The Codicil of White

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


At a Glance

A book believed sacred to the church of Auril.


Contents


Sources

Primary Sources
Passing Mention
  • Dungeon Magazine #15: The Glass House, page 38

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.

Gems

Still a work in progress.

aasimon’s skin see Angelar’s skin.
abalone Volo’s Guide to All Things Magical a shell
agni mani Volo’s Guide to All Things Magical 10 gp base value a black, irregularly shaped, glass-like stone; falls from the sky in meteoritic form; unlike many other gems, it’s not mined and thus could be found anywhere.
alabaster Volo’s Guide to All Things Magical a hardstone a white, finely textured, brittle form of gypsum; often used ornamentally in the interior architecture of buildings, sometimes carved into decorative but fragile vessels such as vases and jars.
alestone Volo’s Guide to All Things Magical 50 gp base value named for its color — brown to yellow, the color of old ales; it’s crystalline and is frequently cut into faceted forms; more properly called clinozoisite, but the colloquial name has stuck.
alexandrite 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value A transparent greenish form of chrysoberyl, which flashes reddish under any non-natural light; often cut into faceted form and mounted in pendants and earrings. Volo says 100 gp; FRCS bumps it to 500.
algae Volo’s Guide to All Things Magical 10 gp base value a form of quartz which features wavy brown patterns; it is typically sliced and used for inlays, or cabochon cut and polished to bring out the patterns.
amaratha Volo’s Guide to All Things Magical 5000 gp base value soft, pale green or green-white, sparkling jewel; most often found in the Underdark or in exposed canyon walls; it’s unique to the Realms, and also called shieldstone.
amber 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value fossilized resin, golden or orange in color; it’s soft and brittle, so it’s usually tumbled smooth and cut cabochon; some amber contains fossilized plants or insects, and such stones are valued more highly than “empty” amber; some northern barbarians use amber as currency. Only occasionally used in carving.
amethyst 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value the most valuable form of quartz; one of the Nine Secrets; ranges in hue from lilac to a rich deep purple, with the darker hues being more highly valued; the darkest color is sometimes called crown of kings.
Shou Lung amethyst Volo’s Guide to All Things Magical 1000 gp base value
andalusite see andar.
andar 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value small, translucent, hard, durable crystals which flash green-red or brown-red when properly faceted; also called andalusite.
Angelar’s skin 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value a fine pink coral found in shallow tropical waters, on isolated reefs and atolls; it’s delicate and easily shattered, until properly treated; also called aasimon’s skin.
aquamarine 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value hard, transparent, blue-green form of beryl found in the northern reaches of Faerûn
archon Volo’s Guide to All Things Magical a hardstone low-grade fluorspar; soft, purple-and-white, and readily carved; also called blue john.
augelite Volo’s Guide to All Things Magical 10 gp base value soft, fragile, transparent, colorless crystals; easily worked without special tools or skills, but not very durable.
aventurine 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value quartz with many mica inclusions giving it a spangled appearance when viewed from certain angles; commonly golden, medium to light green, or dark to pale blue; also called love stone.
azurite 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value a somewhat rarer form of malachite, deep blue with darker blue mottling.
banded agate 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value An opaque, waxy form of quartz with striated bands of blue, brown, red, or white. Often used for “soothe stones” that merchants and other folk handle to relieve tensions.
beljuril 3e campaign setting, Volo’s Guide to All Things Magical 5000 gp base value Smooth, roughly spherical stones, translucent and deep seawater green in color; famous for their periodic sparkling light displays.
beryl Varieties include aquamarine and emerald. Lower-value varieties are often used for carving.
black helmet Volo’s Guide to All Things Magical a shell
blackjack see sphalerite.
black opal Volo’s Guide to All Things Magical 1000 gp base value A dark opal, greenish with black mottling and bits of gold.
black sapphire Volo’s Guide to All Things Magical 5000 gp base value A deep black sapphire with yellow or white highlights. Most of these gems come from the Deep Realm, through the Great Rift onto the surface of Faerûn.
bloodstone 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value A dark gray-green quartz with red impurities that resemble drops of blood. Most of the bloodstone in Faerûn comes from the Galena Mountains.
blue john see archon.
blue quartz 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value A transparent, pale blue quartz.
bluestone Volo’s Guide to All Things Magical 10 gp base value see sodalite.
boakhar Volo’s Guide to All Things Magical 50 gp base value A soft, fragile, translucent, red or orange crystal sometimes used in ornamental furniture inlays.
brandeen Volo’s Guide to All Things Magical 100 gp base value Hard, red-brown to golden crystals popular among merchants and courtiers who can’t afford more expensive gemstones.
carnelian 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value A translucent, red to red-brown form of chalcedony.
chalcedony 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value Low-value varieties, often white but occasionally gray or black, are often used for carving. Higher-value varieties include carnelian, chrysocolla, chrysoprase, and various agates. Crown of silver is also a form of chalcedony.
chrysoberyl 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value A hard, transparent green stone; one of the Nine Secrets. Varieties include alexandrite.
chrysocolla Volo’s Guide to All Things Magical 10 gp base value A translucent variety of chalcedony which has been colored blue-green to green by the inclusion of trace amounts of copper.
chrysoprase 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value A translucent apple-green form of chalcedony; one of the Nine Secrets. Found throughout the Realms, but highly concentrated in the Storm Horns; called stormrock in Cormyr.
citrine 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value A transparent yellowish quartz.
clelophane Volo’s Guide to All Things Magical 50 gp base value A soft, fragile, transparent form of sphalerite; colorless, but flashes green.
clinozoisite see alestone.
conch Volo’s Guide to All Things Magical a shell
coral 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value Pink and crimson varieties, including Angelar’s skin, are the most valuable.
corstal Volo’s Guide to All Things Magical 10 gp base value hard, brittle, colorless to pink crystals; also called petalite. Commonly has inclusions; when free of these impurities it’s often cut into faceted forms, but otherwise it’s cut cabochon.
corundum 3e campaign setting 1000 gp base value In fiery yellow or rich purple, these gems are less valuable than more recognizable varieties including jacinth, ruby, and sapphire.
crown of kings The deepest (and most valuable) amethyst; so called because their use was once limited by various royal edicts.
crown of silver 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value the colloquial name for psilomelane chalcedony, a silver stone which contains many small inclusions of black manganese arranged in bands.
danburite see irtios.
datchas Volo’s Guide to All Things Magical 50 gp base value the common name for datolite. The most valuable variety is a pale yellow-green, which is cut into faceted forms; of lesser value are white, pink (see sugar stone), red, red-brown, and orange.
datolite see datchas and sugar stone.
diamond 3e campaign setting, Volo’s Guide to All Things Magical 5000 gp base value among the hardest and most valuable of gemstones. They can be found in mines scattered across northern Faerûn, and in active/dormant volcanic regions all over Toril; most such locations are far underground. Among the most common colors are clear (blue-white), rich blue, yellow, and pink.
diopside see dioptase.
star diopside Volo’s Guide to All Things Magical 100 gp base value
dioptase Volo’s Guide to All Things Magical 50 gp base value soft, brittle crystals of vivid emerald hue; also called diopside.
disthene Volo’s Guide to All Things Magical 10 gp base value
ditroite see sodalite.
emerald 3e campaign setting, Volo’s Guide to All Things Magical 5000 gp base value A vibrant green variety of beryl; translucent crystals are most highly valued, and sometimes called Shou Lung emeralds.
emerald 3e campaign setting 1000 gp base value Opaque emeralds are considered a lower grade.
Shou Lung emerald Volo’s Guide to All Things Magical 5000 gp base value The largest, brightest, clearest, and most valuable emeralds.
epidote Volo’s Guide to All Things Magical 10 gp base value
eudase Volo’s Guide to All Things Magical 500 gp base value
eye agate 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value Similar to banded agate, but with concentric circles instead of striated bands. Colors include gray, white, brown, dusty blue, and drab green.
false topaz see citrine.
fire agate 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value Translucent iridescent chalcedony, in red, brown, gold, and green.
fireflashil see beljuril.
fire opal Volo’s Guide to All Things Magical 1000 gp base value
flamedance Volo’s Guide to All Things Magical 500 gp base value
flamegem see jacinth.
flame helmet Volo’s Guide to All Things Magical a shell
fluorspar 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value Varieties include archon.
freshwater pearl 3e campaign setting 10 gp base value
frost agate Volo’s Guide to All Things Magical 10 gp base value White frost-like markings make it possible to cut this stone into polyhedral forms with a “snowflake” at each vertex.
frost stone see frost agate.
garnet 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value Violet garnets are most highly valued.
garnet 3e campaign setting 100 gp base value Red or brown-green garnets are considered a lower grade.
goldline Volo’s Guide to All Things Magical 10 gp base value
gold sheen Volo’s Guide to All Things Magical 50 gp base value
greenstone 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value ; one of the Nine Secrets
gypsum Varieties include alabaster.
hambergyle Volo’s Guide to All Things Magical 50 gp base value
heliodor Volo’s Guide to All Things Magical 500 gp base value
hematite 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value ; one of the Nine Secrets
hornbill ivory Volo’s Guide to All Things Magical a hardstone
horn coral Volo’s Guide to All Things Magical 500 gp base value
horned helmet Volo’s Guide to All Things Magical a shell
hyacinth see jacinth.
hyaline 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value
hydrophane 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
hypersthene Volo’s Guide to All Things Magical 50 gp base value
iol 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
iolite 3e campaign setting 50 gp base value
iris agate Volo’s Guide to All Things Magical a hardstone A massive, hardstone variety of agate often used in temples for its effect; when light shines through it many swirling colors vividly replace the usual white face.
irtios 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
ivory 3e campaign setting, Volo’s Guide to All Things Magical a hardstone
jacinth 3e campaign setting, Volo’s Guide to All Things Magical 5000 gp base value A fiery orange corundum; it’s unique to the Realms.
jade 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value
jadeite A low-value variety of jade often used for carving.
jargoon Volo’s Guide to All Things Magical 100 gp base value
jasmal Volo’s Guide to All Things Magical 1000 gp base value
jasper 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value Low-value varieties are often used for carving.
jet 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value Only occasionally used in carving.
king’s tears 3e campaign setting, Volo’s Guide to All Things Magical 5000 gp base value
kornerupine Volo’s Guide to All Things Magical 100 gp base value
kyanite see disthene.
Laeral’s tears 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value ; one of the Nine Secrets
lapis lazuli 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value
love stone see aventurine.
lumachella Volo’s Guide to All Things Magical a hardstone
luriyl Volo’s Guide to All Things Magical 50 gp base value
luspeel Volo’s Guide to All Things Magical a hardstone
lynx eye Volo’s Guide to All Things Magical 10 gp base value
malachite 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value ; see also azurite. Only occasionally used in carving.
malachon Volo’s Guide to All Things Magical 50 gp base value
marble Volo’s Guide to All Things Magical a hardstone
meerschaum Volo’s Guide to All Things Magical a hardstone
mellochrysos Volo’s Guide to All Things Magical 50 gp base value
microcline Volo’s Guide to All Things Magical 10 gp base value
moonbar Volo’s Guide to All Things Magical 1000 gp base value
moonstone 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value Only occasionally used in carving.
moss agate 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value A pink to yellow-white quartz containing gray-green manganese inclusions , which make it look like a white stone covered with moss.
mother-of-pearl Volo’s Guide to All Things Magical a shell
mykaro Volo’s Guide to All Things Magical 50 gp base value
mynteer Volo’s Guide to All Things Magical 50 gp base value
nacre Volo’s Guide to All Things Magical a shell
nautilus Volo’s Guide to All Things Magical a shell
nelvine 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value
nephrite A low-value variety of jade often used for carving.
Nine Secrets see amethyst, chrysoberyl, chrysoprase, greenstone, hematite, Laeral’s tears, obsidian, onyx, sardonyx.
nune Volo’s Guide to All Things Magical 10 gp base value
obsidian 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value ; one of the Nine Secrets. Only occasionally used in carving.
octel Volo’s Guide to All Things Magical 100 gp base value
onyx 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value ; one of the Nine Secrets
oolite Volo’s Guide to All Things Magical 10 gp base value
opal 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value Only occasionally used in carving.
opal cowrie Volo’s Guide to All Things Magical a shell
ophealine Volo’s Guide to All Things Magical 10 gp base value
orbaline Volo’s Guide to All Things Magical 500 gp base value
orblen Volo’s Guide to All Things Magical 1000 gp base value
orl 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value
orprase 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
pearl 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value black pearl
pearl 3e campaign setting 100 gp base value golden, pink, silver, or white
pearl cowrie Volo’s Guide to All Things Magical a shell
peridot 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value Volo says 500 gp; FRCS drops it to 50.
petalite see corstal.
phenalope 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value see rhodonite.
pipestone Volo’s Guide to All Things Magical a hardstone
psaedros Volo’s Guide to All Things Magical a hardstone
purple star cowrie Volo’s Guide to All Things Magical a shell
quartz see algae, amethyst, aventurine, banded agate, bloodstone, blue quartz, citrine, moss agate, rose quartz, star rose quartz, smoky quartz.
rainbow obsidian Volo’s Guide to All Things Magical 50 gp base value
raindrop Volo’s Guide to All Things Magical 500 gp base value
ravenar 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value
red helmet Volo’s Guide to All Things Magical a shell
red tears 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value
rhodochrosite 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value
rhodonite Low-value varieties are often used for carving.
rock crystal 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value Low-value varieties are often used for carving.
rogue stone Volo’s Guide to All Things Magical 5000 gp base value
rosaline Volo’s Guide to All Things Magical 10 gp base value
rose quartz 3e campaign setting 50 gp base value Low-value varieties are often used for carving.
star rose quartz 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
ruby 3e campaign setting, Volo’s Guide to All Things Magical 5000 gp base value A valuable form of corundum.
star ruby 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value Volo says 5000 gp; FRCS drops it to 1000.
rusteen Volo’s Guide to All Things Magical 500 gp base value
saganite Volo’s Guide to All Things Magical 10 gp base value
samarskite Volo’s Guide to All Things Magical 50 gp base value
sanidine 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value
sapphire 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value A valuable form of corundum.
star sapphire 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value Volo says 5000 gp; FRCS drops it to 1000.
sarbossa Volo’s Guide to All Things Magical 10 gp base value
sard see carnelian.
sardonyx 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value ; one of the Nine Secrets
sardonyx helmet Volo’s Guide to All Things Magical a shell
satin spar Volo’s Guide to All Things Magical 10 gp base value
scapra Volo’s Guide to All Things Magical 100 gp base value
serpentine Volo’s Guide to All Things Magical 50 gp base value
serpentine stone Volo’s Guide to All Things Magical a hardstone often used for carving.
shambos Volo’s Guide to All Things Magical a shell
shandon Volo’s Guide to All Things Magical 100 gp base value
sharpstone Volo’s Guide to All Things Magical 10 gp base value
sheen Volo’s Guide to All Things Magical 10 gp base value
shieldstone see amaratha.
silkstone Volo’s Guide to All Things Magical 10 gp base value
sinhalite Volo’s Guide to All Things Magical 100 gp base value
skydrop Volo’s Guide to All Things Magical 50 gp base value
smoky quartz 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
snowflake obsidian Volo’s Guide to All Things Magical 10 gp base value
soapstone Volo’s Guide to All Things Magical a hardstone
sphalerite Varieties include clelophane.
sphene Volo’s Guide to All Things Magical 500 gp base value
spinel 3e campaign setting 100 gp base value red, red-brown, or deep green
spinel 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value deep blue
spudomene 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
star metal Volo’s Guide to All Things Magical a hardstone
stibiotantalite see brandeen.
stormrock see chrysoprase.
sugar stone a pink datolite; see also datchas.
sulabra Volo’s Guide to All Things Magical a hardstone
sunstone Volo’s Guide to All Things Magical 10 gp base value
tabasheer Volo’s Guide to All Things Magical 50 gp base value
tchazar 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value
tempskya Volo’s Guide to All Things Magical a hardstone
thuparlial Volo’s Guide to All Things Magical 10 gp base value
tiger cowrie Volo’s Guide to All Things Magical a shell
tiger eye agate 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value A golden agate with dark brown striping; often used for carving.
tomb jade 3e campaign setting, Volo’s Guide to All Things Magical 1000 gp base value
topaz 3e campaign setting, Volo’s Guide to All Things Magical 500 gp base value
Shou Lung topaz Volo’s Guide to All Things Magical 1000 gp base value
tourmaline 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value Low-value varieties are often used for carving.
tremair Volo’s Guide to All Things Magical 100 gp base value
trochus Volo’s Guide to All Things Magical a shell
turbo Volo’s Guide to All Things Magical a shell
turquoise 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value Only occasionally used in carving.
turritella Volo’s Guide to All Things Magical a hardstone
ulvaen Volo’s Guide to All Things Magical 100 gp base value
unio Volo’s Guide to All Things Magical a shell
variscite Volo’s Guide to All Things Magical 10 gp base value
violine 3e campaign setting, Volo’s Guide to All Things Magical 10 gp base value
water opal Volo’s Guide to All Things Magical 1000 gp base value
waterstar 3e campaign setting, Volo’s Guide to All Things Magical 100 gp base value
webstone Volo’s Guide to All Things Magical 10 gp base value
witherite Volo’s Guide to All Things Magical 50 gp base value
wonderstone Volo’s Guide to All Things Magical 10 gp base value
woodtine Volo’s Guide to All Things Magical 10 gp base value
wulfenite see boakhar.
xylopal Volo’s Guide to All Things Magical a hardstone
zarbrina Volo’s Guide to All Things Magical 10 gp base value
zendalure Volo’s Guide to All Things Magical 1000 gp base value
zincblende see sphalerite.
ziose Volo’s Guide to All Things Magical 100 gp base value
zircon 3e campaign setting, Volo’s Guide to All Things Magical 50 gp base value

The Timeline of Mulhorand

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

At a Glance

The following events in the history of Mulhorand, Unther, and Chessenta are significant.

MC DR Events
-353 -2488 By now, everyone has heard the nigh-unbelievable tales; Raurin, the imperial province of Imaskar, has been devoured in a cataclysm of fire and melting earth which left the Raurin Desert.
1 -2135 Re and his followers establish the city of Skuld and the nation of Mulhorand.
49 -2087 Enlil and his followers establish the city of Unthalass and the nation of Unther.
169 -1967 A territorial dispute erupts between Mulhorand and Unther.
175 -1961 Re and Enlil reach an agreement that the River of Swords will be the boundary between their lands. This agreement is honored for more than three thousand years.
c. 650 c. -1500 Mulhorand and Unther expand. This marks the beginning of the First Empires.
c. 900 c. -1250 Unther wars against both the elves of the Yuirwood and the dwarves of the Great Rift, seeking to colonize these areas. Mulhorand, in contrast, works to control lands to the east which were historically dominated by Imaskar.
1049 -1087 Thayd’s Rebellion.
1055 -1081 Thayd is captured and executed. He prophecies that the priests’ persecution of wizards in Mulhorand and Unther will cost the empires much of their power and glory. Of course, the priests don’t see things that way, and his prophecy is discredited and ignored for two thousand years.
1061 -1075 The Orcgate Wars begin. Hordes of orcs pour forth from the mountains, besieging the northern colonies. Estimates of the death toll climb into the tens of thousands within the first month.
1065 -1071 The climactic Battle of the Gods, where Re is apparently slain by an avatar of Gruumsh. However, Horus becomes Horus-Re, and the Mulhorandi armies rally.
1067 -1069 The Orcgate Wars end, as the avatars of the orc deities are defeated by the God-Kings of Mulhorand and Unther. The orcish armies are routed, and flee to the north. A “kill on sight” edict is enacted in Mulhorand and Unther, which prevents orcs from settling in those lands even to this day. The paladins of Osiris quietly stopped counting when they exceeded 100,000 dead, so no accurate record exists of how many lives were lost. Mulhorand is rocked to its core by the loss of Re. Unther is, if possible, even more disheartened; most of their pantheon was destroyed.
1086 -1050 Set defies the authority of Horus-Re, and reportedly kills Osiris. Osiris, if he fell, was quickly resurrected.
1088 -1048 Horus-Re publicly declares himself Pharaoh of Mulhorand and of the Gods. He exiles Set and condemns his church; from this day forward the worship of Set is punishable by death in Mulhorand.
c. 1250 c. -900 Narfell and Raumathar rise to power in the north.
1402 -734 Enlil passes leadership of the Untheric pantheon (and his church) to Gilgeam and vanishes from the Realms. Gilgeam immediately declares this to be Year 1 of the new Untheric Calendar. The Untheric Calendar is grudgingly recognized in Unther’s vassal states, but remains ignored by all other nations.
1513 -623 Narfell attempts an invasion of Mulhorand and Unther by sea. The northern armada is obliterated, and Narfell quickly turns its attention back to other interests.
1986 -150 Narfell and Raumathar achieve mutual destruction.
1988 -148 Predictably, a large number of demons and other creatures loosed in the final battle between the northern empires quickly leave the dead realms and enter the colonies of Mulhorand and Unther. The God-Kings defeat and banish as many of these creatures as they can find, determined to avoid another catastrophic loss of citizens.
2001 -135 Mulhorand and Unther expand again, and the Second Empires begin.
2136 1 The Standing Stone is raised in the lands northwest of the Inner Sea — this event is ignored by most of the South, but is included for reference.
2243 108 The first Great Flood of the River Alamber nearly destroys Unthalass.
2337 202 Barbarians invade southern Unther and Mulhorand.
2340 205 The armies of Mulhorand and Unther chase the fleeing barbarians back to their settlements and exterminate them.
2617 482 Delthuntle and Laothkund declare their independence from Unther.
2639 504 Teth and Nethra declare their independence, provoking Unther into a long and bloody campaign against its northern colonies.
2778 643 Nezram leaves his tower on the shores of Azulduth, and is not seen in the Realms for several centuries.
2814 679 Unther is forced to recognize the independence of all the Coaster Cities. This marks the end of the Second Untheric Empire.
2816 681 Nezram’s tower is destroyed by Chathuulandroth; Nezram’s descendants found Nezras.
2866 731 The second Great Flood of the River Alamber devastates Unthalass.
2958 823 Mourktar declares its independence from Unther.
3057 922 The Battle of Thazalhar. The Red Wizards achieve a coup in Mulhorand’s northern province, and declare themselves the sovereign nation of Thay. This marks the end of the Second Mulhorandi Empire.
3064 929 A small army of dissidents, led by Tchazzar, puts Unther’s northern province to the sword and founds the Alliance of Chessenta.
3111 976 Mulhorand‘s first (and so far, the only) invasion of Thay is defeated at the River Thazarim.
3153 1018 King Tchazzar disappears during an attack against sahuagin. His body is never found, and some of his followers form a cult based on the belief that Tchazzar is now divine.
3165 1030 A small cabal within the Red Wizards declares itself to be the head of that organization, and the rulers of Thay. Much strife ensues. The eight wizards call themselves the Zulkirs.
3209 1074 The Zulkirs eradicate the last known resistance to their rule.
3233 1098 Thay‘s first invasion of Mulhorand is defeated at Sultim.
3252 1117 Mordulkin defies the King of Cimbar, fracturing the Alliance of Chessenta.
3289 1154 The armies of Akanax and Soorenar lay siege to Cimbar. The King of Cimbar is forced to sign a pact placing severe limits on his authority. The lord of Akanax refuses to sign, on the grounds that he himself would be a better leader of the alliance. This, of course, ensures that the squabbling between the city-states will escalate and continue in perpetuity.
3296 1161 The Karanok family rises to power in Luthcheq.
3318 1183 Paladins of Osiris exorcise the fortress of Sekras and make the entire length of the River of Swords safe for human habitation. Werecrocodiles vanish, but quietly settle in the Adder River Delta.
3383 1248 Rehorusteb II becomes Pharaoh of Mulhorand.
3415 1280 Thay‘s second invasion of Mulhorand overwhelms Sultim. The city very nearly falls before reinforcements arrive from Skuld. The church of Anhur is blamed for the debacle.
3436 1301 The cult of Tiamat, long-forgotten, abruptly comes back into public awareness in Unther.
3446 1311 Rezim becomes Vizier of Mulhorand, and dramatically broadens the persecution of Anhurites. Chessentan mercenaries replace Anhurites as the guards of Mulhorand’s cities.
3452 1317 The Great Plague of the Inner Sea begins.
3455 1320 Baphoseti becomes the incarnation of Set, and quickly galvanizes that cult.
3458 1323 The Great Plague fades away. Chessenta is devastated, having lost up to 40% of its population in coastal cities and towns. Chondath and the Coaster Cities suffer similar losses. Unther has also suffered — Messemprar and Unthalass in particular, where up to 20% of the population perished. Mulhorand, in contrast, is unaffected. Murghôm, Semphar, the Shaar, and other lands further away from the Inner Sea, are also spared.
3459 1324 Luthcheq invades Mordulkin, seeking to take advantage of the plague’s ravages. Luthcheq loses the war, and most of its army. House Karanok blames wizard-spy-infiltrators who warned Mordulkin’s leaders of the attack, and begin persecuting wizards.
3481 1346 The Cult of Tiamat summons The Dark Lady.
3485 1350 The Cult of Set gains control of Sampranasz, and successfully suppresses news of the event, thus gaining a base of operations close to Skuld. Baphoseti forms the Fangs of Set.
3492 1357 Fire elementals destroy the eastern Coaster Cities. Rioting in Messemprar threatens to destroy that city.

Source

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Timeline of the Great Glacier

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


At a Glance

The following events in the nearly-4000-year history of the Great Glacier are noteworthy.


Events

UC DR Events
1 -2550 Ulutiu sinks into the sea, and the glacier begins to form.
75 -2476 The glacier encroaches into what will later be known as Damara and Vaasa.
276 -2275 A clan of shield dwarves from the Tortured Land is exiled to the glacier, and become the progenitors of the Innugaakalikurit.
902 -1649 Some human hunters from Sossal become lost in the glacier. They make their new home on the ice, and their descendants will be the first Ulutiuns.
1188 -1363 The Ulutiuns discover the Glacier of Ulutiu. Some of them believe Ulutiu to be a god, and devote themselves to his teachings; they declare themselves Nakulutiuns and move northward, founding the settlements of Nakvaligach. The remainder return to Alpuk, thereafter calling themselves Iulutiuns.
1364 -1187 One group of Iulutiuns settle the eastern portion of the glacier, taking up a nomadic life following the large herds of caribou. These are the first of the Angulutiuns, and they call their land Angalpuk.
1587 -964 The Keryjek Wars begin, sparked by Iulutiun settlements poaching caribou in Angalpuk.
1637 -914 The Keryjek Wars end with a treaty between Iulutiun and Angulutiun leaders. The first koatulit is held to commemmorate the treaty, and has been held every year since to facilitate peace.
1649 -902 Iulutiuns reach out to the Innugaakalikurit by inviting them to participate in the koatulit. The dwarves decline, but a cordial relationship begins.
1790 -761 An unusually warm summer results in extensive flooding around the Lugalpgotak and Nakalpgotak seas. Several villages are washed away, and hundreds of Ulutiuns drown.
1952 -599 A small group of Innugaakalikurit provoke the frost giants of Novularond by discovering and stealing a giant-built catapult. The elders of Gronne offer to arbitrate the dispute, eventually finding the dwarves guilty of theft; the thieves are given to the giants as slaves. Descendants of those dwarves remain enslaved by the giants to the present day.
2338 -213 Nakulutiuns inadvertently awaken a monster in the Olyniak Crevasse. They call it Ufloq.
3010 460 Treasure hunters from Sossal enter Angalpuk, bringing with them a strange disease which becomes a plague before the victims are isolated and exiled to the Ibelgrak Valley. The survivors remain exiled to this day, due to fears that the disease is merely dormant rather than extinguished.
3588 1038 A rotational shift of Toril causes temperatures to rise and the glacier to recede, uncovering the the lands of Vaasa and Damara.
3691 1141 A cabal of wizards from Vaasa construct a castle of ice at the base of Mount Okk, and use the castle as a base for developing new cold-based magic.
3698 1148 A massive earthquake rocks the Lugsaas Chain; the ice castle and its wizards are swallowed by a fissure and presumed dead.
3777 1227 Palus Frohm, an explorer from Vaasa, begins his twenty-year journey across the glacier. He writes Blood and Ice: Survival in the Great Glacier, which becomes popular among would-be adventurers in the north.
3836 1286 Work begins on the Shistak Pass.
3889 1339 Sharra Frohm, a descendant of Palus Frohm, enters the glacier intending to write volume two of Blood and Ice about the Nakvaligach region, which her ancestor was unable to fully explore. She entered the glacier, alone, 100 miles northeast of the Frozen Forest. She has not been heard from since.

Sources

Primary Source

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Celestial Stair

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

At a Glance

An invisible staircase that leads upward from Faerûn to Cynosure. The stair is usable by any with “great will and Power” but apparently not without risk.

A way out of Faerûn for gods too cruel to care what destruction they cause in doing so.

Known Celestial Stairs include

  • Castle Kilgrave: during the Time of Troubles, this stair was the site of Mystra‘s destruction by Helm. The blastwave emanating from the death of a Power flattened the remains of the castle.
  • Shadowdale: during the Time of Troubles this Stair was destroyed when Mystra and Elminster destroyed an avatar of Bane. Interestingly, the rest of dale was left unscathed by the destruction of the god.
  • Teyla Shan: an unconfirmed legend tells of The Road to the Gods which can be found at the summit of the highest peak of the Godswatch Mountains. This staircase, if it exists, may still be intact.
  • Waterdeep: this Stair, located on Mount Waterdeep, was used to return the Tablets of Fate to Ao. It “vanished” when Ao caused the avatars to leave Faerûn.

Sources

  • Waterdeep [FRE3/9249] page 32, 39
  • Shadowdale [FRE1/9247] page 33
  • Old Empires [FR10/9274] page 7
  • The Forgotten Realms Atlas [8442] page 100, 134, 155, 157

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Battlemaster

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


Disambiguation


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Some Thoughts on Beljurils

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

At a Glance

Beljurils are gemstones unique to the Forgotten Realms, a setting for the D&D role-playing game. If that’s not what you meant to read about, I’m sure you’ll find some comfort in clicking your Back button.

Beljurils are translucent, a deep sea-green in color, smooth as glass in their natural state, and roughly spherical in shape. They are not typically cut into faceted forms, but may be shaved into more perfectly spherical shape, and are often polished to maximize the impact of their unique appeal.

They’re famous among those who love stones and light (and infamous among most dwellers-in-darkness) for the dazzling flashes of light they emit at somewhat unpredictable intervals.

Some Ideas

Volo’s Guide mentions that the majority of beljurils are 3 to 5 inches in diameter. But there is a range in size. So some basic math yields the following table.

% diam volume surface range value wt
001-004 1 0.5 3 0 200 (4d4 x 20) 0.1
005-023 2 4 13 2 800 (4d4 x 80) 0.6
024-110 3 14 28 6 1800 (4d4 x 180) 2.0
111-500 4 34 50 15 3200 (4d4 x 320) 4.8
501-890 5 65 79 30 5000 (4d4 x 500) 9.5
891-977 6 113 113 52 7200 (4d4 x 720) 16.3
978-996 7 180 154 85 9800 (4d4 x 980) 25.9
997-000 8 268 201 123 12800 (4d4 x 1280) 38.7

Range

Range (in feet) is the radius of the energy absorbing-effect. The frequency and magnitude of the energy “inputs” in the environment around the gem, within this radius, determines how often the gem flashes. In this table, the range is based on the volume of the gem.

Value

Value (in gold pieces) means the same thing it does in the tables given in the DMG and the FRCS… the base price of an “average” gem of that type. There is a range taking these things into account, as indicated in the table. Defects (cracks, inclusions, etc) will reduce the value, something which makes a particular gem extraordinarily attractive (usually size) may somewhat increase the value. In the case of beljurils, a more perfectly spherical shape could also command a higher price. Also, there will usually be some markup attached by individual merchants depending on their trouble bringing the gem to market. As always, prevailing conditions in each market will have the final say. In this table, the value is based on the surface area of the gem.

Weight

Weight (in pounds) is pretty self-explanatory. In this table, beljurils are given the same density as corundum: 3997 kg per cubic meter, or approximately 250 lbs per cubic foot. This is 150% of the density of quartz or granite, so beljurils will be noticeably heavier than most other stones of similar size.

Final Thoughts

One very exclusive seafood eatery in Delthuntle features a small “underdark river” flowing through the center, the bed of which is lined with hundreds of beljurils.

Another restaurant, this one in Phannaskul, invites children to thwack a halfling-sized statue of a fiendish man (a cambion) with a rattan cane; if the statue’s beljuril eyes flash in reply, the child eats for free. Kicks, punches, and righteous shoves are also honored.

Several human and dwarven merchants and collectors are known to be interested in beljurils of exceptional quality. More than a few dragons are also keen to acquire such stones.

Sources

Beljurils are described in the 3e FR Campaign Setting (page 300) and Volo’s Guide to All Things Magical (page 37).

Everything that’s not in the official sources was made up. By me. Today. In my living room.

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Power Outages in a Magical World

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

First, a Real-World Anecdote…

Okay, so occasionally events in "real life" suggest corollaries in an imaginary world. We got a large snowfall on Tuesday night, which thawed just enough that when it froze Wednesday night most of the snow on the trees turned to ice. Thursday seems to have brought a little bit of wind, and branches started falling. Several trees split into thirds or quarters, pulled in opposite directions by their ice-sheathed branches. So it should have come as no great shock when, around 7pm on Thursday, the power went out.

It was raining instead of snowing by then, and some of the snow was melting, but that wasn’t much of an improvement since slush of the right consistency is just as hard to drive over as ice is… and this was the right consistency of slush. And given that this was happening over the entire western part of the state, estimates of when we were going to get our power back ranged from 2 days to over a week.

So Thursday night was chilly. After spending half of Friday griping about the unfairness/stupidity of businesses getting power restored… not only while homes were still dark, but also while those businesses were closed due to the owners being unable to get out of their own driveways… my lights came back on about 8:30pm. Total time freezing my buns off: less than 27 hours.

It did remind me of why I’m interested in policy and social reform and environmentalism, though… the property damage caused by falling trees would have happened regardless, but the loss of electricity (in itself a significant cause of revenue loss for some businesses, even when they get their power restored first) might have been avoided if all the lines were underground.

Applications to Faerûn

Today, I wondered about whether the Realms suffers "power outages" — times when magic is temporarily unavailable. Not just the obvious stuff like the Fall of Netheril, or the semi-permanent magic-dead zones in the wake of the Time of Troubles. I’m thinking about power outages that are brought about by mortal carelessness or sadism, which last a day or a week and affect only a relatively small localized area.

The Weave doesn’t depend on tangible wires, but what if the strands could be disrupted? If we think of it as a swatch of cloth, or as a spiderweb, it should be easy to say yes… the weave should be vulnerable to some form of cutting or blocking or something. Ley lines might be another way to visualize it.

So how would that work? What would an area like this look like, to the trained or untrained eye? What would it feel like, to mages or to extraplanar creatures?

I dunno, but it’s something fun to think about. Maybe more on this subject later.

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Godsbane

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

At a Glance

This unique sword was used by Cyric during the Time of Troubles; he didn’t realize at the time that it was the avatar of Mask. Cyric supposedly used it to slay Leira.

Source

  • Waterdeep [FRE3/9249] page 46

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