recursal/Fanatic-Fandom huggingface dataset:
Ches 24

**24 Ches**, or **the 24th of the Claw of Sunsets**, is the 85th day of the year in the Calendar of Harptos.

## On This Day

* In 1372 DR, the Rashemen city of Mulsantir was visited by Khalia, an envoy of the Red Wizards, under a flag of truce to petition for an enclave to be established in that city. Her request was declined.

## 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. 152. ISBN 978-0-7869-4731-7.
Carmenere

**Carmenere** was an earthsoul genasi and a priestess of Selûne. She was the niece of Queen Arathane and was formerly a close friend of the rogue Riltana. Carmenere aided Demascus in destroying the Cult of the Elder Elemental Eye. She later took a post as a diplomat to High Imaskar.

## Possessions

Carmenere used a mace as her primary weapon.

## Description

Carmenere had light brown skin with gold szuldar.

## References

1. ↑ Bruce R. Cordell (April 2011). *Sword of the Gods*. (Wizards of the Coast). ISBN 978-0786957392.
2. ↑ Bruce R. Cordell (June 2012). *Sword of the Gods: Spinner of Lies* (Kindle ed.). (Wizards of the Coast), loc. 530. ISBN B005C5QS90.
Bell in the Depths

The **Bell in the Depths** was one of the great mysterious sites in the Moonsea area. It was connected with legendary Northkeep, an island kingdom that was the first human citadel on the Moonsea. Northkeep was a great and magical city, and it was while under the protection of those magics that humanity began to press back the orc hordes and take command of the sea.

The power of Northkeep made it an obvious target for orcs, giants, and other evil races. However, these creatures were not inclined toward sea action, until the day when (according to legend) 40,000 inhuman mages, shamans, witch doctors, and priests of all foul races gathered on the northern shore of the Moonsea, and began to chant, bringing the vengeance of their gods down upon the human interlopers. Their gods (at least some of them) came and destroyed their priests for disturbing them, but they also sank Northkeep beneath the waves.

The upper reaches of Northkeep —its slender, now-broken spires— could be seen beneath the water by boats that sailed near by. This was not attempted often, as the region was said to be haunted by the original defenders of Northkeep, seeking company in their watch over the Cold Lands. On foggy nights the bell could be heard as far away as Hillsfar.

## References

1. ↑ Thomas M. Reid, Sean K. Reynolds, Darrin Drader, Wil Upchurch (June 2006). *Mysteries of the Moonsea*. (Wizards of the Coast), p. 77. ISBN 0-7869-3915-X.
2. ↑ John Terra (January 1995). “Reference Guide”. In Allison Lassieur ed. *The Moonsea* (TSR, Inc.), p. 63. ISBN 978-0786900923.
Axe Grinders

[[Category:Rated 3 gp per day]]
The **Axe Grinders** was a bodyguard business in Skullport.

## Geography

The business was located off in the Central Port district of Skullport, north of the Crossed Swords tavern and the Bane's Mistress festhall.

## Services

If a customer wanted a bodyguard to take on a more dangerous assignment, most enforcers at Axe Grinders would do it for triple price. Such missions included leaving Skullport or entering the Underhalls.

## Inhabitants

Many of the inhabitants of Axe Grinders were sellswords and down-on-their-luck mercenaries. Most bodyguards wore chainmail and fought with battleaxes and longswords.

## History

Around 1370 DR, the inn was owned by Alonyius Tackpun, who hired out bodyguards to those who had coin to spend.

## Prices

* Services of bodyguard for 3 gp per day, plus meals.
* Dangerous assignments starting at 9 gp, plus meals.

## 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 Joseph C. Wolf (1999). *Skullport*. (TSR, Inc), p. 55. ISBN 0-7869-1348-7.
2. ↑ Joseph C. Wolf (1999). *Skullport*. (TSR, Inc), p. 52. ISBN 0-7869-1348-7.
3. ↑ Joseph C. Wolf (1999). *Skullport*. (TSR, Inc), p. 51. ISBN 0-7869-1348-7.
Blackspawn stalker

* 4e
* 3e

## Appearance

### Average height

6‒8 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)

### Average weight

5,000 lb (**Expression error: Unexpected < operator.** kg)

**Blackspawn stalkers**, also called **blackspawn gloomwebs**, were terrifying but nearly mindless dragonspawn.

## Description

Blackspawn stalkers were large dragonspawn with four small legs and two tails. They also had six eyes and four horns on their heads. Unlike dragons, they lacked wings. Blackspawn stalkers stood 6–8 feet (1.8–2.4 meters) tall, with a 7–10 foot (2.1–3.0 meters) leg span, and weighed about 5,000 lb (**Expression error: Unexpected < operator.** kg). The females were slightly larger than the males.

## Combat

Blackspawn stalkers were immune to acid and were also capable of spitting acid. Additionally, other dragonspawn within 5 feet (**Expression error: Unexpected < operator.** meters) of the stalker gained immunity to acid as well. Blackspawn stalkers could make spider-like webbing. They were excellent climbers.

Blackspawn stalkers were not fighters so much as hunters. They preferred to set up webs as traps and then wait patiently for prey to blunder in.

## Ecology

Blackspawn stalkers were created by the goddess Tiamat to instill fear and panic in her enemies. They viewed her as their ultimate master, and believed that through breeding, they would create the perfect servant: one that she would find worthy enough to take as her own. If left to their own devices, blackspawn stalkers bred as much as possible.

Blackspawn stalkers were capable of breeding and procreating more of their kind. They mated for life, and each mated pair laid several eggs annually. The pair then distributed the eggs in several nests to increase the chances of some surviving. Since many other creatures ate the eggs, only a few would hatch. In the rare event that all survived, the hatchling stalkers would go on a massed rampage, killing everything they encountered.

Blackspawn stalkers were voracious carnivores who used both their acid and formidable fangs to consume prey. Although normally solitary, stalkers were willing to serve true dragons or stronger dragonspawn. Blackspawn stalkers viewed others of their own kind as competition, either for food or mates.

## Appendix

### References

1. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 88. ISBN 978-0-7869-4852-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Gwendolyn F.M. Kestrel (July 2006). *Monster Manual IV*. (Wizards of the Coast), pp. {{#regex:134–135|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3920-6.

### Connections

Dragonspawn of Tiamat
**Redspawn:** Birther • Devastator • Firebelcher
**Blackspawn:** Corrupter • **Stalker**
**Bluespawn:** Ambusher • Burrower • Godslayer • Stoneglider • Stormlizard
**Greenspawn:** Leaper • Razorfiend • Sneak • Zealot
**Whitespawn:** Hordeling • Hunter • Iceskidder
**Other Dragonspawn**
Brownspawn marauder • Felljaw • Grayspawn fleshtearer • Haraevor • Purplespawn nightmare
Black Ash Plain

**Black Ash Plain** was located west of Unther in East Faerûn.

## History

In 1373 DR, many refugees from the Untheric - Mulhorandi conflict ran through the plain. The ones that got out alive saw several ruined structures jutting up from the blackened earth. Survivors stated these ruins existed below the surface of the ground, but no one explored or proved that these subterranean levels even existed. When the Spellplague struck in 1385 DR, this wasteland, south of Tymanther, was devastated when part of Tymanchebar fell into Faerûn.

## Geography

Only sparse grass and twisted shrubs grow on the plain and strange rock formations shift and move around the landscape on their own. Many mysteries surrounded this dark land, which was blackened and infertile, so much even the Mulhorandi army avoided it.

## Inhabitants

Named for the volcanic black ash always falling from the Smoking Mountains to the north, the plains were home to brown dragons and an endemic subrace of stone giants known as ash giants.

## 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. 186. ISBN 0-7869-1836-5.
2. ↑ 2.0 2.1 Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast). ISBN 0-7869-3492-1.
3. ↑ 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:186–187|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
4. ↑ Richard Lee Byers (May 2010). *The Captive Flame*. (Wizards of the Coast), p. 175. ISBN 0786953969.
5. ↑ Scott Bennie (1990). *Old Empires*. (TSR, Inc), p. 41. ISBN 0-8803-8821-8.
Beaver

* 2e

A **beaver** was a small common mammal.

## Description

Beavers constructed homes from wood that they gnawed from trees. Their homes were often close to, or in, ponds.

## Combat

They were of no threat to adventurers, as they dealt minimal damage and were not well naturally armored. Such small creatures were not particularly fast on either land or water.

## Ecology

Beavers appeared in packs from as little as ten, to up to forty.

Humans, dwarves, and others of the goodly races throughout Faerûn, would often kill and skin beavers for their pelts. Such pelts were valued at 2 gp each.

Giant beavers, huge and dangerous beavers, were known to exist in the Moonshae Isles.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 244. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 David "Zeb" Cook, *et al.* (1989). *Monstrous Compendium Volume Two*. (TSR, Inc). ISBN 0-8803-8753-X.
3. ↑ Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 8. ISBN 0-7869-2835-2.
4. ↑ 4.0 4.1 Wizards RPG Team (2014). “Lost Mine of Phandelver”. *Dungeons & Dragons Starter Set* (Wizards of the Coast), p. 23. ISBN 0786965592.
5. ↑ Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 43. ISBN 978-0786965786.
6. ↑ Jon Pickens ed. (1995). *Monstrous Compendium Annual Volume Two*. (TSR, Inc.), p. 83. ISBN 0-7869-0199-3.
7. ↑ Douglas Niles (1987). *Moonshae*. (TSR, Inc), pp. {{#regex:16, 18|%(,)(\S)%|$1 $2}}. ISBN 0-88038-494-8.
Cave troll

* 3e

**Cave trolls** were an instinctual, less intelligent sub-species of trolls that were predominantly found in underground lairs. Like others of their kind, cave trolls had an insatiable appetite and would endlessly hunt.They were brutal hunters, who relied heavily on their instincts, pouncing on their prey, raking and rending them with their claws.

These trolls were larger than their "*regular*" cousins, standing 10 feet tall while hunched over and weighing over 800 lbs.

## Locations

These trolls were most commonly found in the Galena, Earthspur and Orsraun mountain ranges. The Galena Mountains were north of the Moonsea while the others were located around the Sea of Fallen Stars.

## Appendix

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

1. ↑ 1.0 1.1 1.2 1.3 Andrew Finch, Gwendolyn Kestrel, Chris Perkins (August 2004). *Monster Manual III*. (Wizards of the Coast), p. 177. ISBN 0-7869-3430-1.
Casarial

**Casarial** was a female black dragon, youngest daughter of Hesior and granddaughter of the great Thauglorimorgorus. Her mate was Mirantol and she was the mother of Kreston.

## Description

She had a scar over her left eye given to her by her grandsire for being impetuous.

## References

1. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), p. 5. ISBN ISBN 0-7869-0710-X.
2. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), p. 4. ISBN ISBN 0-7869-0710-X.
Chac

* 2e

**Chacs** were peaceful spirits that were native to Maztica.

## Description

Chacs normally looked like slender jaguars, and walked on all fours. However, they could also stand on two legs, and when doing so looked similar to a werejaguar.

Because of their affinity to water, chacs constantly had tears trickling down their cheeks. Chacs were also associated with different colors depending on where they lived, and their eyes were the appropriate color. Chacs had blue eyes in northern Maztica, red in south Maztica, black in the east, yellow in the west, and green in central Maztica.

## Abilities

Chacs preferred to avoid physical combat, instead using their powerful water magic to protect themselves if necessary. They were capable of controlling the weather near their lairs as well. Chacs could also assume a gaseous form.

## Ecology

Chacs were peaceful, reclusive creatures who lived in caves high in the mountains. They could eat a variety of things, including meat and cocoa beans, but got most of their nourishment from water. They mated by assuming gaseous form and merging, with a cub being born one year later. Nearby chacs would celebrate the birth by gathering together and creating a great rainstorm. Chacs lived for about a century, and the death of one was marked by a several-week-long drought in the area.

Chacs avoided intelligent humanoids, mainly because chacs were sometimes captured and forced to create rain, or killed for their skin and claws, which were useful in hishna magic

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Douglas Niles (August 1991). “Maztica Alive”. *Maztica Campaign Set* (TSR, Inc.), p. 59. ISBN 1-5607-6084-2.
Caesinsjach

**Caesinsjach** was a green dragon who lived during the Time of Dragons. She was considered by some as the mightiest of her species.

## History

According to kobold legend, Caesinsjach was one of the first dragons created by Asgorath. When Asgorath taught his children the secret to create life, the first dragon to put that ritual into practice was Caesinsjach. According to some legends, her first creation was Kurtulmak. When Kurtulmak built a majestic lair for her, she released him from duty.

According to the *Treatise Historical of the Dragon Tyrants*, Caesinsjach ruled the draconic kingdom of Darastriverthicha. During the first Rage of Dragons, around −24,000 DR, Caesinsjach and her fellow dragons went mad and destroyed Darastriverthicha and all its vassal states, including the kobold nation of Darastrixhurthi.

## 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. 9. ISBN 978-0-7869-4731-7.
2. ↑ 2.0 2.1 2.2 Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Kolja Raven Liquette (2006). *Races of the Dragon*. (Wizards of the Coast), p. 50. ISBN 0-7869-3913-3.
Bell Tower

The **Bell Tower** served as an alarm system for the city of Manass in Khazari in 1367 DR.

## Description

The tower stood in the southwest corner of the city. This tower was much smaller and less elaborate than the Drum Tower.

## Activities

The Bell Tower only served to warn the residents of Manass of fires. Though all of the buildings in Manass were made from stone or brick, each household stored their firewood on the roof, increasing the potential for dangerous fire to occur.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 David Cook (1990). *The Horde (Cards)*. (TSR, Inc). ISBN 978-0880388689.
Castle Dasaajk

**Castle Dasaajk** was a castle situated on the eastern edge of the Purple Hills in Tethyr.

## History

In the 3rd and 4th centuries DR, the location was the site of a fortress and the base of the Holy Warriors of Suffering, a paladin order devoted to Ilmater.

By 1374 DR, the site was occupied by Castle Dasaajk.

In the Year of the Hunted Elk, 841 DR, King Samyte of Tethyr was assassinated in Castle Dasaajk by Uthaedeol the Blooddrenched, a priest of Bhaal, along with his sons.

## References

1. ↑ 1.0 1.1 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 62. ISBN 0-7869-3697-5.
2. ↑ Steven E. Schend (1997). *Lands of Intrigue*. (TSR, Inc). ISBN 0-7869-0697-9.
3. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 105. ISBN 978-0-7869-4731-7.
Ches 8

**8 Ches**, or **the 8th of the Claw of Sunsets**, is the 69th day of the year in the Calendar of Harptos.

## On This Day

* In 1374 DR, a portion of the fey'ri army led by Sarya Dlardrageth marched on Evereska.

## 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. 155. ISBN 978-0-7869-4731-7.
Bloutar

**Bloutar** was a small town in the Border Kingdoms with a dangerous reputation.

## Geography

The town was located along the southern edges of the Qurth Forest in the Barony of Blacksaddle. The town was a disorganized maze of unpaved streets and log houses.

## Trade

Bloutar's economy was primarily logging and hunting. Furs and wild game meat were especially sought after, and were sold as far as Derlusk and Tharsult. There were a few inns offering accommodation, such as Althyn's Lodge and The Spitted Stag.

## History

The town was named after Bloutar Hilathan, also known as the Bloodsword Baron. He was a baron of fierce reputation who had his hold located in Bloutar.

## Appendix

### Further Reading

* Template:Cite polyhedron/116/Elminster's Everwinking Eye: The Border Kingdoms: Blackbarn and Bloutar
* Ed Greenwood, Eric L. Boyd (March 2006). *Power of Faerûn*. (Wizards of the Coast), p. 135. ISBN 0-7869-3910-9.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Template:Cite web/The Border Kingdoms/Bloutar

### Connections

Border Kingdoms
**Regions**

Adaerglast • Bedorn • Barony of Blacksaddle • Burntbridges • High Emmerock • Barony of Great Oak • Hawkgarth • Land of Two Princes • Nether Mukshar • Middle Mukshar • High Mukshar • Ondeeme • Owlhold • Realm of the Mount • Realm of the Ready Sword • Shandolphyn's Reach • Grand Duchy of Shantal • Realm of the Smoking Star • Suldamma • Swordpoint Streams • Talduth Vale • Thuntar

**Settlements**

Alamontyr • Arnglar • Arthyn • Beldargan • Blackalblade • Blackbarn • **Bloutar** • Dapplegate • Derlusk • Dunbridges • Emrys • Felshroun • Gallard • Irl • Luthbaern • Manywaters • Myrinjar • Oeble • Oparl • Rymdyl • Selpt • Sorndorn • Splondar • Syrnt • Taermbold • Telcharn • Themasulter • Theymarsh • Thur • Thort • Urspreth • Waernd • Yallasch • Ythtym
Bildoobaris

**Bildoobaris**, the unofficial capital of Narfell around 1479 DR, was little more than an open plain that rested in the towering shadow of Mount Nar. For one tenday every summer, this plain turned into a bustling city consisting of over 30,000 Nars. Also called Bildoobaris, this festival was the largest and most important holiday in all of Narfell; even the cruelest and most fierce Nar tribes came to drink, feast, and trade together.

## Appendix

### 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. 160. ISBN 978-0-7869-4924-3.
Blackbutter Inn

**Blackbutter Inn** was an inn owned by Dhelosk Quelbeard in the town of Red Larch.

## Structure

The inn was a two-story building of stone and timber with a covered porch that ran parallel to the Long Road.

## History

The Blackbutter Inn was named after the Barglun Blackbutter, the founder and previous owner of the inn who was killed around 1365 DR.

## References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 81. ISBN 1-5607-6678-6.
Blazevale

The **Blazevale** was a valley near Evereska that separated the Sharaedim from the Greycloak Hills to the north.

It was a broad, sand-scoured valley. It was made up of scrubby pines, cacti, and wolfroot, where only the hardiest of rabbits, moon foxes, mice, lizards, and meadow quail survived.

## Appendix

### References

1. ↑ Troy Denning (Mar 2001). *The Summoning*. (Wizards of the Coast). ISBN 07-8691-801-2.
Black Boot

The **Black Boot** was the most notorious tavern in Tarmalune, one of the Windrise Ports of Laerakond.

## Background

The Black Boot doubled as a "darren", a Tarralune drinking, gambling, and wenching club. The owner was a large bald human named Lindelsan, renowned for his popular homebrewed beer.

Many notorious and shady individuals in Tarmalune's society frequented the Black Boot, including Belyssa Erstros and Karadandel the Sly.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Rydia Q. Vielehr (2009-12-23). Pyrophobia (MINI1-05) (ZIP/PDF). Living Forgotten Realms. Wizards of the Coast. p. 14. Retrieved on 2017-07-18.
2. ↑ Rydia Q. Vielehr (2009-12-23). Pyrophobia (MINI1-05) (ZIP/PDF). Living Forgotten Realms. Wizards of the Coast. p. 15. Retrieved on 2017-07-18.
Ches 17

**17 Ches**, or **the 17th of the Claw of Sunsets**, is the 78th day of the year in the Calendar of Harptos.

## On This Day

* In 712 DR, the elves of Cormanthyr and their allies—including Elminster Aumar, the Nameless Chosen, and Symrustar Auglamyr—are victorious against the Army of Darkness in the Battle of the Three Chosen.

## References

1. ↑ Steven E. Schend (1998). *The Fall of Myth Drannor*. (TSR, Inc), p. 26. ISBN 0-7869-1235-9.
Cities of the Heart

**Cities of the Heart** was the name of a group of metropolises surrounding Suq Bay.

They lay at the center of the continent of Zakhara geographically, but even more so in importance. They contained the largest population of any Zakharan region, and while Wasat's and Halwa's role was mainly to connect the cities to each other and with the wild hinterland of the Haunted Lands, respectively, Hiyal was the continent's largest industrial center, and Golden Huzuz not only functioned as the capital from which the Grand Caliph ruled all of Zakhara, but was its historical, religious, and cultural center as well.

## Notable locations

### Settlements

* Halwa, the City of Solitude, was a trading city 200 miles inland, in the Haunted Lands desert, where desert nomads came to trade.
* Hiyal, the City of Intrigue and the northernmost of the Cities of the Heart, was a heavily industrial city on the west side of the Suq Bay.
* Huzuz, the City of Delights and the capital of Zakhara. It was a center of trade and politics on the Suq Bay.
* Wasat, the Middle City, was calmer and quieter than the other cities, being primarily a waystation for travelers.

## Appendix

### Further reading

* Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), pp. {{#regex:26–27, 58–69|%(,)(\S)%|$1 $2}}. ISBN 978-1560763291.
* Tim Beach, Tom Prusa and Steve Kurtz (1993). *Al-Qadim: City of Delights*. (TSR, Inc). ISBN 1-56076-589-5.

### References

1. ↑ 1.0 1.1 1.2 1.3 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 58. ISBN 978-1560763291.
2. ↑ 2.0 2.1 Jeff Grubb (August 1992). *Land of Fate (Maps)*. (TSR, Inc). ISBN 978-1560763291.
3. ↑ Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), pp. {{#regex:59–113|%(,)(\S)%|$1 $2}}. ISBN 978-1560763291.
4. ↑ 4.0 4.1 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 69. ISBN 978-1560763291.
5. ↑ 5.0 5.1 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 59. ISBN 978-1560763291.
6. ↑ 6.0 6.1 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), pp. {{#regex:61–62|%(,)(\S)%|$1 $2}}. ISBN 978-1560763291.
7. ↑ 7.0 7.1 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 63. ISBN 978-1560763291.
8. ↑ 8.0 8.1 Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 66. ISBN 978-1560763291.
9. ↑ Jeff Grubb (August 1992). *Land of Fate (Adventurer's Guide to Zakhara)*. (TSR, Inc), p. 60. ISBN 978-1560763291.

### Connections

**Cities of the Heart**
Halwa • Hiyal • Huzuz • Wasat
**Other Settlements**
Aib • Hayyir • Magrib • Saraq • Zarif • Zayir

Zakharan regions
**Cultural regions**
 **Cities of the Heart** • Free Cities • Pearl Cities • Cities of the Pantheon • Cities of the Ancients
High Desert • Haunted Lands • Crowded Sea • Land of the Yak-Men

**Geographical regions**
 Northwest • North • Northeast • West • Interior • East • Southwest • South • Southeast
Buzzard Beak Harbor

**Buzzard Beak Harbor** was a small bay found off the Easting Reach in northeast Faerûn.

## Geography

Part of the harbor was in Damara and the other part was in Impiltur. The natural harbor was treacherous to shipping due to the many reefs and high concentration of weeds, but it was a popular destination with smugglers and pirates.

## Inhabitants

Rilaunyr's Warship was known to patrol the area.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 32. ISBN 0-88038-771-8.
2. ↑ 2.0 2.1 R.A. Salvatore (1989). *The Bloodstone Lands (Map)*. (TSR, Inc). ISBN 0-88038-771-8.
Berbalang

* 5e
* 2e
* 1e

A **berbalang** (pronounced: /ˈbɜːrbɑːlæŋ/ *BUR-ba-læng* about this audio file listen) was an evil creature from the Astral Plane. It remained there in a comatose state. When it ventured to the Prime Material plane, it was to feed on humans.

## Description

The berbalang was a biped, gaunt and lanky. It had leathery skin, which was black in color. It had wide eyes, which glowed and were white. Their eyes could see in the dark. They had a pair of broad, bat-like wings on their back. These allowed the berbalang to fly and could do so with speed and agility. It had very sharp claws and needle-like teeth.

## Combat

The berbalang used its ability to fly to give it an advantage during combat. It used it claws and teeth as weapons. Its projection was immune to charm, hold, and sleep spells. The projection would attempt to flee combat if it was struck. If the projection was killed, it was likely that the physical body would also be slain.

## Ecology

Most of its life was spent in a coma, with its spirit wandering the Astral Plane. Its spirit would stalk other astral creatures. The berbalang had a complex ritual for courtship and mating. Its only food was freshly killed human flesh. It returned to the Prime Material plain to feed, once a month on the full moon, usually for three days. It would find a suitable lair and then would manifest an exact duplicate of itself, a projection. This projection could roam up to three miles from the berbalang's physical body

If the projection killed a human, it would bring the corpse to the physical berbalang, the projection feeding off the body while in flight. The berbalang's hunger was usually satisfied by the time the projection returned with the body.

The berbalang would choose a new lair every three to four months to avoid detection.

## Appendix

### Further Reading

* Monte Cook (January 1996). *A Guide to the Astral Plane*. Edited by Miranda Horner. (TSR, Inc.), pp. {{#regex:74–75|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0438-0.

### References

1. ↑ 1.0 1.1 Mike Mearls, Jeremy Crawford (May 29, 2018). *Mordenkainen's Tome of Foes*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 120. ISBN 978-0786966240.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. 9. ISBN 0-88038-769-6.
3. ↑ Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 14. ISBN 0-9356-9621-0.
4. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
Blacklake

**Blacklake** was a lake found in Neverwinter.

## Geography

The lake for which the Blacklake District was named was located in the center of the district.

## History

Blacklake was utterly polluted by ash and debris from the eruption of Mount Hotenow in 1451 DR, as well as by filth and rubbish from the refugees and vagabonds who made their homes in nearby ruined houses. By 1479 DR, the lake looked more like a midden pit of thick, black sludge than a body of water.

## Appendix

### References

1. ↑ 1.0 1.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 139. ISBN 0-7869-5814-6.
2. ↑ 2.0 2.1 2.2 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 153. ISBN 0-7869-5814-6.
3. ↑ 3.0 3.1 Cryptic Studios (June 2013). *Neverwinter*. Perfect World Entertainment.
Citadel Rashemar

## Citadel Rashemen

**Citadel Rashemar** was a ruined village in the Sunrise Mountains in east Rashemen. It began as a ring-shaped fortress until it was besieged by the Tuigan Horde and although the horde was conquered, the village was never rebuilt.

## History

In 1359 DR, the Tuigan Horde invaded Rashemen. Its main invasion force continued deeper into the country, leaving behind 5,000 attackers to lay siege to Citadel Rashemar. The defending troops held out for three months but then succumbed, and the horde slew everyone who remained inside the fortress, destroying its walls and buildings.

## Inhabitants

The citadel was ruled by Lord Yegar around 1359 DR.

## Description

Citadel Rashemar was constructed to be a ring-shaped walled fortress on a hill with a diameter of around 300 yards, with a stone keep. It garrisoned approximately 2,000 Rashemi troops. The keep was connected via underground passages with towers in the outer walls.

As of 1372 DR, the fortress was in a ruined state, with most walls and buildings heavily damaged inhabited by goblins and monstrous spiders. The keep remained partially intact, and its upper levels were inhabited by goblins. Its lower levels were the home of Chaul, an evil spellcaster, and her ally Durakh Haan.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). *Unapproachable East*. (Wizards of the Coast), pp. {{#regex:143–144|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2881-6.
2. ↑ 2.0 2.1 David Cook (1990). *The Horde (Volume I)*. (TSR, Inc), p. 35. ISBN 978-0880388689.
Brandiar

The **Duchy of Brandiar** was a small region of Damara in 1357 DR.

## Description

Farming settlements dominated the landscape for most of Brandiar. The duchy was bordered in the west by the Galena Mountains and the Goliad River in the east.

## History

Though the position remained vacant in 1357 DR, historically the Duke of Brandebury was the ruler of the duchy. Duke Ebelard was the last of the Brandebury line to rule. The ruling seat was vacated when he died of a broken heart soon after conceding defeat at the hands of the minions of Zhengyi. Without a successor, the seat remained vacant throughout the Bloodstone Wars. It was not until later, when the forces of Vaasa rose again, that the people of Brandiar joined in the Damaran rebellion. A common farmer named Dormythyrr assumed stewardship of Brandiar, marshaled an army, and joined Gareth Dragonsbane in the fight.

## Activities

Brandiar spent many years recovering from the horrors of the Bloodstone Wars. The saying "eight of the ten" was common here, referring to the eight years of the war that was fought largely within the duchy's borders.

Much of the duchy was divided on the issue of the new Kingdom of Bloodstone established by Gareth Dragonsbane, with the southern areas supporting Morov and Ostel in the belief that this was a grave mistake.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 10. ISBN 0-88038-771-8.
2. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 106. ISBN 0-7869-1836-5.
3. ↑ 3.0 3.1 R.A. Salvatore (1989). *The Bloodstone Lands (Map)*. (TSR, Inc). ISBN 0-88038-771-8.
4. ↑ Template:Cite book/The Bloodstone Lands/Cover sheet

### Connections

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

The **Bay of Pearls** was a large bay in the southern region of the Windrise Ports of Laerakond. The port city of Sambral was located there. The bay was shallow (often less than 100 feet) and was renowned for its pearl-making oysters.

The waters of the Bay of Pearls were crystal-like and full of fishes. According to locals, the name of the bay came either from the abundance of pearls found there or from its iridescent sand floor, whose gleaming minerals washed down from the Nightmare's Hoof and were visible from the surface.

## Appendix

### References

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

* 3e

**Blood horses**, also known as a **blood pegasi**, were winged, nightmarish equines that resembled a cross between a horse and a dire bat.

They were often used as mounts by the sky mages of the Zhentarim.

## Description

Blood horses resembled sleek, lithely muscled horses about 6 ft (**Expression error: Unexpected < operator.** m) tall at the shoulder and weighing approximately 1,250 lb (**Expression error: Unexpected < operator.** kg). Blood horses also had massive bat-like wings with a 20 ft (**Expression error: Unexpected < operator.** m) wingspan. They had a jet-black coat and small, pink eyes. The nostrils were oddly flared. Blood horses had hooves that closely resembled talons, and they had sharp carnivore teeth. The tail was thin and hairless.

## Abilities

Blood horses could see by emitting high-frequency sounds for up to 120 ft (**Expression error: Unexpected < operator.** m),. However, a *silence* spell or effect could negate the ability, forcing them to rely on their poor (only 20 ft (**Expression error: Unexpected < operator.** m) at most) darkvision. They could also detect good at will.

Blood horses were capable of making an ear-piercing screech to partially deafen and stun potential prey within 20 ft (**Expression error: Unexpected < operator.** m) of the blood horse.

While flying or walking, a blood horse could easily carry up to 300 lb (**Expression error: Unexpected < operator.** g). They could less easily carry up to 600 lb (**Expression error: Unexpected < operator.** g), or as much as 900 lb (**Expression error: Unexpected < operator.** g) with great effort.

## Ecology

Blood horses were carnivores that would eat almost any prey, but they preferred the taste of fresh blood, and were known to pin and drain enemies during combat. They were fickle, cruel creatures that typically lived in warm or temperate forests, hills, and plains.

Blood horses were known to live alone, in pairs, or in herds of 5-8 individuals. They matured at the same rate as normal horses.

Blood horses were fairly intelligent and understood Common, although they could not speak.

## History

Historically, blood horses were originally created by another being and did not naturally appear on Toril. Their progenitor was a former Red Wizard of Thay that later joined the ranks of the Zhentarim.

As of the mid–14th century DR, a blood horse filly or colt was worth about 8,000 gp. The cost for rearing a foal was about one quarter that price.

## Appendix

### See Also

* Pegasus
* Black unicorn

### 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 1.12 1.13 Thomas M. Costa (September 2002). “The Dragon's Bestiary: The Horrors of Cormyr”. In Jesse Decker ed. *Dragon* #299 (Paizo Publishing, LLC), pp. {{#regex:52–53|%(,)(\S)%|$1 $2}}.
Blodhlar's Wares

**Blodhlar's Wares** was a hardware store in Amphail. It sold nails, ropes, gate hinges, and other assorted pieces of hardware. The general state of the building was poor.

## References

1. ↑ slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 5. ISBN 0-7869-0391-0.
Braunstar Wheelwright

**Braunstar Wheelwright** was a wagon and carriage shop in Ashabenford in the late 1300's DR. It was run by the expert wainwright Elmo Braunstar, a wise and beloved man within Mistledale, who designed, sold and repaired wagons and carriages of all kinds.

## Services

The shop offered extremely reasonable prices, so much so that traveling merchants passing through would often purchase a pair of wheels to ensure an even axle in case of a wheel break. As a result the shop was often low on wheels for sale.

## Products

The shop featured a number of carriages and wagons of Braunstar's design, including the Swanswing covered carriage, which was very popular among nobles, and the Fleetrun long wagon, which were a prideful means of conveyance for the merchants of the Dragon Reach. The latter were so popular they had a three-year-long back order, to the point where they were the target of thieves even when traveling empty.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 183. ISBN 0-7869-0406-2.
2. ↑ 2.0 2.1 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 184. ISBN 0-7869-0406-2.
Cave bear

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

**Cave bears** were large, ill-tempered bears that had adapted to life underground. They were considered sacred animals to the followers of Clangeddin Silverbeard, Geb, Luthic, and Uthgar.

## Description

Typical cave bears had coarse and dark hair. They usually fed on subterranean lichen and blind fish.

## Combat

Cave bears, much like polar bears, used primarily their claws and powerful bite as weapons.

## History

Sometime after the War of the Silver Marches of 1485 DR, a family of cave bears resided in one of the caverns of Deadstone Cleft.

## Appendix

### Appearances

Adventures

* *Storm King's Thunder*
* *Visitors from Above*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 334. ISBN 978-0786965614.
2. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 29. ISBN 978-0-7869-4852-9.
3. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 17. ISBN 1-5607-6619-0.
4. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 9. ISBN 0-9356-9600-8.
5. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. {{#regex:10–15|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
6. ↑ Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 148. ISBN 978-0786966004.
Campaign 2

**Campaign 2** had 3 parties, following the events of Campaign 1 with the Rodseekers Convoy, the Phandelver Freers continued the story in Session C2S001. After entering the Endless Caverns in Session C2S012 the Delvers of the Endless Cave formed with there adventures there. On their return to Faerûn in Session C2S018 the Fellowship of Rhillik took the reigns.
Chemcheaux

**Chemcheaux** was a famous magical item shop located within the Swordspoint neighborhood in the Temple District of Ravens Bluff. Its daily operations were run by Mortimer, a Calishite mage and business partner to the renowned Prismal the Outrageous.

## History

Some time before 1370 DR, a sudden, violent explosion engulfed the shop. It was so large in force that it was visible from as far away as the nearby town of Mossbridges. Once the smoke cleared, it became evident that Mortimer, and at least one other clerk within the store, had completely disappeared. For years after this event, any spells cast near the ruins of Chemcheaux, or the city block it had been located on, would produce wild and unintended effects.

Eventually, the land where the famous shop stood came to be used by the city of Ravens Bluff. The bold and steadfast entrepreneur Veldarno Khalabari fulfilled his lifelong dream of building a club, the Raven's Glory, where Chemcheaux once stood.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 116. ISBN 0-7869-1195-6.
2. ↑ Template:Cite book/The Magic Encyclopedia Volume 1
Ches 28

**28 Ches**, or **the 28th of the Claw of Sunsets**, is the 89th day of the year in the Calendar of Harptos.

## On This Day

* In 1373 DR, Lolth broke her Silence; the Lady Penitent began a campaign against surface-dwelling drow in Velarswood and Cormanthor; and the Jaezred Chaulssin solidified their control over the ruins of Ched Nasad in the Underdark.
* In 1374 DR, the Risen Sun heresy gained more acceptance when the Church of Lathander in Telpir issued edicts in support.

## 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.
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. 155. ISBN 978-0-7869-4731-7.
Bladeling

* 3e
* 2e

**Bladelings** were a race of humanoid outsiders from the Barrens of Doom and Despair. Their skin was covered with sharp, metallic spines, and they were known for their xenophobia.

## Description

Bladelings were agile humanoid creatures covered in sharp, metallic spines that grew in patches on their tough, metal-hued skin. They were able to throw these spines, which acted like metal shrapnel to injure their foes. Bladelings had purple eyes that reflected like ice.

Bladelings were immune to acid and the effects of rust, and they were resistant to cold and fire. Bludgeoning weapons were not very effective against them.

## Personality

Bladelings were famous for their superstitious fear of outsiders to their territory. They would not trust anyone they did not know.

Bladelings were fearless in battle and quick to attack.

## Combat

Besides their ability to throw their spines, bladelings could strike with their sharp claws. They tended to carry longswords in combat. A common tactic was to focus their attacks on the strongest opponents first.

## Society

While bladeling society was rife with internal conflicts, they would quickly join together to fight a common foe.

Bladelings often trained as fighters, and their leaders were often also trained as clerics.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 Colin McComb, Dori Hein (February 1995). “Monstrous Supplement”. In Dori Hein ed. *Planes of Law* (TSR, Inc), p. 14. ISBN 0786900938.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 31. ISBN 07-8692-873-5.
3. ↑ 3.0 3.1 Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 144. ISBN 0-7869-3134-5.
Blood fiend

**Blood fiends** were abominations who fed on the blood of living creatures. Initially created in the Elemental Chaos by the ancient primordial, Haemnathuun, they were just as prevalent in other planes, wherever there were creatures to provide food for them.

## Description

Blood fiends were huge creatures with a purple-black or reddish scaly hide, a lupine muzzle with great fangs, red eyes, and four clawed hands. Each of these hands had five razor-sharp claws extending from them, as did the feet.

## Abilities

Blood fiends preyed on other fiends, as vampires preyed on humans. They also had the same ability to transform other creatures into their kind. In order to assist them in their hunts, blood fiends could use a terror gaze that immobilized their unfortunate victim, making the feast all the easier for the blood fiend. Blood fiends themselves were immune to fear.

Most wounds inflicted on them would heal in a matter of moments.

## Notable blood fiends

* Tsagoth
* Mari Agneh

## Appendix

### Notes

1. ↑ Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). *Manual of the Planes 4th edition*. (Wizards of the Coast), p. 111. ISBN 978-0-7869-5002-7.
2. ↑ Bruce R. Cordell, Eytan Bernstein, Brian R. James (January 2009). *Open Grave: Secrets of the Undead*. (Wizards of the Coast), p. 120. ISBN 0786950692.
3. ↑ Bruce R. Cordell, Ari Marmell and Robert J. Schwalb (November 2008). *Draconomicon: Chromatic Dragons*. (Wizards of the Coast), p. 150. ISBN 978-0786949809.
4. ↑ 4.0 4.1 4.2 4.3 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), pp. {{#regex:11–12|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4852-9.
5. ↑ 5.0 5.1 5.2 Richard Lee Byers (April 2007). *Unclean*. (Wizards of the Coast), p. 29. ISBN 978-0-7869-4258-9.
6. ↑ Richard Lee Byers (April 2007). *Unclean*. (Wizards of the Coast), p. 67. ISBN 978-0-7869-4258-9.
7. ↑ Richard Lee Byers (April 2007). *Unclean*. (Wizards of the Coast), p. 126. ISBN 978-0-7869-4258-9.

### Connections

Abominations
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Bore worm

* 5e

The **bore worm** was a massive, unique construct created by the "Metal Mage" Trobriand, designed to resemble the subterranean purple worms of Toril. It was in effect an enormous digging machine that dwelled within the dungeon-complex known as Undermountain.

## Description

Beyond being massive in size, the bore worm was even larger than the purple worms after which it was designed. It was made of metal, the exact type of which was unknown, and had enormous grinding jaws positioned in the front of its "head".

Due to its size and construction, the worm was immune to poison and could not be blinded, deafened, immobilized, petrified, or affected by any form of psychic magic or energy. Its metal form was extremely resilient and could only be damaged by weapons made from the metallic alloy adamantine.

## Behavior

First and foremost, the bore worm obeyed any direct orders issued by its creator Trobriand. If it was free from any direct commands, the worm tirelessly writhed through a series of often-used tunnels it had excavated throughout Undermountain.

## History

Sometime prior to the Year of Three Ships Sailing, 1492 DR, the bore worm dug out a vast network of tunnels that connected Trobriand's Graveyard with the Maze Level above along with Arcturiadoom below.

## Appendix

### Notes

1. ↑ Canon material does not provide a year for the events described in *Waterdeep: Dragon Heist*, but Christopher Perkins answered a question via Twitter and stated the year was 1492 DR. Unless a canon source contradicts this assertion, this wiki will use 1492 DR for events related to this sourcebook and *Waterdeep: Dungeon of the Mad Mage* (which is referenced on pages 5 and 98 of *Dragon Heist*).

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 171. ISBN 978-0-7869-6626-4.
2. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 172. ISBN 978-0-7869-6626-4.
Caer Callidyrr

**Caer Callidyrr** was the capital city of the Ffolk people on the Moonshaes island of Alaron, overlooking Whitefish Bay. Its castle was constructed from alabaster and it was the tallest man-made structure in the Moonshaes. It was inhabited by the monarchy of the Ffolk.

## Reference

1. ↑ 1.0 1.1 Douglas Niles (March 1992). *Prophet of Moonshae*. (TSR, Inc), p. 13. ISBN 1-56076-319-1.
2. ↑ Douglas Niles (March 1992). *Prophet of Moonshae*. (TSR, Inc), p. 12. ISBN 1-56076-319-1.