dragon's hoard of coins. They founded the nearby village of Dragon Falls with the wealth.

## Appendix

### Notes

1. ↑ Although both the *Forgotten Realms Campaign Setting: A Grand Tour of the Realms* (2nd edition) and *The City of Ravens Bluff* imply that the Dragons Falls are those on the Fire River itself, the latter source makes it clear that this is a separate waterfall.

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 150. ISBN 0-7869-1195-6.
2. ↑ 2.0 2.1 Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 76. ISBN 1-5607-6617-4.
Curna Mountains

The **Curna Mountains**, also called the **Mountains of Wisdom** or the **Bluetip Mountains**, were a short mountain range that lay in the Shining Lands.

## Geography

The Curna Mountians were bordered by Durpar, Estagund, Veldorn, and Var the Golden.

## Description

Located within their foothills were the powerful cities of Tirumala, Lastarr, and Ormpe.

Within the mountains were hidden mines that produced the fabulous Curna emeralds, which glowed with an inner light.

## Activities

Since the discovery of the Curna emeralds, the Gemstone chaka has been actively mining the mountains for the precious gems.

## Inhabitants

Dangerous monsters dwelt within the mountains including leucrotta, medusae, manticores, and even a pair of giant rocs.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 129. ISBN 978-0-7869-4924-3.
2. ↑ Tom Prusa (1993). *The Shining South (Map)*. (TSR, Inc). ISBN 1-56076-595-X.
3. ↑ Karen Wynn Fonstad (August 1990). *The Forgotten Realms Atlas*. (TSR, Inc), p. 11. ISBN 978-0880388573.
4. ↑ 4.0 4.1 4.2 Tom Prusa (1993). *The Shining South*. (TSR, Inc), pp. {{#regex:65–66|%(,)(\S)%|$1 $2}}. ISBN 1-56076-595-X.
5. ↑ 5.0 5.1 Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 53. ISBN 1-56076-595-X.
6. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. {{#regex:96–97|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
Dracowyr

**Dracowyr** was an earth mote that floated five miles above the Great Wild Wood in Murghôm. Near the center of the mote was a castle-like building carved into the landscape. Dracowyr was used as a neutral ground where the Princes of Murghôm and other foreigner dragons celebrated meetings and other events relevant to dragonkind.

As of 1479 DR, the mote was guarded by a dragonborn named Ananta.

## History

In 1479 DR, Dracowyr became the neutral ground of Brimstone's *xorvintaal*. Dragons reunited there to discuss the rules or to consult Brimstone in affairs related to the game.

## Notable inhabitants

* Ananta
* Brimstone

## References

1. ↑ 1.0 1.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 154. ISBN 978-0-7869-4924-3.
2. ↑ 2.0 2.1 2.2 Richard Lee Byers (2010). *Whisper of Venom*. (Wizards of the Coast), p. 16. ISBN 0786955619.
3. ↑ Richard Lee Byers (May 2010). *The Captive Flame*. (Wizards of the Coast), p. 12. ISBN 0786953969.
4. ↑ Richard Lee Byers (May 2010). *The Captive Flame*. (Wizards of the Coast), p. 194. ISBN 0786953969.
Djinni's Claws

The **Djinni's Claws** were a group of islands in the Crowded Sea south of Zakhara, located to the west of the Steaming Isles and to the south of Jazayir al-Sartan.

Little was known about these islands and no enlightened Zakharans settled there. These mountainous islands of dense jungle were dreaded as the home of pirates, genies, and monsters.

## Geography

Four different groups of islands were usually recognized within the archipelago: Yadd al-Djinni ("Hand of the Djinni") with the larger island of Kaff ("Palm") next to it, al-Zira ("the Arm") and the many small islands of Kalb Bahriy Sahr ("Shark Reef").

## 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 (The Djinni's Claws)*. (TSR, Inc), p. 2. ISBN 978-1560763314.
3. ↑ David Cook (October 1992). *Golden Voyages (The Djinni's Claws)*. (TSR, Inc), pp. {{#regex:2–4|%(,)(\S)%|$1 $2}}. ISBN 978-1560763314.
4. ↑ David Cook (October 1992). *Golden Voyages (Map)*. (TSR, Inc). ISBN 978-1560763314.

### Further reading

* David Cook (October 1992). *Golden Voyages (The Djinni's Claws)*. (TSR, Inc). ISBN 978-1560763314.
Donkey

* 3e

A **donkey** or **ass** was an equine species, often domesticated and used as a working animal.

## Rumors and legends

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

## References

1. ↑ 1.0 1.1 1.2 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 272. ISBN 0-7869-2893-X.
2. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 76. ISBN 978-0786903849.

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Cloven Shield

The **Cloven Shield** was a loud inn and tavern in Marsember, Cormyr.

## Geography

The tavern was situated on the island immediately south of Morningmist Hall in the Cormyrian area.

## Structure

Upon entering the inn, customers passed under a sign painted with a shield broken in two, and found a place designed for drinking and partying into the late hours.

## Atmosphere

Even though the building was falling apart and the guests were noisy, the establishment offered fair quality food at a cheap price. Used by adventurers as well as Zhentarim, the Cult of the Dragon, and those from Thay, fights and brawls broke out almost every night. Many of these unsavory customers were looking to hire mercenaries and others of ill repute.

## Prices

Large rooms could be rented per night for 10 gp (including stabling and meals for nine people).[*citation needed*]

## Appendix

### Appearances

Sourcebooks

* *Cormyr*
* *Forgotten Realms Adventures*
* *Volo's Guide to Cormyr*

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 51. ISBN 0-7869-0151-9.
2. ↑ Eric Haddock (1994). *Cormyr*. (TSR, Inc), p. 15. ISBN 1-56076-818-5.
3. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 93. ISBN 0-8803-8828-5.
4. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 92. ISBN 0-8803-8828-5.
Dobbin Manor

**Dobbin Manor** was the home of Earl Ruther Dobbin, Lord Mayor of Stagwick.

## Defense

Dobbin Manor was guarded by a contingent of 50 soldiers.

## History

In 1366 DR, the verbeeg runecaster Basil sneaked into the manor and stole a copy of *A Full History of the Dobbins of Stagwick*, by Neville Dobbin, the 35th Earl of Stagwick.

## Appendix

### References

1. ↑ 1.0 1.1 Troy Denning (September 1994). *The Ogre's Pact*. (TSR, Inc.), chap. 1. ISBN 1560768916.
2. ↑ Troy Denning (September 1994). *The Ogre's Pact*. (TSR, Inc.), chap. 2. ISBN 1560768916.
Darrawn

**Darrawn** was the capital and only proper city of the nation of Fimbrul, on Laerakond. It was inhabited only by earth giants and their galeb duhr servants.

## Background

The giants of Darrawn spent their time hunting in the caverns and valleys of the Howling Mountains, while waging war against dragons, the oni and their orcs servants, and rebel groups of galeb duhrs.

## Architecture

Darrawn's structures were coaxed from natural rock instead of just built in, and the homes of Fimbran giants were wonderful caves full of rock draperies, silica falls, glowing crystalline stalactites, and other wonders made of stone.

## Trivia

A typical abeiran giant drink, the gulluk, originated in Darrawn.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 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. 208. ISBN 978-0-7869-4924-3.
Daranthur's Hall

**Daranthur's Hall** was a "shared-roof" market located in downtown Athkatla, in the nation of Amn, during the 15th century DR.

## History

The market was severely damaged during an attempt to uncover a smuggling ring within the city. Storl Thammuraster, Amaront of Selgaunt, and Onth Tarralus of Silverymoon used a gem-exploding spell to detonate the gems hidden in bottles, causing a series of explosions that killed dozens of traders and shoppers. After calling additional contacts, three merchant families—the Aerlonds, Kravalondurs, and Morornds—were exposed as smugglers.

## Appendix

### References

1. ↑ 1.0 1.1 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}}.
Dawihi Island

**Dawihi Island** was a small island found in the Crowded Sea in the Cities of the Ancients region in east Zakhara in 1367 DR.

## Geography

The island sat roughly 50 miles (80 km) offshore of mainland east Zakhara with the northern part of the island laying near Rog'osto.

## Description

Open grasslands dominated the relatively flat surface of Dawihi Island. The crumbling towers dotting the countryside served as nesting grounds for birds.

## Inhabitants

Aside from the town of Sagat and other small merchant villages, the island was mostly populated by seabirds and raptors of various kinds.

Violent monsoons were a constant danger the island's inhabitants faced every summer. The storms often claimed the smaller settlements found along the coast.

## Rumors & Legends

A mysterious avian queen was said to rule the birds calling Dawihi Island home.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Steve Kurtz (1994). *Ruined Kingdoms (Maps)*. (TSR, Inc). ISBN 1-56076-815-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Steve Kurtz (1994). *Al-Qadim: Ruined Kingdoms: Campaign Guide*. (TSR, Inc), p. 6. ISBN 1-56076-815-0.
Astral stalker

**Astral stalkers** are abominations created by the gods as weapons for use in the Dawn War. Devious and bloodthirsty killers, astral stalkers have served since the Dawn War primarily as bounty hunters and assassins, though often they hunt simply for the sake of the challenge in cornering dangerous prey.

Originally, astral stalkers were created by the gods in order to fight the primordials and their servants. Since the Dawn War, the astral stalkers have fallen away from their old allegiances, becoming independent from their creators. Astral stalkers often gather in small tribes, led by the most skilled hunter within the group.

## Physical characteristics

Astral stalkers are greenish-black humanoids, and are roughly the size of a human, though they appear notably more bestial. With toothed mouths, long, razor-sharp claws, and glowing eyes, astral stalkers look appropriately predatory for a race with such a function as theirs. Each of the astral stalkers’ claws, of which there are five on each hand, in an arrangement similar to a human’s fingers, is easily the length of a human’s forearm, and are deadly when in use, capable of immobilizing a creature struck with them.

Astral stalkers possess a number of other supernatural abilities that aid them in their hunts, including the ability to turn invisible. While so hidden, astral stalkers often use venomous darts of bone hidden within their throat to poison their prey or even knock them unconscious. Astral stalkers also have an uncanny ability to pinpoint the location of their prey, even if they are unable to see them.

## Combat

Astral stalkers regard all other creatures as potential prey. Although they seek to test themselves against stronger and stronger prey, astral stalkers are neither stupid nor foolhardy, and rarely engage in combat without first preparing the hunting ground and sizing up their foes. They favor ambushes designed to weaken the prey before bringing it down.

## 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. 10. ISBN 978-0-7869-4852-9.

Abominations
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Cormyrean Coins Coster

The **Cormyrean Coins Coster**, known as the **"Coiners"**, was a business located in the city of Wheloon in Cormyr. It was a coster involved in shipping and warehousing.

## Description

The business had its own private dock and wharf on the east bank of the Wyvernflow River in Wheloon. They owned all the buildings on the adjacent Impil Street, including a number of warehouses.

## Defenses

The coster's facilities were usually well guarded by veteran warriors and mages employed by the Coiners.

## History

The Cormyrean Coins Coster was founded in Wheloon and was in business by 1358 DR. They were a small but fast-growing company, and aggressively competitive, being known to get into conflicts—and winning—against older, larger costers and even against Zhentarim agents.

By around 1369 DR, the Coiners had twice been caught smuggling cut gems and jewelry inside hollowed-out vegetables. The Purple Dragons of Wheloon thus kept a close watch on their activities.

Famed traveler Volothamp Geddarm wrote about the Cormyrean Coins Coster in *Volo's Guide to Cormyr*.

Following continued efforts to smuggle jewels inside vegetables, operations were shut down in Eleasias of 1374 DR, while the Coiners sorted out their legal problems. This left their Impil Street warehouses unoccupied and half-empty. After two weeks, the remaining stock of fruit and vegetables went to waste, and one warehouse was infested by bats. Londal Fen and Smile would potentially use the location to trap and ambush those investigating the local cult of Shar.

## Operation

The Cormyrean Coins Coster was a shipping business based in Wheloon. It operated in all ports of Cormyr and Sembia, and had routes to Ilipur, Teziir, and Westgate. The Coiners used small, fast coastal boats over the sea and wagons throughout Cormyr and Sembia.

The coster's primary business, and the one that made the most legitimate profits, was importing and exporting perishable goods. This included foodstuffs such as fruit and vegetables, which they supplied to restaurants. However, they also repeatedly smuggled gems and jewelry inside hollowed-out vegetables, which often got them into legal trouble.

The Cormyrean Coins Coster was led by a former adventuring group, and had a proud and aggressive attitude. The Coiners fought with, and wiped out, those who disrupted their trade, including older, larger costers and even Zhentarim agents.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), pp. {{#regex:107, 108|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0151-9.
2. ↑ 2.0 2.1 2.2 Ed Greenwood (1989). *Waterdeep (adventure)*. (TSR, Inc), p. map. ISBN 0-88038-757-2.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), p. 151. ISBN 07-8694-119-7.
4. ↑ Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), pp. {{#regex:9, 22–23|%(,)(\S)%|$1 $2}}. ISBN 07-8694-119-7.
Danthelon's Dancing Axe

**Danthelon's Dancing Axe** was a general store located on Wyrm's Crossing in Baldur's Gate. It sold good quality secondhand wares, from pots and pans to rope, armor, and weapons.

It was run by Entharl Danthelon, the shield dwarf proprietor who claimed to be a retired adventurer.

## Rumors & legends

The shop earned its name from a "magically-floating axe" that protected the premises at night. According to Danthelon himself, the axe was a gift from a particularly grateful elven princess.

In fact, the "axe" was actually a tamed stirge that had been modified with illusion-magic by Yssra.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). “Campaign Guide”. In Dawn J. Geluso ed. *Murder in Baldur's Gate* (Wizards of the Coast), p. 54. ISBN 0-7869-6463-4.
2. ↑ 2.0 2.1 2.2 2.3 Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), p. 196. ISBN 0786966769.
Dougan's Hole

**Dougan's Hole** was the smallest of the Ten Towns in Icewind Dale. It comprised a meager grouping of buildings arranged around a pair of piers, one long and one short.

## Geography

The town was located on the western shore of Redwaters, southwest of Good Mead. Its norther edge was marked with a path of gravel.

## History

The hamlet of Dougan's Hole was founded by Dougan Dubrace, when he found a great spot to fish on the shore of Redwaters lake.

During the 1360s DR, the spokesman was Freya Grynstead, the widow of the previous spokesman who had died while fishing out on the lake. Freya lived in a house in the middle of town connected to the fishhouse by a boardwalk.

Some one hundred years later, around the Year of the Iron Dwarf's Vengeance, 1485 DR, the speaker was the outspoken and gruff trapper Edgra Durmoot.

## Notable Locations

Perhaps the only noteworthy landmark of Dougan's Hole was the megalith structure known as the Twenty Stones of Thruun. These twenty granite slabs, arranged in an equilateral triangle that overlooked the town.

## Appendix

### References

1. ↑ Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 150. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 Jennell Jaquays (1988). *The Savage Frontier*. (TSR, Inc), p. 33. ISBN 0-88038-593-6.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Philip Athans (2008). *A Reader's Guide to R. A. Salvatore's the Legend of Drizzt*. (Wizards of the Coast), p. 133. ISBN 0-7869-4915-5.
4. ↑ 4.0 4.1 R.A. Salvatore, Jeffrey Ludwig, Matthew Sernett, James Wyatt (November 19, 2013). “Campaign Book”. *Legacy of the Crystal Shard* (Wizards of the Coast), p. 28. ISBN 978-0-7869-6464-2.
5. ↑ 5.0 5.1 5.2 5.3 R.A. Salvatore, Jeffrey Ludwig, Matthew Sernett, James Wyatt (November 19, 2013). “Campaign Book”. *Legacy of the Crystal Shard* (Wizards of the Coast), p. 29. ISBN 978-0-7869-6464-2.

### Connections

Ten Towns
The settlements and lakes of the Ten Towns
**Lakes**
Lac Dinneshere • Maer Dualdon • Redwaters
**Settlements**
Bryn Shander • Bremen • Caer-Dineval • Caer-Konig • **Dougan's Hole**
 Easthaven • Good Mead • Lonelywood • Targos • Termalaine
Barrel Lane

**Barrel Lane** was a main thoroughfare in Daerlun, Sembia, *circa* the Year of Wild Magic, 1372 DR. This street ran southeast from the Place of Banners (a large open area in the center of Daerlun that contained the seat of government, Bergun Hall), to the southern gate out of the city known as the Sea Arch. There, it connected to the road to Urmlaspyr. About a third of the way from the Sea Arch to the Place of Banners, Saurovin Street branched off to the east-northeast and headed to the Westmarket.

## Appendix

### References

1. ↑ Template:Cite dragon/287/Elminster's Guide to the Realms: Shadowdark House
Cult of the Shadow

The **Cult of the Shadow**, or **Cult of the Shadows**, was a temple of Shar in the city of Tsurlagol in the Vast in the 1360s DR.

The temple doubled as a thieves guild, acting as the headquarters of the Sharwomen.

The identity of its high priestess was unknown, but she was also head of the Sharwomen.

## Appendix

### Notes

* Despite its name, the Cult of the Shadow was in all cases described as a temple, not as an organization of Shar-worshipers.

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 157. ISBN 0-7869-1195-6.
2. ↑ Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 58. ISBN 0-7869-2759-3.
3. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 76–77. ISBN 1-5607-6617-4.
Daerimathlor

**Daerimathlor** was an archipelago nation consisting of the islands surrounding the Race, off the coast of Tethyr.

## Government

Daerimathlor was ruled over by the self-styled Mage-King Thaerdimor.

## History

In 141 DR, Thaerdimor was defeated in battle by the mercenary Flaerivus Grevauldyn.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (January 2000). *Secrets of the Magister*. (Wizards of the Coast), p. 30. ISBN 978-0786914302.
Dalath's Span

**Dalath's Span** was a bridge across the River Mirar in the city of Luskan.

## History

As of 1370 DR, at the south end of the bridge, there was a Harper symbol under a high window, and those in search of a Harper could make a seal noise during the night to summon one.

## References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 113. ISBN 1-5607-6678-6.
Cthulhu

* 5e

“
In his house at R'lyeh, dead Cthulhu waits dreaming.
”

**Cthulhu** was an Great Old One of great power that is said to lie in a death-like slumber beneath the Ocean in his sunken city of R'lyeh. They remain a dominant presence in the eldrich dealings on the world of Toril and beyond.

## Description

The most detailed descriptions of Cthulhu are based on statues of the creature. One, constructed by an artist after a series of baleful dreams, is said to have "yielded simultaneous pictures of an octopus, a dragon, and a human caricature [...] A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings.". Another, found after a raid on a murderous cult, "represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind."

## Worshippers

It is unknown how large the throng of those who worship the dreaded Cthulhu is, but his cult has many cells around the globe. The cult is noted for chanting its horrid phrase or ritual: "*Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn*," which translates as "In his house at R'lyeh dead C'thulhu waits dreaming.". This is often shortened to "Cthulhu fhtagn," which might possibly mean "Cthulhu waits," "Cthulhu dreams," or "Cthulhu waits dreaming.".

## History

Cthulhu is mentioned in other sources, sometimes described in ways that appear to contradict information given the most well-known accounts. For example, rather than including Cthulhu among the Great Old Ones, a quotation from the *Necronomicon* says of the Old Ones, "Great Cthulhu is Their cousin, yet can it spy Them only dimly.".

Human explorers in Great Ice Sea discovered an ancient city, where the Old Ones are described as beings of Far Realm, also known as Elder Things, who were at war with Cthulhu and his relatives or allies. The discoverers of the Elder Things were able to puzzle out a history from sculptural records:

“
With the upheaval of new land in ocean tremendous events began [...] Another race–a land race of beings shaped like octopi and probably corresponding to the fabulous pre-human spawn of Cthulhu–soon began filtering down from cosmic infinity and precipitated a monstrous war which for a time drove the Old Ones wholly back to the sea [...] Later peace was made, and the new lands were given to the Cthulhu spawn whilst the Old Ones held the sea and the older lands [...] [T]he Yal Tengri remained the centre of the Old Ones' civilization, and all the discoverable cities built there by the Cthulhu spawn were blotted out. Then suddenly the lands of the ocean sank again, taking with them the frightful stone city of R'lyeh and all the cosmic octopi, so that the Old Ones were once again supreme on the planet.
”
Dense pudding

* 2e

A **dense pudding** was a rare type of subterranean pudding.

## Description

Dense puddings were deep blue in hue, and resembled huge lumps of slime. They were much more intelligent than other deadly puddings, such as the more common gray pudding.

They were slower than other puddings, and often stuck to the shadows and ceilings, where they could drop onto their foes. Dense puddings were easier to spot out in the open, compared with other puddings that blended perfectly into their environment, as they were dark blue and rather large.

## Combat

These deadly puddings were very tough, making them somewhat difficult to kill, and they were never found in a weakened state.

If a dense pudding successfully dropped onto its prey, it would release corrosive secretions that dissolved the flesh of the living. As well as this, the pudding would inflict a debilitating disease onto them. However, the deadly disease could be cured, but only if treatment was found within 48 hours.

## Ecology

They only seemed to appear on their own, looking for their next meal.

## History

In 1369 DR, a few of these rare puddings could be found in Watcher's Keep, where they were detailed in a tome known as *Elminster's Ecologies Appendix IIIa*. Elminster Aumar noted in this ecology book that when subjected to electricity or fire, these puddings would split into more dense puddings. The sage further mentioned that they could be very dangerous if allowed to multiply, as they would quickly overwhelm foes.

## Appendix

### Appearances

Video games
* *Baldur's Gate II: Throne of Bhaal*

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Jon Pickens ed. (1995). *Monstrous Compendium Annual Volume Two*. (TSR, Inc.), p. 99. ISBN 0-7869-0199-3.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Jean Rabe, Donald Bingle, Norm Ritchie (Feburary 1994). *The Ruins of Undermountain II: The Deep Levels (Monster Sheets)*. (TSR, Inc). ISBN 1-5607-6821-5.
3. ↑ BioWare (June 2001). Designed by Kevin Martens. *Baldur's Gate II: Throne of Bhaal*. Black Isle Studios.

### Connections

Oozes
Aballin • Acid blob • Black pudding • Blood amniote • Bloodbloater • Brown pudding • Crystal ooze • **Dense pudding** • Dun pudding • Ethereal ooze • Fission slime • Flareater • Flotsam ooze • Gelatinous cube • Gray ooze • Gray pudding • Living muck • Mustard jelly • Oblex • Ochre jelly • Olive slime • Reekmurk • Shadow slime • Slithering hoard • Slithering tracker • Stone pudding • Venom ooze • White pudding
Criosphinx

* 3e
* 2e
* 1e

**Criosphinxes** were a type of ram-headed sphinx that enjoyed extorting tolls from travelers, as they found wealth extremely attractive.

They lusted after gynosphinxes, but the latter found them repulsive.

Criosphinxes could be found in the Hullack Forest.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 324. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 233. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 89. ISBN 0-9356-9600-8.
4. ↑ 4.0 4.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 90. ISBN 0-9356-9600-8.
5. ↑ John Terra (November 1997). *Four from Cormyr*. (TSR, Inc), pp. {{#regex:89, 127|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0646-4.
Dragon's Eye

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

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

## Society

### Religions

Talona

**Dragon's Eye** was a large volcanic structure, identifiable by its huge toothed maw and glowing "eye".

## Structure

### First Floor

The first floor was dimly lit, with few torches scattered around its caverns. Many creatures made Dragon's Eye their home. Trolls, lizardmen, beetles, and several types of spiders resided here. A lizardman king commanded his subjects from his cavern, which was also where the captured villagers from Kuldahar were kept.

### Second Floor

Similar in its cavernous structure, the second floor contained the same creatures as the first floor, but was also home to some Talonite priests. A huge lair of bombardier beetles could also be found here. A stone dais in a large well-lit cavern stood out, surrounded by clerics of Talona. Mother Egenia, head priestess of Ilmater, was to be sacrificed here.

### Third Floor

Undead, especially wights, skeletons, and zombies, roamed the area of the third floor. It was littered with traps and wards, and had a pungent stench of rotting flesh. A subterranean river divided the cavern in half, with bridges connecting the two regions. A priestess named Presio made her home here, where she summoned and commanded the restless undead.

### Fourth Floor

The fourth floor hosted a Temple of Eldath, covered in several tapestries and rugs. The priests of this temple seemed to be non-hostile and allowed visitors to rest and be healed, if they so wished. However, it turned out that this was just a ruse. In fact, the priests were actually lizard men and yuan-ti, in disguise. A high summoner and ritualist, deep within the temple, summoned several waves of such creatures. The high ritualist let slip that Yxunomei, the evil marilith leader, had the Heartstone Gem.

### Final Floor

The final floor was where Yxunomei resided, and kept the Heartstone Gem. The chambers here held a large array of traps, including poison dart traps. The floor contained a torture chamber, which led to a hidden room. A group of adventurers slew Yxunomei, and recovered the legendary gem.

## Appendix

### Appearances

* *Icewind Dale*
* *Icewind Dale 2*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Black Isle Studios (June 2000). Designed by Matt Norton. *Icewind Dale*. Interplay.
2. ↑ Black Isle Studios (August 2002). Designed by J.E. Sawyer. *Icewind Dale II*. Interplay.
Double Dragon Gambling Hall

The **Double Dragon Gambling Hall** was a secret, invitation only, gambling den located in the Shou district of Xiousing in Marsember. The entrance to the Double Dragon was through a curtain in the Shrine of Tymora. The ground floor was reserved for common patrons while wealthy patrons were invited to game at the high stakes games on the top floor.

## Patrons

The Double Dragon's patrons included Shou Purple Dragons, members of the Nine Golden Swords and many merchants.

## References

1. ↑ 1.0 1.1 Dan Anderson. "Backdrop: Xiousing." *Dungeon* #195. Renton, WA: Wizards of the Coast, October 2011.