Monster HWP, Part 2: Blobs

This is a continuation of more realistic weights for monsters.  This time: oozes, and other regular/irregular shapes that are definitely not humanoid.

A valuable reference here is www.simetric.co.uk/

Mimic

The average mimic is described as 150 cubic feet and 4500 lbs.  That sounds heavy, but as it turns out… that’s about the same density as a snowball.

Seriously.  4500/150 = 30 lbs per cubic foot, which is roughly equivalent to 480 kg per cubic meter.  Scroll down the list of weights on the reference page given at the top of this page, and what comes up around 480?  Household garbage, hydrated lime, ground-up scrap rubber, and… yup, compacted snow.

You might be saying so what.  Consider the fact that coffee beans are heavier than that.  Rice, apples, grits, all more dense than snow.  Solid ice is 919 kg per cubic meter… mimics are supposed to be half as dense as an ice cube?

So, clearly, something is wonky.  Yes, 4500 lbs is more than an empty chest would weigh, but my point is that a handful of mimic should be more significant than a handful of rice.  And I really don’t think mimics should float.

I’m going to go with 2400 kg/cu m, or 150 lbs/cu ft.  Seems like a big number, but packed dirt is around 2000 kg/cu m.  Soapstone, brick, and porcelain are all around 2400, while marble and window glass are closer to 2600, so this seems like a good range.  If you want to see big numbers, iron is 7850, steel is around 8000, and platinum is 21400.

Incidentally, I would base the mimic’s dimensions on its hit dice.  Greater mimics are described in the second 2e Undermountain box as 1000 cubic feet, at 15 HD, and I think this is a better basis for calculation than 7 HD and 150 cubic feet.  So here’s a simple way to calculate the size of any mimic:

HD x 2/3 = the length of one side, in feet.
cube that length to get the volume, in cubic feet.

using this formula, a 7 HD “normal” mimic would be 4.7 feet on a side and 102 cubic feet in volume.  Using my suggestion of 150 lbs per cubic foot, that mimic weighs 15,244 lbs.  Yea, it’s a beast… but that makes a lot more sense than letting it float on a lake because it has half the density of an ice cube!

Yea, I realize a floating mimic would have a certain appeal, but it’s too weird.

Gelatinous Cube

These are described as 15 feet on a side and 50,000 lbs.  That’s about 15 lbs per cubic foot.  This is about the same weight/volume ratio as cork, which as you know if you’ve ever handled cork is… pretty light.  I suggest beefing the gelatinous cube up to about 50 lbs per cubic foot, or 800 kg/cu m, which is a little less than butter and significantly less than water.  As a bonus, butter is a great analogy for the consistency of a gelatinous cube.  This also means that, unlike a mimic, a gelatinous cube can float in water.  No idea why it would want to float, considering that it would be unable to move or steer itself, but whatever.

A 15 ft cube has a volume of 3375 cu ft, which (at 50 lbs per cu ft) is 168,750 lbs.  Which really doesn’t matter… unless you piss Durnan off, and instead of pulling you up into the Yawning Portal, he pushes a gelatinous cube down on you…

Just sayin.  Don’t mess with Durnan.

More later.

Fallen Realms

This information is intended for use with the Dungeons & Dragons role-playing game.

This is a work in progress

…and will probably remain so, given the number of fallen realms. Stop falling!

Realm Race(s)
Ammarindar Dwarves
Anauria Humans
Ardeep
Argissthilliax dragons
Arkaia Humans
Arunduth
Aryselmalyr
Aryvandaar Elves
Ashanath Humans
Askavar Elves
Asram Humans
Athalantar Humans
Barakuir Dwarves
Besilmer Dwarves
Boitumelo creator races
Caesinmalsvir dragons
Calandor
Citadel Adbar Dwarves
Cormanthyr Elves
Cortryn
Daerimathlor
Darasriverthicha dragons
Darchar giants
Dardath Dwarves
Dareth Dwarves
Delimbiyran Humans
Delzoun Dwarves
Dolblunde gnomes
Drakkalor Dwarves
Eaerlann Elves
Ebenfar
Eiellur Elves
Elembar
Ellermere
Eltabranar Humans
The Elven Court Elves
Es’rath shalarin
Gharraghaur Dwarves
Glorfindral Elves
Golothaer drow
Grunfesting giants
Harpshield
Haunghdannar Dwarves
Helligheim giants
Hlondath Humans
Hlontar
Hlundadim goblinoids
Holorarar Dwarves
Hunnabar Dwarves
Iliyanbruen
Illefarn Elves
Illusk Humans
Ilodhar Elves
Iltkazar Humans
Ilythiir Elves
Imaskar Humans
Ironstar Dwarves
Isstossefifil Sarrukh
Jhaamdath Humans
Jhothûn Giants, Qorrash
Jhyrennstar Elves
Kanaglym Dwarves
Keltormir Elves
Kolophoon creator races
Korolnor Dwarves
Lethyr Elves
Loravatha
The Kingdom of Man Dwarves, Elves, Humans
Meiritin halflings
Mhairshaulk Sarrukh
Mir
Miyeritar Elves
Nadezhda creator races
Naramyr Elves
Narfell Humans
Nedeheim giants
Netheril Humans
Nikerymath Elves
Oelerhode gnomes
Oghrann Dwarves
Okoth Sarrukh
Orishaar Elves
Orogoth
Ostoria giants
Phalorm Dwarves, Elves, Humans
Phandalin
Philock Humans
P’karnis merrow
Pourounkorokale
Rangfjell giants
Raumathar Humans
Rilithar
Roldilar
Rystall Wood Elves
Sarphil Dwarves
Scathril
Selu’maraar
Semberholme Elves
Serpentes Yuan-ti
Shanatar Dwarves
Shantel Othreier Elves
Sharrven Elves
Shilmista Elves
Shoon Humans
Siluvanede Elves
Sondarr Dwarves
Songfarla gnomes
Stonegard
Sundul Humans
Syòrpiir Elves
Talfir Humans
Talmost
Telantiwar drow
Teshar
Tethyamar Dwarves
Thaltekth Dwarves
Thar orcs
Tharkrixghontix dragons
Thearnytaar Elves
Torglor Dwarves
Ulbaerag
Ultoksamrin Dwarves
Urgnarash gnolls
Uthtower
Uvaeren Elves
Vastar
Xothaerin Dwarves
Yarlith
Yuireshanyaar Elves
Zhoukoudien creator races

The list grows a bit longer if we add dales, such as Moondale, Sessrendale, Tarkhaldale, and Teshendale, and kingdoms and cultures which may not truly be gone, but are widely believed to be… the Innugaakalikurit, the Siremun, Synnoria, and to a lesser extent Mulhorand and Unther, or all the nations that were demolished by 4e… but I’m not going to get started on that, here.

Additional Sources

  • The Grand History of the Realms
  • George Krashos mentions the survivors of the Kingdom of Man in a Candlekeep thread.

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Moonsea North

At a Glance

An arbitrary region, defined here as everything north of the elven wood, including the Moonsea (obviously) but excluding Vaasa and the glacier.

To the west is Anauroch.  To the east are the Great Glacier and the Bloodstone Lands.  To the south are Cormanthor and the Vast.

Not all of the folk in this area consider their position relevant to the Moonsea.  It’s just a convenient way to divide up the map.

Anauroch

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Anauroch is a large desert separating the Sword Coast North from the Moonsea North.


Visiting

Geological Divisions

Anauroch is divided into four regions, known as the High Ice, the Frozen Sea, the Plain of Standing Stones, and the Sword. The latter three roughly coincide with the borders of fallen Netheril.

Neighboring Nations and Features

Politics

Who Rules

No individual can be said to control Anauroch. The Bedine tribes “rule” the patches of ground they camp on each night, and the d’tarig have their settlements, but the open sands are held by no one.

Who Really Rules

Nothing happens over or under the sands without the direction or tacit approval of the phaerimm.


Culture and Society

Demographics

The overall population is 77% human, 17% asabi, 5% gnoll, and 1% other races.

The human population of the region is 95% Bedine, 5% Vaasan, and less than 1% other subraces. The primary language is Midani.


Notable Individuals

The Zhentarim have some influence here, particularly in the northern Sword. The Bedine and D’tarig natives have their own “pecking orders” which are inscrutable to outsiders. The phaerimm, asabi and other desert creatures do pretty much whatever they please, unless someone is able to stop them.


Sources

Primary Sources
Passing Mention
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Sword Coast

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Sword Coast, strictly speaking, is the saber-like western shore of northern Faerun, stretching from Candlekeep to Luskan.

In the looser, colloquial sense, the Sword Coast is an arbitrary region, defined here as everything south of the Delimbiyr and north of the Cloud Peaks, from the Sea of Swords itself east to Anauroch and the Sunset Mountains. This region is often called the Western Heartlands in official sources.

The folk of this area don’t necessarily consider themselves residents of the coast.  It’s just a convenient way to divide up the map.

Waterdeep and the High Forest, among other famous landmarks, are north of the Delimbiyr and are hence part of the Sword Coast North.


Overview

Settlements
Ruins, Dungeons, Etc
Roads
Other Landmarks
Neighboring Nations & Features

Sources

Primary Sources
  • Forgotten Realms [1085] (2e campaign setting) — A Grand Tour of the Realms pages 85-103 (the Western Heartlands)
  • Forgotten Realms [1031] (1e campaign setting) — Cyclopedia of the Realms page 81
Passing Mention
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Sword Coast North

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Sword Coast North is an arbitrary region, defined here as everything north of the Delimbiyr, from the Trackless Sea to Anauroch.

The folk of this area don’t necessarily consider themselves residents of the coast — particularly not the Adbarrim dwarves, who are more than 750 miles away from the coast and who have much older names for all the lands around them. It’s just an admittedly oversimplified way for a DM to divide up the visible regions on the poster map.


Overview

Settlements
Other Landmarks
Neighboring Nations & Features

Sources

Primary Sources
  • Forgotten Realms [1085] (2e campaign setting) — A Grand Tour of the Realms pages 112-114
Passing Mention
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Mistmaster

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The wizard known as the Mistmaster is said to be a great illusionist and is believed to inhabit the Citadel of the Mists.

Source

  • Waterdeep and the North [FR1/9213] page 4

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Citadel of the Mists

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The Citadel of the Mists is said to be the home of the Mistmaster, an illusionist of some power.  The castle stands in the northern reaches of the High Forest.

Source

  • Waterdeep and the North [FR1/9213] page 4

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

King Obould Many-Arrows

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Obould rules the 40,000 orcs of the Citadel of Many Arrows, once the dwarven hold known as Felbarr.

Sources

  • Forgotten Realms Campaign Setting [11836] (3e) page 175
  • Waterdeep and the North [FR1/9213] page 4

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Felbarr

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Once part of the dwarven kingdom of Delzoun, it’s now the orc-hold called the Citadel of Many Arrows.  The orcs are ruled by a king named Obould.

Source

  • Waterdeep and the North [FR1/9213] page 4

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.