recursal/Fanatic-Fandom huggingface dataset:
Baldur's Gate/Bloomridge

## Bloomridge

**Bloomridge** was a wealthy district within the Lower City of Baldur's Gate located on the western half of Gray Harbor south of the Old Wall. It was home to the wealthier citizens of the Lower City, the merchants, landowners and sea captains who sought a lifestyle that more closely resembled that of the wealthy patriar of the Upper City.

By great feats of engineering, both structural and arcane, Bloomridge was partially built into the Old Wall that separated the Upper and Lower Cities.

## Description

The district was highlighted by the grand manor-houses that, on occasion, took up entire city blocks of Bloomridge. Between these palatial estates were cafes, restaurants and boutique shops that were connected by a series of open-air sweeping staircases that descended to street level. Hanging gardens, open galleries and rooftop terraces served to beautify the streets of Bloomridge even further.

Many of the buildings in Bloomridge featured ground-level businesses with upper-story apartment complexes, many of which offered great views over the bay. By the late 15th century DR there was little available housing and those that were open for rent were exceedingly expensive.

## Notable Locations

Residences

* Mandorcai's mansion: This eyesore of a building appeared seemingly out of nowhere, bringing additional mysteries that plagued the authorities of the Lower City.
* Seskergates: Located adjacent to Mandorcai's, this tower of a manse was purchased by the eccentric wizard Imbralym Skoond.

Taverns and Inns

* The Smilin' Boar: One of Bloomridge's most trendy cafés, the Boar was previously a failing tavern.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 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), p. 94. ISBN 978-0-7869-4924-3.
2. ↑ 2.0 2.1 Dungeon Master's screen included in Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). *Murder in Baldur's Gate*. Edited by Dawn J. Geluso. (Wizards of the Coast). ISBN 0-7869-6463-4.
3. ↑ 3.0 3.1 3.2 Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). “Campaign Guide”. In Dawn J. Geluso ed. *Murder in Baldur's Gate* (Wizards of the Coast), p. 18. ISBN 0-7869-6463-4.
4. ↑ 4.0 4.1 Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). “Campaign Guide”. In Dawn J. Geluso ed. *Murder in Baldur's Gate* (Wizards of the Coast), p. 19. ISBN 0-7869-6463-4.
5. ↑ Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). “Campaign Guide”. In Dawn J. Geluso ed. *Murder in Baldur's Gate* (Wizards of the Coast), p. 63. ISBN 0-7869-6463-4.
6. ↑ Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). “Campaign Guide”. In Dawn J. Geluso ed. *Murder in Baldur's Gate* (Wizards of the Coast), p. 58. ISBN 0-7869-6463-4.
434 DR

434 DR
 MulhorandCalendar

## Births in 434 DR

* Galaghard Obarskyr is born.[*citation needed*]

## 434 DR in politics

* The duergar build the temple city of Dirk Hargunen.

## 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. 73. ISBN 978-0-7869-4731-7.

de:434\_TZ\_T
Allosaurus

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

An **allosaurus** (pronounced: /ælloʊˈsɑːrʌs/ *æl-lo-SAR-us* about this audio file listen) was a large carnivorous dinosaur, commonly found in the jungles of Chult.

## Description

Allosaurs were large, fast and powerful hunters possessing sharp claws.

## Combat

An allosaurus could easily run down prey on open ground. Once it caught a creature it would use its claws to pounce it and pin it down.

## Ecology

One of the colleges of the Tabaxi city of Mezro was known to ask explorers to hunt and capture a live allosaurus in exchange for jungle training or teaching the Tabaxi language.

## Notable allosaurs

* Bonecruncher, an ill-tempered racing allosaurus from Port Nyanzaru.
* Nasty Boy, a racing allosaurus from Port Nyanzaru.

## Appendix

### External Links

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

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 79. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), pp. {{#regex:70–71|%(,)(\S)%|$1 $2}}. ISBN 07-8692-873-5.
3. ↑ Andy Collins, David Noonan, James Wyatt (2003). *D&D v.3.5 Accessory Update Booklet*. (Wizards of the Coast), p. 32.
4. ↑ David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. 20. ISBN 0-88038-769-6.
5. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 24. ISBN 0-9356-9600-8.
6. ↑ 6.0 6.1 James Lowder, Jean Rabe (1993). *The Jungles of Chult*. (TSR, Inc), p. 2. ISBN 1-5607-6605-0.
7. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
8. ↑ James Lowder, Jean Rabe (1993). *The Jungles of Chult*. (TSR, Inc), p. 19. ISBN 1-5607-6605-0.
9. ↑ 9.0 9.1 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 32. ISBN 978-0-7869-6610-3.
Alturiak 14

**14 Alturiak**, or **the 14th of the Claw of Winter**, is the 45th day of the year in the Calendar of Harptos.

## On This Day

* Waterdhavians celebrate the Grand Revel in honor of Lliira, Sharess, and Sune by consuming sweet treats, dancing, singing, and exchanging gifts in traditional young couple escapades.

## References

1. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 184. ISBN 978-0-7869-6625-7.
Anaxaster

**Anaxaster** was a blue dragon who lived in the ruined city of Ascore during the 15th century DR.

Anaxaster made its lair within one of the wrecked, dwarven stone ships that dotted the landscape.

## Relationships

Anaxaster was born to the ancient blue dragon Iymrith.

Anaxaster had a playful relationship with its sibling Chezzaran. They spent their time playfully fighting in the skies above their mother's domain.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 73. ISBN 978-0786966004.
Amphisbaena

*This article is about the creature. For the deity, see Sseth.*

* 5e
* 3e
* 2e

An **amphisbaena** (pronounced: /æmfɪsˈbeɪnɑː/ *æm-fis-BAY-na* about this audio file listen) resembled a pit viper with, instead of one head, two of them at each end of its body.

## Description

An amphisbaena's skin molted just like other snakes, and little horns above each eye helped it to shed its skin. The skin of an amphisbaena had the same variations as found in normal vipers.

Amphisbaenae slithered sideways just like other snakes. It could step up its pace of movement by grabbing its own head with the other and rolling like a hoop.

## Combat

In combat, amphisbaenae could use both heads to snap at opponents simultaneously. This enabled the monster to attack and defend at the same time.

Upon impending death, an amphisbaena would attempt to bite its own head with the other so as to turn itself into stone.

## Location

Sages documented the hatching of a clutch of amphisbaenae in the town of Chariton in Battledale in the late 14th century DR. The townspeople were proven ignorant to the danger when the unattended amphisbaenae grew to immense proportions and slaughtered most of the town's inhabitants. Since that time, the town of Chariton was a ghost town. It was said that the amphisbaenae left the town after they had depleted it as a source of food and moved on to the forests near the Pool of Yeven, the Deeping Stream, and Lake Sember.

## Appendix

### See Also

* Amphisbaena the World Serpent was also a name under which the dark serpentine god Sseth was known in the lands of Lapaliiya and Tashalar.

### Further Reading

* Johnathan M. Richards (March 1995). “The Ecology of the Amphisbaena”. In Kim Mohan ed. *Dragon* #215 (TSR, Inc.), pp. {{#regex:32–38|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.0 1.1 1.2 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 320. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 Mike Mearls, Kate Welch (May 2019). *Ghosts of Saltmarsh*. Edited by Kim Mohan. (Wizards of the Coast), p. 230. ISBN 978-0-7869-6686-8.
3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). *Serpent Kingdoms*. (Wizards of the Coast), pp. {{#regex:62–63|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3277-5.
4. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 25.
5. ↑ Eric L. Boyd (1997). *Powers and Pantheons*. (TSR, Inc), p. 84. ISBN 0-7869-0657-X.
Acid blob

* 2e

An **acid blob** was a rare subterranean ooze that was known to dwell in Zakhara.

“
Acid blobs prefer living targets and will pursue them until death or lunch.

”

## Description

Acid blobs were deadly green oozes that bounced across the ground, rather than stick to ceilings or walls. Some of these blobs were darker in color, but seemed to be much rarer.

## Combat

These unintelligent blobs of acid attacked their opponents with their bodies, where the acid quickly burned flesh. The acid, however, was not long-lasting. All ordinary metal objects had a chance to become weakened, or even break. Magic items were not affected by the blob's acid.

On their own or in a pair, acid blobs were not so difficult to deal with. However, a pack of eight or so acid blobs posed a threat to adventurers.

## Ecology

Acid blobs were formed by separating off of larger acid blobs. Smaller blobs could also separate to form larger, more powerful blobs.

Although they preferred to live underground, as most oozes and slimes did, they were often found above ground, looking for meals. Although they were omnivorous, the acid blobs much preferred living prey. To make this easier, they often formed packs of up to eight blobs to hunt down the next feast.

## Appendix

### Appearances

Video games
* *Al-Qadim: The Genie's Curse*

### 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 Cyberlore Studios (1994). Designed by Herb Perez. *Al-Qadim: The Genie's Curse*. Strategic Simulations, Inc.

### Connections

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

## Wave District of Athkatla

The **Wave District** of Athkatla housed many of the city's maritime businesses, such as shipwrights, cartographers, and nautical traders. Interestingly enough, it was home to many scribes and scholars. It was located in the northwest portion of the city, along the Sea of Swords and northern bank of the Alandor River. Alamander's Gate led northward out of the city.

## Notable locations

* The Great Griffin: This massive, seven-ton bell was used alert captains who sailed into Athkatla during storms.
* Moonhall: A temple of Selûne

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 7. ISBN 0-7869-1626-5.
2. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 6. ISBN 0-7869-1626-5.
Bay of Chult

The **Bay of Chult** was a bay located on the north of Chult fed by the Rivers Soshenstar and Tiryki. Port Nyanzaru was located on this bay.

## Notable Inhabitants

For centuries, the dragon turtle Aremag inhabited the bay, demanding treasure from ships passing through.

## Appendix

### References

1. ↑ 1.0 1.1 Template:Cite book/The Jungles of Chult/map
2. ↑ 2.0 2.1 James Lowder, Jean Rabe (1993). *The Jungles of Chult*. (TSR, Inc), p. 27. ISBN 1-5607-6605-0.
3. ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). *Tomb of Annihilation*. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 42. ISBN 978-0-7869-6610-3.
4. ↑ James Lowder, Jean Rabe (1993). *The Jungles of Chult*. (TSR, Inc), p. 9. ISBN 1-5607-6605-0.
5. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 104. ISBN 0-7869-1836-5.
Bay of Dancing Dolphins

The **Bay of Dancing Dolphins** was a large bay in Dambrath, over 300 miles long, that has had completely calm waters over the last 500 years. It protected the center of the nation from the harsh weather of the Great Sea. The name came from the pods of dolphins that would elaborately play in a coordinated dance every day at dusk.

## Climate

Waters of the bay were abnormally calm, with only occasional winds and rain along the coastline, and no storms had been reported for over five centuries. The water was crystal-clear.

## Ecology

The bay was full of a wide variety of fish, including swordfish, snapper, seabass and was also known for its riches of oyster beds and their abundance of pearls. It was noteworthy that there were little to no predatory species in the bay; sharks, giant squids and sahuagin were nowhere to be found in the bay's waters.

The eponymous dolphins of the bay were far and away the most impressive specimens to be found. They sensed when storms were close and would gather in the safety of they bay, knowing there was an inherent magic that kept the water calm and inclement weather away. They were also believed to be responsible for keeping the body of water free from predators and aiding drowning swimmers on a number of occasions. The dolphins were protected and renowned in Dambrath; they drew visitors and tourists to experience their entertaining nightly displays and sages from across Faerûn to study their unique and celebrated properties.

Deep beneath the bay was a hidden, sunken city of isolated tritons, a race of water-dwelling outsiders. They had previously traded with the Arkaiun people of Dambrath centuries ago, but after arguments over pearl trades they withdrew to seclusion.

## Magic

There was an inherent magic to the Bay of Dancing Dolphins. Some rumors attributed the calmness of the bay to this magical energy. Further legends have attributed this magic to the rarely-noticed underwater spires, not knowing that they were part of the triton's home. Yet another claim had the sunken city as the home of a malicious race, who used the dancing dolphins as a false cover of safety for more sinister plans.

The truth of this magic came from the inscriptions the triton clerics used to hide their city via displacement. The residual forces of this divine magic accounted for the calm, peaceful waters of the Bay of Dancing Dolphins. Furthermore, the triton city held a portal to the Elemental Plane of Water.

## Appendix

### References

1. ↑ Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 2. ISBN 1-56076-595-X.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 96. ISBN 0-7869-3492-1.
3. ↑ 3.0 3.1 Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 95. ISBN 0-7869-3492-1.
659 DR

659 DR
 MulhorandCalendar

## 659 DR in people

* Ecamane Truesilver sends the wizard Tulrun to the Incanistaeum in Myth Drannor to learn magic from the Seven Wizards.

## Migrations in 659 DR

* Many wizards, from Myth Drannor and elsewhere, begin moving to the city of Silverymoon. This would later establish its relationship as a "sister city" to Myth Drannor, and as a center of learning.

## Births in 659 DR

* The black dragon Mergandevinasander hatches in Zakhara.

## Miscellaneous

* In Silverymoon, this year is called the Year of Mage's Dawning.

## 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. 94. ISBN 978-0-7869-4731-7.
2. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 269. ISBN 0-7869-1836-5.
3. ↑ Philip Athans (2008). *A Reader's Guide to R. A. Salvatore's the Legend of Drizzt*. (Wizards of the Coast), p. 107. ISBN 0-7869-4915-5.

de:659\_TZ\_T
464 DR

464 DR
 MulhorandCalendar

*This article is initially from the page **464 DR** in the **Forgotten Realms Wikia**.*

## 464 DR in people

* While journeying across Anauroch, Arun'Son rescues three Evereskan elves from an ambush by phaerimm, but at the cost of his own life and that of his father, Arun Maerdrym. Mystra raises him from death and names him her Chosen, "he whom magic, duty, and honor defines."

## 464 DR in publications

Novels
* *Blackstaff* begins.

## 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. 88. ISBN 978-0-7869-4731-7.
2. ↑ Steven E. Schend (July 2006). *Blackstaff*. (Wizards of the Coast), pp. {{#regex:3–9|%(,)(\S)%|$1 $2}}. ISBN 978-0786940165.
3. ↑ Steven E. Schend (July 2006). *Blackstaff*. (Wizards of the Coast), p. 1. ISBN 978-0786940165.

de:464\_TZ\_T
Ammaratha Cyndusk

**Ammaratha Cyndusk** was a song dragon, and the mother of Narnra Shalace by Elminster.

## History

### Early life

Ammaratha's early life was not known; what was known about her came mainly by way of Elminster and their daughter Narnra.[speculation]

Around 1300 DR, Ammaratha adventured in the form of a human sorceress, using the pseudonym **Maerjanthra Shalace**. She eventually settled in Waterdeep, where she became a jeweler for the nobility, and became known as **Lady Maerjanthra of the Gems**.

During this time, she became one of Elminster's many occasional lovers. Eventually, she decided to bear him a child, which presented a problem: as a Chosen of Mystra, Elminster had conscious control over his own fertility.[*citation needed*] She decided to go to her lover's fellow Chosen, Khelben Arunsun, to get a spell to let her conceive. Arunsun at first refused, but then the goddess Mystra herself intervened, commanding the Blackstaff to grant the request.[*citation needed*]

### Life in Cormyr

After fleeing Waterdeep, she settled in the city of Marsember in Cormyr, where she took the name **Lady Joysil Ambrur**, presenting herself as a wealthy Sembian merchant noble.

### 15th century

She was last seen with former Mage Royal Vangerdahast, when she voluntarily committed herself to stasis in draconic form alongside him. This was part of a plan by Vangerdahast to bind willing metallic dragons in an extra-dimensional space, replacing the fallen Lords Who Sleep as the hidden guardians of Cormyr.[*citation needed*]

She remained in stasis with Vangey, later joined also by Myrmeen Lhal, until a large army of shadovar arcanists led by a prince of shade attacked their resting place. During the battle, the shadovar were defeated thanks to the ghost of Alusair Obarskyr. but Ammaratha died in the fighting.

## Home

In Marsember, as Joysil Ambrur, she dwelled at the Haelithtorntowers mansion.

## Appendix

### References

1. ↑ Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), p. 370. ISBN 978-0786937684.
2. ↑ Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), pp. {{#regex:202–203|%(,)(\S)%|$1 $2}}. ISBN 978-0786937684.
3. ↑ Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), p. 66. ISBN 978-0786937684.
4. ↑ Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), p. 13. ISBN 978-0786937684.
5. ↑ Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), p. 139. ISBN 978-0786937684.
6. ↑ Ed Greenwood (June 2015). *Spellstorm*. (Wizards of the Coast), p. 43. ISBN 978-0786965717.
7. ↑ Ed Greenwood (May 2005). *Elminster's Daughter*. (Wizards of the Coast), pp. {{#regex:112–118|%(,)(\S)%|$1 $2}}. ISBN 978-0786937684.
Badger

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

A **badger** was a squat, furry mustelid with a distinctive white stripe from the tip of its long nose to the back of its head and white cheeks. Expert diggers, badgers were also notorious for their fury when threatened; despite their small size, when angered their strong bite and sharp claws could be highly dangerous.

Badgers were admired by the gnome race and could often be seen serving as "watchdogs" for rock gnome homes. They were also favored by rangers and druids as animal companions. The gods Garl Glittergold, Geb, Rillifane Rallathil, Sheela Peryroyl, Silvanus, and Tempus often chose badgers to act as symbols of their favor to their followers.

## Appendix

### External links

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

### References

1. ↑ 1.0 1.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 318. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 268. ISBN 0-7869-2893-X.
3. ↑ David "Zeb" Cook, *et al.* (1989). *Monstrous Compendium Volume Two*. (TSR, Inc), p. 21. ISBN 0-8803-8753-X.
4. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 8. ISBN 0-9356-9600-8.
5. ↑ Jeremy Crawford, Mike Mearls, James Wyatt (March 2009). *Player's Handbook 2*. (Wizards of the Coast), p. 11. ISBN 0-7869-5016-4.
6. ↑ Reynolds, Forbeck, Jacobs, Boyd (March 2003). *Races of Faerûn*. (Wizards of the Coast), p. 57. ISBN 0-7869-2875-1.
7. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook 3.5 edition*. (Wizards of the Coast), pp. {{#regex:35,48|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2886-7.
8. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. {{#regex:8,10–15|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.

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Ash Lake

**Ash Lake** was a lake found in the Greenfields of Tymanther.

## Geography

Ash Lake sat at the amid the Greenfields, on central Tymanther, dividing into two the waters of the River Alamber.

## History

During the Spellplague, because of the violent exchange of lands between the worlds of Abeir and Toril, the River Alamber got divided into two sections when the cataclysm leveled the land, resulting in the creation of the Ash Lake.

The Ash Lake became a vital water route in Tymanther during the First Tymanther-Unther War, as it was used by the Thymari to provide Djerad Thymar with supplies during the war against Unther in 1487 DR.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 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.
2. ↑ Kim Mohan ed. (2015). *Sword Coast Adventurer's Guide*. (Wizards of the Coast), pp. {{#regex:13–14|%(,)(\S)%|$1 $2}}. ISBN 978-0786965809.
3. ↑ Map included in Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. (Wizards of the Coast). ISBN 978-0-7869-4924-3.
4. ↑ Erin M. Evans (October 4th, 2016). *The Devil You Know*. (Wizards of the Coast), pp. {{#regex:460–461|%(,)(\S)%|$1 $2}}. ISBN 978-0786965946.
Battering Wave

The **Battering Wave** was a temple of Umberlee in the city of Tsurlagol in the Vast.

By 1367 DR, the temple was led by Thogonia Grim, who was still in charge by 1370 DR. She was served by six priests of fanatical beliefs.

## References

1. ↑ Eric L. Boyd, Erik Mona (May 2002). *Faiths and Pantheons*. (Wizards of the Coast), p. 82. ISBN 0-7869-2759-3.
2. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 76–77. ISBN 1-5607-6617-4.
3. ↑ Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 157. ISBN 0-7869-1195-6.
Barge House

The **Barge House** was a large tavern found in Daleport in 1357 DR.

## Description

Converted from an old warehouse, the Barge House was massive, easily holding 500 occupants at one time.

## Activities

Most of the inhabitants of the small town of Daleport could be found socializing at the Barge House each night. Given the number of smugglers passing through the region, many rare or illegal goods could be purchased here for the right price.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 26. ISBN 0-88038-771-8.
Banelich

* 3e

**Baneliches** were liches who were clerics of Bane during their mortal lives. Baneliches acted and looked the same as others of their kind, but they continued to worship Bane as an undead. They had the same immunities as regular liches, and gained the rest of the undead's powers, such as *paralytic touch*.

## Appendix

### References

1. ↑ 1.0 1.1 James Wyatt and Rob Heinsoo (February 2001). *Monster Compendium: Monsters of Faerûn*. (Wizards of the Coast), pp. {{#regex:89–90|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1832-2.
2. ↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:166–168|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.

### Connections

Liches
Alhoon • Archlich • Baelnorn lich • **Banelich** • Demilich • Dracolich
Antimagic field

### Level

***Antimagic field***, also known as ***anti-magic shell***, was an abjuration spell that nullified all magic within a sphere.

## Effect

The caster created a 10-foot-wide (3 meters) sphere around them that removed all magical forces inside. The sphere made all magics within non-existent. As it followed the caster, all spells would cease and magic weapons became mundane.

The sphere could not be dispelled or cancelled by another *antimagic field* and if a magic item left the field it would regain its magical properties. Any summoned creatures would disappear in the field but when the field left the space where the creature was it would reappear.

## History

This spell, together with *minor globe of invulnerability*, was invented by Netherese arcanist Trebbe in −2261 DR under the name ***Trebbe's antimagic***, as a result of his research into magical protection.

## Appendix

### Appearances

Adventures

* *Dungeon* #20: "The Ship Of Night"
* *Dungeon* #48: "The Oracle at Sumbar"
* *Flames of Kythorn*
* *Pool of Radiance Resurgent*
* *Waterdeep: Dungeon of the Mad Mage*

Video Games

* *Icewind Dale*
* 'Icewind Dale II

### External links

* File:Icewind dale symbol.png Antimagic Shell article at the ***Icewind Dale Wiki***, a wiki for the *Icewind Dale* game.

### References

1. ↑ 1.0 1.1 1.2 slade, James Butler (November 1996). *Netheril: Empire of Magic (The Winds of Netheril)*. (TSR, Inc.), pp. {{#regex:22, 24|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0437-2.
2. ↑ Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), pp. {{#regex:207–211,213|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6560-1.
3. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook v.3.5*. (Wizards of the Coast), p. 200. ISBN 0-7869-2886-7.
4. ↑ Rob Heinsoo, Richard Baker, Logan Bonner, Robert J. Schwalb (July 2009). *Divine Power*. (Wizards of the Coast), pp. {{#regex:108–109|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4982-3.
5. ↑ Hal Maclean (May 2007). “Seven Saintly Domains”. In Erik Mona ed. *Dragon* #355 (Paizo Publishing, LLC), p. 26.
6. ↑ 6.0 6.1 David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 173. ISBN 0-88038-716-5.
7. ↑ Jeff Grubb and Andria Hayday (April 1992). *Arabian Adventures*. (TSR, Inc), p. 153. ISBN 978-1560763581.
8. ↑ slade, James Butler (November 1996). *Netheril: Empire of Magic (The Winds of Netheril)*. (TSR, Inc.), pp. {{#regex:121–122|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0437-2.
9. ↑ Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), p. 214. ISBN 978-0-7869-6560-1.
10. ↑ slade, James Butler (November 1996). *Netheril: Empire of Magic (The Winds of Netheril)*. (TSR, Inc.), pp. {{#regex:26, 108|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0437-2.
Air mephit

* 4e
* 3e
* 2e

## Appearance

### Average height

4‒5 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** cm)

### Distinctions

Wings, whirlwind instead of legs

An **air mephit** was a mephit from the Elemental Plane of Air.

## Description

An air mephit was about four feet (120 centimeters) tall and weighed only a pound (half a kilogram). They had pale white skin. Like all mephits, air mephits were impish in appearance and had wispy wings, which sprouted from their humanoid upper torsos. They had whirlwinds where one would expect their legs to be.

## Personality

Air mephits tended to me more skittish than other mephits.

## Abilities

Air mephits could heal themselves as long as there was moving air present. They had the ability to breathe a conical cloud of dust and grit. They also had the innate power to surround themselves with vapor about once every hour or to call forth a powerful gust of wind once per day. They were immune to the effects of lightning or poisons.

## Combat

Air mephits would rather flee than fight, but, if pressed, would attack by biting and clawing and also by injuring opponents with their breath.

## Society

Air mephits preferred living in places where the wind was constantly blowing, such as mountaintops or shores.

## Reputation

The drow god Vhaeraun was served by air mephits, and they were sometimes sent by him to aid his followers.

## 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 Template:Cite Dragon/421/Creature Incarnations: Mephits
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), pp. {{#regex:180–181|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 Allen Varney, ed. (June 1994). *Planescape Monstrous Compendium Appendix*. (TSR, Inc.), p. 71. ISBN 978-1560768623.
4. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. p. 15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.

### Connections

Mephits
**Air mephit** • Dust mephit • Earth mephit • Fire mephit • Ice mephit • Lightning mephit • Magma mephit • Mineral mephit • Mist mephit • Mud mephit • Ooze mephit • Salt mephit • Radiant mephit • Smoke mephit • Steam mephit • Water mephit
Batihat al-Saji

**Batihat al-Saji**, also known as the **Lagoon of the Brave**, was a bay on Jazayir al-Sartan.

## Geography

The blue waters of this lagoon were calm, concealing the terror that lay on the bottom. The husks of sunken ships could be seen when the waters were calm.

## Inhabitants

The water of the lagoon teemed with a variety of fish, crab, coral, and other sea life.

## Rumors and Legends

A huge shimmering pearl lay at the bottom of the lagoon, serving as a portal to Pandemonium for Kar'r'rga. The god would occasionally enter the lagoon and come to the surface to claim his offerings or destroy those who did not pay him proper obeisance.

## Appendix

### References

1. ↑ 1.0 1.1 David Cook (October 1992). *Golden Voyages (Al-Sartan)*. (TSR, Inc), p. 2. ISBN 978-1560763314.
2. ↑ 2.0 2.1 2.2 David Cook (October 1992). *Golden Voyages (Al-Sartan)*. (TSR, Inc), p. 8. ISBN 978-1560763314.
Baluchitherium

* 2e
* 1e

**Baluchitheria** were a type of prehistoric rhinoceros.

## Description

Baluchiteria were very large creatures, with adult specimens capable of reaching a height of up to 18 feet (5.5 meters) and a length of 28 feet (8.5 meters). They were extremely heavy, with some individuals weighing up to 30,000 pounds (13,600 kilograms). They had excellent senses of smell and hearing, but suffered from poor eyesight.

## Behavior

Although normally solitary in nature, mated pairs of baluchiteria stayed together. If three were spotted together, they were most likely a mated pair plus a calf.

It was possible to tame baluchiteria, provided one raised them from a calf or used magic to control them. They made excellent beasts of burden, capable of carrying up to 8,000 pounds (3,630 kilograms).

## Combat

Highly defensive creatures, baluchiteria had a tendency to attack other beings that strayed too close. They tended to trample their opponents, or otherwise attack using their heavy front hooves.

## Ecology

Baluchiteria were herbivores, and were mostly found on plains.

## 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 David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. Pleistocene Animals. ISBN 0-88038-769-6.
2. ↑ 2.0 2.1 2.2 2.3 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 8. ISBN 0-9356-9600-8.
Aurinax

## Rules Information

* 5e

**Aurinax** (pronounced: /ˈɔːrɑːnɑːks/ *OR-ah-nax*) was a gold dragon resident of the Dragon Tower of Waterdeep in the late 15th century DR. He was hired by Dagult Neverember to guard the gold stored in the Vault of Dragons, in exchange for the *dragonstaff of Ahghairon* and payment in gems.

## Description

 File:Aurinax-5e.jpg
Aurinax often disguised himself as an elderly dwarf called **Barok Clanghammer**. In that form, he used the *dragonstaff* as a walking stick.

## Personality

Aurinax was wise and merciful, but also vigilant. Although he understood that the gold had been obtained unfairly, he had let his greed cloud his judgement and agreed to guard the treasure. He was under orders not to let anyone except for Neverember himself or one of his vassals to remove the treasure.

## History

**This article or section is about elements from the**
* ***Idle Champions of the Forgotten Realms* game.**

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

During Wintershield festivities, Aurinax's apprentice Chadwick drunkenly revealed the location of the *dragonstaff of Ahghairon* to the Cult of the Dragon. He was promptly kidnapped as the Cult prepared to raid Aurinax's vault, but was rescued shortly after by a group of adventurers passing by. The adventurers proceeded to Aurinax's abode, where they defeated the cultists and secured the *dragonstaff*, returning it to Aurinax.

## 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*).

### Gallery

Barok Clanghammer - Idle Champions.jpg*Aurinax in his guise as "Barok Clanghammer".*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 194. ISBN 978-0-7869-6625-7.
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), pp. {{#regex:114–115|%(,)(\S)%|$1 $2}}. ISBN 978-0786965614.
3. ↑ Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 4. ISBN 978-0-7869-6625-7.
4. ↑ 4.0 4.1 4.2 Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). *Waterdeep: Dragon Heist*. Edited by Jeremy Crawford. (Wizards of the Coast), pp. {{#regex:96–97|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6625-7.
5. ↑ Codename Entertainment (September 2017). *Idle Champions of the Forgotten Realms*. Codename Entertainment.
Ammakyl Flowers and Foods

**Ammakyl Flowers and Foods** was a shop in the village of Amphail, selling fruits, vegetables, and trail baskets. It was run by the Ammakyl family of Waterdeep.

During the summer and autumn months, an awning was erected outside the shop to provide extra space for the wares. It sold skewered vegetables that had been dipped in gravy, and during the winter it imported fruit and vegetables from the Shining South, selling them at high prices, especially out of season.

## References

1. ↑ slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), pp. {{#regex:4–5|%(,)(\S)%|$1 $2}}. ISBN 0-7869-0391-0.
Baldur's Gate/Imagemap

The following image map was generated using information compiled from the following sources:

* Ed Greenwood, Matt Sernett, Steve Winter (August 20, 2013). *Murder in Baldur's Gate*. (Wizards of the Coast). ISBN 0-7869-6463-4.
* Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast). ISBN 0786966769.

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Arthyn

**Arthyn** was a large port town on the Lake of Steam. It was an independent city-state in the Border Kingdoms.

## Geography

The town was located on the southern shores of the Lake of Steam, in the northeast section of the Border Kingdoms, between the kingdoms of High Mukshar and Middle Mukshar. It had a small harbor and was surrounded by low hills, which contained mines and farms.

## Government

The town was governed by the Arthlord, who was chosen by the two local temples. The position was similar to a mayor but also had the powers of a police chief and magistrate. The Arthlord acted as judge in all trials, which were held in public in the town square. Policy was drawn up between the temples, landowners, and the Arthlord.

## Religion

The two temples in Arthyn had great power over the town. The Morningtable was a temple to Lathander, and The Bright Sheaf was a walled garden temple to Chauntea.

## Trade

The town had rich deposits of copper and iron in the surrounding hills, and as a result Arthyn had a thriving smelting industry. Fine daggers from the city, called "Arthyn fangs", were sought after across the Border Kingdoms. The town also had a reputation for healing, and a saying in the Border Kingdoms was "healing is at hand in Arthyn". This reputation was earned by the Witch of the Mists, who resided in Arthyn for many years and developed medicines that saved many lives over the years. Her medicines were still sold in local markets in the 1370s DR.

## Defenses

Peace was maintained by the town watch, the Lockgates. They were commanded directly by the Arthlord. There was a small militia as well, called the Badgelars.

## Inhabitants

* Darraskyn Eldron, the cleric in charge of the temple of Lathander, The Morningtable. He was originally from Tashalar.
* Harrond Tralvus, current Arthlord in the mid-1370s. He was originally from Chondath.

## Badge

A white pick, head to the upper left, and crutch, diagonally crossed on a green circle.

## Appendix

### Further Reading

* Template:Cite polyhedron/110/Elminster's Everwinking Eye: Our Tour of the Border Kingdom Continues

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Template:Cite web/The Border Kingdoms/Arthyn

### 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
Abbey of the Just Hammer

The **Abbey of the Just Hammer** was an abbey in Tasseldale, in the Dalelands, dedicated to Tyr. It was positioned close to the River Ashaba. The abbey's focus was upon the justice element of Tyr's portfolio and provided legal education for free. As of 1372 DR, the Abbey lacked numbers due to the drow threat in the north. On 22 Mirtul 1373 DR, the Abbey was attacked by the green dragon Sirvinhandra, who was defeated by Lord High Justiciar High Avenger Deren Eriach.

## Appendix

### References

1. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 141. ISBN 0-7869-1836-5.
2. ↑ Eric L. Boyd (April 2007). “Volo's Guide: Cormanthor: War Amidst the Trees”. In Erik Mona ed. *Dragon* #354 (Paizo Publishing, LLC), p. 71.
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. 154. ISBN 978-0-7869-4731-7.
Alturiak 16

**16 Alturiak**, or **the 16th of the Claw of Winter**, is the 47th day of the year in the Calendar of Harptos.

## On This Day

* In 987 DR, the Rockfire disaster occurred in deep tunnels beneath the Trackless Sea.
* In 1374 DR, Sarya Dlardrageth used the Gatekeeper's Crystal to dispel the protection on the Sleeping Citadel and released hundreds of fey'ri.

## Appendix

### Notes

1. ↑ There is a discrepancy in the translation of the runestones for this date. It states on page 114 of The Grand History of the Realms that the 2nd of Ches is 18 days since Rockfire, but that puts Rockfire on 14 Alturiak instead of 16 Alturiak. Later on the same page it states that the 10th of Kythorn is the 115th day since Rockfire, which is correct.

### 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. 114. 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. 154. ISBN 978-0-7869-4731-7.
3. ↑ Richard Baker (August 2004). *Forsaken House*. (Wizards of the Coast), pp. {{#regex:55–57|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3260-0.
Baraskur

**Baraskur** was the mountainside stronghold of the Ripped Gut orc tribe during the 14th century DR.

## Description

The cavernous fortress of Baraskur was built in memory of a great orc hero. It stood on a slope of the Nether Mountains at the end of a rough path that flanked a precipice. The fortress was located on the southern flank of the Orcsblood Peak between Deadsnows and Sundabar.

## Inhabitants

Orc raiding parties from Baraskur infested Moon Pass, Turnstone Pass, and Fork Road.

The orcs were haunted by the ghost of Aumathra, a human sorcerer that cohabited with the Ripped Gut orcs centuries before the Time of Troubles. When her spirit was restless, it would possess the body of women who had been gathered by the orcs. They would select someone that both shared her physical likeness, as well as her talent for arcane spellcasting. In the time that she chose to possess her host bodies, Aumathra would command the Ripped Guy orcs as if they were her slaves.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Ed Greenwood and Jason Carl (July 2002). *Silver Marches*. (Wizards of the Coast), p. 12. ISBN 0-7869-2835-2.
Bamboo spirit folk

* 3e
* 2e

**Bamboo spirit folk** were the most commonly encountered of the spirit folk.

## Description

Bamboo spirit folk look almost identical to a human. Their bodies are slender and thin. Their gold or yellow skin is the main distinguishing feature from that of a human. Their clothing was usually plain, similar to that worn by many Kara-Turan peasants.

## Combat

Despite being pacifists and preferring a non-violent solution, bamboo spirit folk were capable and skill-full fighters. Bamboo spirit folk used weapons in combat and were most often seen wielding parangs, short swords or wakizashi. They preferred light-weight armor such as leather or padded armor.

## Abilities

Bamboo spirit folk had a strong attunement to nature and as a result had unique powers in regards to natural forces. They were very adept at identifying both plant and animal species. They left no trail when travelling within a forest or prairie and were able to hide among the shadows of trees. They had a natural resistance to any spell or magical items which involved the elements of earth or wood. They had the innate ability to duplicate the effects of a *speak with animals* spell at will.

## Society

Bamboo spirit folk usually lived among humans, but occasionally some clans created their own settlements. All bamboo spirit folk were part of a clan. They had very friendly relations with humans, even being sought after as marriage partners and forming families. Many bamboo spirit folk owned land and some were even active in local governments.

Bamboo spirit folk served the Lord of the Woods and were required to obey the spirit lord. Disobedience, which brought dishonor onto the spirit lord, was punished by inflicting a natural disaster on the bamboo spirit folk and their family.

## Habitat

Bamboo spirit folk preferred to settle near wooded areas.

## Ecology

The life-force of a bamboo spirit folk was connected to their bamboo grove, which was usually located deep within a forest or jungle. Any damage inflicted upon it was suffered by the spirit. If ill or injured, they returned to their grove where they were completely cured instantly of any disease or wounds. Their connection to their grove was not affected by their vicinity to it and were able to travel away from their grove, even a great distance.

The diet of a bamboo spirit folk was the same as a humans, although most were vegetarian. They generally avoided alcoholic beverages such as distilled spirits or wine.

## Notable bamboo spirit folks

* Etsu-no-kami Makoto
* Katsuhara Omitsu
* Mei Kuei Chu
* Nagoya Hatano

## Appendix

### Appearances

Adventures

*Blood of the Yakuza* • *Swords of the Daimyo*
### References

1. ↑ 1.0 1.1 James Wyatt (October 2001). *Oriental Adventures (3rd edition)*. (Wizards of the Coast), p. 192. ISBN 0-7869-2015-7.
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 Rick Swan (July 1990). *Monstrous Compendium Kara-Tur Appendix*. (TSR, Inc.), pp. {{#regex:54–55|%(,)(\S)%|$1 $2}}. ISBN 0-88038-851-X.
Athkatla/Scepter District

## Scepter District of Athkatla

The **Scepter District** was an exclusive ward of Athkatla, home to the city's most wealthy, aristocratic families. Some of these rich mercantile houses owned magnificent sprawling estates within the district, some of which were the size of several city blocks. The scepter district was located in the southwest portion of Athkatla, along the Sea of Swords, walled off from the Center District. The *Olemandur Gate* led southward out of the city.

No Athkatlans of common birth were welcome within the Scepter district unless they were performing errands or tasks for residents who lived within its walls.

## Notable Locations

* Council House: The seat of power for the Council of Six, the oligarchical rulers of Amn.
* Cloakspell Tower: This landmark of Athkatla was the most striking landmark within the district.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 9. ISBN 0-7869-1626-5.
2. ↑ Ed Greenwood (2000). *Volo's Guide to Baldur's Gate II*. (Wizards of the Coast), p. 6. ISBN 0-7869-1626-5.