recursal/Fanatic-Fandom huggingface dataset:
Ashenwood

The **Ashenwood** was a wild evergreen forest in Rashemen known for its large number of fey inhabitants. The Rashemi considered the Ashenwood sacred and would not settle within its borders.

## Geography

The Ashenwood was located between Lake Ashane to the west and hills and the Sunrise Mountains to the east. A river marked its southern boundary.

The Ashenwood was a day's walk south of Immilmar.

## Inhabitants

Rashemi considered the forest sacred and so did not live in it. However, they believed many powerful spirits lived there, and there were certainly plenty of owlbears, trolls, and ettercaps.

## 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. 168. ISBN 978-0-7869-4924-3.
2. ↑ 2.0 2.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 204. ISBN 0-7869-1836-5.
3. ↑ Map included in Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast). ISBN 0-7869-1836-5.
4. ↑ Elaine Cunningham (April 2003). *Windwalker (Hardcover)*. (Wizards of the Coast), p. 193. ISBN 0-7869-2968-5.
Carrion crawler

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

## Appearance

### Average length

9‒15 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)[*citation needed*]

### Average weight

500‒800 lb (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** kg)[*citation needed*]

A **carrion crawler** was a burrowing aberration that scavenged the dead and occasionally preyed on living creatures. Similar to a giant, toothed centipede in appearance, carrion crawlers were often accompanied by a foul odor of death, which warned others of their approach.

Although their nature ultimately rested in the Far Realm, it was thought by many, and indeed was possible, that carrion crawlers were created through a mad wizard's experiments.

## Description

Carrion crawlers were large, pale yellow, and greenish aberrations whose appearance was akin to a three- to four-foot-long centipede. Crawlers possessed eight long tentacles protruding from the sides of their heads, allowing them to stun prey. Carrion crawlers also had two eye stalks, through which they could perceive their surroundings even in the darkest caverns. Additionally, carrion crawlers had a highly developed sense of smell.

## Behavior

Carrion crawlers often laid their eggs within a meal or mounds of waste. When the young hatched, often in numbers reaching into the hundreds, the baby crawlers quickly turned on one another, eating each other. Fortunately, this thinned down the numbers of the carrion crawlers substantially, who were also less dangerous at this time, possessing a less effective venom than their adult equivalents.

## Appendix

### Appearances

Adventures
*The Ship of Night*
Novels
*Canticle* • *Sacrifice of the Widow*
Computer Games
*Treasures of the Savage Frontier*
### Further Reading

* Johnathan M. Richards (January 2000). “The Ecology of the Carrion crawler”. In Dave Gross ed. *Dragon* #267 (Wizards of the Coast), pp. {{#regex:72–79|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 35. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 37. ISBN 978-0786965614.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 40. ISBN 978-0-7869-4852-9.
4. ↑ 4.0 4.1 4.2 4.3 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 30. ISBN 0-7869-2893-X.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 13. ISBN 0-9356-9600-8.
6. ↑ 6.0 6.1 6.2 Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 29. ISBN 0-7869-1552-1.
Abbey of the Moon

**Abbey of the Moon** was a temple to Selûne in Netheril. It was founded in −3847 DR. It was engulfed in fire in the year −3326 DR.

## Appendix

### 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. 27. 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. 29. ISBN 978-0-7869-4731-7.
Avolakia

* 3e

**Avolakia** were aberrations who lived deep underground in small tribal units.

## Description

In their natural form avolakia resembled a disgusting cross between an octopus, worm and insect. They had slimy, pale gray bodies and moved around on six tentacles, each of which had an eye. They reeked of death.

## Combat

Avolakia preferred to rely on magic or their own spell-like abilities in combat. They would also send their undead servants into combat and if forced into melee, would use their poisonous bite and flail with their claws.

## Ecology

Avolakia could animate corpses several times a day and used zombies as both minions and as a food source. Although they ate flesh from living or freshly killed creatures, they much preferred to eat undead meat. The tongue of the avolakia was composed of guttural, slobbering sounds. Most avolakias understood Undercommon, but their physiology made it impossible for them to speak it.

## Society

The avolakia lived in nests in the Lowerdark, defended by their undead minions. Avolakia were known to revere powers dedicated to death and decay, such as Ghaunadaur and Velsharoon. It was not uncommon for avolakia to occasionally ally themselves with aboleths or the illithid, but they generally regarded humanoids as fodder to create undead. Avolakia were known to take the form of humans with calming voices, using this ability to infiltrate religious organizations with the intent of stealing bodies to use as undead, and to twist individuals to worship their dark gods. Avolakia often infiltrated drow cities with this goal in mind.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 28. ISBN 07-8692-873-5.
2. ↑ Andy Collins, David Noonan, James Wyatt (2003). *D&D v.3.5 Accessory Update Booklet*. (Wizards of the Coast), p. 30.
3. ↑ 3.0 3.1 3.2 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 121. ISBN 0-7869-3053-5.
4. ↑ 4.0 4.1 4.2 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 29. ISBN 07-8692-873-5.
Arabeth Raurym

### Class

**Arabeth Raurym** was a female human sorcerer, an Overwizard of the Host Tower of the Arcane and Master of the South Tower. She was responsible for the Brotherhood's operations in the southern quadrant of Faerûn. She was also the eldest daughter of Elastul Raurym, Marchion of Mirabar.

## Description

Arabeth's stature was average but she bore a striking mane of reddish-brown hair that reached down to her waist. She tended to wear clothing that complemented her abilities as a spellcaster, with numerous storage spaces for her spell components. During her journeys to the lands south of Luskan, Arabeth would garb herself in clothing that matched whatever culture she would be encountering.

## Abilities

During her misspent youth in Mirabar, Arabeth developed skills in burglary and selling stolen goods. By 14, she had already manifested sorcerous powers and by 18 she had enough skill to defy her father, the Marchion of Mirabar, and evade his guards long enough to reach Luskan. Eventually her ability with magic was considered enough for her to become an Overwizard of the Arcane Brotherhood.

## History

Born in 1345 DR, Arabeth was the eldest daughter of Elastul Raurym, Marchion of Mirabar. Aware from a young age that she was likely to be married off as soon as able, Arabeth quickly grew to loathe her parents. Her initial rebellious attitude soon fermented into dallying in the less savory part of Mirabar and even joining a gang of youths involved in burglary, fencing stolen goods, and worse.

By the age of 14, in 1359 DR, Arabeth began to develop powers of sorcery, which caused ever-greater conflict between herself and her parents.

In 1361 DR, when Arabeth had reached 16 years, her parents decided to address her increasingly provocative behavior and sent her to Waterdeep to study under a wizard cousin of Arabeth's. Though her parents had hoped tutelage by her cousin would tame her magical outbursts, her cousin instead encouraged it, letting her defiance and mastery of sorcery grow.

However, in 1363 DR, just when Arabeth turned 18, her father, Elastul Raurym, called for Arabeth's return to Mirabar to prepare for her marriage to a young noble he had selected for her. Arabeth maintained a pretense of decorum and complied with her father's wishes up until the wedding day. On that day, she destroyed the entire ceremony with an unleashed torrent of magic and fled. For the rest of the year, she ran from the numerous hired soldiers of her father until she reached Luskan and found protection among the Arcane Brotherhood.

By 1372 DR, at the age of 27, Arabeth had worked her way up the ranks of the Arcane Brotherhood to become the Master of the South Tower and an Overwizard.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Jason Carl, Sean K. Reynolds (October 2001). *Lords of Darkness*. Edited by Michele Carter. (Wizards of the Coast), p. 112. ISBN 07-8691-989-2.
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 Jason Carl, Sean K. Reynolds (October 2001). *Lords of Darkness*. Edited by Michele Carter. (Wizards of the Coast), p. 113. ISBN 07-8691-989-2.
Ahoyhoy

**Ahoyhoy** was a fort on the northwest coast of the Snout of Omgar. It was inhabited by tortles.

## Geography

The fort was located at the top of a rocky shelf, overlooking a beach.

## Government

Ahoyhoy had no government. All inhabitants and visitors were expected to behave well. Transgressors would be invited (or taken) out of the settlement by the tortles standing guard at the time.

## Trade

The settlement had a lively market in which villagers traded with friendly visitors and sometimes with traders from ships anchored offshore. Since the village often received adventurers as guests, there was a variety of adventuring items for trade, as well as unusual items and exotic wild or domesticated beasts.

## Inhabitants

The fort was home to a local population of tortles who worked on crafts, fishing or general maintenance of the buildings. It also received tortle visitors who came to the village to trade or to lay eggs.

One notable inhabitant of the fort was Mudgraw, a tortle druid who sometimes offered his services as a guide to adventurers.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Christopher Perkins, Jeremy Crawford (September 2017). *The Tortle Package*. (Wizards of the Coast), pp. {{#regex:8–10|%(,)(\S)%|$1 $2}}.
2. ↑ Christopher Perkins, Jeremy Crawford (September 2017). *The Tortle Package*. (Wizards of the Coast), p. 5.
Charmaine

**Charmaine** was a servant of Szass Tam, the powerful lich and Zulkir of Necromancy of Thay, in the mid–14th century DR.

## Description

Charmaine was a thin and attractive middle-aged human woman. She was one of a few-dozen loyal servants of Szass Tam.

## Personality

She was polite, attentive, competent, and reliable, making her one of the lich's favorites as an attendant. She desired to grasp immortality with her master's help.

## Relationships

Charmaine served the lich in exchange for food and a promise of immortality instead of gold. Szass Tam fully intended to honor his promise as soon as he exhausted her youth, making her his loyal servant forever.

## History

By 1362 DR, Charmaine had been loyally serving Szass Tam for three decades.

Around 1364 DR, she was turned into a loyal vampire servant in the lich's army.

## Appendix

### References

1. ↑ 1.0 1.1 Jean Rabe (1991). *Red Magic*. (TSR, Inc.), p. 133. ISBN 1-5607-6118-0.
2. ↑ 2.0 2.1 2.2 Jean Rabe (1991). *Red Magic*. (TSR, Inc.), p. 134. ISBN 1-5607-6118-0.
3. ↑ Jean Rabe (1991). *Red Magic*. (TSR, Inc.), p. 141. ISBN 1-5607-6118-0.
Aerilpar Forest

The **Aerilpar Forest**, also known as the **Wood of Dark Trees**, both for its animated jungle and the dangerous beasts that prowled it, was located in Veldorn in the Shining South.

## Geography

The Wood of Dark Trees was found between the Giant's Belt Mountains to the north and the Liontongue River to the south.

## Description

 File:Aerilpar-Forest-Jason-A-Engle.jpg
Among its more notable features was the Aerilpar Mound, also known as the Mound of the Sleepless.

True to its name, the trees of this steamy forest were evil. It was widely rumored that the trees were some kind of animated monster created by a foul wizard.

## Inhabitants

A host of monsters lived within the forest including flying snakes, dark trees, and a pair of mated chimerae.

## Appendix

### References

1. ↑ Ed Greenwood (October 1990). *Dwarves Deep*. (TSR, Inc.), p. 10. ISBN 0-88038-880-3.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 66. ISBN 1-56076-595-X.
3. ↑ 3.0 3.1 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. 97. ISBN 978-0-7869-4924-3.
4. ↑ Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 77. ISBN 0-7869-3492-1.
Brindol

### Class

**Brindol the Burned** was a firesoul genasi and the leader of the genasi faction that lived in the Dominion of the Burned in Glaur as of 1479 DR.

## Description

Brindol was a fiery genasi armored in a carapace of burn-blackened iron, that had trophies of Brindol's past victories bolted across all the armor. Red tattoo-like designs curled across the rest of his body.

## Equipment

Brindol wielded a mighty warhammer that sometimes lighted with Brindol's own fire. Brindol also had two loyal "hounds", half-tamed anaxims he had subdued and trained to answer to him and him alone.

## Activities

As the leader of the Burned, Brindol was the owner of the key of the Birthing Furnace, a relic crafted by the primordial Nehushta, and thus he was responsible for the survival of the Burned genasi community as a whole. Brindol was also in charge of dispensing justice when necessary. Brindol was reputed to be even crueler with those genasi that had displeased him than former Burned leaders.

## History

In 1469 DR, Brindol became the leader of the few Burned who survived an anaxim invasion. Under his leadership, the Burned were able to conquer the small section of Glaur known as the Dominion of the Burned.

## References

1. ↑ Bruce R. Cordell (May 2009). “Gontal: Dominions of Nehu”. In Chris Youngs ed. *Dragon* #375 (Wizards of the Coast), p. 80.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Bruce R. Cordell (May 2009). “Gontal: Dominions of Nehu”. In Chris Youngs ed. *Dragon* #375 (Wizards of the Coast), p. 79.
Berun's Hill

**Berun's Hill** was a bare-topped, conical hill that commanded a splendid view of the valley of the Dessarin River to the east.

## History

The hill was used as a lookout for advancing barbarians and orc hordes from north and east. The hill got its name from the ranger Berun. He was slain by an orc horde but managed to take 300 tuskers with him, before they overwhelmed him. Bandits sometimes watched for likely victims from this hill.

## Rumors and Legends

Legend tells that under the hill lay the grave of an ancient dwarf with rich golden armor and treasures, but none ever found it.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 {{#rreplace:Dale Henson/slade, Ed Greenwood, Julia Martin, Steven E. Schend, Jennell Jaquays/Paul Jaquays, Steve Perrin|([\w\.[:blank:]\[\]]+)\/([\w\.[:blank:]\[\]]+)|$1 (as $2)}} (April 1996). *The North: Guide to the Savage Frontier (The Wilderness)*. (TSR, Inc), p. 38. ISBN 0-7869-0391-0.
2. ↑ Ed Greenwood (1987). *Waterdeep and the North*. (TSR, Inc), p. 4. ISBN 0-88038-490-5.

de:Berun's Hügel
Antholo's All the Realms

**Antholo's All the Realms** was a map and chart shop in Delzimmer, southeast Faerûn, owned by Antholo Kraul *circa* the Year of Wild Magic, 1372 DR.

## Location

Antholo's was located on Riuntle Street in Delzimmer, a crossroads town (before the Year of Blue Fire, 1385 DR) located between the Great Rift, the Eastern Shaar, Luiren, and the Forest of Amtar.

## Structure

The shop was an unremarkable store front among many on Riuntle Street.

## Services

The maps and charts at Antholo's sold for 25 to 200 gold pieces. The more expensive ones were larger, newer, and/or in demand, but all were much more practical than decorative—showing the essential elements without much cluttering detail. Examples of his wares included copies of trade charts from Calimshan, Tharsult, and the Tashalar, which were themselves mostly copied from more authoritative originals kept in monasteries, royal libraries, and Candlekeep.

## History

Antholo's All the Realms closed sometime in late 1371 or early 1372 DR when Antholo Kraul died while walking by a three-story residence that mysteriously collapsed upon him and a few others, fatally crushing them. Three of his female cousins closed the shop and were in a petty argument over the division of his wares when Kraul walked into his shop like nothing was amiss, a scant few days after his identified body had been burned on a funeral pyre. This same scenario was repeated many times over the next few months, which made Kraul somewhat notorious about town, and his shop benefited from that notoriety.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (April 2001–May 2003). Elminster Speaks archive (Zipped PDF). Elminster Speaks. Wizards of the Coast. pp. {{#regex:55–57|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2016-09-03.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Ed Greenwood (2002-08-07). Part #47: Doings in Delzimmer, Part 6. Elminster Speaks. Wizards of the Coast. Archived from the original on 2016-11-01. Retrieved on 2017-07-05.
Argul

**Argul** was a ruined castle located in northern Eskorn, Laerakond.

## History

Argul was built by dragonborn slaves to serve as a lair for the dragon lord Argularragh. Over time, people named the castle after the dragon. When Argularragh vanished without a trace, other Eskornar dragon lords razed the castle to stole whatever wealth Argularragh had hoarded within its lair and to ate its dragonborn inhabitants.

## References

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. 205. ISBN 978-0-7869-4924-3.
2. ↑ 2.0 2.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 206. ISBN 978-0-7869-4924-3.
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), p. 207. ISBN 978-0-7869-4924-3.
Adaru

* 3e

**Adarus** were cunning, mobile tanar'ri demons that enjoyed corrupting other beings and collecting minions.

## Description

Adaru demons looked like massive millipedes with humanoid, vaguely child-like, faces. Their bodies were crusted with filth and weeping sores.

Adarus were approximately 8 feet (**Expression error: Unexpected < operator.** meters) long and weighed as much as 250 pounds (**Expression error: Unexpected < operator.** kilograms).

## Abilities

Adarus were highly mobile demons, easily capable of climbing, swimming, and even burrowing at speed. Additionally, adarus constantly emitted a poisonous mist from their body that slicked the surrounding ground, damaged non-evil beings, and aided evil beings. They were also immune to spells that restricted movement. If a battle went against an adaru, it would use its *greater teleport* ability to flee.

Adaru demons were intelligent and often recruited minions from the ranks of weaker demons. When lies failed, they used their natural *charm* ability to "recruit" the weaker demon anyway.

Like all tanar'ri, adarus were immune to poison and electricity, and could attempt to summon other demons (in their case, babaus) once a day. They spoke a number of languages, and had telepathy with a 100 feet (**Expression error: Unexpected < operator.** meters) range.

## Ecology

Adarus were said to be born in the Abyss whenever a mortal spoke an untruth that had grave consequences. Because of this, they were said to be treachery and deception given form.

Adaru did not need to eat or drink, but nonetheless enjoyed feasting on the bodies of their victims.

Natives of the Abyss, adarus were most common on the 444th layer, where their vile excretions had turned the barren landscape into a morass of toxic mud.

## Society

Adaru demons were intensely aware of their standing in relation to more powerful demons. To compensate, they used their cunning to recruit and exploit large groups of lesser demons. They cared nothing for these minions and sacrificed them without hesitation.

Adarus loved wealth and collected it as a sign of their own importance. Additionally, they were fascinated by body parts that they did not have and would collect examples of these as mementos.

Adaru demons were known servitors of the goddess Talona; in fact, it was held by some scholars that she was responsible for their creation.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14  (July 2007). *Monster Manual V*. (Wizards of the Coast), pp. {{#regex:20–22|%(,)(\S)%|$1 $2}}. ISBN 0-7869-4115-4.

### Connections

Demons
**Loumara**
 Dybbuk • Guecubu • Manitou
 **Tanar'ri**
 **Adaru** • Alkilith • Armanite • Arrow demon • Babau • Balor • Bar-lgura • Bulezau • Cerebrilith • Chasme • Dretch • Glabrezu • Goristro • Hezrou • Kastighur • Klurichir • Mane • Marilith • Maurezhi • Molydeus • Nabassu • Nalfeshnee • Rutterkin • Sorrowsworn • Succubus • Uridezu • Vrock • Yochlol
 **Miscellaneous Demons**
 Alu-fiend • Bebilith • Cambion • Ghour • Immolith • Kazrith • Maw demon • Quasit • Retriever • Shadow demon • Shoosuva • Sibriex • Wastrilith
Antelope

* 2e
* 1e

**Antelopes** were a species of a herd animal.

They would normally flee from danger but would attack if cornered.

## Appendix

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

Novels
*Horselords* • *Red Magic* • *Dangerous Games* • *Mortal Consequences* • *Star of Cursrah*
**Referenced only**

*The Ruby Guardian*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 243. ISBN 1-5607-6619-0.
2. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 51. ISBN 0-9356-9600-8.
Camarasaurus

* 2e
* 1e

**Camarasauruses** were a type of herbivorous dinosaur.

They were herd animals, and dwelt in swamps.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. 21. ISBN 0-88038-769-6.
2. ↑ 2.0 2.1 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 24. ISBN 0-9356-9600-8.
Abreon

**Abreon** was a large town in Lapaliiya in southwest Faerûn in the mid–14th century DR.

## Geography

This inland town lay amidst low rolling hills. These were strewn with fields, vineyards, and olive groves.

## Government & Religion

Around 1373 DR, it was governed by a council of wealthy farmers.

The civic deity of Abreon was Lliira the Joybringer.

## History

The area was once the location of a great battle fought between the besieged defenders of Lapaliiya and the invading forces of Serpentes, which finally conquered the land in the Year of Sunned Serpents, –189 DR.

## Locations

Barrows dating back to the last battle between Lapaliiya and Serpentes still lay hidden in the fields around Abreon in the 14th century DR. Occasionally, undead humanoids and serpentfolk creeped out to terrorize the people of the area.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 99. ISBN 0-7869-3277-5.
2. ↑ Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), p. 102. ISBN 0-7869-3277-5.
Assassin vine

* 5e
* 3e

An **assassin vine** was a type of carnivorous plant found in varieties both above and below the surface.

## Description

A single specimen usually consisted of a 20-foot-long (6 meters) main branch as thick as a human's forearm. Smaller vines up to 5 feet (150 centimeters) extended from the main branch and bore clusters of grape-like berries. The bark was stringy. The leaves of an assassin vine were distinct in their asymmetric five-pointed shapes, which resembled a hand.

The plants were tougher than usual and were resistant to burning or freezing. Electricity did not harm them at all.

Assassin vines could move along the ground but very slowly.

## Variants

A related plant was also found in the Underdark. These varieties had thinner stems and gray leaves with brown, silver, or white veins. Since they could not make energy from the sun, they required a source of thermal energy and would usually generate enough offal to also support colonies of subterranean fungi in a symbiotic relationship.

## Ecology

Assassin vines would absorb nutrients from decaying matter into their roots. Being carnivorous plants, they would lie in wait until they sensed motion and would snap out and entangle prey, strangling it to death.

The vines produced fruit in late summer.

## Habitats

The Ardeep Forest east of Waterdeep contained a population of assassin vines.[*citation needed*] They were also present in large numbers in the Flooded Forest between the Vast and the Moonsea. They also potentially grew in the Vast Swamp and in the counterpart Shadow Swamp in the Plane of Shadow.

Myconids in the Lowerdark city of Fluvenilstra kept a defense of subterranean assassin vines, in addition to other plant creatures.

## Uses

The fruit of an assassin vine was tough and bitter, but it could be turned into a strong wine.

## Reference

1. ↑ 1.0 1.1 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 213. ISBN 978-0-7869-6610-3.
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 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 20. ISBN 0-7869-2893-X.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), pp. {{#regex:159,297|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1836-5.
4. ↑ Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), p. 39. ISBN 07-8694-119-7.
5. ↑ Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), p. 79. ISBN 07-8694-119-7.
6. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 149. ISBN 0-7869-3053-5.
Boar

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

**Boars** were wild relatives of the domestic pig.

## Physical description

Boars were covered in thick fur, often brown or grayish in color. The exact size of a boar varied from species to species, from roughly human size to roughly the mass of an ogre or similarly sized creature. All varieties of boars were armed with sharp tusks that jutted out from beneath their snout and which were capable of causing serious injury. Boars also had a highly developed sense of smell.

## Personality

Though not predatory by nature, boars were ill-tempered and territorial, a combination made worse by boars' powerful musculature and sharp tusks.

## Ecology

### Habitats

Boars were found in most locales across the world, from chilly tundras to hot jungles. They were also found in the Feywild as well as on the Prime Material Plane.

## History

A petrified boar was kept on the Arcane Chambers level of Undermountain by Halaster.

## Society

Boars usually traveled in groups known as sounders.

## Species

There were several species of boar, some of which are listed below.

Dire boar
Larger than usual boars with increased aggression.
Pig
The domestic variant of boars, raised for livestock.
Thunderfury boar
The fey derivative of boars, which were far more ferocious than their Prime kin.
## Appendix

### Appearances

Adventures

* *Baldur's Gate: Descent into Avernus*
* *Waterdeep: Dungeon of the Mad Mage*

Video games

* *Gateway to the Savage Frontier*

### External links

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

### References

1. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 319. ISBN 978-0786965614.
2. ↑ Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 270. ISBN 0-7869-1552-1.
3. ↑ David "Zeb" Cook *et al.* (1989). *Monstrous Compendium Volume One*. (TSR, Inc), p. 14. ISBN 0-8803-8738-6.
4. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 11. ISBN 0-9356-9600-8.
5. ↑ 5.0 5.1 5.2 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 35. ISBN 978-0-7869-4852-9.
6. ↑ 6.0 6.1 Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 194. ISBN 0-7869-1552-1.
7. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 41. ISBN 978-0-7869-6626-4.
Buffalo

* 2e
* 1e

**Buffalo** were a species of uncommon herd animal that was sometimes domesticated by humans.

## Description

Buffalo were large and stocky animals that were around 5 feet (1.5 m) tall. They had a humped back, a pair of small horns and a small tail. Buffalo were more intelligent than most other types of herd animals, and were the fiercest in combat.

## Combat

These animals did not flee from combat as often as cattle, sheep and antelopes, and often tried to fight off their attackers. Buffalo utilized their horns if approached too closely, and could charge from a distance, piercing and stamping over their opponents.

## Ecology

Some buffalo were suited to forest environments, particularly in the Forest Country, which was in the same area as modern day Cormyr. They were traded in cities, such as Keltar, which was known for its leather market. Other than Faerûn, they were known to dwell in Kara-Tur, especially the water buffalo that lived near the Fenghsintzu River.

## Appendix

### Appearances

Novels
**Referenced only**

*Mortal Consequences*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 David "Zeb" Cook *et al.* (1989). *Monstrous Compendium Volume One*. (TSR, Inc), p. 8. ISBN 0-8803-8738-6.
2. ↑ 2.0 2.1 2.2 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 11. ISBN 0-9356-9600-8.
3. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), p. 299. ISBN ISBN 0-7869-0710-X.
4. ↑ Steven E. Schend and Dale Donovan (September 1998). *Empires of the Shining Sea*. (TSR, Inc), pp. {{#regex:108–110|%(,)(\S)%|$1 $2}}. ISBN 978-0786912377.
5. ↑ You must cite a specific book in this boxed set.
Bloated Gargoyle Inn

The **Bloated Gargoyle Inn** was an inn in the city of Tsurlagol in the Vast.

In the early 7th century DR, the infamous pirate Urthag the Knife boldly caroused for several hours at the Bloated Gargoyle Inn. Finally, the Royal Constabulary discovered him and tried to arrest him and Urthag fled across the rooftops of the city.

## References

1. ↑ George Krashos (November 2000). “Bazaar of the Bizarre: Soargar's Legacy”. In Dave Gross ed. *Dragon* #277 (Wizards of the Coast), p. 88–89.
Calimite

*This article is about the breed of horse. For the human ethnicity, see Calishite.*

## Appearance

### Hair color(s)

Bay
Black with white markings on face and legs
Chestnut
Gray

### Distinctions

Head-shape
Prominent eyes
High tail carriage
Speed
Endurance

## History

### Based on

Arabian horse

**Calimite** was a famous breed of light warhorse known for its speed and endurance.

Originating in the Calim Desert, legends told that Calimites were granted their speed by the djinni Calim himself.

A Calimite was considered a beautiful horse. It had an easily recognizable head shape with an arched neck and a raised tail carriage. It had large eyes and could come in a variety of colors, such as chestnut or gray.

Calimites were very expensive horses, costing an average of sixteen hundred gold pieces.

To call a Calishite a Calimite was a severe insult.

## References

1. ↑ 1.0 1.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 274. ISBN 0-7869-2893-X.
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 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 154. ISBN 0-7869-3697-5.
3. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 73. ISBN 0-8803-8828-5.
Bronzefume

## Rules Information

* 5e

**Bronzefume** was a weak dragon turtle in service to the Cult of the Crushing Wave at the Temple of the Crushing Wave in Tyar-Besil during the Elemental Evil crisis.

## Personality

Bronzefume agreed to help the Cult in exchange for riches. She was a young and impressionable creature. She preferred to destroy boats more than people.

## History

In 1491 DR, Gar Shatterkeel convinced Bronzefume to help him in exchange for treasures. She patrolled a part of the temple, waiting for her next meeting with the water prophet.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Michele Carter, Stacy Janssen eds. (2015). *Princes of the Apocalypse*. (Wizards of the Coast), p. 92. ISBN 978-0786965786.
2. ↑ 2.0 2.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 119. ISBN 978-0786965614.
Black bear

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

The **black bear** was a forest-dwelling animal.

## Description

These creatures had black, blond, or cinnamon fur. Black bears on average were 5 ft (1.5 m).

## Behavior

These omnivore ursoids were not usually dangerous unless their cubs or food supply was threatened.

## History

A black bear was found in the Wyllowwood level of Undermountain, where it enjoyed following strangers round for food.

## Notable black bears

* Darlow and Tilbee, the bears that dwelled within Harvesthome Abbey in Goldenfields

## Appendix

Adventures
*Doom of Daggerdale* • *Storm King's Thunder* • *Waterdeep: Dungeon of the Mad Mage*
Video Games
*Icewind Dale* • *Baldur's Gate II: Shadows of Amn* • *Baldur's Gate II: Throne of Bhaal* • *Neverwinter Nights* • *Neverwinter Nights: Shadows of Undrentide* • *Baldur's Gate II: Enhanced Edition* • *Sword Coast Legends* • *Baldur's Gate: Siege of Dragonspear*
### External links

* Black bear article at ***Wikipedia***, The Free Encyclopedia.

### References

1. ↑ Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 318. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 269. ISBN 0-7869-2893-X.
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. ↑ 5.0 5.1 5.2 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 9. ISBN 0-9356-9600-8.
6. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 70. ISBN 978-0-7869-6626-4.
7. ↑ Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 47. ISBN 978-0786966004.
Bleached Bones Flats

The **Bleached Bones Flats** was a land area in the Dragon Coast. The Bleached Bones Flats were all the land between Teziir and Westgate.

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

Troy Denning (April 1996). *The Veiled Dragon (Paperback, 1996)*. (TSR, Inc), p. 1. ISBN 0-7869-0482-8.
Amethyst dragon

* 3e
* 2e
* 1e

**Amethyst dragons** were considered wise even by dragon standards. They tended to be poor flyers but could burrow underground. Most Amethyst dragons lived in the Elemental Plane of Earth.

## Combat

Adult Amethyst dragons preferred to use invisibility to catch their opponents off-guard. Their breath weapon was a blast of concussive force. Additionally, once per day, amethyst dragons could spit a crystalline lozenge which exploded on impact.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 70. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 2.3 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 79. ISBN 07-8692-873-5.
3. ↑ Andy Collins, James Wyatt, and Skip Williams (November 2003). *Draconomicon: The Book of Dragons*. (Wizards of the Coast), p. 288. ISBN 0-7869-2884-0.
4. ↑ Bruce R. Cordell (April 2004). *Expanded Psionics Handbook*. (Wizards of the Coast), p. 183. ISBN 0-7869-3301-1.
5. ↑ 5.0 5.1 Arthur W. Collins (May 1980). “That's not in the Monster Manual!”. In Jake Jaquet ed. *Dragon* #37 (TSR, Inc.), pp. {{#regex:6–7, 35–36|%(,)(\S)%|$1 $2}}.
6. ↑ Scott Brocius & Mark A. Jindra (2003-01-24). The Legend of Sardior. The Mind's Eye. Wizards of the Coast. Retrieved on 2019-05-07.
7. ↑ Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 77. ISBN 07-8692-873-5.

### Connections

Dragonkind
The Family of Dragons

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

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

**Related creatures**Abishai • Dracon • Dracosphinx • Dragonborn • Dragonkin
**Dragonbloods:** Draconic creature • Dragonborn of Bahamut • Dragonspawn • Dragonwrought kobold • Drow-dragon (shadow) • Drow-dragon (deep) • Half-dragon • Kobold • Urd • Zar'ithra • Zekyl
**Undead dragons:** Dracolich • Vampiric
Ches 10

**10 Ches**, or **the 10th of the Claw of Sunsets**, is the 71st day of the year in the Calendar of Harptos.

## On This Day

* In 1374 DR, Lord Seiveril Miritar announced his resignation from the Council of Evermeet and called for volunteers to assist Evereska against fey'ri invaders.

## 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.
Braundlae's Best

**Braundlae's Best** was a restaurant and tavern on the promenade below the Roving Dragon in Suzail, Cormyr and staffed by Braundlae.

## Food and drink

The restaurant served live eels in mint-and-lime hot sauce and sausage rolls with Silver dragon sauce.

## References

1. ↑ 1.0 1.1 1.2 1.3 Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), pp. {{#regex:220–226|%(,)(\S)%|$1 $2}}. ISBN ISBN 0-7869-0710-X.
2. ↑ Ed Greenwood and Jeff Grubb (April 1998). *Cormyr: A Novel (Paperback)*. (Wizards of the Coast), pp. {{#regex:222–223|%(,)(\S)%|$1 $2}}. ISBN ISBN 0-7869-0710-X.
Bay of Halruaa

The **Bay of Halruaa** was a bay located in south central Halruaa along the Great Sea.

## Description

The Bay of Halruaa opened up the central portion of southern Halruaa to the Great Sea. It connected with the Halagard Channel to connect Lake Halruaa and all of Halruaa's major rivers and tributaries.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 3. ISBN 1-56076-595-X.
Bent Bow Bowyer

*This article is about the archery shop in Everlund. For other uses, see Bent Bow (disambiguation).*

## Volo's Ratings

### Pricing

File:4coins.jpg

The **Bent Bow Bowyer** was an excellent archery shop located in the Bell Market in Everlund.

## Services

Around 1370 DR, the shop was particularly well known for its everbright arrowheads and custom bows.

## Appendix

### Appearances

Sourcebooks

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

### References

1. ↑ 1.0 1.1 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 167. ISBN 1-5607-6678-6.
2. ↑ 2.0 2.1 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 43. ISBN 0-7869-0391-0.
Abbey of St. Sollars

## Abbey of Saint Sollars

The **Abbey of Saint Sollars** was the temple of Ilmater in Bloodstone Village, Damara.

## Structure

The Abbey was a medium-sized building made up of an entrance hall, central sanctuary, a bell tower, and a parish house. The entrance hall opened to the outside by way of two large wooden doors. The sanctuary was the largest room of the structure. It was the central place of worship and contained several rows of wooden pews, a high arched buttressed ceiling, and a large altar on a raised dais. The Book of Saint Sollars laid open on the altar. Behind the altar, stained glass windows let light shine down upon the altar. The bell tower contained four floors with two large bells at the top. The parish house was attached to the side of the abbey and was where the resident abbot dwelt. It contained a small library of theological works, a copying room for scribing manuscripts, and four cells for the abbot and his assistants.

## Inhabitants

Abbot Aldric was the current senior priest at the Abbey of Saint Sollars.

## History

The abbey was named after Sollars the Twice-Martyred, considered a saint by the Church of Ilmater.

## Appendix

### References

1. ↑ Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 30. ISBN 0-7869-2759-3.
2. ↑ Douglas Niles and Michael Dobson (1985). *Bloodstone Pass*. (TSR, Inc), p. 16. ISBN 978-0394548562.
3. ↑ Douglas Niles and Michael Dobson (1985). *Bloodstone Pass*. (TSR, Inc), p. 19. ISBN 978-0394548562.
4. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 76. ISBN 978-0786903849.
Chionthar (horse)

## Chionthar

* 3e

*For other uses, see Chionthar (disambiguation).*
The **Chionthar**, also known as the **Reaching** or **Cormyte riding horse**, was a popular light steed from the Chionthar Valley in the Western Heartlands. Although they were most commonly found in their home region, they were also abundantly bred in the Eastern Heartlands.

Highly valued by travelers and couriers, especially for their easy-to-train temperament. The Chionthar could be bought from quality ranchers in a number of cities including Arabel, Harrowdale and Waymoot in central Faerûn, or Asbravn, Hluthvar and Iriaebor in the Western Heartlands. The average price for a steed was 200 gp.

## Description

This breed was particularly strong and swift for its size. It had a long neck and regal-looking head with a face and eyes that exhibited notable intelligence.

## History

The Chionthar was originally bred in the Vilhon Reach, influenced heavily by its Calimite and Dambraii forebears. Despite their origins on the southern coasts of the Sea of Fallen Stars, the Chionthar was perfected as a breed in Cormyr.

## 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 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 154. ISBN 0-7869-3697-5.
2. ↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 273. ISBN 0-7869-2893-X.
Caer-Konig

**Caer-Konig** was one of the towns of Ten Towns in Icewind Dale.

## Geography

Caer-Konig was located on the northern shore of Lac Dinneshere, not far from Caer-Dineval. The fishing waters of the lake were shared between the two towns, but fishermen nevertheless often squabbled over territory.

The town straddled the round harbor in a semicircle, with a line of buildings at the edge of the harbor, an uphill slope, and a circular round with buildings.

## History

Dorim Lugar was the councilman of the town until he was killed over a fish in 1356 DR. His second-in-command, Schermont, became the new councilman after the incident. Schermont was known for his heavy-handed approach to rulership, and he held a particular grudge against Caer-Dineval.

After the war with Akar Kessell and the Battle of Icewind Dale, Caer-Konig was given to the barbarians, although the barbarians later left town for the open tundra.[*citation needed*]

### Notable Locations

* Market square, located on the eastern side of the city.
* Market Inn, located on the market square.
* Tavern, located on the market square.
* Schermont's house, located in the upper part of the town near the ruined caer.
* Ruined caer (castle), located on a small hill above the town overlooking the harbor.
* The Northern Light, located on the eastern side of the city.

## 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 R.A. Salvatore, Jeffrey Ludwig, Matthew Sernett, James Wyatt (November 19, 2013). “Campaign Book”. *Legacy of the Crystal Shard* (Wizards of the Coast), pp. {{#regex:23–27|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6464-2.
4. ↑ 4.0 4.1 R.A. Salvatore (March 2005). *The Crystal Shard*. (Wizards of the Coast), pp. {{#regex:55–57|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1606-0.
5. ↑ 5.0 5.1 5.2 5.3 R.A. Salvatore (March 2005). *The Crystal Shard*. (Wizards of the Coast), pp. {{#regex:204–205|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1606-0. Cite error: Invalid `<ref>` tag; name "tCS-p204-205" defined multiple times with different content
6. ↑ Philip Athans (2008). *A Reader's Guide to R. A. Salvatore's the Legend of Drizzt*. (Wizards of the Coast), p. 126. ISBN 0-7869-4915-5.
7. ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Philip Athans (2008). *A Reader's Guide to R. A. Salvatore's the Legend of Drizzt*. (Wizards of the Coast), p. 131. ISBN 0-7869-4915-5.

### 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